2 * code cleanup of new fading functions
5 * changed behaviour after solved game -- do not immediately stop engine
6 * added some more smooth screen fadings (game start, hall of fame etc.)
9 * fixed bug with displaying pushed CE with value/score/delay anim_mode
12 * added configurable level preview position, tile size and dimensions
13 * added configurable game panel value positions (gems, time, score etc.)
16 * fixed small bug with time displayed incorrectly when collecting CEs
19 * fixed bug with bumpy scrolling with EM engine in double player mode
22 * added compatibility code to fix "Snake Bite" style levels that were
23 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
26 * fixed bug with scrollbars inside editor when using the Windows mouse
27 enhancement tool "True X-Mouse" (which injects key events to the event
28 queue to insert selected stuff into the Windows clipboard, which gets
29 confused with the "Insert" key for jumping to the last editor cascade
30 block in the element list)
31 * added Rocks'n'Diamonds icon for use as window icon to SDL version
32 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
35 * added selection of preferred fullscreen mode to setup / graphics menu
36 (useful if default mode 800 x 600 does not match screen aspect ratio)
39 * improved down-scaling of images for better level and preview graphics
40 * changed user data directory for Mac OS X from Unix style to new place
43 * improved level number selection in main menu and player selection in
44 setup menu (input devices section) by using standard button gadgets
45 * added support for mouse scroll wheel (caused buggy behaviour before)
46 * added support for scrolling horizontal scrollbars with mouse wheel by
47 holding "Shift" key pressed while scrolling the wheel
48 * added support for single step mouse wheel scrolling by holding "Alt"
49 key pressed while scrolling the wheel (can be combined with "Shift")
50 * changed output file "stderr.txt" on Windows platform now always to be
51 created in the R'n'D sub-directory of the personal documents directory
52 * added Windows message box to direct to "stderr.txt" after error aborts
55 * improved general scrollbar handling (when jump-scrolling scrollbars)
58 * changed scrollbars to always show last line as first after scrolling
59 (that means jumping n - 1 screen lines instead of n screen lines)
62 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
63 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
64 * fixed special handling of vertically stacked acid becoming fake acid
67 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
68 affect multiple instances of the same CE, although this kind of
69 change condition usually only affects one single custom element
72 * version number set to 3.2.1
75 * version 3.2.0 released
78 * reorganized level editor element list a bit to match engines better
81 * fixed newly introduced bug with wrongly initializing clipboard element
84 * fixed bug with displaying visible/invisible level border in editor
87 * reorganized some elements in the level editor element list
90 * fixed bug with displaying any player as "yellow" when moving into acid
91 * fixed bug with displaying running player when player stopped at border
94 * fixed bug with player exploding when moving into acid
95 * fixed bug with level settings being reset in editor and when playing
96 (some compatibility settings being set not only after level loading)
97 * fixed crash bug when number of custom graphic frames was set to zero
98 * fixed bug with teleporting player on walkable tile not working anymore
99 * added partial compatibility support for pre-release-only "CONF" chunk
100 (to make Alan Bond's "color cycle" demo work again :-) )
103 * fixed some bugs when displaying title screens from info screen menu
104 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
107 * changed file major version to 3 to reflect level file format changes
108 * uploaded pre-release (test) version 3.2.0-8 binary and source code
111 * added new chunk "NAME" to level file format for level name settings
112 * added new chunk "NOTE" to level file format for envelope settings
113 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
114 * updated magic(5) file to recognize changed and new level file chunks
115 * removed change events "change when CE value/score changes" as unneeded
118 * changed gravity (which only affects the player) from level property
119 to player property (only makes a difference in multi-player levels)
120 * added change events "change when CE value/score changes"
121 * added change events "change when CE value/score changes of <element>"
124 * added new chunk "INFO" to level file format for global level settings
125 * added all element settings from "HEAD" chunk to "CONF" chunk
126 * added all global level settings from "HEAD" chunk to "INFO" chunk
129 * changed level file format by adding two new chunks "CUSX" (for custom
130 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
131 elements, replacing the previous "GRP1" chunk); these new IFF style
132 chunks use the new and flexible "micro chunks inside chunks" technique
133 already used with the new "CONF" chunk (for normal element properties)
134 which makes it possible to easily extend the existing level format
135 (instead of using fixed-length chunks like before, which are either
136 too big due to reserved bytes for future use, or too small when those
137 reserved bytes have all been used and even more data should be stored,
138 requiring the replacement by new and larger chunks just like it went
139 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
142 * added credits pages to the "credits" section that were really missing
143 * added some missing element descriptions to the level editor
144 * added down position of switchgate switch to the level editor
145 and allowed the use of both switch positions at the same time
146 * changed use of "Insert" and "Delete" keys to navigate element list in
147 level editor to start of previous or next cascading block of elements
150 * added the possibility to view the title screen to the info screen menu
151 * fixed some minor bugs with viewing title screens
154 * fixed bug with title (cross)fading in/out when using fullscreen mode
157 * fixed bug that forced re-defining of menu settings in local graphics
158 config file which are already defined in existing base config file
159 * fixed small bug that caused door sounds playing when music is enabled
162 * added the possibility to define up to five title screens for each
163 level set that are displayed after loading using (cross)fading in/out
164 (this was added to display the various start images of the EMC sets)
167 * added "CE score gets zero [of]" to custom element trigger conditions
168 * added setup option to display element token name in level editor
171 * added compatibility code for Juergen Bonhagen's menu artwork settings
174 * fixed bug with displaying wrong animation frame 0 after CE changes
175 * fixed bug with creating invisible elements when light switch is on
