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
7 * changed output file "stderr.txt" on Windows platform now always to be
8 created in the R'n'D sub-directory of the personal documents directory
9 * added Windows message box to direct to "stderr.txt" after error aborts
12 * improved general scrollbar handling (when jump-scrolling scrollbars)
15 * changed scrollbars to always show last line as first after scrolling
16 (that means jumping n - 1 screen lines instead of n screen lines)
19 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
20 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
21 * fixed special handling of vertically stacked acid becoming fake acid
24 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
25 affect multiple instances of the same CE, although this kind of
26 change condition usually only affects one single custom element
29 * version number set to 3.2.1
32 * version 3.2.0 released
35 * reorganized level editor element list a bit to match engines better
38 * fixed newly introduced bug with wrongly initializing clipboard element
41 * fixed bug with displaying visible/invisible level border in editor
44 * reorganized some elements in the level editor element list
47 * fixed bug with displaying any player as "yellow" when moving into acid
48 * fixed bug with displaying running player when player stopped at border
51 * fixed bug with player exploding when moving into acid
52 * fixed bug with level settings being reset in editor and when playing
53 (some compatibility settings being set not only after level loading)
54 * fixed crash bug when number of custom graphic frames was set to zero
55 * fixed bug with teleporting player on walkable tile not working anymore
56 * added partial compatibility support for pre-release-only "CONF" chunk
57 (to make Alan Bond's "color cycle" demo work again :-) )
60 * fixed some bugs when displaying title screens from info screen menu
61 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
64 * changed file major version to 3 to reflect level file format changes
65 * uploaded pre-release (test) version 3.2.0-8 binary and source code
68 * added new chunk "NAME" to level file format for level name settings
69 * added new chunk "NOTE" to level file format for envelope settings
70 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
71 * updated magic(5) file to recognize changed and new level file chunks
72 * removed change events "change when CE value/score changes" as unneeded
75 * changed gravity (which only affects the player) from level property
76 to player property (only makes a difference in multi-player levels)
77 * added change events "change when CE value/score changes"
78 * added change events "change when CE value/score changes of <element>"
81 * added new chunk "INFO" to level file format for global level settings
82 * added all element settings from "HEAD" chunk to "CONF" chunk
83 * added all global level settings from "HEAD" chunk to "INFO" chunk
86 * changed level file format by adding two new chunks "CUSX" (for custom
87 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
88 elements, replacing the previous "GRP1" chunk); these new IFF style
89 chunks use the new and flexible "micro chunks inside chunks" technique
90 already used with the new "CONF" chunk (for normal element properties)
91 which makes it possible to easily extend the existing level format
92 (instead of using fixed-length chunks like before, which are either
93 too big due to reserved bytes for future use, or too small when those
94 reserved bytes have all been used and even more data should be stored,
95 requiring the replacement by new and larger chunks just like it went
96 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
99 * added credits pages to the "credits" section that were really missing
100 * added some missing element descriptions to the level editor
101 * added down position of switchgate switch to the level editor
102 and allowed the use of both switch positions at the same time
103 * changed use of "Insert" and "Delete" keys to navigate element list in
104 level editor to start of previous or next cascading block of elements
107 * added the possibility to view the title screen to the info screen menu
108 * fixed some minor bugs with viewing title screens
111 * fixed bug with title (cross)fading in/out when using fullscreen mode
114 * fixed bug that forced re-defining of menu settings in local graphics
115 config file which are already defined in existing base config file
116 * fixed small bug that caused door sounds playing when music is enabled
119 * added the possibility to define up to five title screens for each
120 level set that are displayed after loading using (cross)fading in/out
121 (this was added to display the various start images of the EMC sets)
124 * added "CE score gets zero [of]" to custom element trigger conditions
125 * added setup option to display element token name in level editor
128 * added compatibility code for Juergen Bonhagen's menu artwork settings
131 * fixed bug with displaying wrong animation frame 0 after CE changes
132 * fixed bug with creating invisible elements when light switch is on
135 * added selection between ECS and AGA graphics for EMC levels to setup
138 * adjusted font handling for various narrow EMC style fonts
141 * changed EM engine behaviour back to re-allow initial rolling springs
144 * fixed handling of over-large selectboxes (less error-prone now)
145 * fixed bug when creating GE with walkable element under the player
148 * added use of "Insert" and "Delete" keys to navigate element list in
149 level editor to start of custom elements or start of group elements
150 * added virtual elements to access CE value and CE score of elements:
151 - "CE value of triggering element"
152 - "CE score of triggering element"
153 - "CE value of current element"
154 - "CE score of current element"
157 * fixed "grass" to "sand" in older EM levels (up to file version V4)
160 * changed behaviour of network games with internal errors (because of
161 different client frame counters) from immediately terminating R'n'D
162 to displaying an error message requester and stopping only the game
163 (also to prevent impression of crashes under non command-line runs)
164 * fixed playing network games with the EMC engine (did not work before)
165 * fixed bug with not scrolling the screen in multi-player mode with the
166 focus on player 1 when all players are moving in different directions
167 * fixed bug with keeping pointer to gadget even after its deallocation
168 * fixed bug with allowing "focus on all players" in network games
169 * fixed bug with player focus when playing tapes from network games
