2 * changed scrollbars to always show last line as first after scrolling
3 (that means jumping n - 1 screen lines instead of n screen lines)
6 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
7 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
8 * fixed special handling of vertically stacked acid becoming fake acid
11 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
12 affect multiple instances of the same CE, although this kind of
13 change condition usually only affects one single custom element
16 * version number set to 3.2.1
19 * version 3.2.0 released
22 * reorganized level editor element list a bit to match engines better
25 * fixed newly introduced bug with wrongly initializing clipboard element
28 * fixed bug with displaying visible/invisible level border in editor
31 * reorganized some elements in the level editor element list
34 * fixed bug with displaying any player as "yellow" when moving into acid
35 * fixed bug with displaying running player when player stopped at border
38 * fixed bug with player exploding when moving into acid
39 * fixed bug with level settings being reset in editor and when playing
40 (some compatibility settings being set not only after level loading)
41 * fixed crash bug when number of custom graphic frames was set to zero
42 * fixed bug with teleporting player on walkable tile not working anymore
43 * added partial compatibility support for pre-release-only "CONF" chunk
44 (to make Alan Bond's "color cycle" demo work again :-) )
47 * fixed some bugs when displaying title screens from info screen menu
48 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
51 * changed file major version to 3 to reflect level file format changes
52 * uploaded pre-release (test) version 3.2.0-8 binary and source code
55 * added new chunk "NAME" to level file format for level name settings
56 * added new chunk "NOTE" to level file format for envelope settings
57 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
58 * updated magic(5) file to recognize changed and new level file chunks
59 * removed change events "change when CE value/score changes" as unneeded
62 * changed gravity (which only affects the player) from level property
63 to player property (only makes a difference in multi-player levels)
64 * added change events "change when CE value/score changes"
65 * added change events "change when CE value/score changes of <element>"
68 * added new chunk "INFO" to level file format for global level settings
69 * added all element settings from "HEAD" chunk to "CONF" chunk
70 * added all global level settings from "HEAD" chunk to "INFO" chunk
73 * changed level file format by adding two new chunks "CUSX" (for custom
74 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
75 elements, replacing the previous "GRP1" chunk); these new IFF style
76 chunks use the new and flexible "micro chunks inside chunks" technique
77 already used with the new "CONF" chunk (for normal element properties)
78 which makes it possible to easily extend the existing level format
79 (instead of using fixed-length chunks like before, which are either
80 too big due to reserved bytes for future use, or too small when those
81 reserved bytes have all been used and even more data should be stored,
82 requiring the replacement by new and larger chunks just like it went
83 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
86 * added credits pages to the "credits" section that were really missing
87 * added some missing element descriptions to the level editor
88 * added down position of switchgate switch to the level editor
89 and allowed the use of both switch positions at the same time
90 * changed use of "Insert" and "Delete" keys to navigate element list in
91 level editor to start of previous or next cascading block of elements
94 * added the possibility to view the title screen to the info screen menu
95 * fixed some minor bugs with viewing title screens
98 * fixed bug with title (cross)fading in/out when using fullscreen mode
101 * fixed bug that forced re-defining of menu settings in local graphics
102 config file which are already defined in existing base config file
103 * fixed small bug that caused door sounds playing when music is enabled
106 * added the possibility to define up to five title screens for each
107 level set that are displayed after loading using (cross)fading in/out
108 (this was added to display the various start images of the EMC sets)
111 * added "CE score gets zero [of]" to custom element trigger conditions
112 * added setup option to display element token name in level editor
115 * added compatibility code for Juergen Bonhagen's menu artwork settings
118 * fixed bug with displaying wrong animation frame 0 after CE changes
119 * fixed bug with creating invisible elements when light switch is on
122 * added selection between ECS and AGA graphics for EMC levels to setup
125 * adjusted font handling for various narrow EMC style fonts
128 * changed EM engine behaviour back to re-allow initial rolling springs
131 * fixed handling of over-large selectboxes (less error-prone now)
132 * fixed bug when creating GE with walkable element under the player
135 * added use of "Insert" and "Delete" keys to navigate element list in
136 level editor to start of custom elements or start of group elements
137 * added virtual elements to access CE value and CE score of elements:
138 - "CE value of triggering element"
139 - "CE score of triggering element"
140 - "CE value of current element"
141 - "CE score of current element"
144 * fixed "grass" to "sand" in older EM levels (up to file version V4)
147 * changed behaviour of network games with internal errors (because of
148 different client frame counters) from immediately terminating R'n'D
149 to displaying an error message requester and stopping only the game
150 (also to prevent impression of crashes under non command-line runs)
151 * fixed playing network games with the EMC engine (did not work before)
152 * fixed bug with not scrolling the screen in multi-player mode with the
153 focus on player 1 when all players are moving in different directions
154 * fixed bug with keeping pointer to gadget even after its deallocation
155 * fixed bug with allowing "focus on all players" in network games
156 * fixed bug with player focus when playing tapes from network games
159 * uploaded pre-release (test) version 3.2.0-7 binary and source code
162 * code cleanup for game action control for R'n'D and EMC game engine
165 * fixed bug in multi-player movement with focus on both players
166 * added option to control only the focussed player with all input
169 * added player focus switching to level tape recording and re-playing
172 * fixed some bugs in player focus switching in EMC and RND game engine
175 * added special Supaplex animations for Murphy digging and snapping
176 * added special Supaplex animations for Murphy being bored and sleeping
179 * added four new yam yams with explicit start direction for EMC engine
180 * fixed bug in src/libgame/text.c with printing text outside the window
183 * fixed small bug in EMC level loader (copyright sign in EM II levels)
186 * added delayed ignition of EM style dynamite when used in R'n'D engine
187 * added limited movement range to EMC engine when focus on all players
190 * fixed bug with missing (zero) score values for native Supaplex levels
