2 * improved level number selection in main menu and player selection in
3 setup menu (input devices section) by using standard button gadgets
6 * improved general scrollbar handling
7 * added support for mouse scroll wheels
10 * changed scrollbars to always show last line as first after scrolling
11 (that means jumping n - 1 screen lines instead of n screen lines)
14 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
15 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
16 * fixed special handling of vertically stacked acid becoming fake acid
19 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
20 affect multiple instances of the same CE, although this kind of
21 change condition usually only affects one single custom element
24 * version number set to 3.2.1
27 * version 3.2.0 released
30 * reorganized level editor element list a bit to match engines better
33 * fixed newly introduced bug with wrongly initializing clipboard element
36 * fixed bug with displaying visible/invisible level border in editor
39 * reorganized some elements in the level editor element list
42 * fixed bug with displaying any player as "yellow" when moving into acid
43 * fixed bug with displaying running player when player stopped at border
46 * fixed bug with player exploding when moving into acid
47 * fixed bug with level settings being reset in editor and when playing
48 (some compatibility settings being set not only after level loading)
49 * fixed crash bug when number of custom graphic frames was set to zero
50 * fixed bug with teleporting player on walkable tile not working anymore
51 * added partial compatibility support for pre-release-only "CONF" chunk
52 (to make Alan Bond's "color cycle" demo work again :-) )
55 * fixed some bugs when displaying title screens from info screen menu
56 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
59 * changed file major version to 3 to reflect level file format changes
60 * uploaded pre-release (test) version 3.2.0-8 binary and source code
63 * added new chunk "NAME" to level file format for level name settings
64 * added new chunk "NOTE" to level file format for envelope settings
65 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
66 * updated magic(5) file to recognize changed and new level file chunks
67 * removed change events "change when CE value/score changes" as unneeded
70 * changed gravity (which only affects the player) from level property
71 to player property (only makes a difference in multi-player levels)
72 * added change events "change when CE value/score changes"
73 * added change events "change when CE value/score changes of <element>"
76 * added new chunk "INFO" to level file format for global level settings
77 * added all element settings from "HEAD" chunk to "CONF" chunk
78 * added all global level settings from "HEAD" chunk to "INFO" chunk
81 * changed level file format by adding two new chunks "CUSX" (for custom
82 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
83 elements, replacing the previous "GRP1" chunk); these new IFF style
84 chunks use the new and flexible "micro chunks inside chunks" technique
85 already used with the new "CONF" chunk (for normal element properties)
86 which makes it possible to easily extend the existing level format
87 (instead of using fixed-length chunks like before, which are either
88 too big due to reserved bytes for future use, or too small when those
89 reserved bytes have all been used and even more data should be stored,
90 requiring the replacement by new and larger chunks just like it went
91 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
94 * added credits pages to the "credits" section that were really missing
95 * added some missing element descriptions to the level editor
96 * added down position of switchgate switch to the level editor
97 and allowed the use of both switch positions at the same time
98 * changed use of "Insert" and "Delete" keys to navigate element list in
99 level editor to start of previous or next cascading block of elements
102 * added the possibility to view the title screen to the info screen menu
103 * fixed some minor bugs with viewing title screens
106 * fixed bug with title (cross)fading in/out when using fullscreen mode
109 * fixed bug that forced re-defining of menu settings in local graphics
110 config file which are already defined in existing base config file
111 * fixed small bug that caused door sounds playing when music is enabled
114 * added the possibility to define up to five title screens for each
115 level set that are displayed after loading using (cross)fading in/out
116 (this was added to display the various start images of the EMC sets)
119 * added "CE score gets zero [of]" to custom element trigger conditions
120 * added setup option to display element token name in level editor
123 * added compatibility code for Juergen Bonhagen's menu artwork settings
126 * fixed bug with displaying wrong animation frame 0 after CE changes
127 * fixed bug with creating invisible elements when light switch is on
130 * added selection between ECS and AGA graphics for EMC levels to setup
133 * adjusted font handling for various narrow EMC style fonts
136 * changed EM engine behaviour back to re-allow initial rolling springs
139 * fixed handling of over-large selectboxes (less error-prone now)
140 * fixed bug when creating GE with walkable element under the player
143 * added use of "Insert" and "Delete" keys to navigate element list in
144 level editor to start of custom elements or start of group elements
145 * added virtual elements to access CE value and CE score of elements:
146 - "CE value of triggering element"
147 - "CE score of triggering element"
148 - "CE value of current element"
149 - "CE score of current element"
152 * fixed "grass" to "sand" in older EM levels (up to file version V4)
155 * changed behaviour of network games with internal errors (because of
156 different client frame counters) from immediately terminating R'n'D
157 to displaying an error message requester and stopping only the game
158 (also to prevent impression of crashes under non command-line runs)
159 * fixed playing network games with the EMC engine (did not work before)
160 * fixed bug with not scrolling the screen in multi-player mode with the
161 focus on player 1 when all players are moving in different directions
162 * fixed bug with keeping pointer to gadget even after its deallocation
163 * fixed bug with allowing "focus on all players" in network games
164 * fixed bug with player focus when playing tapes from network games
167 * uploaded pre-release (test) version 3.2.0-7 binary and source code
