2 * fixed bug with not unmapping main menu screen gadgets on other screens
3 * fixed bug with un-pausing a paused game by releasing still pressed key
4 * fixed bug with not redrawing screen when toggling to/from fullscreen
5 mode while fast reloading tape (without redrawing playfield contents)
6 * fixed bug with quick-saving tape snapshot despite answering with "no"
9 * version number set to 3.2.3
12 * version 3.2.2 released
15 * fixed bug with redrawing screen in fullscreen mode after quick tape
16 reloading when using the EMC game engine
17 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
20 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
23 * added engine snapshot functionality for instant tape reloading (this
24 only works for the last tape saved using "quick save", and does not
25 work across program restarts, because it completely works in memory)
28 * version number set to 3.2.2
31 * version 3.2.1 released
34 * fixed nasty bugs with handling error message file on Mac OS X systems
37 * general code cleanup (removing many annoying "#if 0" blocks etc.)
40 * fixed bug that caused broken tapes when manually appending to tapes
41 using the "pause before death" functionality, followed by recording
42 * added setup option to disable fading of screens for faster testing
45 * code cleanup of new fading functions
48 * changed behaviour after solved game -- do not immediately stop engine
49 * added some more smooth screen fadings (game start, hall of fame etc.)
52 * fixed bug with displaying pushed CE with value/score/delay anim_mode
55 * added configurable level preview position, tile size and dimensions
56 * added configurable game panel value positions (gems, time, score etc.)
59 * fixed small bug with time displayed incorrectly when collecting CEs
62 * fixed bug with bumpy scrolling with EM engine in double player mode
65 * added compatibility code to fix "Snake Bite" style levels that were
66 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
69 * fixed bug with scrollbars inside editor when using the Windows mouse
70 enhancement tool "True X-Mouse" (which injects key events to the event
71 queue to insert selected stuff into the Windows clipboard, which gets
72 confused with the "Insert" key for jumping to the last editor cascade
73 block in the element list)
74 * added Rocks'n'Diamonds icon for use as window icon to SDL version
75 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
78 * added selection of preferred fullscreen mode to setup / graphics menu
79 (useful if default mode 800 x 600 does not match screen aspect ratio)
82 * improved down-scaling of images for better editor and preview graphics
83 * changed user data directory for Mac OS X from Unix style to new place
86 * improved level number selection in main menu and player selection in
87 setup menu (input devices section) by using standard button gadgets
88 * added support for mouse scroll wheel (caused buggy behaviour before)
89 * added support for scrolling horizontal scrollbars with mouse wheel by
90 holding "Shift" key pressed while scrolling the wheel
91 * added support for single step mouse wheel scrolling by holding "Alt"
92 key pressed while scrolling the wheel (can be combined with "Shift")
93 * changed output file "stderr.txt" on Windows platform now always to be
94 created in the R'n'D sub-directory of the personal documents directory
95 * added Windows message box to direct to "stderr.txt" after error aborts
98 * improved general scrollbar handling (when jump-scrolling scrollbars)
101 * changed scrollbars to always show last line as first after scrolling
102 (that means jumping n - 1 screen lines instead of n screen lines)
105 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
106 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
107 * fixed special handling of vertically stacked acid becoming fake acid
110 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
111 affect multiple instances of the same CE, although this kind of
112 change condition usually only affects one single custom element
115 * version number set to 3.2.1
118 * version 3.2.0 released
121 * reorganized level editor element list a bit to match engines better
124 * fixed newly introduced bug with wrongly initializing clipboard element
127 * fixed bug with displaying visible/invisible level border in editor
130 * reorganized some elements in the level editor element list
133 * fixed bug with displaying any player as "yellow" when moving into acid
134 * fixed bug with displaying running player when player stopped at border
137 * fixed bug with player exploding when moving into acid
138 * fixed bug with level settings being reset in editor and when playing
139 (some compatibility settings being set not only after level loading)
140 * fixed crash bug when number of custom graphic frames was set to zero
141 * fixed bug with teleporting player on walkable tile not working anymore
142 * added partial compatibility support for pre-release-only "CONF" chunk
143 (to make Alan Bond's "color cycle" demo work again :-) )
146 * fixed some bugs when displaying title screens from info screen menu
147 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
150 * changed file major version to 3 to reflect level file format changes
151 * uploaded pre-release (test) version 3.2.0-8 binary and source code
154 * added new chunk "NAME" to level file format for level name settings
155 * added new chunk "NOTE" to level file format for envelope settings
156 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
157 * updated magic(5) file to recognize changed and new level file chunks
158 * removed change events "change when CE value/score changes" as unneeded
161 * changed gravity (which only affects the player) from level property
162 to player property (only makes a difference in multi-player levels)
163 * added change events "change when CE value/score changes"
164 * added change events "change when CE value/score changes of <element>"
167 * added new chunk "INFO" to level file format for global level settings
168 * added all element settings from "HEAD" chunk to "CONF" chunk
169 * added all global level settings from "HEAD" chunk to "INFO" chunk
172 * changed level file format by adding two new chunks "CUSX" (for custom
173 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
174 elements, replacing the previous "GRP1" chunk); these new IFF style
175 chunks use the new and flexible "micro chunks inside chunks" technique
176 already used with the new "CONF" chunk (for normal element properties)
177 which makes it possible to easily extend the existing level format
178 (instead of using fixed-length chunks like before, which are either
179 too big due to reserved bytes for future use, or too small when those
180 reserved bytes have all been used and even more data should be stored,
181 requiring the replacement by new and larger chunks just like it went
182 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
185 * added credits pages to the "credits" section that were really missing
186 * added some missing element descriptions to the level editor
187 * added down position of switchgate switch to the level editor
188 and allowed the use of both switch positions at the same time
189 * changed use of "Insert" and "Delete" keys to navigate element list in
