2 * fixed bug with displaying any player as "yellow" when moving into acid
3 * fixed bug with displaying running player when player stopped at border
6 * fixed bug with player exploding when moving into acid
7 * fixed bug with level settings being reset in editor and when playing
8 (some compatibility settings being set not only after level loading)
9 * fixed crash bug when number of custom graphic frames was set to zero
10 * fixed bug with teleporting player on walkable tile not working anymore
11 * added partial compatibility support for pre-release-only "CONF" chunk
12 (to make Alan Bond's "color cycle" demo work again :-) )
15 * fixed some bugs when displaying title screens from info screen menu
18 * changed file major version to 3 to reflect level file format changes
19 * uploaded pre-release (test) version 3.2.0-8 binary and source code
22 * added new chunk "NAME" to level file format for level name settings
23 * added new chunk "NOTE" to level file format for envelope settings
24 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
25 * updated magic(5) file to recognize changed and new level file chunks
26 * removed change events "change when CE value/score changes" as unneeded
29 * changed gravity (which only affects the player) from level property
30 to player property (only makes a difference in multi-player levels)
31 * added change events "change when CE value/score changes"
32 * added change events "change when CE value/score changes of <element>"
35 * added new chunk "INFO" to level file format for global level settings
36 * added all element settings from "HEAD" chunk to "CONF" chunk
37 * added all global level settings from "HEAD" chunk to "INFO" chunk
40 * changed level file format by adding two new chunks "CUSX" (for custom
41 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
42 elements, replacing the previous "GRP1" chunk); these new IFF style
43 chunks use the new and flexible "micro chunks inside chunks" technique
44 already used with the new "CONF" chunk (for normal element properties)
45 which makes it possible to easily extend the existing level format
46 (instead of using fixed-length chunks like before, which are either
47 too big due to reserved bytes for future use, or too small when those
48 reserved bytes have all been used and even more data should be stored,
49 requiring the replacement by new and larger chunks just like it went
50 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
53 * added credits pages to the "credits" section that were really missing
54 * added some missing element descriptions to the level editor
55 * added down position of switchgate switch to the level editor
56 and allowed the use of both switch positions at the same time
57 * changed use of "Insert" and "Delete" keys to navigate element list in
58 level editor to start of previous or next cascading block of elements
61 * added the possibility to view the title screen to the info screen menu
62 * fixed some minor bugs with viewing title screens
65 * fixed bug with title (cross)fading in/out when using fullscreen mode
68 * fixed bug that forced re-defining of menu settings in local graphics
69 config file which are already defined in existing base config file
70 * fixed small bug that caused door sounds playing when music is enabled
73 * added the possibility to define up to five title screens for each
74 level set that are displayed after loading using (cross)fading in/out
75 (this was added to display the various start images of the EMC sets)
78 * added "CE score gets zero [of]" to custom element trigger conditions
79 * added setup option to display element token name in level editor
82 * added compatibility code for Juergen Bonhagen's menu artwork settings
85 * fixed bug with displaying wrong animation frame 0 after CE changes
86 * fixed bug with creating invisible elements when light switch is on
89 * added selection between ECS and AGA graphics for EMC levels to setup
92 * adjusted font handling for various narrow EMC style fonts
95 * changed EM engine behaviour back to re-allow initial rolling springs
98 * fixed handling of over-large selectboxes (less error-prone now)
99 * fixed bug when creating GE with walkable element under the player
102 * added use of "Insert" and "Delete" keys to navigate element list in
103 level editor to start of custom elements or start of group elements
104 * added virtual elements to access CE value and CE score of elements:
105 - "CE value of triggering element"
106 - "CE score of triggering element"
107 - "CE value of current element"
108 - "CE score of current element"
111 * fixed "grass" to "sand" in older EM levels (up to file version V4)
114 * changed behaviour of network games with internal errors (because of
115 different client frame counters) from immediately terminating R'n'D
116 to displaying an error message requester and stopping only the game
117 (also to prevent impression of crashes under non command-line runs)
118 * fixed playing network games with the EMC engine (did not work before)
119 * fixed bug with not scrolling the screen in multi-player mode with the
120 focus on player 1 when all players are moving in different directions
121 * fixed bug with keeping pointer to gadget even after its deallocation
122 * fixed bug with allowing "focus on all players" in network games
123 * fixed bug with player focus when playing tapes from network games
126 * uploaded pre-release (test) version 3.2.0-7 binary and source code
129 * code cleanup for game action control for R'n'D and EMC game engine
132 * fixed bug in multi-player movement with focus on both players
133 * added option to control only the focussed player with all input
136 * added player focus switching to level tape recording and re-playing
139 * fixed some bugs in player focus switching in EMC and RND game engine
142 * added special Supaplex animations for Murphy digging and snapping
143 * added special Supaplex animations for Murphy being bored and sleeping
146 * added four new yam yams with explicit start direction for EMC engine
147 * fixed bug in src/libgame/text.c with printing text outside the window
150 * fixed small bug in EMC level loader (copyright sign in EM II levels)
153 * added delayed ignition of EM style dynamite when used in R'n'D engine
154 * added limited movement range to EMC engine when focus on all players
157 * fixed bug with missing (zero) score values for native Supaplex levels
160 * added "continuous snapping" (snapping many elements while holding the
161 snap key pressed, without releasing the snap key after each element)
162 as a new player setting for more compatibility with the classic games
165 * finished scrolling for "focus on all players" in EMC graphics engine
168 * level sets with "levels: 0" are ignored for levels, but not artwork
169 * fixed bug when scanning empty level group directories (endless loop)
172 * fixed bug with explosion graphic for player using "Murphy" graphic
173 * fixed bug with explosion graphic if player leaves explosion in time
174 * changed some descriptive text in setup menu to use medium-width font