172 * uploaded pre-release (test) version 3.2.0-7 binary and source code
175 * code cleanup for game action control for R'n'D and EMC game engine
178 * fixed bug in multi-player movement with focus on both players
179 * added option to control only the focussed player with all input
182 * added player focus switching to level tape recording and re-playing
185 * fixed some bugs in player focus switching in EMC and RND game engine
188 * added special Supaplex animations for Murphy digging and snapping
189 * added special Supaplex animations for Murphy being bored and sleeping
192 * added four new yam yams with explicit start direction for EMC engine
193 * fixed bug in src/libgame/text.c with printing text outside the window
196 * fixed small bug in EMC level loader (copyright sign in EM II levels)
199 * added delayed ignition of EM style dynamite when used in R'n'D engine
200 * added limited movement range to EMC engine when focus on all players
203 * fixed bug with missing (zero) score values for native Supaplex levels
206 * added "continuous snapping" (snapping many elements while holding the
207 snap key pressed, without releasing the snap key after each element)
208 as a new player setting for more compatibility with the classic games
211 * finished scrolling for "focus on all players" in EMC graphics engine
214 * level sets with "levels: 0" are ignored for levels, but not artwork
215 * fixed bug when scanning empty level group directories (endless loop)
218 * fixed bug with explosion graphic for player using "Murphy" graphic
219 * fixed bug with explosion graphic if player leaves explosion in time
220 * changed some descriptive text in setup menu to use medium-width font
221 * added key shortcut settings for switching player focus to setup menu
224 * fixed bug with random value initialization when recording tapes
225 * fixed bug with playing single player tapes when team mode activated
228 * fixed little bug when trying to switch to player that does not exist
231 * added player switching (visual and quick) to R'n'D and EM game engine
232 * added setup option to select visual or quick in-game player switching
235 * added use of "Home" and "End" keys to handle element list in editor
238 * fixed bug with adding score when playing tape with EMC game engine
239 * added steel wall border for levels using EMC engine without border
240 * finally fixed delayed scrolling in EMC engine also for small levels
243 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
246 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
247 * fixed bug when displaying info element without action, but direction
250 * fixed minor graphical problems with springs smashing and slurping
251 (when using R'n'D style graphics instead of EMC style graphics)
254 * added scroll delay (as configured in setup) to EMC graphics engine
257 * improved screen redraw for EMC graphics engine (faster and smoother)
258 * when not scrolling, do not redraw the whole playfield if not needed
261 * added multi-player mode for EMC game engine (with up to four players)
264 * added android (can clone elements) from EMC engine to R'n'D engine
267 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
270 * added selectbox for initial player speed to player settings in editor
273 * version 3.1.2 created that is basically version 3.1.1, but with a
274 major bug fixed that prevented editing your own private levels
275 * version 3.1.2 released
278 * added magic ball (creates elements) from EMC engine to R'n'D engine
281 * uploaded fixed pre-release version 3.2.0-6 binary and source code
284 * fixed bug when using "CE can leave behind <trigger element>"
285 * added new change condition "(after/when) creation of <element>"
286 * added new change condition "(after/when) digging <element>"
287 * fixed bug accessing invalid gadget that caused crashes under Windows
288 * deactivated new possibility for multiple CE changes per frame
291 * uploaded pre-release (test) version 3.2.0-6 binary and source code
294 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
295 * fixed bug with not keeping CE value for moving CEs with only action
296 * changed CE action selectboxes in editor to be only reset when needed
299 * added option "use artwork from element" for custom player artwork
300 * added option "use explosion from element" for player explosions
303 * added cascaded element lists in the level editor
304 * added persistence for cascaded element lists by "editorcascade.conf"
305 * added dynamic element list with all elements used in current level
306 * added possibility for multiple CE changes per frame (experimental)
309 * uploaded pre-release (test) version 3.2.0-5 binary and source code
312 * changed "score for each 10 seconds/steps left" to "1 second/step"
313 * added own score for collecting "extra time" instead of sharing it
314 * added change events "switched by player" and "player switches <e>"
315 * added change events "snapped by player" and "player snaps <e>"
316 * added "set player artwork: <element choice>" to CE action options
317 * added change event "move of <element>"
320 * added "set player shield: off / normal / deadly" to CE action options
321 * added new player option "use level start element" in level editor
322 to set the correct focus at level start to elements from which the
323 player is created later (this did not work before for cascaded CE
324 changes resulting in creation of the player; it is now also possible
325 to create the player from a yam yam which is smashed at level start)
328 * added "set player speed: frozen (not moving)" to CE action options
329 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
332 * added new player option "block snap field" (enabled by default) to
333 make it possible to show a snapping animation like in Emerald Mine
336 * added dynamic selectboxes to custom element action settings in editor
337 * added "CE value" counter for custom elements (instead of "CE count")
338 * added option to use the last "CE value" after custom element change
339 * added option to use the "CE value" of other elements in CE actions
340 * fixed odd behaviour when pressing time orb in levels w/o time limit
341 * added checkbox "use time orb bug" for older levels that use this bug
344 * added missing configuration settings for the following elements:
345 - EL_TIMEGATE_SWITCH (time of open time gate)
346 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
347 - EL_SHIELD_NORMAL (time of shield duration)
348 - EL_SHIELD_DEADLY (time of shield duration)
349 - EL_EXTRA_TIME (time added to level time)
350 - EL_TIME_ORB_FULL (time added to level time)
353 * added "wind direction" as a movement pattern for custom elements
