2 * added engine snapshot functionality for instant tape reloading (this
3 only works for the last tape saved using "quick save", and does not
4 work across program restarts, because it completely works in memory)
7 * version number set to 3.2.2
10 * version 3.2.1 released
13 * fixed nasty bugs with handling error message file on Mac OS X systems
16 * general code cleanup (removing many annoying "#if 0" blocks etc.)
19 * fixed bug that caused broken tapes when manually appending to tapes
20 using the "pause before death" functionality, followed by recording
21 * added setup option to disable fading of screens for faster testing
24 * code cleanup of new fading functions
27 * changed behaviour after solved game -- do not immediately stop engine
28 * added some more smooth screen fadings (game start, hall of fame etc.)
31 * fixed bug with displaying pushed CE with value/score/delay anim_mode
34 * added configurable level preview position, tile size and dimensions
35 * added configurable game panel value positions (gems, time, score etc.)
38 * fixed small bug with time displayed incorrectly when collecting CEs
41 * fixed bug with bumpy scrolling with EM engine in double player mode
44 * added compatibility code to fix "Snake Bite" style levels that were
45 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
48 * fixed bug with scrollbars inside editor when using the Windows mouse
49 enhancement tool "True X-Mouse" (which injects key events to the event
50 queue to insert selected stuff into the Windows clipboard, which gets
51 confused with the "Insert" key for jumping to the last editor cascade
52 block in the element list)
53 * added Rocks'n'Diamonds icon for use as window icon to SDL version
54 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
57 * added selection of preferred fullscreen mode to setup / graphics menu
58 (useful if default mode 800 x 600 does not match screen aspect ratio)
61 * improved down-scaling of images for better editor and preview graphics
62 * changed user data directory for Mac OS X from Unix style to new place
65 * improved level number selection in main menu and player selection in
66 setup menu (input devices section) by using standard button gadgets
67 * added support for mouse scroll wheel (caused buggy behaviour before)
68 * added support for scrolling horizontal scrollbars with mouse wheel by
69 holding "Shift" key pressed while scrolling the wheel
70 * added support for single step mouse wheel scrolling by holding "Alt"
71 key pressed while scrolling the wheel (can be combined with "Shift")
72 * changed output file "stderr.txt" on Windows platform now always to be
73 created in the R'n'D sub-directory of the personal documents directory
74 * added Windows message box to direct to "stderr.txt" after error aborts
77 * improved general scrollbar handling (when jump-scrolling scrollbars)
80 * changed scrollbars to always show last line as first after scrolling
81 (that means jumping n - 1 screen lines instead of n screen lines)
84 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
85 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
86 * fixed special handling of vertically stacked acid becoming fake acid
89 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
90 affect multiple instances of the same CE, although this kind of
91 change condition usually only affects one single custom element
94 * version number set to 3.2.1
97 * version 3.2.0 released
100 * reorganized level editor element list a bit to match engines better
103 * fixed newly introduced bug with wrongly initializing clipboard element
106 * fixed bug with displaying visible/invisible level border in editor
109 * reorganized some elements in the level editor element list
112 * fixed bug with displaying any player as "yellow" when moving into acid
113 * fixed bug with displaying running player when player stopped at border
116 * fixed bug with player exploding when moving into acid
117 * fixed bug with level settings being reset in editor and when playing
118 (some compatibility settings being set not only after level loading)
119 * fixed crash bug when number of custom graphic frames was set to zero
120 * fixed bug with teleporting player on walkable tile not working anymore
121 * added partial compatibility support for pre-release-only "CONF" chunk
122 (to make Alan Bond's "color cycle" demo work again :-) )
125 * fixed some bugs when displaying title screens from info screen menu
126 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
129 * changed file major version to 3 to reflect level file format changes
130 * uploaded pre-release (test) version 3.2.0-8 binary and source code
133 * added new chunk "NAME" to level file format for level name settings
134 * added new chunk "NOTE" to level file format for envelope settings
135 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
136 * updated magic(5) file to recognize changed and new level file chunks
137 * removed change events "change when CE value/score changes" as unneeded
140 * changed gravity (which only affects the player) from level property
141 to player property (only makes a difference in multi-player levels)
142 * added change events "change when CE value/score changes"
143 * added change events "change when CE value/score changes of <element>"
146 * added new chunk "INFO" to level file format for global level settings
147 * added all element settings from "HEAD" chunk to "CONF" chunk
148 * added all global level settings from "HEAD" chunk to "INFO" chunk
151 * changed level file format by adding two new chunks "CUSX" (for custom
152 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
153 elements, replacing the previous "GRP1" chunk); these new IFF style
154 chunks use the new and flexible "micro chunks inside chunks" technique
155 already used with the new "CONF" chunk (for normal element properties)
156 which makes it possible to easily extend the existing level format
157 (instead of using fixed-length chunks like before, which are either
158 too big due to reserved bytes for future use, or too small when those
159 reserved bytes have all been used and even more data should be stored,
160 requiring the replacement by new and larger chunks just like it went
161 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
164 * added credits pages to the "credits" section that were really missing
165 * added some missing element descriptions to the level editor
166 * added down position of switchgate switch to the level editor
167 and allowed the use of both switch positions at the same time
168 * changed use of "Insert" and "Delete" keys to navigate element list in
169 level editor to start of previous or next cascading block of elements
172 * added the possibility to view the title screen to the info screen menu
173 * fixed some minor bugs with viewing title screens
176 * fixed bug with title (cross)fading in/out when using fullscreen mode
179 * fixed bug that forced re-defining of menu settings in local graphics
180 config file which are already defined in existing base config file
181 * fixed small bug that caused door sounds playing when music is enabled
184 * added the possibility to define up to five title screens for each
