2 * improved level number selection in main menu and player selection in
3 setup menu (input devices section) by using standard button gadgets
4 * added support for mouse scroll wheel (caused buggy behaviour before)
5 * added support for scrolling horizontal scrollbars with mouse wheel by
6 holding "Ctrl" button pressed while scrolling the wheel
9 * improved general scrollbar handling (when jump-scrolling scrollbars)
12 * changed scrollbars to always show last line as first after scrolling
13 (that means jumping n - 1 screen lines instead of n screen lines)
16 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
17 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
18 * fixed special handling of vertically stacked acid becoming fake acid
21 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
22 affect multiple instances of the same CE, although this kind of
23 change condition usually only affects one single custom element
26 * version number set to 3.2.1
29 * version 3.2.0 released
32 * reorganized level editor element list a bit to match engines better
35 * fixed newly introduced bug with wrongly initializing clipboard element
38 * fixed bug with displaying visible/invisible level border in editor
41 * reorganized some elements in the level editor element list
44 * fixed bug with displaying any player as "yellow" when moving into acid
45 * fixed bug with displaying running player when player stopped at border
48 * fixed bug with player exploding when moving into acid
49 * fixed bug with level settings being reset in editor and when playing
50 (some compatibility settings being set not only after level loading)
51 * fixed crash bug when number of custom graphic frames was set to zero
52 * fixed bug with teleporting player on walkable tile not working anymore
53 * added partial compatibility support for pre-release-only "CONF" chunk
54 (to make Alan Bond's "color cycle" demo work again :-) )
57 * fixed some bugs when displaying title screens from info screen menu
58 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
61 * changed file major version to 3 to reflect level file format changes
62 * uploaded pre-release (test) version 3.2.0-8 binary and source code
65 * added new chunk "NAME" to level file format for level name settings
66 * added new chunk "NOTE" to level file format for envelope settings
67 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
68 * updated magic(5) file to recognize changed and new level file chunks
69 * removed change events "change when CE value/score changes" as unneeded
72 * changed gravity (which only affects the player) from level property
73 to player property (only makes a difference in multi-player levels)
74 * added change events "change when CE value/score changes"
75 * added change events "change when CE value/score changes of <element>"
78 * added new chunk "INFO" to level file format for global level settings
79 * added all element settings from "HEAD" chunk to "CONF" chunk
80 * added all global level settings from "HEAD" chunk to "INFO" chunk
83 * changed level file format by adding two new chunks "CUSX" (for custom
84 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
85 elements, replacing the previous "GRP1" chunk); these new IFF style
86 chunks use the new and flexible "micro chunks inside chunks" technique
87 already used with the new "CONF" chunk (for normal element properties)
88 which makes it possible to easily extend the existing level format
89 (instead of using fixed-length chunks like before, which are either
90 too big due to reserved bytes for future use, or too small when those
91 reserved bytes have all been used and even more data should be stored,
92 requiring the replacement by new and larger chunks just like it went
93 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
96 * added credits pages to the "credits" section that were really missing
97 * added some missing element descriptions to the level editor
98 * added down position of switchgate switch to the level editor
99 and allowed the use of both switch positions at the same time
100 * changed use of "Insert" and "Delete" keys to navigate element list in
101 level editor to start of previous or next cascading block of elements
104 * added the possibility to view the title screen to the info screen menu
105 * fixed some minor bugs with viewing title screens
108 * fixed bug with title (cross)fading in/out when using fullscreen mode
111 * fixed bug that forced re-defining of menu settings in local graphics
112 config file which are already defined in existing base config file
113 * fixed small bug that caused door sounds playing when music is enabled
116 * added the possibility to define up to five title screens for each
117 level set that are displayed after loading using (cross)fading in/out
118 (this was added to display the various start images of the EMC sets)
121 * added "CE score gets zero [of]" to custom element trigger conditions
122 * added setup option to display element token name in level editor
125 * added compatibility code for Juergen Bonhagen's menu artwork settings
128 * fixed bug with displaying wrong animation frame 0 after CE changes
129 * fixed bug with creating invisible elements when light switch is on
132 * added selection between ECS and AGA graphics for EMC levels to setup
135 * adjusted font handling for various narrow EMC style fonts
138 * changed EM engine behaviour back to re-allow initial rolling springs
141 * fixed handling of over-large selectboxes (less error-prone now)
142 * fixed bug when creating GE with walkable element under the player
145 * added use of "Insert" and "Delete" keys to navigate element list in
146 level editor to start of custom elements or start of group elements
147 * added virtual elements to access CE value and CE score of elements:
148 - "CE value of triggering element"
149 - "CE score of triggering element"
150 - "CE value of current element"
151 - "CE score of current element"
154 * fixed "grass" to "sand" in older EM levels (up to file version V4)
157 * changed behaviour of network games with internal errors (because of
158 different client frame counters) from immediately terminating R'n'D
159 to displaying an error message requester and stopping only the game
160 (also to prevent impression of crashes under non command-line runs)
161 * fixed playing network games with the EMC engine (did not work before)
162 * fixed bug with not scrolling the screen in multi-player mode with the
163 focus on player 1 when all players are moving in different directions
164 * fixed bug with keeping pointer to gadget even after its deallocation
165 * fixed bug with allowing "focus on all players" in network games
