2 * added configurable level preview position, tile size and dimensions
3 * added configurable game panel value positions (gems, time, score etc.)
6 * fixed small bug with time displayed incorrectly when collecting CEs
9 * fixed bug with bumpy scrolling with EM engine in double player mode
12 * added compatibility code to fix "Snake Bite" style levels that were
13 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
16 * fixed bug with scrollbars inside editor when using the Windows mouse
17 enhancement tool "True X-Mouse" (which injects key events to the event
18 queue to insert selected stuff into the Windows clipboard, which gets
19 confused with the "Insert" key for jumping to the last editor cascade
20 block in the element list)
21 * added Rocks'n'Diamonds icon for use as window icon to SDL version
22 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
25 * added selection of preferred fullscreen mode to setup / graphics menu
26 (useful if default mode 800 x 600 does not match screen aspect ratio)
29 * improved down-scaling of images for better level and preview graphics
30 * changed user data directory for Mac OS X from Unix style to new place
33 * improved level number selection in main menu and player selection in
34 setup menu (input devices section) by using standard button gadgets
35 * added support for mouse scroll wheel (caused buggy behaviour before)
36 * added support for scrolling horizontal scrollbars with mouse wheel by
37 holding "Shift" key pressed while scrolling the wheel
38 * added support for single step mouse wheel scrolling by holding "Alt"
39 key pressed while scrolling the wheel (can be combined with "Shift")
40 * changed output file "stderr.txt" on Windows platform now always to be
41 created in the R'n'D sub-directory of the personal documents directory
42 * added Windows message box to direct to "stderr.txt" after error aborts
45 * improved general scrollbar handling (when jump-scrolling scrollbars)
48 * changed scrollbars to always show last line as first after scrolling
49 (that means jumping n - 1 screen lines instead of n screen lines)
52 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
53 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
54 * fixed special handling of vertically stacked acid becoming fake acid
57 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
58 affect multiple instances of the same CE, although this kind of
59 change condition usually only affects one single custom element
62 * version number set to 3.2.1
65 * version 3.2.0 released
68 * reorganized level editor element list a bit to match engines better
71 * fixed newly introduced bug with wrongly initializing clipboard element
74 * fixed bug with displaying visible/invisible level border in editor
77 * reorganized some elements in the level editor element list
80 * fixed bug with displaying any player as "yellow" when moving into acid
81 * fixed bug with displaying running player when player stopped at border
84 * fixed bug with player exploding when moving into acid
85 * fixed bug with level settings being reset in editor and when playing
86 (some compatibility settings being set not only after level loading)
87 * fixed crash bug when number of custom graphic frames was set to zero
88 * fixed bug with teleporting player on walkable tile not working anymore
89 * added partial compatibility support for pre-release-only "CONF" chunk
90 (to make Alan Bond's "color cycle" demo work again :-) )
93 * fixed some bugs when displaying title screens from info screen menu
94 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
97 * changed file major version to 3 to reflect level file format changes
98 * uploaded pre-release (test) version 3.2.0-8 binary and source code
101 * added new chunk "NAME" to level file format for level name settings
102 * added new chunk "NOTE" to level file format for envelope settings
103 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
104 * updated magic(5) file to recognize changed and new level file chunks
105 * removed change events "change when CE value/score changes" as unneeded
108 * changed gravity (which only affects the player) from level property
109 to player property (only makes a difference in multi-player levels)
110 * added change events "change when CE value/score changes"
111 * added change events "change when CE value/score changes of <element>"
114 * added new chunk "INFO" to level file format for global level settings
115 * added all element settings from "HEAD" chunk to "CONF" chunk
116 * added all global level settings from "HEAD" chunk to "INFO" chunk
119 * changed level file format by adding two new chunks "CUSX" (for custom
120 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
121 elements, replacing the previous "GRP1" chunk); these new IFF style
122 chunks use the new and flexible "micro chunks inside chunks" technique
123 already used with the new "CONF" chunk (for normal element properties)
124 which makes it possible to easily extend the existing level format
125 (instead of using fixed-length chunks like before, which are either
126 too big due to reserved bytes for future use, or too small when those
127 reserved bytes have all been used and even more data should be stored,
128 requiring the replacement by new and larger chunks just like it went
129 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
132 * added credits pages to the "credits" section that were really missing
133 * added some missing element descriptions to the level editor
134 * added down position of switchgate switch to the level editor
135 and allowed the use of both switch positions at the same time
136 * changed use of "Insert" and "Delete" keys to navigate element list in
137 level editor to start of previous or next cascading block of elements
140 * added the possibility to view the title screen to the info screen menu
141 * fixed some minor bugs with viewing title screens
144 * fixed bug with title (cross)fading in/out when using fullscreen mode
147 * fixed bug that forced re-defining of menu settings in local graphics
148 config file which are already defined in existing base config file
149 * fixed small bug that caused door sounds playing when music is enabled
152 * added the possibility to define up to five title screens for each
153 level set that are displayed after loading using (cross)fading in/out
154 (this was added to display the various start images of the EMC sets)
157 * added "CE score gets zero [of]" to custom element trigger conditions
158 * added setup option to display element token name in level editor
161 * added compatibility code for Juergen Bonhagen's menu artwork settings
164 * fixed bug with displaying wrong animation frame 0 after CE changes
165 * fixed bug with creating invisible elements when light switch is on
168 * added selection between ECS and AGA graphics for EMC levels to setup
171 * adjusted font handling for various narrow EMC style fonts
174 * changed EM engine behaviour back to re-allow initial rolling springs
