2 * improved down-scaling of images for better level and preview graphics
3 * changed user data directory for Mac OS X from Unix style to new place
6 * improved level number selection in main menu and player selection in
7 setup menu (input devices section) by using standard button gadgets
8 * added support for mouse scroll wheel (caused buggy behaviour before)
9 * added support for scrolling horizontal scrollbars with mouse wheel by
10 holding "Ctrl" button pressed while scrolling the wheel
11 * changed output file "stderr.txt" on Windows platform now always to be
12 created in the R'n'D sub-directory of the personal documents directory
13 * added Windows message box to direct to "stderr.txt" after error aborts
16 * improved general scrollbar handling (when jump-scrolling scrollbars)
19 * changed scrollbars to always show last line as first after scrolling
20 (that means jumping n - 1 screen lines instead of n screen lines)
23 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
24 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
25 * fixed special handling of vertically stacked acid becoming fake acid
28 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
29 affect multiple instances of the same CE, although this kind of
30 change condition usually only affects one single custom element
33 * version number set to 3.2.1
36 * version 3.2.0 released
39 * reorganized level editor element list a bit to match engines better
42 * fixed newly introduced bug with wrongly initializing clipboard element
45 * fixed bug with displaying visible/invisible level border in editor
48 * reorganized some elements in the level editor element list
51 * fixed bug with displaying any player as "yellow" when moving into acid
52 * fixed bug with displaying running player when player stopped at border
55 * fixed bug with player exploding when moving into acid
56 * fixed bug with level settings being reset in editor and when playing
57 (some compatibility settings being set not only after level loading)
58 * fixed crash bug when number of custom graphic frames was set to zero
59 * fixed bug with teleporting player on walkable tile not working anymore
60 * added partial compatibility support for pre-release-only "CONF" chunk
61 (to make Alan Bond's "color cycle" demo work again :-) )
64 * fixed some bugs when displaying title screens from info screen menu
65 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
68 * changed file major version to 3 to reflect level file format changes
69 * uploaded pre-release (test) version 3.2.0-8 binary and source code
72 * added new chunk "NAME" to level file format for level name settings
73 * added new chunk "NOTE" to level file format for envelope settings
74 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
75 * updated magic(5) file to recognize changed and new level file chunks
76 * removed change events "change when CE value/score changes" as unneeded
79 * changed gravity (which only affects the player) from level property
80 to player property (only makes a difference in multi-player levels)
81 * added change events "change when CE value/score changes"
82 * added change events "change when CE value/score changes of <element>"
85 * added new chunk "INFO" to level file format for global level settings
86 * added all element settings from "HEAD" chunk to "CONF" chunk
87 * added all global level settings from "HEAD" chunk to "INFO" chunk
90 * changed level file format by adding two new chunks "CUSX" (for custom
91 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
92 elements, replacing the previous "GRP1" chunk); these new IFF style
93 chunks use the new and flexible "micro chunks inside chunks" technique
94 already used with the new "CONF" chunk (for normal element properties)
95 which makes it possible to easily extend the existing level format
96 (instead of using fixed-length chunks like before, which are either
97 too big due to reserved bytes for future use, or too small when those
98 reserved bytes have all been used and even more data should be stored,
99 requiring the replacement by new and larger chunks just like it went
100 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
103 * added credits pages to the "credits" section that were really missing
104 * added some missing element descriptions to the level editor
105 * added down position of switchgate switch to the level editor
106 and allowed the use of both switch positions at the same time
107 * changed use of "Insert" and "Delete" keys to navigate element list in
108 level editor to start of previous or next cascading block of elements
111 * added the possibility to view the title screen to the info screen menu
112 * fixed some minor bugs with viewing title screens
115 * fixed bug with title (cross)fading in/out when using fullscreen mode
118 * fixed bug that forced re-defining of menu settings in local graphics
119 config file which are already defined in existing base config file
120 * fixed small bug that caused door sounds playing when music is enabled
123 * added the possibility to define up to five title screens for each
124 level set that are displayed after loading using (cross)fading in/out
125 (this was added to display the various start images of the EMC sets)
128 * added "CE score gets zero [of]" to custom element trigger conditions
129 * added setup option to display element token name in level editor
132 * added compatibility code for Juergen Bonhagen's menu artwork settings
135 * fixed bug with displaying wrong animation frame 0 after CE changes
136 * fixed bug with creating invisible elements when light switch is on
139 * added selection between ECS and AGA graphics for EMC levels to setup
142 * adjusted font handling for various narrow EMC style fonts
145 * changed EM engine behaviour back to re-allow initial rolling springs
148 * fixed handling of over-large selectboxes (less error-prone now)
149 * fixed bug when creating GE with walkable element under the player
152 * added use of "Insert" and "Delete" keys to navigate element list in
153 level editor to start of custom elements or start of group elements
154 * added virtual elements to access CE value and CE score of elements:
155 - "CE value of triggering element"
156 - "CE score of triggering element"
157 - "CE value of current element"
158 - "CE score of current element"
161 * fixed "grass" to "sand" in older EM levels (up to file version V4)
164 * changed behaviour of network games with internal errors (because of
165 different client frame counters) from immediately terminating R'n'D
166 to displaying an error message requester and stopping only the game
167 (also to prevent impression of crashes under non command-line runs)
168 * fixed playing network games with the EMC engine (did not work before)