170 * code cleanup for game action control for R'n'D and EMC game engine
173 * fixed bug in multi-player movement with focus on both players
174 * added option to control only the focussed player with all input
177 * added player focus switching to level tape recording and re-playing
180 * fixed some bugs in player focus switching in EMC and RND game engine
183 * added special Supaplex animations for Murphy digging and snapping
184 * added special Supaplex animations for Murphy being bored and sleeping
187 * added four new yam yams with explicit start direction for EMC engine
188 * fixed bug in src/libgame/text.c with printing text outside the window
191 * fixed small bug in EMC level loader (copyright sign in EM II levels)
194 * added delayed ignition of EM style dynamite when used in R'n'D engine
195 * added limited movement range to EMC engine when focus on all players
198 * fixed bug with missing (zero) score values for native Supaplex levels
201 * added "continuous snapping" (snapping many elements while holding the
202 snap key pressed, without releasing the snap key after each element)
203 as a new player setting for more compatibility with the classic games
206 * finished scrolling for "focus on all players" in EMC graphics engine
209 * level sets with "levels: 0" are ignored for levels, but not artwork
210 * fixed bug when scanning empty level group directories (endless loop)
213 * fixed bug with explosion graphic for player using "Murphy" graphic
214 * fixed bug with explosion graphic if player leaves explosion in time
215 * changed some descriptive text in setup menu to use medium-width font
216 * added key shortcut settings for switching player focus to setup menu
219 * fixed bug with random value initialization when recording tapes
220 * fixed bug with playing single player tapes when team mode activated
223 * fixed little bug when trying to switch to player that does not exist
226 * added player switching (visual and quick) to R'n'D and EM game engine
227 * added setup option to select visual or quick in-game player switching
230 * added use of "Home" and "End" keys to handle element list in editor
233 * fixed bug with adding score when playing tape with EMC game engine
234 * added steel wall border for levels using EMC engine without border
235 * finally fixed delayed scrolling in EMC engine also for small levels
238 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
241 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
242 * fixed bug when displaying info element without action, but direction
245 * fixed minor graphical problems with springs smashing and slurping
246 (when using R'n'D style graphics instead of EMC style graphics)
249 * added scroll delay (as configured in setup) to EMC graphics engine
252 * improved screen redraw for EMC graphics engine (faster and smoother)
253 * when not scrolling, do not redraw the whole playfield if not needed
256 * added multi-player mode for EMC game engine (with up to four players)
259 * added android (can clone elements) from EMC engine to R'n'D engine
262 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
265 * added selectbox for initial player speed to player settings in editor
268 * version 3.1.2 created that is basically version 3.1.1, but with a
269 major bug fixed that prevented editing your own private levels
270 * version 3.1.2 released
273 * added magic ball (creates elements) from EMC engine to R'n'D engine
276 * uploaded fixed pre-release version 3.2.0-6 binary and source code
279 * fixed bug when using "CE can leave behind <trigger element>"
280 * added new change condition "(after/when) creation of <element>"
281 * added new change condition "(after/when) digging <element>"
282 * fixed bug accessing invalid gadget that caused crashes under Windows
283 * deactivated new possibility for multiple CE changes per frame
286 * uploaded pre-release (test) version 3.2.0-6 binary and source code
289 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
290 * fixed bug with not keeping CE value for moving CEs with only action
291 * changed CE action selectboxes in editor to be only reset when needed
294 * added option "use artwork from element" for custom player artwork
295 * added option "use explosion from element" for player explosions
298 * added cascaded element lists in the level editor
299 * added persistence for cascaded element lists by "editorcascade.conf"
300 * added dynamic element list with all elements used in current level
301 * added possibility for multiple CE changes per frame (experimental)
304 * uploaded pre-release (test) version 3.2.0-5 binary and source code
307 * changed "score for each 10 seconds/steps left" to "1 second/step"
308 * added own score for collecting "extra time" instead of sharing it
309 * added change events "switched by player" and "player switches <e>"
310 * added change events "snapped by player" and "player snaps <e>"
311 * added "set player artwork: <element choice>" to CE action options
312 * added change event "move of <element>"
315 * added "set player shield: off / normal / deadly" to CE action options
316 * added new player option "use level start element" in level editor
317 to set the correct focus at level start to elements from which the
318 player is created later (this did not work before for cascaded CE
319 changes resulting in creation of the player; it is now also possible
320 to create the player from a yam yam which is smashed at level start)
323 * added "set player speed: frozen (not moving)" to CE action options
324 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
327 * added new player option "block snap field" (enabled by default) to
328 make it possible to show a snapping animation like in Emerald Mine
331 * added dynamic selectboxes to custom element action settings in editor
332 * added "CE value" counter for custom elements (instead of "CE count")
333 * added option to use the last "CE value" after custom element change
334 * added option to use the "CE value" of other elements in CE actions
335 * fixed odd behaviour when pressing time orb in levels w/o time limit
336 * added checkbox "use time orb bug" for older levels that use this bug
339 * added missing configuration settings for the following elements:
340 - EL_TIMEGATE_SWITCH (time of open time gate)
341 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
342 - EL_SHIELD_NORMAL (time of shield duration)
343 - EL_SHIELD_DEADLY (time of shield duration)
344 - EL_EXTRA_TIME (time added to level time)
345 - EL_TIME_ORB_FULL (time added to level time)
348 * added "wind direction" as a movement pattern for custom elements
349 * added initial wind direction for balloon / custom elements to editor