177 * fixed handling of over-large selectboxes (less error-prone now)
178 * fixed bug when creating GE with walkable element under the player
181 * added use of "Insert" and "Delete" keys to navigate element list in
182 level editor to start of custom elements or start of group elements
183 * added virtual elements to access CE value and CE score of elements:
184 - "CE value of triggering element"
185 - "CE score of triggering element"
186 - "CE value of current element"
187 - "CE score of current element"
190 * fixed "grass" to "sand" in older EM levels (up to file version V4)
193 * changed behaviour of network games with internal errors (because of
194 different client frame counters) from immediately terminating R'n'D
195 to displaying an error message requester and stopping only the game
196 (also to prevent impression of crashes under non command-line runs)
197 * fixed playing network games with the EMC engine (did not work before)
198 * fixed bug with not scrolling the screen in multi-player mode with the
199 focus on player 1 when all players are moving in different directions
200 * fixed bug with keeping pointer to gadget even after its deallocation
201 * fixed bug with allowing "focus on all players" in network games
202 * fixed bug with player focus when playing tapes from network games
205 * uploaded pre-release (test) version 3.2.0-7 binary and source code
208 * code cleanup for game action control for R'n'D and EMC game engine
211 * fixed bug in multi-player movement with focus on both players
212 * added option to control only the focussed player with all input
215 * added player focus switching to level tape recording and re-playing
218 * fixed some bugs in player focus switching in EMC and RND game engine
221 * added special Supaplex animations for Murphy digging and snapping
222 * added special Supaplex animations for Murphy being bored and sleeping
225 * added four new yam yams with explicit start direction for EMC engine
226 * fixed bug in src/libgame/text.c with printing text outside the window
229 * fixed small bug in EMC level loader (copyright sign in EM II levels)
232 * added delayed ignition of EM style dynamite when used in R'n'D engine
233 * added limited movement range to EMC engine when focus on all players
236 * fixed bug with missing (zero) score values for native Supaplex levels
239 * added "continuous snapping" (snapping many elements while holding the
240 snap key pressed, without releasing the snap key after each element)
241 as a new player setting for more compatibility with the classic games
244 * finished scrolling for "focus on all players" in EMC graphics engine
247 * level sets with "levels: 0" are ignored for levels, but not artwork
248 * fixed bug when scanning empty level group directories (endless loop)
251 * fixed bug with explosion graphic for player using "Murphy" graphic
252 * fixed bug with explosion graphic if player leaves explosion in time
253 * changed some descriptive text in setup menu to use medium-width font
254 * added key shortcut settings for switching player focus to setup menu
257 * fixed bug with random value initialization when recording tapes
258 * fixed bug with playing single player tapes when team mode activated
261 * fixed little bug when trying to switch to player that does not exist
264 * added player switching (visual and quick) to R'n'D and EM game engine
265 * added setup option to select visual or quick in-game player switching
268 * added use of "Home" and "End" keys to handle element list in editor
271 * fixed bug with adding score when playing tape with EMC game engine
272 * added steel wall border for levels using EMC engine without border
273 * finally fixed delayed scrolling in EMC engine also for small levels
276 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
279 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
280 * fixed bug when displaying info element without action, but direction
283 * fixed minor graphical problems with springs smashing and slurping
284 (when using R'n'D style graphics instead of EMC style graphics)
287 * added scroll delay (as configured in setup) to EMC graphics engine
290 * improved screen redraw for EMC graphics engine (faster and smoother)
291 * when not scrolling, do not redraw the whole playfield if not needed
294 * added multi-player mode for EMC game engine (with up to four players)
297 * added android (can clone elements) from EMC engine to R'n'D engine
300 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
303 * added selectbox for initial player speed to player settings in editor
306 * version 3.1.2 created that is basically version 3.1.1, but with a
307 major bug fixed that prevented editing your own private levels
308 * version 3.1.2 released
311 * added magic ball (creates elements) from EMC engine to R'n'D engine
314 * uploaded fixed pre-release version 3.2.0-6 binary and source code
317 * fixed bug when using "CE can leave behind <trigger element>"
318 * added new change condition "(after/when) creation of <element>"
319 * added new change condition "(after/when) digging <element>"
320 * fixed bug accessing invalid gadget that caused crashes under Windows
321 * deactivated new possibility for multiple CE changes per frame
324 * uploaded pre-release (test) version 3.2.0-6 binary and source code
327 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
328 * fixed bug with not keeping CE value for moving CEs with only action
329 * changed CE action selectboxes in editor to be only reset when needed
332 * added option "use artwork from element" for custom player artwork
333 * added option "use explosion from element" for player explosions
336 * added cascaded element lists in the level editor
337 * added persistence for cascaded element lists by "editorcascade.conf"
338 * added dynamic element list with all elements used in current level
339 * added possibility for multiple CE changes per frame (experimental)
342 * uploaded pre-release (test) version 3.2.0-5 binary and source code
345 * changed "score for each 10 seconds/steps left" to "1 second/step"
346 * added own score for collecting "extra time" instead of sharing it
347 * added change events "switched by player" and "player switches <e>"
348 * added change events "snapped by player" and "player snaps <e>"
349 * added "set player artwork: <element choice>" to CE action options
350 * added change event "move of <element>"
353 * added "set player shield: off / normal / deadly" to CE action options
354 * added new player option "use level start element" in level editor
355 to set the correct focus at level start to elements from which the
356 player is created later (this did not work before for cascaded CE
357 changes resulting in creation of the player; it is now also possible
358 to create the player from a yam yam which is smashed at level start)
361 * added "set player speed: frozen (not moving)" to CE action options
362 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