354 * added initial wind direction for balloon / custom elements to editor
355 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
358 * added parameters for "game of life" and "biomaze" elements to editor
361 * added level file chunk "CONF" for generic level and element settings
364 * uploaded pre-release (test) version 3.2.0-4 binary and source code
367 * skip empty level sets (with "levels: 0"; may be artwork base sets)
368 * added sound action ".page[1]" to ".page[32]" for each CE change page
371 * added image config suffix ".clone_from" to copy whole image settings
372 * fixed bug with invalid ("undefined") CE settings in old level files
375 * fixed graphical bug with smashing elements falling faster than player
378 * fixed major bug which prevented private levels from being edited
379 * fixed bug with precedence of general and special font definitions
382 * fixed graphical bug with player animation when player moves slowly
385 * uploaded pre-release (test) version 3.2.0-3 binary and source code
388 * fixed bug which prevented "global.num_toons: 0" from working
391 * major code cleanup (removed all these annoying "#if 0" blocks)
394 * added custom element actions for CE change page in level editor
397 * fixed music initialization bug in init.c (thanks to David Binderman)
398 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
399 (this bug must probably be fixed at other places, too)
402 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
403 (should be '#include <SDL.h>' instead)
406 * fixed bug which prevented "walkable from no direction" from working
407 (due to compatibility code overwriting this setting after loading)
410 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
413 * version number temporarily set to 3.1.1 (intermediate bugfix release)
414 * version 3.1.1 released
417 * changed some va_arg() arguments from 'long' to 'int', fixing problems
418 on 64-bit architecture systems with LP64 data model
421 * fixed bug with bombs not exploding when hitting the last level line
422 (introduced after the release of 3.1.0)
425 * added support for dumping small-sized level sketches from editor
428 * added recognition of "trigger element" for "change digged element to"
429 (this is not really what the "trigger element" was made for, but its
430 use may seem obvious for leaving back digged elements unchanged)
433 * fixed multiple warnings about failed joystick device initialization
436 * fixed bug with dynamite dropped on top of just dropped custom element
437 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
438 dynamite can still be dropped, but drop key must be released before
441 * fixed bug with wrong start directory when started from file browser
442 (due to this bug, R'n'D could not be started from KDE's Konqueror)
445 * fixed bug causing "change when impact" on player not working
446 * fixed wrong priority of "hitting something" over "hitting <element>"
447 * fixed wrong priority of "hit by something" over "hit by <element>"
450 * fixed graphical bug which caused the player (being Murphy) to show
451 collecting animations although the element was collected by penguin
454 * fixed two bugs causing wrong door background graphics in system.c
455 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
458 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
459 * added "no direction" to "walkable/passable from" selectbox options
462 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
463 * in tape autoplay, not only report broken, but also missing tapes
466 * uploaded pre-release (test) version 3.2.0-2 binary and source code
469 * fixed small bug with "linear" animation not working for active lamp
472 * fixed bug with moving up despite gravity due to "block last field"
473 * fixed small bug with wrong draw offset when typing name in main menu
474 * when reading user names from "passwd", ignore data after first comma
475 * when creating new "levelinfo.conf", only write some selected entries
478 * fixed displaying "imported from/by" on preview with empty string
479 * fixed ignoring draw offset for fonts used for level preview texts
482 * fixed a delay problem with SDL and too many mouse motion events
483 * added setup option "skip levels" and level skipping functionality
486 * added move speed "not moving" for non-moving CEs, but with direction
489 * fixed mapping of obsolete element token names in "editorsetup.conf"
490 * fixed bug with sound "acid.splashing" treated as a loop sound
491 * fixed some little sound bugs in native EM engine
494 * fixed small bug when dragging scrollbars to end positions
497 * added editor element descriptions written by Aaron Davidson
500 * improved fallback handling when configured artwork is not available
501 (now using default artwork instead of exiting when files not found)
504 * fixed bug on level selection screen when dragging scrollbar
507 * fixed bug which caused broken tapes when appending to EM engine tapes
510 * uploaded pre-release (test) version 3.2.0-1 binary and source code
513 * added code to replace changed artwork config tokens with other tokens
514 (needed for backwards compatibility, so that older tokens still work)
517 * added native R'n'D graphics for some new EMC elements in EM engine
520 * fixed some bugs in the EM engine integration code
521 * changed EM engine code to allow diagonal movement
522 * changed EM engine code to allow use of separate snap and drop keys
525 * fixed some redraw bugs when using EM engine
528 * fixed bug with not converting RND levels which are set to use native
529 engine to native level structure when loading
532 * uploaded pre-release (test) version 3.2.0-0 binary and source code
535 * version number set to 3.2.0
538 * level data now reset to defaults after attempt to load invalid file
541 * added use of "editorsetup.conf" for different level sets
544 * added auto-detection for various types of Emerald Mine level files
547 * fixed bug with scrollbars getting too small when list is very large
550 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
553 * added most level editor configuration gadgets for new EMC elements
556 * added more element and graphic definitions for new EMC elements
559 * modified native EM engine to use integrated R'n'D sound system
562 * added SDL support to graphics functions in native EM engine
563 (by always using generic libgame interface functions)
566 * fixed bug in frame synchronization in native EM engine
569 * added code to convert levels between R'n'D and native EM engine
572 * new Emerald Mine engine can now play levels selected in main menu
575 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