193 * added "continuous snapping" (snapping many elements while holding the
194 snap key pressed, without releasing the snap key after each element)
195 as a new player setting for more compatibility with the classic games
198 * finished scrolling for "focus on all players" in EMC graphics engine
201 * level sets with "levels: 0" are ignored for levels, but not artwork
202 * fixed bug when scanning empty level group directories (endless loop)
205 * fixed bug with explosion graphic for player using "Murphy" graphic
206 * fixed bug with explosion graphic if player leaves explosion in time
207 * changed some descriptive text in setup menu to use medium-width font
208 * added key shortcut settings for switching player focus to setup menu
211 * fixed bug with random value initialization when recording tapes
212 * fixed bug with playing single player tapes when team mode activated
215 * fixed little bug when trying to switch to player that does not exist
218 * added player switching (visual and quick) to R'n'D and EM game engine
219 * added setup option to select visual or quick in-game player switching
222 * added use of "Home" and "End" keys to handle element list in editor
225 * fixed bug with adding score when playing tape with EMC game engine
226 * added steel wall border for levels using EMC engine without border
227 * finally fixed delayed scrolling in EMC engine also for small levels
230 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
233 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
234 * fixed bug when displaying info element without action, but direction
237 * fixed minor graphical problems with springs smashing and slurping
238 (when using R'n'D style graphics instead of EMC style graphics)
241 * added scroll delay (as configured in setup) to EMC graphics engine
244 * improved screen redraw for EMC graphics engine (faster and smoother)
245 * when not scrolling, do not redraw the whole playfield if not needed
248 * added multi-player mode for EMC game engine (with up to four players)
251 * added android (can clone elements) from EMC engine to R'n'D engine
254 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
257 * added selectbox for initial player speed to player settings in editor
260 * version 3.1.2 created that is basically version 3.1.1, but with a
261 major bug fixed that prevented editing your own private levels
262 * version 3.1.2 released
265 * added magic ball (creates elements) from EMC engine to R'n'D engine
268 * uploaded fixed pre-release version 3.2.0-6 binary and source code
271 * fixed bug when using "CE can leave behind <trigger element>"
272 * added new change condition "(after/when) creation of <element>"
273 * added new change condition "(after/when) digging <element>"
274 * fixed bug accessing invalid gadget that caused crashes under Windows
275 * deactivated new possibility for multiple CE changes per frame
278 * uploaded pre-release (test) version 3.2.0-6 binary and source code
281 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
282 * fixed bug with not keeping CE value for moving CEs with only action
283 * changed CE action selectboxes in editor to be only reset when needed
286 * added option "use artwork from element" for custom player artwork
287 * added option "use explosion from element" for player explosions
290 * added cascaded element lists in the level editor
291 * added persistence for cascaded element lists by "editorcascade.conf"
292 * added dynamic element list with all elements used in current level
293 * added possibility for multiple CE changes per frame (experimental)
296 * uploaded pre-release (test) version 3.2.0-5 binary and source code
299 * changed "score for each 10 seconds/steps left" to "1 second/step"
300 * added own score for collecting "extra time" instead of sharing it
301 * added change events "switched by player" and "player switches <e>"
302 * added change events "snapped by player" and "player snaps <e>"
303 * added "set player artwork: <element choice>" to CE action options
304 * added change event "move of <element>"
307 * added "set player shield: off / normal / deadly" to CE action options
308 * added new player option "use level start element" in level editor
309 to set the correct focus at level start to elements from which the
310 player is created later (this did not work before for cascaded CE
311 changes resulting in creation of the player; it is now also possible
312 to create the player from a yam yam which is smashed at level start)
315 * added "set player speed: frozen (not moving)" to CE action options
316 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
319 * added new player option "block snap field" (enabled by default) to
320 make it possible to show a snapping animation like in Emerald Mine
323 * added dynamic selectboxes to custom element action settings in editor
324 * added "CE value" counter for custom elements (instead of "CE count")
325 * added option to use the last "CE value" after custom element change
326 * added option to use the "CE value" of other elements in CE actions
327 * fixed odd behaviour when pressing time orb in levels w/o time limit
328 * added checkbox "use time orb bug" for older levels that use this bug
331 * added missing configuration settings for the following elements:
332 - EL_TIMEGATE_SWITCH (time of open time gate)
333 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
334 - EL_SHIELD_NORMAL (time of shield duration)
335 - EL_SHIELD_DEADLY (time of shield duration)
336 - EL_EXTRA_TIME (time added to level time)
337 - EL_TIME_ORB_FULL (time added to level time)
340 * added "wind direction" as a movement pattern for custom elements
341 * added initial wind direction for balloon / custom elements to editor
342 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
345 * added parameters for "game of life" and "biomaze" elements to editor
348 * added level file chunk "CONF" for generic level and element settings
351 * uploaded pre-release (test) version 3.2.0-4 binary and source code
354 * skip empty level sets (with "levels: 0"; may be artwork base sets)
355 * added sound action ".page[1]" to ".page[32]" for each CE change page
358 * added image config suffix ".clone_from" to copy whole image settings
359 * fixed bug with invalid ("undefined") CE settings in old level files
362 * fixed graphical bug with smashing elements falling faster than player
365 * fixed major bug which prevented private levels from being edited
366 * fixed bug with precedence of general and special font definitions
369 * fixed graphical bug with player animation when player moves slowly
372 * uploaded pre-release (test) version 3.2.0-3 binary and source code
375 * fixed bug which prevented "global.num_toons: 0" from working
378 * major code cleanup (removed all these annoying "#if 0" blocks)
381 * added custom element actions for CE change page in level editor
384 * fixed music initialization bug in init.c (thanks to David Binderman)
385 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
386 (this bug must probably be fixed at other places, too)
389 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
390 (should be '#include <SDL.h>' instead)
393 * fixed bug which prevented "walkable from no direction" from working
394 (due to compatibility code overwriting this setting after loading)
397 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
400 * version number temporarily set to 3.1.1 (intermediate bugfix release)