185 level set that are displayed after loading using (cross)fading in/out
186 (this was added to display the various start images of the EMC sets)
189 * added "CE score gets zero [of]" to custom element trigger conditions
190 * added setup option to display element token name in level editor
193 * added compatibility code for Juergen Bonhagen's menu artwork settings
196 * fixed bug with displaying wrong animation frame 0 after CE changes
197 * fixed bug with creating invisible elements when light switch is on
200 * added selection between ECS and AGA graphics for EMC levels to setup
203 * adjusted font handling for various narrow EMC style fonts
206 * changed EM engine behaviour back to re-allow initial rolling springs
209 * fixed handling of over-large selectboxes (less error-prone now)
210 * fixed bug when creating GE with walkable element under the player
213 * added use of "Insert" and "Delete" keys to navigate element list in
214 level editor to start of custom elements or start of group elements
215 * added virtual elements to access CE value and CE score of elements:
216 - "CE value of triggering element"
217 - "CE score of triggering element"
218 - "CE value of current element"
219 - "CE score of current element"
222 * fixed "grass" to "sand" in older EM levels (up to file version V4)
225 * changed behaviour of network games with internal errors (because of
226 different client frame counters) from immediately terminating R'n'D
227 to displaying an error message requester and stopping only the game
228 (also to prevent impression of crashes under non command-line runs)
229 * fixed playing network games with the EMC engine (did not work before)
230 * fixed bug with not scrolling the screen in multi-player mode with the
231 focus on player 1 when all players are moving in different directions
232 * fixed bug with keeping pointer to gadget even after its deallocation
233 * fixed bug with allowing "focus on all players" in network games
234 * fixed bug with player focus when playing tapes from network games
237 * uploaded pre-release (test) version 3.2.0-7 binary and source code
240 * code cleanup for game action control for R'n'D and EMC game engine
243 * fixed bug in multi-player movement with focus on both players
244 * added option to control only the focussed player with all input
247 * added player focus switching to level tape recording and re-playing
250 * fixed some bugs in player focus switching in EMC and RND game engine
253 * added special Supaplex animations for Murphy digging and snapping
254 * added special Supaplex animations for Murphy being bored and sleeping
257 * added four new yam yams with explicit start direction for EMC engine
258 * fixed bug in src/libgame/text.c with printing text outside the window
261 * fixed small bug in EMC level loader (copyright sign in EM II levels)
264 * added delayed ignition of EM style dynamite when used in R'n'D engine
265 * added limited movement range to EMC engine when focus on all players
268 * fixed bug with missing (zero) score values for native Supaplex levels
271 * added "continuous snapping" (snapping many elements while holding the
272 snap key pressed, without releasing the snap key after each element)
273 as a new player setting for more compatibility with the classic games
276 * finished scrolling for "focus on all players" in EMC graphics engine
279 * level sets with "levels: 0" are ignored for levels, but not artwork
280 * fixed bug when scanning empty level group directories (endless loop)
283 * fixed bug with explosion graphic for player using "Murphy" graphic
284 * fixed bug with explosion graphic if player leaves explosion in time
285 * changed some descriptive text in setup menu to use medium-width font
286 * added key shortcut settings for switching player focus to setup menu
289 * fixed bug with random value initialization when recording tapes
290 * fixed bug with playing single player tapes when team mode activated
293 * fixed little bug when trying to switch to player that does not exist
296 * added player switching (visual and quick) to R'n'D and EM game engine
297 * added setup option to select visual or quick in-game player switching
300 * added use of "Home" and "End" keys to handle element list in editor
303 * fixed bug with adding score when playing tape with EMC game engine
304 * added steel wall border for levels using EMC engine without border
305 * finally fixed delayed scrolling in EMC engine also for small levels
308 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
311 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
312 * fixed bug when displaying info element without action, but direction
315 * fixed minor graphical problems with springs smashing and slurping
316 (when using R'n'D style graphics instead of EMC style graphics)
319 * added scroll delay (as configured in setup) to EMC graphics engine
322 * improved screen redraw for EMC graphics engine (faster and smoother)
323 * when not scrolling, do not redraw the whole playfield if not needed
326 * added multi-player mode for EMC game engine (with up to four players)
329 * added android (can clone elements) from EMC engine to R'n'D engine
332 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
335 * added selectbox for initial player speed to player settings in editor
338 * version 3.1.2 created that is basically version 3.1.1, but with a
339 major bug fixed that prevented editing your own private levels
340 * version 3.1.2 released
343 * added magic ball (creates elements) from EMC engine to R'n'D engine
346 * uploaded fixed pre-release version 3.2.0-6 binary and source code
349 * fixed bug when using "CE can leave behind <trigger element>"
350 * added new change condition "(after/when) creation of <element>"
351 * added new change condition "(after/when) digging <element>"
352 * fixed bug accessing invalid gadget that caused crashes under Windows
353 * deactivated new possibility for multiple CE changes per frame
356 * uploaded pre-release (test) version 3.2.0-6 binary and source code
359 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
360 * fixed bug with not keeping CE value for moving CEs with only action
361 * changed CE action selectboxes in editor to be only reset when needed
364 * added option "use artwork from element" for custom player artwork
365 * added option "use explosion from element" for player explosions
368 * added cascaded element lists in the level editor
369 * added persistence for cascaded element lists by "editorcascade.conf"
370 * added dynamic element list with all elements used in current level
371 * added possibility for multiple CE changes per frame (experimental)
374 * uploaded pre-release (test) version 3.2.0-5 binary and source code
377 * changed "score for each 10 seconds/steps left" to "1 second/step"
378 * added own score for collecting "extra time" instead of sharing it
379 * added change events "switched by player" and "player switches <e>"
380 * added change events "snapped by player" and "player snaps <e>"
381 * added "set player artwork: <element choice>" to CE action options
382 * added change event "move of <element>"