190 level editor to start of previous or next cascading block of elements
193 * added the possibility to view the title screen to the info screen menu
194 * fixed some minor bugs with viewing title screens
197 * fixed bug with title (cross)fading in/out when using fullscreen mode
200 * fixed bug that forced re-defining of menu settings in local graphics
201 config file which are already defined in existing base config file
202 * fixed small bug that caused door sounds playing when music is enabled
205 * added the possibility to define up to five title screens for each
206 level set that are displayed after loading using (cross)fading in/out
207 (this was added to display the various start images of the EMC sets)
210 * added "CE score gets zero [of]" to custom element trigger conditions
211 * added setup option to display element token name in level editor
214 * added compatibility code for Juergen Bonhagen's menu artwork settings
217 * fixed bug with displaying wrong animation frame 0 after CE changes
218 * fixed bug with creating invisible elements when light switch is on
221 * added selection between ECS and AGA graphics for EMC levels to setup
224 * adjusted font handling for various narrow EMC style fonts
227 * changed EM engine behaviour back to re-allow initial rolling springs
230 * fixed handling of over-large selectboxes (less error-prone now)
231 * fixed bug when creating GE with walkable element under the player
234 * added use of "Insert" and "Delete" keys to navigate element list in
235 level editor to start of custom elements or start of group elements
236 * added virtual elements to access CE value and CE score of elements:
237 - "CE value of triggering element"
238 - "CE score of triggering element"
239 - "CE value of current element"
240 - "CE score of current element"
243 * fixed "grass" to "sand" in older EM levels (up to file version V4)
246 * changed behaviour of network games with internal errors (because of
247 different client frame counters) from immediately terminating R'n'D
248 to displaying an error message requester and stopping only the game
249 (also to prevent impression of crashes under non command-line runs)
250 * fixed playing network games with the EMC engine (did not work before)
251 * fixed bug with not scrolling the screen in multi-player mode with the
252 focus on player 1 when all players are moving in different directions
253 * fixed bug with keeping pointer to gadget even after its deallocation
254 * fixed bug with allowing "focus on all players" in network games
255 * fixed bug with player focus when playing tapes from network games
258 * uploaded pre-release (test) version 3.2.0-7 binary and source code
261 * code cleanup for game action control for R'n'D and EMC game engine
264 * fixed bug in multi-player movement with focus on both players
265 * added option to control only the focussed player with all input
268 * added player focus switching to level tape recording and re-playing
271 * fixed some bugs in player focus switching in EMC and RND game engine
274 * added special Supaplex animations for Murphy digging and snapping
275 * added special Supaplex animations for Murphy being bored and sleeping
278 * added four new yam yams with explicit start direction for EMC engine
279 * fixed bug in src/libgame/text.c with printing text outside the window
282 * fixed small bug in EMC level loader (copyright sign in EM II levels)
285 * added delayed ignition of EM style dynamite when used in R'n'D engine
286 * added limited movement range to EMC engine when focus on all players
289 * fixed bug with missing (zero) score values for native Supaplex levels
292 * added "continuous snapping" (snapping many elements while holding the
293 snap key pressed, without releasing the snap key after each element)
294 as a new player setting for more compatibility with the classic games
297 * finished scrolling for "focus on all players" in EMC graphics engine
300 * level sets with "levels: 0" are ignored for levels, but not artwork
301 * fixed bug when scanning empty level group directories (endless loop)
304 * fixed bug with explosion graphic for player using "Murphy" graphic
305 * fixed bug with explosion graphic if player leaves explosion in time
306 * changed some descriptive text in setup menu to use medium-width font
307 * added key shortcut settings for switching player focus to setup menu
310 * fixed bug with random value initialization when recording tapes
311 * fixed bug with playing single player tapes when team mode activated
314 * fixed little bug when trying to switch to player that does not exist
317 * added player switching (visual and quick) to R'n'D and EM game engine
318 * added setup option to select visual or quick in-game player switching
321 * added use of "Home" and "End" keys to handle element list in editor
324 * fixed bug with adding score when playing tape with EMC game engine
325 * added steel wall border for levels using EMC engine without border
326 * finally fixed delayed scrolling in EMC engine also for small levels
329 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
332 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
333 * fixed bug when displaying info element without action, but direction
336 * fixed minor graphical problems with springs smashing and slurping
337 (when using R'n'D style graphics instead of EMC style graphics)
340 * added scroll delay (as configured in setup) to EMC graphics engine
343 * improved screen redraw for EMC graphics engine (faster and smoother)
344 * when not scrolling, do not redraw the whole playfield if not needed
347 * added multi-player mode for EMC game engine (with up to four players)
350 * added android (can clone elements) from EMC engine to R'n'D engine
353 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
356 * added selectbox for initial player speed to player settings in editor
359 * version 3.1.2 created that is basically version 3.1.1, but with a
360 major bug fixed that prevented editing your own private levels
361 * version 3.1.2 released
364 * added magic ball (creates elements) from EMC engine to R'n'D engine
367 * uploaded fixed pre-release version 3.2.0-6 binary and source code
370 * fixed bug when using "CE can leave behind <trigger element>"
371 * added new change condition "(after/when) creation of <element>"
372 * added new change condition "(after/when) digging <element>"
373 * fixed bug accessing invalid gadget that caused crashes under Windows
374 * deactivated new possibility for multiple CE changes per frame
377 * uploaded pre-release (test) version 3.2.0-6 binary and source code
380 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
381 * fixed bug with not keeping CE value for moving CEs with only action
382 * changed CE action selectboxes in editor to be only reset when needed
385 * added option "use artwork from element" for custom player artwork
386 * added option "use explosion from element" for player explosions
389 * added cascaded element lists in the level editor
390 * added persistence for cascaded element lists by "editorcascade.conf"
391 * added dynamic element list with all elements used in current level
392 * added possibility for multiple CE changes per frame (experimental)
395 * uploaded pre-release (test) version 3.2.0-5 binary and source code