401 * version 3.1.1 released
404 * changed some va_arg() arguments from 'long' to 'int', fixing problems
405 on 64-bit architecture systems with LP64 data model
408 * fixed bug with bombs not exploding when hitting the last level line
409 (introduced after the release of 3.1.0)
412 * added support for dumping small-sized level sketches from editor
415 * added recognition of "trigger element" for "change digged element to"
416 (this is not really what the "trigger element" was made for, but its
417 use may seem obvious for leaving back digged elements unchanged)
420 * fixed multiple warnings about failed joystick device initialization
423 * fixed bug with dynamite dropped on top of just dropped custom element
424 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
425 dynamite can still be dropped, but drop key must be released before
428 * fixed bug with wrong start directory when started from file browser
429 (due to this bug, R'n'D could not be started from KDE's Konqueror)
432 * fixed bug causing "change when impact" on player not working
433 * fixed wrong priority of "hitting something" over "hitting <element>"
434 * fixed wrong priority of "hit by something" over "hit by <element>"
437 * fixed graphical bug which caused the player (being Murphy) to show
438 collecting animations although the element was collected by penguin
441 * fixed two bugs causing wrong door background graphics in system.c
442 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
445 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
446 * added "no direction" to "walkable/passable from" selectbox options
449 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
450 * in tape autoplay, not only report broken, but also missing tapes
453 * uploaded pre-release (test) version 3.2.0-2 binary and source code
456 * fixed small bug with "linear" animation not working for active lamp
459 * fixed bug with moving up despite gravity due to "block last field"
460 * fixed small bug with wrong draw offset when typing name in main menu
461 * when reading user names from "passwd", ignore data after first comma
462 * when creating new "levelinfo.conf", only write some selected entries
465 * fixed displaying "imported from/by" on preview with empty string
466 * fixed ignoring draw offset for fonts used for level preview texts
469 * fixed a delay problem with SDL and too many mouse motion events
470 * added setup option "skip levels" and level skipping functionality
473 * added move speed "not moving" for non-moving CEs, but with direction
476 * fixed mapping of obsolete element token names in "editorsetup.conf"
477 * fixed bug with sound "acid.splashing" treated as a loop sound
478 * fixed some little sound bugs in native EM engine
481 * fixed small bug when dragging scrollbars to end positions
484 * added editor element descriptions written by Aaron Davidson
487 * improved fallback handling when configured artwork is not available
488 (now using default artwork instead of exiting when files not found)
491 * fixed bug on level selection screen when dragging scrollbar
494 * fixed bug which caused broken tapes when appending to EM engine tapes
497 * uploaded pre-release (test) version 3.2.0-1 binary and source code
500 * added code to replace changed artwork config tokens with other tokens
501 (needed for backwards compatibility, so that older tokens still work)
504 * added native R'n'D graphics for some new EMC elements in EM engine
507 * fixed some bugs in the EM engine integration code
508 * changed EM engine code to allow diagonal movement
509 * changed EM engine code to allow use of separate snap and drop keys
512 * fixed some redraw bugs when using EM engine
515 * fixed bug with not converting RND levels which are set to use native
516 engine to native level structure when loading
519 * uploaded pre-release (test) version 3.2.0-0 binary and source code
522 * version number set to 3.2.0
525 * level data now reset to defaults after attempt to load invalid file
528 * added use of "editorsetup.conf" for different level sets
531 * added auto-detection for various types of Emerald Mine level files
534 * fixed bug with scrollbars getting too small when list is very large
537 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
540 * added most level editor configuration gadgets for new EMC elements
543 * added more element and graphic definitions for new EMC elements
546 * modified native EM engine to use integrated R'n'D sound system
549 * added SDL support to graphics functions in native EM engine
550 (by always using generic libgame interface functions)
553 * fixed bug in frame synchronization in native EM engine
556 * added code to convert levels between R'n'D and native EM engine
559 * new Emerald Mine engine can now play levels selected in main menu
562 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
563 (which creates scaled down graphics for level editor and preview);
564 there's still a memory leak somewhere in the artwork handling code
565 * added "scale image up" functionality to X11 version of zoom function
568 * first attempts to integrate new, native Emerald Mine Club engine
571 * fixed bug in gadget code which caused reset of CEs in level editor
572 (example: pressing 'b' [grab brush] on CE config page erased values)
573 (solution: check if gadgets in ClickOnGadget() are really mapped)
574 * improved level change detection in editor (settings now also checked)
575 * fixed bug with "can move into acid" and "don't collide with" state
578 * fixed maze runner style CEs to use the configured move delay value
581 * added Aaron Davidson's tutorial level set to the "Tutorials" section
584 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
585 * fixed the above fix because it broke level set "machine" (*sigh*)
586 * fixed random element placement in level editor to work as expected
587 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
590 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
593 * fixed bug (missing array boundary check) which caused broken tapes
594 * fixed bug (when loading level template) which caused broken levels
595 * fixed bug with new block last field code when using non-yellow player
598 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
599 * internal change of how the player blocks the last field when moving
600 * fixed blocking delay of last field for EM and SP style block delay
601 * fixed bug where the player had to wait for the usual move delay after
602 unsuccessfully trying to move, when he directly could move after that
603 * the last two changes should make original Supaplex level 93 solvable
604 * improved use of random number generator to make it less predictable
605 * fixed behaviour of slippery SP elements to let slip left, then right
608 * fixed bug with wrong door state after trying to quickload empty tape
609 * fixed waste of static memory usage of the binary, making it smaller
610 * fixed very little graphical bug in Supaplex explosion
613 * version number set to 3.1.1
616 * version 3.1.0 released
619 * fixed bug with crash when writing user levelinfo.conf the first time
622 * added option "convert LEVELDIR [NR]" to command line batch commands
623 * re-converted Supaplex levels to apply latest engine fixes
624 * changed "use graphic/sound of element" to "use graphic of element"
625 due to compatibility problems with some levels ("bug machine" etc.)
