2 * fixed bug with scrollbars inside editor when using the Windows mouse
3 enhancement tool "True X-Mouse" (which injects key events to the event
4 queue to insert selected stuff into the Windows clipboard, which gets
5 confused with the "Insert" key for jumping to the last editor cascade
6 block in the element list)
7 * added Rocks'n'Diamonds icon for use as window icon to SDL version
10 * added selection of preferred fullscreen mode to setup / graphics menu
11 (useful if default mode 800 x 600 does not match screen aspect ratio)
14 * improved down-scaling of images for better level and preview graphics
15 * changed user data directory for Mac OS X from Unix style to new place
18 * improved level number selection in main menu and player selection in
19 setup menu (input devices section) by using standard button gadgets
20 * added support for mouse scroll wheel (caused buggy behaviour before)
21 * added support for scrolling horizontal scrollbars with mouse wheel by
22 holding "Shift" key pressed while scrolling the wheel
23 * added support for single step mouse wheel scrolling by holding "Alt"
24 key pressed while scrolling the wheel (can be combined with "Shift")
25 * changed output file "stderr.txt" on Windows platform now always to be
26 created in the R'n'D sub-directory of the personal documents directory
27 * added Windows message box to direct to "stderr.txt" after error aborts
30 * improved general scrollbar handling (when jump-scrolling scrollbars)
33 * changed scrollbars to always show last line as first after scrolling
34 (that means jumping n - 1 screen lines instead of n screen lines)
37 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
38 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
39 * fixed special handling of vertically stacked acid becoming fake acid
42 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
43 affect multiple instances of the same CE, although this kind of
44 change condition usually only affects one single custom element
47 * version number set to 3.2.1
50 * version 3.2.0 released
53 * reorganized level editor element list a bit to match engines better
56 * fixed newly introduced bug with wrongly initializing clipboard element
59 * fixed bug with displaying visible/invisible level border in editor
62 * reorganized some elements in the level editor element list
65 * fixed bug with displaying any player as "yellow" when moving into acid
66 * fixed bug with displaying running player when player stopped at border
69 * fixed bug with player exploding when moving into acid
70 * fixed bug with level settings being reset in editor and when playing
71 (some compatibility settings being set not only after level loading)
72 * fixed crash bug when number of custom graphic frames was set to zero
73 * fixed bug with teleporting player on walkable tile not working anymore
74 * added partial compatibility support for pre-release-only "CONF" chunk
75 (to make Alan Bond's "color cycle" demo work again :-) )
78 * fixed some bugs when displaying title screens from info screen menu
79 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
82 * changed file major version to 3 to reflect level file format changes
83 * uploaded pre-release (test) version 3.2.0-8 binary and source code
86 * added new chunk "NAME" to level file format for level name settings
87 * added new chunk "NOTE" to level file format for envelope settings
88 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
89 * updated magic(5) file to recognize changed and new level file chunks
90 * removed change events "change when CE value/score changes" as unneeded
93 * changed gravity (which only affects the player) from level property
94 to player property (only makes a difference in multi-player levels)
95 * added change events "change when CE value/score changes"
96 * added change events "change when CE value/score changes of <element>"
99 * added new chunk "INFO" to level file format for global level settings
100 * added all element settings from "HEAD" chunk to "CONF" chunk
101 * added all global level settings from "HEAD" chunk to "INFO" chunk
104 * changed level file format by adding two new chunks "CUSX" (for custom
105 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
106 elements, replacing the previous "GRP1" chunk); these new IFF style
107 chunks use the new and flexible "micro chunks inside chunks" technique
108 already used with the new "CONF" chunk (for normal element properties)
109 which makes it possible to easily extend the existing level format
110 (instead of using fixed-length chunks like before, which are either
111 too big due to reserved bytes for future use, or too small when those
112 reserved bytes have all been used and even more data should be stored,
113 requiring the replacement by new and larger chunks just like it went
114 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
117 * added credits pages to the "credits" section that were really missing
118 * added some missing element descriptions to the level editor
119 * added down position of switchgate switch to the level editor
120 and allowed the use of both switch positions at the same time
121 * changed use of "Insert" and "Delete" keys to navigate element list in
122 level editor to start of previous or next cascading block of elements
125 * added the possibility to view the title screen to the info screen menu
126 * fixed some minor bugs with viewing title screens
129 * fixed bug with title (cross)fading in/out when using fullscreen mode
132 * fixed bug that forced re-defining of menu settings in local graphics
133 config file which are already defined in existing base config file
134 * fixed small bug that caused door sounds playing when music is enabled
137 * added the possibility to define up to five title screens for each
138 level set that are displayed after loading using (cross)fading in/out
139 (this was added to display the various start images of the EMC sets)
142 * added "CE score gets zero [of]" to custom element trigger conditions
143 * added setup option to display element token name in level editor
146 * added compatibility code for Juergen Bonhagen's menu artwork settings
149 * fixed bug with displaying wrong animation frame 0 after CE changes
150 * fixed bug with creating invisible elements when light switch is on
153 * added selection between ECS and AGA graphics for EMC levels to setup
156 * adjusted font handling for various narrow EMC style fonts
159 * changed EM engine behaviour back to re-allow initial rolling springs
162 * fixed handling of over-large selectboxes (less error-prone now)
163 * fixed bug when creating GE with walkable element under the player
166 * added use of "Insert" and "Delete" keys to navigate element list in
167 level editor to start of custom elements or start of group elements
168 * added virtual elements to access CE value and CE score of elements:
169 - "CE value of triggering element"