166 * fixed bug with player focus when playing tapes from network games
169 * uploaded pre-release (test) version 3.2.0-7 binary and source code
172 * code cleanup for game action control for R'n'D and EMC game engine
175 * fixed bug in multi-player movement with focus on both players
176 * added option to control only the focussed player with all input
179 * added player focus switching to level tape recording and re-playing
182 * fixed some bugs in player focus switching in EMC and RND game engine
185 * added special Supaplex animations for Murphy digging and snapping
186 * added special Supaplex animations for Murphy being bored and sleeping
189 * added four new yam yams with explicit start direction for EMC engine
190 * fixed bug in src/libgame/text.c with printing text outside the window
193 * fixed small bug in EMC level loader (copyright sign in EM II levels)
196 * added delayed ignition of EM style dynamite when used in R'n'D engine
197 * added limited movement range to EMC engine when focus on all players
200 * fixed bug with missing (zero) score values for native Supaplex levels
203 * added "continuous snapping" (snapping many elements while holding the
204 snap key pressed, without releasing the snap key after each element)
205 as a new player setting for more compatibility with the classic games
208 * finished scrolling for "focus on all players" in EMC graphics engine
211 * level sets with "levels: 0" are ignored for levels, but not artwork
212 * fixed bug when scanning empty level group directories (endless loop)
215 * fixed bug with explosion graphic for player using "Murphy" graphic
216 * fixed bug with explosion graphic if player leaves explosion in time
217 * changed some descriptive text in setup menu to use medium-width font
218 * added key shortcut settings for switching player focus to setup menu
221 * fixed bug with random value initialization when recording tapes
222 * fixed bug with playing single player tapes when team mode activated
225 * fixed little bug when trying to switch to player that does not exist
228 * added player switching (visual and quick) to R'n'D and EM game engine
229 * added setup option to select visual or quick in-game player switching
232 * added use of "Home" and "End" keys to handle element list in editor
235 * fixed bug with adding score when playing tape with EMC game engine
236 * added steel wall border for levels using EMC engine without border
237 * finally fixed delayed scrolling in EMC engine also for small levels
240 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
243 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
244 * fixed bug when displaying info element without action, but direction
247 * fixed minor graphical problems with springs smashing and slurping
248 (when using R'n'D style graphics instead of EMC style graphics)
251 * added scroll delay (as configured in setup) to EMC graphics engine
254 * improved screen redraw for EMC graphics engine (faster and smoother)
255 * when not scrolling, do not redraw the whole playfield if not needed
258 * added multi-player mode for EMC game engine (with up to four players)
261 * added android (can clone elements) from EMC engine to R'n'D engine
264 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
267 * added selectbox for initial player speed to player settings in editor
270 * version 3.1.2 created that is basically version 3.1.1, but with a
271 major bug fixed that prevented editing your own private levels
272 * version 3.1.2 released
275 * added magic ball (creates elements) from EMC engine to R'n'D engine
278 * uploaded fixed pre-release version 3.2.0-6 binary and source code
281 * fixed bug when using "CE can leave behind <trigger element>"
282 * added new change condition "(after/when) creation of <element>"
283 * added new change condition "(after/when) digging <element>"
284 * fixed bug accessing invalid gadget that caused crashes under Windows
285 * deactivated new possibility for multiple CE changes per frame
288 * uploaded pre-release (test) version 3.2.0-6 binary and source code
291 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
292 * fixed bug with not keeping CE value for moving CEs with only action
293 * changed CE action selectboxes in editor to be only reset when needed
296 * added option "use artwork from element" for custom player artwork
297 * added option "use explosion from element" for player explosions
300 * added cascaded element lists in the level editor
301 * added persistence for cascaded element lists by "editorcascade.conf"
302 * added dynamic element list with all elements used in current level
303 * added possibility for multiple CE changes per frame (experimental)
306 * uploaded pre-release (test) version 3.2.0-5 binary and source code
309 * changed "score for each 10 seconds/steps left" to "1 second/step"
310 * added own score for collecting "extra time" instead of sharing it
311 * added change events "switched by player" and "player switches <e>"
312 * added change events "snapped by player" and "player snaps <e>"
313 * added "set player artwork: <element choice>" to CE action options
314 * added change event "move of <element>"
317 * added "set player shield: off / normal / deadly" to CE action options
318 * added new player option "use level start element" in level editor
319 to set the correct focus at level start to elements from which the
320 player is created later (this did not work before for cascaded CE
321 changes resulting in creation of the player; it is now also possible
322 to create the player from a yam yam which is smashed at level start)
325 * added "set player speed: frozen (not moving)" to CE action options
326 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
329 * added new player option "block snap field" (enabled by default) to
330 make it possible to show a snapping animation like in Emerald Mine
333 * added dynamic selectboxes to custom element action settings in editor
334 * added "CE value" counter for custom elements (instead of "CE count")
335 * added option to use the last "CE value" after custom element change
336 * added option to use the "CE value" of other elements in CE actions
337 * fixed odd behaviour when pressing time orb in levels w/o time limit
338 * added checkbox "use time orb bug" for older levels that use this bug
341 * added missing configuration settings for the following elements:
342 - EL_TIMEGATE_SWITCH (time of open time gate)
343 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
344 - EL_SHIELD_NORMAL (time of shield duration)
345 - EL_SHIELD_DEADLY (time of shield duration)
346 - EL_EXTRA_TIME (time added to level time)
347 - EL_TIME_ORB_FULL (time added to level time)