178 * added selection between ECS and AGA graphics for EMC levels to setup
181 * adjusted font handling for various narrow EMC style fonts
184 * changed EM engine behaviour back to re-allow initial rolling springs
187 * fixed handling of over-large selectboxes (less error-prone now)
188 * fixed bug when creating GE with walkable element under the player
191 * added use of "Insert" and "Delete" keys to navigate element list in
192 level editor to start of custom elements or start of group elements
193 * added virtual elements to access CE value and CE score of elements:
194 - "CE value of triggering element"
195 - "CE score of triggering element"
196 - "CE value of current element"
197 - "CE score of current element"
200 * fixed "grass" to "sand" in older EM levels (up to file version V4)
203 * changed behaviour of network games with internal errors (because of
204 different client frame counters) from immediately terminating R'n'D
205 to displaying an error message requester and stopping only the game
206 (also to prevent impression of crashes under non command-line runs)
207 * fixed playing network games with the EMC engine (did not work before)
208 * fixed bug with not scrolling the screen in multi-player mode with the
209 focus on player 1 when all players are moving in different directions
210 * fixed bug with keeping pointer to gadget even after its deallocation
211 * fixed bug with allowing "focus on all players" in network games
212 * fixed bug with player focus when playing tapes from network games
215 * uploaded pre-release (test) version 3.2.0-7 binary and source code
218 * code cleanup for game action control for R'n'D and EMC game engine
221 * fixed bug in multi-player movement with focus on both players
222 * added option to control only the focussed player with all input
225 * added player focus switching to level tape recording and re-playing
228 * fixed some bugs in player focus switching in EMC and RND game engine
231 * added special Supaplex animations for Murphy digging and snapping
232 * added special Supaplex animations for Murphy being bored and sleeping
235 * added four new yam yams with explicit start direction for EMC engine
236 * fixed bug in src/libgame/text.c with printing text outside the window
239 * fixed small bug in EMC level loader (copyright sign in EM II levels)
242 * added delayed ignition of EM style dynamite when used in R'n'D engine
243 * added limited movement range to EMC engine when focus on all players
246 * fixed bug with missing (zero) score values for native Supaplex levels
249 * added "continuous snapping" (snapping many elements while holding the
250 snap key pressed, without releasing the snap key after each element)
251 as a new player setting for more compatibility with the classic games
254 * finished scrolling for "focus on all players" in EMC graphics engine
257 * level sets with "levels: 0" are ignored for levels, but not artwork
258 * fixed bug when scanning empty level group directories (endless loop)
261 * fixed bug with explosion graphic for player using "Murphy" graphic
262 * fixed bug with explosion graphic if player leaves explosion in time
263 * changed some descriptive text in setup menu to use medium-width font
264 * added key shortcut settings for switching player focus to setup menu
267 * fixed bug with random value initialization when recording tapes
268 * fixed bug with playing single player tapes when team mode activated
271 * fixed little bug when trying to switch to player that does not exist
274 * added player switching (visual and quick) to R'n'D and EM game engine
275 * added setup option to select visual or quick in-game player switching
278 * added use of "Home" and "End" keys to handle element list in editor
281 * fixed bug with adding score when playing tape with EMC game engine
282 * added steel wall border for levels using EMC engine without border
283 * finally fixed delayed scrolling in EMC engine also for small levels
286 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
289 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
290 * fixed bug when displaying info element without action, but direction
293 * fixed minor graphical problems with springs smashing and slurping
294 (when using R'n'D style graphics instead of EMC style graphics)
297 * added scroll delay (as configured in setup) to EMC graphics engine
300 * improved screen redraw for EMC graphics engine (faster and smoother)
301 * when not scrolling, do not redraw the whole playfield if not needed
304 * added multi-player mode for EMC game engine (with up to four players)
307 * added android (can clone elements) from EMC engine to R'n'D engine
310 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
313 * added selectbox for initial player speed to player settings in editor
316 * version 3.1.2 created that is basically version 3.1.1, but with a
317 major bug fixed that prevented editing your own private levels
318 * version 3.1.2 released
321 * added magic ball (creates elements) from EMC engine to R'n'D engine
324 * uploaded fixed pre-release version 3.2.0-6 binary and source code
327 * fixed bug when using "CE can leave behind <trigger element>"
328 * added new change condition "(after/when) creation of <element>"
329 * added new change condition "(after/when) digging <element>"
330 * fixed bug accessing invalid gadget that caused crashes under Windows
331 * deactivated new possibility for multiple CE changes per frame
334 * uploaded pre-release (test) version 3.2.0-6 binary and source code
337 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
338 * fixed bug with not keeping CE value for moving CEs with only action
339 * changed CE action selectboxes in editor to be only reset when needed
342 * added option "use artwork from element" for custom player artwork
343 * added option "use explosion from element" for player explosions
346 * added cascaded element lists in the level editor
347 * added persistence for cascaded element lists by "editorcascade.conf"
348 * added dynamic element list with all elements used in current level
349 * added possibility for multiple CE changes per frame (experimental)
352 * uploaded pre-release (test) version 3.2.0-5 binary and source code
355 * changed "score for each 10 seconds/steps left" to "1 second/step"
356 * added own score for collecting "extra time" instead of sharing it
357 * added change events "switched by player" and "player switches <e>"
358 * added change events "snapped by player" and "player snaps <e>"
359 * added "set player artwork: <element choice>" to CE action options
360 * added change event "move of <element>"
363 * added "set player shield: off / normal / deadly" to CE action options
364 * added new player option "use level start element" in level editor
365 to set the correct focus at level start to elements from which the
366 player is created later (this did not work before for cascaded CE
367 changes resulting in creation of the player; it is now also possible
368 to create the player from a yam yam which is smashed at level start)