175 * added key shortcut settings for switching player focus to setup menu
178 * fixed bug with random value initialization when recording tapes
179 * fixed bug with playing single player tapes when team mode activated
182 * fixed little bug when trying to switch to player that does not exist
185 * added player switching (visual and quick) to R'n'D and EM game engine
186 * added setup option to select visual or quick in-game player switching
189 * added use of "Home" and "End" keys to handle element list in editor
192 * fixed bug with adding score when playing tape with EMC game engine
193 * added steel wall border for levels using EMC engine without border
194 * finally fixed delayed scrolling in EMC engine also for small levels
197 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
200 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
201 * fixed bug when displaying info element without action, but direction
204 * fixed minor graphical problems with springs smashing and slurping
205 (when using R'n'D style graphics instead of EMC style graphics)
208 * added scroll delay (as configured in setup) to EMC graphics engine
211 * improved screen redraw for EMC graphics engine (faster and smoother)
212 * when not scrolling, do not redraw the whole playfield if not needed
215 * added multi-player mode for EMC game engine (with up to four players)
218 * added android (can clone elements) from EMC engine to R'n'D engine
221 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
224 * added selectbox for initial player speed to player settings in editor
227 * version 3.1.2 created that is basically version 3.1.1, but with a
228 major bug fixed that prevented editing your own private levels
229 * version 3.1.2 released
232 * added magic ball (creates elements) from EMC engine to R'n'D engine
235 * uploaded fixed pre-release version 3.2.0-6 binary and source code
238 * fixed bug when using "CE can leave behind <trigger element>"
239 * added new change condition "(after/when) creation of <element>"
240 * added new change condition "(after/when) digging <element>"
241 * fixed bug accessing invalid gadget that caused crashes under Windows
242 * deactivated new possibility for multiple CE changes per frame
245 * uploaded pre-release (test) version 3.2.0-6 binary and source code
248 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
249 * fixed bug with not keeping CE value for moving CEs with only action
250 * changed CE action selectboxes in editor to be only reset when needed
253 * added option "use artwork from element" for custom player artwork
254 * added option "use explosion from element" for player explosions
257 * added cascaded element lists in the level editor
258 * added persistence for cascaded element lists by "editorcascade.conf"
259 * added dynamic element list with all elements used in current level
260 * added possibility for multiple CE changes per frame (experimental)
263 * uploaded pre-release (test) version 3.2.0-5 binary and source code
266 * changed "score for each 10 seconds/steps left" to "1 second/step"
267 * added own score for collecting "extra time" instead of sharing it
268 * added change events "switched by player" and "player switches <e>"
269 * added change events "snapped by player" and "player snaps <e>"
270 * added "set player artwork: <element choice>" to CE action options
271 * added change event "move of <element>"
274 * added "set player shield: off / normal / deadly" to CE action options
275 * added new player option "use level start element" in level editor
276 to set the correct focus at level start to elements from which the
277 player is created later (this did not work before for cascaded CE
278 changes resulting in creation of the player; it is now also possible
279 to create the player from a yam yam which is smashed at level start)
282 * added "set player speed: frozen (not moving)" to CE action options
283 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
286 * added new player option "block snap field" (enabled by default) to
287 make it possible to show a snapping animation like in Emerald Mine
290 * added dynamic selectboxes to custom element action settings in editor
291 * added "CE value" counter for custom elements (instead of "CE count")
292 * added option to use the last "CE value" after custom element change
293 * added option to use the "CE value" of other elements in CE actions
294 * fixed odd behaviour when pressing time orb in levels w/o time limit
295 * added checkbox "use time orb bug" for older levels that use this bug
298 * added missing configuration settings for the following elements:
299 - EL_TIMEGATE_SWITCH (time of open time gate)
300 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
301 - EL_SHIELD_NORMAL (time of shield duration)
302 - EL_SHIELD_DEADLY (time of shield duration)
303 - EL_EXTRA_TIME (time added to level time)
304 - EL_TIME_ORB_FULL (time added to level time)
307 * added "wind direction" as a movement pattern for custom elements
308 * added initial wind direction for balloon / custom elements to editor
309 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
312 * added parameters for "game of life" and "biomaze" elements to editor
315 * added level file chunk "CONF" for generic level and element settings
318 * uploaded pre-release (test) version 3.2.0-4 binary and source code
321 * skip empty level sets (with "levels: 0"; may be artwork base sets)
322 * added sound action ".page[1]" to ".page[32]" for each CE change page
325 * added image config suffix ".clone_from" to copy whole image settings
326 * fixed bug with invalid ("undefined") CE settings in old level files
329 * fixed graphical bug with smashing elements falling faster than player
332 * fixed major bug which prevented private levels from being edited
333 * fixed bug with precedence of general and special font definitions
336 * fixed graphical bug with player animation when player moves slowly
339 * uploaded pre-release (test) version 3.2.0-3 binary and source code
342 * fixed bug which prevented "global.num_toons: 0" from working
345 * major code cleanup (removed all these annoying "#if 0" blocks)
348 * added custom element actions for CE change page in level editor
351 * fixed music initialization bug in init.c (thanks to David Binderman)
352 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
353 (this bug must probably be fixed at other places, too)
356 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
357 (should be '#include <SDL.h>' instead)
360 * fixed bug which prevented "walkable from no direction" from working
361 (due to compatibility code overwriting this setting after loading)
364 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
367 * version number temporarily set to 3.1.1 (intermediate bugfix release)
368 * version 3.1.1 released
371 * changed some va_arg() arguments from 'long' to 'int', fixing problems
372 on 64-bit architecture systems with LP64 data model
375 * fixed bug with bombs not exploding when hitting the last level line
376 (introduced after the release of 3.1.0)