350 * added "wind direction" as a movement pattern for custom elements
351 * added initial wind direction for balloon / custom elements to editor
352 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
355 * added parameters for "game of life" and "biomaze" elements to editor
358 * added level file chunk "CONF" for generic level and element settings
361 * uploaded pre-release (test) version 3.2.0-4 binary and source code
364 * skip empty level sets (with "levels: 0"; may be artwork base sets)
365 * added sound action ".page[1]" to ".page[32]" for each CE change page
368 * added image config suffix ".clone_from" to copy whole image settings
369 * fixed bug with invalid ("undefined") CE settings in old level files
372 * fixed graphical bug with smashing elements falling faster than player
375 * fixed major bug which prevented private levels from being edited
376 * fixed bug with precedence of general and special font definitions
379 * fixed graphical bug with player animation when player moves slowly
382 * uploaded pre-release (test) version 3.2.0-3 binary and source code
385 * fixed bug which prevented "global.num_toons: 0" from working
388 * major code cleanup (removed all these annoying "#if 0" blocks)
391 * added custom element actions for CE change page in level editor
394 * fixed music initialization bug in init.c (thanks to David Binderman)
395 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
396 (this bug must probably be fixed at other places, too)
399 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
400 (should be '#include <SDL.h>' instead)
403 * fixed bug which prevented "walkable from no direction" from working
404 (due to compatibility code overwriting this setting after loading)
407 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
410 * version number temporarily set to 3.1.1 (intermediate bugfix release)
411 * version 3.1.1 released
414 * changed some va_arg() arguments from 'long' to 'int', fixing problems
415 on 64-bit architecture systems with LP64 data model
418 * fixed bug with bombs not exploding when hitting the last level line
419 (introduced after the release of 3.1.0)
422 * added support for dumping small-sized level sketches from editor
425 * added recognition of "trigger element" for "change digged element to"
426 (this is not really what the "trigger element" was made for, but its
427 use may seem obvious for leaving back digged elements unchanged)
430 * fixed multiple warnings about failed joystick device initialization
433 * fixed bug with dynamite dropped on top of just dropped custom element
434 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
435 dynamite can still be dropped, but drop key must be released before
438 * fixed bug with wrong start directory when started from file browser
439 (due to this bug, R'n'D could not be started from KDE's Konqueror)
442 * fixed bug causing "change when impact" on player not working
443 * fixed wrong priority of "hitting something" over "hitting <element>"
444 * fixed wrong priority of "hit by something" over "hit by <element>"
447 * fixed graphical bug which caused the player (being Murphy) to show
448 collecting animations although the element was collected by penguin
451 * fixed two bugs causing wrong door background graphics in system.c
452 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
455 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
456 * added "no direction" to "walkable/passable from" selectbox options
459 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
460 * in tape autoplay, not only report broken, but also missing tapes
463 * uploaded pre-release (test) version 3.2.0-2 binary and source code
466 * fixed small bug with "linear" animation not working for active lamp
469 * fixed bug with moving up despite gravity due to "block last field"
470 * fixed small bug with wrong draw offset when typing name in main menu
471 * when reading user names from "passwd", ignore data after first comma
472 * when creating new "levelinfo.conf", only write some selected entries
475 * fixed displaying "imported from/by" on preview with empty string
476 * fixed ignoring draw offset for fonts used for level preview texts
479 * fixed a delay problem with SDL and too many mouse motion events
480 * added setup option "skip levels" and level skipping functionality
483 * added move speed "not moving" for non-moving CEs, but with direction
486 * fixed mapping of obsolete element token names in "editorsetup.conf"
487 * fixed bug with sound "acid.splashing" treated as a loop sound
488 * fixed some little sound bugs in native EM engine
491 * fixed small bug when dragging scrollbars to end positions
494 * added editor element descriptions written by Aaron Davidson
497 * improved fallback handling when configured artwork is not available
498 (now using default artwork instead of exiting when files not found)
501 * fixed bug on level selection screen when dragging scrollbar
504 * fixed bug which caused broken tapes when appending to EM engine tapes
507 * uploaded pre-release (test) version 3.2.0-1 binary and source code
510 * added code to replace changed artwork config tokens with other tokens
511 (needed for backwards compatibility, so that older tokens still work)
514 * added native R'n'D graphics for some new EMC elements in EM engine
517 * fixed some bugs in the EM engine integration code
518 * changed EM engine code to allow diagonal movement
519 * changed EM engine code to allow use of separate snap and drop keys
522 * fixed some redraw bugs when using EM engine
525 * fixed bug with not converting RND levels which are set to use native
526 engine to native level structure when loading
529 * uploaded pre-release (test) version 3.2.0-0 binary and source code
532 * version number set to 3.2.0
535 * level data now reset to defaults after attempt to load invalid file
538 * added use of "editorsetup.conf" for different level sets
541 * added auto-detection for various types of Emerald Mine level files
544 * fixed bug with scrollbars getting too small when list is very large
547 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
550 * added most level editor configuration gadgets for new EMC elements
553 * added more element and graphic definitions for new EMC elements
556 * modified native EM engine to use integrated R'n'D sound system
559 * added SDL support to graphics functions in native EM engine
560 (by always using generic libgame interface functions)
563 * fixed bug in frame synchronization in native EM engine
566 * added code to convert levels between R'n'D and native EM engine
569 * new Emerald Mine engine can now play levels selected in main menu
572 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