628 * fixed bug with CE change replacing player with same or other player
631 * fixed bug with opaque font in envelope with background graphic when
632 background graphic is not transparent itself
635 * added "gravity on" and "gravity off" ports for Supaplex compatibility
636 * corrected original Supaplex level loading code to use these new ports
637 * also corrected Supaplex loader to auto-count infotrons if set to zero
640 * fixed bug with missing initialization of "modified" flag for GEs
643 * fixed bug that caused endless recursion loop when relocating player
644 * fixed tape recorder bug in "step mode" when using "pause before end"
645 * fixed tape recorder bug when changing from "warp forward" mode
648 * fixed bug with "when touching" for pushed elements at last position
651 * fixed bug that caused two activated toolbox buttons in level editor
652 * fixed bug with exploding dynabomb under player due to other explosion
655 * fixed bug with creating walkable custom element under player (again)
656 * fixed bug with not copying explosion type when copying CEs in editor
657 * fixed graphical bug when drawing player in setup menu (input devices)
658 * fixed graphical bug when the player is pushing an accessible element
659 * fixed bug with classic switchable elements triggering CE changes
660 * fixed bug with entering/leaving walkable element in RelocatePlayer()
661 * fixed crash bug when CE leaves behind the trigger player element
664 * fixed bug with broken tubes after placing/exploding dynamite in them
665 * fixed bug with exploding dynamite under player due to other explosion
666 * fixed bug with not resetting push delay under certain circumstances
669 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
670 * added network multiplayer code for Windows (thanks to Niko Böhm)
673 * added option "reachable despite gravity" for gravity movement
674 * changed gravity movement of most classic walkable and passable
675 elements back to "not reachable" (for compatibility reasons)
678 * fixed (removed) "indestructible" / "can explode" dependency in editor
679 * fixed (removed) "accessible inside" / "protected" dependency
680 * fixed (removed) "step mode" / "shield time" dependency
683 * fixed dynabombs exploding now into anything diggable
684 * fixed Supaplex style gravity movement into buggy base now impossible
685 * added pressing key "space" as valid action to select menu options
688 * added "replace when walkable" to relocate player to walkable element
689 * added "enter"/"leave" event for elements affected by relocation
690 * fixed "direct"/"indirect" change order also for "when change" event
691 * fixed graphical bug when pushing things from elements walkable inside
694 * fixed graphic bug when player is snapping while moving in old levels
695 * fixed bug when a moving custom element leaves a player element behind
696 * fixed bug with mole not disappearing when moving into acid pool
697 * fixed bug with incomplete path setting when using "--basepath" option
698 * moving CE can now leave walkable elements behind under the player
699 * when relocating, player can be set on walkable element now
700 * fixed another gravity movement bug
703 * uploaded pre-release (test) version 3.1.0-2 binary and source code
706 * added "collectible" and "removable" to extended replacement types
707 (where "removable" replaces "diggable" and "collectible" elements)
708 * added "collectible & throwable" (to throw element to the next field)
709 * fixed bug with CEs digging elements that are just about to explode
710 * changed mouse cursor now always being visible when game is paused
713 * added possibility to push/press accessible elements from a side that
715 * fixed bug with not setting actual date when appending to tape
718 * fixed bug with incorrectly initialized custom element editor graphics
721 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
722 - number of levels corrected from 18 to 17 in "levelinfo.conf"
725 * fixed bug with destroyed robot wheel still attracting robots forever
726 * fixed bug with time gate switch deactivating after robot wheel time
727 (while the time gate itself is not affected by this misbehaviour)
728 * changed behaviour of BD style amoeba to always get blocked by player
729 (before it was different when there were non-BD elements in level)
730 * fixed bug with player destroying indestructable elements with shield
733 * added option to make growing elements grow into anything diggable
734 (for the various amoeba types, biomaze and "game of life")
737 * fixed bug with movable elements not moving after left behind by CEs
738 * changed gravity movement to anything diggable, not only sand/base
739 * optionally allowing passing to walkable element, not only empty space
740 * added option "can pass to walkable element" for players
741 * finally fixed gravity movement (hopefully)
744 * fixed bug with movable elements not moving anymore after falling down
747 * fixed another bug with custom elements digging and leaving elements
748 * fixed bug with "along left/right side" and automatic start direction
749 * trigger elements now also displayed when "more custom" deactivated
750 * fixed bug with clipboard element initialized when loading new level
751 * added option "drop delay" to set delay before dropping next element
754 * uploaded pre-release (test) version 3.1.0-1 binary and source code
757 * added copy and paste functions for custom change pages