379 * added support for dumping small-sized level sketches from editor
382 * added recognition of "trigger element" for "change digged element to"
383 (this is not really what the "trigger element" was made for, but its
384 use may seem obvious for leaving back digged elements unchanged)
387 * fixed multiple warnings about failed joystick device initialization
390 * fixed bug with dynamite dropped on top of just dropped custom element
391 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
392 dynamite can still be dropped, but drop key must be released before
395 * fixed bug with wrong start directory when started from file browser
396 (due to this bug, R'n'D could not be started from KDE's Konqueror)
399 * fixed bug causing "change when impact" on player not working
400 * fixed wrong priority of "hitting something" over "hitting <element>"
401 * fixed wrong priority of "hit by something" over "hit by <element>"
404 * fixed graphical bug which caused the player (being Murphy) to show
405 collecting animations although the element was collected by penguin
408 * fixed two bugs causing wrong door background graphics in system.c
409 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
412 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
413 * added "no direction" to "walkable/passable from" selectbox options
416 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
417 * in tape autoplay, not only report broken, but also missing tapes
420 * uploaded pre-release (test) version 3.2.0-2 binary and source code
423 * fixed small bug with "linear" animation not working for active lamp
426 * fixed bug with moving up despite gravity due to "block last field"
427 * fixed small bug with wrong draw offset when typing name in main menu
428 * when reading user names from "passwd", ignore data after first comma
429 * when creating new "levelinfo.conf", only write some selected entries
432 * fixed displaying "imported from/by" on preview with empty string
433 * fixed ignoring draw offset for fonts used for level preview texts
436 * fixed a delay problem with SDL and too many mouse motion events
437 * added setup option "skip levels" and level skipping functionality
440 * added move speed "not moving" for non-moving CEs, but with direction
443 * fixed mapping of obsolete element token names in "editorsetup.conf"
444 * fixed bug with sound "acid.splashing" treated as a loop sound
445 * fixed some little sound bugs in native EM engine
448 * fixed small bug when dragging scrollbars to end positions
451 * added editor element descriptions written by Aaron Davidson
454 * improved fallback handling when configured artwork is not available
455 (now using default artwork instead of exiting when files not found)
458 * fixed bug on level selection screen when dragging scrollbar
461 * fixed bug which caused broken tapes when appending to EM engine tapes
464 * uploaded pre-release (test) version 3.2.0-1 binary and source code
467 * added code to replace changed artwork config tokens with other tokens
468 (needed for backwards compatibility, so that older tokens still work)
471 * added native R'n'D graphics for some new EMC elements in EM engine
474 * fixed some bugs in the EM engine integration code
475 * changed EM engine code to allow diagonal movement
476 * changed EM engine code to allow use of separate snap and drop keys
479 * fixed some redraw bugs when using EM engine
482 * fixed bug with not converting RND levels which are set to use native
483 engine to native level structure when loading
486 * uploaded pre-release (test) version 3.2.0-0 binary and source code
489 * version number set to 3.2.0
492 * level data now reset to defaults after attempt to load invalid file
495 * added use of "editorsetup.conf" for different level sets
498 * added auto-detection for various types of Emerald Mine level files
501 * fixed bug with scrollbars getting too small when list is very large
504 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
507 * added most level editor configuration gadgets for new EMC elements
510 * added more element and graphic definitions for new EMC elements
513 * modified native EM engine to use integrated R'n'D sound system
516 * added SDL support to graphics functions in native EM engine
517 (by always using generic libgame interface functions)
520 * fixed bug in frame synchronization in native EM engine
523 * added code to convert levels between R'n'D and native EM engine
526 * new Emerald Mine engine can now play levels selected in main menu
529 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
530 (which creates scaled down graphics for level editor and preview);
531 there's still a memory leak somewhere in the artwork handling code
532 * added "scale image up" functionality to X11 version of zoom function
535 * first attempts to integrate new, native Emerald Mine Club engine
538 * fixed bug in gadget code which caused reset of CEs in level editor
539 (example: pressing 'b' [grab brush] on CE config page erased values)
540 (solution: check if gadgets in ClickOnGadget() are really mapped)
541 * improved level change detection in editor (settings now also checked)
542 * fixed bug with "can move into acid" and "don't collide with" state
545 * fixed maze runner style CEs to use the configured move delay value
548 * added Aaron Davidson's tutorial level set to the "Tutorials" section
551 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
552 * fixed the above fix because it broke level set "machine" (*sigh*)
553 * fixed random element placement in level editor to work as expected
554 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
557 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
560 * fixed bug (missing array boundary check) which caused broken tapes
561 * fixed bug (when loading level template) which caused broken levels
562 * fixed bug with new block last field code when using non-yellow player
565 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
566 * internal change of how the player blocks the last field when moving
567 * fixed blocking delay of last field for EM and SP style block delay
568 * fixed bug where the player had to wait for the usual move delay after
569 unsuccessfully trying to move, when he directly could move after that
570 * the last two changes should make original Supaplex level 93 solvable
571 * improved use of random number generator to make it less predictable
572 * fixed behaviour of slippery SP elements to let slip left, then right
575 * fixed bug with wrong door state after trying to quickload empty tape
576 * fixed waste of static memory usage of the binary, making it smaller
577 * fixed very little graphical bug in Supaplex explosion
580 * version number set to 3.1.1
583 * version 3.1.0 released
586 * fixed bug with crash when writing user levelinfo.conf the first time
589 * added option "convert LEVELDIR [NR]" to command line batch commands
590 * re-converted Supaplex levels to apply latest engine fixes
591 * changed "use graphic/sound of element" to "use graphic of element"
592 due to compatibility problems with some levels ("bug machine" etc.)