371 * added "set player speed: frozen (not moving)" to CE action options
372 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
375 * added new player option "block snap field" (enabled by default) to
376 make it possible to show a snapping animation like in Emerald Mine
379 * added dynamic selectboxes to custom element action settings in editor
380 * added "CE value" counter for custom elements (instead of "CE count")
381 * added option to use the last "CE value" after custom element change
382 * added option to use the "CE value" of other elements in CE actions
383 * fixed odd behaviour when pressing time orb in levels w/o time limit
384 * added checkbox "use time orb bug" for older levels that use this bug
387 * added missing configuration settings for the following elements:
388 - EL_TIMEGATE_SWITCH (time of open time gate)
389 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
390 - EL_SHIELD_NORMAL (time of shield duration)
391 - EL_SHIELD_DEADLY (time of shield duration)
392 - EL_EXTRA_TIME (time added to level time)
393 - EL_TIME_ORB_FULL (time added to level time)
396 * added "wind direction" as a movement pattern for custom elements
397 * added initial wind direction for balloon / custom elements to editor
398 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
401 * added parameters for "game of life" and "biomaze" elements to editor
404 * added level file chunk "CONF" for generic level and element settings
407 * uploaded pre-release (test) version 3.2.0-4 binary and source code
410 * skip empty level sets (with "levels: 0"; may be artwork base sets)
411 * added sound action ".page[1]" to ".page[32]" for each CE change page
414 * added image config suffix ".clone_from" to copy whole image settings
415 * fixed bug with invalid ("undefined") CE settings in old level files
418 * fixed graphical bug with smashing elements falling faster than player
421 * fixed major bug which prevented private levels from being edited
422 * fixed bug with precedence of general and special font definitions
425 * fixed graphical bug with player animation when player moves slowly
428 * uploaded pre-release (test) version 3.2.0-3 binary and source code
431 * fixed bug which prevented "global.num_toons: 0" from working
434 * major code cleanup (removed all these annoying "#if 0" blocks)
437 * added custom element actions for CE change page in level editor
440 * fixed music initialization bug in init.c (thanks to David Binderman)
441 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
442 (this bug must probably be fixed at other places, too)
445 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
446 (should be '#include <SDL.h>' instead)
449 * fixed bug which prevented "walkable from no direction" from working
450 (due to compatibility code overwriting this setting after loading)
453 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
456 * version number temporarily set to 3.1.1 (intermediate bugfix release)
457 * version 3.1.1 released
460 * changed some va_arg() arguments from 'long' to 'int', fixing problems
461 on 64-bit architecture systems with LP64 data model
464 * fixed bug with bombs not exploding when hitting the last level line
465 (introduced after the release of 3.1.0)
468 * added support for dumping small-sized level sketches from editor
471 * added recognition of "trigger element" for "change digged element to"
472 (this is not really what the "trigger element" was made for, but its
473 use may seem obvious for leaving back digged elements unchanged)
476 * fixed multiple warnings about failed joystick device initialization
479 * fixed bug with dynamite dropped on top of just dropped custom element
480 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
481 dynamite can still be dropped, but drop key must be released before
484 * fixed bug with wrong start directory when started from file browser
485 (due to this bug, R'n'D could not be started from KDE's Konqueror)
488 * fixed bug causing "change when impact" on player not working
489 * fixed wrong priority of "hitting something" over "hitting <element>"
490 * fixed wrong priority of "hit by something" over "hit by <element>"
493 * fixed graphical bug which caused the player (being Murphy) to show
494 collecting animations although the element was collected by penguin
497 * fixed two bugs causing wrong door background graphics in system.c
498 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
501 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
502 * added "no direction" to "walkable/passable from" selectbox options
505 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
506 * in tape autoplay, not only report broken, but also missing tapes
509 * uploaded pre-release (test) version 3.2.0-2 binary and source code
512 * fixed small bug with "linear" animation not working for active lamp
515 * fixed bug with moving up despite gravity due to "block last field"
516 * fixed small bug with wrong draw offset when typing name in main menu
517 * when reading user names from "passwd", ignore data after first comma
518 * when creating new "levelinfo.conf", only write some selected entries
521 * fixed displaying "imported from/by" on preview with empty string
522 * fixed ignoring draw offset for fonts used for level preview texts
525 * fixed a delay problem with SDL and too many mouse motion events
526 * added setup option "skip levels" and level skipping functionality
529 * added move speed "not moving" for non-moving CEs, but with direction
532 * fixed mapping of obsolete element token names in "editorsetup.conf"
533 * fixed bug with sound "acid.splashing" treated as a loop sound
534 * fixed some little sound bugs in native EM engine
537 * fixed small bug when dragging scrollbars to end positions
540 * added editor element descriptions written by Aaron Davidson
543 * improved fallback handling when configured artwork is not available
544 (now using default artwork instead of exiting when files not found)
547 * fixed bug on level selection screen when dragging scrollbar
550 * fixed bug which caused broken tapes when appending to EM engine tapes
553 * uploaded pre-release (test) version 3.2.0-1 binary and source code
556 * added code to replace changed artwork config tokens with other tokens
557 (needed for backwards compatibility, so that older tokens still work)
560 * added native R'n'D graphics for some new EMC elements in EM engine
563 * fixed some bugs in the EM engine integration code
564 * changed EM engine code to allow diagonal movement
565 * changed EM engine code to allow use of separate snap and drop keys
568 * fixed some redraw bugs when using EM engine
571 * fixed bug with not converting RND levels which are set to use native
572 engine to native level structure when loading
575 * uploaded pre-release (test) version 3.2.0-0 binary and source code
578 * version number set to 3.2.0
581 * level data now reset to defaults after attempt to load invalid file
584 * added use of "editorsetup.conf" for different level sets
587 * added auto-detection for various types of Emerald Mine level files