350 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
353 * added parameters for "game of life" and "biomaze" elements to editor
356 * added level file chunk "CONF" for generic level and element settings
359 * uploaded pre-release (test) version 3.2.0-4 binary and source code
362 * skip empty level sets (with "levels: 0"; may be artwork base sets)
363 * added sound action ".page[1]" to ".page[32]" for each CE change page
366 * added image config suffix ".clone_from" to copy whole image settings
367 * fixed bug with invalid ("undefined") CE settings in old level files
370 * fixed graphical bug with smashing elements falling faster than player
373 * fixed major bug which prevented private levels from being edited
374 * fixed bug with precedence of general and special font definitions
377 * fixed graphical bug with player animation when player moves slowly
380 * uploaded pre-release (test) version 3.2.0-3 binary and source code
383 * fixed bug which prevented "global.num_toons: 0" from working
386 * major code cleanup (removed all these annoying "#if 0" blocks)
389 * added custom element actions for CE change page in level editor
392 * fixed music initialization bug in init.c (thanks to David Binderman)
393 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
394 (this bug must probably be fixed at other places, too)
397 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
398 (should be '#include <SDL.h>' instead)
401 * fixed bug which prevented "walkable from no direction" from working
402 (due to compatibility code overwriting this setting after loading)
405 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
408 * version number temporarily set to 3.1.1 (intermediate bugfix release)
409 * version 3.1.1 released
412 * changed some va_arg() arguments from 'long' to 'int', fixing problems
413 on 64-bit architecture systems with LP64 data model
416 * fixed bug with bombs not exploding when hitting the last level line
417 (introduced after the release of 3.1.0)
420 * added support for dumping small-sized level sketches from editor
423 * added recognition of "trigger element" for "change digged element to"
424 (this is not really what the "trigger element" was made for, but its
425 use may seem obvious for leaving back digged elements unchanged)
428 * fixed multiple warnings about failed joystick device initialization
431 * fixed bug with dynamite dropped on top of just dropped custom element
432 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
433 dynamite can still be dropped, but drop key must be released before
436 * fixed bug with wrong start directory when started from file browser
437 (due to this bug, R'n'D could not be started from KDE's Konqueror)
440 * fixed bug causing "change when impact" on player not working
441 * fixed wrong priority of "hitting something" over "hitting <element>"
442 * fixed wrong priority of "hit by something" over "hit by <element>"
445 * fixed graphical bug which caused the player (being Murphy) to show
446 collecting animations although the element was collected by penguin
449 * fixed two bugs causing wrong door background graphics in system.c
450 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
453 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
454 * added "no direction" to "walkable/passable from" selectbox options
457 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
458 * in tape autoplay, not only report broken, but also missing tapes
461 * uploaded pre-release (test) version 3.2.0-2 binary and source code
464 * fixed small bug with "linear" animation not working for active lamp
467 * fixed bug with moving up despite gravity due to "block last field"
468 * fixed small bug with wrong draw offset when typing name in main menu
469 * when reading user names from "passwd", ignore data after first comma
470 * when creating new "levelinfo.conf", only write some selected entries
473 * fixed displaying "imported from/by" on preview with empty string
474 * fixed ignoring draw offset for fonts used for level preview texts
477 * fixed a delay problem with SDL and too many mouse motion events
478 * added setup option "skip levels" and level skipping functionality
481 * added move speed "not moving" for non-moving CEs, but with direction
484 * fixed mapping of obsolete element token names in "editorsetup.conf"
485 * fixed bug with sound "acid.splashing" treated as a loop sound
486 * fixed some little sound bugs in native EM engine
489 * fixed small bug when dragging scrollbars to end positions
492 * added editor element descriptions written by Aaron Davidson
495 * improved fallback handling when configured artwork is not available
496 (now using default artwork instead of exiting when files not found)
499 * fixed bug on level selection screen when dragging scrollbar
502 * fixed bug which caused broken tapes when appending to EM engine tapes
505 * uploaded pre-release (test) version 3.2.0-1 binary and source code
508 * added code to replace changed artwork config tokens with other tokens
509 (needed for backwards compatibility, so that older tokens still work)
512 * added native R'n'D graphics for some new EMC elements in EM engine
515 * fixed some bugs in the EM engine integration code
516 * changed EM engine code to allow diagonal movement
517 * changed EM engine code to allow use of separate snap and drop keys
520 * fixed some redraw bugs when using EM engine
523 * fixed bug with not converting RND levels which are set to use native
524 engine to native level structure when loading
527 * uploaded pre-release (test) version 3.2.0-0 binary and source code
530 * version number set to 3.2.0
533 * level data now reset to defaults after attempt to load invalid file
536 * added use of "editorsetup.conf" for different level sets
539 * added auto-detection for various types of Emerald Mine level files
542 * fixed bug with scrollbars getting too small when list is very large
545 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
548 * added most level editor configuration gadgets for new EMC elements
551 * added more element and graphic definitions for new EMC elements
554 * modified native EM engine to use integrated R'n'D sound system
557 * added SDL support to graphics functions in native EM engine
558 (by always using generic libgame interface functions)
561 * fixed bug in frame synchronization in native EM engine
564 * added code to convert levels between R'n'D and native EM engine
567 * new Emerald Mine engine can now play levels selected in main menu
570 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
571 (which creates scaled down graphics for level editor and preview);