595 * fixed bug with CE change replacing player with same or other player
598 * fixed bug with opaque font in envelope with background graphic when
599 background graphic is not transparent itself
602 * added "gravity on" and "gravity off" ports for Supaplex compatibility
603 * corrected original Supaplex level loading code to use these new ports
604 * also corrected Supaplex loader to auto-count infotrons if set to zero
607 * fixed bug with missing initialization of "modified" flag for GEs
610 * fixed bug that caused endless recursion loop when relocating player
611 * fixed tape recorder bug in "step mode" when using "pause before end"
612 * fixed tape recorder bug when changing from "warp forward" mode
615 * fixed bug with "when touching" for pushed elements at last position
618 * fixed bug that caused two activated toolbox buttons in level editor
619 * fixed bug with exploding dynabomb under player due to other explosion
622 * fixed bug with creating walkable custom element under player (again)
623 * fixed bug with not copying explosion type when copying CEs in editor
624 * fixed graphical bug when drawing player in setup menu (input devices)
625 * fixed graphical bug when the player is pushing an accessible element
626 * fixed bug with classic switchable elements triggering CE changes
627 * fixed bug with entering/leaving walkable element in RelocatePlayer()
628 * fixed crash bug when CE leaves behind the trigger player element
631 * fixed bug with broken tubes after placing/exploding dynamite in them
632 * fixed bug with exploding dynamite under player due to other explosion
633 * fixed bug with not resetting push delay under certain circumstances
636 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
637 * added network multiplayer code for Windows (thanks to Niko Böhm)
640 * added option "reachable despite gravity" for gravity movement
641 * changed gravity movement of most classic walkable and passable
642 elements back to "not reachable" (for compatibility reasons)
645 * fixed (removed) "indestructible" / "can explode" dependency in editor
646 * fixed (removed) "accessible inside" / "protected" dependency
647 * fixed (removed) "step mode" / "shield time" dependency
650 * fixed dynabombs exploding now into anything diggable
651 * fixed Supaplex style gravity movement into buggy base now impossible
652 * added pressing key "space" as valid action to select menu options
655 * added "replace when walkable" to relocate player to walkable element
656 * added "enter"/"leave" event for elements affected by relocation
657 * fixed "direct"/"indirect" change order also for "when change" event
658 * fixed graphical bug when pushing things from elements walkable inside
661 * fixed graphic bug when player is snapping while moving in old levels
662 * fixed bug when a moving custom element leaves a player element behind
663 * fixed bug with mole not disappearing when moving into acid pool
664 * fixed bug with incomplete path setting when using "--basepath" option
665 * moving CE can now leave walkable elements behind under the player
666 * when relocating, player can be set on walkable element now
667 * fixed another gravity movement bug
670 * uploaded pre-release (test) version 3.1.0-2 binary and source code
673 * added "collectible" and "removable" to extended replacement types
674 (where "removable" replaces "diggable" and "collectible" elements)
675 * added "collectible & throwable" (to throw element to the next field)
676 * fixed bug with CEs digging elements that are just about to explode
677 * changed mouse cursor now always being visible when game is paused
680 * added possibility to push/press accessible elements from a side that
682 * fixed bug with not setting actual date when appending to tape
685 * fixed bug with incorrectly initialized custom element editor graphics
688 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
689 - number of levels corrected from 18 to 17 in "levelinfo.conf"
692 * fixed bug with destroyed robot wheel still attracting robots forever
693 * fixed bug with time gate switch deactivating after robot wheel time
694 (while the time gate itself is not affected by this misbehaviour)
695 * changed behaviour of BD style amoeba to always get blocked by player
696 (before it was different when there were non-BD elements in level)
697 * fixed bug with player destroying indestructable elements with shield
700 * added option to make growing elements grow into anything diggable
701 (for the various amoeba types, biomaze and "game of life")
704 * fixed bug with movable elements not moving after left behind by CEs
705 * changed gravity movement to anything diggable, not only sand/base
706 * optionally allowing passing to walkable element, not only empty space
707 * added option "can pass to walkable element" for players
708 * finally fixed gravity movement (hopefully)
711 * fixed bug with movable elements not moving anymore after falling down
714 * fixed another bug with custom elements digging and leaving elements
715 * fixed bug with "along left/right side" and automatic start direction
716 * trigger elements now also displayed when "more custom" deactivated
717 * fixed bug with clipboard element initialized when loading new level
718 * added option "drop delay" to set delay before dropping next element
721 * uploaded pre-release (test) version 3.1.0-1 binary and source code
724 * added copy and paste functions for custom change pages
725 * enhanced graphical display and functionality of tape recorder
726 * fixed bug with custom elements digging and leaving elements
729 * added move speed faster than "very fast" for custom elements
730 * fixed bug with 3+3 style explosions and missing border content
731 * fixed little bug when copying custom elements in the editor
732 * enhanced custom element changes by more side trigger actions
735 * added option "no scrolling when relocating" for instant teleporting
736 * uploaded pre-release (test) version 3.1.0-0 binary and source code
739 * added trigger element and trigger player to use as target elements
740 * added copy and paste functions for custom and group elements
743 * fixed graphical bug when displaying explosion animations
744 * fixed bug when appending to tapes, resulting in broken tapes
745 * re-recorded a few tapes broken by fixing gravity checking bug
748 * "can move into acid" property now for all elements independently
749 * "can fall into acid" property for player stored in same bitfield now
750 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
751 * version number set to 3.1.0 (finally!)