590 * fixed bug with scrollbars getting too small when list is very large
593 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
596 * added most level editor configuration gadgets for new EMC elements
599 * added more element and graphic definitions for new EMC elements
602 * modified native EM engine to use integrated R'n'D sound system
605 * added SDL support to graphics functions in native EM engine
606 (by always using generic libgame interface functions)
609 * fixed bug in frame synchronization in native EM engine
612 * added code to convert levels between R'n'D and native EM engine
615 * new Emerald Mine engine can now play levels selected in main menu
618 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
619 (which creates scaled down graphics for level editor and preview);
620 there's still a memory leak somewhere in the artwork handling code
621 * added "scale image up" functionality to X11 version of zoom function
624 * first attempts to integrate new, native Emerald Mine Club engine
627 * fixed bug in gadget code which caused reset of CEs in level editor
628 (example: pressing 'b' [grab brush] on CE config page erased values)
629 (solution: check if gadgets in ClickOnGadget() are really mapped)
630 * improved level change detection in editor (settings now also checked)
631 * fixed bug with "can move into acid" and "don't collide with" state
634 * fixed maze runner style CEs to use the configured move delay value
637 * added Aaron Davidson's tutorial level set to the "Tutorials" section
640 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
641 * fixed the above fix because it broke level set "machine" (*sigh*)
642 * fixed random element placement in level editor to work as expected
643 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
646 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
649 * fixed bug (missing array boundary check) which caused broken tapes
650 * fixed bug (when loading level template) which caused broken levels
651 * fixed bug with new block last field code when using non-yellow player
654 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
655 * internal change of how the player blocks the last field when moving
656 * fixed blocking delay of last field for EM and SP style block delay
657 * fixed bug where the player had to wait for the usual move delay after
658 unsuccessfully trying to move, when he directly could move after that
659 * the last two changes should make original Supaplex level 93 solvable
660 * improved use of random number generator to make it less predictable
661 * fixed behaviour of slippery SP elements to let slip left, then right
664 * fixed bug with wrong door state after trying to quickload empty tape
665 * fixed waste of static memory usage of the binary, making it smaller
666 * fixed very little graphical bug in Supaplex explosion
669 * version number set to 3.1.1
672 * version 3.1.0 released
675 * fixed bug with crash when writing user levelinfo.conf the first time
678 * added option "convert LEVELDIR [NR]" to command line batch commands
679 * re-converted Supaplex levels to apply latest engine fixes
680 * changed "use graphic/sound of element" to "use graphic of element"
681 due to compatibility problems with some levels ("bug machine" etc.)
684 * fixed bug with CE change replacing player with same or other player
687 * fixed bug with opaque font in envelope with background graphic when
688 background graphic is not transparent itself
691 * added "gravity on" and "gravity off" ports for Supaplex compatibility
692 * corrected original Supaplex level loading code to use these new ports
693 * also corrected Supaplex loader to auto-count infotrons if set to zero
696 * fixed bug with missing initialization of "modified" flag for GEs
699 * fixed bug that caused endless recursion loop when relocating player
700 * fixed tape recorder bug in "step mode" when using "pause before end"
701 * fixed tape recorder bug when changing from "warp forward" mode
704 * fixed bug with "when touching" for pushed elements at last position
707 * fixed bug that caused two activated toolbox buttons in level editor
708 * fixed bug with exploding dynabomb under player due to other explosion
711 * fixed bug with creating walkable custom element under player (again)
712 * fixed bug with not copying explosion type when copying CEs in editor
713 * fixed graphical bug when drawing player in setup menu (input devices)
714 * fixed graphical bug when the player is pushing an accessible element
715 * fixed bug with classic switchable elements triggering CE changes
716 * fixed bug with entering/leaving walkable element in RelocatePlayer()
717 * fixed crash bug when CE leaves behind the trigger player element
720 * fixed bug with broken tubes after placing/exploding dynamite in them
721 * fixed bug with exploding dynamite under player due to other explosion
722 * fixed bug with not resetting push delay under certain circumstances
725 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
726 * added network multiplayer code for Windows (thanks to Niko Böhm)
729 * added option "reachable despite gravity" for gravity movement
730 * changed gravity movement of most classic walkable and passable
731 elements back to "not reachable" (for compatibility reasons)
734 * fixed (removed) "indestructible" / "can explode" dependency in editor
735 * fixed (removed) "accessible inside" / "protected" dependency
736 * fixed (removed) "step mode" / "shield time" dependency
739 * fixed dynabombs exploding now into anything diggable
740 * fixed Supaplex style gravity movement into buggy base now impossible
741 * added pressing key "space" as valid action to select menu options
744 * added "replace when walkable" to relocate player to walkable element
745 * added "enter"/"leave" event for elements affected by relocation
746 * fixed "direct"/"indirect" change order also for "when change" event
747 * fixed graphical bug when pushing things from elements walkable inside
750 * fixed graphic bug when player is snapping while moving in old levels
751 * fixed bug when a moving custom element leaves a player element behind
752 * fixed bug with mole not disappearing when moving into acid pool
753 * fixed bug with incomplete path setting when using "--basepath" option
754 * moving CE can now leave walkable elements behind under the player
755 * when relocating, player can be set on walkable element now
756 * fixed another gravity movement bug
759 * uploaded pre-release (test) version 3.1.0-2 binary and source code
762 * added "collectible" and "removable" to extended replacement types
763 (where "removable" replaces "diggable" and "collectible" elements)
764 * added "collectible & throwable" (to throw element to the next field)
765 * fixed bug with CEs digging elements that are just about to explode
766 * changed mouse cursor now always being visible when game is paused
769 * added possibility to push/press accessible elements from a side that
771 * fixed bug with not setting actual date when appending to tape