573 (which creates scaled down graphics for level editor and preview);
574 there's still a memory leak somewhere in the artwork handling code
575 * added "scale image up" functionality to X11 version of zoom function
578 * first attempts to integrate new, native Emerald Mine Club engine
581 * fixed bug in gadget code which caused reset of CEs in level editor
582 (example: pressing 'b' [grab brush] on CE config page erased values)
583 (solution: check if gadgets in ClickOnGadget() are really mapped)
584 * improved level change detection in editor (settings now also checked)
585 * fixed bug with "can move into acid" and "don't collide with" state
588 * fixed maze runner style CEs to use the configured move delay value
591 * added Aaron Davidson's tutorial level set to the "Tutorials" section
594 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
595 * fixed the above fix because it broke level set "machine" (*sigh*)
596 * fixed random element placement in level editor to work as expected
597 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
600 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
603 * fixed bug (missing array boundary check) which caused broken tapes
604 * fixed bug (when loading level template) which caused broken levels
605 * fixed bug with new block last field code when using non-yellow player
608 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
609 * internal change of how the player blocks the last field when moving
610 * fixed blocking delay of last field for EM and SP style block delay
611 * fixed bug where the player had to wait for the usual move delay after
612 unsuccessfully trying to move, when he directly could move after that
613 * the last two changes should make original Supaplex level 93 solvable
614 * improved use of random number generator to make it less predictable
615 * fixed behaviour of slippery SP elements to let slip left, then right
618 * fixed bug with wrong door state after trying to quickload empty tape
619 * fixed waste of static memory usage of the binary, making it smaller
620 * fixed very little graphical bug in Supaplex explosion
623 * version number set to 3.1.1
626 * version 3.1.0 released
629 * fixed bug with crash when writing user levelinfo.conf the first time
632 * added option "convert LEVELDIR [NR]" to command line batch commands
633 * re-converted Supaplex levels to apply latest engine fixes
634 * changed "use graphic/sound of element" to "use graphic of element"
635 due to compatibility problems with some levels ("bug machine" etc.)
638 * fixed bug with CE change replacing player with same or other player
641 * fixed bug with opaque font in envelope with background graphic when
642 background graphic is not transparent itself
645 * added "gravity on" and "gravity off" ports for Supaplex compatibility
646 * corrected original Supaplex level loading code to use these new ports
647 * also corrected Supaplex loader to auto-count infotrons if set to zero
650 * fixed bug with missing initialization of "modified" flag for GEs
653 * fixed bug that caused endless recursion loop when relocating player
654 * fixed tape recorder bug in "step mode" when using "pause before end"
655 * fixed tape recorder bug when changing from "warp forward" mode
658 * fixed bug with "when touching" for pushed elements at last position
661 * fixed bug that caused two activated toolbox buttons in level editor
662 * fixed bug with exploding dynabomb under player due to other explosion
665 * fixed bug with creating walkable custom element under player (again)
666 * fixed bug with not copying explosion type when copying CEs in editor
667 * fixed graphical bug when drawing player in setup menu (input devices)
668 * fixed graphical bug when the player is pushing an accessible element
669 * fixed bug with classic switchable elements triggering CE changes
670 * fixed bug with entering/leaving walkable element in RelocatePlayer()
671 * fixed crash bug when CE leaves behind the trigger player element
674 * fixed bug with broken tubes after placing/exploding dynamite in them
675 * fixed bug with exploding dynamite under player due to other explosion
676 * fixed bug with not resetting push delay under certain circumstances
679 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
680 * added network multiplayer code for Windows (thanks to Niko Böhm)
683 * added option "reachable despite gravity" for gravity movement
684 * changed gravity movement of most classic walkable and passable
685 elements back to "not reachable" (for compatibility reasons)
688 * fixed (removed) "indestructible" / "can explode" dependency in editor
689 * fixed (removed) "accessible inside" / "protected" dependency
690 * fixed (removed) "step mode" / "shield time" dependency
693 * fixed dynabombs exploding now into anything diggable
694 * fixed Supaplex style gravity movement into buggy base now impossible
695 * added pressing key "space" as valid action to select menu options
698 * added "replace when walkable" to relocate player to walkable element
699 * added "enter"/"leave" event for elements affected by relocation
700 * fixed "direct"/"indirect" change order also for "when change" event
701 * fixed graphical bug when pushing things from elements walkable inside
704 * fixed graphic bug when player is snapping while moving in old levels
705 * fixed bug when a moving custom element leaves a player element behind
706 * fixed bug with mole not disappearing when moving into acid pool
707 * fixed bug with incomplete path setting when using "--basepath" option
708 * moving CE can now leave walkable elements behind under the player
709 * when relocating, player can be set on walkable element now
710 * fixed another gravity movement bug
713 * uploaded pre-release (test) version 3.1.0-2 binary and source code
716 * added "collectible" and "removable" to extended replacement types
717 (where "removable" replaces "diggable" and "collectible" elements)
718 * added "collectible & throwable" (to throw element to the next field)
719 * fixed bug with CEs digging elements that are just about to explode
720 * changed mouse cursor now always being visible when game is paused
723 * added possibility to push/press accessible elements from a side that
725 * fixed bug with not setting actual date when appending to tape
728 * fixed bug with incorrectly initialized custom element editor graphics
731 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
732 - number of levels corrected from 18 to 17 in "levelinfo.conf"
735 * fixed bug with destroyed robot wheel still attracting robots forever
736 * fixed bug with time gate switch deactivating after robot wheel time