572 there's still a memory leak somewhere in the artwork handling code
573 * added "scale image up" functionality to X11 version of zoom function
576 * first attempts to integrate new, native Emerald Mine Club engine
579 * fixed bug in gadget code which caused reset of CEs in level editor
580 (example: pressing 'b' [grab brush] on CE config page erased values)
581 (solution: check if gadgets in ClickOnGadget() are really mapped)
582 * improved level change detection in editor (settings now also checked)
583 * fixed bug with "can move into acid" and "don't collide with" state
586 * fixed maze runner style CEs to use the configured move delay value
589 * added Aaron Davidson's tutorial level set to the "Tutorials" section
592 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
593 * fixed the above fix because it broke level set "machine" (*sigh*)
594 * fixed random element placement in level editor to work as expected
595 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
598 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
601 * fixed bug (missing array boundary check) which caused broken tapes
602 * fixed bug (when loading level template) which caused broken levels
603 * fixed bug with new block last field code when using non-yellow player
606 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
607 * internal change of how the player blocks the last field when moving
608 * fixed blocking delay of last field for EM and SP style block delay
609 * fixed bug where the player had to wait for the usual move delay after
610 unsuccessfully trying to move, when he directly could move after that
611 * the last two changes should make original Supaplex level 93 solvable
612 * improved use of random number generator to make it less predictable
613 * fixed behaviour of slippery SP elements to let slip left, then right
616 * fixed bug with wrong door state after trying to quickload empty tape
617 * fixed waste of static memory usage of the binary, making it smaller
618 * fixed very little graphical bug in Supaplex explosion
621 * version number set to 3.1.1
624 * version 3.1.0 released
627 * fixed bug with crash when writing user levelinfo.conf the first time
630 * added option "convert LEVELDIR [NR]" to command line batch commands
631 * re-converted Supaplex levels to apply latest engine fixes
632 * changed "use graphic/sound of element" to "use graphic of element"
633 due to compatibility problems with some levels ("bug machine" etc.)
636 * fixed bug with CE change replacing player with same or other player
639 * fixed bug with opaque font in envelope with background graphic when
640 background graphic is not transparent itself
643 * added "gravity on" and "gravity off" ports for Supaplex compatibility
644 * corrected original Supaplex level loading code to use these new ports
645 * also corrected Supaplex loader to auto-count infotrons if set to zero
648 * fixed bug with missing initialization of "modified" flag for GEs
651 * fixed bug that caused endless recursion loop when relocating player
652 * fixed tape recorder bug in "step mode" when using "pause before end"
653 * fixed tape recorder bug when changing from "warp forward" mode
656 * fixed bug with "when touching" for pushed elements at last position
659 * fixed bug that caused two activated toolbox buttons in level editor
660 * fixed bug with exploding dynabomb under player due to other explosion
663 * fixed bug with creating walkable custom element under player (again)
664 * fixed bug with not copying explosion type when copying CEs in editor
665 * fixed graphical bug when drawing player in setup menu (input devices)
666 * fixed graphical bug when the player is pushing an accessible element
667 * fixed bug with classic switchable elements triggering CE changes
668 * fixed bug with entering/leaving walkable element in RelocatePlayer()
669 * fixed crash bug when CE leaves behind the trigger player element
672 * fixed bug with broken tubes after placing/exploding dynamite in them
673 * fixed bug with exploding dynamite under player due to other explosion
674 * fixed bug with not resetting push delay under certain circumstances
677 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
678 * added network multiplayer code for Windows (thanks to Niko Böhm)
681 * added option "reachable despite gravity" for gravity movement
682 * changed gravity movement of most classic walkable and passable
683 elements back to "not reachable" (for compatibility reasons)
686 * fixed (removed) "indestructible" / "can explode" dependency in editor
687 * fixed (removed) "accessible inside" / "protected" dependency
688 * fixed (removed) "step mode" / "shield time" dependency
691 * fixed dynabombs exploding now into anything diggable
692 * fixed Supaplex style gravity movement into buggy base now impossible
693 * added pressing key "space" as valid action to select menu options
696 * added "replace when walkable" to relocate player to walkable element
697 * added "enter"/"leave" event for elements affected by relocation
698 * fixed "direct"/"indirect" change order also for "when change" event
699 * fixed graphical bug when pushing things from elements walkable inside
702 * fixed graphic bug when player is snapping while moving in old levels
703 * fixed bug when a moving custom element leaves a player element behind
704 * fixed bug with mole not disappearing when moving into acid pool
705 * fixed bug with incomplete path setting when using "--basepath" option
706 * moving CE can now leave walkable elements behind under the player
707 * when relocating, player can be set on walkable element now
708 * fixed another gravity movement bug
711 * uploaded pre-release (test) version 3.1.0-2 binary and source code
714 * added "collectible" and "removable" to extended replacement types
715 (where "removable" replaces "diggable" and "collectible" elements)
716 * added "collectible & throwable" (to throw element to the next field)
717 * fixed bug with CEs digging elements that are just about to explode
718 * changed mouse cursor now always being visible when game is paused
721 * added possibility to push/press accessible elements from a side that
723 * fixed bug with not setting actual date when appending to tape
726 * fixed bug with incorrectly initialized custom element editor graphics
729 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
730 - number of levels corrected from 18 to 17 in "levelinfo.conf"
733 * fixed bug with destroyed robot wheel still attracting robots forever
734 * fixed bug with time gate switch deactivating after robot wheel time
735 (while the time gate itself is not affected by this misbehaviour)