576 (which creates scaled down graphics for level editor and preview);
577 there's still a memory leak somewhere in the artwork handling code
578 * added "scale image up" functionality to X11 version of zoom function
581 * first attempts to integrate new, native Emerald Mine Club engine
584 * fixed bug in gadget code which caused reset of CEs in level editor
585 (example: pressing 'b' [grab brush] on CE config page erased values)
586 (solution: check if gadgets in ClickOnGadget() are really mapped)
587 * improved level change detection in editor (settings now also checked)
588 * fixed bug with "can move into acid" and "don't collide with" state
591 * fixed maze runner style CEs to use the configured move delay value
594 * added Aaron Davidson's tutorial level set to the "Tutorials" section
597 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
598 * fixed the above fix because it broke level set "machine" (*sigh*)
599 * fixed random element placement in level editor to work as expected
600 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
603 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
606 * fixed bug (missing array boundary check) which caused broken tapes
607 * fixed bug (when loading level template) which caused broken levels
608 * fixed bug with new block last field code when using non-yellow player
611 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
612 * internal change of how the player blocks the last field when moving
613 * fixed blocking delay of last field for EM and SP style block delay
614 * fixed bug where the player had to wait for the usual move delay after
615 unsuccessfully trying to move, when he directly could move after that
616 * the last two changes should make original Supaplex level 93 solvable
617 * improved use of random number generator to make it less predictable
618 * fixed behaviour of slippery SP elements to let slip left, then right
621 * fixed bug with wrong door state after trying to quickload empty tape
622 * fixed waste of static memory usage of the binary, making it smaller
623 * fixed very little graphical bug in Supaplex explosion
626 * version number set to 3.1.1
629 * version 3.1.0 released
632 * fixed bug with crash when writing user levelinfo.conf the first time
635 * added option "convert LEVELDIR [NR]" to command line batch commands
636 * re-converted Supaplex levels to apply latest engine fixes
637 * changed "use graphic/sound of element" to "use graphic of element"
638 due to compatibility problems with some levels ("bug machine" etc.)
641 * fixed bug with CE change replacing player with same or other player
644 * fixed bug with opaque font in envelope with background graphic when
645 background graphic is not transparent itself
648 * added "gravity on" and "gravity off" ports for Supaplex compatibility
649 * corrected original Supaplex level loading code to use these new ports
650 * also corrected Supaplex loader to auto-count infotrons if set to zero
653 * fixed bug with missing initialization of "modified" flag for GEs
656 * fixed bug that caused endless recursion loop when relocating player
657 * fixed tape recorder bug in "step mode" when using "pause before end"
658 * fixed tape recorder bug when changing from "warp forward" mode
661 * fixed bug with "when touching" for pushed elements at last position
664 * fixed bug that caused two activated toolbox buttons in level editor
665 * fixed bug with exploding dynabomb under player due to other explosion
668 * fixed bug with creating walkable custom element under player (again)
669 * fixed bug with not copying explosion type when copying CEs in editor
670 * fixed graphical bug when drawing player in setup menu (input devices)
671 * fixed graphical bug when the player is pushing an accessible element
672 * fixed bug with classic switchable elements triggering CE changes
673 * fixed bug with entering/leaving walkable element in RelocatePlayer()
674 * fixed crash bug when CE leaves behind the trigger player element
677 * fixed bug with broken tubes after placing/exploding dynamite in them
678 * fixed bug with exploding dynamite under player due to other explosion
679 * fixed bug with not resetting push delay under certain circumstances
682 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
683 * added network multiplayer code for Windows (thanks to Niko Böhm)
686 * added option "reachable despite gravity" for gravity movement
687 * changed gravity movement of most classic walkable and passable
688 elements back to "not reachable" (for compatibility reasons)
691 * fixed (removed) "indestructible" / "can explode" dependency in editor
692 * fixed (removed) "accessible inside" / "protected" dependency
693 * fixed (removed) "step mode" / "shield time" dependency
696 * fixed dynabombs exploding now into anything diggable
697 * fixed Supaplex style gravity movement into buggy base now impossible
698 * added pressing key "space" as valid action to select menu options
701 * added "replace when walkable" to relocate player to walkable element
702 * added "enter"/"leave" event for elements affected by relocation
703 * fixed "direct"/"indirect" change order also for "when change" event
704 * fixed graphical bug when pushing things from elements walkable inside
707 * fixed graphic bug when player is snapping while moving in old levels
708 * fixed bug when a moving custom element leaves a player element behind
709 * fixed bug with mole not disappearing when moving into acid pool
710 * fixed bug with incomplete path setting when using "--basepath" option
711 * moving CE can now leave walkable elements behind under the player
712 * when relocating, player can be set on walkable element now
713 * fixed another gravity movement bug
716 * uploaded pre-release (test) version 3.1.0-2 binary and source code
719 * added "collectible" and "removable" to extended replacement types
720 (where "removable" replaces "diggable" and "collectible" elements)
721 * added "collectible & throwable" (to throw element to the next field)
722 * fixed bug with CEs digging elements that are just about to explode
723 * changed mouse cursor now always being visible when game is paused
726 * added possibility to push/press accessible elements from a side that
728 * fixed bug with not setting actual date when appending to tape
731 * fixed bug with incorrectly initialized custom element editor graphics
734 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
735 - number of levels corrected from 18 to 17 in "levelinfo.conf"
738 * fixed bug with destroyed robot wheel still attracting robots forever
739 * fixed bug with time gate switch deactivating after robot wheel time
740 (while the time gate itself is not affected by this misbehaviour)