737 (while the time gate itself is not affected by this misbehaviour)
738 * changed behaviour of BD style amoeba to always get blocked by player
739 (before it was different when there were non-BD elements in level)
740 * fixed bug with player destroying indestructable elements with shield
743 * added option to make growing elements grow into anything diggable
744 (for the various amoeba types, biomaze and "game of life")
747 * fixed bug with movable elements not moving after left behind by CEs
748 * changed gravity movement to anything diggable, not only sand/base
749 * optionally allowing passing to walkable element, not only empty space
750 * added option "can pass to walkable element" for players
751 * finally fixed gravity movement (hopefully)
754 * fixed bug with movable elements not moving anymore after falling down
757 * fixed another bug with custom elements digging and leaving elements
758 * fixed bug with "along left/right side" and automatic start direction
759 * trigger elements now also displayed when "more custom" deactivated
760 * fixed bug with clipboard element initialized when loading new level
761 * added option "drop delay" to set delay before dropping next element
764 * uploaded pre-release (test) version 3.1.0-1 binary and source code
767 * added copy and paste functions for custom change pages
768 * enhanced graphical display and functionality of tape recorder
769 * fixed bug with custom elements digging and leaving elements
772 * added move speed faster than "very fast" for custom elements
773 * fixed bug with 3+3 style explosions and missing border content
774 * fixed little bug when copying custom elements in the editor
775 * enhanced custom element changes by more side trigger actions
778 * added option "no scrolling when relocating" for instant teleporting
779 * uploaded pre-release (test) version 3.1.0-0 binary and source code
782 * added trigger element and trigger player to use as target elements
783 * added copy and paste functions for custom and group elements
786 * fixed graphical bug when displaying explosion animations
787 * fixed bug when appending to tapes, resulting in broken tapes
788 * re-recorded a few tapes broken by fixing gravity checking bug
791 * "can move into acid" property now for all elements independently
792 * "can fall into acid" property for player stored in same bitfield now
793 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
794 * version number set to 3.1.0 (finally!)
797 * changed tape recording to only record input, not programmed actions
800 * fixed totally broken (every 8th frame skipped) step-by-step recording
801 * fixed bug with requester not displayed when quick-loading interrupted
802 * added option "can fall into acid (with gravity)" for players
803 * fixed bug with player not falling when snapping down with gravity
806 * fixed bug which messed up key config when using keypad number keys
809 * fixed bug which allowed moving upwards even when gravity was active
810 * fixed bug with missing error handling when dumping levels or tapes
813 * added different colored editor graphics for Supaplex gravity tubes
816 * fixed bug that allowed solvable tapes for unsolvable levels
819 * use unlimited number of droppable elements when "count" set to zero
820 * added option to use step limit instead of time limit for level
823 * added player and change page as trigger for custom element change
826 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
829 * fixed bug with dark yamyam changing to acid when moving over acid
830 * fixed handling of levels with more than 999 seconds level time
831 (example: level 76 of "Denmine")
834 * "spring push bug" reintroduced as configurable element property
835 * fixed bug with missing properties for "mole"
836 * fixed bug that showed up when fixing the above "mole" properties bug
837 * added option "can move into acid" for all movable elements
838 * fixed graphical bug for elements moving into acid
839 * changed event handling to handle all pending events before going on
842 * fixed bug which caused all CE change pages to be ignored which had
843 the same change event, but used a different element side
844 (reported by Simon Forsberg)
846 * fixed bug which caused elements that can move and fall and that are
847 transported by a conveyor belt to continue moving into that direction
848 after leaving the conveyor belt, regardless of their own movement
849 type; only elements which can not move are transported now
850 (reported by Simon Forsberg)
852 * fixed bug which could cause an array overflow in RelocatePlayer()
853 (reported by Niko Böhm)
855 * changed Emerald Mine style "passable / over" elements to "protected"
856 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
858 * added new option to select from which side a "walkable/passable"
859 element can be entered
862 * added explosion and ignition delay for elements that can explode
865 * fixed bug which caused player not being protected against enemies
866 when a CE was "walkable / inside" and was not "indestructible"
867 * added "walkable/passable" fields to be "protected/unprotected"
868 against enemies, even if not accessible "inside" but "over/under"
871 * corrected move pattern to 32 bit and initial move direction to 8 bit
874 * added second custom element base configuration page
877 * added some special EMC mappings to Emerald Mine level loader
878 (also covering previously unknown element in level 0 of "Bondmine 8")
881 * added option to block last field when player is moving (for Supaplex)
882 * adjusted push delay of Supaplex elements
883 * removed delays for envelopes etc. when replaying with maximum speed
884 * fixed bug when dropping element on a field that just changed to empty
887 * fixed bug: infotrons can now smash yellow disks
888 * fixed bug: when gravity active, port above player can now be entered
889 * removed "one white dot" mouse pointer which irritated some people
892 * added "choice type" for group element selection
895 * fixed bug with initial invulnerability of non-yellow player
898 * added level loader for loading native Supaplex packed levels
899 (including multi-part levels like the "splvls99" levels)
902 * fixed bug which allowed creating emeralds by escaping explosions
905 * custom elements can change (limited) or leave (unlimited) elements
906 * finally added multiple matches using group elements
907 * added shortcut to dump brush (type ":DB" in editor) for use in forum
910 * added new start movement type "previous" for continued CE movement
911 * added new start movement type "random" for random CE movement start
914 * added new element "sokoban_field_player" needed for Sokoban levels
915 (thanks to Ed Booker for pointing this out!)