736 * changed behaviour of BD style amoeba to always get blocked by player
737 (before it was different when there were non-BD elements in level)
738 * fixed bug with player destroying indestructable elements with shield
741 * added option to make growing elements grow into anything diggable
742 (for the various amoeba types, biomaze and "game of life")
745 * fixed bug with movable elements not moving after left behind by CEs
746 * changed gravity movement to anything diggable, not only sand/base
747 * optionally allowing passing to walkable element, not only empty space
748 * added option "can pass to walkable element" for players
749 * finally fixed gravity movement (hopefully)
752 * fixed bug with movable elements not moving anymore after falling down
755 * fixed another bug with custom elements digging and leaving elements
756 * fixed bug with "along left/right side" and automatic start direction
757 * trigger elements now also displayed when "more custom" deactivated
758 * fixed bug with clipboard element initialized when loading new level
759 * added option "drop delay" to set delay before dropping next element
762 * uploaded pre-release (test) version 3.1.0-1 binary and source code
765 * added copy and paste functions for custom change pages
766 * enhanced graphical display and functionality of tape recorder
767 * fixed bug with custom elements digging and leaving elements
770 * added move speed faster than "very fast" for custom elements
771 * fixed bug with 3+3 style explosions and missing border content
772 * fixed little bug when copying custom elements in the editor
773 * enhanced custom element changes by more side trigger actions
776 * added option "no scrolling when relocating" for instant teleporting
777 * uploaded pre-release (test) version 3.1.0-0 binary and source code
780 * added trigger element and trigger player to use as target elements
781 * added copy and paste functions for custom and group elements
784 * fixed graphical bug when displaying explosion animations
785 * fixed bug when appending to tapes, resulting in broken tapes
786 * re-recorded a few tapes broken by fixing gravity checking bug
789 * "can move into acid" property now for all elements independently
790 * "can fall into acid" property for player stored in same bitfield now
791 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
792 * version number set to 3.1.0 (finally!)
795 * changed tape recording to only record input, not programmed actions
798 * fixed totally broken (every 8th frame skipped) step-by-step recording
799 * fixed bug with requester not displayed when quick-loading interrupted
800 * added option "can fall into acid (with gravity)" for players
801 * fixed bug with player not falling when snapping down with gravity
804 * fixed bug which messed up key config when using keypad number keys
807 * fixed bug which allowed moving upwards even when gravity was active
808 * fixed bug with missing error handling when dumping levels or tapes
811 * added different colored editor graphics for Supaplex gravity tubes
814 * fixed bug that allowed solvable tapes for unsolvable levels
817 * use unlimited number of droppable elements when "count" set to zero
818 * added option to use step limit instead of time limit for level
821 * added player and change page as trigger for custom element change
824 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
827 * fixed bug with dark yamyam changing to acid when moving over acid
828 * fixed handling of levels with more than 999 seconds level time
829 (example: level 76 of "Denmine")
832 * "spring push bug" reintroduced as configurable element property
833 * fixed bug with missing properties for "mole"
834 * fixed bug that showed up when fixing the above "mole" properties bug
835 * added option "can move into acid" for all movable elements
836 * fixed graphical bug for elements moving into acid
837 * changed event handling to handle all pending events before going on
840 * fixed bug which caused all CE change pages to be ignored which had
841 the same change event, but used a different element side
842 (reported by Simon Forsberg)
844 * fixed bug which caused elements that can move and fall and that are
845 transported by a conveyor belt to continue moving into that direction
846 after leaving the conveyor belt, regardless of their own movement
847 type; only elements which can not move are transported now
848 (reported by Simon Forsberg)
850 * fixed bug which could cause an array overflow in RelocatePlayer()
851 (reported by Niko Böhm)
853 * changed Emerald Mine style "passable / over" elements to "protected"
854 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
856 * added new option to select from which side a "walkable/passable"
857 element can be entered
860 * added explosion and ignition delay for elements that can explode
863 * fixed bug which caused player not being protected against enemies
864 when a CE was "walkable / inside" and was not "indestructible"
865 * added "walkable/passable" fields to be "protected/unprotected"
866 against enemies, even if not accessible "inside" but "over/under"
869 * corrected move pattern to 32 bit and initial move direction to 8 bit
872 * added second custom element base configuration page
875 * added some special EMC mappings to Emerald Mine level loader
876 (also covering previously unknown element in level 0 of "Bondmine 8")
879 * added option to block last field when player is moving (for Supaplex)
880 * adjusted push delay of Supaplex elements
881 * removed delays for envelopes etc. when replaying with maximum speed
882 * fixed bug when dropping element on a field that just changed to empty
885 * fixed bug: infotrons can now smash yellow disks
886 * fixed bug: when gravity active, port above player can now be entered
887 * removed "one white dot" mouse pointer which irritated some people
890 * added "choice type" for group element selection
893 * fixed bug with initial invulnerability of non-yellow player
896 * added level loader for loading native Supaplex packed levels
897 (including multi-part levels like the "splvls99" levels)
900 * fixed bug which allowed creating emeralds by escaping explosions
903 * custom elements can change (limited) or leave (unlimited) elements
904 * finally added multiple matches using group elements
905 * added shortcut to dump brush (type ":DB" in editor) for use in forum
908 * added new start movement type "previous" for continued CE movement
909 * added new start movement type "random" for random CE movement start
912 * added new element "sokoban_field_player" needed for Sokoban levels
913 (thanks to Ed Booker for pointing this out!)