170 - "CE score of triggering element"
171 - "CE value of current element"
172 - "CE score of current element"
175 * fixed "grass" to "sand" in older EM levels (up to file version V4)
178 * changed behaviour of network games with internal errors (because of
179 different client frame counters) from immediately terminating R'n'D
180 to displaying an error message requester and stopping only the game
181 (also to prevent impression of crashes under non command-line runs)
182 * fixed playing network games with the EMC engine (did not work before)
183 * fixed bug with not scrolling the screen in multi-player mode with the
184 focus on player 1 when all players are moving in different directions
185 * fixed bug with keeping pointer to gadget even after its deallocation
186 * fixed bug with allowing "focus on all players" in network games
187 * fixed bug with player focus when playing tapes from network games
190 * uploaded pre-release (test) version 3.2.0-7 binary and source code
193 * code cleanup for game action control for R'n'D and EMC game engine
196 * fixed bug in multi-player movement with focus on both players
197 * added option to control only the focussed player with all input
200 * added player focus switching to level tape recording and re-playing
203 * fixed some bugs in player focus switching in EMC and RND game engine
206 * added special Supaplex animations for Murphy digging and snapping
207 * added special Supaplex animations for Murphy being bored and sleeping
210 * added four new yam yams with explicit start direction for EMC engine
211 * fixed bug in src/libgame/text.c with printing text outside the window
214 * fixed small bug in EMC level loader (copyright sign in EM II levels)
217 * added delayed ignition of EM style dynamite when used in R'n'D engine
218 * added limited movement range to EMC engine when focus on all players
221 * fixed bug with missing (zero) score values for native Supaplex levels
224 * added "continuous snapping" (snapping many elements while holding the
225 snap key pressed, without releasing the snap key after each element)
226 as a new player setting for more compatibility with the classic games
229 * finished scrolling for "focus on all players" in EMC graphics engine
232 * level sets with "levels: 0" are ignored for levels, but not artwork
233 * fixed bug when scanning empty level group directories (endless loop)
236 * fixed bug with explosion graphic for player using "Murphy" graphic
237 * fixed bug with explosion graphic if player leaves explosion in time
238 * changed some descriptive text in setup menu to use medium-width font
239 * added key shortcut settings for switching player focus to setup menu
242 * fixed bug with random value initialization when recording tapes
243 * fixed bug with playing single player tapes when team mode activated
246 * fixed little bug when trying to switch to player that does not exist
249 * added player switching (visual and quick) to R'n'D and EM game engine
250 * added setup option to select visual or quick in-game player switching
253 * added use of "Home" and "End" keys to handle element list in editor
256 * fixed bug with adding score when playing tape with EMC game engine
257 * added steel wall border for levels using EMC engine without border
258 * finally fixed delayed scrolling in EMC engine also for small levels
261 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
264 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
265 * fixed bug when displaying info element without action, but direction
268 * fixed minor graphical problems with springs smashing and slurping
269 (when using R'n'D style graphics instead of EMC style graphics)
272 * added scroll delay (as configured in setup) to EMC graphics engine
275 * improved screen redraw for EMC graphics engine (faster and smoother)
276 * when not scrolling, do not redraw the whole playfield if not needed
279 * added multi-player mode for EMC game engine (with up to four players)
282 * added android (can clone elements) from EMC engine to R'n'D engine
285 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
288 * added selectbox for initial player speed to player settings in editor
291 * version 3.1.2 created that is basically version 3.1.1, but with a
292 major bug fixed that prevented editing your own private levels
293 * version 3.1.2 released
296 * added magic ball (creates elements) from EMC engine to R'n'D engine
299 * uploaded fixed pre-release version 3.2.0-6 binary and source code
302 * fixed bug when using "CE can leave behind <trigger element>"
303 * added new change condition "(after/when) creation of <element>"
304 * added new change condition "(after/when) digging <element>"
305 * fixed bug accessing invalid gadget that caused crashes under Windows
306 * deactivated new possibility for multiple CE changes per frame
309 * uploaded pre-release (test) version 3.2.0-6 binary and source code
312 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
313 * fixed bug with not keeping CE value for moving CEs with only action
314 * changed CE action selectboxes in editor to be only reset when needed
317 * added option "use artwork from element" for custom player artwork
318 * added option "use explosion from element" for player explosions
321 * added cascaded element lists in the level editor
322 * added persistence for cascaded element lists by "editorcascade.conf"
323 * added dynamic element list with all elements used in current level
324 * added possibility for multiple CE changes per frame (experimental)
327 * uploaded pre-release (test) version 3.2.0-5 binary and source code
330 * changed "score for each 10 seconds/steps left" to "1 second/step"
331 * added own score for collecting "extra time" instead of sharing it
332 * added change events "switched by player" and "player switches <e>"
333 * added change events "snapped by player" and "player snaps <e>"
334 * added "set player artwork: <element choice>" to CE action options
335 * added change event "move of <element>"
338 * added "set player shield: off / normal / deadly" to CE action options
339 * added new player option "use level start element" in level editor
340 to set the correct focus at level start to elements from which the
341 player is created later (this did not work before for cascaded CE
342 changes resulting in creation of the player; it is now also possible
343 to create the player from a yam yam which is smashed at level start)
346 * added "set player speed: frozen (not moving)" to CE action options
347 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
350 * added new player option "block snap field" (enabled by default) to
351 make it possible to show a snapping animation like in Emerald Mine
354 * added dynamic selectboxes to custom element action settings in editor
355 * added "CE value" counter for custom elements (instead of "CE count")
