2 * improved down-scaling of images for better level and preview graphics
5 * improved level number selection in main menu and player selection in
6 setup menu (input devices section) by using standard button gadgets
7 * added support for mouse scroll wheel (caused buggy behaviour before)
8 * added support for scrolling horizontal scrollbars with mouse wheel by
9 holding "Ctrl" button pressed while scrolling the wheel
10 * changed output file "stderr.txt" on Windows platform now always to be
11 created in the R'n'D sub-directory of the personal documents directory
12 * added Windows message box to direct to "stderr.txt" after error aborts
15 * improved general scrollbar handling (when jump-scrolling scrollbars)
18 * changed scrollbars to always show last line as first after scrolling
19 (that means jumping n - 1 screen lines instead of n screen lines)
22 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
23 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
24 * fixed special handling of vertically stacked acid becoming fake acid
27 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
28 affect multiple instances of the same CE, although this kind of
29 change condition usually only affects one single custom element
32 * version number set to 3.2.1
35 * version 3.2.0 released
38 * reorganized level editor element list a bit to match engines better
41 * fixed newly introduced bug with wrongly initializing clipboard element
44 * fixed bug with displaying visible/invisible level border in editor
47 * reorganized some elements in the level editor element list
50 * fixed bug with displaying any player as "yellow" when moving into acid
51 * fixed bug with displaying running player when player stopped at border
54 * fixed bug with player exploding when moving into acid
55 * fixed bug with level settings being reset in editor and when playing
56 (some compatibility settings being set not only after level loading)
57 * fixed crash bug when number of custom graphic frames was set to zero
58 * fixed bug with teleporting player on walkable tile not working anymore
59 * added partial compatibility support for pre-release-only "CONF" chunk
60 (to make Alan Bond's "color cycle" demo work again :-) )
63 * fixed some bugs when displaying title screens from info screen menu
64 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
67 * changed file major version to 3 to reflect level file format changes
68 * uploaded pre-release (test) version 3.2.0-8 binary and source code
71 * added new chunk "NAME" to level file format for level name settings
72 * added new chunk "NOTE" to level file format for envelope settings
73 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
74 * updated magic(5) file to recognize changed and new level file chunks
75 * removed change events "change when CE value/score changes" as unneeded
78 * changed gravity (which only affects the player) from level property
79 to player property (only makes a difference in multi-player levels)
80 * added change events "change when CE value/score changes"
81 * added change events "change when CE value/score changes of <element>"
84 * added new chunk "INFO" to level file format for global level settings
85 * added all element settings from "HEAD" chunk to "CONF" chunk
86 * added all global level settings from "HEAD" chunk to "INFO" chunk
89 * changed level file format by adding two new chunks "CUSX" (for custom
90 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
91 elements, replacing the previous "GRP1" chunk); these new IFF style
92 chunks use the new and flexible "micro chunks inside chunks" technique
93 already used with the new "CONF" chunk (for normal element properties)
94 which makes it possible to easily extend the existing level format
95 (instead of using fixed-length chunks like before, which are either
96 too big due to reserved bytes for future use, or too small when those
97 reserved bytes have all been used and even more data should be stored,
98 requiring the replacement by new and larger chunks just like it went
99 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
102 * added credits pages to the "credits" section that were really missing
103 * added some missing element descriptions to the level editor
104 * added down position of switchgate switch to the level editor
105 and allowed the use of both switch positions at the same time
106 * changed use of "Insert" and "Delete" keys to navigate element list in
107 level editor to start of previous or next cascading block of elements
110 * added the possibility to view the title screen to the info screen menu
111 * fixed some minor bugs with viewing title screens
114 * fixed bug with title (cross)fading in/out when using fullscreen mode
117 * fixed bug that forced re-defining of menu settings in local graphics
118 config file which are already defined in existing base config file
119 * fixed small bug that caused door sounds playing when music is enabled
122 * added the possibility to define up to five title screens for each
123 level set that are displayed after loading using (cross)fading in/out
124 (this was added to display the various start images of the EMC sets)
127 * added "CE score gets zero [of]" to custom element trigger conditions
128 * added setup option to display element token name in level editor
131 * added compatibility code for Juergen Bonhagen's menu artwork settings
134 * fixed bug with displaying wrong animation frame 0 after CE changes
135 * fixed bug with creating invisible elements when light switch is on
138 * added selection between ECS and AGA graphics for EMC levels to setup
141 * adjusted font handling for various narrow EMC style fonts
144 * changed EM engine behaviour back to re-allow initial rolling springs