916 * added elements that can be digged or left behind by custom elements
919 * added group elements for multiple matches and random element creation
922 * fixed some graphical errors displayed in old levels
925 * fixed wrong double speed movement after passing closing gates
928 * added level loader for loading native Emerald Mine levels
931 * changes for "shooting" style CE movement
934 * Happy New Year! ;-)
937 * changed default snap/drop keys from left/right Shift to Control keys
940 * fixed bug with dead player getting reanimated from custom element
943 * fixed bug with wrong penguin graphics (when entering exit)
946 * fixed bug with wrong "Murphy" graphics (when digging etc.)
949 * version number set to 3.0.9
952 * version 3.0.8 released
955 * added function checked_free()
958 * fixed bug with double nut cracking sound
959 (by eliminating "default element action sound" assignment in init.c)
962 * fixed crash when no music info files are available
965 * fixed boring and sleeping sounds
968 * added "maze runner" and "maze hunter" movement types
969 * added extended collision conditions for custom elements
972 * added warnings for undefined token values in artwork config files
975 * added menu entry for level set information to the info screen
978 * fixed bug with wrong default impact sound for colored emeralds
981 * added several sub-screens for the info screen
982 * menu text now also clickable (not only blue/red sphere left of it)
985 * added configurable "bored" and "sleeping" animations for the player
986 * added "awakening" sound for player when waking up after sleeping
989 * added "copy" and "exchange" functions for custom elements to editor
992 * added configurable element animations for info screen
995 * added configurable music credits for info screen
998 * finally fixed tape recording when player is created from CE change
1001 * added "editorsetup.conf" for editor element list configuration
1004 * added "musicinfo.conf" for menu and level music configuration
1007 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1008 (that only showed up on Linux, but not on Windows systems)
1011 * fixed turning movement of butterflies and fireflies (no frame reset)
1012 * enhanced sniksnak turning movement (two steps instead of only one)
1015 * version number set to 3.0.8
1018 * version 3.0.7 released
1021 * fixed reset of player animation frame when, for example,
1022 walking, digging or collecting share the same animation
1023 * fixed CE with "deadly when touching" exploding when touching amoeba
1026 * fixed tape recording when player is created from CE element change
1029 * introduced "turning..." action graphic for elements with move delay
1030 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1031 * added turning animations for bug, spaceship and sniksnak
1034 * prevent "extended" changed elements from delay change in same frame
1037 * fixed bug when pushing element that can move away to the side
1038 (like pushing falling elements, but now with moving elements)
1041 * finally fixed serious bug in code for delayed element pushing (again)
1044 * unavailable setup options now marked as "n/a" instead of "off"
1045 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1046 to "true", levels are always played with the latest game engine,
1047 which is desired for levels that are imported from other games; all
1048 other levels are played with the engine version stored in level file
1049 (which is normally the engine version the level was created with)
1052 * fixed serious bug in code for delayed element pushing
1053 * fixed little bug in animation frame selection for pushed elements
1054 * speed-up of reading config file for verbose output
1057 * added configuration option for opening and closing Supaplex exit
1058 * added configuration option for moving up/down animation for Murphy
1059 * fixed incorrectly displayed animation for attacking dragon
1060 * fixed bug with not setting initial gravity for each new game
1061 * fixed bug with teleportation of player by custom element change
1062 * fixed bug with player not getting smashed by rock sometimes
1065 * version number set to 3.0.7
1068 * version 3.0.6 released
1071 * added support for MP3 music for SDL version through SMPEG library
1074 * fixed bug when initializing font graphic structure
1075 * fixed bug with animation mode "pingpong" when using only 1 frame
1076 * fixed bug with extended change target introduced in 3.0.5
1077 * fixed bug where passing over moving element doubles player speed
1078 * fixed bug with elements continuing to move into push direction
1079 * fixed bug with duplicated player when dropping bomb with shield on
1080 * added "switching" event for custom elements ("pressing" only once)
1081 * fixed switching bug (resetting flag when not switching but not idle)
1084 * fixed element tokens for certain file elements with ".active" etc.