356 * added option to use the last "CE value" after custom element change
357 * added option to use the "CE value" of other elements in CE actions
358 * fixed odd behaviour when pressing time orb in levels w/o time limit
359 * added checkbox "use time orb bug" for older levels that use this bug
362 * added missing configuration settings for the following elements:
363 - EL_TIMEGATE_SWITCH (time of open time gate)
364 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
365 - EL_SHIELD_NORMAL (time of shield duration)
366 - EL_SHIELD_DEADLY (time of shield duration)
367 - EL_EXTRA_TIME (time added to level time)
368 - EL_TIME_ORB_FULL (time added to level time)
371 * added "wind direction" as a movement pattern for custom elements
372 * added initial wind direction for balloon / custom elements to editor
373 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
376 * added parameters for "game of life" and "biomaze" elements to editor
379 * added level file chunk "CONF" for generic level and element settings
382 * uploaded pre-release (test) version 3.2.0-4 binary and source code
385 * skip empty level sets (with "levels: 0"; may be artwork base sets)
386 * added sound action ".page[1]" to ".page[32]" for each CE change page
389 * added image config suffix ".clone_from" to copy whole image settings
390 * fixed bug with invalid ("undefined") CE settings in old level files
393 * fixed graphical bug with smashing elements falling faster than player
396 * fixed major bug which prevented private levels from being edited
397 * fixed bug with precedence of general and special font definitions
400 * fixed graphical bug with player animation when player moves slowly
403 * uploaded pre-release (test) version 3.2.0-3 binary and source code
406 * fixed bug which prevented "global.num_toons: 0" from working
409 * major code cleanup (removed all these annoying "#if 0" blocks)
412 * added custom element actions for CE change page in level editor
415 * fixed music initialization bug in init.c (thanks to David Binderman)
416 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
417 (this bug must probably be fixed at other places, too)
420 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
421 (should be '#include <SDL.h>' instead)
424 * fixed bug which prevented "walkable from no direction" from working
425 (due to compatibility code overwriting this setting after loading)
428 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
431 * version number temporarily set to 3.1.1 (intermediate bugfix release)
432 * version 3.1.1 released
435 * changed some va_arg() arguments from 'long' to 'int', fixing problems
436 on 64-bit architecture systems with LP64 data model
439 * fixed bug with bombs not exploding when hitting the last level line
440 (introduced after the release of 3.1.0)
443 * added support for dumping small-sized level sketches from editor
446 * added recognition of "trigger element" for "change digged element to"
447 (this is not really what the "trigger element" was made for, but its
448 use may seem obvious for leaving back digged elements unchanged)
451 * fixed multiple warnings about failed joystick device initialization
454 * fixed bug with dynamite dropped on top of just dropped custom element
455 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
456 dynamite can still be dropped, but drop key must be released before
459 * fixed bug with wrong start directory when started from file browser
460 (due to this bug, R'n'D could not be started from KDE's Konqueror)
463 * fixed bug causing "change when impact" on player not working
464 * fixed wrong priority of "hitting something" over "hitting <element>"
465 * fixed wrong priority of "hit by something" over "hit by <element>"
468 * fixed graphical bug which caused the player (being Murphy) to show
469 collecting animations although the element was collected by penguin
472 * fixed two bugs causing wrong door background graphics in system.c
473 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
476 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
477 * added "no direction" to "walkable/passable from" selectbox options
480 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
481 * in tape autoplay, not only report broken, but also missing tapes
484 * uploaded pre-release (test) version 3.2.0-2 binary and source code
487 * fixed small bug with "linear" animation not working for active lamp
490 * fixed bug with moving up despite gravity due to "block last field"
491 * fixed small bug with wrong draw offset when typing name in main menu
492 * when reading user names from "passwd", ignore data after first comma
493 * when creating new "levelinfo.conf", only write some selected entries
496 * fixed displaying "imported from/by" on preview with empty string
497 * fixed ignoring draw offset for fonts used for level preview texts
500 * fixed a delay problem with SDL and too many mouse motion events
501 * added setup option "skip levels" and level skipping functionality
504 * added move speed "not moving" for non-moving CEs, but with direction
507 * fixed mapping of obsolete element token names in "editorsetup.conf"
508 * fixed bug with sound "acid.splashing" treated as a loop sound
509 * fixed some little sound bugs in native EM engine
512 * fixed small bug when dragging scrollbars to end positions
515 * added editor element descriptions written by Aaron Davidson
518 * improved fallback handling when configured artwork is not available
519 (now using default artwork instead of exiting when files not found)
522 * fixed bug on level selection screen when dragging scrollbar
525 * fixed bug which caused broken tapes when appending to EM engine tapes
528 * uploaded pre-release (test) version 3.2.0-1 binary and source code
531 * added code to replace changed artwork config tokens with other tokens
532 (needed for backwards compatibility, so that older tokens still work)
535 * added native R'n'D graphics for some new EMC elements in EM engine
538 * fixed some bugs in the EM engine integration code
539 * changed EM engine code to allow diagonal movement
540 * changed EM engine code to allow use of separate snap and drop keys
543 * fixed some redraw bugs when using EM engine
546 * fixed bug with not converting RND levels which are set to use native
547 engine to native level structure when loading
550 * uploaded pre-release (test) version 3.2.0-0 binary and source code
553 * version number set to 3.2.0
556 * level data now reset to defaults after attempt to load invalid file
559 * added use of "editorsetup.conf" for different level sets
562 * added auto-detection for various types of Emerald Mine level files
565 * fixed bug with scrollbars getting too small when list is very large
568 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
571 * added most level editor configuration gadgets for new EMC elements
574 * added more element and graphic definitions for new EMC elements