365 * added new player option "block snap field" (enabled by default) to
366 make it possible to show a snapping animation like in Emerald Mine
369 * added dynamic selectboxes to custom element action settings in editor
370 * added "CE value" counter for custom elements (instead of "CE count")
371 * added option to use the last "CE value" after custom element change
372 * added option to use the "CE value" of other elements in CE actions
373 * fixed odd behaviour when pressing time orb in levels w/o time limit
374 * added checkbox "use time orb bug" for older levels that use this bug
377 * added missing configuration settings for the following elements:
378 - EL_TIMEGATE_SWITCH (time of open time gate)
379 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
380 - EL_SHIELD_NORMAL (time of shield duration)
381 - EL_SHIELD_DEADLY (time of shield duration)
382 - EL_EXTRA_TIME (time added to level time)
383 - EL_TIME_ORB_FULL (time added to level time)
386 * added "wind direction" as a movement pattern for custom elements
387 * added initial wind direction for balloon / custom elements to editor
388 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
391 * added parameters for "game of life" and "biomaze" elements to editor
394 * added level file chunk "CONF" for generic level and element settings
397 * uploaded pre-release (test) version 3.2.0-4 binary and source code
400 * skip empty level sets (with "levels: 0"; may be artwork base sets)
401 * added sound action ".page[1]" to ".page[32]" for each CE change page
404 * added image config suffix ".clone_from" to copy whole image settings
405 * fixed bug with invalid ("undefined") CE settings in old level files
408 * fixed graphical bug with smashing elements falling faster than player
411 * fixed major bug which prevented private levels from being edited
412 * fixed bug with precedence of general and special font definitions
415 * fixed graphical bug with player animation when player moves slowly
418 * uploaded pre-release (test) version 3.2.0-3 binary and source code
421 * fixed bug which prevented "global.num_toons: 0" from working
424 * major code cleanup (removed all these annoying "#if 0" blocks)
427 * added custom element actions for CE change page in level editor
430 * fixed music initialization bug in init.c (thanks to David Binderman)
431 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
432 (this bug must probably be fixed at other places, too)
435 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
436 (should be '#include <SDL.h>' instead)
439 * fixed bug which prevented "walkable from no direction" from working
440 (due to compatibility code overwriting this setting after loading)
443 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
446 * version number temporarily set to 3.1.1 (intermediate bugfix release)
447 * version 3.1.1 released
450 * changed some va_arg() arguments from 'long' to 'int', fixing problems
451 on 64-bit architecture systems with LP64 data model
454 * fixed bug with bombs not exploding when hitting the last level line
455 (introduced after the release of 3.1.0)
458 * added support for dumping small-sized level sketches from editor
461 * added recognition of "trigger element" for "change digged element to"
462 (this is not really what the "trigger element" was made for, but its
463 use may seem obvious for leaving back digged elements unchanged)
466 * fixed multiple warnings about failed joystick device initialization
469 * fixed bug with dynamite dropped on top of just dropped custom element
470 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
471 dynamite can still be dropped, but drop key must be released before
474 * fixed bug with wrong start directory when started from file browser
475 (due to this bug, R'n'D could not be started from KDE's Konqueror)
478 * fixed bug causing "change when impact" on player not working
479 * fixed wrong priority of "hitting something" over "hitting <element>"
480 * fixed wrong priority of "hit by something" over "hit by <element>"
483 * fixed graphical bug which caused the player (being Murphy) to show
484 collecting animations although the element was collected by penguin
487 * fixed two bugs causing wrong door background graphics in system.c
488 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
491 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
492 * added "no direction" to "walkable/passable from" selectbox options
495 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
496 * in tape autoplay, not only report broken, but also missing tapes
499 * uploaded pre-release (test) version 3.2.0-2 binary and source code
502 * fixed small bug with "linear" animation not working for active lamp
505 * fixed bug with moving up despite gravity due to "block last field"
506 * fixed small bug with wrong draw offset when typing name in main menu
507 * when reading user names from "passwd", ignore data after first comma
508 * when creating new "levelinfo.conf", only write some selected entries
511 * fixed displaying "imported from/by" on preview with empty string
512 * fixed ignoring draw offset for fonts used for level preview texts
515 * fixed a delay problem with SDL and too many mouse motion events
516 * added setup option "skip levels" and level skipping functionality
519 * added move speed "not moving" for non-moving CEs, but with direction
522 * fixed mapping of obsolete element token names in "editorsetup.conf"
523 * fixed bug with sound "acid.splashing" treated as a loop sound
524 * fixed some little sound bugs in native EM engine
527 * fixed small bug when dragging scrollbars to end positions
530 * added editor element descriptions written by Aaron Davidson
533 * improved fallback handling when configured artwork is not available
534 (now using default artwork instead of exiting when files not found)
537 * fixed bug on level selection screen when dragging scrollbar
540 * fixed bug which caused broken tapes when appending to EM engine tapes
543 * uploaded pre-release (test) version 3.2.0-1 binary and source code
546 * added code to replace changed artwork config tokens with other tokens
547 (needed for backwards compatibility, so that older tokens still work)
550 * added native R'n'D graphics for some new EMC elements in EM engine
553 * fixed some bugs in the EM engine integration code
554 * changed EM engine code to allow diagonal movement
555 * changed EM engine code to allow use of separate snap and drop keys
558 * fixed some redraw bugs when using EM engine
561 * fixed bug with not converting RND levels which are set to use native
562 engine to native level structure when loading
565 * uploaded pre-release (test) version 3.2.0-0 binary and source code
568 * version number set to 3.2.0
571 * level data now reset to defaults after attempt to load invalid file
574 * added use of "editorsetup.conf" for different level sets
577 * added auto-detection for various types of Emerald Mine level files
580 * fixed bug with scrollbars getting too small when list is very large