398 * changed "score for each 10 seconds/steps left" to "1 second/step"
399 * added own score for collecting "extra time" instead of sharing it
400 * added change events "switched by player" and "player switches <e>"
401 * added change events "snapped by player" and "player snaps <e>"
402 * added "set player artwork: <element choice>" to CE action options
403 * added change event "move of <element>"
406 * added "set player shield: off / normal / deadly" to CE action options
407 * added new player option "use level start element" in level editor
408 to set the correct focus at level start to elements from which the
409 player is created later (this did not work before for cascaded CE
410 changes resulting in creation of the player; it is now also possible
411 to create the player from a yam yam which is smashed at level start)
414 * added "set player speed: frozen (not moving)" to CE action options
415 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
418 * added new player option "block snap field" (enabled by default) to
419 make it possible to show a snapping animation like in Emerald Mine
422 * added dynamic selectboxes to custom element action settings in editor
423 * added "CE value" counter for custom elements (instead of "CE count")
424 * added option to use the last "CE value" after custom element change
425 * added option to use the "CE value" of other elements in CE actions
426 * fixed odd behaviour when pressing time orb in levels w/o time limit
427 * added checkbox "use time orb bug" for older levels that use this bug
430 * added missing configuration settings for the following elements:
431 - EL_TIMEGATE_SWITCH (time of open time gate)
432 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
433 - EL_SHIELD_NORMAL (time of shield duration)
434 - EL_SHIELD_DEADLY (time of shield duration)
435 - EL_EXTRA_TIME (time added to level time)
436 - EL_TIME_ORB_FULL (time added to level time)
439 * added "wind direction" as a movement pattern for custom elements
440 * added initial wind direction for balloon / custom elements to editor
441 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
444 * added parameters for "game of life" and "biomaze" elements to editor
447 * added level file chunk "CONF" for generic level and element settings
450 * uploaded pre-release (test) version 3.2.0-4 binary and source code
453 * skip empty level sets (with "levels: 0"; may be artwork base sets)
454 * added sound action ".page[1]" to ".page[32]" for each CE change page
457 * added image config suffix ".clone_from" to copy whole image settings
458 * fixed bug with invalid ("undefined") CE settings in old level files
461 * fixed graphical bug with smashing elements falling faster than player
464 * fixed major bug which prevented private levels from being edited
465 * fixed bug with precedence of general and special font definitions
468 * fixed graphical bug with player animation when player moves slowly
471 * uploaded pre-release (test) version 3.2.0-3 binary and source code
474 * fixed bug which prevented "global.num_toons: 0" from working
477 * major code cleanup (removed all these annoying "#if 0" blocks)
480 * added custom element actions for CE change page in level editor
483 * fixed music initialization bug in init.c (thanks to David Binderman)
484 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
485 (this bug must probably be fixed at other places, too)
488 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
489 (should be '#include <SDL.h>' instead)
492 * fixed bug which prevented "walkable from no direction" from working
493 (due to compatibility code overwriting this setting after loading)
496 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
499 * version number temporarily set to 3.1.1 (intermediate bugfix release)
500 * version 3.1.1 released
503 * changed some va_arg() arguments from 'long' to 'int', fixing problems
504 on 64-bit architecture systems with LP64 data model
507 * fixed bug with bombs not exploding when hitting the last level line
508 (introduced after the release of 3.1.0)
511 * added support for dumping small-sized level sketches from editor
514 * added recognition of "trigger element" for "change digged element to"
515 (this is not really what the "trigger element" was made for, but its
516 use may seem obvious for leaving back digged elements unchanged)
519 * fixed multiple warnings about failed joystick device initialization
522 * fixed bug with dynamite dropped on top of just dropped custom element
523 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
524 dynamite can still be dropped, but drop key must be released before
527 * fixed bug with wrong start directory when started from file browser
528 (due to this bug, R'n'D could not be started from KDE's Konqueror)
531 * fixed bug causing "change when impact" on player not working
532 * fixed wrong priority of "hitting something" over "hitting <element>"
533 * fixed wrong priority of "hit by something" over "hit by <element>"
536 * fixed graphical bug which caused the player (being Murphy) to show
537 collecting animations although the element was collected by penguin
540 * fixed two bugs causing wrong door background graphics in system.c
541 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
544 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
545 * added "no direction" to "walkable/passable from" selectbox options
548 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
549 * in tape autoplay, not only report broken, but also missing tapes
552 * uploaded pre-release (test) version 3.2.0-2 binary and source code
555 * fixed small bug with "linear" animation not working for active lamp
558 * fixed bug with moving up despite gravity due to "block last field"
559 * fixed small bug with wrong draw offset when typing name in main menu
560 * when reading user names from "passwd", ignore data after first comma
561 * when creating new "levelinfo.conf", only write some selected entries
564 * fixed displaying "imported from/by" on preview with empty string
565 * fixed ignoring draw offset for fonts used for level preview texts
568 * fixed a delay problem with SDL and too many mouse motion events
569 * added setup option "skip levels" and level skipping functionality
572 * added move speed "not moving" for non-moving CEs, but with direction
575 * fixed mapping of obsolete element token names in "editorsetup.conf"
576 * fixed bug with sound "acid.splashing" treated as a loop sound
577 * fixed some little sound bugs in native EM engine
580 * fixed small bug when dragging scrollbars to end positions
583 * added editor element descriptions written by Aaron Davidson
586 * improved fallback handling when configured artwork is not available
587 (now using default artwork instead of exiting when files not found)
590 * fixed bug on level selection screen when dragging scrollbar
593 * fixed bug which caused broken tapes when appending to EM engine tapes
596 * uploaded pre-release (test) version 3.2.0-1 binary and source code
599 * added code to replace changed artwork config tokens with other tokens
600 (needed for backwards compatibility, so that older tokens still work)
603 * added native R'n'D graphics for some new EMC elements in EM engine
606 * fixed some bugs in the EM engine integration code
607 * changed EM engine code to allow diagonal movement