169 * fixed bug with not scrolling the screen in multi-player mode with the
170 focus on player 1 when all players are moving in different directions
171 * fixed bug with keeping pointer to gadget even after its deallocation
172 * fixed bug with allowing "focus on all players" in network games
173 * fixed bug with player focus when playing tapes from network games
176 * uploaded pre-release (test) version 3.2.0-7 binary and source code
179 * code cleanup for game action control for R'n'D and EMC game engine
182 * fixed bug in multi-player movement with focus on both players
183 * added option to control only the focussed player with all input
186 * added player focus switching to level tape recording and re-playing
189 * fixed some bugs in player focus switching in EMC and RND game engine
192 * added special Supaplex animations for Murphy digging and snapping
193 * added special Supaplex animations for Murphy being bored and sleeping
196 * added four new yam yams with explicit start direction for EMC engine
197 * fixed bug in src/libgame/text.c with printing text outside the window
200 * fixed small bug in EMC level loader (copyright sign in EM II levels)
203 * added delayed ignition of EM style dynamite when used in R'n'D engine
204 * added limited movement range to EMC engine when focus on all players
207 * fixed bug with missing (zero) score values for native Supaplex levels
210 * added "continuous snapping" (snapping many elements while holding the
211 snap key pressed, without releasing the snap key after each element)
212 as a new player setting for more compatibility with the classic games
215 * finished scrolling for "focus on all players" in EMC graphics engine
218 * level sets with "levels: 0" are ignored for levels, but not artwork
219 * fixed bug when scanning empty level group directories (endless loop)
222 * fixed bug with explosion graphic for player using "Murphy" graphic
223 * fixed bug with explosion graphic if player leaves explosion in time
224 * changed some descriptive text in setup menu to use medium-width font
225 * added key shortcut settings for switching player focus to setup menu
228 * fixed bug with random value initialization when recording tapes
229 * fixed bug with playing single player tapes when team mode activated
232 * fixed little bug when trying to switch to player that does not exist
235 * added player switching (visual and quick) to R'n'D and EM game engine
236 * added setup option to select visual or quick in-game player switching
239 * added use of "Home" and "End" keys to handle element list in editor
242 * fixed bug with adding score when playing tape with EMC game engine
243 * added steel wall border for levels using EMC engine without border
244 * finally fixed delayed scrolling in EMC engine also for small levels
247 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
250 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
251 * fixed bug when displaying info element without action, but direction
254 * fixed minor graphical problems with springs smashing and slurping
255 (when using R'n'D style graphics instead of EMC style graphics)
258 * added scroll delay (as configured in setup) to EMC graphics engine
261 * improved screen redraw for EMC graphics engine (faster and smoother)
262 * when not scrolling, do not redraw the whole playfield if not needed
265 * added multi-player mode for EMC game engine (with up to four players)
268 * added android (can clone elements) from EMC engine to R'n'D engine
271 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
274 * added selectbox for initial player speed to player settings in editor
277 * version 3.1.2 created that is basically version 3.1.1, but with a
278 major bug fixed that prevented editing your own private levels
279 * version 3.1.2 released
282 * added magic ball (creates elements) from EMC engine to R'n'D engine
285 * uploaded fixed pre-release version 3.2.0-6 binary and source code
288 * fixed bug when using "CE can leave behind <trigger element>"
289 * added new change condition "(after/when) creation of <element>"
290 * added new change condition "(after/when) digging <element>"
291 * fixed bug accessing invalid gadget that caused crashes under Windows
292 * deactivated new possibility for multiple CE changes per frame
295 * uploaded pre-release (test) version 3.2.0-6 binary and source code
298 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
299 * fixed bug with not keeping CE value for moving CEs with only action
300 * changed CE action selectboxes in editor to be only reset when needed
303 * added option "use artwork from element" for custom player artwork
304 * added option "use explosion from element" for player explosions
307 * added cascaded element lists in the level editor
308 * added persistence for cascaded element lists by "editorcascade.conf"
309 * added dynamic element list with all elements used in current level
310 * added possibility for multiple CE changes per frame (experimental)
313 * uploaded pre-release (test) version 3.2.0-5 binary and source code
316 * changed "score for each 10 seconds/steps left" to "1 second/step"
317 * added own score for collecting "extra time" instead of sharing it
318 * added change events "switched by player" and "player switches <e>"
319 * added change events "snapped by player" and "player snaps <e>"
320 * added "set player artwork: <element choice>" to CE action options
321 * added change event "move of <element>"
324 * added "set player shield: off / normal / deadly" to CE action options
325 * added new player option "use level start element" in level editor
326 to set the correct focus at level start to elements from which the
327 player is created later (this did not work before for cascaded CE
328 changes resulting in creation of the player; it is now also possible
329 to create the player from a yam yam which is smashed at level start)
332 * added "set player speed: frozen (not moving)" to CE action options
333 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
336 * added new player option "block snap field" (enabled by default) to
337 make it possible to show a snapping animation like in Emerald Mine
340 * added dynamic selectboxes to custom element action settings in editor
341 * added "CE value" counter for custom elements (instead of "CE count")
342 * added option to use the last "CE value" after custom element change
343 * added option to use the "CE value" of other elements in CE actions
344 * fixed odd behaviour when pressing time orb in levels w/o time limit
345 * added checkbox "use time orb bug" for older levels that use this bug
348 * added missing configuration settings for the following elements:
349 - EL_TIMEGATE_SWITCH (time of open time gate)