385 * added "set player shield: off / normal / deadly" to CE action options
386 * added new player option "use level start element" in level editor
387 to set the correct focus at level start to elements from which the
388 player is created later (this did not work before for cascaded CE
389 changes resulting in creation of the player; it is now also possible
390 to create the player from a yam yam which is smashed at level start)
393 * added "set player speed: frozen (not moving)" to CE action options
394 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
397 * added new player option "block snap field" (enabled by default) to
398 make it possible to show a snapping animation like in Emerald Mine
401 * added dynamic selectboxes to custom element action settings in editor
402 * added "CE value" counter for custom elements (instead of "CE count")
403 * added option to use the last "CE value" after custom element change
404 * added option to use the "CE value" of other elements in CE actions
405 * fixed odd behaviour when pressing time orb in levels w/o time limit
406 * added checkbox "use time orb bug" for older levels that use this bug
409 * added missing configuration settings for the following elements:
410 - EL_TIMEGATE_SWITCH (time of open time gate)
411 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
412 - EL_SHIELD_NORMAL (time of shield duration)
413 - EL_SHIELD_DEADLY (time of shield duration)
414 - EL_EXTRA_TIME (time added to level time)
415 - EL_TIME_ORB_FULL (time added to level time)
418 * added "wind direction" as a movement pattern for custom elements
419 * added initial wind direction for balloon / custom elements to editor
420 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
423 * added parameters for "game of life" and "biomaze" elements to editor
426 * added level file chunk "CONF" for generic level and element settings
429 * uploaded pre-release (test) version 3.2.0-4 binary and source code
432 * skip empty level sets (with "levels: 0"; may be artwork base sets)
433 * added sound action ".page[1]" to ".page[32]" for each CE change page
436 * added image config suffix ".clone_from" to copy whole image settings
437 * fixed bug with invalid ("undefined") CE settings in old level files
440 * fixed graphical bug with smashing elements falling faster than player
443 * fixed major bug which prevented private levels from being edited
444 * fixed bug with precedence of general and special font definitions
447 * fixed graphical bug with player animation when player moves slowly
450 * uploaded pre-release (test) version 3.2.0-3 binary and source code
453 * fixed bug which prevented "global.num_toons: 0" from working
456 * major code cleanup (removed all these annoying "#if 0" blocks)
459 * added custom element actions for CE change page in level editor
462 * fixed music initialization bug in init.c (thanks to David Binderman)
463 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
464 (this bug must probably be fixed at other places, too)
467 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
468 (should be '#include <SDL.h>' instead)
471 * fixed bug which prevented "walkable from no direction" from working
472 (due to compatibility code overwriting this setting after loading)
475 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
478 * version number temporarily set to 3.1.1 (intermediate bugfix release)
479 * version 3.1.1 released
482 * changed some va_arg() arguments from 'long' to 'int', fixing problems
483 on 64-bit architecture systems with LP64 data model
486 * fixed bug with bombs not exploding when hitting the last level line
487 (introduced after the release of 3.1.0)
490 * added support for dumping small-sized level sketches from editor
493 * added recognition of "trigger element" for "change digged element to"
494 (this is not really what the "trigger element" was made for, but its
495 use may seem obvious for leaving back digged elements unchanged)
498 * fixed multiple warnings about failed joystick device initialization
501 * fixed bug with dynamite dropped on top of just dropped custom element
502 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
503 dynamite can still be dropped, but drop key must be released before
506 * fixed bug with wrong start directory when started from file browser
507 (due to this bug, R'n'D could not be started from KDE's Konqueror)
510 * fixed bug causing "change when impact" on player not working
511 * fixed wrong priority of "hitting something" over "hitting <element>"
512 * fixed wrong priority of "hit by something" over "hit by <element>"
515 * fixed graphical bug which caused the player (being Murphy) to show
516 collecting animations although the element was collected by penguin
519 * fixed two bugs causing wrong door background graphics in system.c
520 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
523 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
524 * added "no direction" to "walkable/passable from" selectbox options
527 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
528 * in tape autoplay, not only report broken, but also missing tapes
531 * uploaded pre-release (test) version 3.2.0-2 binary and source code
534 * fixed small bug with "linear" animation not working for active lamp
537 * fixed bug with moving up despite gravity due to "block last field"
538 * fixed small bug with wrong draw offset when typing name in main menu
539 * when reading user names from "passwd", ignore data after first comma
540 * when creating new "levelinfo.conf", only write some selected entries
543 * fixed displaying "imported from/by" on preview with empty string
544 * fixed ignoring draw offset for fonts used for level preview texts
547 * fixed a delay problem with SDL and too many mouse motion events
548 * added setup option "skip levels" and level skipping functionality
551 * added move speed "not moving" for non-moving CEs, but with direction
554 * fixed mapping of obsolete element token names in "editorsetup.conf"
555 * fixed bug with sound "acid.splashing" treated as a loop sound
556 * fixed some little sound bugs in native EM engine
559 * fixed small bug when dragging scrollbars to end positions
562 * added editor element descriptions written by Aaron Davidson
565 * improved fallback handling when configured artwork is not available
566 (now using default artwork instead of exiting when files not found)
569 * fixed bug on level selection screen when dragging scrollbar
572 * fixed bug which caused broken tapes when appending to EM engine tapes
575 * uploaded pre-release (test) version 3.2.0-1 binary and source code
578 * added code to replace changed artwork config tokens with other tokens
579 (needed for backwards compatibility, so that older tokens still work)
582 * added native R'n'D graphics for some new EMC elements in EM engine
585 * fixed some bugs in the EM engine integration code
586 * changed EM engine code to allow diagonal movement
587 * changed EM engine code to allow use of separate snap and drop keys
590 * fixed some redraw bugs when using EM engine
593 * fixed bug with not converting RND levels which are set to use native
594 engine to native level structure when loading