147 * fixed handling of over-large selectboxes (less error-prone now)
148 * fixed bug when creating GE with walkable element under the player
151 * added use of "Insert" and "Delete" keys to navigate element list in
152 level editor to start of custom elements or start of group elements
153 * added virtual elements to access CE value and CE score of elements:
154 - "CE value of triggering element"
155 - "CE score of triggering element"
156 - "CE value of current element"
157 - "CE score of current element"
160 * fixed "grass" to "sand" in older EM levels (up to file version V4)
163 * changed behaviour of network games with internal errors (because of
164 different client frame counters) from immediately terminating R'n'D
165 to displaying an error message requester and stopping only the game
166 (also to prevent impression of crashes under non command-line runs)
167 * fixed playing network games with the EMC engine (did not work before)
168 * fixed bug with not scrolling the screen in multi-player mode with the
169 focus on player 1 when all players are moving in different directions
170 * fixed bug with keeping pointer to gadget even after its deallocation
171 * fixed bug with allowing "focus on all players" in network games
172 * fixed bug with player focus when playing tapes from network games
175 * uploaded pre-release (test) version 3.2.0-7 binary and source code
178 * code cleanup for game action control for R'n'D and EMC game engine
181 * fixed bug in multi-player movement with focus on both players
182 * added option to control only the focussed player with all input
185 * added player focus switching to level tape recording and re-playing
188 * fixed some bugs in player focus switching in EMC and RND game engine
191 * added special Supaplex animations for Murphy digging and snapping
192 * added special Supaplex animations for Murphy being bored and sleeping
195 * added four new yam yams with explicit start direction for EMC engine
196 * fixed bug in src/libgame/text.c with printing text outside the window
199 * fixed small bug in EMC level loader (copyright sign in EM II levels)
202 * added delayed ignition of EM style dynamite when used in R'n'D engine
203 * added limited movement range to EMC engine when focus on all players
206 * fixed bug with missing (zero) score values for native Supaplex levels
209 * added "continuous snapping" (snapping many elements while holding the
210 snap key pressed, without releasing the snap key after each element)
211 as a new player setting for more compatibility with the classic games
214 * finished scrolling for "focus on all players" in EMC graphics engine
217 * level sets with "levels: 0" are ignored for levels, but not artwork
218 * fixed bug when scanning empty level group directories (endless loop)
221 * fixed bug with explosion graphic for player using "Murphy" graphic
222 * fixed bug with explosion graphic if player leaves explosion in time
223 * changed some descriptive text in setup menu to use medium-width font
224 * added key shortcut settings for switching player focus to setup menu
227 * fixed bug with random value initialization when recording tapes
228 * fixed bug with playing single player tapes when team mode activated
231 * fixed little bug when trying to switch to player that does not exist
234 * added player switching (visual and quick) to R'n'D and EM game engine
235 * added setup option to select visual or quick in-game player switching
238 * added use of "Home" and "End" keys to handle element list in editor
241 * fixed bug with adding score when playing tape with EMC game engine
242 * added steel wall border for levels using EMC engine without border
243 * finally fixed delayed scrolling in EMC engine also for small levels
246 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
249 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
250 * fixed bug when displaying info element without action, but direction
253 * fixed minor graphical problems with springs smashing and slurping
254 (when using R'n'D style graphics instead of EMC style graphics)
257 * added scroll delay (as configured in setup) to EMC graphics engine
260 * improved screen redraw for EMC graphics engine (faster and smoother)
261 * when not scrolling, do not redraw the whole playfield if not needed
264 * added multi-player mode for EMC game engine (with up to four players)
267 * added android (can clone elements) from EMC engine to R'n'D engine
270 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
273 * added selectbox for initial player speed to player settings in editor
276 * version 3.1.2 created that is basically version 3.1.1, but with a
277 major bug fixed that prevented editing your own private levels
278 * version 3.1.2 released
281 * added magic ball (creates elements) from EMC engine to R'n'D engine
284 * uploaded fixed pre-release version 3.2.0-6 binary and source code
287 * fixed bug when using "CE can leave behind <trigger element>"
288 * added new change condition "(after/when) creation of <element>"
289 * added new change condition "(after/when) digging <element>"
290 * fixed bug accessing invalid gadget that caused crashes under Windows
291 * deactivated new possibility for multiple CE changes per frame
294 * uploaded pre-release (test) version 3.2.0-6 binary and source code
297 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
298 * fixed bug with not keeping CE value for moving CEs with only action
299 * changed CE action selectboxes in editor to be only reset when needed
302 * added option "use artwork from element" for custom player artwork
303 * added option "use explosion from element" for player explosions
306 * added cascaded element lists in the level editor