608 * changed EM engine code to allow use of separate snap and drop keys
611 * fixed some redraw bugs when using EM engine
614 * fixed bug with not converting RND levels which are set to use native
615 engine to native level structure when loading
618 * uploaded pre-release (test) version 3.2.0-0 binary and source code
621 * version number set to 3.2.0
624 * level data now reset to defaults after attempt to load invalid file
627 * added use of "editorsetup.conf" for different level sets
630 * added auto-detection for various types of Emerald Mine level files
633 * fixed bug with scrollbars getting too small when list is very large
636 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
639 * added most level editor configuration gadgets for new EMC elements
642 * added more element and graphic definitions for new EMC elements
645 * modified native EM engine to use integrated R'n'D sound system
648 * added SDL support to graphics functions in native EM engine
649 (by always using generic libgame interface functions)
652 * fixed bug in frame synchronization in native EM engine
655 * added code to convert levels between R'n'D and native EM engine
658 * new Emerald Mine engine can now play levels selected in main menu
661 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
662 (which creates scaled down graphics for level editor and preview);
663 there's still a memory leak somewhere in the artwork handling code
664 * added "scale image up" functionality to X11 version of zoom function
667 * first attempts to integrate new, native Emerald Mine Club engine
670 * fixed bug in gadget code which caused reset of CEs in level editor
671 (example: pressing 'b' [grab brush] on CE config page erased values)
672 (solution: check if gadgets in ClickOnGadget() are really mapped)
673 * improved level change detection in editor (settings now also checked)
674 * fixed bug with "can move into acid" and "don't collide with" state
677 * fixed maze runner style CEs to use the configured move delay value
680 * added Aaron Davidson's tutorial level set to the "Tutorials" section
683 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
684 * fixed the above fix because it broke level set "machine" (*sigh*)
685 * fixed random element placement in level editor to work as expected
686 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
689 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
692 * fixed bug (missing array boundary check) which caused broken tapes
693 * fixed bug (when loading level template) which caused broken levels
694 * fixed bug with new block last field code when using non-yellow player
697 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
698 * internal change of how the player blocks the last field when moving
699 * fixed blocking delay of last field for EM and SP style block delay
700 * fixed bug where the player had to wait for the usual move delay after
701 unsuccessfully trying to move, when he directly could move after that
702 * the last two changes should make original Supaplex level 93 solvable
703 * improved use of random number generator to make it less predictable
704 * fixed behaviour of slippery SP elements to let slip left, then right
707 * fixed bug with wrong door state after trying to quickload empty tape
708 * fixed waste of static memory usage of the binary, making it smaller
709 * fixed very little graphical bug in Supaplex explosion
712 * version number set to 3.1.1
715 * version 3.1.0 released
718 * fixed bug with crash when writing user levelinfo.conf the first time
721 * added option "convert LEVELDIR [NR]" to command line batch commands
722 * re-converted Supaplex levels to apply latest engine fixes
723 * changed "use graphic/sound of element" to "use graphic of element"
724 due to compatibility problems with some levels ("bug machine" etc.)
727 * fixed bug with CE change replacing player with same or other player
730 * fixed bug with opaque font in envelope with background graphic when
731 background graphic is not transparent itself
734 * added "gravity on" and "gravity off" ports for Supaplex compatibility
735 * corrected original Supaplex level loading code to use these new ports
736 * also corrected Supaplex loader to auto-count infotrons if set to zero
739 * fixed bug with missing initialization of "modified" flag for GEs
742 * fixed bug that caused endless recursion loop when relocating player
743 * fixed tape recorder bug in "step mode" when using "pause before end"
744 * fixed tape recorder bug when changing from "warp forward" mode
747 * fixed bug with "when touching" for pushed elements at last position
750 * fixed bug that caused two activated toolbox buttons in level editor
751 * fixed bug with exploding dynabomb under player due to other explosion
754 * fixed bug with creating walkable custom element under player (again)
755 * fixed bug with not copying explosion type when copying CEs in editor
756 * fixed graphical bug when drawing player in setup menu (input devices)
757 * fixed graphical bug when the player is pushing an accessible element
758 * fixed bug with classic switchable elements triggering CE changes
759 * fixed bug with entering/leaving walkable element in RelocatePlayer()
760 * fixed crash bug when CE leaves behind the trigger player element
763 * fixed bug with broken tubes after placing/exploding dynamite in them
764 * fixed bug with exploding dynamite under player due to other explosion
765 * fixed bug with not resetting push delay under certain circumstances
768 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
769 * added network multiplayer code for Windows (thanks to Niko Böhm)
772 * added option "reachable despite gravity" for gravity movement
773 * changed gravity movement of most classic walkable and passable
774 elements back to "not reachable" (for compatibility reasons)
777 * fixed (removed) "indestructible" / "can explode" dependency in editor
778 * fixed (removed) "accessible inside" / "protected" dependency
779 * fixed (removed) "step mode" / "shield time" dependency
782 * fixed dynabombs exploding now into anything diggable
783 * fixed Supaplex style gravity movement into buggy base now impossible
784 * added pressing key "space" as valid action to select menu options
787 * added "replace when walkable" to relocate player to walkable element
788 * added "enter"/"leave" event for elements affected by relocation
789 * fixed "direct"/"indirect" change order also for "when change" event
790 * fixed graphical bug when pushing things from elements walkable inside
793 * fixed graphic bug when player is snapping while moving in old levels
794 * fixed bug when a moving custom element leaves a player element behind
795 * fixed bug with mole not disappearing when moving into acid pool
796 * fixed bug with incomplete path setting when using "--basepath" option
797 * moving CE can now leave walkable elements behind under the player
798 * when relocating, player can be set on walkable element now
799 * fixed another gravity movement bug
802 * uploaded pre-release (test) version 3.1.0-2 binary and source code
805 * added "collectible" and "removable" to extended replacement types
806 (where "removable" replaces "diggable" and "collectible" elements)
807 * added "collectible & throwable" (to throw element to the next field)