754 * changed tape recording to only record input, not programmed actions
757 * fixed totally broken (every 8th frame skipped) step-by-step recording
758 * fixed bug with requester not displayed when quick-loading interrupted
759 * added option "can fall into acid (with gravity)" for players
760 * fixed bug with player not falling when snapping down with gravity
763 * fixed bug which messed up key config when using keypad number keys
766 * fixed bug which allowed moving upwards even when gravity was active
767 * fixed bug with missing error handling when dumping levels or tapes
770 * added different colored editor graphics for Supaplex gravity tubes
773 * fixed bug that allowed solvable tapes for unsolvable levels
776 * use unlimited number of droppable elements when "count" set to zero
777 * added option to use step limit instead of time limit for level
780 * added player and change page as trigger for custom element change
783 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
786 * fixed bug with dark yamyam changing to acid when moving over acid
787 * fixed handling of levels with more than 999 seconds level time
788 (example: level 76 of "Denmine")
791 * "spring push bug" reintroduced as configurable element property
792 * fixed bug with missing properties for "mole"
793 * fixed bug that showed up when fixing the above "mole" properties bug
794 * added option "can move into acid" for all movable elements
795 * fixed graphical bug for elements moving into acid
796 * changed event handling to handle all pending events before going on
799 * fixed bug which caused all CE change pages to be ignored which had
800 the same change event, but used a different element side
801 (reported by Simon Forsberg)
803 * fixed bug which caused elements that can move and fall and that are
804 transported by a conveyor belt to continue moving into that direction
805 after leaving the conveyor belt, regardless of their own movement
806 type; only elements which can not move are transported now
807 (reported by Simon Forsberg)
809 * fixed bug which could cause an array overflow in RelocatePlayer()
810 (reported by Niko Böhm)
812 * changed Emerald Mine style "passable / over" elements to "protected"
813 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
815 * added new option to select from which side a "walkable/passable"
816 element can be entered
819 * added explosion and ignition delay for elements that can explode
822 * fixed bug which caused player not being protected against enemies
823 when a CE was "walkable / inside" and was not "indestructible"
824 * added "walkable/passable" fields to be "protected/unprotected"
825 against enemies, even if not accessible "inside" but "over/under"
828 * corrected move pattern to 32 bit and initial move direction to 8 bit
831 * added second custom element base configuration page
834 * added some special EMC mappings to Emerald Mine level loader
835 (also covering previously unknown element in level 0 of "Bondmine 8")
838 * added option to block last field when player is moving (for Supaplex)
839 * adjusted push delay of Supaplex elements
840 * removed delays for envelopes etc. when replaying with maximum speed
841 * fixed bug when dropping element on a field that just changed to empty
844 * fixed bug: infotrons can now smash yellow disks
845 * fixed bug: when gravity active, port above player can now be entered
846 * removed "one white dot" mouse pointer which irritated some people
849 * added "choice type" for group element selection
852 * fixed bug with initial invulnerability of non-yellow player
855 * added level loader for loading native Supaplex packed levels
856 (including multi-part levels like the "splvls99" levels)
859 * fixed bug which allowed creating emeralds by escaping explosions
862 * custom elements can change (limited) or leave (unlimited) elements
863 * finally added multiple matches using group elements
864 * added shortcut to dump brush (type ":DB" in editor) for use in forum
867 * added new start movement type "previous" for continued CE movement
868 * added new start movement type "random" for random CE movement start
871 * added new element "sokoban_field_player" needed for Sokoban levels
872 (thanks to Ed Booker for pointing this out!)
875 * added elements that can be digged or left behind by custom elements
878 * added group elements for multiple matches and random element creation
881 * fixed some graphical errors displayed in old levels
884 * fixed wrong double speed movement after passing closing gates
887 * added level loader for loading native Emerald Mine levels
890 * changes for "shooting" style CE movement
893 * Happy New Year! ;-)
896 * changed default snap/drop keys from left/right Shift to Control keys
899 * fixed bug with dead player getting reanimated from custom element
902 * fixed bug with wrong penguin graphics (when entering exit)
905 * fixed bug with wrong "Murphy" graphics (when digging etc.)