1087 * version number set to 3.0.6
1090 * version 3.0.5 released
1093 * now four envelope elements available
1094 * font, background, animation and sound for envelope now configurable
1095 * main menu doors opening/closing animation type now configurable
1098 * active/inactive sides configurable for custom element changes
1099 * new movement type "move when pushed" available for custom elements
1102 * fixed bug in multiple config pages loader code that caused crashes
1105 * enhanced (remaining low-resolution) Supaplex graphics
1108 * version number set to 3.0.5
1111 * version 3.0.4 released
1113 2003-09-12 src/tools.c
1114 * fixed bug in custom definition of crumbled element graphics
1116 2003-09-11 src/files.c
1117 * fixed bug in multiple config pages code that caused crashes
1120 * version number set to 3.0.4
1123 * version 3.0.3 released
1126 * added music to Supaplex classic level set
1128 2003-09-07 src/libgame/misc.c
1129 * added support for loading various music formats through SDL_mixer
1131 2003-09-06 (various source files)
1132 * fixed several nasty bugs that may have caused crashes on some systems
1133 * added envelope content which gets displayed when collecting envelope
1134 * added multiple change event pages for custom elements
1136 2003-08-24 src/game.c
1137 * fixed problem with player animation when snapping and moving
1139 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1140 * fixed problem with flickering when drawing toon animations
1142 2003-08-23 src/libgame/sdl.c
1143 * fixed problem with setting mouse cursor in SDL version in fullscreen
1145 2003-08-23 src/game.c
1146 * fixed bug (missing array boundary check) which could crash the game
1149 * version number set to 3.0.3
1152 * version 3.0.2 released
1154 2003-08-21 src/game.c
1155 * fixed bug with creating inaccessible elements at player position
1157 2003-08-20 src/init.c
1158 * fixed bug with not finding current level artwork directory
1160 2003-08-20 src/files.c
1161 * fixed bug with choosing wrong engine version when playing tapes
1162 * fixed bug with messing up custom element properties in 3.0.0 levels
1165 * version number set to 3.0.2
1168 * version 3.0.1 released
1170 2003-08-17 (no source files affected)
1171 * changed all "classic" PCX image files with 16 colors or less to
1172 256 color (8 bit) storage format, because the Allegro game library
1173 cannot handle PCX files with less than 256 colors (contributed
1174 graphics are not affected and might look wrong in the DOS version)
1176 2003-08-16 src/init.c
1177 * fixed bug which (for example) crashed the level editor when defining
1178 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1179 (only set to default) -- invalid graphics now set to default graphic
1181 2003-08-16 src/init.c
1182 * fixed graphical bug of player digging/collecting/snapping element
1183 when no corresponding graphic/animation is defined for this action,
1184 resulting in player being drawn as EL_EMPTY (which should only be
1185 done to elements being collected, but not to the player)
1187 2003-08-16 src/game.c
1188 * fixed small graphical bug of player not totally moving into exit
1190 2003-08-16 src/libgame/setup.c
1191 * fixed bug with wrong MS-DOS 8.3 filename conversion
1193 2003-08-16 src/tools.c
1194 * fixed bug with invisible mouse cursor when pressing ESC while playing
1196 2003-08-16 (various source files)
1197 * added another 128 custom elements (disabled in editor by default)
1199 2003-08-16 src/editor.c
1200 * fixed NULL string bug causing Solaris to crash in sprintf()
1202 2003-08-16 src/screen.c
1203 * fixed drawing over scrollbar on level selection with custom fonts
1205 2003-08-15 src/game.c
1206 * cleanup of simple sounds / loop sounds / music settings
1208 2003-08-08 (various source files)
1209 * added custom element property for dropping collected elements
1211 2003-08-08 src/conf_gfx.c
1212 * fixed bug with missing graphic for active red disk bomb
1214 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1215 * extended variable "level.gravity" to "level.initial_gravity" and
1216 "game.current_gravity" to prevent level setting from being changed
1217 by playing the level (keeping the runtime value after playing)
1219 * fixed graphics bug when digging element that has 'crumbled' graphic
1220 definition, but not 'diggable' graphic definition
1223 * version number set to 3.0.1
1226 * version 3.0.0 released
1229 * various bug fixes; among others:
1230 - fixed bug with pushing spring over empty space
1231 - fixed bug with leaving tube while placing dynamite
1232 - fixed bug with explosion of smashed penguins
1233 - allow Murphy player graphic in levels with non-Supaplex elements
1237 * I have forgotten to document changes for some time
1240 * pre-release version 2.2.0rc1 released
1243 * version number set to 2.1.2
1246 * version 2.1.1 released
1249 * version number set to 2.1.1
1252 * version 2.1.0 released
1255 * version number set to 2.1.0
1257 2002-04-03 to 2002-05-19 (various source files)
1258 * graphics, sounds and music now fully configurable
1259 * bug fixed that prevented walking through tubes when gravity on
1261 2002-04-02 src/events.c, src/editor.c
1262 * Make Escape key less aggressive when playing or when editing level.
1263 This can be configured as an option in the setup menu. (Default is
1264 "less aggressive" which means "ask user if something can be lost"
1265 when pressing the Escape key.)
1267 2002-04-02 src/screen.c
1268 * Added "graphics setup" screen.
1270 2002-04-01 src/screen.c
1271 * Changed "choose level" setup screen stuff to be more generic (to
1272 make it easier to add more "choose from generic tree" setup screens).
1274 2002-04-01 src/config.c, src/timestamp.h
1275 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1276 automatically gets created by "src/Makefile" and contains an actual
1277 compile-time timestamp to identify development versions of the game).
1279 2002-03-31 src/tape.c, src/events.c
1280 * Added quick game/tape save/load functions to tape stuff which can be
1281 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1282 loads previously recorded tape and directly goes into recording mode
1283 from the end of the tape (therefore appending to the tape).
1285 2002-03-31 src/tape.c
1286 * Added "index mark" function to tape recorder. When playing or
1287 recording, "eject" button changes to "index" button. Setting index
1288 mark is not yet implemented, but pressing index button when playing
1289 allows very quick advancing to end of tape (when normal playing),
1290 very fast forward mode (when playing with normal fast forward) or
1291 very fast reaching of "pause before end of tape" (when playing with
1292 "pause before end" playing mode).
1294 2002-03-30 src/cartoons.c
1295 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1297 2002-03-29 src/screen.c
1298 * Changed setup screen stuff to be more generic (to make it easier
1299 to add more setup screens).
1301 2002-03-23 src/main.c, src/main.h
1302 * Various changes due to the introduction of the new libgame files
1303 "setup.c" and "joystick.c".
1305 2002-03-23 src/files.c
1306 * Generic parts of "src/files.c" (mainly setup and level directory
1307 stuff) moved to new libgame file "src/libgame/setup.c".
1309 2002-03-23 src/joystick.c
1310 * File "src/joystick.c" moved to libgame source tree, with
1311 correspondig changes.