577 * modified native EM engine to use integrated R'n'D sound system
580 * added SDL support to graphics functions in native EM engine
581 (by always using generic libgame interface functions)
584 * fixed bug in frame synchronization in native EM engine
587 * added code to convert levels between R'n'D and native EM engine
590 * new Emerald Mine engine can now play levels selected in main menu
593 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
594 (which creates scaled down graphics for level editor and preview);
595 there's still a memory leak somewhere in the artwork handling code
596 * added "scale image up" functionality to X11 version of zoom function
599 * first attempts to integrate new, native Emerald Mine Club engine
602 * fixed bug in gadget code which caused reset of CEs in level editor
603 (example: pressing 'b' [grab brush] on CE config page erased values)
604 (solution: check if gadgets in ClickOnGadget() are really mapped)
605 * improved level change detection in editor (settings now also checked)
606 * fixed bug with "can move into acid" and "don't collide with" state
609 * fixed maze runner style CEs to use the configured move delay value
612 * added Aaron Davidson's tutorial level set to the "Tutorials" section
615 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
616 * fixed the above fix because it broke level set "machine" (*sigh*)
617 * fixed random element placement in level editor to work as expected
618 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
621 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
624 * fixed bug (missing array boundary check) which caused broken tapes
625 * fixed bug (when loading level template) which caused broken levels
626 * fixed bug with new block last field code when using non-yellow player
629 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
630 * internal change of how the player blocks the last field when moving
631 * fixed blocking delay of last field for EM and SP style block delay
632 * fixed bug where the player had to wait for the usual move delay after
633 unsuccessfully trying to move, when he directly could move after that
634 * the last two changes should make original Supaplex level 93 solvable
635 * improved use of random number generator to make it less predictable
636 * fixed behaviour of slippery SP elements to let slip left, then right
639 * fixed bug with wrong door state after trying to quickload empty tape
640 * fixed waste of static memory usage of the binary, making it smaller
641 * fixed very little graphical bug in Supaplex explosion
644 * version number set to 3.1.1
647 * version 3.1.0 released
650 * fixed bug with crash when writing user levelinfo.conf the first time
653 * added option "convert LEVELDIR [NR]" to command line batch commands
654 * re-converted Supaplex levels to apply latest engine fixes
655 * changed "use graphic/sound of element" to "use graphic of element"
656 due to compatibility problems with some levels ("bug machine" etc.)
659 * fixed bug with CE change replacing player with same or other player
662 * fixed bug with opaque font in envelope with background graphic when
663 background graphic is not transparent itself
666 * added "gravity on" and "gravity off" ports for Supaplex compatibility
667 * corrected original Supaplex level loading code to use these new ports
668 * also corrected Supaplex loader to auto-count infotrons if set to zero
671 * fixed bug with missing initialization of "modified" flag for GEs
674 * fixed bug that caused endless recursion loop when relocating player
675 * fixed tape recorder bug in "step mode" when using "pause before end"
676 * fixed tape recorder bug when changing from "warp forward" mode
679 * fixed bug with "when touching" for pushed elements at last position
682 * fixed bug that caused two activated toolbox buttons in level editor
683 * fixed bug with exploding dynabomb under player due to other explosion
686 * fixed bug with creating walkable custom element under player (again)
687 * fixed bug with not copying explosion type when copying CEs in editor
688 * fixed graphical bug when drawing player in setup menu (input devices)
689 * fixed graphical bug when the player is pushing an accessible element
690 * fixed bug with classic switchable elements triggering CE changes
691 * fixed bug with entering/leaving walkable element in RelocatePlayer()
692 * fixed crash bug when CE leaves behind the trigger player element
695 * fixed bug with broken tubes after placing/exploding dynamite in them
696 * fixed bug with exploding dynamite under player due to other explosion
697 * fixed bug with not resetting push delay under certain circumstances
700 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
701 * added network multiplayer code for Windows (thanks to Niko Böhm)
704 * added option "reachable despite gravity" for gravity movement
705 * changed gravity movement of most classic walkable and passable
706 elements back to "not reachable" (for compatibility reasons)
709 * fixed (removed) "indestructible" / "can explode" dependency in editor
710 * fixed (removed) "accessible inside" / "protected" dependency
711 * fixed (removed) "step mode" / "shield time" dependency
714 * fixed dynabombs exploding now into anything diggable
715 * fixed Supaplex style gravity movement into buggy base now impossible
716 * added pressing key "space" as valid action to select menu options
719 * added "replace when walkable" to relocate player to walkable element
720 * added "enter"/"leave" event for elements affected by relocation
721 * fixed "direct"/"indirect" change order also for "when change" event
722 * fixed graphical bug when pushing things from elements walkable inside
725 * fixed graphic bug when player is snapping while moving in old levels
726 * fixed bug when a moving custom element leaves a player element behind
727 * fixed bug with mole not disappearing when moving into acid pool
728 * fixed bug with incomplete path setting when using "--basepath" option
729 * moving CE can now leave walkable elements behind under the player
730 * when relocating, player can be set on walkable element now
731 * fixed another gravity movement bug
734 * uploaded pre-release (test) version 3.1.0-2 binary and source code
737 * added "collectible" and "removable" to extended replacement types
738 (where "removable" replaces "diggable" and "collectible" elements)
739 * added "collectible & throwable" (to throw element to the next field)
740 * fixed bug with CEs digging elements that are just about to explode
741 * changed mouse cursor now always being visible when game is paused
744 * added possibility to push/press accessible elements from a side that
746 * fixed bug with not setting actual date when appending to tape
749 * fixed bug with incorrectly initialized custom element editor graphics
752 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