758 * enhanced graphical display and functionality of tape recorder
759 * fixed bug with custom elements digging and leaving elements
762 * added move speed faster than "very fast" for custom elements
763 * fixed bug with 3+3 style explosions and missing border content
764 * fixed little bug when copying custom elements in the editor
765 * enhanced custom element changes by more side trigger actions
768 * added option "no scrolling when relocating" for instant teleporting
769 * uploaded pre-release (test) version 3.1.0-0 binary and source code
772 * added trigger element and trigger player to use as target elements
773 * added copy and paste functions for custom and group elements
776 * fixed graphical bug when displaying explosion animations
777 * fixed bug when appending to tapes, resulting in broken tapes
778 * re-recorded a few tapes broken by fixing gravity checking bug
781 * "can move into acid" property now for all elements independently
782 * "can fall into acid" property for player stored in same bitfield now
783 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
784 * version number set to 3.1.0 (finally!)
787 * changed tape recording to only record input, not programmed actions
790 * fixed totally broken (every 8th frame skipped) step-by-step recording
791 * fixed bug with requester not displayed when quick-loading interrupted
792 * added option "can fall into acid (with gravity)" for players
793 * fixed bug with player not falling when snapping down with gravity
796 * fixed bug which messed up key config when using keypad number keys
799 * fixed bug which allowed moving upwards even when gravity was active
800 * fixed bug with missing error handling when dumping levels or tapes
803 * added different colored editor graphics for Supaplex gravity tubes
806 * fixed bug that allowed solvable tapes for unsolvable levels
809 * use unlimited number of droppable elements when "count" set to zero
810 * added option to use step limit instead of time limit for level
813 * added player and change page as trigger for custom element change
816 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
819 * fixed bug with dark yamyam changing to acid when moving over acid
820 * fixed handling of levels with more than 999 seconds level time
821 (example: level 76 of "Denmine")
824 * "spring push bug" reintroduced as configurable element property
825 * fixed bug with missing properties for "mole"
826 * fixed bug that showed up when fixing the above "mole" properties bug
827 * added option "can move into acid" for all movable elements
828 * fixed graphical bug for elements moving into acid
829 * changed event handling to handle all pending events before going on
832 * fixed bug which caused all CE change pages to be ignored which had
833 the same change event, but used a different element side
834 (reported by Simon Forsberg)
836 * fixed bug which caused elements that can move and fall and that are
837 transported by a conveyor belt to continue moving into that direction
838 after leaving the conveyor belt, regardless of their own movement
839 type; only elements which can not move are transported now
840 (reported by Simon Forsberg)
842 * fixed bug which could cause an array overflow in RelocatePlayer()
843 (reported by Niko Böhm)
845 * changed Emerald Mine style "passable / over" elements to "protected"
846 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
848 * added new option to select from which side a "walkable/passable"
849 element can be entered
852 * added explosion and ignition delay for elements that can explode
855 * fixed bug which caused player not being protected against enemies
856 when a CE was "walkable / inside" and was not "indestructible"
857 * added "walkable/passable" fields to be "protected/unprotected"
858 against enemies, even if not accessible "inside" but "over/under"
861 * corrected move pattern to 32 bit and initial move direction to 8 bit
864 * added second custom element base configuration page
867 * added some special EMC mappings to Emerald Mine level loader
868 (also covering previously unknown element in level 0 of "Bondmine 8")
871 * added option to block last field when player is moving (for Supaplex)
872 * adjusted push delay of Supaplex elements
873 * removed delays for envelopes etc. when replaying with maximum speed
874 * fixed bug when dropping element on a field that just changed to empty
877 * fixed bug: infotrons can now smash yellow disks
878 * fixed bug: when gravity active, port above player can now be entered
879 * removed "one white dot" mouse pointer which irritated some people
882 * added "choice type" for group element selection
885 * fixed bug with initial invulnerability of non-yellow player
888 * added level loader for loading native Supaplex packed levels
889 (including multi-part levels like the "splvls99" levels)
892 * fixed bug which allowed creating emeralds by escaping explosions
895 * custom elements can change (limited) or leave (unlimited) elements
896 * finally added multiple matches using group elements
897 * added shortcut to dump brush (type ":DB" in editor) for use in forum
900 * added new start movement type "previous" for continued CE movement
901 * added new start movement type "random" for random CE movement start
904 * added new element "sokoban_field_player" needed for Sokoban levels
905 (thanks to Ed Booker for pointing this out!)