597 * uploaded pre-release (test) version 3.2.0-0 binary and source code
600 * version number set to 3.2.0
603 * level data now reset to defaults after attempt to load invalid file
606 * added use of "editorsetup.conf" for different level sets
609 * added auto-detection for various types of Emerald Mine level files
612 * fixed bug with scrollbars getting too small when list is very large
615 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
618 * added most level editor configuration gadgets for new EMC elements
621 * added more element and graphic definitions for new EMC elements
624 * modified native EM engine to use integrated R'n'D sound system
627 * added SDL support to graphics functions in native EM engine
628 (by always using generic libgame interface functions)
631 * fixed bug in frame synchronization in native EM engine
634 * added code to convert levels between R'n'D and native EM engine
637 * new Emerald Mine engine can now play levels selected in main menu
640 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
641 (which creates scaled down graphics for level editor and preview);
642 there's still a memory leak somewhere in the artwork handling code
643 * added "scale image up" functionality to X11 version of zoom function
646 * first attempts to integrate new, native Emerald Mine Club engine
649 * fixed bug in gadget code which caused reset of CEs in level editor
650 (example: pressing 'b' [grab brush] on CE config page erased values)
651 (solution: check if gadgets in ClickOnGadget() are really mapped)
652 * improved level change detection in editor (settings now also checked)
653 * fixed bug with "can move into acid" and "don't collide with" state
656 * fixed maze runner style CEs to use the configured move delay value
659 * added Aaron Davidson's tutorial level set to the "Tutorials" section
662 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
663 * fixed the above fix because it broke level set "machine" (*sigh*)
664 * fixed random element placement in level editor to work as expected
665 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
668 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
671 * fixed bug (missing array boundary check) which caused broken tapes
672 * fixed bug (when loading level template) which caused broken levels
673 * fixed bug with new block last field code when using non-yellow player
676 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
677 * internal change of how the player blocks the last field when moving
678 * fixed blocking delay of last field for EM and SP style block delay
679 * fixed bug where the player had to wait for the usual move delay after
680 unsuccessfully trying to move, when he directly could move after that
681 * the last two changes should make original Supaplex level 93 solvable
682 * improved use of random number generator to make it less predictable
683 * fixed behaviour of slippery SP elements to let slip left, then right
686 * fixed bug with wrong door state after trying to quickload empty tape
687 * fixed waste of static memory usage of the binary, making it smaller
688 * fixed very little graphical bug in Supaplex explosion
691 * version number set to 3.1.1
694 * version 3.1.0 released
697 * fixed bug with crash when writing user levelinfo.conf the first time
700 * added option "convert LEVELDIR [NR]" to command line batch commands
701 * re-converted Supaplex levels to apply latest engine fixes
702 * changed "use graphic/sound of element" to "use graphic of element"
703 due to compatibility problems with some levels ("bug machine" etc.)
706 * fixed bug with CE change replacing player with same or other player
709 * fixed bug with opaque font in envelope with background graphic when
710 background graphic is not transparent itself
713 * added "gravity on" and "gravity off" ports for Supaplex compatibility
714 * corrected original Supaplex level loading code to use these new ports
715 * also corrected Supaplex loader to auto-count infotrons if set to zero
718 * fixed bug with missing initialization of "modified" flag for GEs
721 * fixed bug that caused endless recursion loop when relocating player
722 * fixed tape recorder bug in "step mode" when using "pause before end"
723 * fixed tape recorder bug when changing from "warp forward" mode
726 * fixed bug with "when touching" for pushed elements at last position
729 * fixed bug that caused two activated toolbox buttons in level editor
730 * fixed bug with exploding dynabomb under player due to other explosion
733 * fixed bug with creating walkable custom element under player (again)
734 * fixed bug with not copying explosion type when copying CEs in editor
735 * fixed graphical bug when drawing player in setup menu (input devices)
736 * fixed graphical bug when the player is pushing an accessible element
737 * fixed bug with classic switchable elements triggering CE changes
738 * fixed bug with entering/leaving walkable element in RelocatePlayer()
739 * fixed crash bug when CE leaves behind the trigger player element
742 * fixed bug with broken tubes after placing/exploding dynamite in them
743 * fixed bug with exploding dynamite under player due to other explosion
744 * fixed bug with not resetting push delay under certain circumstances
747 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
748 * added network multiplayer code for Windows (thanks to Niko Böhm)
751 * added option "reachable despite gravity" for gravity movement
752 * changed gravity movement of most classic walkable and passable
753 elements back to "not reachable" (for compatibility reasons)
756 * fixed (removed) "indestructible" / "can explode" dependency in editor
757 * fixed (removed) "accessible inside" / "protected" dependency
758 * fixed (removed) "step mode" / "shield time" dependency
761 * fixed dynabombs exploding now into anything diggable
762 * fixed Supaplex style gravity movement into buggy base now impossible
763 * added pressing key "space" as valid action to select menu options
766 * added "replace when walkable" to relocate player to walkable element
767 * added "enter"/"leave" event for elements affected by relocation
768 * fixed "direct"/"indirect" change order also for "when change" event
769 * fixed graphical bug when pushing things from elements walkable inside
772 * fixed graphic bug when player is snapping while moving in old levels
773 * fixed bug when a moving custom element leaves a player element behind
774 * fixed bug with mole not disappearing when moving into acid pool
775 * fixed bug with incomplete path setting when using "--basepath" option
776 * moving CE can now leave walkable elements behind under the player
777 * when relocating, player can be set on walkable element now
778 * fixed another gravity movement bug
781 * uploaded pre-release (test) version 3.1.0-2 binary and source code
784 * added "collectible" and "removable" to extended replacement types
785 (where "removable" replaces "diggable" and "collectible" elements)
786 * added "collectible & throwable" (to throw element to the next field)
787 * fixed bug with CEs digging elements that are just about to explode
788 * changed mouse cursor now always being visible when game is paused