741 * changed behaviour of BD style amoeba to always get blocked by player
742 (before it was different when there were non-BD elements in level)
743 * fixed bug with player destroying indestructable elements with shield
746 * added option to make growing elements grow into anything diggable
747 (for the various amoeba types, biomaze and "game of life")
750 * fixed bug with movable elements not moving after left behind by CEs
751 * changed gravity movement to anything diggable, not only sand/base
752 * optionally allowing passing to walkable element, not only empty space
753 * added option "can pass to walkable element" for players
754 * finally fixed gravity movement (hopefully)
757 * fixed bug with movable elements not moving anymore after falling down
760 * fixed another bug with custom elements digging and leaving elements
761 * fixed bug with "along left/right side" and automatic start direction
762 * trigger elements now also displayed when "more custom" deactivated
763 * fixed bug with clipboard element initialized when loading new level
764 * added option "drop delay" to set delay before dropping next element
767 * uploaded pre-release (test) version 3.1.0-1 binary and source code
770 * added copy and paste functions for custom change pages
771 * enhanced graphical display and functionality of tape recorder
772 * fixed bug with custom elements digging and leaving elements
775 * added move speed faster than "very fast" for custom elements
776 * fixed bug with 3+3 style explosions and missing border content
777 * fixed little bug when copying custom elements in the editor
778 * enhanced custom element changes by more side trigger actions
781 * added option "no scrolling when relocating" for instant teleporting
782 * uploaded pre-release (test) version 3.1.0-0 binary and source code
785 * added trigger element and trigger player to use as target elements
786 * added copy and paste functions for custom and group elements
789 * fixed graphical bug when displaying explosion animations
790 * fixed bug when appending to tapes, resulting in broken tapes
791 * re-recorded a few tapes broken by fixing gravity checking bug
794 * "can move into acid" property now for all elements independently
795 * "can fall into acid" property for player stored in same bitfield now
796 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
797 * version number set to 3.1.0 (finally!)
800 * changed tape recording to only record input, not programmed actions
803 * fixed totally broken (every 8th frame skipped) step-by-step recording
804 * fixed bug with requester not displayed when quick-loading interrupted
805 * added option "can fall into acid (with gravity)" for players
806 * fixed bug with player not falling when snapping down with gravity
809 * fixed bug which messed up key config when using keypad number keys
812 * fixed bug which allowed moving upwards even when gravity was active
813 * fixed bug with missing error handling when dumping levels or tapes
816 * added different colored editor graphics for Supaplex gravity tubes
819 * fixed bug that allowed solvable tapes for unsolvable levels
822 * use unlimited number of droppable elements when "count" set to zero
823 * added option to use step limit instead of time limit for level
826 * added player and change page as trigger for custom element change
829 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
832 * fixed bug with dark yamyam changing to acid when moving over acid
833 * fixed handling of levels with more than 999 seconds level time
834 (example: level 76 of "Denmine")
837 * "spring push bug" reintroduced as configurable element property
838 * fixed bug with missing properties for "mole"
839 * fixed bug that showed up when fixing the above "mole" properties bug
840 * added option "can move into acid" for all movable elements
841 * fixed graphical bug for elements moving into acid
842 * changed event handling to handle all pending events before going on
845 * fixed bug which caused all CE change pages to be ignored which had
846 the same change event, but used a different element side
847 (reported by Simon Forsberg)
849 * fixed bug which caused elements that can move and fall and that are
850 transported by a conveyor belt to continue moving into that direction
851 after leaving the conveyor belt, regardless of their own movement
852 type; only elements which can not move are transported now
853 (reported by Simon Forsberg)
855 * fixed bug which could cause an array overflow in RelocatePlayer()
856 (reported by Niko Böhm)
858 * changed Emerald Mine style "passable / over" elements to "protected"
859 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
861 * added new option to select from which side a "walkable/passable"
862 element can be entered
865 * added explosion and ignition delay for elements that can explode
868 * fixed bug which caused player not being protected against enemies
869 when a CE was "walkable / inside" and was not "indestructible"
870 * added "walkable/passable" fields to be "protected/unprotected"
871 against enemies, even if not accessible "inside" but "over/under"
874 * corrected move pattern to 32 bit and initial move direction to 8 bit
877 * added second custom element base configuration page
880 * added some special EMC mappings to Emerald Mine level loader
881 (also covering previously unknown element in level 0 of "Bondmine 8")
884 * added option to block last field when player is moving (for Supaplex)
885 * adjusted push delay of Supaplex elements
886 * removed delays for envelopes etc. when replaying with maximum speed
887 * fixed bug when dropping element on a field that just changed to empty
890 * fixed bug: infotrons can now smash yellow disks
891 * fixed bug: when gravity active, port above player can now be entered
892 * removed "one white dot" mouse pointer which irritated some people
895 * added "choice type" for group element selection
898 * fixed bug with initial invulnerability of non-yellow player
901 * added level loader for loading native Supaplex packed levels
902 (including multi-part levels like the "splvls99" levels)
905 * fixed bug which allowed creating emeralds by escaping explosions
908 * custom elements can change (limited) or leave (unlimited) elements
909 * finally added multiple matches using group elements
910 * added shortcut to dump brush (type ":DB" in editor) for use in forum
913 * added new start movement type "previous" for continued CE movement
914 * added new start movement type "random" for random CE movement start
917 * added new element "sokoban_field_player" needed for Sokoban levels
918 (thanks to Ed Booker for pointing this out!)