908 * added elements that can be digged or left behind by custom elements
911 * added group elements for multiple matches and random element creation
914 * fixed some graphical errors displayed in old levels
917 * fixed wrong double speed movement after passing closing gates
920 * added level loader for loading native Emerald Mine levels
923 * changes for "shooting" style CE movement
926 * Happy New Year! ;-)
929 * changed default snap/drop keys from left/right Shift to Control keys
932 * fixed bug with dead player getting reanimated from custom element
935 * fixed bug with wrong penguin graphics (when entering exit)
938 * fixed bug with wrong "Murphy" graphics (when digging etc.)
941 * version number set to 3.0.9
944 * version 3.0.8 released
947 * added function checked_free()
950 * fixed bug with double nut cracking sound
951 (by eliminating "default element action sound" assignment in init.c)
954 * fixed crash when no music info files are available
957 * fixed boring and sleeping sounds
960 * added "maze runner" and "maze hunter" movement types
961 * added extended collision conditions for custom elements
964 * added warnings for undefined token values in artwork config files
967 * added menu entry for level set information to the info screen
970 * fixed bug with wrong default impact sound for colored emeralds
973 * added several sub-screens for the info screen
974 * menu text now also clickable (not only blue/red sphere left of it)
977 * added configurable "bored" and "sleeping" animations for the player
978 * added "awakening" sound for player when waking up after sleeping
981 * added "copy" and "exchange" functions for custom elements to editor
984 * added configurable element animations for info screen
987 * added configurable music credits for info screen
990 * finally fixed tape recording when player is created from CE change
993 * added "editorsetup.conf" for editor element list configuration
996 * added "musicinfo.conf" for menu and level music configuration
999 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1000 (that only showed up on Linux, but not on Windows systems)
1003 * fixed turning movement of butterflies and fireflies (no frame reset)
1004 * enhanced sniksnak turning movement (two steps instead of only one)
1007 * version number set to 3.0.8
1010 * version 3.0.7 released
1013 * fixed reset of player animation frame when, for example,
1014 walking, digging or collecting share the same animation
1015 * fixed CE with "deadly when touching" exploding when touching amoeba
1018 * fixed tape recording when player is created from CE element change
1021 * introduced "turning..." action graphic for elements with move delay
1022 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1023 * added turning animations for bug, spaceship and sniksnak
1026 * prevent "extended" changed elements from delay change in same frame
1029 * fixed bug when pushing element that can move away to the side
1030 (like pushing falling elements, but now with moving elements)
1033 * finally fixed serious bug in code for delayed element pushing (again)
1036 * unavailable setup options now marked as "n/a" instead of "off"
1037 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1038 to "true", levels are always played with the latest game engine,
1039 which is desired for levels that are imported from other games; all
1040 other levels are played with the engine version stored in level file
1041 (which is normally the engine version the level was created with)
1044 * fixed serious bug in code for delayed element pushing
1045 * fixed little bug in animation frame selection for pushed elements
1046 * speed-up of reading config file for verbose output
1049 * added configuration option for opening and closing Supaplex exit
1050 * added configuration option for moving up/down animation for Murphy
1051 * fixed incorrectly displayed animation for attacking dragon
1052 * fixed bug with not setting initial gravity for each new game
1053 * fixed bug with teleportation of player by custom element change
1054 * fixed bug with player not getting smashed by rock sometimes
1057 * version number set to 3.0.7
1060 * version 3.0.6 released
1063 * added support for MP3 music for SDL version through SMPEG library
1066 * fixed bug when initializing font graphic structure
1067 * fixed bug with animation mode "pingpong" when using only 1 frame
1068 * fixed bug with extended change target introduced in 3.0.5
1069 * fixed bug where passing over moving element doubles player speed
1070 * fixed bug with elements continuing to move into push direction
1071 * fixed bug with duplicated player when dropping bomb with shield on
1072 * added "switching" event for custom elements ("pressing" only once)
1073 * fixed switching bug (resetting flag when not switching but not idle)
1076 * fixed element tokens for certain file elements with ".active" etc.