791 * added possibility to push/press accessible elements from a side that
793 * fixed bug with not setting actual date when appending to tape
796 * fixed bug with incorrectly initialized custom element editor graphics
799 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
800 - number of levels corrected from 18 to 17 in "levelinfo.conf"
803 * fixed bug with destroyed robot wheel still attracting robots forever
804 * fixed bug with time gate switch deactivating after robot wheel time
805 (while the time gate itself is not affected by this misbehaviour)
806 * changed behaviour of BD style amoeba to always get blocked by player
807 (before it was different when there were non-BD elements in level)
808 * fixed bug with player destroying indestructable elements with shield
811 * added option to make growing elements grow into anything diggable
812 (for the various amoeba types, biomaze and "game of life")
815 * fixed bug with movable elements not moving after left behind by CEs
816 * changed gravity movement to anything diggable, not only sand/base
817 * optionally allowing passing to walkable element, not only empty space
818 * added option "can pass to walkable element" for players
819 * finally fixed gravity movement (hopefully)
822 * fixed bug with movable elements not moving anymore after falling down
825 * fixed another bug with custom elements digging and leaving elements
826 * fixed bug with "along left/right side" and automatic start direction
827 * trigger elements now also displayed when "more custom" deactivated
828 * fixed bug with clipboard element initialized when loading new level
829 * added option "drop delay" to set delay before dropping next element
832 * uploaded pre-release (test) version 3.1.0-1 binary and source code
835 * added copy and paste functions for custom change pages
836 * enhanced graphical display and functionality of tape recorder
837 * fixed bug with custom elements digging and leaving elements
840 * added move speed faster than "very fast" for custom elements
841 * fixed bug with 3+3 style explosions and missing border content
842 * fixed little bug when copying custom elements in the editor
843 * enhanced custom element changes by more side trigger actions
846 * added option "no scrolling when relocating" for instant teleporting
847 * uploaded pre-release (test) version 3.1.0-0 binary and source code
850 * added trigger element and trigger player to use as target elements
851 * added copy and paste functions for custom and group elements
854 * fixed graphical bug when displaying explosion animations
855 * fixed bug when appending to tapes, resulting in broken tapes
856 * re-recorded a few tapes broken by fixing gravity checking bug
859 * "can move into acid" property now for all elements independently
860 * "can fall into acid" property for player stored in same bitfield now
861 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
862 * version number set to 3.1.0 (finally!)
865 * changed tape recording to only record input, not programmed actions
868 * fixed totally broken (every 8th frame skipped) step-by-step recording
869 * fixed bug with requester not displayed when quick-loading interrupted
870 * added option "can fall into acid (with gravity)" for players
871 * fixed bug with player not falling when snapping down with gravity
874 * fixed bug which messed up key config when using keypad number keys
877 * fixed bug which allowed moving upwards even when gravity was active
878 * fixed bug with missing error handling when dumping levels or tapes
881 * added different colored editor graphics for Supaplex gravity tubes
884 * fixed bug that allowed solvable tapes for unsolvable levels
887 * use unlimited number of droppable elements when "count" set to zero
888 * added option to use step limit instead of time limit for level
891 * added player and change page as trigger for custom element change
894 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
897 * fixed bug with dark yamyam changing to acid when moving over acid
898 * fixed handling of levels with more than 999 seconds level time
899 (example: level 76 of "Denmine")
902 * "spring push bug" reintroduced as configurable element property
903 * fixed bug with missing properties for "mole"
904 * fixed bug that showed up when fixing the above "mole" properties bug
905 * added option "can move into acid" for all movable elements
906 * fixed graphical bug for elements moving into acid
907 * changed event handling to handle all pending events before going on
910 * fixed bug which caused all CE change pages to be ignored which had
911 the same change event, but used a different element side
912 (reported by Simon Forsberg)
914 * fixed bug which caused elements that can move and fall and that are
915 transported by a conveyor belt to continue moving into that direction
916 after leaving the conveyor belt, regardless of their own movement
917 type; only elements which can not move are transported now
918 (reported by Simon Forsberg)
920 * fixed bug which could cause an array overflow in RelocatePlayer()
921 (reported by Niko Böhm)
923 * changed Emerald Mine style "passable / over" elements to "protected"
924 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
926 * added new option to select from which side a "walkable/passable"
927 element can be entered
930 * added explosion and ignition delay for elements that can explode
933 * fixed bug which caused player not being protected against enemies
934 when a CE was "walkable / inside" and was not "indestructible"
935 * added "walkable/passable" fields to be "protected/unprotected"
936 against enemies, even if not accessible "inside" but "over/under"
939 * corrected move pattern to 32 bit and initial move direction to 8 bit
942 * added second custom element base configuration page
945 * added some special EMC mappings to Emerald Mine level loader
946 (also covering previously unknown element in level 0 of "Bondmine 8")
949 * added option to block last field when player is moving (for Supaplex)
950 * adjusted push delay of Supaplex elements
951 * removed delays for envelopes etc. when replaying with maximum speed
952 * fixed bug when dropping element on a field that just changed to empty
955 * fixed bug: infotrons can now smash yellow disks
956 * fixed bug: when gravity active, port above player can now be entered
957 * removed "one white dot" mouse pointer which irritated some people
960 * added "choice type" for group element selection
963 * fixed bug with initial invulnerability of non-yellow player
966 * added level loader for loading native Supaplex packed levels
967 (including multi-part levels like the "splvls99" levels)
970 * fixed bug which allowed creating emeralds by escaping explosions
973 * custom elements can change (limited) or leave (unlimited) elements
974 * finally added multiple matches using group elements
975 * added shortcut to dump brush (type ":DB" in editor) for use in forum
978 * added new start movement type "previous" for continued CE movement
979 * added new start movement type "random" for random CE movement start
982 * added new element "sokoban_field_player" needed for Sokoban levels
983 (thanks to Ed Booker for pointing this out!)