307 * added persistence for cascaded element lists by "editorcascade.conf"
308 * added dynamic element list with all elements used in current level
309 * added possibility for multiple CE changes per frame (experimental)
312 * uploaded pre-release (test) version 3.2.0-5 binary and source code
315 * changed "score for each 10 seconds/steps left" to "1 second/step"
316 * added own score for collecting "extra time" instead of sharing it
317 * added change events "switched by player" and "player switches <e>"
318 * added change events "snapped by player" and "player snaps <e>"
319 * added "set player artwork: <element choice>" to CE action options
320 * added change event "move of <element>"
323 * added "set player shield: off / normal / deadly" to CE action options
324 * added new player option "use level start element" in level editor
325 to set the correct focus at level start to elements from which the
326 player is created later (this did not work before for cascaded CE
327 changes resulting in creation of the player; it is now also possible
328 to create the player from a yam yam which is smashed at level start)
331 * added "set player speed: frozen (not moving)" to CE action options
332 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
335 * added new player option "block snap field" (enabled by default) to
336 make it possible to show a snapping animation like in Emerald Mine
339 * added dynamic selectboxes to custom element action settings in editor
340 * added "CE value" counter for custom elements (instead of "CE count")
341 * added option to use the last "CE value" after custom element change
342 * added option to use the "CE value" of other elements in CE actions
343 * fixed odd behaviour when pressing time orb in levels w/o time limit
344 * added checkbox "use time orb bug" for older levels that use this bug
347 * added missing configuration settings for the following elements:
348 - EL_TIMEGATE_SWITCH (time of open time gate)
349 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
350 - EL_SHIELD_NORMAL (time of shield duration)
351 - EL_SHIELD_DEADLY (time of shield duration)
352 - EL_EXTRA_TIME (time added to level time)
353 - EL_TIME_ORB_FULL (time added to level time)
356 * added "wind direction" as a movement pattern for custom elements
357 * added initial wind direction for balloon / custom elements to editor
358 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
361 * added parameters for "game of life" and "biomaze" elements to editor
364 * added level file chunk "CONF" for generic level and element settings
367 * uploaded pre-release (test) version 3.2.0-4 binary and source code
370 * skip empty level sets (with "levels: 0"; may be artwork base sets)
371 * added sound action ".page[1]" to ".page[32]" for each CE change page
374 * added image config suffix ".clone_from" to copy whole image settings
375 * fixed bug with invalid ("undefined") CE settings in old level files
378 * fixed graphical bug with smashing elements falling faster than player
381 * fixed major bug which prevented private levels from being edited
382 * fixed bug with precedence of general and special font definitions
385 * fixed graphical bug with player animation when player moves slowly
388 * uploaded pre-release (test) version 3.2.0-3 binary and source code
391 * fixed bug which prevented "global.num_toons: 0" from working
394 * major code cleanup (removed all these annoying "#if 0" blocks)
397 * added custom element actions for CE change page in level editor
400 * fixed music initialization bug in init.c (thanks to David Binderman)
401 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
402 (this bug must probably be fixed at other places, too)
405 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
406 (should be '#include <SDL.h>' instead)
409 * fixed bug which prevented "walkable from no direction" from working
410 (due to compatibility code overwriting this setting after loading)
413 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
416 * version number temporarily set to 3.1.1 (intermediate bugfix release)
417 * version 3.1.1 released
420 * changed some va_arg() arguments from 'long' to 'int', fixing problems
421 on 64-bit architecture systems with LP64 data model
424 * fixed bug with bombs not exploding when hitting the last level line
425 (introduced after the release of 3.1.0)
428 * added support for dumping small-sized level sketches from editor
431 * added recognition of "trigger element" for "change digged element to"
432 (this is not really what the "trigger element" was made for, but its
433 use may seem obvious for leaving back digged elements unchanged)
436 * fixed multiple warnings about failed joystick device initialization
439 * fixed bug with dynamite dropped on top of just dropped custom element
440 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
441 dynamite can still be dropped, but drop key must be released before
444 * fixed bug with wrong start directory when started from file browser
445 (due to this bug, R'n'D could not be started from KDE's Konqueror)
448 * fixed bug causing "change when impact" on player not working
449 * fixed wrong priority of "hitting something" over "hitting <element>"
450 * fixed wrong priority of "hit by something" over "hit by <element>"
453 * fixed graphical bug which caused the player (being Murphy) to show
454 collecting animations although the element was collected by penguin
457 * fixed two bugs causing wrong door background graphics in system.c
458 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
461 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
462 * added "no direction" to "walkable/passable from" selectbox options
465 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