753 - number of levels corrected from 18 to 17 in "levelinfo.conf"
756 * fixed bug with destroyed robot wheel still attracting robots forever
757 * fixed bug with time gate switch deactivating after robot wheel time
758 (while the time gate itself is not affected by this misbehaviour)
759 * changed behaviour of BD style amoeba to always get blocked by player
760 (before it was different when there were non-BD elements in level)
761 * fixed bug with player destroying indestructable elements with shield
764 * added option to make growing elements grow into anything diggable
765 (for the various amoeba types, biomaze and "game of life")
768 * fixed bug with movable elements not moving after left behind by CEs
769 * changed gravity movement to anything diggable, not only sand/base
770 * optionally allowing passing to walkable element, not only empty space
771 * added option "can pass to walkable element" for players
772 * finally fixed gravity movement (hopefully)
775 * fixed bug with movable elements not moving anymore after falling down
778 * fixed another bug with custom elements digging and leaving elements
779 * fixed bug with "along left/right side" and automatic start direction
780 * trigger elements now also displayed when "more custom" deactivated
781 * fixed bug with clipboard element initialized when loading new level
782 * added option "drop delay" to set delay before dropping next element
785 * uploaded pre-release (test) version 3.1.0-1 binary and source code
788 * added copy and paste functions for custom change pages
789 * enhanced graphical display and functionality of tape recorder
790 * fixed bug with custom elements digging and leaving elements
793 * added move speed faster than "very fast" for custom elements
794 * fixed bug with 3+3 style explosions and missing border content
795 * fixed little bug when copying custom elements in the editor
796 * enhanced custom element changes by more side trigger actions
799 * added option "no scrolling when relocating" for instant teleporting
800 * uploaded pre-release (test) version 3.1.0-0 binary and source code
803 * added trigger element and trigger player to use as target elements
804 * added copy and paste functions for custom and group elements
807 * fixed graphical bug when displaying explosion animations
808 * fixed bug when appending to tapes, resulting in broken tapes
809 * re-recorded a few tapes broken by fixing gravity checking bug
812 * "can move into acid" property now for all elements independently
813 * "can fall into acid" property for player stored in same bitfield now
814 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
815 * version number set to 3.1.0 (finally!)
818 * changed tape recording to only record input, not programmed actions
821 * fixed totally broken (every 8th frame skipped) step-by-step recording
822 * fixed bug with requester not displayed when quick-loading interrupted
823 * added option "can fall into acid (with gravity)" for players
824 * fixed bug with player not falling when snapping down with gravity
827 * fixed bug which messed up key config when using keypad number keys
830 * fixed bug which allowed moving upwards even when gravity was active
831 * fixed bug with missing error handling when dumping levels or tapes
834 * added different colored editor graphics for Supaplex gravity tubes
837 * fixed bug that allowed solvable tapes for unsolvable levels
840 * use unlimited number of droppable elements when "count" set to zero
841 * added option to use step limit instead of time limit for level
844 * added player and change page as trigger for custom element change
847 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
850 * fixed bug with dark yamyam changing to acid when moving over acid
851 * fixed handling of levels with more than 999 seconds level time
852 (example: level 76 of "Denmine")
855 * "spring push bug" reintroduced as configurable element property
856 * fixed bug with missing properties for "mole"
857 * fixed bug that showed up when fixing the above "mole" properties bug
858 * added option "can move into acid" for all movable elements
859 * fixed graphical bug for elements moving into acid
860 * changed event handling to handle all pending events before going on
863 * fixed bug which caused all CE change pages to be ignored which had
864 the same change event, but used a different element side
865 (reported by Simon Forsberg)
867 * fixed bug which caused elements that can move and fall and that are
868 transported by a conveyor belt to continue moving into that direction
869 after leaving the conveyor belt, regardless of their own movement
870 type; only elements which can not move are transported now
871 (reported by Simon Forsberg)
873 * fixed bug which could cause an array overflow in RelocatePlayer()
874 (reported by Niko Böhm)
876 * changed Emerald Mine style "passable / over" elements to "protected"
877 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
879 * added new option to select from which side a "walkable/passable"
880 element can be entered
883 * added explosion and ignition delay for elements that can explode
886 * fixed bug which caused player not being protected against enemies
887 when a CE was "walkable / inside" and was not "indestructible"
888 * added "walkable/passable" fields to be "protected/unprotected"
889 against enemies, even if not accessible "inside" but "over/under"
892 * corrected move pattern to 32 bit and initial move direction to 8 bit
895 * added second custom element base configuration page
898 * added some special EMC mappings to Emerald Mine level loader
899 (also covering previously unknown element in level 0 of "Bondmine 8")
902 * added option to block last field when player is moving (for Supaplex)
903 * adjusted push delay of Supaplex elements
904 * removed delays for envelopes etc. when replaying with maximum speed
905 * fixed bug when dropping element on a field that just changed to empty
908 * fixed bug: infotrons can now smash yellow disks
909 * fixed bug: when gravity active, port above player can now be entered
910 * removed "one white dot" mouse pointer which irritated some people
913 * added "choice type" for group element selection
916 * fixed bug with initial invulnerability of non-yellow player
919 * added level loader for loading native Supaplex packed levels
920 (including multi-part levels like the "splvls99" levels)
923 * fixed bug which allowed creating emeralds by escaping explosions
926 * custom elements can change (limited) or leave (unlimited) elements
927 * finally added multiple matches using group elements
928 * added shortcut to dump brush (type ":DB" in editor) for use in forum
931 * added new start movement type "previous" for continued CE movement
932 * added new start movement type "random" for random CE movement start
935 * added new element "sokoban_field_player" needed for Sokoban levels
936 (thanks to Ed Booker for pointing this out!)