350 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
351 - EL_SHIELD_NORMAL (time of shield duration)
352 - EL_SHIELD_DEADLY (time of shield duration)
353 - EL_EXTRA_TIME (time added to level time)
354 - EL_TIME_ORB_FULL (time added to level time)
357 * added "wind direction" as a movement pattern for custom elements
358 * added initial wind direction for balloon / custom elements to editor
359 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
362 * added parameters for "game of life" and "biomaze" elements to editor
365 * added level file chunk "CONF" for generic level and element settings
368 * uploaded pre-release (test) version 3.2.0-4 binary and source code
371 * skip empty level sets (with "levels: 0"; may be artwork base sets)
372 * added sound action ".page[1]" to ".page[32]" for each CE change page
375 * added image config suffix ".clone_from" to copy whole image settings
376 * fixed bug with invalid ("undefined") CE settings in old level files
379 * fixed graphical bug with smashing elements falling faster than player
382 * fixed major bug which prevented private levels from being edited
383 * fixed bug with precedence of general and special font definitions
386 * fixed graphical bug with player animation when player moves slowly
389 * uploaded pre-release (test) version 3.2.0-3 binary and source code
392 * fixed bug which prevented "global.num_toons: 0" from working
395 * major code cleanup (removed all these annoying "#if 0" blocks)
398 * added custom element actions for CE change page in level editor
401 * fixed music initialization bug in init.c (thanks to David Binderman)
402 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
403 (this bug must probably be fixed at other places, too)
406 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
407 (should be '#include <SDL.h>' instead)
410 * fixed bug which prevented "walkable from no direction" from working
411 (due to compatibility code overwriting this setting after loading)
414 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
417 * version number temporarily set to 3.1.1 (intermediate bugfix release)
418 * version 3.1.1 released
421 * changed some va_arg() arguments from 'long' to 'int', fixing problems
422 on 64-bit architecture systems with LP64 data model
425 * fixed bug with bombs not exploding when hitting the last level line
426 (introduced after the release of 3.1.0)
429 * added support for dumping small-sized level sketches from editor
432 * added recognition of "trigger element" for "change digged element to"
433 (this is not really what the "trigger element" was made for, but its
434 use may seem obvious for leaving back digged elements unchanged)
437 * fixed multiple warnings about failed joystick device initialization
440 * fixed bug with dynamite dropped on top of just dropped custom element
441 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
442 dynamite can still be dropped, but drop key must be released before
445 * fixed bug with wrong start directory when started from file browser
446 (due to this bug, R'n'D could not be started from KDE's Konqueror)
449 * fixed bug causing "change when impact" on player not working
450 * fixed wrong priority of "hitting something" over "hitting <element>"
451 * fixed wrong priority of "hit by something" over "hit by <element>"
454 * fixed graphical bug which caused the player (being Murphy) to show
455 collecting animations although the element was collected by penguin
458 * fixed two bugs causing wrong door background graphics in system.c
459 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
462 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
463 * added "no direction" to "walkable/passable from" selectbox options
466 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
467 * in tape autoplay, not only report broken, but also missing tapes
470 * uploaded pre-release (test) version 3.2.0-2 binary and source code
473 * fixed small bug with "linear" animation not working for active lamp
476 * fixed bug with moving up despite gravity due to "block last field"
477 * fixed small bug with wrong draw offset when typing name in main menu
478 * when reading user names from "passwd", ignore data after first comma
479 * when creating new "levelinfo.conf", only write some selected entries
482 * fixed displaying "imported from/by" on preview with empty string
483 * fixed ignoring draw offset for fonts used for level preview texts
486 * fixed a delay problem with SDL and too many mouse motion events
487 * added setup option "skip levels" and level skipping functionality
490 * added move speed "not moving" for non-moving CEs, but with direction
493 * fixed mapping of obsolete element token names in "editorsetup.conf"
494 * fixed bug with sound "acid.splashing" treated as a loop sound
495 * fixed some little sound bugs in native EM engine
498 * fixed small bug when dragging scrollbars to end positions
501 * added editor element descriptions written by Aaron Davidson
504 * improved fallback handling when configured artwork is not available
505 (now using default artwork instead of exiting when files not found)
508 * fixed bug on level selection screen when dragging scrollbar
511 * fixed bug which caused broken tapes when appending to EM engine tapes
514 * uploaded pre-release (test) version 3.2.0-1 binary and source code
517 * added code to replace changed artwork config tokens with other tokens
518 (needed for backwards compatibility, so that older tokens still work)
521 * added native R'n'D graphics for some new EMC elements in EM engine
524 * fixed some bugs in the EM engine integration code
525 * changed EM engine code to allow diagonal movement
526 * changed EM engine code to allow use of separate snap and drop keys
529 * fixed some redraw bugs when using EM engine
532 * fixed bug with not converting RND levels which are set to use native
533 engine to native level structure when loading
536 * uploaded pre-release (test) version 3.2.0-0 binary and source code
539 * version number set to 3.2.0
542 * level data now reset to defaults after attempt to load invalid file
545 * added use of "editorsetup.conf" for different level sets
548 * added auto-detection for various types of Emerald Mine level files
551 * fixed bug with scrollbars getting too small when list is very large
554 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
557 * added most level editor configuration gadgets for new EMC elements
560 * added more element and graphic definitions for new EMC elements
563 * modified native EM engine to use integrated R'n'D sound system
566 * added SDL support to graphics functions in native EM engine
567 (by always using generic libgame interface functions)
570 * fixed bug in frame synchronization in native EM engine