466 * in tape autoplay, not only report broken, but also missing tapes
469 * uploaded pre-release (test) version 3.2.0-2 binary and source code
472 * fixed small bug with "linear" animation not working for active lamp
475 * fixed bug with moving up despite gravity due to "block last field"
476 * fixed small bug with wrong draw offset when typing name in main menu
477 * when reading user names from "passwd", ignore data after first comma
478 * when creating new "levelinfo.conf", only write some selected entries
481 * fixed displaying "imported from/by" on preview with empty string
482 * fixed ignoring draw offset for fonts used for level preview texts
485 * fixed a delay problem with SDL and too many mouse motion events
486 * added setup option "skip levels" and level skipping functionality
489 * added move speed "not moving" for non-moving CEs, but with direction
492 * fixed mapping of obsolete element token names in "editorsetup.conf"
493 * fixed bug with sound "acid.splashing" treated as a loop sound
494 * fixed some little sound bugs in native EM engine
497 * fixed small bug when dragging scrollbars to end positions
500 * added editor element descriptions written by Aaron Davidson
503 * improved fallback handling when configured artwork is not available
504 (now using default artwork instead of exiting when files not found)
507 * fixed bug on level selection screen when dragging scrollbar
510 * fixed bug which caused broken tapes when appending to EM engine tapes
513 * uploaded pre-release (test) version 3.2.0-1 binary and source code
516 * added code to replace changed artwork config tokens with other tokens
517 (needed for backwards compatibility, so that older tokens still work)
520 * added native R'n'D graphics for some new EMC elements in EM engine
523 * fixed some bugs in the EM engine integration code
524 * changed EM engine code to allow diagonal movement
525 * changed EM engine code to allow use of separate snap and drop keys
528 * fixed some redraw bugs when using EM engine
531 * fixed bug with not converting RND levels which are set to use native
532 engine to native level structure when loading
535 * uploaded pre-release (test) version 3.2.0-0 binary and source code
538 * version number set to 3.2.0
541 * level data now reset to defaults after attempt to load invalid file
544 * added use of "editorsetup.conf" for different level sets
547 * added auto-detection for various types of Emerald Mine level files
550 * fixed bug with scrollbars getting too small when list is very large
553 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
556 * added most level editor configuration gadgets for new EMC elements
559 * added more element and graphic definitions for new EMC elements
562 * modified native EM engine to use integrated R'n'D sound system
565 * added SDL support to graphics functions in native EM engine
566 (by always using generic libgame interface functions)
569 * fixed bug in frame synchronization in native EM engine
572 * added code to convert levels between R'n'D and native EM engine
575 * new Emerald Mine engine can now play levels selected in main menu
578 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
579 (which creates scaled down graphics for level editor and preview);
580 there's still a memory leak somewhere in the artwork handling code
581 * added "scale image up" functionality to X11 version of zoom function
584 * first attempts to integrate new, native Emerald Mine Club engine
587 * fixed bug in gadget code which caused reset of CEs in level editor
588 (example: pressing 'b' [grab brush] on CE config page erased values)
589 (solution: check if gadgets in ClickOnGadget() are really mapped)
590 * improved level change detection in editor (settings now also checked)
591 * fixed bug with "can move into acid" and "don't collide with" state
594 * fixed maze runner style CEs to use the configured move delay value
597 * added Aaron Davidson's tutorial level set to the "Tutorials" section
600 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
601 * fixed the above fix because it broke level set "machine" (*sigh*)
602 * fixed random element placement in level editor to work as expected
603 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
606 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
609 * fixed bug (missing array boundary check) which caused broken tapes
610 * fixed bug (when loading level template) which caused broken levels
611 * fixed bug with new block last field code when using non-yellow player
614 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
615 * internal change of how the player blocks the last field when moving
616 * fixed blocking delay of last field for EM and SP style block delay
617 * fixed bug where the player had to wait for the usual move delay after
618 unsuccessfully trying to move, when he directly could move after that
619 * the last two changes should make original Supaplex level 93 solvable
620 * improved use of random number generator to make it less predictable
621 * fixed behaviour of slippery SP elements to let slip left, then right
624 * fixed bug with wrong door state after trying to quickload empty tape
625 * fixed waste of static memory usage of the binary, making it smaller
626 * fixed very little graphical bug in Supaplex explosion
629 * version number set to 3.1.1
632 * version 3.1.0 released
635 * fixed bug with crash when writing user levelinfo.conf the first time
638 * added option "convert LEVELDIR [NR]" to command line batch commands
639 * re-converted Supaplex levels to apply latest engine fixes
640 * changed "use graphic/sound of element" to "use graphic of element"
641 due to compatibility problems with some levels ("bug machine" etc.)