1313 2002-03-22 src/screens.c
1314 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1315 (Wrong level series information displayed when entering main group.)
1317 2002-03-22 src/editor.c
1318 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1320 2002-03-22 src/editor.c
1321 * Changed behaviour of "Escape" key in level editor to be more
1322 intuitive: When in "Element Properties" or "Level Info" mode,
1323 return to "Drawing Mode" instead of leaving the level editor.
1325 2002-03-21 src/game.c, src/editor.c, src/files.c
1326 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1327 gems (emeralds, diamonds, ...) slipping down from normal wall,
1328 steel wall and growing wall (as in E.M.C. style levels). Although
1329 the behaviour of contributed and private levels wasn't changed (due
1330 to the use of "level.game_version"; see previous entry), editing
1331 those levels will (of course) change the behaviour accordingly.
1333 This change seems a bit too hard after thinking about it, because
1334 the EM style behaviour is not the "expected" behaviour (gems would
1335 normally only slip down from "rounded" walls). Therefore this was
1336 now changed to an element property for gem style elements, with the
1337 default setting "off" (which means: no special EM style behaviour).
1338 To fix older converted levels, this flag is set to "on" for pre-2.0
1339 levels that are neither contributed nor private levels.
1341 2002-03-20 src/files.h
1342 * Corrected settings for "level.game_version" depending of level type.
1343 (Contributed and private levels always get played with game engine
1344 version they were created with, while converted levels always get
1345 played with the most recent version of the game engine, to let new
1346 corrections of the emulation behaviour take effect.)
1348 2002-03-20 src/main.h
1349 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1350 compiling the SDL version on some systems.
1351 Thanks to the several people who pointed this out.
1354 * Version number set to 2.0.2.
1357 * Version 2.0.1 released.
1359 2002-03-18 src/screens.c
1360 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1362 2002-03-18 src/files.c [src/libgame/misc.c]
1363 * Moved some common functions from src/files.c to src/libgame/misc.c.
1365 2002-03-18 src/files.c [src/libgame/misc.c]
1366 * Changed permissions for new directories and saved files (especially
1367 score files) according to suggestions of Debian users and mantainers.
1368 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1370 2002-03-17 src/files.c
1371 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1372 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1373 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1374 for levels and "TAPE" for tapes). Old "cookie" style format is
1375 still supported for reading. New level and tape files are written
1378 * New IFF chunk "VERS" contains version numbers for file and game
1379 (where "game version" is the version of the program that wrote the
1380 file, and "file version" is a version number to distinguish files
1381 with different format, for example after adding new features).
1383 2002-03-15 src/screen.c
1384 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1385 (Before, you heard a mixture of the in-game music and the
1386 hall-of-fame music.)
1388 2002-03-14 src/events.c
1389 * Function "DumpTape()" (files.c) now available by pressing 't' from
1390 main menu (when in DEBUG mode).
1392 2002-03-14 src/game.c
1393 * "GameWon()": When game was won playing a tape, now there is no delay
1394 raising the score and no corresponding sound is played.
1396 2002-03-14 src/files.c
1397 * Changed "LoadTape()" for real chunk support and also adjusted
1398 "SaveTape()" accordingly.
1400 2002-03-14 src/game.c, src/tape.c, src/files.c
1401 * Important changes to tape format: The old tape format stored all
1402 actions with a real effect with a corresponding delay between the
1403 stored actions. This had some major disadvantages (for example,
1404 push delays had to be ignored, pressing a button for some seconds
1405 mutated to several single button presses because of the non-action
1406 delays between two action frames etc.). The new tape format just
1407 stupidly records all device actions and replays them later. I really
1408 don't know why I haven't solved it that way before?! Old-style tapes
1409 (with tape file version less than 2.0) get converted to the new
1410 format on-the-fly when loading and can therefore still be played;
1411 only some minor parts of the old-style tape handling code was needed.
1412 (A perfect conversion is not possible, because there is information
1413 missing about the device actions between two action frames.)
1415 2002-03-14 src/files.c
1416 * New function "DumpTape()" to dump the contents of the current tape
1417 in a human readable format.
1419 2002-03-14 src/game.c
1420 * Small tape bug fixed: When automatically advancing to next level
1421 after a game was won, the tape from the previous level still was
1422 loaded as a tape for the new level.
1424 2002-03-14 src/tape.c
1425 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1426 tape, cartoons did not get completely removed because
1427 StopAnimation() was not called.
1429 2002-03-13 src/files.c
1430 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1431 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1432 size even when using 16-bit elements). Added new chunk "CNT2" for
1433 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1434 chunk even when content was 16-bit element). "CNT2" should now be
1435 able to store content for arbitrary elements (up to eight blocks of
1436 3 x 3 element arrays). All "CNT2" elements will always be stored as
1437 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1439 2002-03-13 src/files.c
1440 * Changed "LoadLevel()" for real chunk support.
1442 2002-03-12 src/game.c
1443 * Fixed problem (introduced after 2.0.0 release) with penguins
1444 not getting killed by enemies
1446 2002-02-24 src/game.c, src/main.h
1447 * Added "player->is_moving"; now "player->last_move_dir" does
1448 not contain any information if the player is just moving at
1450 Before, "player->last_move_dir" was misused for this purpose
1451 for the robot stuff (robots don't kill players when they are
1452 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1453 broke tapes when walking through pipes!
1454 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1455 in a continuous movement. This fact is ignored for friends and