808 * fixed bug with CEs digging elements that are just about to explode
809 * changed mouse cursor now always being visible when game is paused
812 * added possibility to push/press accessible elements from a side that
814 * fixed bug with not setting actual date when appending to tape
817 * fixed bug with incorrectly initialized custom element editor graphics
820 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
821 - number of levels corrected from 18 to 17 in "levelinfo.conf"
824 * fixed bug with destroyed robot wheel still attracting robots forever
825 * fixed bug with time gate switch deactivating after robot wheel time
826 (while the time gate itself is not affected by this misbehaviour)
827 * changed behaviour of BD style amoeba to always get blocked by player
828 (before it was different when there were non-BD elements in level)
829 * fixed bug with player destroying indestructable elements with shield
832 * added option to make growing elements grow into anything diggable
833 (for the various amoeba types, biomaze and "game of life")
836 * fixed bug with movable elements not moving after left behind by CEs
837 * changed gravity movement to anything diggable, not only sand/base
838 * optionally allowing passing to walkable element, not only empty space
839 * added option "can pass to walkable element" for players
840 * finally fixed gravity movement (hopefully)
843 * fixed bug with movable elements not moving anymore after falling down
846 * fixed another bug with custom elements digging and leaving elements
847 * fixed bug with "along left/right side" and automatic start direction
848 * trigger elements now also displayed when "more custom" deactivated
849 * fixed bug with clipboard element initialized when loading new level
850 * added option "drop delay" to set delay before dropping next element
853 * uploaded pre-release (test) version 3.1.0-1 binary and source code
856 * added copy and paste functions for custom change pages
857 * enhanced graphical display and functionality of tape recorder
858 * fixed bug with custom elements digging and leaving elements
861 * added move speed faster than "very fast" for custom elements
862 * fixed bug with 3+3 style explosions and missing border content
863 * fixed little bug when copying custom elements in the editor
864 * enhanced custom element changes by more side trigger actions
867 * added option "no scrolling when relocating" for instant teleporting
868 * uploaded pre-release (test) version 3.1.0-0 binary and source code
871 * added trigger element and trigger player to use as target elements
872 * added copy and paste functions for custom and group elements
875 * fixed graphical bug when displaying explosion animations
876 * fixed bug when appending to tapes, resulting in broken tapes
877 * re-recorded a few tapes broken by fixing gravity checking bug
880 * "can move into acid" property now for all elements independently
881 * "can fall into acid" property for player stored in same bitfield now
882 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
883 * version number set to 3.1.0 (finally!)
886 * changed tape recording to only record input, not programmed actions
889 * fixed totally broken (every 8th frame skipped) step-by-step recording
890 * fixed bug with requester not displayed when quick-loading interrupted
891 * added option "can fall into acid (with gravity)" for players
892 * fixed bug with player not falling when snapping down with gravity
895 * fixed bug which messed up key config when using keypad number keys
898 * fixed bug which allowed moving upwards even when gravity was active
899 * fixed bug with missing error handling when dumping levels or tapes
902 * added different colored editor graphics for Supaplex gravity tubes
905 * fixed bug that allowed solvable tapes for unsolvable levels
908 * use unlimited number of droppable elements when "count" set to zero
909 * added option to use step limit instead of time limit for level
912 * added player and change page as trigger for custom element change
915 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
918 * fixed bug with dark yamyam changing to acid when moving over acid
919 * fixed handling of levels with more than 999 seconds level time
920 (example: level 76 of "Denmine")
923 * "spring push bug" reintroduced as configurable element property
924 * fixed bug with missing properties for "mole"
925 * fixed bug that showed up when fixing the above "mole" properties bug
926 * added option "can move into acid" for all movable elements
927 * fixed graphical bug for elements moving into acid
928 * changed event handling to handle all pending events before going on
931 * fixed bug which caused all CE change pages to be ignored which had
932 the same change event, but used a different element side
933 (reported by Simon Forsberg)
935 * fixed bug which caused elements that can move and fall and that are
936 transported by a conveyor belt to continue moving into that direction
937 after leaving the conveyor belt, regardless of their own movement
938 type; only elements which can not move are transported now
939 (reported by Simon Forsberg)
941 * fixed bug which could cause an array overflow in RelocatePlayer()
942 (reported by Niko Böhm)
944 * changed Emerald Mine style "passable / over" elements to "protected"
945 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
947 * added new option to select from which side a "walkable/passable"
948 element can be entered
951 * added explosion and ignition delay for elements that can explode
954 * fixed bug which caused player not being protected against enemies
955 when a CE was "walkable / inside" and was not "indestructible"
956 * added "walkable/passable" fields to be "protected/unprotected"
957 against enemies, even if not accessible "inside" but "over/under"
960 * corrected move pattern to 32 bit and initial move direction to 8 bit
963 * added second custom element base configuration page
966 * added some special EMC mappings to Emerald Mine level loader
967 (also covering previously unknown element in level 0 of "Bondmine 8")
970 * added option to block last field when player is moving (for Supaplex)
971 * adjusted push delay of Supaplex elements
972 * removed delays for envelopes etc. when replaying with maximum speed
973 * fixed bug when dropping element on a field that just changed to empty
976 * fixed bug: infotrons can now smash yellow disks
977 * fixed bug: when gravity active, port above player can now be entered
978 * removed "one white dot" mouse pointer which irritated some people
981 * added "choice type" for group element selection
984 * fixed bug with initial invulnerability of non-yellow player
987 * added level loader for loading native Supaplex packed levels
988 (including multi-part levels like the "splvls99" levels)
991 * fixed bug which allowed creating emeralds by escaping explosions
994 * custom elements can change (limited) or leave (unlimited) elements
995 * finally added multiple matches using group elements
996 * added shortcut to dump brush (type ":DB" in editor) for use in forum
999 * added new start movement type "previous" for continued CE movement
1000 * added new start movement type "random" for random CE movement start
1003 * added new element "sokoban_field_player" needed for Sokoban levels
1004 (thanks to Ed Booker for pointing this out!)