573 * added code to convert levels between R'n'D and native EM engine
576 * new Emerald Mine engine can now play levels selected in main menu
579 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
580 (which creates scaled down graphics for level editor and preview);
581 there's still a memory leak somewhere in the artwork handling code
582 * added "scale image up" functionality to X11 version of zoom function
585 * first attempts to integrate new, native Emerald Mine Club engine
588 * fixed bug in gadget code which caused reset of CEs in level editor
589 (example: pressing 'b' [grab brush] on CE config page erased values)
590 (solution: check if gadgets in ClickOnGadget() are really mapped)
591 * improved level change detection in editor (settings now also checked)
592 * fixed bug with "can move into acid" and "don't collide with" state
595 * fixed maze runner style CEs to use the configured move delay value
598 * added Aaron Davidson's tutorial level set to the "Tutorials" section
601 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
602 * fixed the above fix because it broke level set "machine" (*sigh*)
603 * fixed random element placement in level editor to work as expected
604 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
607 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
610 * fixed bug (missing array boundary check) which caused broken tapes
611 * fixed bug (when loading level template) which caused broken levels
612 * fixed bug with new block last field code when using non-yellow player
615 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
616 * internal change of how the player blocks the last field when moving
617 * fixed blocking delay of last field for EM and SP style block delay
618 * fixed bug where the player had to wait for the usual move delay after
619 unsuccessfully trying to move, when he directly could move after that
620 * the last two changes should make original Supaplex level 93 solvable
621 * improved use of random number generator to make it less predictable
622 * fixed behaviour of slippery SP elements to let slip left, then right
625 * fixed bug with wrong door state after trying to quickload empty tape
626 * fixed waste of static memory usage of the binary, making it smaller
627 * fixed very little graphical bug in Supaplex explosion
630 * version number set to 3.1.1
633 * version 3.1.0 released
636 * fixed bug with crash when writing user levelinfo.conf the first time
639 * added option "convert LEVELDIR [NR]" to command line batch commands
640 * re-converted Supaplex levels to apply latest engine fixes
641 * changed "use graphic/sound of element" to "use graphic of element"
642 due to compatibility problems with some levels ("bug machine" etc.)
645 * fixed bug with CE change replacing player with same or other player
648 * fixed bug with opaque font in envelope with background graphic when
649 background graphic is not transparent itself
652 * added "gravity on" and "gravity off" ports for Supaplex compatibility
653 * corrected original Supaplex level loading code to use these new ports
654 * also corrected Supaplex loader to auto-count infotrons if set to zero
657 * fixed bug with missing initialization of "modified" flag for GEs
660 * fixed bug that caused endless recursion loop when relocating player
661 * fixed tape recorder bug in "step mode" when using "pause before end"
662 * fixed tape recorder bug when changing from "warp forward" mode
665 * fixed bug with "when touching" for pushed elements at last position
668 * fixed bug that caused two activated toolbox buttons in level editor
669 * fixed bug with exploding dynabomb under player due to other explosion
672 * fixed bug with creating walkable custom element under player (again)
673 * fixed bug with not copying explosion type when copying CEs in editor
674 * fixed graphical bug when drawing player in setup menu (input devices)
675 * fixed graphical bug when the player is pushing an accessible element
676 * fixed bug with classic switchable elements triggering CE changes
677 * fixed bug with entering/leaving walkable element in RelocatePlayer()
678 * fixed crash bug when CE leaves behind the trigger player element
681 * fixed bug with broken tubes after placing/exploding dynamite in them
682 * fixed bug with exploding dynamite under player due to other explosion
683 * fixed bug with not resetting push delay under certain circumstances
686 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
687 * added network multiplayer code for Windows (thanks to Niko Böhm)
690 * added option "reachable despite gravity" for gravity movement
691 * changed gravity movement of most classic walkable and passable
692 elements back to "not reachable" (for compatibility reasons)
695 * fixed (removed) "indestructible" / "can explode" dependency in editor
696 * fixed (removed) "accessible inside" / "protected" dependency
697 * fixed (removed) "step mode" / "shield time" dependency
700 * fixed dynabombs exploding now into anything diggable
701 * fixed Supaplex style gravity movement into buggy base now impossible
702 * added pressing key "space" as valid action to select menu options
705 * added "replace when walkable" to relocate player to walkable element
706 * added "enter"/"leave" event for elements affected by relocation
707 * fixed "direct"/"indirect" change order also for "when change" event
708 * fixed graphical bug when pushing things from elements walkable inside
711 * fixed graphic bug when player is snapping while moving in old levels
712 * fixed bug when a moving custom element leaves a player element behind
713 * fixed bug with mole not disappearing when moving into acid pool
714 * fixed bug with incomplete path setting when using "--basepath" option
715 * moving CE can now leave walkable elements behind under the player
716 * when relocating, player can be set on walkable element now
717 * fixed another gravity movement bug
720 * uploaded pre-release (test) version 3.1.0-2 binary and source code
723 * added "collectible" and "removable" to extended replacement types
724 (where "removable" replaces "diggable" and "collectible" elements)
725 * added "collectible & throwable" (to throw element to the next field)
726 * fixed bug with CEs digging elements that are just about to explode
727 * changed mouse cursor now always being visible when game is paused
730 * added possibility to push/press accessible elements from a side that
732 * fixed bug with not setting actual date when appending to tape
735 * fixed bug with incorrectly initialized custom element editor graphics
738 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
739 - number of levels corrected from 18 to 17 in "levelinfo.conf"
742 * fixed bug with destroyed robot wheel still attracting robots forever