1079 * version number set to 3.0.6
1082 * version 3.0.5 released
1085 * now four envelope elements available
1086 * font, background, animation and sound for envelope now configurable
1087 * main menu doors opening/closing animation type now configurable
1090 * active/inactive sides configurable for custom element changes
1091 * new movement type "move when pushed" available for custom elements
1094 * fixed bug in multiple config pages loader code that caused crashes
1097 * enhanced (remaining low-resolution) Supaplex graphics
1100 * version number set to 3.0.5
1103 * version 3.0.4 released
1105 2003-09-12 src/tools.c
1106 * fixed bug in custom definition of crumbled element graphics
1108 2003-09-11 src/files.c
1109 * fixed bug in multiple config pages code that caused crashes
1112 * version number set to 3.0.4
1115 * version 3.0.3 released
1118 * added music to Supaplex classic level set
1120 2003-09-07 src/libgame/misc.c
1121 * added support for loading various music formats through SDL_mixer
1123 2003-09-06 (various source files)
1124 * fixed several nasty bugs that may have caused crashes on some systems
1125 * added envelope content which gets displayed when collecting envelope
1126 * added multiple change event pages for custom elements
1128 2003-08-24 src/game.c
1129 * fixed problem with player animation when snapping and moving
1131 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1132 * fixed problem with flickering when drawing toon animations
1134 2003-08-23 src/libgame/sdl.c
1135 * fixed problem with setting mouse cursor in SDL version in fullscreen
1137 2003-08-23 src/game.c
1138 * fixed bug (missing array boundary check) which could crash the game
1141 * version number set to 3.0.3
1144 * version 3.0.2 released
1146 2003-08-21 src/game.c
1147 * fixed bug with creating inaccessible elements at player position
1149 2003-08-20 src/init.c
1150 * fixed bug with not finding current level artwork directory
1152 2003-08-20 src/files.c
1153 * fixed bug with choosing wrong engine version when playing tapes
1154 * fixed bug with messing up custom element properties in 3.0.0 levels
1157 * version number set to 3.0.2
1160 * version 3.0.1 released
1162 2003-08-17 (no source files affected)
1163 * changed all "classic" PCX image files with 16 colors or less to
1164 256 color (8 bit) storage format, because the Allegro game library
1165 cannot handle PCX files with less than 256 colors (contributed
1166 graphics are not affected and might look wrong in the DOS version)
1168 2003-08-16 src/init.c
1169 * fixed bug which (for example) crashed the level editor when defining
1170 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1171 (only set to default) -- invalid graphics now set to default graphic
1173 2003-08-16 src/init.c
1174 * fixed graphical bug of player digging/collecting/snapping element
1175 when no corresponding graphic/animation is defined for this action,
1176 resulting in player being drawn as EL_EMPTY (which should only be
1177 done to elements being collected, but not to the player)
1179 2003-08-16 src/game.c
1180 * fixed small graphical bug of player not totally moving into exit
1182 2003-08-16 src/libgame/setup.c
1183 * fixed bug with wrong MS-DOS 8.3 filename conversion
1185 2003-08-16 src/tools.c
1186 * fixed bug with invisible mouse cursor when pressing ESC while playing
1188 2003-08-16 (various source files)
1189 * added another 128 custom elements (disabled in editor by default)
1191 2003-08-16 src/editor.c
1192 * fixed NULL string bug causing Solaris to crash in sprintf()
1194 2003-08-16 src/screen.c
1195 * fixed drawing over scrollbar on level selection with custom fonts
1197 2003-08-15 src/game.c
1198 * cleanup of simple sounds / loop sounds / music settings
1200 2003-08-08 (various source files)
1201 * added custom element property for dropping collected elements
1203 2003-08-08 src/conf_gfx.c
1204 * fixed bug with missing graphic for active red disk bomb
1206 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1207 * extended variable "level.gravity" to "level.initial_gravity" and
1208 "game.current_gravity" to prevent level setting from being changed
1209 by playing the level (keeping the runtime value after playing)
1211 * fixed graphics bug when digging element that has 'crumbled' graphic
1212 definition, but not 'diggable' graphic definition
1215 * version number set to 3.0.1
1218 * version 3.0.0 released
1221 * various bug fixes; among others:
1222 - fixed bug with pushing spring over empty space
1223 - fixed bug with leaving tube while placing dynamite
1224 - fixed bug with explosion of smashed penguins
1225 - allow Murphy player graphic in levels with non-Supaplex elements
1229 * I have forgotten to document changes for some time
1232 * pre-release version 2.2.0rc1 released
1235 * version number set to 2.1.2
1238 * version 2.1.1 released
1241 * version number set to 2.1.1
1244 * version 2.1.0 released
1247 * version number set to 2.1.0
1249 2002-04-03 to 2002-05-19 (various source files)
1250 * graphics, sounds and music now fully configurable
1251 * bug fixed that prevented walking through tubes when gravity on
1253 2002-04-02 src/events.c, src/editor.c
1254 * Make Escape key less aggressive when playing or when editing level.
1255 This can be configured as an option in the setup menu. (Default is
1256 "less aggressive" which means "ask user if something can be lost"
1257 when pressing the Escape key.)
1259 2002-04-02 src/screen.c
1260 * Added "graphics setup" screen.
1262 2002-04-01 src/screen.c
1263 * Changed "choose level" setup screen stuff to be more generic (to
1264 make it easier to add more "choose from generic tree" setup screens).
1266 2002-04-01 src/config.c, src/timestamp.h
1267 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1268 automatically gets created by "src/Makefile" and contains an actual
1269 compile-time timestamp to identify development versions of the game).
1271 2002-03-31 src/tape.c, src/events.c
1272 * Added quick game/tape save/load functions to tape stuff which can be
1273 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1274 loads previously recorded tape and directly goes into recording mode
1275 from the end of the tape (therefore appending to the tape).
1277 2002-03-31 src/tape.c
1278 * Added "index mark" function to tape recorder. When playing or
1279 recording, "eject" button changes to "index" button. Setting index
1280 mark is not yet implemented, but pressing index button when playing
1281 allows very quick advancing to end of tape (when normal playing),
1282 very fast forward mode (when playing with normal fast forward) or
1283 very fast reaching of "pause before end of tape" (when playing with
1284 "pause before end" playing mode).
1286 2002-03-30 src/cartoons.c
1287 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1289 2002-03-29 src/screen.c
1290 * Changed setup screen stuff to be more generic (to make it easier
1291 to add more setup screens).
1293 2002-03-23 src/main.c, src/main.h
1294 * Various changes due to the introduction of the new libgame files
1295 "setup.c" and "joystick.c".
1297 2002-03-23 src/files.c
1298 * Generic parts of "src/files.c" (mainly setup and level directory
1299 stuff) moved to new libgame file "src/libgame/setup.c".
1301 2002-03-23 src/joystick.c
1302 * File "src/joystick.c" moved to libgame source tree, with
1303 correspondig changes.