583 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
586 * added most level editor configuration gadgets for new EMC elements
589 * added more element and graphic definitions for new EMC elements
592 * modified native EM engine to use integrated R'n'D sound system
595 * added SDL support to graphics functions in native EM engine
596 (by always using generic libgame interface functions)
599 * fixed bug in frame synchronization in native EM engine
602 * added code to convert levels between R'n'D and native EM engine
605 * new Emerald Mine engine can now play levels selected in main menu
608 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
609 (which creates scaled down graphics for level editor and preview);
610 there's still a memory leak somewhere in the artwork handling code
611 * added "scale image up" functionality to X11 version of zoom function
614 * first attempts to integrate new, native Emerald Mine Club engine
617 * fixed bug in gadget code which caused reset of CEs in level editor
618 (example: pressing 'b' [grab brush] on CE config page erased values)
619 (solution: check if gadgets in ClickOnGadget() are really mapped)
620 * improved level change detection in editor (settings now also checked)
621 * fixed bug with "can move into acid" and "don't collide with" state
624 * fixed maze runner style CEs to use the configured move delay value
627 * added Aaron Davidson's tutorial level set to the "Tutorials" section
630 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
631 * fixed the above fix because it broke level set "machine" (*sigh*)
632 * fixed random element placement in level editor to work as expected
633 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
636 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
639 * fixed bug (missing array boundary check) which caused broken tapes
640 * fixed bug (when loading level template) which caused broken levels
641 * fixed bug with new block last field code when using non-yellow player
644 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
645 * internal change of how the player blocks the last field when moving
646 * fixed blocking delay of last field for EM and SP style block delay
647 * fixed bug where the player had to wait for the usual move delay after
648 unsuccessfully trying to move, when he directly could move after that
649 * the last two changes should make original Supaplex level 93 solvable
650 * improved use of random number generator to make it less predictable
651 * fixed behaviour of slippery SP elements to let slip left, then right
654 * fixed bug with wrong door state after trying to quickload empty tape
655 * fixed waste of static memory usage of the binary, making it smaller
656 * fixed very little graphical bug in Supaplex explosion
659 * version number set to 3.1.1
662 * version 3.1.0 released
665 * fixed bug with crash when writing user levelinfo.conf the first time
668 * added option "convert LEVELDIR [NR]" to command line batch commands
669 * re-converted Supaplex levels to apply latest engine fixes
670 * changed "use graphic/sound of element" to "use graphic of element"
671 due to compatibility problems with some levels ("bug machine" etc.)
674 * fixed bug with CE change replacing player with same or other player
677 * fixed bug with opaque font in envelope with background graphic when
678 background graphic is not transparent itself
681 * added "gravity on" and "gravity off" ports for Supaplex compatibility
682 * corrected original Supaplex level loading code to use these new ports
683 * also corrected Supaplex loader to auto-count infotrons if set to zero
686 * fixed bug with missing initialization of "modified" flag for GEs
689 * fixed bug that caused endless recursion loop when relocating player
690 * fixed tape recorder bug in "step mode" when using "pause before end"
691 * fixed tape recorder bug when changing from "warp forward" mode
694 * fixed bug with "when touching" for pushed elements at last position
697 * fixed bug that caused two activated toolbox buttons in level editor
698 * fixed bug with exploding dynabomb under player due to other explosion
701 * fixed bug with creating walkable custom element under player (again)
702 * fixed bug with not copying explosion type when copying CEs in editor
703 * fixed graphical bug when drawing player in setup menu (input devices)
704 * fixed graphical bug when the player is pushing an accessible element
705 * fixed bug with classic switchable elements triggering CE changes
706 * fixed bug with entering/leaving walkable element in RelocatePlayer()
707 * fixed crash bug when CE leaves behind the trigger player element
710 * fixed bug with broken tubes after placing/exploding dynamite in them
711 * fixed bug with exploding dynamite under player due to other explosion
712 * fixed bug with not resetting push delay under certain circumstances
715 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
716 * added network multiplayer code for Windows (thanks to Niko Böhm)
719 * added option "reachable despite gravity" for gravity movement
720 * changed gravity movement of most classic walkable and passable
721 elements back to "not reachable" (for compatibility reasons)
724 * fixed (removed) "indestructible" / "can explode" dependency in editor
725 * fixed (removed) "accessible inside" / "protected" dependency
726 * fixed (removed) "step mode" / "shield time" dependency
729 * fixed dynabombs exploding now into anything diggable
730 * fixed Supaplex style gravity movement into buggy base now impossible
731 * added pressing key "space" as valid action to select menu options
734 * added "replace when walkable" to relocate player to walkable element
735 * added "enter"/"leave" event for elements affected by relocation
736 * fixed "direct"/"indirect" change order also for "when change" event
737 * fixed graphical bug when pushing things from elements walkable inside
740 * fixed graphic bug when player is snapping while moving in old levels
741 * fixed bug when a moving custom element leaves a player element behind
742 * fixed bug with mole not disappearing when moving into acid pool
743 * fixed bug with incomplete path setting when using "--basepath" option
744 * moving CE can now leave walkable elements behind under the player
745 * when relocating, player can be set on walkable element now
746 * fixed another gravity movement bug
749 * uploaded pre-release (test) version 3.1.0-2 binary and source code
752 * added "collectible" and "removable" to extended replacement types
753 (where "removable" replaces "diggable" and "collectible" elements)
754 * added "collectible & throwable" (to throw element to the next field)
755 * fixed bug with CEs digging elements that are just about to explode
756 * changed mouse cursor now always being visible when game is paused
759 * added possibility to push/press accessible elements from a side that
761 * fixed bug with not setting actual date when appending to tape
764 * fixed bug with incorrectly initialized custom element editor graphics