939 * added elements that can be digged or left behind by custom elements
942 * added group elements for multiple matches and random element creation
945 * fixed some graphical errors displayed in old levels
948 * fixed wrong double speed movement after passing closing gates
951 * added level loader for loading native Emerald Mine levels
954 * changes for "shooting" style CE movement
957 * Happy New Year! ;-)
960 * changed default snap/drop keys from left/right Shift to Control keys
963 * fixed bug with dead player getting reanimated from custom element
966 * fixed bug with wrong penguin graphics (when entering exit)
969 * fixed bug with wrong "Murphy" graphics (when digging etc.)
972 * version number set to 3.0.9
975 * version 3.0.8 released
978 * added function checked_free()
981 * fixed bug with double nut cracking sound
982 (by eliminating "default element action sound" assignment in init.c)
985 * fixed crash when no music info files are available
988 * fixed boring and sleeping sounds
991 * added "maze runner" and "maze hunter" movement types
992 * added extended collision conditions for custom elements
995 * added warnings for undefined token values in artwork config files
998 * added menu entry for level set information to the info screen
1001 * fixed bug with wrong default impact sound for colored emeralds
1004 * added several sub-screens for the info screen
1005 * menu text now also clickable (not only blue/red sphere left of it)
1008 * added configurable "bored" and "sleeping" animations for the player
1009 * added "awakening" sound for player when waking up after sleeping
1012 * added "copy" and "exchange" functions for custom elements to editor
1015 * added configurable element animations for info screen
1018 * added configurable music credits for info screen
1021 * finally fixed tape recording when player is created from CE change
1024 * added "editorsetup.conf" for editor element list configuration
1027 * added "musicinfo.conf" for menu and level music configuration
1030 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1031 (that only showed up on Linux, but not on Windows systems)
1034 * fixed turning movement of butterflies and fireflies (no frame reset)
1035 * enhanced sniksnak turning movement (two steps instead of only one)
1038 * version number set to 3.0.8
1041 * version 3.0.7 released
1044 * fixed reset of player animation frame when, for example,
1045 walking, digging or collecting share the same animation
1046 * fixed CE with "deadly when touching" exploding when touching amoeba
1049 * fixed tape recording when player is created from CE element change
1052 * introduced "turning..." action graphic for elements with move delay
1053 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1054 * added turning animations for bug, spaceship and sniksnak
1057 * prevent "extended" changed elements from delay change in same frame
1060 * fixed bug when pushing element that can move away to the side
1061 (like pushing falling elements, but now with moving elements)
1064 * finally fixed serious bug in code for delayed element pushing (again)
1067 * unavailable setup options now marked as "n/a" instead of "off"
1068 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1069 to "true", levels are always played with the latest game engine,
1070 which is desired for levels that are imported from other games; all
1071 other levels are played with the engine version stored in level file
1072 (which is normally the engine version the level was created with)
1075 * fixed serious bug in code for delayed element pushing
1076 * fixed little bug in animation frame selection for pushed elements
1077 * speed-up of reading config file for verbose output
1080 * added configuration option for opening and closing Supaplex exit
1081 * added configuration option for moving up/down animation for Murphy
1082 * fixed incorrectly displayed animation for attacking dragon
1083 * fixed bug with not setting initial gravity for each new game
1084 * fixed bug with teleportation of player by custom element change
1085 * fixed bug with player not getting smashed by rock sometimes
1088 * version number set to 3.0.7
1091 * version 3.0.6 released
1094 * added support for MP3 music for SDL version through SMPEG library
1097 * fixed bug when initializing font graphic structure
1098 * fixed bug with animation mode "pingpong" when using only 1 frame
1099 * fixed bug with extended change target introduced in 3.0.5
1100 * fixed bug where passing over moving element doubles player speed
1101 * fixed bug with elements continuing to move into push direction
1102 * fixed bug with duplicated player when dropping bomb with shield on
1103 * added "switching" event for custom elements ("pressing" only once)
1104 * fixed switching bug (resetting flag when not switching but not idle)
1107 * fixed element tokens for certain file elements with ".active" etc.