1007 * added elements that can be digged or left behind by custom elements
1010 * added group elements for multiple matches and random element creation
1013 * fixed some graphical errors displayed in old levels
1016 * fixed wrong double speed movement after passing closing gates
1019 * added level loader for loading native Emerald Mine levels
1022 * changes for "shooting" style CE movement
1025 * Happy New Year! ;-)
1028 * changed default snap/drop keys from left/right Shift to Control keys
1031 * fixed bug with dead player getting reanimated from custom element
1034 * fixed bug with wrong penguin graphics (when entering exit)
1037 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1040 * version number set to 3.0.9
1043 * version 3.0.8 released
1046 * added function checked_free()
1049 * fixed bug with double nut cracking sound
1050 (by eliminating "default element action sound" assignment in init.c)
1053 * fixed crash when no music info files are available
1056 * fixed boring and sleeping sounds
1059 * added "maze runner" and "maze hunter" movement types
1060 * added extended collision conditions for custom elements
1063 * added warnings for undefined token values in artwork config files
1066 * added menu entry for level set information to the info screen
1069 * fixed bug with wrong default impact sound for colored emeralds
1072 * added several sub-screens for the info screen
1073 * menu text now also clickable (not only blue/red sphere left of it)
1076 * added configurable "bored" and "sleeping" animations for the player
1077 * added "awakening" sound for player when waking up after sleeping
1080 * added "copy" and "exchange" functions for custom elements to editor
1083 * added configurable element animations for info screen
1086 * added configurable music credits for info screen
1089 * finally fixed tape recording when player is created from CE change
1092 * added "editorsetup.conf" for editor element list configuration
1095 * added "musicinfo.conf" for menu and level music configuration
1098 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1099 (that only showed up on Linux, but not on Windows systems)
1102 * fixed turning movement of butterflies and fireflies (no frame reset)
1103 * enhanced sniksnak turning movement (two steps instead of only one)
1106 * version number set to 3.0.8
1109 * version 3.0.7 released
1112 * fixed reset of player animation frame when, for example,
1113 walking, digging or collecting share the same animation
1114 * fixed CE with "deadly when touching" exploding when touching amoeba
1117 * fixed tape recording when player is created from CE element change
1120 * introduced "turning..." action graphic for elements with move delay
1121 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1122 * added turning animations for bug, spaceship and sniksnak
1125 * prevent "extended" changed elements from delay change in same frame
1128 * fixed bug when pushing element that can move away to the side
1129 (like pushing falling elements, but now with moving elements)
1132 * finally fixed serious bug in code for delayed element pushing (again)
1135 * unavailable setup options now marked as "n/a" instead of "off"
1136 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1137 to "true", levels are always played with the latest game engine,
1138 which is desired for levels that are imported from other games; all
1139 other levels are played with the engine version stored in level file
1140 (which is normally the engine version the level was created with)
1143 * fixed serious bug in code for delayed element pushing
1144 * fixed little bug in animation frame selection for pushed elements
1145 * speed-up of reading config file for verbose output
1148 * added configuration option for opening and closing Supaplex exit
1149 * added configuration option for moving up/down animation for Murphy
1150 * fixed incorrectly displayed animation for attacking dragon
1151 * fixed bug with not setting initial gravity for each new game
1152 * fixed bug with teleportation of player by custom element change
1153 * fixed bug with player not getting smashed by rock sometimes
1156 * version number set to 3.0.7
1159 * version 3.0.6 released
1162 * added support for MP3 music for SDL version through SMPEG library
1165 * fixed bug when initializing font graphic structure
1166 * fixed bug with animation mode "pingpong" when using only 1 frame
1167 * fixed bug with extended change target introduced in 3.0.5
1168 * fixed bug where passing over moving element doubles player speed
1169 * fixed bug with elements continuing to move into push direction
1170 * fixed bug with duplicated player when dropping bomb with shield on
1171 * added "switching" event for custom elements ("pressing" only once)
1172 * fixed switching bug (resetting flag when not switching but not idle)
1175 * fixed element tokens for certain file elements with ".active" etc.