918 * added elements that can be digged or left behind by custom elements
921 * added group elements for multiple matches and random element creation
924 * fixed some graphical errors displayed in old levels
927 * fixed wrong double speed movement after passing closing gates
930 * added level loader for loading native Emerald Mine levels
933 * changes for "shooting" style CE movement
936 * Happy New Year! ;-)
939 * changed default snap/drop keys from left/right Shift to Control keys
942 * fixed bug with dead player getting reanimated from custom element
945 * fixed bug with wrong penguin graphics (when entering exit)
948 * fixed bug with wrong "Murphy" graphics (when digging etc.)
951 * version number set to 3.0.9
954 * version 3.0.8 released
957 * added function checked_free()
960 * fixed bug with double nut cracking sound
961 (by eliminating "default element action sound" assignment in init.c)
964 * fixed crash when no music info files are available
967 * fixed boring and sleeping sounds
970 * added "maze runner" and "maze hunter" movement types
971 * added extended collision conditions for custom elements
974 * added warnings for undefined token values in artwork config files
977 * added menu entry for level set information to the info screen
980 * fixed bug with wrong default impact sound for colored emeralds
983 * added several sub-screens for the info screen
984 * menu text now also clickable (not only blue/red sphere left of it)
987 * added configurable "bored" and "sleeping" animations for the player
988 * added "awakening" sound for player when waking up after sleeping
991 * added "copy" and "exchange" functions for custom elements to editor
994 * added configurable element animations for info screen
997 * added configurable music credits for info screen
1000 * finally fixed tape recording when player is created from CE change
1003 * added "editorsetup.conf" for editor element list configuration
1006 * added "musicinfo.conf" for menu and level music configuration
1009 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1010 (that only showed up on Linux, but not on Windows systems)
1013 * fixed turning movement of butterflies and fireflies (no frame reset)
1014 * enhanced sniksnak turning movement (two steps instead of only one)
1017 * version number set to 3.0.8
1020 * version 3.0.7 released
1023 * fixed reset of player animation frame when, for example,
1024 walking, digging or collecting share the same animation
1025 * fixed CE with "deadly when touching" exploding when touching amoeba
1028 * fixed tape recording when player is created from CE element change
1031 * introduced "turning..." action graphic for elements with move delay
1032 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1033 * added turning animations for bug, spaceship and sniksnak
1036 * prevent "extended" changed elements from delay change in same frame
1039 * fixed bug when pushing element that can move away to the side
1040 (like pushing falling elements, but now with moving elements)
1043 * finally fixed serious bug in code for delayed element pushing (again)
1046 * unavailable setup options now marked as "n/a" instead of "off"
1047 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1048 to "true", levels are always played with the latest game engine,
1049 which is desired for levels that are imported from other games; all
1050 other levels are played with the engine version stored in level file
1051 (which is normally the engine version the level was created with)
1054 * fixed serious bug in code for delayed element pushing
1055 * fixed little bug in animation frame selection for pushed elements
1056 * speed-up of reading config file for verbose output
1059 * added configuration option for opening and closing Supaplex exit
1060 * added configuration option for moving up/down animation for Murphy
1061 * fixed incorrectly displayed animation for attacking dragon
1062 * fixed bug with not setting initial gravity for each new game
1063 * fixed bug with teleportation of player by custom element change
1064 * fixed bug with player not getting smashed by rock sometimes
1067 * version number set to 3.0.7
1070 * version 3.0.6 released
1073 * added support for MP3 music for SDL version through SMPEG library
1076 * fixed bug when initializing font graphic structure
1077 * fixed bug with animation mode "pingpong" when using only 1 frame
1078 * fixed bug with extended change target introduced in 3.0.5
1079 * fixed bug where passing over moving element doubles player speed
1080 * fixed bug with elements continuing to move into push direction
1081 * fixed bug with duplicated player when dropping bomb with shield on
1082 * added "switching" event for custom elements ("pressing" only once)
1083 * fixed switching bug (resetting flag when not switching but not idle)
1086 * fixed element tokens for certain file elements with ".active" etc.