908 * version number set to 3.0.9
911 * version 3.0.8 released
914 * added function checked_free()
917 * fixed bug with double nut cracking sound
918 (by eliminating "default element action sound" assignment in init.c)
921 * fixed crash when no music info files are available
924 * fixed boring and sleeping sounds
927 * added "maze runner" and "maze hunter" movement types
928 * added extended collision conditions for custom elements
931 * added warnings for undefined token values in artwork config files
934 * added menu entry for level set information to the info screen
937 * fixed bug with wrong default impact sound for colored emeralds
940 * added several sub-screens for the info screen
941 * menu text now also clickable (not only blue/red sphere left of it)
944 * added configurable "bored" and "sleeping" animations for the player
945 * added "awakening" sound for player when waking up after sleeping
948 * added "copy" and "exchange" functions for custom elements to editor
951 * added configurable element animations for info screen
954 * added configurable music credits for info screen
957 * finally fixed tape recording when player is created from CE change
960 * added "editorsetup.conf" for editor element list configuration
963 * added "musicinfo.conf" for menu and level music configuration
966 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
967 (that only showed up on Linux, but not on Windows systems)
970 * fixed turning movement of butterflies and fireflies (no frame reset)
971 * enhanced sniksnak turning movement (two steps instead of only one)
974 * version number set to 3.0.8
977 * version 3.0.7 released
980 * fixed reset of player animation frame when, for example,
981 walking, digging or collecting share the same animation
982 * fixed CE with "deadly when touching" exploding when touching amoeba
985 * fixed tape recording when player is created from CE element change
988 * introduced "turning..." action graphic for elements with move delay
989 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
990 * added turning animations for bug, spaceship and sniksnak
993 * prevent "extended" changed elements from delay change in same frame
996 * fixed bug when pushing element that can move away to the side
997 (like pushing falling elements, but now with moving elements)
1000 * finally fixed serious bug in code for delayed element pushing (again)
1003 * unavailable setup options now marked as "n/a" instead of "off"
1004 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1005 to "true", levels are always played with the latest game engine,
1006 which is desired for levels that are imported from other games; all
1007 other levels are played with the engine version stored in level file
1008 (which is normally the engine version the level was created with)
1011 * fixed serious bug in code for delayed element pushing
1012 * fixed little bug in animation frame selection for pushed elements
1013 * speed-up of reading config file for verbose output
1016 * added configuration option for opening and closing Supaplex exit
1017 * added configuration option for moving up/down animation for Murphy
1018 * fixed incorrectly displayed animation for attacking dragon
1019 * fixed bug with not setting initial gravity for each new game
1020 * fixed bug with teleportation of player by custom element change
1021 * fixed bug with player not getting smashed by rock sometimes
1024 * version number set to 3.0.7
1027 * version 3.0.6 released
1030 * added support for MP3 music for SDL version through SMPEG library
1033 * fixed bug when initializing font graphic structure
1034 * fixed bug with animation mode "pingpong" when using only 1 frame
1035 * fixed bug with extended change target introduced in 3.0.5
1036 * fixed bug where passing over moving element doubles player speed
1037 * fixed bug with elements continuing to move into push direction
1038 * fixed bug with duplicated player when dropping bomb with shield on
1039 * added "switching" event for custom elements ("pressing" only once)
1040 * fixed switching bug (resetting flag when not switching but not idle)
1043 * fixed element tokens for certain file elements with ".active" etc.
1046 * version number set to 3.0.6
1049 * version 3.0.5 released
1052 * now four envelope elements available
1053 * font, background, animation and sound for envelope now configurable
1054 * main menu doors opening/closing animation type now configurable
1057 * active/inactive sides configurable for custom element changes
1058 * new movement type "move when pushed" available for custom elements
1061 * fixed bug in multiple config pages loader code that caused crashes
1064 * enhanced (remaining low-resolution) Supaplex graphics
1067 * version number set to 3.0.5
1070 * version 3.0.4 released
1072 2003-09-12 src/tools.c
1073 * fixed bug in custom definition of crumbled element graphics
1075 2003-09-11 src/files.c
1076 * fixed bug in multiple config pages code that caused crashes
1079 * version number set to 3.0.4
1082 * version 3.0.3 released
1085 * added music to Supaplex classic level set
1087 2003-09-07 src/libgame/misc.c
1088 * added support for loading various music formats through SDL_mixer
1090 2003-09-06 (various source files)
1091 * fixed several nasty bugs that may have caused crashes on some systems
1092 * added envelope content which gets displayed when collecting envelope
1093 * added multiple change event pages for custom elements
1095 2003-08-24 src/game.c
1096 * fixed problem with player animation when snapping and moving
1098 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1099 * fixed problem with flickering when drawing toon animations
1101 2003-08-23 src/libgame/sdl.c
1102 * fixed problem with setting mouse cursor in SDL version in fullscreen
1104 2003-08-23 src/game.c
1105 * fixed bug (missing array boundary check) which could crash the game