1178 * version number set to 3.0.6
1181 * version 3.0.5 released
1184 * now four envelope elements available
1185 * font, background, animation and sound for envelope now configurable
1186 * main menu doors opening/closing animation type now configurable
1189 * active/inactive sides configurable for custom element changes
1190 * new movement type "move when pushed" available for custom elements
1193 * fixed bug in multiple config pages loader code that caused crashes
1196 * enhanced (remaining low-resolution) Supaplex graphics
1199 * version number set to 3.0.5
1202 * version 3.0.4 released
1204 2003-09-12 src/tools.c
1205 * fixed bug in custom definition of crumbled element graphics
1207 2003-09-11 src/files.c
1208 * fixed bug in multiple config pages code that caused crashes
1211 * version number set to 3.0.4
1214 * version 3.0.3 released
1217 * added music to Supaplex classic level set
1219 2003-09-07 src/libgame/misc.c
1220 * added support for loading various music formats through SDL_mixer
1222 2003-09-06 (various source files)
1223 * fixed several nasty bugs that may have caused crashes on some systems
1224 * added envelope content which gets displayed when collecting envelope
1225 * added multiple change event pages for custom elements
1227 2003-08-24 src/game.c
1228 * fixed problem with player animation when snapping and moving
1230 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1231 * fixed problem with flickering when drawing toon animations
1233 2003-08-23 src/libgame/sdl.c
1234 * fixed problem with setting mouse cursor in SDL version in fullscreen
1236 2003-08-23 src/game.c
1237 * fixed bug (missing array boundary check) which could crash the game
1240 * version number set to 3.0.3
1243 * version 3.0.2 released
1245 2003-08-21 src/game.c
1246 * fixed bug with creating inaccessible elements at player position
1248 2003-08-20 src/init.c
1249 * fixed bug with not finding current level artwork directory
1251 2003-08-20 src/files.c
1252 * fixed bug with choosing wrong engine version when playing tapes
1253 * fixed bug with messing up custom element properties in 3.0.0 levels
1256 * version number set to 3.0.2
1259 * version 3.0.1 released
1261 2003-08-17 (no source files affected)
1262 * changed all "classic" PCX image files with 16 colors or less to
1263 256 color (8 bit) storage format, because the Allegro game library
1264 cannot handle PCX files with less than 256 colors (contributed
1265 graphics are not affected and might look wrong in the DOS version)
1267 2003-08-16 src/init.c
1268 * fixed bug which (for example) crashed the level editor when defining
1269 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1270 (only set to default) -- invalid graphics now set to default graphic
1272 2003-08-16 src/init.c
1273 * fixed graphical bug of player digging/collecting/snapping element
1274 when no corresponding graphic/animation is defined for this action,
1275 resulting in player being drawn as EL_EMPTY (which should only be
1276 done to elements being collected, but not to the player)
1278 2003-08-16 src/game.c
1279 * fixed small graphical bug of player not totally moving into exit
1281 2003-08-16 src/libgame/setup.c
1282 * fixed bug with wrong MS-DOS 8.3 filename conversion
1284 2003-08-16 src/tools.c
1285 * fixed bug with invisible mouse cursor when pressing ESC while playing
1287 2003-08-16 (various source files)
1288 * added another 128 custom elements (disabled in editor by default)
1290 2003-08-16 src/editor.c
1291 * fixed NULL string bug causing Solaris to crash in sprintf()
1293 2003-08-16 src/screen.c
1294 * fixed drawing over scrollbar on level selection with custom fonts
1296 2003-08-15 src/game.c
1297 * cleanup of simple sounds / loop sounds / music settings
1299 2003-08-08 (various source files)
1300 * added custom element property for dropping collected elements
1302 2003-08-08 src/conf_gfx.c
1303 * fixed bug with missing graphic for active red disk bomb
1305 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1306 * extended variable "level.gravity" to "level.initial_gravity" and
1307 "game.current_gravity" to prevent level setting from being changed
1308 by playing the level (keeping the runtime value after playing)
1310 * fixed graphics bug when digging element that has 'crumbled' graphic
1311 definition, but not 'diggable' graphic definition
1314 * version number set to 3.0.1
1317 * version 3.0.0 released
1320 * various bug fixes; among others:
1321 - fixed bug with pushing spring over empty space
1322 - fixed bug with leaving tube while placing dynamite
1323 - fixed bug with explosion of smashed penguins
1324 - allow Murphy player graphic in levels with non-Supaplex elements
1328 * I have forgotten to document changes for some time
1331 * pre-release version 2.2.0rc1 released
1334 * version number set to 2.1.2
1337 * version 2.1.1 released
1340 * version number set to 2.1.1
1343 * version 2.1.0 released
1346 * version number set to 2.1.0
1348 2002-04-03 to 2002-05-19 (various source files)
1349 * graphics, sounds and music now fully configurable
1350 * bug fixed that prevented walking through tubes when gravity on
1352 2002-04-02 src/events.c, src/editor.c
1353 * Make Escape key less aggressive when playing or when editing level.
1354 This can be configured as an option in the setup menu. (Default is
1355 "less aggressive" which means "ask user if something can be lost"
1356 when pressing the Escape key.)
1358 2002-04-02 src/screen.c
1359 * Added "graphics setup" screen.
1361 2002-04-01 src/screen.c
1362 * Changed "choose level" setup screen stuff to be more generic (to
1363 make it easier to add more "choose from generic tree" setup screens).
1365 2002-04-01 src/config.c, src/timestamp.h
1366 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1367 automatically gets created by "src/Makefile" and contains an actual
1368 compile-time timestamp to identify development versions of the game).
1370 2002-03-31 src/tape.c, src/events.c
1371 * Added quick game/tape save/load functions to tape stuff which can be
1372 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1373 loads previously recorded tape and directly goes into recording mode
1374 from the end of the tape (therefore appending to the tape).
1376 2002-03-31 src/tape.c
1377 * Added "index mark" function to tape recorder. When playing or
1378 recording, "eject" button changes to "index" button. Setting index
1379 mark is not yet implemented, but pressing index button when playing
1380 allows very quick advancing to end of tape (when normal playing),
1381 very fast forward mode (when playing with normal fast forward) or
1382 very fast reaching of "pause before end of tape" (when playing with
1383 "pause before end" playing mode).
1385 2002-03-30 src/cartoons.c
1386 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1388 2002-03-29 src/screen.c
1389 * Changed setup screen stuff to be more generic (to make it easier
1390 to add more setup screens).
1392 2002-03-23 src/main.c, src/main.h
1393 * Various changes due to the introduction of the new libgame files
1394 "setup.c" and "joystick.c".