1110 * version number set to 3.0.6
1113 * version 3.0.5 released
1116 * now four envelope elements available
1117 * font, background, animation and sound for envelope now configurable
1118 * main menu doors opening/closing animation type now configurable
1121 * active/inactive sides configurable for custom element changes
1122 * new movement type "move when pushed" available for custom elements
1125 * fixed bug in multiple config pages loader code that caused crashes
1128 * enhanced (remaining low-resolution) Supaplex graphics
1131 * version number set to 3.0.5
1134 * version 3.0.4 released
1136 2003-09-12 src/tools.c
1137 * fixed bug in custom definition of crumbled element graphics
1139 2003-09-11 src/files.c
1140 * fixed bug in multiple config pages code that caused crashes
1143 * version number set to 3.0.4
1146 * version 3.0.3 released
1149 * added music to Supaplex classic level set
1151 2003-09-07 src/libgame/misc.c
1152 * added support for loading various music formats through SDL_mixer
1154 2003-09-06 (various source files)
1155 * fixed several nasty bugs that may have caused crashes on some systems
1156 * added envelope content which gets displayed when collecting envelope
1157 * added multiple change event pages for custom elements
1159 2003-08-24 src/game.c
1160 * fixed problem with player animation when snapping and moving
1162 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1163 * fixed problem with flickering when drawing toon animations
1165 2003-08-23 src/libgame/sdl.c
1166 * fixed problem with setting mouse cursor in SDL version in fullscreen
1168 2003-08-23 src/game.c
1169 * fixed bug (missing array boundary check) which could crash the game
1172 * version number set to 3.0.3
1175 * version 3.0.2 released
1177 2003-08-21 src/game.c
1178 * fixed bug with creating inaccessible elements at player position
1180 2003-08-20 src/init.c
1181 * fixed bug with not finding current level artwork directory
1183 2003-08-20 src/files.c
1184 * fixed bug with choosing wrong engine version when playing tapes
1185 * fixed bug with messing up custom element properties in 3.0.0 levels
1188 * version number set to 3.0.2
1191 * version 3.0.1 released
1193 2003-08-17 (no source files affected)
1194 * changed all "classic" PCX image files with 16 colors or less to
1195 256 color (8 bit) storage format, because the Allegro game library
1196 cannot handle PCX files with less than 256 colors (contributed
1197 graphics are not affected and might look wrong in the DOS version)
1199 2003-08-16 src/init.c
1200 * fixed bug which (for example) crashed the level editor when defining
1201 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1202 (only set to default) -- invalid graphics now set to default graphic
1204 2003-08-16 src/init.c
1205 * fixed graphical bug of player digging/collecting/snapping element
1206 when no corresponding graphic/animation is defined for this action,
1207 resulting in player being drawn as EL_EMPTY (which should only be
1208 done to elements being collected, but not to the player)
1210 2003-08-16 src/game.c
1211 * fixed small graphical bug of player not totally moving into exit
1213 2003-08-16 src/libgame/setup.c
1214 * fixed bug with wrong MS-DOS 8.3 filename conversion
1216 2003-08-16 src/tools.c
1217 * fixed bug with invisible mouse cursor when pressing ESC while playing
1219 2003-08-16 (various source files)
1220 * added another 128 custom elements (disabled in editor by default)
1222 2003-08-16 src/editor.c
1223 * fixed NULL string bug causing Solaris to crash in sprintf()
1225 2003-08-16 src/screen.c
1226 * fixed drawing over scrollbar on level selection with custom fonts
1228 2003-08-15 src/game.c
1229 * cleanup of simple sounds / loop sounds / music settings
1231 2003-08-08 (various source files)
1232 * added custom element property for dropping collected elements
1234 2003-08-08 src/conf_gfx.c
1235 * fixed bug with missing graphic for active red disk bomb
1237 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1238 * extended variable "level.gravity" to "level.initial_gravity" and
1239 "game.current_gravity" to prevent level setting from being changed
1240 by playing the level (keeping the runtime value after playing)
1242 * fixed graphics bug when digging element that has 'crumbled' graphic
1243 definition, but not 'diggable' graphic definition
1246 * version number set to 3.0.1
1249 * version 3.0.0 released
1252 * various bug fixes; among others:
1253 - fixed bug with pushing spring over empty space
1254 - fixed bug with leaving tube while placing dynamite
1255 - fixed bug with explosion of smashed penguins
1256 - allow Murphy player graphic in levels with non-Supaplex elements
1260 * I have forgotten to document changes for some time
1263 * pre-release version 2.2.0rc1 released
1266 * version number set to 2.1.2
1269 * version 2.1.1 released
1272 * version number set to 2.1.1
1275 * version 2.1.0 released
1278 * version number set to 2.1.0
1280 2002-04-03 to 2002-05-19 (various source files)
1281 * graphics, sounds and music now fully configurable
1282 * bug fixed that prevented walking through tubes when gravity on
1284 2002-04-02 src/events.c, src/editor.c
1285 * Make Escape key less aggressive when playing or when editing level.
1286 This can be configured as an option in the setup menu. (Default is
1287 "less aggressive" which means "ask user if something can be lost"
1288 when pressing the Escape key.)
1290 2002-04-02 src/screen.c
1291 * Added "graphics setup" screen.
1293 2002-04-01 src/screen.c
1294 * Changed "choose level" setup screen stuff to be more generic (to
1295 make it easier to add more "choose from generic tree" setup screens).
1297 2002-04-01 src/config.c, src/timestamp.h
1298 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1299 automatically gets created by "src/Makefile" and contains an actual
1300 compile-time timestamp to identify development versions of the game).
1302 2002-03-31 src/tape.c, src/events.c
1303 * Added quick game/tape save/load functions to tape stuff which can be
1304 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1305 loads previously recorded tape and directly goes into recording mode
1306 from the end of the tape (therefore appending to the tape).
1308 2002-03-31 src/tape.c
1309 * Added "index mark" function to tape recorder. When playing or
1310 recording, "eject" button changes to "index" button. Setting index
1311 mark is not yet implemented, but pressing index button when playing
1312 allows very quick advancing to end of tape (when normal playing),
1313 very fast forward mode (when playing with normal fast forward) or
1314 very fast reaching of "pause before end of tape" (when playing with
1315 "pause before end" playing mode).
1317 2002-03-30 src/cartoons.c
1318 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1320 2002-03-29 src/screen.c
1321 * Changed setup screen stuff to be more generic (to make it easier
1322 to add more setup screens).
1324 2002-03-23 src/main.c, src/main.h
1325 * Various changes due to the introduction of the new libgame files
1326 "setup.c" and "joystick.c".
1328 2002-03-23 src/files.c
1329 * Generic parts of "src/files.c" (mainly setup and level directory
1330 stuff) moved to new libgame file "src/libgame/setup.c".