644 * fixed bug with CE change replacing player with same or other player
647 * fixed bug with opaque font in envelope with background graphic when
648 background graphic is not transparent itself
651 * added "gravity on" and "gravity off" ports for Supaplex compatibility
652 * corrected original Supaplex level loading code to use these new ports
653 * also corrected Supaplex loader to auto-count infotrons if set to zero
656 * fixed bug with missing initialization of "modified" flag for GEs
659 * fixed bug that caused endless recursion loop when relocating player
660 * fixed tape recorder bug in "step mode" when using "pause before end"
661 * fixed tape recorder bug when changing from "warp forward" mode
664 * fixed bug with "when touching" for pushed elements at last position
667 * fixed bug that caused two activated toolbox buttons in level editor
668 * fixed bug with exploding dynabomb under player due to other explosion
671 * fixed bug with creating walkable custom element under player (again)
672 * fixed bug with not copying explosion type when copying CEs in editor
673 * fixed graphical bug when drawing player in setup menu (input devices)
674 * fixed graphical bug when the player is pushing an accessible element
675 * fixed bug with classic switchable elements triggering CE changes
676 * fixed bug with entering/leaving walkable element in RelocatePlayer()
677 * fixed crash bug when CE leaves behind the trigger player element
680 * fixed bug with broken tubes after placing/exploding dynamite in them
681 * fixed bug with exploding dynamite under player due to other explosion
682 * fixed bug with not resetting push delay under certain circumstances
685 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
686 * added network multiplayer code for Windows (thanks to Niko Böhm)
689 * added option "reachable despite gravity" for gravity movement
690 * changed gravity movement of most classic walkable and passable
691 elements back to "not reachable" (for compatibility reasons)
694 * fixed (removed) "indestructible" / "can explode" dependency in editor
695 * fixed (removed) "accessible inside" / "protected" dependency
696 * fixed (removed) "step mode" / "shield time" dependency
699 * fixed dynabombs exploding now into anything diggable
700 * fixed Supaplex style gravity movement into buggy base now impossible
701 * added pressing key "space" as valid action to select menu options
704 * added "replace when walkable" to relocate player to walkable element
705 * added "enter"/"leave" event for elements affected by relocation
706 * fixed "direct"/"indirect" change order also for "when change" event
707 * fixed graphical bug when pushing things from elements walkable inside
710 * fixed graphic bug when player is snapping while moving in old levels
711 * fixed bug when a moving custom element leaves a player element behind
712 * fixed bug with mole not disappearing when moving into acid pool
713 * fixed bug with incomplete path setting when using "--basepath" option
714 * moving CE can now leave walkable elements behind under the player
715 * when relocating, player can be set on walkable element now
716 * fixed another gravity movement bug
719 * uploaded pre-release (test) version 3.1.0-2 binary and source code
722 * added "collectible" and "removable" to extended replacement types
723 (where "removable" replaces "diggable" and "collectible" elements)
724 * added "collectible & throwable" (to throw element to the next field)
725 * fixed bug with CEs digging elements that are just about to explode
726 * changed mouse cursor now always being visible when game is paused
729 * added possibility to push/press accessible elements from a side that
731 * fixed bug with not setting actual date when appending to tape
734 * fixed bug with incorrectly initialized custom element editor graphics
737 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
738 - number of levels corrected from 18 to 17 in "levelinfo.conf"
741 * fixed bug with destroyed robot wheel still attracting robots forever
742 * fixed bug with time gate switch deactivating after robot wheel time
743 (while the time gate itself is not affected by this misbehaviour)
744 * changed behaviour of BD style amoeba to always get blocked by player
745 (before it was different when there were non-BD elements in level)
746 * fixed bug with player destroying indestructable elements with shield
749 * added option to make growing elements grow into anything diggable
750 (for the various amoeba types, biomaze and "game of life")
753 * fixed bug with movable elements not moving after left behind by CEs
754 * changed gravity movement to anything diggable, not only sand/base
755 * optionally allowing passing to walkable element, not only empty space
756 * added option "can pass to walkable element" for players
757 * finally fixed gravity movement (hopefully)
760 * fixed bug with movable elements not moving anymore after falling down
763 * fixed another bug with custom elements digging and leaving elements
764 * fixed bug with "along left/right side" and automatic start direction
765 * trigger elements now also displayed when "more custom" deactivated
766 * fixed bug with clipboard element initialized when loading new level
767 * added option "drop delay" to set delay before dropping next element
770 * uploaded pre-release (test) version 3.1.0-1 binary and source code
773 * added copy and paste functions for custom change pages
774 * enhanced graphical display and functionality of tape recorder
775 * fixed bug with custom elements digging and leaving elements
778 * added move speed faster than "very fast" for custom elements
779 * fixed bug with 3+3 style explosions and missing border content
780 * fixed little bug when copying custom elements in the editor
781 * enhanced custom element changes by more side trigger actions
784 * added option "no scrolling when relocating" for instant teleporting
785 * uploaded pre-release (test) version 3.1.0-0 binary and source code
788 * added trigger element and trigger player to use as target elements
789 * added copy and paste functions for custom and group elements
792 * fixed graphical bug when displaying explosion animations
793 * fixed bug when appending to tapes, resulting in broken tapes
794 * re-recorded a few tapes broken by fixing gravity checking bug
797 * "can move into acid" property now for all elements independently
798 * "can fall into acid" property for player stored in same bitfield now
799 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
800 * version number set to 3.1.0 (finally!)