774 * fixed bug with incorrectly initialized custom element editor graphics
777 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
778 - number of levels corrected from 18 to 17 in "levelinfo.conf"
781 * fixed bug with destroyed robot wheel still attracting robots forever
782 * fixed bug with time gate switch deactivating after robot wheel time
783 (while the time gate itself is not affected by this misbehaviour)
784 * changed behaviour of BD style amoeba to always get blocked by player
785 (before it was different when there were non-BD elements in level)
786 * fixed bug with player destroying indestructable elements with shield
789 * added option to make growing elements grow into anything diggable
790 (for the various amoeba types, biomaze and "game of life")
793 * fixed bug with movable elements not moving after left behind by CEs
794 * changed gravity movement to anything diggable, not only sand/base
795 * optionally allowing passing to walkable element, not only empty space
796 * added option "can pass to walkable element" for players
797 * finally fixed gravity movement (hopefully)
800 * fixed bug with movable elements not moving anymore after falling down
803 * fixed another bug with custom elements digging and leaving elements
804 * fixed bug with "along left/right side" and automatic start direction
805 * trigger elements now also displayed when "more custom" deactivated
806 * fixed bug with clipboard element initialized when loading new level
807 * added option "drop delay" to set delay before dropping next element
810 * uploaded pre-release (test) version 3.1.0-1 binary and source code
813 * added copy and paste functions for custom change pages
814 * enhanced graphical display and functionality of tape recorder
815 * fixed bug with custom elements digging and leaving elements
818 * added move speed faster than "very fast" for custom elements
819 * fixed bug with 3+3 style explosions and missing border content
820 * fixed little bug when copying custom elements in the editor
821 * enhanced custom element changes by more side trigger actions
824 * added option "no scrolling when relocating" for instant teleporting
825 * uploaded pre-release (test) version 3.1.0-0 binary and source code
828 * added trigger element and trigger player to use as target elements
829 * added copy and paste functions for custom and group elements
832 * fixed graphical bug when displaying explosion animations
833 * fixed bug when appending to tapes, resulting in broken tapes
834 * re-recorded a few tapes broken by fixing gravity checking bug
837 * "can move into acid" property now for all elements independently
838 * "can fall into acid" property for player stored in same bitfield now
839 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
840 * version number set to 3.1.0 (finally!)
843 * changed tape recording to only record input, not programmed actions
846 * fixed totally broken (every 8th frame skipped) step-by-step recording
847 * fixed bug with requester not displayed when quick-loading interrupted
848 * added option "can fall into acid (with gravity)" for players
849 * fixed bug with player not falling when snapping down with gravity
852 * fixed bug which messed up key config when using keypad number keys
855 * fixed bug which allowed moving upwards even when gravity was active
856 * fixed bug with missing error handling when dumping levels or tapes
859 * added different colored editor graphics for Supaplex gravity tubes
862 * fixed bug that allowed solvable tapes for unsolvable levels
865 * use unlimited number of droppable elements when "count" set to zero
866 * added option to use step limit instead of time limit for level
869 * added player and change page as trigger for custom element change
872 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
875 * fixed bug with dark yamyam changing to acid when moving over acid
876 * fixed handling of levels with more than 999 seconds level time
877 (example: level 76 of "Denmine")
880 * "spring push bug" reintroduced as configurable element property
881 * fixed bug with missing properties for "mole"
882 * fixed bug that showed up when fixing the above "mole" properties bug
883 * added option "can move into acid" for all movable elements
884 * fixed graphical bug for elements moving into acid
885 * changed event handling to handle all pending events before going on
888 * fixed bug which caused all CE change pages to be ignored which had
889 the same change event, but used a different element side
890 (reported by Simon Forsberg)
892 * fixed bug which caused elements that can move and fall and that are
893 transported by a conveyor belt to continue moving into that direction
894 after leaving the conveyor belt, regardless of their own movement
895 type; only elements which can not move are transported now
896 (reported by Simon Forsberg)
898 * fixed bug which could cause an array overflow in RelocatePlayer()
899 (reported by Niko Böhm)
901 * changed Emerald Mine style "passable / over" elements to "protected"
902 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
904 * added new option to select from which side a "walkable/passable"
905 element can be entered
908 * added explosion and ignition delay for elements that can explode
911 * fixed bug which caused player not being protected against enemies
912 when a CE was "walkable / inside" and was not "indestructible"
913 * added "walkable/passable" fields to be "protected/unprotected"
914 against enemies, even if not accessible "inside" but "over/under"
917 * corrected move pattern to 32 bit and initial move direction to 8 bit
920 * added second custom element base configuration page
923 * added some special EMC mappings to Emerald Mine level loader
924 (also covering previously unknown element in level 0 of "Bondmine 8")
927 * added option to block last field when player is moving (for Supaplex)
928 * adjusted push delay of Supaplex elements
929 * removed delays for envelopes etc. when replaying with maximum speed
930 * fixed bug when dropping element on a field that just changed to empty
933 * fixed bug: infotrons can now smash yellow disks
934 * fixed bug: when gravity active, port above player can now be entered
935 * removed "one white dot" mouse pointer which irritated some people
938 * added "choice type" for group element selection
941 * fixed bug with initial invulnerability of non-yellow player
944 * added level loader for loading native Supaplex packed levels
945 (including multi-part levels like the "splvls99" levels)
948 * fixed bug which allowed creating emeralds by escaping explosions
951 * custom elements can change (limited) or leave (unlimited) elements
952 * finally added multiple matches using group elements
953 * added shortcut to dump brush (type ":DB" in editor) for use in forum
956 * added new start movement type "previous" for continued CE movement
957 * added new start movement type "random" for random CE movement start
960 * added new element "sokoban_field_player" needed for Sokoban levels
961 (thanks to Ed Booker for pointing this out!)