986 * added elements that can be digged or left behind by custom elements
989 * added group elements for multiple matches and random element creation
992 * fixed some graphical errors displayed in old levels
995 * fixed wrong double speed movement after passing closing gates
998 * added level loader for loading native Emerald Mine levels
1001 * changes for "shooting" style CE movement
1004 * Happy New Year! ;-)
1007 * changed default snap/drop keys from left/right Shift to Control keys
1010 * fixed bug with dead player getting reanimated from custom element
1013 * fixed bug with wrong penguin graphics (when entering exit)
1016 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1019 * version number set to 3.0.9
1022 * version 3.0.8 released
1025 * added function checked_free()
1028 * fixed bug with double nut cracking sound
1029 (by eliminating "default element action sound" assignment in init.c)
1032 * fixed crash when no music info files are available
1035 * fixed boring and sleeping sounds
1038 * added "maze runner" and "maze hunter" movement types
1039 * added extended collision conditions for custom elements
1042 * added warnings for undefined token values in artwork config files
1045 * added menu entry for level set information to the info screen
1048 * fixed bug with wrong default impact sound for colored emeralds
1051 * added several sub-screens for the info screen
1052 * menu text now also clickable (not only blue/red sphere left of it)
1055 * added configurable "bored" and "sleeping" animations for the player
1056 * added "awakening" sound for player when waking up after sleeping
1059 * added "copy" and "exchange" functions for custom elements to editor
1062 * added configurable element animations for info screen
1065 * added configurable music credits for info screen
1068 * finally fixed tape recording when player is created from CE change
1071 * added "editorsetup.conf" for editor element list configuration
1074 * added "musicinfo.conf" for menu and level music configuration
1077 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1078 (that only showed up on Linux, but not on Windows systems)
1081 * fixed turning movement of butterflies and fireflies (no frame reset)
1082 * enhanced sniksnak turning movement (two steps instead of only one)
1085 * version number set to 3.0.8
1088 * version 3.0.7 released
1091 * fixed reset of player animation frame when, for example,
1092 walking, digging or collecting share the same animation
1093 * fixed CE with "deadly when touching" exploding when touching amoeba
1096 * fixed tape recording when player is created from CE element change
1099 * introduced "turning..." action graphic for elements with move delay
1100 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1101 * added turning animations for bug, spaceship and sniksnak
1104 * prevent "extended" changed elements from delay change in same frame
1107 * fixed bug when pushing element that can move away to the side
1108 (like pushing falling elements, but now with moving elements)
1111 * finally fixed serious bug in code for delayed element pushing (again)
1114 * unavailable setup options now marked as "n/a" instead of "off"
1115 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1116 to "true", levels are always played with the latest game engine,
1117 which is desired for levels that are imported from other games; all
1118 other levels are played with the engine version stored in level file
1119 (which is normally the engine version the level was created with)
1122 * fixed serious bug in code for delayed element pushing
1123 * fixed little bug in animation frame selection for pushed elements
1124 * speed-up of reading config file for verbose output
1127 * added configuration option for opening and closing Supaplex exit
1128 * added configuration option for moving up/down animation for Murphy
1129 * fixed incorrectly displayed animation for attacking dragon
1130 * fixed bug with not setting initial gravity for each new game
1131 * fixed bug with teleportation of player by custom element change
1132 * fixed bug with player not getting smashed by rock sometimes
1135 * version number set to 3.0.7
1138 * version 3.0.6 released
1141 * added support for MP3 music for SDL version through SMPEG library
1144 * fixed bug when initializing font graphic structure
1145 * fixed bug with animation mode "pingpong" when using only 1 frame
1146 * fixed bug with extended change target introduced in 3.0.5
1147 * fixed bug where passing over moving element doubles player speed
1148 * fixed bug with elements continuing to move into push direction
1149 * fixed bug with duplicated player when dropping bomb with shield on
1150 * added "switching" event for custom elements ("pressing" only once)
1151 * fixed switching bug (resetting flag when not switching but not idle)
1154 * fixed element tokens for certain file elements with ".active" etc.
