2 * fixed small bug with time displayed incorrectly when collecting CEs
5 * fixed bug with bumpy scrolling with EM engine in double player mode
8 * added compatibility code to fix "Snake Bite" style levels that were
9 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
12 * fixed bug with scrollbars inside editor when using the Windows mouse
13 enhancement tool "True X-Mouse" (which injects key events to the event
14 queue to insert selected stuff into the Windows clipboard, which gets
15 confused with the "Insert" key for jumping to the last editor cascade
16 block in the element list)
17 * added Rocks'n'Diamonds icon for use as window icon to SDL version
18 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
21 * added selection of preferred fullscreen mode to setup / graphics menu
22 (useful if default mode 800 x 600 does not match screen aspect ratio)
25 * improved down-scaling of images for better level and preview graphics
26 * changed user data directory for Mac OS X from Unix style to new place
29 * improved level number selection in main menu and player selection in
30 setup menu (input devices section) by using standard button gadgets
31 * added support for mouse scroll wheel (caused buggy behaviour before)
32 * added support for scrolling horizontal scrollbars with mouse wheel by
33 holding "Shift" key pressed while scrolling the wheel
34 * added support for single step mouse wheel scrolling by holding "Alt"
35 key pressed while scrolling the wheel (can be combined with "Shift")
36 * changed output file "stderr.txt" on Windows platform now always to be
37 created in the R'n'D sub-directory of the personal documents directory
38 * added Windows message box to direct to "stderr.txt" after error aborts
41 * improved general scrollbar handling (when jump-scrolling scrollbars)
44 * changed scrollbars to always show last line as first after scrolling
45 (that means jumping n - 1 screen lines instead of n screen lines)
48 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
49 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
50 * fixed special handling of vertically stacked acid becoming fake acid
53 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
54 affect multiple instances of the same CE, although this kind of
55 change condition usually only affects one single custom element
58 * version number set to 3.2.1
61 * version 3.2.0 released
64 * reorganized level editor element list a bit to match engines better
67 * fixed newly introduced bug with wrongly initializing clipboard element
70 * fixed bug with displaying visible/invisible level border in editor
73 * reorganized some elements in the level editor element list
76 * fixed bug with displaying any player as "yellow" when moving into acid
77 * fixed bug with displaying running player when player stopped at border
80 * fixed bug with player exploding when moving into acid
81 * fixed bug with level settings being reset in editor and when playing
82 (some compatibility settings being set not only after level loading)
83 * fixed crash bug when number of custom graphic frames was set to zero
84 * fixed bug with teleporting player on walkable tile not working anymore
85 * added partial compatibility support for pre-release-only "CONF" chunk
86 (to make Alan Bond's "color cycle" demo work again :-) )
89 * fixed some bugs when displaying title screens from info screen menu
90 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
93 * changed file major version to 3 to reflect level file format changes
94 * uploaded pre-release (test) version 3.2.0-8 binary and source code
97 * added new chunk "NAME" to level file format for level name settings
98 * added new chunk "NOTE" to level file format for envelope settings
99 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
100 * updated magic(5) file to recognize changed and new level file chunks
101 * removed change events "change when CE value/score changes" as unneeded
104 * changed gravity (which only affects the player) from level property
105 to player property (only makes a difference in multi-player levels)
106 * added change events "change when CE value/score changes"
107 * added change events "change when CE value/score changes of <element>"
110 * added new chunk "INFO" to level file format for global level settings
111 * added all element settings from "HEAD" chunk to "CONF" chunk
112 * added all global level settings from "HEAD" chunk to "INFO" chunk
115 * changed level file format by adding two new chunks "CUSX" (for custom
116 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
117 elements, replacing the previous "GRP1" chunk); these new IFF style
118 chunks use the new and flexible "micro chunks inside chunks" technique
119 already used with the new "CONF" chunk (for normal element properties)
120 which makes it possible to easily extend the existing level format
121 (instead of using fixed-length chunks like before, which are either
122 too big due to reserved bytes for future use, or too small when those
123 reserved bytes have all been used and even more data should be stored,
124 requiring the replacement by new and larger chunks just like it went
125 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
128 * added credits pages to the "credits" section that were really missing
129 * added some missing element descriptions to the level editor
130 * added down position of switchgate switch to the level editor
131 and allowed the use of both switch positions at the same time
132 * changed use of "Insert" and "Delete" keys to navigate element list in
133 level editor to start of previous or next cascading block of elements
136 * added the possibility to view the title screen to the info screen menu
137 * fixed some minor bugs with viewing title screens
140 * fixed bug with title (cross)fading in/out when using fullscreen mode
143 * fixed bug that forced re-defining of menu settings in local graphics
144 config file which are already defined in existing base config file
145 * fixed small bug that caused door sounds playing when music is enabled
148 * added the possibility to define up to five title screens for each
149 level set that are displayed after loading using (cross)fading in/out
150 (this was added to display the various start images of the EMC sets)
153 * added "CE score gets zero [of]" to custom element trigger conditions
154 * added setup option to display element token name in level editor
157 * added compatibility code for Juergen Bonhagen's menu artwork settings
160 * fixed bug with displaying wrong animation frame 0 after CE changes
161 * fixed bug with creating invisible elements when light switch is on
164 * added selection between ECS and AGA graphics for EMC levels to setup
167 * adjusted font handling for various narrow EMC style fonts
170 * changed EM engine behaviour back to re-allow initial rolling springs
173 * fixed handling of over-large selectboxes (less error-prone now)
174 * fixed bug when creating GE with walkable element under the player