767 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
768 - number of levels corrected from 18 to 17 in "levelinfo.conf"
771 * fixed bug with destroyed robot wheel still attracting robots forever
772 * fixed bug with time gate switch deactivating after robot wheel time
773 (while the time gate itself is not affected by this misbehaviour)
774 * changed behaviour of BD style amoeba to always get blocked by player
775 (before it was different when there were non-BD elements in level)
776 * fixed bug with player destroying indestructable elements with shield
779 * added option to make growing elements grow into anything diggable
780 (for the various amoeba types, biomaze and "game of life")
783 * fixed bug with movable elements not moving after left behind by CEs
784 * changed gravity movement to anything diggable, not only sand/base
785 * optionally allowing passing to walkable element, not only empty space
786 * added option "can pass to walkable element" for players
787 * finally fixed gravity movement (hopefully)
790 * fixed bug with movable elements not moving anymore after falling down
793 * fixed another bug with custom elements digging and leaving elements
794 * fixed bug with "along left/right side" and automatic start direction
795 * trigger elements now also displayed when "more custom" deactivated
796 * fixed bug with clipboard element initialized when loading new level
797 * added option "drop delay" to set delay before dropping next element
800 * uploaded pre-release (test) version 3.1.0-1 binary and source code
803 * added copy and paste functions for custom change pages
804 * enhanced graphical display and functionality of tape recorder
805 * fixed bug with custom elements digging and leaving elements
808 * added move speed faster than "very fast" for custom elements
809 * fixed bug with 3+3 style explosions and missing border content
810 * fixed little bug when copying custom elements in the editor
811 * enhanced custom element changes by more side trigger actions
814 * added option "no scrolling when relocating" for instant teleporting
815 * uploaded pre-release (test) version 3.1.0-0 binary and source code
818 * added trigger element and trigger player to use as target elements
819 * added copy and paste functions for custom and group elements
822 * fixed graphical bug when displaying explosion animations
823 * fixed bug when appending to tapes, resulting in broken tapes
824 * re-recorded a few tapes broken by fixing gravity checking bug
827 * "can move into acid" property now for all elements independently
828 * "can fall into acid" property for player stored in same bitfield now
829 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
830 * version number set to 3.1.0 (finally!)
833 * changed tape recording to only record input, not programmed actions
836 * fixed totally broken (every 8th frame skipped) step-by-step recording
837 * fixed bug with requester not displayed when quick-loading interrupted
838 * added option "can fall into acid (with gravity)" for players
839 * fixed bug with player not falling when snapping down with gravity
842 * fixed bug which messed up key config when using keypad number keys
845 * fixed bug which allowed moving upwards even when gravity was active
846 * fixed bug with missing error handling when dumping levels or tapes
849 * added different colored editor graphics for Supaplex gravity tubes
852 * fixed bug that allowed solvable tapes for unsolvable levels
855 * use unlimited number of droppable elements when "count" set to zero
856 * added option to use step limit instead of time limit for level
859 * added player and change page as trigger for custom element change
862 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
865 * fixed bug with dark yamyam changing to acid when moving over acid
866 * fixed handling of levels with more than 999 seconds level time
867 (example: level 76 of "Denmine")
870 * "spring push bug" reintroduced as configurable element property
871 * fixed bug with missing properties for "mole"
872 * fixed bug that showed up when fixing the above "mole" properties bug
873 * added option "can move into acid" for all movable elements
874 * fixed graphical bug for elements moving into acid
875 * changed event handling to handle all pending events before going on
878 * fixed bug which caused all CE change pages to be ignored which had
879 the same change event, but used a different element side
880 (reported by Simon Forsberg)
882 * fixed bug which caused elements that can move and fall and that are
883 transported by a conveyor belt to continue moving into that direction
884 after leaving the conveyor belt, regardless of their own movement
885 type; only elements which can not move are transported now
886 (reported by Simon Forsberg)
888 * fixed bug which could cause an array overflow in RelocatePlayer()
889 (reported by Niko Böhm)
891 * changed Emerald Mine style "passable / over" elements to "protected"
892 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
894 * added new option to select from which side a "walkable/passable"
895 element can be entered
898 * added explosion and ignition delay for elements that can explode
901 * fixed bug which caused player not being protected against enemies
902 when a CE was "walkable / inside" and was not "indestructible"
903 * added "walkable/passable" fields to be "protected/unprotected"
904 against enemies, even if not accessible "inside" but "over/under"
907 * corrected move pattern to 32 bit and initial move direction to 8 bit
910 * added second custom element base configuration page
913 * added some special EMC mappings to Emerald Mine level loader
914 (also covering previously unknown element in level 0 of "Bondmine 8")
917 * added option to block last field when player is moving (for Supaplex)
918 * adjusted push delay of Supaplex elements
919 * removed delays for envelopes etc. when replaying with maximum speed
920 * fixed bug when dropping element on a field that just changed to empty
923 * fixed bug: infotrons can now smash yellow disks
924 * fixed bug: when gravity active, port above player can now be entered
925 * removed "one white dot" mouse pointer which irritated some people
928 * added "choice type" for group element selection
931 * fixed bug with initial invulnerability of non-yellow player
934 * added level loader for loading native Supaplex packed levels
935 (including multi-part levels like the "splvls99" levels)
938 * fixed bug which allowed creating emeralds by escaping explosions
941 * custom elements can change (limited) or leave (unlimited) elements
942 * finally added multiple matches using group elements
943 * added shortcut to dump brush (type ":DB" in editor) for use in forum
946 * added new start movement type "previous" for continued CE movement
947 * added new start movement type "random" for random CE movement start
950 * added new element "sokoban_field_player" needed for Sokoban levels
951 (thanks to Ed Booker for pointing this out!)