964 * added elements that can be digged or left behind by custom elements
967 * added group elements for multiple matches and random element creation
970 * fixed some graphical errors displayed in old levels
973 * fixed wrong double speed movement after passing closing gates
976 * added level loader for loading native Emerald Mine levels
979 * changes for "shooting" style CE movement
982 * Happy New Year! ;-)
985 * changed default snap/drop keys from left/right Shift to Control keys
988 * fixed bug with dead player getting reanimated from custom element
991 * fixed bug with wrong penguin graphics (when entering exit)
994 * fixed bug with wrong "Murphy" graphics (when digging etc.)
997 * version number set to 3.0.9
1000 * version 3.0.8 released
1003 * added function checked_free()
1006 * fixed bug with double nut cracking sound
1007 (by eliminating "default element action sound" assignment in init.c)
1010 * fixed crash when no music info files are available
1013 * fixed boring and sleeping sounds
1016 * added "maze runner" and "maze hunter" movement types
1017 * added extended collision conditions for custom elements
1020 * added warnings for undefined token values in artwork config files
1023 * added menu entry for level set information to the info screen
1026 * fixed bug with wrong default impact sound for colored emeralds
1029 * added several sub-screens for the info screen
1030 * menu text now also clickable (not only blue/red sphere left of it)
1033 * added configurable "bored" and "sleeping" animations for the player
1034 * added "awakening" sound for player when waking up after sleeping
1037 * added "copy" and "exchange" functions for custom elements to editor
1040 * added configurable element animations for info screen
1043 * added configurable music credits for info screen
1046 * finally fixed tape recording when player is created from CE change
1049 * added "editorsetup.conf" for editor element list configuration
1052 * added "musicinfo.conf" for menu and level music configuration
1055 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1056 (that only showed up on Linux, but not on Windows systems)
1059 * fixed turning movement of butterflies and fireflies (no frame reset)
1060 * enhanced sniksnak turning movement (two steps instead of only one)
1063 * version number set to 3.0.8
1066 * version 3.0.7 released
1069 * fixed reset of player animation frame when, for example,
1070 walking, digging or collecting share the same animation
1071 * fixed CE with "deadly when touching" exploding when touching amoeba
1074 * fixed tape recording when player is created from CE element change
1077 * introduced "turning..." action graphic for elements with move delay
1078 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1079 * added turning animations for bug, spaceship and sniksnak
1082 * prevent "extended" changed elements from delay change in same frame
1085 * fixed bug when pushing element that can move away to the side
1086 (like pushing falling elements, but now with moving elements)
1089 * finally fixed serious bug in code for delayed element pushing (again)
1092 * unavailable setup options now marked as "n/a" instead of "off"
1093 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1094 to "true", levels are always played with the latest game engine,
1095 which is desired for levels that are imported from other games; all
1096 other levels are played with the engine version stored in level file
1097 (which is normally the engine version the level was created with)
1100 * fixed serious bug in code for delayed element pushing
1101 * fixed little bug in animation frame selection for pushed elements
1102 * speed-up of reading config file for verbose output
1105 * added configuration option for opening and closing Supaplex exit
1106 * added configuration option for moving up/down animation for Murphy
1107 * fixed incorrectly displayed animation for attacking dragon
1108 * fixed bug with not setting initial gravity for each new game
1109 * fixed bug with teleportation of player by custom element change
1110 * fixed bug with player not getting smashed by rock sometimes
1113 * version number set to 3.0.7
1116 * version 3.0.6 released
1119 * added support for MP3 music for SDL version through SMPEG library
1122 * fixed bug when initializing font graphic structure
1123 * fixed bug with animation mode "pingpong" when using only 1 frame
1124 * fixed bug with extended change target introduced in 3.0.5
1125 * fixed bug where passing over moving element doubles player speed
1126 * fixed bug with elements continuing to move into push direction
1127 * fixed bug with duplicated player when dropping bomb with shield on
1128 * added "switching" event for custom elements ("pressing" only once)
1129 * fixed switching bug (resetting flag when not switching but not idle)
1132 * fixed element tokens for certain file elements with ".active" etc.