177 * added use of "Insert" and "Delete" keys to navigate element list in
178 level editor to start of custom elements or start of group elements
179 * added virtual elements to access CE value and CE score of elements:
180 - "CE value of triggering element"
181 - "CE score of triggering element"
182 - "CE value of current element"
183 - "CE score of current element"
186 * fixed "grass" to "sand" in older EM levels (up to file version V4)
189 * changed behaviour of network games with internal errors (because of
190 different client frame counters) from immediately terminating R'n'D
191 to displaying an error message requester and stopping only the game
192 (also to prevent impression of crashes under non command-line runs)
193 * fixed playing network games with the EMC engine (did not work before)
194 * fixed bug with not scrolling the screen in multi-player mode with the
195 focus on player 1 when all players are moving in different directions
196 * fixed bug with keeping pointer to gadget even after its deallocation
197 * fixed bug with allowing "focus on all players" in network games
198 * fixed bug with player focus when playing tapes from network games
201 * uploaded pre-release (test) version 3.2.0-7 binary and source code
204 * code cleanup for game action control for R'n'D and EMC game engine
207 * fixed bug in multi-player movement with focus on both players
208 * added option to control only the focussed player with all input
211 * added player focus switching to level tape recording and re-playing
214 * fixed some bugs in player focus switching in EMC and RND game engine
217 * added special Supaplex animations for Murphy digging and snapping
218 * added special Supaplex animations for Murphy being bored and sleeping
221 * added four new yam yams with explicit start direction for EMC engine
222 * fixed bug in src/libgame/text.c with printing text outside the window
225 * fixed small bug in EMC level loader (copyright sign in EM II levels)
228 * added delayed ignition of EM style dynamite when used in R'n'D engine
229 * added limited movement range to EMC engine when focus on all players
232 * fixed bug with missing (zero) score values for native Supaplex levels
235 * added "continuous snapping" (snapping many elements while holding the
236 snap key pressed, without releasing the snap key after each element)
237 as a new player setting for more compatibility with the classic games
240 * finished scrolling for "focus on all players" in EMC graphics engine
243 * level sets with "levels: 0" are ignored for levels, but not artwork
244 * fixed bug when scanning empty level group directories (endless loop)
247 * fixed bug with explosion graphic for player using "Murphy" graphic
248 * fixed bug with explosion graphic if player leaves explosion in time
249 * changed some descriptive text in setup menu to use medium-width font
250 * added key shortcut settings for switching player focus to setup menu
253 * fixed bug with random value initialization when recording tapes
254 * fixed bug with playing single player tapes when team mode activated
257 * fixed little bug when trying to switch to player that does not exist
260 * added player switching (visual and quick) to R'n'D and EM game engine
261 * added setup option to select visual or quick in-game player switching
264 * added use of "Home" and "End" keys to handle element list in editor
267 * fixed bug with adding score when playing tape with EMC game engine
268 * added steel wall border for levels using EMC engine without border
269 * finally fixed delayed scrolling in EMC engine also for small levels
272 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
275 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
276 * fixed bug when displaying info element without action, but direction
279 * fixed minor graphical problems with springs smashing and slurping
280 (when using R'n'D style graphics instead of EMC style graphics)
283 * added scroll delay (as configured in setup) to EMC graphics engine
286 * improved screen redraw for EMC graphics engine (faster and smoother)
287 * when not scrolling, do not redraw the whole playfield if not needed
290 * added multi-player mode for EMC game engine (with up to four players)
293 * added android (can clone elements) from EMC engine to R'n'D engine
296 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
299 * added selectbox for initial player speed to player settings in editor
302 * version 3.1.2 created that is basically version 3.1.1, but with a
303 major bug fixed that prevented editing your own private levels
304 * version 3.1.2 released
307 * added magic ball (creates elements) from EMC engine to R'n'D engine
310 * uploaded fixed pre-release version 3.2.0-6 binary and source code
313 * fixed bug when using "CE can leave behind <trigger element>"
314 * added new change condition "(after/when) creation of <element>"
315 * added new change condition "(after/when) digging <element>"
316 * fixed bug accessing invalid gadget that caused crashes under Windows
317 * deactivated new possibility for multiple CE changes per frame
320 * uploaded pre-release (test) version 3.2.0-6 binary and source code
323 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
324 * fixed bug with not keeping CE value for moving CEs with only action
325 * changed CE action selectboxes in editor to be only reset when needed
328 * added option "use artwork from element" for custom player artwork
329 * added option "use explosion from element" for player explosions
332 * added cascaded element lists in the level editor
333 * added persistence for cascaded element lists by "editorcascade.conf"
334 * added dynamic element list with all elements used in current level
335 * added possibility for multiple CE changes per frame (experimental)
338 * uploaded pre-release (test) version 3.2.0-5 binary and source code
341 * changed "score for each 10 seconds/steps left" to "1 second/step"
342 * added own score for collecting "extra time" instead of sharing it
343 * added change events "switched by player" and "player switches <e>"
344 * added change events "snapped by player" and "player snaps <e>"
345 * added "set player artwork: <element choice>" to CE action options
346 * added change event "move of <element>"
349 * added "set player shield: off / normal / deadly" to CE action options
350 * added new player option "use level start element" in level editor
351 to set the correct focus at level start to elements from which the
352 player is created later (this did not work before for cascaded CE
353 changes resulting in creation of the player; it is now also possible
354 to create the player from a yam yam which is smashed at level start)
357 * added "set player speed: frozen (not moving)" to CE action options
358 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
361 * added new player option "block snap field" (enabled by default) to
362 make it possible to show a snapping animation like in Emerald Mine