1108 * version number set to 3.0.3
1111 * version 3.0.2 released
1113 2003-08-21 src/game.c
1114 * fixed bug with creating inaccessible elements at player position
1116 2003-08-20 src/init.c
1117 * fixed bug with not finding current level artwork directory
1119 2003-08-20 src/files.c
1120 * fixed bug with choosing wrong engine version when playing tapes
1121 * fixed bug with messing up custom element properties in 3.0.0 levels
1124 * version number set to 3.0.2
1127 * version 3.0.1 released
1129 2003-08-17 (no source files affected)
1130 * changed all "classic" PCX image files with 16 colors or less to
1131 256 color (8 bit) storage format, because the Allegro game library
1132 cannot handle PCX files with less than 256 colors (contributed
1133 graphics are not affected and might look wrong in the DOS version)
1135 2003-08-16 src/init.c
1136 * fixed bug which (for example) crashed the level editor when defining
1137 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1138 (only set to default) -- invalid graphics now set to default graphic
1140 2003-08-16 src/init.c
1141 * fixed graphical bug of player digging/collecting/snapping element
1142 when no corresponding graphic/animation is defined for this action,
1143 resulting in player being drawn as EL_EMPTY (which should only be
1144 done to elements being collected, but not to the player)
1146 2003-08-16 src/game.c
1147 * fixed small graphical bug of player not totally moving into exit
1149 2003-08-16 src/libgame/setup.c
1150 * fixed bug with wrong MS-DOS 8.3 filename conversion
1152 2003-08-16 src/tools.c
1153 * fixed bug with invisible mouse cursor when pressing ESC while playing
1155 2003-08-16 (various source files)
1156 * added another 128 custom elements (disabled in editor by default)
1158 2003-08-16 src/editor.c
1159 * fixed NULL string bug causing Solaris to crash in sprintf()
1161 2003-08-16 src/screen.c
1162 * fixed drawing over scrollbar on level selection with custom fonts
1164 2003-08-15 src/game.c
1165 * cleanup of simple sounds / loop sounds / music settings
1167 2003-08-08 (various source files)
1168 * added custom element property for dropping collected elements
1170 2003-08-08 src/conf_gfx.c
1171 * fixed bug with missing graphic for active red disk bomb
1173 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1174 * extended variable "level.gravity" to "level.initial_gravity" and
1175 "game.current_gravity" to prevent level setting from being changed
1176 by playing the level (keeping the runtime value after playing)
1178 * fixed graphics bug when digging element that has 'crumbled' graphic
1179 definition, but not 'diggable' graphic definition
1182 * version number set to 3.0.1
1185 * version 3.0.0 released
1188 * various bug fixes; among others:
1189 - fixed bug with pushing spring over empty space
1190 - fixed bug with leaving tube while placing dynamite
1191 - fixed bug with explosion of smashed penguins
1192 - allow Murphy player graphic in levels with non-Supaplex elements
1196 * I have forgotten to document changes for some time
1199 * pre-release version 2.2.0rc1 released
1202 * version number set to 2.1.2
1205 * version 2.1.1 released
1208 * version number set to 2.1.1
1211 * version 2.1.0 released
1214 * version number set to 2.1.0
1216 2002-04-03 to 2002-05-19 (various source files)
1217 * graphics, sounds and music now fully configurable
1218 * bug fixed that prevented walking through tubes when gravity on
1220 2002-04-02 src/events.c, src/editor.c
1221 * Make Escape key less aggressive when playing or when editing level.
1222 This can be configured as an option in the setup menu. (Default is
1223 "less aggressive" which means "ask user if something can be lost"
1224 when pressing the Escape key.)
1226 2002-04-02 src/screen.c
1227 * Added "graphics setup" screen.
1229 2002-04-01 src/screen.c
1230 * Changed "choose level" setup screen stuff to be more generic (to
1231 make it easier to add more "choose from generic tree" setup screens).
1233 2002-04-01 src/config.c, src/timestamp.h
1234 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1235 automatically gets created by "src/Makefile" and contains an actual
1236 compile-time timestamp to identify development versions of the game).
1238 2002-03-31 src/tape.c, src/events.c
1239 * Added quick game/tape save/load functions to tape stuff which can be
1240 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1241 loads previously recorded tape and directly goes into recording mode
1242 from the end of the tape (therefore appending to the tape).
1244 2002-03-31 src/tape.c
1245 * Added "index mark" function to tape recorder. When playing or
1246 recording, "eject" button changes to "index" button. Setting index
1247 mark is not yet implemented, but pressing index button when playing
1248 allows very quick advancing to end of tape (when normal playing),
1249 very fast forward mode (when playing with normal fast forward) or
1250 very fast reaching of "pause before end of tape" (when playing with
1251 "pause before end" playing mode).
1253 2002-03-30 src/cartoons.c
1254 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1256 2002-03-29 src/screen.c
1257 * Changed setup screen stuff to be more generic (to make it easier
1258 to add more setup screens).
1260 2002-03-23 src/main.c, src/main.h
1261 * Various changes due to the introduction of the new libgame files
1262 "setup.c" and "joystick.c".
1264 2002-03-23 src/files.c
1265 * Generic parts of "src/files.c" (mainly setup and level directory
1266 stuff) moved to new libgame file "src/libgame/setup.c".
1268 2002-03-23 src/joystick.c
1269 * File "src/joystick.c" moved to libgame source tree, with
1270 correspondig changes.
1272 2002-03-22 src/screens.c
1273 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1274 (Wrong level series information displayed when entering main group.)