954 * added elements that can be digged or left behind by custom elements
957 * added group elements for multiple matches and random element creation
960 * fixed some graphical errors displayed in old levels
963 * fixed wrong double speed movement after passing closing gates
966 * added level loader for loading native Emerald Mine levels
969 * changes for "shooting" style CE movement
972 * Happy New Year! ;-)
975 * changed default snap/drop keys from left/right Shift to Control keys
978 * fixed bug with dead player getting reanimated from custom element
981 * fixed bug with wrong penguin graphics (when entering exit)
984 * fixed bug with wrong "Murphy" graphics (when digging etc.)
987 * version number set to 3.0.9
990 * version 3.0.8 released
993 * added function checked_free()
996 * fixed bug with double nut cracking sound
997 (by eliminating "default element action sound" assignment in init.c)
1000 * fixed crash when no music info files are available
1003 * fixed boring and sleeping sounds
1006 * added "maze runner" and "maze hunter" movement types
1007 * added extended collision conditions for custom elements
1010 * added warnings for undefined token values in artwork config files
1013 * added menu entry for level set information to the info screen
1016 * fixed bug with wrong default impact sound for colored emeralds
1019 * added several sub-screens for the info screen
1020 * menu text now also clickable (not only blue/red sphere left of it)
1023 * added configurable "bored" and "sleeping" animations for the player
1024 * added "awakening" sound for player when waking up after sleeping
1027 * added "copy" and "exchange" functions for custom elements to editor
1030 * added configurable element animations for info screen
1033 * added configurable music credits for info screen
1036 * finally fixed tape recording when player is created from CE change
1039 * added "editorsetup.conf" for editor element list configuration
1042 * added "musicinfo.conf" for menu and level music configuration
1045 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1046 (that only showed up on Linux, but not on Windows systems)
1049 * fixed turning movement of butterflies and fireflies (no frame reset)
1050 * enhanced sniksnak turning movement (two steps instead of only one)
1053 * version number set to 3.0.8
1056 * version 3.0.7 released
1059 * fixed reset of player animation frame when, for example,
1060 walking, digging or collecting share the same animation
1061 * fixed CE with "deadly when touching" exploding when touching amoeba
1064 * fixed tape recording when player is created from CE element change
1067 * introduced "turning..." action graphic for elements with move delay
1068 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1069 * added turning animations for bug, spaceship and sniksnak
1072 * prevent "extended" changed elements from delay change in same frame
1075 * fixed bug when pushing element that can move away to the side
1076 (like pushing falling elements, but now with moving elements)
1079 * finally fixed serious bug in code for delayed element pushing (again)
1082 * unavailable setup options now marked as "n/a" instead of "off"
1083 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1084 to "true", levels are always played with the latest game engine,
1085 which is desired for levels that are imported from other games; all
1086 other levels are played with the engine version stored in level file
1087 (which is normally the engine version the level was created with)
1090 * fixed serious bug in code for delayed element pushing
1091 * fixed little bug in animation frame selection for pushed elements
1092 * speed-up of reading config file for verbose output
1095 * added configuration option for opening and closing Supaplex exit
1096 * added configuration option for moving up/down animation for Murphy
1097 * fixed incorrectly displayed animation for attacking dragon
1098 * fixed bug with not setting initial gravity for each new game
1099 * fixed bug with teleportation of player by custom element change
1100 * fixed bug with player not getting smashed by rock sometimes
1103 * version number set to 3.0.7
1106 * version 3.0.6 released
1109 * added support for MP3 music for SDL version through SMPEG library
1112 * fixed bug when initializing font graphic structure
1113 * fixed bug with animation mode "pingpong" when using only 1 frame
1114 * fixed bug with extended change target introduced in 3.0.5
1115 * fixed bug where passing over moving element doubles player speed
1116 * fixed bug with elements continuing to move into push direction
1117 * fixed bug with duplicated player when dropping bomb with shield on
1118 * added "switching" event for custom elements ("pressing" only once)
1119 * fixed switching bug (resetting flag when not switching but not idle)
1122 * fixed element tokens for certain file elements with ".active" etc.