743 * fixed bug with time gate switch deactivating after robot wheel time
744 (while the time gate itself is not affected by this misbehaviour)
745 * changed behaviour of BD style amoeba to always get blocked by player
746 (before it was different when there were non-BD elements in level)
747 * fixed bug with player destroying indestructable elements with shield
750 * added option to make growing elements grow into anything diggable
751 (for the various amoeba types, biomaze and "game of life")
754 * fixed bug with movable elements not moving after left behind by CEs
755 * changed gravity movement to anything diggable, not only sand/base
756 * optionally allowing passing to walkable element, not only empty space
757 * added option "can pass to walkable element" for players
758 * finally fixed gravity movement (hopefully)
761 * fixed bug with movable elements not moving anymore after falling down
764 * fixed another bug with custom elements digging and leaving elements
765 * fixed bug with "along left/right side" and automatic start direction
766 * trigger elements now also displayed when "more custom" deactivated
767 * fixed bug with clipboard element initialized when loading new level
768 * added option "drop delay" to set delay before dropping next element
771 * uploaded pre-release (test) version 3.1.0-1 binary and source code
774 * added copy and paste functions for custom change pages
775 * enhanced graphical display and functionality of tape recorder
776 * fixed bug with custom elements digging and leaving elements
779 * added move speed faster than "very fast" for custom elements
780 * fixed bug with 3+3 style explosions and missing border content
781 * fixed little bug when copying custom elements in the editor
782 * enhanced custom element changes by more side trigger actions
785 * added option "no scrolling when relocating" for instant teleporting
786 * uploaded pre-release (test) version 3.1.0-0 binary and source code
789 * added trigger element and trigger player to use as target elements
790 * added copy and paste functions for custom and group elements
793 * fixed graphical bug when displaying explosion animations
794 * fixed bug when appending to tapes, resulting in broken tapes
795 * re-recorded a few tapes broken by fixing gravity checking bug
798 * "can move into acid" property now for all elements independently
799 * "can fall into acid" property for player stored in same bitfield now
800 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
801 * version number set to 3.1.0 (finally!)
804 * changed tape recording to only record input, not programmed actions
807 * fixed totally broken (every 8th frame skipped) step-by-step recording
808 * fixed bug with requester not displayed when quick-loading interrupted
809 * added option "can fall into acid (with gravity)" for players
810 * fixed bug with player not falling when snapping down with gravity
813 * fixed bug which messed up key config when using keypad number keys
816 * fixed bug which allowed moving upwards even when gravity was active
817 * fixed bug with missing error handling when dumping levels or tapes
820 * added different colored editor graphics for Supaplex gravity tubes
823 * fixed bug that allowed solvable tapes for unsolvable levels
826 * use unlimited number of droppable elements when "count" set to zero
827 * added option to use step limit instead of time limit for level
830 * added player and change page as trigger for custom element change
833 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
836 * fixed bug with dark yamyam changing to acid when moving over acid
837 * fixed handling of levels with more than 999 seconds level time
838 (example: level 76 of "Denmine")
841 * "spring push bug" reintroduced as configurable element property
842 * fixed bug with missing properties for "mole"
843 * fixed bug that showed up when fixing the above "mole" properties bug
844 * added option "can move into acid" for all movable elements
845 * fixed graphical bug for elements moving into acid
846 * changed event handling to handle all pending events before going on
849 * fixed bug which caused all CE change pages to be ignored which had
850 the same change event, but used a different element side
851 (reported by Simon Forsberg)
853 * fixed bug which caused elements that can move and fall and that are
854 transported by a conveyor belt to continue moving into that direction
855 after leaving the conveyor belt, regardless of their own movement
856 type; only elements which can not move are transported now
857 (reported by Simon Forsberg)
859 * fixed bug which could cause an array overflow in RelocatePlayer()
860 (reported by Niko Böhm)
862 * changed Emerald Mine style "passable / over" elements to "protected"
863 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
865 * added new option to select from which side a "walkable/passable"
866 element can be entered
869 * added explosion and ignition delay for elements that can explode
872 * fixed bug which caused player not being protected against enemies
873 when a CE was "walkable / inside" and was not "indestructible"
874 * added "walkable/passable" fields to be "protected/unprotected"
875 against enemies, even if not accessible "inside" but "over/under"
878 * corrected move pattern to 32 bit and initial move direction to 8 bit
881 * added second custom element base configuration page
884 * added some special EMC mappings to Emerald Mine level loader
885 (also covering previously unknown element in level 0 of "Bondmine 8")
888 * added option to block last field when player is moving (for Supaplex)
889 * adjusted push delay of Supaplex elements
890 * removed delays for envelopes etc. when replaying with maximum speed
891 * fixed bug when dropping element on a field that just changed to empty
894 * fixed bug: infotrons can now smash yellow disks
895 * fixed bug: when gravity active, port above player can now be entered
896 * removed "one white dot" mouse pointer which irritated some people
899 * added "choice type" for group element selection
902 * fixed bug with initial invulnerability of non-yellow player
905 * added level loader for loading native Supaplex packed levels
906 (including multi-part levels like the "splvls99" levels)
909 * fixed bug which allowed creating emeralds by escaping explosions
912 * custom elements can change (limited) or leave (unlimited) elements
913 * finally added multiple matches using group elements
914 * added shortcut to dump brush (type ":DB" in editor) for use in forum
917 * added new start movement type "previous" for continued CE movement
918 * added new start movement type "random" for random CE movement start
921 * added new element "sokoban_field_player" needed for Sokoban levels
922 (thanks to Ed Booker for pointing this out!)