921 * added elements that can be digged or left behind by custom elements
924 * added group elements for multiple matches and random element creation
927 * fixed some graphical errors displayed in old levels
930 * fixed wrong double speed movement after passing closing gates
933 * added level loader for loading native Emerald Mine levels
936 * changes for "shooting" style CE movement
939 * Happy New Year! ;-)
942 * changed default snap/drop keys from left/right Shift to Control keys
945 * fixed bug with dead player getting reanimated from custom element
948 * fixed bug with wrong penguin graphics (when entering exit)
951 * fixed bug with wrong "Murphy" graphics (when digging etc.)
954 * version number set to 3.0.9
957 * version 3.0.8 released
960 * added function checked_free()
963 * fixed bug with double nut cracking sound
964 (by eliminating "default element action sound" assignment in init.c)
967 * fixed crash when no music info files are available
970 * fixed boring and sleeping sounds
973 * added "maze runner" and "maze hunter" movement types
974 * added extended collision conditions for custom elements
977 * added warnings for undefined token values in artwork config files
980 * added menu entry for level set information to the info screen
983 * fixed bug with wrong default impact sound for colored emeralds
986 * added several sub-screens for the info screen
987 * menu text now also clickable (not only blue/red sphere left of it)
990 * added configurable "bored" and "sleeping" animations for the player
991 * added "awakening" sound for player when waking up after sleeping
994 * added "copy" and "exchange" functions for custom elements to editor
997 * added configurable element animations for info screen
1000 * added configurable music credits for info screen
1003 * finally fixed tape recording when player is created from CE change
1006 * added "editorsetup.conf" for editor element list configuration
1009 * added "musicinfo.conf" for menu and level music configuration
1012 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1013 (that only showed up on Linux, but not on Windows systems)
1016 * fixed turning movement of butterflies and fireflies (no frame reset)
1017 * enhanced sniksnak turning movement (two steps instead of only one)
1020 * version number set to 3.0.8
1023 * version 3.0.7 released
1026 * fixed reset of player animation frame when, for example,
1027 walking, digging or collecting share the same animation
1028 * fixed CE with "deadly when touching" exploding when touching amoeba
1031 * fixed tape recording when player is created from CE element change
1034 * introduced "turning..." action graphic for elements with move delay
1035 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1036 * added turning animations for bug, spaceship and sniksnak
1039 * prevent "extended" changed elements from delay change in same frame
1042 * fixed bug when pushing element that can move away to the side
1043 (like pushing falling elements, but now with moving elements)
1046 * finally fixed serious bug in code for delayed element pushing (again)
1049 * unavailable setup options now marked as "n/a" instead of "off"
1050 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1051 to "true", levels are always played with the latest game engine,
1052 which is desired for levels that are imported from other games; all
1053 other levels are played with the engine version stored in level file
1054 (which is normally the engine version the level was created with)
1057 * fixed serious bug in code for delayed element pushing
1058 * fixed little bug in animation frame selection for pushed elements
1059 * speed-up of reading config file for verbose output
1062 * added configuration option for opening and closing Supaplex exit
1063 * added configuration option for moving up/down animation for Murphy
1064 * fixed incorrectly displayed animation for attacking dragon
1065 * fixed bug with not setting initial gravity for each new game
1066 * fixed bug with teleportation of player by custom element change
1067 * fixed bug with player not getting smashed by rock sometimes
1070 * version number set to 3.0.7
1073 * version 3.0.6 released
1076 * added support for MP3 music for SDL version through SMPEG library
1079 * fixed bug when initializing font graphic structure
1080 * fixed bug with animation mode "pingpong" when using only 1 frame
1081 * fixed bug with extended change target introduced in 3.0.5
1082 * fixed bug where passing over moving element doubles player speed
1083 * fixed bug with elements continuing to move into push direction
1084 * fixed bug with duplicated player when dropping bomb with shield on
1085 * added "switching" event for custom elements ("pressing" only once)
1086 * fixed switching bug (resetting flag when not switching but not idle)
1089 * fixed element tokens for certain file elements with ".active" etc.