803 * changed tape recording to only record input, not programmed actions
806 * fixed totally broken (every 8th frame skipped) step-by-step recording
807 * fixed bug with requester not displayed when quick-loading interrupted
808 * added option "can fall into acid (with gravity)" for players
809 * fixed bug with player not falling when snapping down with gravity
812 * fixed bug which messed up key config when using keypad number keys
815 * fixed bug which allowed moving upwards even when gravity was active
816 * fixed bug with missing error handling when dumping levels or tapes
819 * added different colored editor graphics for Supaplex gravity tubes
822 * fixed bug that allowed solvable tapes for unsolvable levels
825 * use unlimited number of droppable elements when "count" set to zero
826 * added option to use step limit instead of time limit for level
829 * added player and change page as trigger for custom element change
832 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
835 * fixed bug with dark yamyam changing to acid when moving over acid
836 * fixed handling of levels with more than 999 seconds level time
837 (example: level 76 of "Denmine")
840 * "spring push bug" reintroduced as configurable element property
841 * fixed bug with missing properties for "mole"
842 * fixed bug that showed up when fixing the above "mole" properties bug
843 * added option "can move into acid" for all movable elements
844 * fixed graphical bug for elements moving into acid
845 * changed event handling to handle all pending events before going on
848 * fixed bug which caused all CE change pages to be ignored which had
849 the same change event, but used a different element side
850 (reported by Simon Forsberg)
852 * fixed bug which caused elements that can move and fall and that are
853 transported by a conveyor belt to continue moving into that direction
854 after leaving the conveyor belt, regardless of their own movement
855 type; only elements which can not move are transported now
856 (reported by Simon Forsberg)
858 * fixed bug which could cause an array overflow in RelocatePlayer()
859 (reported by Niko Böhm)
861 * changed Emerald Mine style "passable / over" elements to "protected"
862 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
864 * added new option to select from which side a "walkable/passable"
865 element can be entered
868 * added explosion and ignition delay for elements that can explode
871 * fixed bug which caused player not being protected against enemies
872 when a CE was "walkable / inside" and was not "indestructible"
873 * added "walkable/passable" fields to be "protected/unprotected"
874 against enemies, even if not accessible "inside" but "over/under"
877 * corrected move pattern to 32 bit and initial move direction to 8 bit
880 * added second custom element base configuration page
883 * added some special EMC mappings to Emerald Mine level loader
884 (also covering previously unknown element in level 0 of "Bondmine 8")
887 * added option to block last field when player is moving (for Supaplex)
888 * adjusted push delay of Supaplex elements
889 * removed delays for envelopes etc. when replaying with maximum speed
890 * fixed bug when dropping element on a field that just changed to empty
893 * fixed bug: infotrons can now smash yellow disks
894 * fixed bug: when gravity active, port above player can now be entered
895 * removed "one white dot" mouse pointer which irritated some people
898 * added "choice type" for group element selection
901 * fixed bug with initial invulnerability of non-yellow player
904 * added level loader for loading native Supaplex packed levels
905 (including multi-part levels like the "splvls99" levels)
908 * fixed bug which allowed creating emeralds by escaping explosions
911 * custom elements can change (limited) or leave (unlimited) elements
912 * finally added multiple matches using group elements
913 * added shortcut to dump brush (type ":DB" in editor) for use in forum
916 * added new start movement type "previous" for continued CE movement
917 * added new start movement type "random" for random CE movement start
920 * added new element "sokoban_field_player" needed for Sokoban levels
921 (thanks to Ed Booker for pointing this out!)
924 * added elements that can be digged or left behind by custom elements
927 * added group elements for multiple matches and random element creation
930 * fixed some graphical errors displayed in old levels
933 * fixed wrong double speed movement after passing closing gates
936 * added level loader for loading native Emerald Mine levels
939 * changes for "shooting" style CE movement
942 * Happy New Year! ;-)
945 * changed default snap/drop keys from left/right Shift to Control keys
948 * fixed bug with dead player getting reanimated from custom element
951 * fixed bug with wrong penguin graphics (when entering exit)
954 * fixed bug with wrong "Murphy" graphics (when digging etc.)
957 * version number set to 3.0.9
960 * version 3.0.8 released
963 * added function checked_free()
966 * fixed bug with double nut cracking sound
967 (by eliminating "default element action sound" assignment in init.c)
970 * fixed crash when no music info files are available
973 * fixed boring and sleeping sounds
976 * added "maze runner" and "maze hunter" movement types
977 * added extended collision conditions for custom elements
980 * added warnings for undefined token values in artwork config files
983 * added menu entry for level set information to the info screen
986 * fixed bug with wrong default impact sound for colored emeralds
989 * added several sub-screens for the info screen
990 * menu text now also clickable (not only blue/red sphere left of it)
993 * added configurable "bored" and "sleeping" animations for the player
994 * added "awakening" sound for player when waking up after sleeping