925 * added elements that can be digged or left behind by custom elements
928 * added group elements for multiple matches and random element creation
931 * fixed some graphical errors displayed in old levels
934 * fixed wrong double speed movement after passing closing gates
937 * added level loader for loading native Emerald Mine levels
940 * changes for "shooting" style CE movement
943 * Happy New Year! ;-)
946 * changed default snap/drop keys from left/right Shift to Control keys
949 * fixed bug with dead player getting reanimated from custom element
952 * fixed bug with wrong penguin graphics (when entering exit)
955 * fixed bug with wrong "Murphy" graphics (when digging etc.)
958 * version number set to 3.0.9
961 * version 3.0.8 released
964 * added function checked_free()
967 * fixed bug with double nut cracking sound
968 (by eliminating "default element action sound" assignment in init.c)
971 * fixed crash when no music info files are available
974 * fixed boring and sleeping sounds
977 * added "maze runner" and "maze hunter" movement types
978 * added extended collision conditions for custom elements
981 * added warnings for undefined token values in artwork config files
984 * added menu entry for level set information to the info screen
987 * fixed bug with wrong default impact sound for colored emeralds
990 * added several sub-screens for the info screen
991 * menu text now also clickable (not only blue/red sphere left of it)
994 * added configurable "bored" and "sleeping" animations for the player
995 * added "awakening" sound for player when waking up after sleeping
998 * added "copy" and "exchange" functions for custom elements to editor
1001 * added configurable element animations for info screen
1004 * added configurable music credits for info screen
1007 * finally fixed tape recording when player is created from CE change
1010 * added "editorsetup.conf" for editor element list configuration
1013 * added "musicinfo.conf" for menu and level music configuration
1016 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1017 (that only showed up on Linux, but not on Windows systems)
1020 * fixed turning movement of butterflies and fireflies (no frame reset)
1021 * enhanced sniksnak turning movement (two steps instead of only one)
1024 * version number set to 3.0.8
1027 * version 3.0.7 released
1030 * fixed reset of player animation frame when, for example,
1031 walking, digging or collecting share the same animation
1032 * fixed CE with "deadly when touching" exploding when touching amoeba
1035 * fixed tape recording when player is created from CE element change
1038 * introduced "turning..." action graphic for elements with move delay
1039 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1040 * added turning animations for bug, spaceship and sniksnak
1043 * prevent "extended" changed elements from delay change in same frame
1046 * fixed bug when pushing element that can move away to the side
1047 (like pushing falling elements, but now with moving elements)
1050 * finally fixed serious bug in code for delayed element pushing (again)
1053 * unavailable setup options now marked as "n/a" instead of "off"
1054 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1055 to "true", levels are always played with the latest game engine,
1056 which is desired for levels that are imported from other games; all
1057 other levels are played with the engine version stored in level file
1058 (which is normally the engine version the level was created with)
1061 * fixed serious bug in code for delayed element pushing
1062 * fixed little bug in animation frame selection for pushed elements
1063 * speed-up of reading config file for verbose output
1066 * added configuration option for opening and closing Supaplex exit
1067 * added configuration option for moving up/down animation for Murphy
1068 * fixed incorrectly displayed animation for attacking dragon
1069 * fixed bug with not setting initial gravity for each new game
1070 * fixed bug with teleportation of player by custom element change
1071 * fixed bug with player not getting smashed by rock sometimes
1074 * version number set to 3.0.7
1077 * version 3.0.6 released
1080 * added support for MP3 music for SDL version through SMPEG library
1083 * fixed bug when initializing font graphic structure
1084 * fixed bug with animation mode "pingpong" when using only 1 frame
1085 * fixed bug with extended change target introduced in 3.0.5
1086 * fixed bug where passing over moving element doubles player speed
1087 * fixed bug with elements continuing to move into push direction
1088 * fixed bug with duplicated player when dropping bomb with shield on
1089 * added "switching" event for custom elements ("pressing" only once)
1090 * fixed switching bug (resetting flag when not switching but not idle)
1093 * fixed element tokens for certain file elements with ".active" etc.