1125 * version number set to 3.0.6
1128 * version 3.0.5 released
1131 * now four envelope elements available
1132 * font, background, animation and sound for envelope now configurable
1133 * main menu doors opening/closing animation type now configurable
1136 * active/inactive sides configurable for custom element changes
1137 * new movement type "move when pushed" available for custom elements
1140 * fixed bug in multiple config pages loader code that caused crashes
1143 * enhanced (remaining low-resolution) Supaplex graphics
1146 * version number set to 3.0.5
1149 * version 3.0.4 released
1151 2003-09-12 src/tools.c
1152 * fixed bug in custom definition of crumbled element graphics
1154 2003-09-11 src/files.c
1155 * fixed bug in multiple config pages code that caused crashes
1158 * version number set to 3.0.4
1161 * version 3.0.3 released
1164 * added music to Supaplex classic level set
1166 2003-09-07 src/libgame/misc.c
1167 * added support for loading various music formats through SDL_mixer
1169 2003-09-06 (various source files)
1170 * fixed several nasty bugs that may have caused crashes on some systems
1171 * added envelope content which gets displayed when collecting envelope
1172 * added multiple change event pages for custom elements
1174 2003-08-24 src/game.c
1175 * fixed problem with player animation when snapping and moving
1177 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1178 * fixed problem with flickering when drawing toon animations
1180 2003-08-23 src/libgame/sdl.c
1181 * fixed problem with setting mouse cursor in SDL version in fullscreen
1183 2003-08-23 src/game.c
1184 * fixed bug (missing array boundary check) which could crash the game
1187 * version number set to 3.0.3
1190 * version 3.0.2 released
1192 2003-08-21 src/game.c
1193 * fixed bug with creating inaccessible elements at player position
1195 2003-08-20 src/init.c
1196 * fixed bug with not finding current level artwork directory
1198 2003-08-20 src/files.c
1199 * fixed bug with choosing wrong engine version when playing tapes
1200 * fixed bug with messing up custom element properties in 3.0.0 levels
1203 * version number set to 3.0.2
1206 * version 3.0.1 released
1208 2003-08-17 (no source files affected)
1209 * changed all "classic" PCX image files with 16 colors or less to
1210 256 color (8 bit) storage format, because the Allegro game library
1211 cannot handle PCX files with less than 256 colors (contributed
1212 graphics are not affected and might look wrong in the DOS version)
1214 2003-08-16 src/init.c
1215 * fixed bug which (for example) crashed the level editor when defining
1216 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1217 (only set to default) -- invalid graphics now set to default graphic
1219 2003-08-16 src/init.c
1220 * fixed graphical bug of player digging/collecting/snapping element
1221 when no corresponding graphic/animation is defined for this action,
1222 resulting in player being drawn as EL_EMPTY (which should only be
1223 done to elements being collected, but not to the player)
1225 2003-08-16 src/game.c
1226 * fixed small graphical bug of player not totally moving into exit
1228 2003-08-16 src/libgame/setup.c
1229 * fixed bug with wrong MS-DOS 8.3 filename conversion
1231 2003-08-16 src/tools.c
1232 * fixed bug with invisible mouse cursor when pressing ESC while playing
1234 2003-08-16 (various source files)
1235 * added another 128 custom elements (disabled in editor by default)
1237 2003-08-16 src/editor.c
1238 * fixed NULL string bug causing Solaris to crash in sprintf()
1240 2003-08-16 src/screen.c
1241 * fixed drawing over scrollbar on level selection with custom fonts
1243 2003-08-15 src/game.c
1244 * cleanup of simple sounds / loop sounds / music settings
1246 2003-08-08 (various source files)
1247 * added custom element property for dropping collected elements
1249 2003-08-08 src/conf_gfx.c
1250 * fixed bug with missing graphic for active red disk bomb
1252 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1253 * extended variable "level.gravity" to "level.initial_gravity" and
1254 "game.current_gravity" to prevent level setting from being changed
1255 by playing the level (keeping the runtime value after playing)
1257 * fixed graphics bug when digging element that has 'crumbled' graphic
1258 definition, but not 'diggable' graphic definition
1261 * version number set to 3.0.1
1264 * version 3.0.0 released
1267 * various bug fixes; among others:
1268 - fixed bug with pushing spring over empty space
1269 - fixed bug with leaving tube while placing dynamite
1270 - fixed bug with explosion of smashed penguins
1271 - allow Murphy player graphic in levels with non-Supaplex elements
1275 * I have forgotten to document changes for some time
1278 * pre-release version 2.2.0rc1 released
1281 * version number set to 2.1.2
1284 * version 2.1.1 released
1287 * version number set to 2.1.1
1290 * version 2.1.0 released
1293 * version number set to 2.1.0
1295 2002-04-03 to 2002-05-19 (various source files)
1296 * graphics, sounds and music now fully configurable
1297 * bug fixed that prevented walking through tubes when gravity on
1299 2002-04-02 src/events.c, src/editor.c
1300 * Make Escape key less aggressive when playing or when editing level.
1301 This can be configured as an option in the setup menu. (Default is
1302 "less aggressive" which means "ask user if something can be lost"
1303 when pressing the Escape key.)
1305 2002-04-02 src/screen.c
1306 * Added "graphics setup" screen.
1308 2002-04-01 src/screen.c
1309 * Changed "choose level" setup screen stuff to be more generic (to
1310 make it easier to add more "choose from generic tree" setup screens).
1312 2002-04-01 src/config.c, src/timestamp.h
1313 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1314 automatically gets created by "src/Makefile" and contains an actual
1315 compile-time timestamp to identify development versions of the game).
1317 2002-03-31 src/tape.c, src/events.c
1318 * Added quick game/tape save/load functions to tape stuff which can be
1319 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1320 loads previously recorded tape and directly goes into recording mode
1321 from the end of the tape (therefore appending to the tape).
1323 2002-03-31 src/tape.c
1324 * Added "index mark" function to tape recorder. When playing or
1325 recording, "eject" button changes to "index" button. Setting index
1326 mark is not yet implemented, but pressing index button when playing
1327 allows very quick advancing to end of tape (when normal playing),
1328 very fast forward mode (when playing with normal fast forward) or
1329 very fast reaching of "pause before end of tape" (when playing with
1330 "pause before end" playing mode).
1332 2002-03-30 src/cartoons.c
1333 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1335 2002-03-29 src/screen.c
1336 * Changed setup screen stuff to be more generic (to make it easier
1337 to add more setup screens).
1339 2002-03-23 src/main.c, src/main.h
1340 * Various changes due to the introduction of the new libgame files
1341 "setup.c" and "joystick.c".
1343 2002-03-23 src/files.c
1344 * Generic parts of "src/files.c" (mainly setup and level directory
1345 stuff) moved to new libgame file "src/libgame/setup.c".