1135 * version number set to 3.0.6
1138 * version 3.0.5 released
1141 * now four envelope elements available
1142 * font, background, animation and sound for envelope now configurable
1143 * main menu doors opening/closing animation type now configurable
1146 * active/inactive sides configurable for custom element changes
1147 * new movement type "move when pushed" available for custom elements
1150 * fixed bug in multiple config pages loader code that caused crashes
1153 * enhanced (remaining low-resolution) Supaplex graphics
1156 * version number set to 3.0.5
1159 * version 3.0.4 released
1161 2003-09-12 src/tools.c
1162 * fixed bug in custom definition of crumbled element graphics
1164 2003-09-11 src/files.c
1165 * fixed bug in multiple config pages code that caused crashes
1168 * version number set to 3.0.4
1171 * version 3.0.3 released
1174 * added music to Supaplex classic level set
1176 2003-09-07 src/libgame/misc.c
1177 * added support for loading various music formats through SDL_mixer
1179 2003-09-06 (various source files)
1180 * fixed several nasty bugs that may have caused crashes on some systems
1181 * added envelope content which gets displayed when collecting envelope
1182 * added multiple change event pages for custom elements
1184 2003-08-24 src/game.c
1185 * fixed problem with player animation when snapping and moving
1187 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1188 * fixed problem with flickering when drawing toon animations
1190 2003-08-23 src/libgame/sdl.c
1191 * fixed problem with setting mouse cursor in SDL version in fullscreen
1193 2003-08-23 src/game.c
1194 * fixed bug (missing array boundary check) which could crash the game
1197 * version number set to 3.0.3
1200 * version 3.0.2 released
1202 2003-08-21 src/game.c
1203 * fixed bug with creating inaccessible elements at player position
1205 2003-08-20 src/init.c
1206 * fixed bug with not finding current level artwork directory
1208 2003-08-20 src/files.c
1209 * fixed bug with choosing wrong engine version when playing tapes
1210 * fixed bug with messing up custom element properties in 3.0.0 levels
1213 * version number set to 3.0.2
1216 * version 3.0.1 released
1218 2003-08-17 (no source files affected)
1219 * changed all "classic" PCX image files with 16 colors or less to
1220 256 color (8 bit) storage format, because the Allegro game library
1221 cannot handle PCX files with less than 256 colors (contributed
1222 graphics are not affected and might look wrong in the DOS version)
1224 2003-08-16 src/init.c
1225 * fixed bug which (for example) crashed the level editor when defining
1226 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1227 (only set to default) -- invalid graphics now set to default graphic
1229 2003-08-16 src/init.c
1230 * fixed graphical bug of player digging/collecting/snapping element
1231 when no corresponding graphic/animation is defined for this action,
1232 resulting in player being drawn as EL_EMPTY (which should only be
1233 done to elements being collected, but not to the player)
1235 2003-08-16 src/game.c
1236 * fixed small graphical bug of player not totally moving into exit
1238 2003-08-16 src/libgame/setup.c
1239 * fixed bug with wrong MS-DOS 8.3 filename conversion
1241 2003-08-16 src/tools.c
1242 * fixed bug with invisible mouse cursor when pressing ESC while playing
1244 2003-08-16 (various source files)
1245 * added another 128 custom elements (disabled in editor by default)
1247 2003-08-16 src/editor.c
1248 * fixed NULL string bug causing Solaris to crash in sprintf()
1250 2003-08-16 src/screen.c
1251 * fixed drawing over scrollbar on level selection with custom fonts
1253 2003-08-15 src/game.c
1254 * cleanup of simple sounds / loop sounds / music settings
1256 2003-08-08 (various source files)
1257 * added custom element property for dropping collected elements
1259 2003-08-08 src/conf_gfx.c
1260 * fixed bug with missing graphic for active red disk bomb
1262 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1263 * extended variable "level.gravity" to "level.initial_gravity" and
1264 "game.current_gravity" to prevent level setting from being changed
1265 by playing the level (keeping the runtime value after playing)
1267 * fixed graphics bug when digging element that has 'crumbled' graphic
1268 definition, but not 'diggable' graphic definition
1271 * version number set to 3.0.1
1274 * version 3.0.0 released
1277 * various bug fixes; among others:
1278 - fixed bug with pushing spring over empty space
1279 - fixed bug with leaving tube while placing dynamite
1280 - fixed bug with explosion of smashed penguins
1281 - allow Murphy player graphic in levels with non-Supaplex elements
1285 * I have forgotten to document changes for some time
1288 * pre-release version 2.2.0rc1 released
1291 * version number set to 2.1.2
1294 * version 2.1.1 released
1297 * version number set to 2.1.1
1300 * version 2.1.0 released
1303 * version number set to 2.1.0
1305 2002-04-03 to 2002-05-19 (various source files)
1306 * graphics, sounds and music now fully configurable
1307 * bug fixed that prevented walking through tubes when gravity on
1309 2002-04-02 src/events.c, src/editor.c
1310 * Make Escape key less aggressive when playing or when editing level.
1311 This can be configured as an option in the setup menu. (Default is
1312 "less aggressive" which means "ask user if something can be lost"
1313 when pressing the Escape key.)
1315 2002-04-02 src/screen.c
1316 * Added "graphics setup" screen.
1318 2002-04-01 src/screen.c
1319 * Changed "choose level" setup screen stuff to be more generic (to
1320 make it easier to add more "choose from generic tree" setup screens).
1322 2002-04-01 src/config.c, src/timestamp.h
1323 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1324 automatically gets created by "src/Makefile" and contains an actual
1325 compile-time timestamp to identify development versions of the game).
1327 2002-03-31 src/tape.c, src/events.c
1328 * Added quick game/tape save/load functions to tape stuff which can be
1329 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1330 loads previously recorded tape and directly goes into recording mode
1331 from the end of the tape (therefore appending to the tape).
1333 2002-03-31 src/tape.c
1334 * Added "index mark" function to tape recorder. When playing or
1335 recording, "eject" button changes to "index" button. Setting index
1336 mark is not yet implemented, but pressing index button when playing
1337 allows very quick advancing to end of tape (when normal playing),
1338 very fast forward mode (when playing with normal fast forward) or
1339 very fast reaching of "pause before end of tape" (when playing with
1340 "pause before end" playing mode).
1342 2002-03-30 src/cartoons.c
1343 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1345 2002-03-29 src/screen.c
1346 * Changed setup screen stuff to be more generic (to make it easier
1347 to add more setup screens).
1349 2002-03-23 src/main.c, src/main.h
1350 * Various changes due to the introduction of the new libgame files
1351 "setup.c" and "joystick.c".