1092 * version number set to 3.0.6
1095 * version 3.0.5 released
1098 * now four envelope elements available
1099 * font, background, animation and sound for envelope now configurable
1100 * main menu doors opening/closing animation type now configurable
1103 * active/inactive sides configurable for custom element changes
1104 * new movement type "move when pushed" available for custom elements
1107 * fixed bug in multiple config pages loader code that caused crashes
1110 * enhanced (remaining low-resolution) Supaplex graphics
1113 * version number set to 3.0.5
1116 * version 3.0.4 released
1118 2003-09-12 src/tools.c
1119 * fixed bug in custom definition of crumbled element graphics
1121 2003-09-11 src/files.c
1122 * fixed bug in multiple config pages code that caused crashes
1125 * version number set to 3.0.4
1128 * version 3.0.3 released
1131 * added music to Supaplex classic level set
1133 2003-09-07 src/libgame/misc.c
1134 * added support for loading various music formats through SDL_mixer
1136 2003-09-06 (various source files)
1137 * fixed several nasty bugs that may have caused crashes on some systems
1138 * added envelope content which gets displayed when collecting envelope
1139 * added multiple change event pages for custom elements
1141 2003-08-24 src/game.c
1142 * fixed problem with player animation when snapping and moving
1144 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1145 * fixed problem with flickering when drawing toon animations
1147 2003-08-23 src/libgame/sdl.c
1148 * fixed problem with setting mouse cursor in SDL version in fullscreen
1150 2003-08-23 src/game.c
1151 * fixed bug (missing array boundary check) which could crash the game
1154 * version number set to 3.0.3
1157 * version 3.0.2 released
1159 2003-08-21 src/game.c
1160 * fixed bug with creating inaccessible elements at player position
1162 2003-08-20 src/init.c
1163 * fixed bug with not finding current level artwork directory
1165 2003-08-20 src/files.c
1166 * fixed bug with choosing wrong engine version when playing tapes
1167 * fixed bug with messing up custom element properties in 3.0.0 levels
1170 * version number set to 3.0.2
1173 * version 3.0.1 released
1175 2003-08-17 (no source files affected)
1176 * changed all "classic" PCX image files with 16 colors or less to
1177 256 color (8 bit) storage format, because the Allegro game library
1178 cannot handle PCX files with less than 256 colors (contributed
1179 graphics are not affected and might look wrong in the DOS version)
1181 2003-08-16 src/init.c
1182 * fixed bug which (for example) crashed the level editor when defining
1183 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1184 (only set to default) -- invalid graphics now set to default graphic
1186 2003-08-16 src/init.c
1187 * fixed graphical bug of player digging/collecting/snapping element
1188 when no corresponding graphic/animation is defined for this action,
1189 resulting in player being drawn as EL_EMPTY (which should only be
1190 done to elements being collected, but not to the player)
1192 2003-08-16 src/game.c
1193 * fixed small graphical bug of player not totally moving into exit
1195 2003-08-16 src/libgame/setup.c
1196 * fixed bug with wrong MS-DOS 8.3 filename conversion
1198 2003-08-16 src/tools.c
1199 * fixed bug with invisible mouse cursor when pressing ESC while playing
1201 2003-08-16 (various source files)
1202 * added another 128 custom elements (disabled in editor by default)
1204 2003-08-16 src/editor.c
1205 * fixed NULL string bug causing Solaris to crash in sprintf()
1207 2003-08-16 src/screen.c
1208 * fixed drawing over scrollbar on level selection with custom fonts
1210 2003-08-15 src/game.c
1211 * cleanup of simple sounds / loop sounds / music settings
1213 2003-08-08 (various source files)
1214 * added custom element property for dropping collected elements
1216 2003-08-08 src/conf_gfx.c
1217 * fixed bug with missing graphic for active red disk bomb
1219 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1220 * extended variable "level.gravity" to "level.initial_gravity" and
1221 "game.current_gravity" to prevent level setting from being changed
1222 by playing the level (keeping the runtime value after playing)
1224 * fixed graphics bug when digging element that has 'crumbled' graphic
1225 definition, but not 'diggable' graphic definition
1228 * version number set to 3.0.1
1231 * version 3.0.0 released
1234 * various bug fixes; among others:
1235 - fixed bug with pushing spring over empty space
1236 - fixed bug with leaving tube while placing dynamite
1237 - fixed bug with explosion of smashed penguins
1238 - allow Murphy player graphic in levels with non-Supaplex elements
1242 * I have forgotten to document changes for some time
1245 * pre-release version 2.2.0rc1 released
1248 * version number set to 2.1.2
1251 * version 2.1.1 released
1254 * version number set to 2.1.1
1257 * version 2.1.0 released
1260 * version number set to 2.1.0
1262 2002-04-03 to 2002-05-19 (various source files)
1263 * graphics, sounds and music now fully configurable
1264 * bug fixed that prevented walking through tubes when gravity on
1266 2002-04-02 src/events.c, src/editor.c
1267 * Make Escape key less aggressive when playing or when editing level.
1268 This can be configured as an option in the setup menu. (Default is
1269 "less aggressive" which means "ask user if something can be lost"
1270 when pressing the Escape key.)
1272 2002-04-02 src/screen.c
1273 * Added "graphics setup" screen.
1275 2002-04-01 src/screen.c
1276 * Changed "choose level" setup screen stuff to be more generic (to
1277 make it easier to add more "choose from generic tree" setup screens).
1279 2002-04-01 src/config.c, src/timestamp.h
1280 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1281 automatically gets created by "src/Makefile" and contains an actual
1282 compile-time timestamp to identify development versions of the game).
1284 2002-03-31 src/tape.c, src/events.c
1285 * Added quick game/tape save/load functions to tape stuff which can be
1286 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1287 loads previously recorded tape and directly goes into recording mode
1288 from the end of the tape (therefore appending to the tape).
1290 2002-03-31 src/tape.c
1291 * Added "index mark" function to tape recorder. When playing or
1292 recording, "eject" button changes to "index" button. Setting index
1293 mark is not yet implemented, but pressing index button when playing
1294 allows very quick advancing to end of tape (when normal playing),
1295 very fast forward mode (when playing with normal fast forward) or
1296 very fast reaching of "pause before end of tape" (when playing with
1297 "pause before end" playing mode).
1299 2002-03-30 src/cartoons.c
1300 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1302 2002-03-29 src/screen.c
1303 * Changed setup screen stuff to be more generic (to make it easier
1304 to add more setup screens).
1306 2002-03-23 src/main.c, src/main.h
1307 * Various changes due to the introduction of the new libgame files
1308 "setup.c" and "joystick.c".
1310 2002-03-23 src/files.c
1311 * Generic parts of "src/files.c" (mainly setup and level directory
1312 stuff) moved to new libgame file "src/libgame/setup.c".
1314 2002-03-23 src/joystick.c
1315 * File "src/joystick.c" moved to libgame source tree, with
1316 correspondig changes.