1089 * version number set to 3.0.6
1092 * version 3.0.5 released
1095 * now four envelope elements available
1096 * font, background, animation and sound for envelope now configurable
1097 * main menu doors opening/closing animation type now configurable
1100 * active/inactive sides configurable for custom element changes
1101 * new movement type "move when pushed" available for custom elements
1104 * fixed bug in multiple config pages loader code that caused crashes
1107 * enhanced (remaining low-resolution) Supaplex graphics
1110 * version number set to 3.0.5
1113 * version 3.0.4 released
1115 2003-09-12 src/tools.c
1116 * fixed bug in custom definition of crumbled element graphics
1118 2003-09-11 src/files.c
1119 * fixed bug in multiple config pages code that caused crashes
1122 * version number set to 3.0.4
1125 * version 3.0.3 released
1128 * added music to Supaplex classic level set
1130 2003-09-07 src/libgame/misc.c
1131 * added support for loading various music formats through SDL_mixer
1133 2003-09-06 (various source files)
1134 * fixed several nasty bugs that may have caused crashes on some systems
1135 * added envelope content which gets displayed when collecting envelope
1136 * added multiple change event pages for custom elements
1138 2003-08-24 src/game.c
1139 * fixed problem with player animation when snapping and moving
1141 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1142 * fixed problem with flickering when drawing toon animations
1144 2003-08-23 src/libgame/sdl.c
1145 * fixed problem with setting mouse cursor in SDL version in fullscreen
1147 2003-08-23 src/game.c
1148 * fixed bug (missing array boundary check) which could crash the game
1151 * version number set to 3.0.3
1154 * version 3.0.2 released
1156 2003-08-21 src/game.c
1157 * fixed bug with creating inaccessible elements at player position
1159 2003-08-20 src/init.c
1160 * fixed bug with not finding current level artwork directory
1162 2003-08-20 src/files.c
1163 * fixed bug with choosing wrong engine version when playing tapes
1164 * fixed bug with messing up custom element properties in 3.0.0 levels
1167 * version number set to 3.0.2
1170 * version 3.0.1 released
1172 2003-08-17 (no source files affected)
1173 * changed all "classic" PCX image files with 16 colors or less to
1174 256 color (8 bit) storage format, because the Allegro game library
1175 cannot handle PCX files with less than 256 colors (contributed
1176 graphics are not affected and might look wrong in the DOS version)
1178 2003-08-16 src/init.c
1179 * fixed bug which (for example) crashed the level editor when defining
1180 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1181 (only set to default) -- invalid graphics now set to default graphic
1183 2003-08-16 src/init.c
1184 * fixed graphical bug of player digging/collecting/snapping element
1185 when no corresponding graphic/animation is defined for this action,
1186 resulting in player being drawn as EL_EMPTY (which should only be
1187 done to elements being collected, but not to the player)
1189 2003-08-16 src/game.c
1190 * fixed small graphical bug of player not totally moving into exit
1192 2003-08-16 src/libgame/setup.c
1193 * fixed bug with wrong MS-DOS 8.3 filename conversion
1195 2003-08-16 src/tools.c
1196 * fixed bug with invisible mouse cursor when pressing ESC while playing
1198 2003-08-16 (various source files)
1199 * added another 128 custom elements (disabled in editor by default)
1201 2003-08-16 src/editor.c
1202 * fixed NULL string bug causing Solaris to crash in sprintf()
1204 2003-08-16 src/screen.c
1205 * fixed drawing over scrollbar on level selection with custom fonts
1207 2003-08-15 src/game.c
1208 * cleanup of simple sounds / loop sounds / music settings
1210 2003-08-08 (various source files)
1211 * added custom element property for dropping collected elements
1213 2003-08-08 src/conf_gfx.c
1214 * fixed bug with missing graphic for active red disk bomb
1216 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1217 * extended variable "level.gravity" to "level.initial_gravity" and
1218 "game.current_gravity" to prevent level setting from being changed
1219 by playing the level (keeping the runtime value after playing)
1221 * fixed graphics bug when digging element that has 'crumbled' graphic
1222 definition, but not 'diggable' graphic definition
1225 * version number set to 3.0.1
1228 * version 3.0.0 released
1231 * various bug fixes; among others:
1232 - fixed bug with pushing spring over empty space
1233 - fixed bug with leaving tube while placing dynamite
1234 - fixed bug with explosion of smashed penguins
1235 - allow Murphy player graphic in levels with non-Supaplex elements
1239 * I have forgotten to document changes for some time
1242 * pre-release version 2.2.0rc1 released
1245 * version number set to 2.1.2
1248 * version 2.1.1 released
1251 * version number set to 2.1.1
1254 * version 2.1.0 released
1257 * version number set to 2.1.0
1259 2002-04-03 to 2002-05-19 (various source files)
1260 * graphics, sounds and music now fully configurable
1261 * bug fixed that prevented walking through tubes when gravity on
1263 2002-04-02 src/events.c, src/editor.c
1264 * Make Escape key less aggressive when playing or when editing level.
1265 This can be configured as an option in the setup menu. (Default is
1266 "less aggressive" which means "ask user if something can be lost"
1267 when pressing the Escape key.)
1269 2002-04-02 src/screen.c
1270 * Added "graphics setup" screen.
1272 2002-04-01 src/screen.c
1273 * Changed "choose level" setup screen stuff to be more generic (to
1274 make it easier to add more "choose from generic tree" setup screens).
1276 2002-04-01 src/config.c, src/timestamp.h
1277 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1278 automatically gets created by "src/Makefile" and contains an actual
1279 compile-time timestamp to identify development versions of the game).
1281 2002-03-31 src/tape.c, src/events.c
1282 * Added quick game/tape save/load functions to tape stuff which can be
1283 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1284 loads previously recorded tape and directly goes into recording mode
1285 from the end of the tape (therefore appending to the tape).
1287 2002-03-31 src/tape.c
1288 * Added "index mark" function to tape recorder. When playing or
1289 recording, "eject" button changes to "index" button. Setting index
1290 mark is not yet implemented, but pressing index button when playing
1291 allows very quick advancing to end of tape (when normal playing),
1292 very fast forward mode (when playing with normal fast forward) or
1293 very fast reaching of "pause before end of tape" (when playing with
1294 "pause before end" playing mode).
1296 2002-03-30 src/cartoons.c
1297 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1299 2002-03-29 src/screen.c
1300 * Changed setup screen stuff to be more generic (to make it easier
1301 to add more setup screens).
1303 2002-03-23 src/main.c, src/main.h
1304 * Various changes due to the introduction of the new libgame files
1305 "setup.c" and "joystick.c".
1307 2002-03-23 src/files.c
1308 * Generic parts of "src/files.c" (mainly setup and level directory
1309 stuff) moved to new libgame file "src/libgame/setup.c".
1311 2002-03-23 src/joystick.c
1312 * File "src/joystick.c" moved to libgame source tree, with
1313 correspondig changes.