365 * added dynamic selectboxes to custom element action settings in editor
366 * added "CE value" counter for custom elements (instead of "CE count")
367 * added option to use the last "CE value" after custom element change
368 * added option to use the "CE value" of other elements in CE actions
369 * fixed odd behaviour when pressing time orb in levels w/o time limit
370 * added checkbox "use time orb bug" for older levels that use this bug
373 * added missing configuration settings for the following elements:
374 - EL_TIMEGATE_SWITCH (time of open time gate)
375 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
376 - EL_SHIELD_NORMAL (time of shield duration)
377 - EL_SHIELD_DEADLY (time of shield duration)
378 - EL_EXTRA_TIME (time added to level time)
379 - EL_TIME_ORB_FULL (time added to level time)
382 * added "wind direction" as a movement pattern for custom elements
383 * added initial wind direction for balloon / custom elements to editor
384 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
387 * added parameters for "game of life" and "biomaze" elements to editor
390 * added level file chunk "CONF" for generic level and element settings
393 * uploaded pre-release (test) version 3.2.0-4 binary and source code
396 * skip empty level sets (with "levels: 0"; may be artwork base sets)
397 * added sound action ".page[1]" to ".page[32]" for each CE change page
400 * added image config suffix ".clone_from" to copy whole image settings
401 * fixed bug with invalid ("undefined") CE settings in old level files
404 * fixed graphical bug with smashing elements falling faster than player
407 * fixed major bug which prevented private levels from being edited
408 * fixed bug with precedence of general and special font definitions
411 * fixed graphical bug with player animation when player moves slowly
414 * uploaded pre-release (test) version 3.2.0-3 binary and source code
417 * fixed bug which prevented "global.num_toons: 0" from working
420 * major code cleanup (removed all these annoying "#if 0" blocks)
423 * added custom element actions for CE change page in level editor
426 * fixed music initialization bug in init.c (thanks to David Binderman)
427 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
428 (this bug must probably be fixed at other places, too)
431 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
432 (should be '#include <SDL.h>' instead)
435 * fixed bug which prevented "walkable from no direction" from working
436 (due to compatibility code overwriting this setting after loading)
439 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
442 * version number temporarily set to 3.1.1 (intermediate bugfix release)
443 * version 3.1.1 released
446 * changed some va_arg() arguments from 'long' to 'int', fixing problems
447 on 64-bit architecture systems with LP64 data model
450 * fixed bug with bombs not exploding when hitting the last level line
451 (introduced after the release of 3.1.0)
454 * added support for dumping small-sized level sketches from editor
457 * added recognition of "trigger element" for "change digged element to"
458 (this is not really what the "trigger element" was made for, but its
459 use may seem obvious for leaving back digged elements unchanged)
462 * fixed multiple warnings about failed joystick device initialization
465 * fixed bug with dynamite dropped on top of just dropped custom element
466 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
467 dynamite can still be dropped, but drop key must be released before
470 * fixed bug with wrong start directory when started from file browser
471 (due to this bug, R'n'D could not be started from KDE's Konqueror)
474 * fixed bug causing "change when impact" on player not working
475 * fixed wrong priority of "hitting something" over "hitting <element>"
476 * fixed wrong priority of "hit by something" over "hit by <element>"
479 * fixed graphical bug which caused the player (being Murphy) to show
480 collecting animations although the element was collected by penguin
483 * fixed two bugs causing wrong door background graphics in system.c
484 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
487 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
488 * added "no direction" to "walkable/passable from" selectbox options
491 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
492 * in tape autoplay, not only report broken, but also missing tapes
495 * uploaded pre-release (test) version 3.2.0-2 binary and source code
498 * fixed small bug with "linear" animation not working for active lamp
501 * fixed bug with moving up despite gravity due to "block last field"
502 * fixed small bug with wrong draw offset when typing name in main menu
503 * when reading user names from "passwd", ignore data after first comma
504 * when creating new "levelinfo.conf", only write some selected entries
507 * fixed displaying "imported from/by" on preview with empty string
508 * fixed ignoring draw offset for fonts used for level preview texts
511 * fixed a delay problem with SDL and too many mouse motion events
512 * added setup option "skip levels" and level skipping functionality
515 * added move speed "not moving" for non-moving CEs, but with direction
518 * fixed mapping of obsolete element token names in "editorsetup.conf"
519 * fixed bug with sound "acid.splashing" treated as a loop sound
520 * fixed some little sound bugs in native EM engine
523 * fixed small bug when dragging scrollbars to end positions
526 * added editor element descriptions written by Aaron Davidson
529 * improved fallback handling when configured artwork is not available
530 (now using default artwork instead of exiting when files not found)
533 * fixed bug on level selection screen when dragging scrollbar
536 * fixed bug which caused broken tapes when appending to EM engine tapes
539 * uploaded pre-release (test) version 3.2.0-1 binary and source code
542 * added code to replace changed artwork config tokens with other tokens
543 (needed for backwards compatibility, so that older tokens still work)
546 * added native R'n'D graphics for some new EMC elements in EM engine
549 * fixed some bugs in the EM engine integration code
550 * changed EM engine code to allow diagonal movement
551 * changed EM engine code to allow use of separate snap and drop keys
554 * fixed some redraw bugs when using EM engine
557 * fixed bug with not converting RND levels which are set to use native
558 engine to native level structure when loading
561 * uploaded pre-release (test) version 3.2.0-0 binary and source code
564 * version number set to 3.2.0
567 * level data now reset to defaults after attempt to load invalid file
570 * added use of "editorsetup.conf" for different level sets
573 * added auto-detection for various types of Emerald Mine level files
576 * fixed bug with scrollbars getting too small when list is very large
579 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