997 * added "copy" and "exchange" functions for custom elements to editor
1000 * added configurable element animations for info screen
1003 * added configurable music credits for info screen
1006 * finally fixed tape recording when player is created from CE change
1009 * added "editorsetup.conf" for editor element list configuration
1012 * added "musicinfo.conf" for menu and level music configuration
1015 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1016 (that only showed up on Linux, but not on Windows systems)
1019 * fixed turning movement of butterflies and fireflies (no frame reset)
1020 * enhanced sniksnak turning movement (two steps instead of only one)
1023 * version number set to 3.0.8
1026 * version 3.0.7 released
1029 * fixed reset of player animation frame when, for example,
1030 walking, digging or collecting share the same animation
1031 * fixed CE with "deadly when touching" exploding when touching amoeba
1034 * fixed tape recording when player is created from CE element change
1037 * introduced "turning..." action graphic for elements with move delay
1038 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1039 * added turning animations for bug, spaceship and sniksnak
1042 * prevent "extended" changed elements from delay change in same frame
1045 * fixed bug when pushing element that can move away to the side
1046 (like pushing falling elements, but now with moving elements)
1049 * finally fixed serious bug in code for delayed element pushing (again)
1052 * unavailable setup options now marked as "n/a" instead of "off"
1053 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1054 to "true", levels are always played with the latest game engine,
1055 which is desired for levels that are imported from other games; all
1056 other levels are played with the engine version stored in level file
1057 (which is normally the engine version the level was created with)
1060 * fixed serious bug in code for delayed element pushing
1061 * fixed little bug in animation frame selection for pushed elements
1062 * speed-up of reading config file for verbose output
1065 * added configuration option for opening and closing Supaplex exit
1066 * added configuration option for moving up/down animation for Murphy
1067 * fixed incorrectly displayed animation for attacking dragon
1068 * fixed bug with not setting initial gravity for each new game
1069 * fixed bug with teleportation of player by custom element change
1070 * fixed bug with player not getting smashed by rock sometimes
1073 * version number set to 3.0.7
1076 * version 3.0.6 released
1079 * added support for MP3 music for SDL version through SMPEG library
1082 * fixed bug when initializing font graphic structure
1083 * fixed bug with animation mode "pingpong" when using only 1 frame
1084 * fixed bug with extended change target introduced in 3.0.5
1085 * fixed bug where passing over moving element doubles player speed
1086 * fixed bug with elements continuing to move into push direction
1087 * fixed bug with duplicated player when dropping bomb with shield on
1088 * added "switching" event for custom elements ("pressing" only once)
1089 * fixed switching bug (resetting flag when not switching but not idle)
1092 * fixed element tokens for certain file elements with ".active" etc.
1095 * version number set to 3.0.6
1098 * version 3.0.5 released
1101 * now four envelope elements available
1102 * font, background, animation and sound for envelope now configurable
1103 * main menu doors opening/closing animation type now configurable
1106 * active/inactive sides configurable for custom element changes
1107 * new movement type "move when pushed" available for custom elements
1110 * fixed bug in multiple config pages loader code that caused crashes
1113 * enhanced (remaining low-resolution) Supaplex graphics
1116 * version number set to 3.0.5
1119 * version 3.0.4 released
1121 2003-09-12 src/tools.c
1122 * fixed bug in custom definition of crumbled element graphics
1124 2003-09-11 src/files.c
1125 * fixed bug in multiple config pages code that caused crashes
1128 * version number set to 3.0.4
1131 * version 3.0.3 released
1134 * added music to Supaplex classic level set
1136 2003-09-07 src/libgame/misc.c
1137 * added support for loading various music formats through SDL_mixer
1139 2003-09-06 (various source files)
1140 * fixed several nasty bugs that may have caused crashes on some systems
1141 * added envelope content which gets displayed when collecting envelope
1142 * added multiple change event pages for custom elements
1144 2003-08-24 src/game.c
1145 * fixed problem with player animation when snapping and moving
1147 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1148 * fixed problem with flickering when drawing toon animations
1150 2003-08-23 src/libgame/sdl.c
1151 * fixed problem with setting mouse cursor in SDL version in fullscreen
1153 2003-08-23 src/game.c
1154 * fixed bug (missing array boundary check) which could crash the game
1157 * version number set to 3.0.3
1160 * version 3.0.2 released
1162 2003-08-21 src/game.c
1163 * fixed bug with creating inaccessible elements at player position
1165 2003-08-20 src/init.c
1166 * fixed bug with not finding current level artwork directory
1168 2003-08-20 src/files.c
1169 * fixed bug with choosing wrong engine version when playing tapes
1170 * fixed bug with messing up custom element properties in 3.0.0 levels
1173 * version number set to 3.0.2
1176 * version 3.0.1 released
1178 2003-08-17 (no source files affected)
1179 * changed all "classic" PCX image files with 16 colors or less to
1180 256 color (8 bit) storage format, because the Allegro game library
1181 cannot handle PCX files with less than 256 colors (contributed
1182 graphics are not affected and might look wrong in the DOS version)
1184 2003-08-16 src/init.c
1185 * fixed bug which (for example) crashed the level editor when defining