1157 * version number set to 3.0.6
1160 * version 3.0.5 released
1163 * now four envelope elements available
1164 * font, background, animation and sound for envelope now configurable
1165 * main menu doors opening/closing animation type now configurable
1168 * active/inactive sides configurable for custom element changes
1169 * new movement type "move when pushed" available for custom elements
1172 * fixed bug in multiple config pages loader code that caused crashes
1175 * enhanced (remaining low-resolution) Supaplex graphics
1178 * version number set to 3.0.5
1181 * version 3.0.4 released
1183 2003-09-12 src/tools.c
1184 * fixed bug in custom definition of crumbled element graphics
1186 2003-09-11 src/files.c
1187 * fixed bug in multiple config pages code that caused crashes
1190 * version number set to 3.0.4
1193 * version 3.0.3 released
1196 * added music to Supaplex classic level set
1198 2003-09-07 src/libgame/misc.c
1199 * added support for loading various music formats through SDL_mixer
1201 2003-09-06 (various source files)
1202 * fixed several nasty bugs that may have caused crashes on some systems
1203 * added envelope content which gets displayed when collecting envelope
1204 * added multiple change event pages for custom elements
1206 2003-08-24 src/game.c
1207 * fixed problem with player animation when snapping and moving
1209 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1210 * fixed problem with flickering when drawing toon animations
1212 2003-08-23 src/libgame/sdl.c
1213 * fixed problem with setting mouse cursor in SDL version in fullscreen
1215 2003-08-23 src/game.c
1216 * fixed bug (missing array boundary check) which could crash the game
1219 * version number set to 3.0.3
1222 * version 3.0.2 released
1224 2003-08-21 src/game.c
1225 * fixed bug with creating inaccessible elements at player position
1227 2003-08-20 src/init.c
1228 * fixed bug with not finding current level artwork directory
1230 2003-08-20 src/files.c
1231 * fixed bug with choosing wrong engine version when playing tapes
1232 * fixed bug with messing up custom element properties in 3.0.0 levels
1235 * version number set to 3.0.2
1238 * version 3.0.1 released
1240 2003-08-17 (no source files affected)
1241 * changed all "classic" PCX image files with 16 colors or less to
1242 256 color (8 bit) storage format, because the Allegro game library
1243 cannot handle PCX files with less than 256 colors (contributed
1244 graphics are not affected and might look wrong in the DOS version)
1246 2003-08-16 src/init.c
1247 * fixed bug which (for example) crashed the level editor when defining
1248 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1249 (only set to default) -- invalid graphics now set to default graphic
1251 2003-08-16 src/init.c
1252 * fixed graphical bug of player digging/collecting/snapping element
1253 when no corresponding graphic/animation is defined for this action,
1254 resulting in player being drawn as EL_EMPTY (which should only be
1255 done to elements being collected, but not to the player)
1257 2003-08-16 src/game.c
1258 * fixed small graphical bug of player not totally moving into exit
1260 2003-08-16 src/libgame/setup.c
1261 * fixed bug with wrong MS-DOS 8.3 filename conversion
1263 2003-08-16 src/tools.c
1264 * fixed bug with invisible mouse cursor when pressing ESC while playing
1266 2003-08-16 (various source files)
1267 * added another 128 custom elements (disabled in editor by default)
1269 2003-08-16 src/editor.c
1270 * fixed NULL string bug causing Solaris to crash in sprintf()
1272 2003-08-16 src/screen.c
1273 * fixed drawing over scrollbar on level selection with custom fonts
1275 2003-08-15 src/game.c
1276 * cleanup of simple sounds / loop sounds / music settings
1278 2003-08-08 (various source files)
1279 * added custom element property for dropping collected elements
1281 2003-08-08 src/conf_gfx.c
1282 * fixed bug with missing graphic for active red disk bomb
1284 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1285 * extended variable "level.gravity" to "level.initial_gravity" and
1286 "game.current_gravity" to prevent level setting from being changed
1287 by playing the level (keeping the runtime value after playing)
1289 * fixed graphics bug when digging element that has 'crumbled' graphic
1290 definition, but not 'diggable' graphic definition
1293 * version number set to 3.0.1
1296 * version 3.0.0 released
1299 * various bug fixes; among others:
1300 - fixed bug with pushing spring over empty space
1301 - fixed bug with leaving tube while placing dynamite
1302 - fixed bug with explosion of smashed penguins
1303 - allow Murphy player graphic in levels with non-Supaplex elements
1307 * I have forgotten to document changes for some time
1310 * pre-release version 2.2.0rc1 released
1313 * version number set to 2.1.2
1316 * version 2.1.1 released
1319 * version number set to 2.1.1
1322 * version 2.1.0 released
1325 * version number set to 2.1.0
1327 2002-04-03 to 2002-05-19 (various source files)
1328 * graphics, sounds and music now fully configurable
1329 * bug fixed that prevented walking through tubes when gravity on
1331 2002-04-02 src/events.c, src/editor.c
1332 * Make Escape key less aggressive when playing or when editing level.
1333 This can be configured as an option in the setup menu. (Default is
1334 "less aggressive" which means "ask user if something can be lost"
1335 when pressing the Escape key.)
1337 2002-04-02 src/screen.c
1338 * Added "graphics setup" screen.
1340 2002-04-01 src/screen.c
1341 * Changed "choose level" setup screen stuff to be more generic (to
1342 make it easier to add more "choose from generic tree" setup screens).
1344 2002-04-01 src/config.c, src/timestamp.h
1345 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1346 automatically gets created by "src/Makefile" and contains an actual
1347 compile-time timestamp to identify development versions of the game).
1349 2002-03-31 src/tape.c, src/events.c
1350 * Added quick game/tape save/load functions to tape stuff which can be
1351 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1352 loads previously recorded tape and directly goes into recording mode
1353 from the end of the tape (therefore appending to the tape).
1355 2002-03-31 src/tape.c
1356 * Added "index mark" function to tape recorder. When playing or
1357 recording, "eject" button changes to "index" button. Setting index
1358 mark is not yet implemented, but pressing index button when playing
1359 allows very quick advancing to end of tape (when normal playing),
1360 very fast forward mode (when playing with normal fast forward) or
1361 very fast reaching of "pause before end of tape" (when playing with
1362 "pause before end" playing mode).
1364 2002-03-30 src/cartoons.c
1365 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1367 2002-03-29 src/screen.c
1368 * Changed setup screen stuff to be more generic (to make it easier
1369 to add more setup screens).
1371 2002-03-23 src/main.c, src/main.h
1372 * Various changes due to the introduction of the new libgame files
1373 "setup.c" and "joystick.c".