582 * added most level editor configuration gadgets for new EMC elements
585 * added more element and graphic definitions for new EMC elements
588 * modified native EM engine to use integrated R'n'D sound system
591 * added SDL support to graphics functions in native EM engine
592 (by always using generic libgame interface functions)
595 * fixed bug in frame synchronization in native EM engine
598 * added code to convert levels between R'n'D and native EM engine
601 * new Emerald Mine engine can now play levels selected in main menu
604 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
605 (which creates scaled down graphics for level editor and preview);
606 there's still a memory leak somewhere in the artwork handling code
607 * added "scale image up" functionality to X11 version of zoom function
610 * first attempts to integrate new, native Emerald Mine Club engine
613 * fixed bug in gadget code which caused reset of CEs in level editor
614 (example: pressing 'b' [grab brush] on CE config page erased values)
615 (solution: check if gadgets in ClickOnGadget() are really mapped)
616 * improved level change detection in editor (settings now also checked)
617 * fixed bug with "can move into acid" and "don't collide with" state
620 * fixed maze runner style CEs to use the configured move delay value
623 * added Aaron Davidson's tutorial level set to the "Tutorials" section
626 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
627 * fixed the above fix because it broke level set "machine" (*sigh*)
628 * fixed random element placement in level editor to work as expected
629 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
632 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
635 * fixed bug (missing array boundary check) which caused broken tapes
636 * fixed bug (when loading level template) which caused broken levels
637 * fixed bug with new block last field code when using non-yellow player
640 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
641 * internal change of how the player blocks the last field when moving
642 * fixed blocking delay of last field for EM and SP style block delay
643 * fixed bug where the player had to wait for the usual move delay after
644 unsuccessfully trying to move, when he directly could move after that
645 * the last two changes should make original Supaplex level 93 solvable
646 * improved use of random number generator to make it less predictable
647 * fixed behaviour of slippery SP elements to let slip left, then right
650 * fixed bug with wrong door state after trying to quickload empty tape
651 * fixed waste of static memory usage of the binary, making it smaller
652 * fixed very little graphical bug in Supaplex explosion
655 * version number set to 3.1.1
658 * version 3.1.0 released
661 * fixed bug with crash when writing user levelinfo.conf the first time
664 * added option "convert LEVELDIR [NR]" to command line batch commands
665 * re-converted Supaplex levels to apply latest engine fixes
666 * changed "use graphic/sound of element" to "use graphic of element"
667 due to compatibility problems with some levels ("bug machine" etc.)
670 * fixed bug with CE change replacing player with same or other player
673 * fixed bug with opaque font in envelope with background graphic when
674 background graphic is not transparent itself
677 * added "gravity on" and "gravity off" ports for Supaplex compatibility
678 * corrected original Supaplex level loading code to use these new ports
679 * also corrected Supaplex loader to auto-count infotrons if set to zero
682 * fixed bug with missing initialization of "modified" flag for GEs
685 * fixed bug that caused endless recursion loop when relocating player
686 * fixed tape recorder bug in "step mode" when using "pause before end"
687 * fixed tape recorder bug when changing from "warp forward" mode
690 * fixed bug with "when touching" for pushed elements at last position
693 * fixed bug that caused two activated toolbox buttons in level editor
694 * fixed bug with exploding dynabomb under player due to other explosion
697 * fixed bug with creating walkable custom element under player (again)
698 * fixed bug with not copying explosion type when copying CEs in editor
699 * fixed graphical bug when drawing player in setup menu (input devices)
700 * fixed graphical bug when the player is pushing an accessible element
701 * fixed bug with classic switchable elements triggering CE changes
702 * fixed bug with entering/leaving walkable element in RelocatePlayer()
703 * fixed crash bug when CE leaves behind the trigger player element
706 * fixed bug with broken tubes after placing/exploding dynamite in them
707 * fixed bug with exploding dynamite under player due to other explosion
708 * fixed bug with not resetting push delay under certain circumstances
711 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
712 * added network multiplayer code for Windows (thanks to Niko Böhm)
715 * added option "reachable despite gravity" for gravity movement
716 * changed gravity movement of most classic walkable and passable
717 elements back to "not reachable" (for compatibility reasons)
720 * fixed (removed) "indestructible" / "can explode" dependency in editor
721 * fixed (removed) "accessible inside" / "protected" dependency
722 * fixed (removed) "step mode" / "shield time" dependency
725 * fixed dynabombs exploding now into anything diggable
726 * fixed Supaplex style gravity movement into buggy base now impossible
727 * added pressing key "space" as valid action to select menu options
730 * added "replace when walkable" to relocate player to walkable element
731 * added "enter"/"leave" event for elements affected by relocation
732 * fixed "direct"/"indirect" change order also for "when change" event
733 * fixed graphical bug when pushing things from elements walkable inside
736 * fixed graphic bug when player is snapping while moving in old levels
737 * fixed bug when a moving custom element leaves a player element behind
738 * fixed bug with mole not disappearing when moving into acid pool
739 * fixed bug with incomplete path setting when using "--basepath" option
740 * moving CE can now leave walkable elements behind under the player
741 * when relocating, player can be set on walkable element now
742 * fixed another gravity movement bug
745 * uploaded pre-release (test) version 3.1.0-2 binary and source code
748 * added "collectible" and "removable" to extended replacement types
749 (where "removable" replaces "diggable" and "collectible" elements)
750 * added "collectible & throwable" (to throw element to the next field)
751 * fixed bug with CEs digging elements that are just about to explode
752 * changed mouse cursor now always being visible when game is paused
755 * added possibility to push/press accessible elements from a side that
757 * fixed bug with not setting actual date when appending to tape
760 * fixed bug with incorrectly initialized custom element editor graphics