1347 2002-03-23 src/joystick.c
1348 * File "src/joystick.c" moved to libgame source tree, with
1349 correspondig changes.
1351 2002-03-22 src/screens.c
1352 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1353 (Wrong level series information displayed when entering main group.)
1355 2002-03-22 src/editor.c
1356 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1358 2002-03-22 src/editor.c
1359 * Changed behaviour of "Escape" key in level editor to be more
1360 intuitive: When in "Element Properties" or "Level Info" mode,
1361 return to "Drawing Mode" instead of leaving the level editor.
1363 2002-03-21 src/game.c, src/editor.c, src/files.c
1364 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1365 gems (emeralds, diamonds, ...) slipping down from normal wall,
1366 steel wall and growing wall (as in E.M.C. style levels). Although
1367 the behaviour of contributed and private levels wasn't changed (due
1368 to the use of "level.game_version"; see previous entry), editing
1369 those levels will (of course) change the behaviour accordingly.
1371 This change seems a bit too hard after thinking about it, because
1372 the EM style behaviour is not the "expected" behaviour (gems would
1373 normally only slip down from "rounded" walls). Therefore this was
1374 now changed to an element property for gem style elements, with the
1375 default setting "off" (which means: no special EM style behaviour).
1376 To fix older converted levels, this flag is set to "on" for pre-2.0
1377 levels that are neither contributed nor private levels.
1379 2002-03-20 src/files.h
1380 * Corrected settings for "level.game_version" depending of level type.
1381 (Contributed and private levels always get played with game engine
1382 version they were created with, while converted levels always get
1383 played with the most recent version of the game engine, to let new
1384 corrections of the emulation behaviour take effect.)
1386 2002-03-20 src/main.h
1387 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1388 compiling the SDL version on some systems.
1389 Thanks to the several people who pointed this out.
1392 * Version number set to 2.0.2.
1395 * Version 2.0.1 released.
1397 2002-03-18 src/screens.c
1398 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1400 2002-03-18 src/files.c [src/libgame/misc.c]
1401 * Moved some common functions from src/files.c to src/libgame/misc.c.
1403 2002-03-18 src/files.c [src/libgame/misc.c]
1404 * Changed permissions for new directories and saved files (especially
1405 score files) according to suggestions of Debian users and mantainers.
1406 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1408 2002-03-17 src/files.c
1409 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1410 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1411 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1412 for levels and "TAPE" for tapes). Old "cookie" style format is
1413 still supported for reading. New level and tape files are written
1416 * New IFF chunk "VERS" contains version numbers for file and game
1417 (where "game version" is the version of the program that wrote the
1418 file, and "file version" is a version number to distinguish files
1419 with different format, for example after adding new features).
1421 2002-03-15 src/screen.c
1422 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1423 (Before, you heard a mixture of the in-game music and the
1424 hall-of-fame music.)
1426 2002-03-14 src/events.c
1427 * Function "DumpTape()" (files.c) now available by pressing 't' from
1428 main menu (when in DEBUG mode).
1430 2002-03-14 src/game.c
1431 * "GameWon()": When game was won playing a tape, now there is no delay
1432 raising the score and no corresponding sound is played.
1434 2002-03-14 src/files.c
1435 * Changed "LoadTape()" for real chunk support and also adjusted
1436 "SaveTape()" accordingly.
1438 2002-03-14 src/game.c, src/tape.c, src/files.c
1439 * Important changes to tape format: The old tape format stored all
1440 actions with a real effect with a corresponding delay between the
1441 stored actions. This had some major disadvantages (for example,
1442 push delays had to be ignored, pressing a button for some seconds
1443 mutated to several single button presses because of the non-action
1444 delays between two action frames etc.). The new tape format just
1445 stupidly records all device actions and replays them later. I really
1446 don't know why I haven't solved it that way before?! Old-style tapes
1447 (with tape file version less than 2.0) get converted to the new
1448 format on-the-fly when loading and can therefore still be played;
1449 only some minor parts of the old-style tape handling code was needed.
1450 (A perfect conversion is not possible, because there is information
1451 missing about the device actions between two action frames.)
1453 2002-03-14 src/files.c
1454 * New function "DumpTape()" to dump the contents of the current tape
1455 in a human readable format.
1457 2002-03-14 src/game.c
1458 * Small tape bug fixed: When automatically advancing to next level
1459 after a game was won, the tape from the previous level still was
1460 loaded as a tape for the new level.
1462 2002-03-14 src/tape.c
1463 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1464 tape, cartoons did not get completely removed because
1465 StopAnimation() was not called.
1467 2002-03-13 src/files.c
1468 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1469 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1470 size even when using 16-bit elements). Added new chunk "CNT2" for
1471 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1472 chunk even when content was 16-bit element). "CNT2" should now be
1473 able to store content for arbitrary elements (up to eight blocks of
1474 3 x 3 element arrays). All "CNT2" elements will always be stored as
1475 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1477 2002-03-13 src/files.c
1478 * Changed "LoadLevel()" for real chunk support.
1480 2002-03-12 src/game.c
1481 * Fixed problem (introduced after 2.0.0 release) with penguins
1482 not getting killed by enemies
1484 2002-02-24 src/game.c, src/main.h
1485 * Added "player->is_moving"; now "player->last_move_dir" does
1486 not contain any information if the player is just moving at
1488 Before, "player->last_move_dir" was misused for this purpose
1489 for the robot stuff (robots don't kill players when they are
1490 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1491 broke tapes when walking through pipes!
1492 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1493 in a continuous movement. This fact is ignored for friends and