1315 2002-03-22 src/screens.c
1316 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1317 (Wrong level series information displayed when entering main group.)
1319 2002-03-22 src/editor.c
1320 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1322 2002-03-22 src/editor.c
1323 * Changed behaviour of "Escape" key in level editor to be more
1324 intuitive: When in "Element Properties" or "Level Info" mode,
1325 return to "Drawing Mode" instead of leaving the level editor.
1327 2002-03-21 src/game.c, src/editor.c, src/files.c
1328 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1329 gems (emeralds, diamonds, ...) slipping down from normal wall,
1330 steel wall and growing wall (as in E.M.C. style levels). Although
1331 the behaviour of contributed and private levels wasn't changed (due
1332 to the use of "level.game_version"; see previous entry), editing
1333 those levels will (of course) change the behaviour accordingly.
1335 This change seems a bit too hard after thinking about it, because
1336 the EM style behaviour is not the "expected" behaviour (gems would
1337 normally only slip down from "rounded" walls). Therefore this was
1338 now changed to an element property for gem style elements, with the
1339 default setting "off" (which means: no special EM style behaviour).
1340 To fix older converted levels, this flag is set to "on" for pre-2.0
1341 levels that are neither contributed nor private levels.
1343 2002-03-20 src/files.h
1344 * Corrected settings for "level.game_version" depending of level type.
1345 (Contributed and private levels always get played with game engine
1346 version they were created with, while converted levels always get
1347 played with the most recent version of the game engine, to let new
1348 corrections of the emulation behaviour take effect.)
1350 2002-03-20 src/main.h
1351 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1352 compiling the SDL version on some systems.
1353 Thanks to the several people who pointed this out.
1356 * Version number set to 2.0.2.
1359 * Version 2.0.1 released.
1361 2002-03-18 src/screens.c
1362 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1364 2002-03-18 src/files.c [src/libgame/misc.c]
1365 * Moved some common functions from src/files.c to src/libgame/misc.c.
1367 2002-03-18 src/files.c [src/libgame/misc.c]
1368 * Changed permissions for new directories and saved files (especially
1369 score files) according to suggestions of Debian users and mantainers.
1370 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1372 2002-03-17 src/files.c
1373 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1374 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1375 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1376 for levels and "TAPE" for tapes). Old "cookie" style format is
1377 still supported for reading. New level and tape files are written
1380 * New IFF chunk "VERS" contains version numbers for file and game
1381 (where "game version" is the version of the program that wrote the
1382 file, and "file version" is a version number to distinguish files
1383 with different format, for example after adding new features).
1385 2002-03-15 src/screen.c
1386 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1387 (Before, you heard a mixture of the in-game music and the
1388 hall-of-fame music.)
1390 2002-03-14 src/events.c
1391 * Function "DumpTape()" (files.c) now available by pressing 't' from
1392 main menu (when in DEBUG mode).
1394 2002-03-14 src/game.c
1395 * "GameWon()": When game was won playing a tape, now there is no delay
1396 raising the score and no corresponding sound is played.
1398 2002-03-14 src/files.c
1399 * Changed "LoadTape()" for real chunk support and also adjusted
1400 "SaveTape()" accordingly.
1402 2002-03-14 src/game.c, src/tape.c, src/files.c
1403 * Important changes to tape format: The old tape format stored all
1404 actions with a real effect with a corresponding delay between the
1405 stored actions. This had some major disadvantages (for example,
1406 push delays had to be ignored, pressing a button for some seconds
1407 mutated to several single button presses because of the non-action
1408 delays between two action frames etc.). The new tape format just
1409 stupidly records all device actions and replays them later. I really
1410 don't know why I haven't solved it that way before?! Old-style tapes
1411 (with tape file version less than 2.0) get converted to the new
1412 format on-the-fly when loading and can therefore still be played;
1413 only some minor parts of the old-style tape handling code was needed.
1414 (A perfect conversion is not possible, because there is information
1415 missing about the device actions between two action frames.)
1417 2002-03-14 src/files.c
1418 * New function "DumpTape()" to dump the contents of the current tape
1419 in a human readable format.
1421 2002-03-14 src/game.c
1422 * Small tape bug fixed: When automatically advancing to next level
1423 after a game was won, the tape from the previous level still was
1424 loaded as a tape for the new level.
1426 2002-03-14 src/tape.c
1427 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1428 tape, cartoons did not get completely removed because
1429 StopAnimation() was not called.
1431 2002-03-13 src/files.c
1432 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1433 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1434 size even when using 16-bit elements). Added new chunk "CNT2" for
1435 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1436 chunk even when content was 16-bit element). "CNT2" should now be
1437 able to store content for arbitrary elements (up to eight blocks of
1438 3 x 3 element arrays). All "CNT2" elements will always be stored as
1439 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1441 2002-03-13 src/files.c
1442 * Changed "LoadLevel()" for real chunk support.
1444 2002-03-12 src/game.c
1445 * Fixed problem (introduced after 2.0.0 release) with penguins
1446 not getting killed by enemies
1448 2002-02-24 src/game.c, src/main.h
1449 * Added "player->is_moving"; now "player->last_move_dir" does
1450 not contain any information if the player is just moving at
1452 Before, "player->last_move_dir" was misused for this purpose
1453 for the robot stuff (robots don't kill players when they are
1454 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1455 broke tapes when walking through pipes!
1456 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1457 in a continuous movement. This fact is ignored for friends and