763 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
764 - number of levels corrected from 18 to 17 in "levelinfo.conf"
767 * fixed bug with destroyed robot wheel still attracting robots forever
768 * fixed bug with time gate switch deactivating after robot wheel time
769 (while the time gate itself is not affected by this misbehaviour)
770 * changed behaviour of BD style amoeba to always get blocked by player
771 (before it was different when there were non-BD elements in level)
772 * fixed bug with player destroying indestructable elements with shield
775 * added option to make growing elements grow into anything diggable
776 (for the various amoeba types, biomaze and "game of life")
779 * fixed bug with movable elements not moving after left behind by CEs
780 * changed gravity movement to anything diggable, not only sand/base
781 * optionally allowing passing to walkable element, not only empty space
782 * added option "can pass to walkable element" for players
783 * finally fixed gravity movement (hopefully)
786 * fixed bug with movable elements not moving anymore after falling down
789 * fixed another bug with custom elements digging and leaving elements
790 * fixed bug with "along left/right side" and automatic start direction
791 * trigger elements now also displayed when "more custom" deactivated
792 * fixed bug with clipboard element initialized when loading new level
793 * added option "drop delay" to set delay before dropping next element
796 * uploaded pre-release (test) version 3.1.0-1 binary and source code
799 * added copy and paste functions for custom change pages
800 * enhanced graphical display and functionality of tape recorder
801 * fixed bug with custom elements digging and leaving elements
804 * added move speed faster than "very fast" for custom elements
805 * fixed bug with 3+3 style explosions and missing border content
806 * fixed little bug when copying custom elements in the editor
807 * enhanced custom element changes by more side trigger actions
810 * added option "no scrolling when relocating" for instant teleporting
811 * uploaded pre-release (test) version 3.1.0-0 binary and source code
814 * added trigger element and trigger player to use as target elements
815 * added copy and paste functions for custom and group elements
818 * fixed graphical bug when displaying explosion animations
819 * fixed bug when appending to tapes, resulting in broken tapes
820 * re-recorded a few tapes broken by fixing gravity checking bug
823 * "can move into acid" property now for all elements independently
824 * "can fall into acid" property for player stored in same bitfield now
825 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
826 * version number set to 3.1.0 (finally!)
829 * changed tape recording to only record input, not programmed actions
832 * fixed totally broken (every 8th frame skipped) step-by-step recording
833 * fixed bug with requester not displayed when quick-loading interrupted
834 * added option "can fall into acid (with gravity)" for players
835 * fixed bug with player not falling when snapping down with gravity
838 * fixed bug which messed up key config when using keypad number keys
841 * fixed bug which allowed moving upwards even when gravity was active
842 * fixed bug with missing error handling when dumping levels or tapes
845 * added different colored editor graphics for Supaplex gravity tubes
848 * fixed bug that allowed solvable tapes for unsolvable levels
851 * use unlimited number of droppable elements when "count" set to zero
852 * added option to use step limit instead of time limit for level
855 * added player and change page as trigger for custom element change
858 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
861 * fixed bug with dark yamyam changing to acid when moving over acid
862 * fixed handling of levels with more than 999 seconds level time
863 (example: level 76 of "Denmine")
866 * "spring push bug" reintroduced as configurable element property
867 * fixed bug with missing properties for "mole"
868 * fixed bug that showed up when fixing the above "mole" properties bug
869 * added option "can move into acid" for all movable elements
870 * fixed graphical bug for elements moving into acid
871 * changed event handling to handle all pending events before going on
874 * fixed bug which caused all CE change pages to be ignored which had
875 the same change event, but used a different element side
876 (reported by Simon Forsberg)
878 * fixed bug which caused elements that can move and fall and that are
879 transported by a conveyor belt to continue moving into that direction
880 after leaving the conveyor belt, regardless of their own movement
881 type; only elements which can not move are transported now
882 (reported by Simon Forsberg)
884 * fixed bug which could cause an array overflow in RelocatePlayer()
885 (reported by Niko Böhm)
887 * changed Emerald Mine style "passable / over" elements to "protected"
888 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
890 * added new option to select from which side a "walkable/passable"
891 element can be entered
894 * added explosion and ignition delay for elements that can explode
897 * fixed bug which caused player not being protected against enemies
898 when a CE was "walkable / inside" and was not "indestructible"
899 * added "walkable/passable" fields to be "protected/unprotected"
900 against enemies, even if not accessible "inside" but "over/under"
903 * corrected move pattern to 32 bit and initial move direction to 8 bit
906 * added second custom element base configuration page
909 * added some special EMC mappings to Emerald Mine level loader
910 (also covering previously unknown element in level 0 of "Bondmine 8")
913 * added option to block last field when player is moving (for Supaplex)
914 * adjusted push delay of Supaplex elements
915 * removed delays for envelopes etc. when replaying with maximum speed
916 * fixed bug when dropping element on a field that just changed to empty
919 * fixed bug: infotrons can now smash yellow disks
920 * fixed bug: when gravity active, port above player can now be entered
921 * removed "one white dot" mouse pointer which irritated some people
924 * added "choice type" for group element selection
927 * fixed bug with initial invulnerability of non-yellow player
930 * added level loader for loading native Supaplex packed levels
931 (including multi-part levels like the "splvls99" levels)
934 * fixed bug which allowed creating emeralds by escaping explosions
937 * custom elements can change (limited) or leave (unlimited) elements
938 * finally added multiple matches using group elements
939 * added shortcut to dump brush (type ":DB" in editor) for use in forum
942 * added new start movement type "previous" for continued CE movement
943 * added new start movement type "random" for random CE movement start
946 * added new element "sokoban_field_player" needed for Sokoban levels
947 (thanks to Ed Booker for pointing this out!)