1375 2002-03-23 src/files.c
1376 * Generic parts of "src/files.c" (mainly setup and level directory
1377 stuff) moved to new libgame file "src/libgame/setup.c".
1379 2002-03-23 src/joystick.c
1380 * File "src/joystick.c" moved to libgame source tree, with
1381 correspondig changes.
1383 2002-03-22 src/screens.c
1384 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1385 (Wrong level series information displayed when entering main group.)
1387 2002-03-22 src/editor.c
1388 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1390 2002-03-22 src/editor.c
1391 * Changed behaviour of "Escape" key in level editor to be more
1392 intuitive: When in "Element Properties" or "Level Info" mode,
1393 return to "Drawing Mode" instead of leaving the level editor.
1395 2002-03-21 src/game.c, src/editor.c, src/files.c
1396 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1397 gems (emeralds, diamonds, ...) slipping down from normal wall,
1398 steel wall and growing wall (as in E.M.C. style levels). Although
1399 the behaviour of contributed and private levels wasn't changed (due
1400 to the use of "level.game_version"; see previous entry), editing
1401 those levels will (of course) change the behaviour accordingly.
1403 This change seems a bit too hard after thinking about it, because
1404 the EM style behaviour is not the "expected" behaviour (gems would
1405 normally only slip down from "rounded" walls). Therefore this was
1406 now changed to an element property for gem style elements, with the
1407 default setting "off" (which means: no special EM style behaviour).
1408 To fix older converted levels, this flag is set to "on" for pre-2.0
1409 levels that are neither contributed nor private levels.
1411 2002-03-20 src/files.h
1412 * Corrected settings for "level.game_version" depending of level type.
1413 (Contributed and private levels always get played with game engine
1414 version they were created with, while converted levels always get
1415 played with the most recent version of the game engine, to let new
1416 corrections of the emulation behaviour take effect.)
1418 2002-03-20 src/main.h
1419 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1420 compiling the SDL version on some systems.
1421 Thanks to the several people who pointed this out.
1424 * Version number set to 2.0.2.
1427 * Version 2.0.1 released.
1429 2002-03-18 src/screens.c
1430 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1432 2002-03-18 src/files.c [src/libgame/misc.c]
1433 * Moved some common functions from src/files.c to src/libgame/misc.c.
1435 2002-03-18 src/files.c [src/libgame/misc.c]
1436 * Changed permissions for new directories and saved files (especially
1437 score files) according to suggestions of Debian users and mantainers.
1438 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1440 2002-03-17 src/files.c
1441 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1442 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1443 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1444 for levels and "TAPE" for tapes). Old "cookie" style format is
1445 still supported for reading. New level and tape files are written
1448 * New IFF chunk "VERS" contains version numbers for file and game
1449 (where "game version" is the version of the program that wrote the
1450 file, and "file version" is a version number to distinguish files
1451 with different format, for example after adding new features).
1453 2002-03-15 src/screen.c
1454 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1455 (Before, you heard a mixture of the in-game music and the
1456 hall-of-fame music.)
1458 2002-03-14 src/events.c
1459 * Function "DumpTape()" (files.c) now available by pressing 't' from
1460 main menu (when in DEBUG mode).
1462 2002-03-14 src/game.c
1463 * "GameWon()": When game was won playing a tape, now there is no delay
1464 raising the score and no corresponding sound is played.
1466 2002-03-14 src/files.c
1467 * Changed "LoadTape()" for real chunk support and also adjusted
1468 "SaveTape()" accordingly.
1470 2002-03-14 src/game.c, src/tape.c, src/files.c
1471 * Important changes to tape format: The old tape format stored all
1472 actions with a real effect with a corresponding delay between the
1473 stored actions. This had some major disadvantages (for example,
1474 push delays had to be ignored, pressing a button for some seconds
1475 mutated to several single button presses because of the non-action
1476 delays between two action frames etc.). The new tape format just
1477 stupidly records all device actions and replays them later. I really
1478 don't know why I haven't solved it that way before?! Old-style tapes
1479 (with tape file version less than 2.0) get converted to the new
1480 format on-the-fly when loading and can therefore still be played;
1481 only some minor parts of the old-style tape handling code was needed.
1482 (A perfect conversion is not possible, because there is information
1483 missing about the device actions between two action frames.)
1485 2002-03-14 src/files.c
1486 * New function "DumpTape()" to dump the contents of the current tape
1487 in a human readable format.
1489 2002-03-14 src/game.c
1490 * Small tape bug fixed: When automatically advancing to next level
1491 after a game was won, the tape from the previous level still was
1492 loaded as a tape for the new level.
1494 2002-03-14 src/tape.c
1495 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1496 tape, cartoons did not get completely removed because
1497 StopAnimation() was not called.
1499 2002-03-13 src/files.c
1500 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1501 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1502 size even when using 16-bit elements). Added new chunk "CNT2" for
1503 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1504 chunk even when content was 16-bit element). "CNT2" should now be
1505 able to store content for arbitrary elements (up to eight blocks of
1506 3 x 3 element arrays). All "CNT2" elements will always be stored as
1507 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1509 2002-03-13 src/files.c
1510 * Changed "LoadLevel()" for real chunk support.
1512 2002-03-12 src/game.c
1513 * Fixed problem (introduced after 2.0.0 release) with penguins
1514 not getting killed by enemies
1516 2002-02-24 src/game.c, src/main.h
1517 * Added "player->is_moving"; now "player->last_move_dir" does
1518 not contain any information if the player is just moving at
1520 Before, "player->last_move_dir" was misused for this purpose
1521 for the robot stuff (robots don't kill players when they are
1522 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1523 broke tapes when walking through pipes!
1524 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1525 in a continuous movement. This fact is ignored for friends and