1096 * version number set to 3.0.6
1099 * version 3.0.5 released
1102 * now four envelope elements available
1103 * font, background, animation and sound for envelope now configurable
1104 * main menu doors opening/closing animation type now configurable
1107 * active/inactive sides configurable for custom element changes
1108 * new movement type "move when pushed" available for custom elements
1111 * fixed bug in multiple config pages loader code that caused crashes
1114 * enhanced (remaining low-resolution) Supaplex graphics
1117 * version number set to 3.0.5
1120 * version 3.0.4 released
1122 2003-09-12 src/tools.c
1123 * fixed bug in custom definition of crumbled element graphics
1125 2003-09-11 src/files.c
1126 * fixed bug in multiple config pages code that caused crashes
1129 * version number set to 3.0.4
1132 * version 3.0.3 released
1135 * added music to Supaplex classic level set
1137 2003-09-07 src/libgame/misc.c
1138 * added support for loading various music formats through SDL_mixer
1140 2003-09-06 (various source files)
1141 * fixed several nasty bugs that may have caused crashes on some systems
1142 * added envelope content which gets displayed when collecting envelope
1143 * added multiple change event pages for custom elements
1145 2003-08-24 src/game.c
1146 * fixed problem with player animation when snapping and moving
1148 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1149 * fixed problem with flickering when drawing toon animations
1151 2003-08-23 src/libgame/sdl.c
1152 * fixed problem with setting mouse cursor in SDL version in fullscreen
1154 2003-08-23 src/game.c
1155 * fixed bug (missing array boundary check) which could crash the game
1158 * version number set to 3.0.3
1161 * version 3.0.2 released
1163 2003-08-21 src/game.c
1164 * fixed bug with creating inaccessible elements at player position
1166 2003-08-20 src/init.c
1167 * fixed bug with not finding current level artwork directory
1169 2003-08-20 src/files.c
1170 * fixed bug with choosing wrong engine version when playing tapes
1171 * fixed bug with messing up custom element properties in 3.0.0 levels
1174 * version number set to 3.0.2
1177 * version 3.0.1 released
1179 2003-08-17 (no source files affected)
1180 * changed all "classic" PCX image files with 16 colors or less to
1181 256 color (8 bit) storage format, because the Allegro game library
1182 cannot handle PCX files with less than 256 colors (contributed
1183 graphics are not affected and might look wrong in the DOS version)
1185 2003-08-16 src/init.c
1186 * fixed bug which (for example) crashed the level editor when defining
1187 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1188 (only set to default) -- invalid graphics now set to default graphic
1190 2003-08-16 src/init.c
1191 * fixed graphical bug of player digging/collecting/snapping element
1192 when no corresponding graphic/animation is defined for this action,
1193 resulting in player being drawn as EL_EMPTY (which should only be
1194 done to elements being collected, but not to the player)
1196 2003-08-16 src/game.c
1197 * fixed small graphical bug of player not totally moving into exit
1199 2003-08-16 src/libgame/setup.c
1200 * fixed bug with wrong MS-DOS 8.3 filename conversion
1202 2003-08-16 src/tools.c
1203 * fixed bug with invisible mouse cursor when pressing ESC while playing
1205 2003-08-16 (various source files)
1206 * added another 128 custom elements (disabled in editor by default)
1208 2003-08-16 src/editor.c
1209 * fixed NULL string bug causing Solaris to crash in sprintf()
1211 2003-08-16 src/screen.c
1212 * fixed drawing over scrollbar on level selection with custom fonts
1214 2003-08-15 src/game.c
1215 * cleanup of simple sounds / loop sounds / music settings
1217 2003-08-08 (various source files)
1218 * added custom element property for dropping collected elements
1220 2003-08-08 src/conf_gfx.c
1221 * fixed bug with missing graphic for active red disk bomb
1223 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1224 * extended variable "level.gravity" to "level.initial_gravity" and
1225 "game.current_gravity" to prevent level setting from being changed
1226 by playing the level (keeping the runtime value after playing)
1228 * fixed graphics bug when digging element that has 'crumbled' graphic
1229 definition, but not 'diggable' graphic definition
1232 * version number set to 3.0.1
1235 * version 3.0.0 released
1238 * various bug fixes; among others:
1239 - fixed bug with pushing spring over empty space
1240 - fixed bug with leaving tube while placing dynamite
1241 - fixed bug with explosion of smashed penguins
1242 - allow Murphy player graphic in levels with non-Supaplex elements
1246 * I have forgotten to document changes for some time
1249 * pre-release version 2.2.0rc1 released
1252 * version number set to 2.1.2
1255 * version 2.1.1 released
1258 * version number set to 2.1.1
1261 * version 2.1.0 released
1264 * version number set to 2.1.0
1266 2002-04-03 to 2002-05-19 (various source files)
1267 * graphics, sounds and music now fully configurable
1268 * bug fixed that prevented walking through tubes when gravity on
1270 2002-04-02 src/events.c, src/editor.c
1271 * Make Escape key less aggressive when playing or when editing level.
1272 This can be configured as an option in the setup menu. (Default is
1273 "less aggressive" which means "ask user if something can be lost"
1274 when pressing the Escape key.)
1276 2002-04-02 src/screen.c
1277 * Added "graphics setup" screen.
1279 2002-04-01 src/screen.c
1280 * Changed "choose level" setup screen stuff to be more generic (to
1281 make it easier to add more "choose from generic tree" setup screens).
1283 2002-04-01 src/config.c, src/timestamp.h
1284 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1285 automatically gets created by "src/Makefile" and contains an actual
1286 compile-time timestamp to identify development versions of the game).
1288 2002-03-31 src/tape.c, src/events.c
1289 * Added quick game/tape save/load functions to tape stuff which can be
1290 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1291 loads previously recorded tape and directly goes into recording mode
1292 from the end of the tape (therefore appending to the tape).
1294 2002-03-31 src/tape.c
1295 * Added "index mark" function to tape recorder. When playing or
1296 recording, "eject" button changes to "index" button. Setting index
1297 mark is not yet implemented, but pressing index button when playing
1298 allows very quick advancing to end of tape (when normal playing),
1299 very fast forward mode (when playing with normal fast forward) or
1300 very fast reaching of "pause before end of tape" (when playing with
1301 "pause before end" playing mode).
1303 2002-03-30 src/cartoons.c
1304 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1306 2002-03-29 src/screen.c
1307 * Changed setup screen stuff to be more generic (to make it easier
1308 to add more setup screens).
1310 2002-03-23 src/main.c, src/main.h
1311 * Various changes due to the introduction of the new libgame files
1312 "setup.c" and "joystick.c".
1314 2002-03-23 src/files.c
1315 * Generic parts of "src/files.c" (mainly setup and level directory
1316 stuff) moved to new libgame file "src/libgame/setup.c".