950 * added elements that can be digged or left behind by custom elements
953 * added group elements for multiple matches and random element creation
956 * fixed some graphical errors displayed in old levels
959 * fixed wrong double speed movement after passing closing gates
962 * added level loader for loading native Emerald Mine levels
965 * changes for "shooting" style CE movement
968 * Happy New Year! ;-)
971 * changed default snap/drop keys from left/right Shift to Control keys
974 * fixed bug with dead player getting reanimated from custom element
977 * fixed bug with wrong penguin graphics (when entering exit)
980 * fixed bug with wrong "Murphy" graphics (when digging etc.)
983 * version number set to 3.0.9
986 * version 3.0.8 released
989 * added function checked_free()
992 * fixed bug with double nut cracking sound
993 (by eliminating "default element action sound" assignment in init.c)
996 * fixed crash when no music info files are available
999 * fixed boring and sleeping sounds
1002 * added "maze runner" and "maze hunter" movement types
1003 * added extended collision conditions for custom elements
1006 * added warnings for undefined token values in artwork config files
1009 * added menu entry for level set information to the info screen
1012 * fixed bug with wrong default impact sound for colored emeralds
1015 * added several sub-screens for the info screen
1016 * menu text now also clickable (not only blue/red sphere left of it)
1019 * added configurable "bored" and "sleeping" animations for the player
1020 * added "awakening" sound for player when waking up after sleeping
1023 * added "copy" and "exchange" functions for custom elements to editor
1026 * added configurable element animations for info screen
1029 * added configurable music credits for info screen
1032 * finally fixed tape recording when player is created from CE change
1035 * added "editorsetup.conf" for editor element list configuration
1038 * added "musicinfo.conf" for menu and level music configuration
1041 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1042 (that only showed up on Linux, but not on Windows systems)
1045 * fixed turning movement of butterflies and fireflies (no frame reset)
1046 * enhanced sniksnak turning movement (two steps instead of only one)
1049 * version number set to 3.0.8
1052 * version 3.0.7 released
1055 * fixed reset of player animation frame when, for example,
1056 walking, digging or collecting share the same animation
1057 * fixed CE with "deadly when touching" exploding when touching amoeba
1060 * fixed tape recording when player is created from CE element change
1063 * introduced "turning..." action graphic for elements with move delay
1064 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1065 * added turning animations for bug, spaceship and sniksnak
1068 * prevent "extended" changed elements from delay change in same frame
1071 * fixed bug when pushing element that can move away to the side
1072 (like pushing falling elements, but now with moving elements)
1075 * finally fixed serious bug in code for delayed element pushing (again)
1078 * unavailable setup options now marked as "n/a" instead of "off"
1079 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1080 to "true", levels are always played with the latest game engine,
1081 which is desired for levels that are imported from other games; all
1082 other levels are played with the engine version stored in level file
1083 (which is normally the engine version the level was created with)
1086 * fixed serious bug in code for delayed element pushing
1087 * fixed little bug in animation frame selection for pushed elements
1088 * speed-up of reading config file for verbose output
1091 * added configuration option for opening and closing Supaplex exit
1092 * added configuration option for moving up/down animation for Murphy
1093 * fixed incorrectly displayed animation for attacking dragon
1094 * fixed bug with not setting initial gravity for each new game
1095 * fixed bug with teleportation of player by custom element change
1096 * fixed bug with player not getting smashed by rock sometimes
1099 * version number set to 3.0.7
1102 * version 3.0.6 released
1105 * added support for MP3 music for SDL version through SMPEG library
1108 * fixed bug when initializing font graphic structure
1109 * fixed bug with animation mode "pingpong" when using only 1 frame
1110 * fixed bug with extended change target introduced in 3.0.5
1111 * fixed bug where passing over moving element doubles player speed
1112 * fixed bug with elements continuing to move into push direction
1113 * fixed bug with duplicated player when dropping bomb with shield on
1114 * added "switching" event for custom elements ("pressing" only once)
1115 * fixed switching bug (resetting flag when not switching but not idle)
1118 * fixed element tokens for certain file elements with ".active" etc.