1318 2002-03-22 src/screens.c
1319 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1320 (Wrong level series information displayed when entering main group.)
1322 2002-03-22 src/editor.c
1323 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1325 2002-03-22 src/editor.c
1326 * Changed behaviour of "Escape" key in level editor to be more
1327 intuitive: When in "Element Properties" or "Level Info" mode,
1328 return to "Drawing Mode" instead of leaving the level editor.
1330 2002-03-21 src/game.c, src/editor.c, src/files.c
1331 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1332 gems (emeralds, diamonds, ...) slipping down from normal wall,
1333 steel wall and growing wall (as in E.M.C. style levels). Although
1334 the behaviour of contributed and private levels wasn't changed (due
1335 to the use of "level.game_version"; see previous entry), editing
1336 those levels will (of course) change the behaviour accordingly.
1338 This change seems a bit too hard after thinking about it, because
1339 the EM style behaviour is not the "expected" behaviour (gems would
1340 normally only slip down from "rounded" walls). Therefore this was
1341 now changed to an element property for gem style elements, with the
1342 default setting "off" (which means: no special EM style behaviour).
1343 To fix older converted levels, this flag is set to "on" for pre-2.0
1344 levels that are neither contributed nor private levels.
1346 2002-03-20 src/files.h
1347 * Corrected settings for "level.game_version" depending of level type.
1348 (Contributed and private levels always get played with game engine
1349 version they were created with, while converted levels always get
1350 played with the most recent version of the game engine, to let new
1351 corrections of the emulation behaviour take effect.)
1353 2002-03-20 src/main.h
1354 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1355 compiling the SDL version on some systems.
1356 Thanks to the several people who pointed this out.
1359 * Version number set to 2.0.2.
1362 * Version 2.0.1 released.
1364 2002-03-18 src/screens.c
1365 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1367 2002-03-18 src/files.c [src/libgame/misc.c]
1368 * Moved some common functions from src/files.c to src/libgame/misc.c.
1370 2002-03-18 src/files.c [src/libgame/misc.c]
1371 * Changed permissions for new directories and saved files (especially
1372 score files) according to suggestions of Debian users and mantainers.
1373 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1375 2002-03-17 src/files.c
1376 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1377 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1378 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1379 for levels and "TAPE" for tapes). Old "cookie" style format is
1380 still supported for reading. New level and tape files are written
1383 * New IFF chunk "VERS" contains version numbers for file and game
1384 (where "game version" is the version of the program that wrote the
1385 file, and "file version" is a version number to distinguish files
1386 with different format, for example after adding new features).
1388 2002-03-15 src/screen.c
1389 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1390 (Before, you heard a mixture of the in-game music and the
1391 hall-of-fame music.)
1393 2002-03-14 src/events.c
1394 * Function "DumpTape()" (files.c) now available by pressing 't' from
1395 main menu (when in DEBUG mode).
1397 2002-03-14 src/game.c
1398 * "GameWon()": When game was won playing a tape, now there is no delay
1399 raising the score and no corresponding sound is played.
1401 2002-03-14 src/files.c
1402 * Changed "LoadTape()" for real chunk support and also adjusted
1403 "SaveTape()" accordingly.
1405 2002-03-14 src/game.c, src/tape.c, src/files.c
1406 * Important changes to tape format: The old tape format stored all
1407 actions with a real effect with a corresponding delay between the
1408 stored actions. This had some major disadvantages (for example,
1409 push delays had to be ignored, pressing a button for some seconds
1410 mutated to several single button presses because of the non-action
1411 delays between two action frames etc.). The new tape format just
1412 stupidly records all device actions and replays them later. I really
1413 don't know why I haven't solved it that way before?! Old-style tapes
1414 (with tape file version less than 2.0) get converted to the new
1415 format on-the-fly when loading and can therefore still be played;
1416 only some minor parts of the old-style tape handling code was needed.
1417 (A perfect conversion is not possible, because there is information
1418 missing about the device actions between two action frames.)
1420 2002-03-14 src/files.c
1421 * New function "DumpTape()" to dump the contents of the current tape
1422 in a human readable format.
1424 2002-03-14 src/game.c
1425 * Small tape bug fixed: When automatically advancing to next level
1426 after a game was won, the tape from the previous level still was
1427 loaded as a tape for the new level.
1429 2002-03-14 src/tape.c
1430 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1431 tape, cartoons did not get completely removed because
1432 StopAnimation() was not called.
1434 2002-03-13 src/files.c
1435 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1436 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1437 size even when using 16-bit elements). Added new chunk "CNT2" for
1438 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1439 chunk even when content was 16-bit element). "CNT2" should now be
1440 able to store content for arbitrary elements (up to eight blocks of
1441 3 x 3 element arrays). All "CNT2" elements will always be stored as
1442 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1444 2002-03-13 src/files.c
1445 * Changed "LoadLevel()" for real chunk support.
1447 2002-03-12 src/game.c
1448 * Fixed problem (introduced after 2.0.0 release) with penguins
1449 not getting killed by enemies
1451 2002-02-24 src/game.c, src/main.h
1452 * Added "player->is_moving"; now "player->last_move_dir" does
1453 not contain any information if the player is just moving at
1455 Before, "player->last_move_dir" was misused for this purpose
1456 for the robot stuff (robots don't kill players when they are
1457 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1458 broke tapes when walking through pipes!
1459 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1460 in a continuous movement. This fact is ignored for friends and