1396 2002-03-23 src/files.c
1397 * Generic parts of "src/files.c" (mainly setup and level directory
1398 stuff) moved to new libgame file "src/libgame/setup.c".
1400 2002-03-23 src/joystick.c
1401 * File "src/joystick.c" moved to libgame source tree, with
1402 correspondig changes.
1404 2002-03-22 src/screens.c
1405 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1406 (Wrong level series information displayed when entering main group.)
1408 2002-03-22 src/editor.c
1409 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1411 2002-03-22 src/editor.c
1412 * Changed behaviour of "Escape" key in level editor to be more
1413 intuitive: When in "Element Properties" or "Level Info" mode,
1414 return to "Drawing Mode" instead of leaving the level editor.
1416 2002-03-21 src/game.c, src/editor.c, src/files.c
1417 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1418 gems (emeralds, diamonds, ...) slipping down from normal wall,
1419 steel wall and growing wall (as in E.M.C. style levels). Although
1420 the behaviour of contributed and private levels wasn't changed (due
1421 to the use of "level.game_version"; see previous entry), editing
1422 those levels will (of course) change the behaviour accordingly.
1424 This change seems a bit too hard after thinking about it, because
1425 the EM style behaviour is not the "expected" behaviour (gems would
1426 normally only slip down from "rounded" walls). Therefore this was
1427 now changed to an element property for gem style elements, with the
1428 default setting "off" (which means: no special EM style behaviour).
1429 To fix older converted levels, this flag is set to "on" for pre-2.0
1430 levels that are neither contributed nor private levels.
1432 2002-03-20 src/files.h
1433 * Corrected settings for "level.game_version" depending of level type.
1434 (Contributed and private levels always get played with game engine
1435 version they were created with, while converted levels always get
1436 played with the most recent version of the game engine, to let new
1437 corrections of the emulation behaviour take effect.)
1439 2002-03-20 src/main.h
1440 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1441 compiling the SDL version on some systems.
1442 Thanks to the several people who pointed this out.
1445 * Version number set to 2.0.2.
1448 * Version 2.0.1 released.
1450 2002-03-18 src/screens.c
1451 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1453 2002-03-18 src/files.c [src/libgame/misc.c]
1454 * Moved some common functions from src/files.c to src/libgame/misc.c.
1456 2002-03-18 src/files.c [src/libgame/misc.c]
1457 * Changed permissions for new directories and saved files (especially
1458 score files) according to suggestions of Debian users and mantainers.
1459 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1461 2002-03-17 src/files.c
1462 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1463 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1464 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1465 for levels and "TAPE" for tapes). Old "cookie" style format is
1466 still supported for reading. New level and tape files are written
1469 * New IFF chunk "VERS" contains version numbers for file and game
1470 (where "game version" is the version of the program that wrote the
1471 file, and "file version" is a version number to distinguish files
1472 with different format, for example after adding new features).
1474 2002-03-15 src/screen.c
1475 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1476 (Before, you heard a mixture of the in-game music and the
1477 hall-of-fame music.)
1479 2002-03-14 src/events.c
1480 * Function "DumpTape()" (files.c) now available by pressing 't' from
1481 main menu (when in DEBUG mode).
1483 2002-03-14 src/game.c
1484 * "GameWon()": When game was won playing a tape, now there is no delay
1485 raising the score and no corresponding sound is played.
1487 2002-03-14 src/files.c
1488 * Changed "LoadTape()" for real chunk support and also adjusted
1489 "SaveTape()" accordingly.
1491 2002-03-14 src/game.c, src/tape.c, src/files.c
1492 * Important changes to tape format: The old tape format stored all
1493 actions with a real effect with a corresponding delay between the
1494 stored actions. This had some major disadvantages (for example,
1495 push delays had to be ignored, pressing a button for some seconds
1496 mutated to several single button presses because of the non-action
1497 delays between two action frames etc.). The new tape format just
1498 stupidly records all device actions and replays them later. I really
1499 don't know why I haven't solved it that way before?! Old-style tapes
1500 (with tape file version less than 2.0) get converted to the new
1501 format on-the-fly when loading and can therefore still be played;
1502 only some minor parts of the old-style tape handling code was needed.
1503 (A perfect conversion is not possible, because there is information
1504 missing about the device actions between two action frames.)
1506 2002-03-14 src/files.c
1507 * New function "DumpTape()" to dump the contents of the current tape
1508 in a human readable format.
1510 2002-03-14 src/game.c
1511 * Small tape bug fixed: When automatically advancing to next level
1512 after a game was won, the tape from the previous level still was
1513 loaded as a tape for the new level.
1515 2002-03-14 src/tape.c
1516 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1517 tape, cartoons did not get completely removed because
1518 StopAnimation() was not called.
1520 2002-03-13 src/files.c
1521 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1522 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1523 size even when using 16-bit elements). Added new chunk "CNT2" for
1524 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1525 chunk even when content was 16-bit element). "CNT2" should now be
1526 able to store content for arbitrary elements (up to eight blocks of
1527 3 x 3 element arrays). All "CNT2" elements will always be stored as
1528 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1530 2002-03-13 src/files.c
1531 * Changed "LoadLevel()" for real chunk support.
1533 2002-03-12 src/game.c
1534 * Fixed problem (introduced after 2.0.0 release) with penguins
1535 not getting killed by enemies
1537 2002-02-24 src/game.c, src/main.h
1538 * Added "player->is_moving"; now "player->last_move_dir" does
1539 not contain any information if the player is just moving at
1541 Before, "player->last_move_dir" was misused for this purpose
1542 for the robot stuff (robots don't kill players when they are
1543 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1544 broke tapes when walking through pipes!
1545 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1546 in a continuous movement. This fact is ignored for friends and