1121 * version number set to 3.0.6
1124 * version 3.0.5 released
1127 * now four envelope elements available
1128 * font, background, animation and sound for envelope now configurable
1129 * main menu doors opening/closing animation type now configurable
1132 * active/inactive sides configurable for custom element changes
1133 * new movement type "move when pushed" available for custom elements
1136 * fixed bug in multiple config pages loader code that caused crashes
1139 * enhanced (remaining low-resolution) Supaplex graphics
1142 * version number set to 3.0.5
1145 * version 3.0.4 released
1147 2003-09-12 src/tools.c
1148 * fixed bug in custom definition of crumbled element graphics
1150 2003-09-11 src/files.c
1151 * fixed bug in multiple config pages code that caused crashes
1154 * version number set to 3.0.4
1157 * version 3.0.3 released
1160 * added music to Supaplex classic level set
1162 2003-09-07 src/libgame/misc.c
1163 * added support for loading various music formats through SDL_mixer
1165 2003-09-06 (various source files)
1166 * fixed several nasty bugs that may have caused crashes on some systems
1167 * added envelope content which gets displayed when collecting envelope
1168 * added multiple change event pages for custom elements
1170 2003-08-24 src/game.c
1171 * fixed problem with player animation when snapping and moving
1173 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1174 * fixed problem with flickering when drawing toon animations
1176 2003-08-23 src/libgame/sdl.c
1177 * fixed problem with setting mouse cursor in SDL version in fullscreen
1179 2003-08-23 src/game.c
1180 * fixed bug (missing array boundary check) which could crash the game
1183 * version number set to 3.0.3
1186 * version 3.0.2 released
1188 2003-08-21 src/game.c
1189 * fixed bug with creating inaccessible elements at player position
1191 2003-08-20 src/init.c
1192 * fixed bug with not finding current level artwork directory
1194 2003-08-20 src/files.c
1195 * fixed bug with choosing wrong engine version when playing tapes
1196 * fixed bug with messing up custom element properties in 3.0.0 levels
1199 * version number set to 3.0.2
1202 * version 3.0.1 released
1204 2003-08-17 (no source files affected)
1205 * changed all "classic" PCX image files with 16 colors or less to
1206 256 color (8 bit) storage format, because the Allegro game library
1207 cannot handle PCX files with less than 256 colors (contributed
1208 graphics are not affected and might look wrong in the DOS version)
1210 2003-08-16 src/init.c
1211 * fixed bug which (for example) crashed the level editor when defining
1212 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1213 (only set to default) -- invalid graphics now set to default graphic
1215 2003-08-16 src/init.c
1216 * fixed graphical bug of player digging/collecting/snapping element
1217 when no corresponding graphic/animation is defined for this action,
1218 resulting in player being drawn as EL_EMPTY (which should only be
1219 done to elements being collected, but not to the player)
1221 2003-08-16 src/game.c
1222 * fixed small graphical bug of player not totally moving into exit
1224 2003-08-16 src/libgame/setup.c
1225 * fixed bug with wrong MS-DOS 8.3 filename conversion
1227 2003-08-16 src/tools.c
1228 * fixed bug with invisible mouse cursor when pressing ESC while playing
1230 2003-08-16 (various source files)
1231 * added another 128 custom elements (disabled in editor by default)
1233 2003-08-16 src/editor.c
1234 * fixed NULL string bug causing Solaris to crash in sprintf()
1236 2003-08-16 src/screen.c
1237 * fixed drawing over scrollbar on level selection with custom fonts
1239 2003-08-15 src/game.c
1240 * cleanup of simple sounds / loop sounds / music settings
1242 2003-08-08 (various source files)
1243 * added custom element property for dropping collected elements
1245 2003-08-08 src/conf_gfx.c
1246 * fixed bug with missing graphic for active red disk bomb
1248 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1249 * extended variable "level.gravity" to "level.initial_gravity" and
1250 "game.current_gravity" to prevent level setting from being changed
1251 by playing the level (keeping the runtime value after playing)
1253 * fixed graphics bug when digging element that has 'crumbled' graphic
1254 definition, but not 'diggable' graphic definition
1257 * version number set to 3.0.1
1260 * version 3.0.0 released
1263 * various bug fixes; among others:
1264 - fixed bug with pushing spring over empty space
1265 - fixed bug with leaving tube while placing dynamite
1266 - fixed bug with explosion of smashed penguins
1267 - allow Murphy player graphic in levels with non-Supaplex elements
1271 * I have forgotten to document changes for some time
1274 * pre-release version 2.2.0rc1 released
1277 * version number set to 2.1.2
1280 * version 2.1.1 released
1283 * version number set to 2.1.1
1286 * version 2.1.0 released
1289 * version number set to 2.1.0
1291 2002-04-03 to 2002-05-19 (various source files)
1292 * graphics, sounds and music now fully configurable
1293 * bug fixed that prevented walking through tubes when gravity on
1295 2002-04-02 src/events.c, src/editor.c
1296 * Make Escape key less aggressive when playing or when editing level.
1297 This can be configured as an option in the setup menu. (Default is
1298 "less aggressive" which means "ask user if something can be lost"
1299 when pressing the Escape key.)
1301 2002-04-02 src/screen.c
1302 * Added "graphics setup" screen.
1304 2002-04-01 src/screen.c
1305 * Changed "choose level" setup screen stuff to be more generic (to
1306 make it easier to add more "choose from generic tree" setup screens).
1308 2002-04-01 src/config.c, src/timestamp.h
1309 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1310 automatically gets created by "src/Makefile" and contains an actual
1311 compile-time timestamp to identify development versions of the game).
1313 2002-03-31 src/tape.c, src/events.c
1314 * Added quick game/tape save/load functions to tape stuff which can be
1315 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1316 loads previously recorded tape and directly goes into recording mode
1317 from the end of the tape (therefore appending to the tape).
1319 2002-03-31 src/tape.c
1320 * Added "index mark" function to tape recorder. When playing or
1321 recording, "eject" button changes to "index" button. Setting index
1322 mark is not yet implemented, but pressing index button when playing
1323 allows very quick advancing to end of tape (when normal playing),
1324 very fast forward mode (when playing with normal fast forward) or
1325 very fast reaching of "pause before end of tape" (when playing with
1326 "pause before end" playing mode).
1328 2002-03-30 src/cartoons.c
1329 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1331 2002-03-29 src/screen.c
1332 * Changed setup screen stuff to be more generic (to make it easier
1333 to add more setup screens).
1335 2002-03-23 src/main.c, src/main.h
1336 * Various changes due to the introduction of the new libgame files
1337 "setup.c" and "joystick.c".
1339 2002-03-23 src/files.c
1340 * Generic parts of "src/files.c" (mainly setup and level directory
1341 stuff) moved to new libgame file "src/libgame/setup.c".