1332 2002-03-23 src/joystick.c
1333 * File "src/joystick.c" moved to libgame source tree, with
1334 correspondig changes.
1336 2002-03-22 src/screens.c
1337 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1338 (Wrong level series information displayed when entering main group.)
1340 2002-03-22 src/editor.c
1341 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1343 2002-03-22 src/editor.c
1344 * Changed behaviour of "Escape" key in level editor to be more
1345 intuitive: When in "Element Properties" or "Level Info" mode,
1346 return to "Drawing Mode" instead of leaving the level editor.
1348 2002-03-21 src/game.c, src/editor.c, src/files.c
1349 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1350 gems (emeralds, diamonds, ...) slipping down from normal wall,
1351 steel wall and growing wall (as in E.M.C. style levels). Although
1352 the behaviour of contributed and private levels wasn't changed (due
1353 to the use of "level.game_version"; see previous entry), editing
1354 those levels will (of course) change the behaviour accordingly.
1356 This change seems a bit too hard after thinking about it, because
1357 the EM style behaviour is not the "expected" behaviour (gems would
1358 normally only slip down from "rounded" walls). Therefore this was
1359 now changed to an element property for gem style elements, with the
1360 default setting "off" (which means: no special EM style behaviour).
1361 To fix older converted levels, this flag is set to "on" for pre-2.0
1362 levels that are neither contributed nor private levels.
1364 2002-03-20 src/files.h
1365 * Corrected settings for "level.game_version" depending of level type.
1366 (Contributed and private levels always get played with game engine
1367 version they were created with, while converted levels always get
1368 played with the most recent version of the game engine, to let new
1369 corrections of the emulation behaviour take effect.)
1371 2002-03-20 src/main.h
1372 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1373 compiling the SDL version on some systems.
1374 Thanks to the several people who pointed this out.
1377 * Version number set to 2.0.2.
1380 * Version 2.0.1 released.
1382 2002-03-18 src/screens.c
1383 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1385 2002-03-18 src/files.c [src/libgame/misc.c]
1386 * Moved some common functions from src/files.c to src/libgame/misc.c.
1388 2002-03-18 src/files.c [src/libgame/misc.c]
1389 * Changed permissions for new directories and saved files (especially
1390 score files) according to suggestions of Debian users and mantainers.
1391 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1393 2002-03-17 src/files.c
1394 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1395 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1396 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1397 for levels and "TAPE" for tapes). Old "cookie" style format is
1398 still supported for reading. New level and tape files are written
1401 * New IFF chunk "VERS" contains version numbers for file and game
1402 (where "game version" is the version of the program that wrote the
1403 file, and "file version" is a version number to distinguish files
1404 with different format, for example after adding new features).
1406 2002-03-15 src/screen.c
1407 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1408 (Before, you heard a mixture of the in-game music and the
1409 hall-of-fame music.)
1411 2002-03-14 src/events.c
1412 * Function "DumpTape()" (files.c) now available by pressing 't' from
1413 main menu (when in DEBUG mode).
1415 2002-03-14 src/game.c
1416 * "GameWon()": When game was won playing a tape, now there is no delay
1417 raising the score and no corresponding sound is played.
1419 2002-03-14 src/files.c
1420 * Changed "LoadTape()" for real chunk support and also adjusted
1421 "SaveTape()" accordingly.
1423 2002-03-14 src/game.c, src/tape.c, src/files.c
1424 * Important changes to tape format: The old tape format stored all
1425 actions with a real effect with a corresponding delay between the
1426 stored actions. This had some major disadvantages (for example,
1427 push delays had to be ignored, pressing a button for some seconds
1428 mutated to several single button presses because of the non-action
1429 delays between two action frames etc.). The new tape format just
1430 stupidly records all device actions and replays them later. I really
1431 don't know why I haven't solved it that way before?! Old-style tapes
1432 (with tape file version less than 2.0) get converted to the new
1433 format on-the-fly when loading and can therefore still be played;
1434 only some minor parts of the old-style tape handling code was needed.
1435 (A perfect conversion is not possible, because there is information
1436 missing about the device actions between two action frames.)
1438 2002-03-14 src/files.c
1439 * New function "DumpTape()" to dump the contents of the current tape
1440 in a human readable format.
1442 2002-03-14 src/game.c
1443 * Small tape bug fixed: When automatically advancing to next level
1444 after a game was won, the tape from the previous level still was
1445 loaded as a tape for the new level.
1447 2002-03-14 src/tape.c
1448 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1449 tape, cartoons did not get completely removed because
1450 StopAnimation() was not called.
1452 2002-03-13 src/files.c
1453 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1454 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1455 size even when using 16-bit elements). Added new chunk "CNT2" for
1456 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1457 chunk even when content was 16-bit element). "CNT2" should now be
1458 able to store content for arbitrary elements (up to eight blocks of
1459 3 x 3 element arrays). All "CNT2" elements will always be stored as
1460 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1462 2002-03-13 src/files.c
1463 * Changed "LoadLevel()" for real chunk support.
1465 2002-03-12 src/game.c
1466 * Fixed problem (introduced after 2.0.0 release) with penguins
1467 not getting killed by enemies
1469 2002-02-24 src/game.c, src/main.h
1470 * Added "player->is_moving"; now "player->last_move_dir" does
1471 not contain any information if the player is just moving at
1473 Before, "player->last_move_dir" was misused for this purpose
1474 for the robot stuff (robots don't kill players when they are
1475 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1476 broke tapes when walking through pipes!
1477 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1478 in a continuous movement. This fact is ignored for friends and