1318 2002-03-23 src/joystick.c
1319 * File "src/joystick.c" moved to libgame source tree, with
1320 correspondig changes.
1322 2002-03-22 src/screens.c
1323 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1324 (Wrong level series information displayed when entering main group.)
1326 2002-03-22 src/editor.c
1327 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1329 2002-03-22 src/editor.c
1330 * Changed behaviour of "Escape" key in level editor to be more
1331 intuitive: When in "Element Properties" or "Level Info" mode,
1332 return to "Drawing Mode" instead of leaving the level editor.
1334 2002-03-21 src/game.c, src/editor.c, src/files.c
1335 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1336 gems (emeralds, diamonds, ...) slipping down from normal wall,
1337 steel wall and growing wall (as in E.M.C. style levels). Although
1338 the behaviour of contributed and private levels wasn't changed (due
1339 to the use of "level.game_version"; see previous entry), editing
1340 those levels will (of course) change the behaviour accordingly.
1342 This change seems a bit too hard after thinking about it, because
1343 the EM style behaviour is not the "expected" behaviour (gems would
1344 normally only slip down from "rounded" walls). Therefore this was
1345 now changed to an element property for gem style elements, with the
1346 default setting "off" (which means: no special EM style behaviour).
1347 To fix older converted levels, this flag is set to "on" for pre-2.0
1348 levels that are neither contributed nor private levels.
1350 2002-03-20 src/files.h
1351 * Corrected settings for "level.game_version" depending of level type.
1352 (Contributed and private levels always get played with game engine
1353 version they were created with, while converted levels always get
1354 played with the most recent version of the game engine, to let new
1355 corrections of the emulation behaviour take effect.)
1357 2002-03-20 src/main.h
1358 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1359 compiling the SDL version on some systems.
1360 Thanks to the several people who pointed this out.
1363 * Version number set to 2.0.2.
1366 * Version 2.0.1 released.
1368 2002-03-18 src/screens.c
1369 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1371 2002-03-18 src/files.c [src/libgame/misc.c]
1372 * Moved some common functions from src/files.c to src/libgame/misc.c.
1374 2002-03-18 src/files.c [src/libgame/misc.c]
1375 * Changed permissions for new directories and saved files (especially
1376 score files) according to suggestions of Debian users and mantainers.
1377 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1379 2002-03-17 src/files.c
1380 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1381 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1382 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1383 for levels and "TAPE" for tapes). Old "cookie" style format is
1384 still supported for reading. New level and tape files are written
1387 * New IFF chunk "VERS" contains version numbers for file and game
1388 (where "game version" is the version of the program that wrote the
1389 file, and "file version" is a version number to distinguish files
1390 with different format, for example after adding new features).
1392 2002-03-15 src/screen.c
1393 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1394 (Before, you heard a mixture of the in-game music and the
1395 hall-of-fame music.)
1397 2002-03-14 src/events.c
1398 * Function "DumpTape()" (files.c) now available by pressing 't' from
1399 main menu (when in DEBUG mode).
1401 2002-03-14 src/game.c
1402 * "GameWon()": When game was won playing a tape, now there is no delay
1403 raising the score and no corresponding sound is played.
1405 2002-03-14 src/files.c
1406 * Changed "LoadTape()" for real chunk support and also adjusted
1407 "SaveTape()" accordingly.
1409 2002-03-14 src/game.c, src/tape.c, src/files.c
1410 * Important changes to tape format: The old tape format stored all
1411 actions with a real effect with a corresponding delay between the
1412 stored actions. This had some major disadvantages (for example,
1413 push delays had to be ignored, pressing a button for some seconds
1414 mutated to several single button presses because of the non-action
1415 delays between two action frames etc.). The new tape format just
1416 stupidly records all device actions and replays them later. I really
1417 don't know why I haven't solved it that way before?! Old-style tapes
1418 (with tape file version less than 2.0) get converted to the new
1419 format on-the-fly when loading and can therefore still be played;
1420 only some minor parts of the old-style tape handling code was needed.
1421 (A perfect conversion is not possible, because there is information
1422 missing about the device actions between two action frames.)
1424 2002-03-14 src/files.c
1425 * New function "DumpTape()" to dump the contents of the current tape
1426 in a human readable format.
1428 2002-03-14 src/game.c
1429 * Small tape bug fixed: When automatically advancing to next level
1430 after a game was won, the tape from the previous level still was
1431 loaded as a tape for the new level.
1433 2002-03-14 src/tape.c
1434 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1435 tape, cartoons did not get completely removed because
1436 StopAnimation() was not called.
1438 2002-03-13 src/files.c
1439 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1440 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1441 size even when using 16-bit elements). Added new chunk "CNT2" for
1442 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1443 chunk even when content was 16-bit element). "CNT2" should now be
1444 able to store content for arbitrary elements (up to eight blocks of
1445 3 x 3 element arrays). All "CNT2" elements will always be stored as
1446 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1448 2002-03-13 src/files.c
1449 * Changed "LoadLevel()" for real chunk support.
1451 2002-03-12 src/game.c
1452 * Fixed problem (introduced after 2.0.0 release) with penguins
1453 not getting killed by enemies
1455 2002-02-24 src/game.c, src/main.h
1456 * Added "player->is_moving"; now "player->last_move_dir" does
1457 not contain any information if the player is just moving at
1459 Before, "player->last_move_dir" was misused for this purpose
1460 for the robot stuff (robots don't kill players when they are
1461 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1462 broke tapes when walking through pipes!
1463 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1464 in a continuous movement. This fact is ignored for friends and