1343 2002-03-23 src/joystick.c
1344 * File "src/joystick.c" moved to libgame source tree, with
1345 correspondig changes.
1347 2002-03-22 src/screens.c
1348 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1349 (Wrong level series information displayed when entering main group.)
1351 2002-03-22 src/editor.c
1352 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1354 2002-03-22 src/editor.c
1355 * Changed behaviour of "Escape" key in level editor to be more
1356 intuitive: When in "Element Properties" or "Level Info" mode,
1357 return to "Drawing Mode" instead of leaving the level editor.
1359 2002-03-21 src/game.c, src/editor.c, src/files.c
1360 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1361 gems (emeralds, diamonds, ...) slipping down from normal wall,
1362 steel wall and growing wall (as in E.M.C. style levels). Although
1363 the behaviour of contributed and private levels wasn't changed (due
1364 to the use of "level.game_version"; see previous entry), editing
1365 those levels will (of course) change the behaviour accordingly.
1367 This change seems a bit too hard after thinking about it, because
1368 the EM style behaviour is not the "expected" behaviour (gems would
1369 normally only slip down from "rounded" walls). Therefore this was
1370 now changed to an element property for gem style elements, with the
1371 default setting "off" (which means: no special EM style behaviour).
1372 To fix older converted levels, this flag is set to "on" for pre-2.0
1373 levels that are neither contributed nor private levels.
1375 2002-03-20 src/files.h
1376 * Corrected settings for "level.game_version" depending of level type.
1377 (Contributed and private levels always get played with game engine
1378 version they were created with, while converted levels always get
1379 played with the most recent version of the game engine, to let new
1380 corrections of the emulation behaviour take effect.)
1382 2002-03-20 src/main.h
1383 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1384 compiling the SDL version on some systems.
1385 Thanks to the several people who pointed this out.
1388 * Version number set to 2.0.2.
1391 * Version 2.0.1 released.
1393 2002-03-18 src/screens.c
1394 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1396 2002-03-18 src/files.c [src/libgame/misc.c]
1397 * Moved some common functions from src/files.c to src/libgame/misc.c.
1399 2002-03-18 src/files.c [src/libgame/misc.c]
1400 * Changed permissions for new directories and saved files (especially
1401 score files) according to suggestions of Debian users and mantainers.
1402 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1404 2002-03-17 src/files.c
1405 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1406 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1407 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1408 for levels and "TAPE" for tapes). Old "cookie" style format is
1409 still supported for reading. New level and tape files are written
1412 * New IFF chunk "VERS" contains version numbers for file and game
1413 (where "game version" is the version of the program that wrote the
1414 file, and "file version" is a version number to distinguish files
1415 with different format, for example after adding new features).
1417 2002-03-15 src/screen.c
1418 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1419 (Before, you heard a mixture of the in-game music and the
1420 hall-of-fame music.)
1422 2002-03-14 src/events.c
1423 * Function "DumpTape()" (files.c) now available by pressing 't' from
1424 main menu (when in DEBUG mode).
1426 2002-03-14 src/game.c
1427 * "GameWon()": When game was won playing a tape, now there is no delay
1428 raising the score and no corresponding sound is played.
1430 2002-03-14 src/files.c
1431 * Changed "LoadTape()" for real chunk support and also adjusted
1432 "SaveTape()" accordingly.
1434 2002-03-14 src/game.c, src/tape.c, src/files.c
1435 * Important changes to tape format: The old tape format stored all
1436 actions with a real effect with a corresponding delay between the
1437 stored actions. This had some major disadvantages (for example,
1438 push delays had to be ignored, pressing a button for some seconds
1439 mutated to several single button presses because of the non-action
1440 delays between two action frames etc.). The new tape format just
1441 stupidly records all device actions and replays them later. I really
1442 don't know why I haven't solved it that way before?! Old-style tapes
1443 (with tape file version less than 2.0) get converted to the new
1444 format on-the-fly when loading and can therefore still be played;
1445 only some minor parts of the old-style tape handling code was needed.
1446 (A perfect conversion is not possible, because there is information
1447 missing about the device actions between two action frames.)
1449 2002-03-14 src/files.c
1450 * New function "DumpTape()" to dump the contents of the current tape
1451 in a human readable format.
1453 2002-03-14 src/game.c
1454 * Small tape bug fixed: When automatically advancing to next level
1455 after a game was won, the tape from the previous level still was
1456 loaded as a tape for the new level.
1458 2002-03-14 src/tape.c
1459 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1460 tape, cartoons did not get completely removed because
1461 StopAnimation() was not called.
1463 2002-03-13 src/files.c
1464 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1465 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1466 size even when using 16-bit elements). Added new chunk "CNT2" for
1467 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1468 chunk even when content was 16-bit element). "CNT2" should now be
1469 able to store content for arbitrary elements (up to eight blocks of
1470 3 x 3 element arrays). All "CNT2" elements will always be stored as
1471 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1473 2002-03-13 src/files.c
1474 * Changed "LoadLevel()" for real chunk support.
1476 2002-03-12 src/game.c
1477 * Fixed problem (introduced after 2.0.0 release) with penguins
1478 not getting killed by enemies
1480 2002-02-24 src/game.c, src/main.h
1481 * Added "player->is_moving"; now "player->last_move_dir" does
1482 not contain any information if the player is just moving at
1484 Before, "player->last_move_dir" was misused for this purpose
1485 for the robot stuff (robots don't kill players when they are
1486 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1487 broke tapes when walking through pipes!
1488 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1489 in a continuous movement. This fact is ignored for friends and