1353 2002-03-23 src/files.c
1354 * Generic parts of "src/files.c" (mainly setup and level directory
1355 stuff) moved to new libgame file "src/libgame/setup.c".
1357 2002-03-23 src/joystick.c
1358 * File "src/joystick.c" moved to libgame source tree, with
1359 correspondig changes.
1361 2002-03-22 src/screens.c
1362 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1363 (Wrong level series information displayed when entering main group.)
1365 2002-03-22 src/editor.c
1366 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1368 2002-03-22 src/editor.c
1369 * Changed behaviour of "Escape" key in level editor to be more
1370 intuitive: When in "Element Properties" or "Level Info" mode,
1371 return to "Drawing Mode" instead of leaving the level editor.
1373 2002-03-21 src/game.c, src/editor.c, src/files.c
1374 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1375 gems (emeralds, diamonds, ...) slipping down from normal wall,
1376 steel wall and growing wall (as in E.M.C. style levels). Although
1377 the behaviour of contributed and private levels wasn't changed (due
1378 to the use of "level.game_version"; see previous entry), editing
1379 those levels will (of course) change the behaviour accordingly.
1381 This change seems a bit too hard after thinking about it, because
1382 the EM style behaviour is not the "expected" behaviour (gems would
1383 normally only slip down from "rounded" walls). Therefore this was
1384 now changed to an element property for gem style elements, with the
1385 default setting "off" (which means: no special EM style behaviour).
1386 To fix older converted levels, this flag is set to "on" for pre-2.0
1387 levels that are neither contributed nor private levels.
1389 2002-03-20 src/files.h
1390 * Corrected settings for "level.game_version" depending of level type.
1391 (Contributed and private levels always get played with game engine
1392 version they were created with, while converted levels always get
1393 played with the most recent version of the game engine, to let new
1394 corrections of the emulation behaviour take effect.)
1396 2002-03-20 src/main.h
1397 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1398 compiling the SDL version on some systems.
1399 Thanks to the several people who pointed this out.
1402 * Version number set to 2.0.2.
1405 * Version 2.0.1 released.
1407 2002-03-18 src/screens.c
1408 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1410 2002-03-18 src/files.c [src/libgame/misc.c]
1411 * Moved some common functions from src/files.c to src/libgame/misc.c.
1413 2002-03-18 src/files.c [src/libgame/misc.c]
1414 * Changed permissions for new directories and saved files (especially
1415 score files) according to suggestions of Debian users and mantainers.
1416 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1418 2002-03-17 src/files.c
1419 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1420 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1421 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1422 for levels and "TAPE" for tapes). Old "cookie" style format is
1423 still supported for reading. New level and tape files are written
1426 * New IFF chunk "VERS" contains version numbers for file and game
1427 (where "game version" is the version of the program that wrote the
1428 file, and "file version" is a version number to distinguish files
1429 with different format, for example after adding new features).
1431 2002-03-15 src/screen.c
1432 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1433 (Before, you heard a mixture of the in-game music and the
1434 hall-of-fame music.)
1436 2002-03-14 src/events.c
1437 * Function "DumpTape()" (files.c) now available by pressing 't' from
1438 main menu (when in DEBUG mode).
1440 2002-03-14 src/game.c
1441 * "GameWon()": When game was won playing a tape, now there is no delay
1442 raising the score and no corresponding sound is played.
1444 2002-03-14 src/files.c
1445 * Changed "LoadTape()" for real chunk support and also adjusted
1446 "SaveTape()" accordingly.
1448 2002-03-14 src/game.c, src/tape.c, src/files.c
1449 * Important changes to tape format: The old tape format stored all
1450 actions with a real effect with a corresponding delay between the
1451 stored actions. This had some major disadvantages (for example,
1452 push delays had to be ignored, pressing a button for some seconds
1453 mutated to several single button presses because of the non-action
1454 delays between two action frames etc.). The new tape format just
1455 stupidly records all device actions and replays them later. I really
1456 don't know why I haven't solved it that way before?! Old-style tapes
1457 (with tape file version less than 2.0) get converted to the new
1458 format on-the-fly when loading and can therefore still be played;
1459 only some minor parts of the old-style tape handling code was needed.
1460 (A perfect conversion is not possible, because there is information
1461 missing about the device actions between two action frames.)
1463 2002-03-14 src/files.c
1464 * New function "DumpTape()" to dump the contents of the current tape
1465 in a human readable format.
1467 2002-03-14 src/game.c
1468 * Small tape bug fixed: When automatically advancing to next level
1469 after a game was won, the tape from the previous level still was
1470 loaded as a tape for the new level.
1472 2002-03-14 src/tape.c
1473 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1474 tape, cartoons did not get completely removed because
1475 StopAnimation() was not called.
1477 2002-03-13 src/files.c
1478 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1479 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1480 size even when using 16-bit elements). Added new chunk "CNT2" for
1481 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1482 chunk even when content was 16-bit element). "CNT2" should now be
1483 able to store content for arbitrary elements (up to eight blocks of
1484 3 x 3 element arrays). All "CNT2" elements will always be stored as
1485 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1487 2002-03-13 src/files.c
1488 * Changed "LoadLevel()" for real chunk support.
1490 2002-03-12 src/game.c
1491 * Fixed problem (introduced after 2.0.0 release) with penguins
1492 not getting killed by enemies
1494 2002-02-24 src/game.c, src/main.h
1495 * Added "player->is_moving"; now "player->last_move_dir" does
1496 not contain any information if the player is just moving at
1498 Before, "player->last_move_dir" was misused for this purpose
1499 for the robot stuff (robots don't kill players when they are
1500 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1501 broke tapes when walking through pipes!
1502 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1503 in a continuous movement. This fact is ignored for friends and