1305 2002-03-22 src/screens.c
1306 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1307 (Wrong level series information displayed when entering main group.)
1309 2002-03-22 src/editor.c
1310 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1312 2002-03-22 src/editor.c
1313 * Changed behaviour of "Escape" key in level editor to be more
1314 intuitive: When in "Element Properties" or "Level Info" mode,
1315 return to "Drawing Mode" instead of leaving the level editor.
1317 2002-03-21 src/game.c, src/editor.c, src/files.c
1318 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1319 gems (emeralds, diamonds, ...) slipping down from normal wall,
1320 steel wall and growing wall (as in E.M.C. style levels). Although
1321 the behaviour of contributed and private levels wasn't changed (due
1322 to the use of "level.game_version"; see previous entry), editing
1323 those levels will (of course) change the behaviour accordingly.
1325 This change seems a bit too hard after thinking about it, because
1326 the EM style behaviour is not the "expected" behaviour (gems would
1327 normally only slip down from "rounded" walls). Therefore this was
1328 now changed to an element property for gem style elements, with the
1329 default setting "off" (which means: no special EM style behaviour).
1330 To fix older converted levels, this flag is set to "on" for pre-2.0
1331 levels that are neither contributed nor private levels.
1333 2002-03-20 src/files.h
1334 * Corrected settings for "level.game_version" depending of level type.
1335 (Contributed and private levels always get played with game engine
1336 version they were created with, while converted levels always get
1337 played with the most recent version of the game engine, to let new
1338 corrections of the emulation behaviour take effect.)
1340 2002-03-20 src/main.h
1341 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1342 compiling the SDL version on some systems.
1343 Thanks to the several people who pointed this out.
1346 * Version number set to 2.0.2.
1349 * Version 2.0.1 released.
1351 2002-03-18 src/screens.c
1352 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1354 2002-03-18 src/files.c [src/libgame/misc.c]
1355 * Moved some common functions from src/files.c to src/libgame/misc.c.
1357 2002-03-18 src/files.c [src/libgame/misc.c]
1358 * Changed permissions for new directories and saved files (especially
1359 score files) according to suggestions of Debian users and mantainers.
1360 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1362 2002-03-17 src/files.c
1363 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1364 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1365 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1366 for levels and "TAPE" for tapes). Old "cookie" style format is
1367 still supported for reading. New level and tape files are written
1370 * New IFF chunk "VERS" contains version numbers for file and game
1371 (where "game version" is the version of the program that wrote the
1372 file, and "file version" is a version number to distinguish files
1373 with different format, for example after adding new features).
1375 2002-03-15 src/screen.c
1376 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1377 (Before, you heard a mixture of the in-game music and the
1378 hall-of-fame music.)
1380 2002-03-14 src/events.c
1381 * Function "DumpTape()" (files.c) now available by pressing 't' from
1382 main menu (when in DEBUG mode).
1384 2002-03-14 src/game.c
1385 * "GameWon()": When game was won playing a tape, now there is no delay
1386 raising the score and no corresponding sound is played.
1388 2002-03-14 src/files.c
1389 * Changed "LoadTape()" for real chunk support and also adjusted
1390 "SaveTape()" accordingly.
1392 2002-03-14 src/game.c, src/tape.c, src/files.c
1393 * Important changes to tape format: The old tape format stored all
1394 actions with a real effect with a corresponding delay between the
1395 stored actions. This had some major disadvantages (for example,
1396 push delays had to be ignored, pressing a button for some seconds
1397 mutated to several single button presses because of the non-action
1398 delays between two action frames etc.). The new tape format just
1399 stupidly records all device actions and replays them later. I really
1400 don't know why I haven't solved it that way before?! Old-style tapes
1401 (with tape file version less than 2.0) get converted to the new
1402 format on-the-fly when loading and can therefore still be played;
1403 only some minor parts of the old-style tape handling code was needed.
1404 (A perfect conversion is not possible, because there is information
1405 missing about the device actions between two action frames.)
1407 2002-03-14 src/files.c
1408 * New function "DumpTape()" to dump the contents of the current tape
1409 in a human readable format.
1411 2002-03-14 src/game.c
1412 * Small tape bug fixed: When automatically advancing to next level
1413 after a game was won, the tape from the previous level still was
1414 loaded as a tape for the new level.
1416 2002-03-14 src/tape.c
1417 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1418 tape, cartoons did not get completely removed because
1419 StopAnimation() was not called.
1421 2002-03-13 src/files.c
1422 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1423 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1424 size even when using 16-bit elements). Added new chunk "CNT2" for
1425 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1426 chunk even when content was 16-bit element). "CNT2" should now be
1427 able to store content for arbitrary elements (up to eight blocks of
1428 3 x 3 element arrays). All "CNT2" elements will always be stored as
1429 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1431 2002-03-13 src/files.c
1432 * Changed "LoadLevel()" for real chunk support.
1434 2002-03-12 src/game.c
1435 * Fixed problem (introduced after 2.0.0 release) with penguins
1436 not getting killed by enemies
1438 2002-02-24 src/game.c, src/main.h
1439 * Added "player->is_moving"; now "player->last_move_dir" does
1440 not contain any information if the player is just moving at
1442 Before, "player->last_move_dir" was misused for this purpose
1443 for the robot stuff (robots don't kill players when they are
1444 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1445 broke tapes when walking through pipes!
1446 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1447 in a continuous movement. This fact is ignored for friends and