1276 2002-03-22 src/editor.c
1277 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1279 2002-03-22 src/editor.c
1280 * Changed behaviour of "Escape" key in level editor to be more
1281 intuitive: When in "Element Properties" or "Level Info" mode,
1282 return to "Drawing Mode" instead of leaving the level editor.
1284 2002-03-21 src/game.c, src/editor.c, src/files.c
1285 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1286 gems (emeralds, diamonds, ...) slipping down from normal wall,
1287 steel wall and growing wall (as in E.M.C. style levels). Although
1288 the behaviour of contributed and private levels wasn't changed (due
1289 to the use of "level.game_version"; see previous entry), editing
1290 those levels will (of course) change the behaviour accordingly.
1292 This change seems a bit too hard after thinking about it, because
1293 the EM style behaviour is not the "expected" behaviour (gems would
1294 normally only slip down from "rounded" walls). Therefore this was
1295 now changed to an element property for gem style elements, with the
1296 default setting "off" (which means: no special EM style behaviour).
1297 To fix older converted levels, this flag is set to "on" for pre-2.0
1298 levels that are neither contributed nor private levels.
1300 2002-03-20 src/files.h
1301 * Corrected settings for "level.game_version" depending of level type.
1302 (Contributed and private levels always get played with game engine
1303 version they were created with, while converted levels always get
1304 played with the most recent version of the game engine, to let new
1305 corrections of the emulation behaviour take effect.)
1307 2002-03-20 src/main.h
1308 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1309 compiling the SDL version on some systems.
1310 Thanks to the several people who pointed this out.
1313 * Version number set to 2.0.2.
1316 * Version 2.0.1 released.
1318 2002-03-18 src/screens.c
1319 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1321 2002-03-18 src/files.c [src/libgame/misc.c]
1322 * Moved some common functions from src/files.c to src/libgame/misc.c.
1324 2002-03-18 src/files.c [src/libgame/misc.c]
1325 * Changed permissions for new directories and saved files (especially
1326 score files) according to suggestions of Debian users and mantainers.
1327 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1329 2002-03-17 src/files.c
1330 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1331 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1332 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1333 for levels and "TAPE" for tapes). Old "cookie" style format is
1334 still supported for reading. New level and tape files are written
1337 * New IFF chunk "VERS" contains version numbers for file and game
1338 (where "game version" is the version of the program that wrote the
1339 file, and "file version" is a version number to distinguish files
1340 with different format, for example after adding new features).
1342 2002-03-15 src/screen.c
1343 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1344 (Before, you heard a mixture of the in-game music and the
1345 hall-of-fame music.)
1347 2002-03-14 src/events.c
1348 * Function "DumpTape()" (files.c) now available by pressing 't' from
1349 main menu (when in DEBUG mode).
1351 2002-03-14 src/game.c
1352 * "GameWon()": When game was won playing a tape, now there is no delay
1353 raising the score and no corresponding sound is played.
1355 2002-03-14 src/files.c
1356 * Changed "LoadTape()" for real chunk support and also adjusted
1357 "SaveTape()" accordingly.
1359 2002-03-14 src/game.c, src/tape.c, src/files.c
1360 * Important changes to tape format: The old tape format stored all
1361 actions with a real effect with a corresponding delay between the
1362 stored actions. This had some major disadvantages (for example,
1363 push delays had to be ignored, pressing a button for some seconds
1364 mutated to several single button presses because of the non-action
1365 delays between two action frames etc.). The new tape format just
1366 stupidly records all device actions and replays them later. I really
1367 don't know why I haven't solved it that way before?! Old-style tapes
1368 (with tape file version less than 2.0) get converted to the new
1369 format on-the-fly when loading and can therefore still be played;
1370 only some minor parts of the old-style tape handling code was needed.
1371 (A perfect conversion is not possible, because there is information
1372 missing about the device actions between two action frames.)
1374 2002-03-14 src/files.c
1375 * New function "DumpTape()" to dump the contents of the current tape
1376 in a human readable format.
1378 2002-03-14 src/game.c
1379 * Small tape bug fixed: When automatically advancing to next level
1380 after a game was won, the tape from the previous level still was
1381 loaded as a tape for the new level.
1383 2002-03-14 src/tape.c
1384 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1385 tape, cartoons did not get completely removed because
1386 StopAnimation() was not called.
1388 2002-03-13 src/files.c
1389 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1390 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1391 size even when using 16-bit elements). Added new chunk "CNT2" for
1392 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1393 chunk even when content was 16-bit element). "CNT2" should now be
1394 able to store content for arbitrary elements (up to eight blocks of
1395 3 x 3 element arrays). All "CNT2" elements will always be stored as
1396 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1398 2002-03-13 src/files.c
1399 * Changed "LoadLevel()" for real chunk support.
1401 2002-03-12 src/game.c
1402 * Fixed problem (introduced after 2.0.0 release) with penguins
1403 not getting killed by enemies
1405 2002-02-24 src/game.c, src/main.h
1406 * Added "player->is_moving"; now "player->last_move_dir" does
1407 not contain any information if the player is just moving at
1409 Before, "player->last_move_dir" was misused for this purpose
1410 for the robot stuff (robots don't kill players when they are
1411 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1412 broke tapes when walking through pipes!
1413 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1414 in a continuous movement. This fact is ignored for friends and