1186 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1187 (only set to default) -- invalid graphics now set to default graphic
1189 2003-08-16 src/init.c
1190 * fixed graphical bug of player digging/collecting/snapping element
1191 when no corresponding graphic/animation is defined for this action,
1192 resulting in player being drawn as EL_EMPTY (which should only be
1193 done to elements being collected, but not to the player)
1195 2003-08-16 src/game.c
1196 * fixed small graphical bug of player not totally moving into exit
1198 2003-08-16 src/libgame/setup.c
1199 * fixed bug with wrong MS-DOS 8.3 filename conversion
1201 2003-08-16 src/tools.c
1202 * fixed bug with invisible mouse cursor when pressing ESC while playing
1204 2003-08-16 (various source files)
1205 * added another 128 custom elements (disabled in editor by default)
1207 2003-08-16 src/editor.c
1208 * fixed NULL string bug causing Solaris to crash in sprintf()
1210 2003-08-16 src/screen.c
1211 * fixed drawing over scrollbar on level selection with custom fonts
1213 2003-08-15 src/game.c
1214 * cleanup of simple sounds / loop sounds / music settings
1216 2003-08-08 (various source files)
1217 * added custom element property for dropping collected elements
1219 2003-08-08 src/conf_gfx.c
1220 * fixed bug with missing graphic for active red disk bomb
1222 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1223 * extended variable "level.gravity" to "level.initial_gravity" and
1224 "game.current_gravity" to prevent level setting from being changed
1225 by playing the level (keeping the runtime value after playing)
1227 * fixed graphics bug when digging element that has 'crumbled' graphic
1228 definition, but not 'diggable' graphic definition
1231 * version number set to 3.0.1
1234 * version 3.0.0 released
1237 * various bug fixes; among others:
1238 - fixed bug with pushing spring over empty space
1239 - fixed bug with leaving tube while placing dynamite
1240 - fixed bug with explosion of smashed penguins
1241 - allow Murphy player graphic in levels with non-Supaplex elements
1245 * I have forgotten to document changes for some time
1248 * pre-release version 2.2.0rc1 released
1251 * version number set to 2.1.2
1254 * version 2.1.1 released
1257 * version number set to 2.1.1
1260 * version 2.1.0 released
1263 * version number set to 2.1.0
1265 2002-04-03 to 2002-05-19 (various source files)
1266 * graphics, sounds and music now fully configurable
1267 * bug fixed that prevented walking through tubes when gravity on
1269 2002-04-02 src/events.c, src/editor.c
1270 * Make Escape key less aggressive when playing or when editing level.
1271 This can be configured as an option in the setup menu. (Default is
1272 "less aggressive" which means "ask user if something can be lost"
1273 when pressing the Escape key.)
1275 2002-04-02 src/screen.c
1276 * Added "graphics setup" screen.
1278 2002-04-01 src/screen.c
1279 * Changed "choose level" setup screen stuff to be more generic (to
1280 make it easier to add more "choose from generic tree" setup screens).
1282 2002-04-01 src/config.c, src/timestamp.h
1283 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1284 automatically gets created by "src/Makefile" and contains an actual
1285 compile-time timestamp to identify development versions of the game).
1287 2002-03-31 src/tape.c, src/events.c
1288 * Added quick game/tape save/load functions to tape stuff which can be
1289 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1290 loads previously recorded tape and directly goes into recording mode
1291 from the end of the tape (therefore appending to the tape).
1293 2002-03-31 src/tape.c
1294 * Added "index mark" function to tape recorder. When playing or
1295 recording, "eject" button changes to "index" button. Setting index
1296 mark is not yet implemented, but pressing index button when playing
1297 allows very quick advancing to end of tape (when normal playing),
1298 very fast forward mode (when playing with normal fast forward) or
1299 very fast reaching of "pause before end of tape" (when playing with
1300 "pause before end" playing mode).
1302 2002-03-30 src/cartoons.c
1303 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1305 2002-03-29 src/screen.c
1306 * Changed setup screen stuff to be more generic (to make it easier
1307 to add more setup screens).
1309 2002-03-23 src/main.c, src/main.h
1310 * Various changes due to the introduction of the new libgame files
1311 "setup.c" and "joystick.c".
1313 2002-03-23 src/files.c
1314 * Generic parts of "src/files.c" (mainly setup and level directory
1315 stuff) moved to new libgame file "src/libgame/setup.c".
1317 2002-03-23 src/joystick.c
1318 * File "src/joystick.c" moved to libgame source tree, with
1319 correspondig changes.
1321 2002-03-22 src/screens.c
1322 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1323 (Wrong level series information displayed when entering main group.)
1325 2002-03-22 src/editor.c
1326 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1328 2002-03-22 src/editor.c
1329 * Changed behaviour of "Escape" key in level editor to be more
1330 intuitive: When in "Element Properties" or "Level Info" mode,
1331 return to "Drawing Mode" instead of leaving the level editor.
1333 2002-03-21 src/game.c, src/editor.c, src/files.c
1334 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1335 gems (emeralds, diamonds, ...) slipping down from normal wall,
1336 steel wall and growing wall (as in E.M.C. style levels). Although
1337 the behaviour of contributed and private levels wasn't changed (due
1338 to the use of "level.game_version"; see previous entry), editing
1339 those levels will (of course) change the behaviour accordingly.
1341 This change seems a bit too hard after thinking about it, because
1342 the EM style behaviour is not the "expected" behaviour (gems would
1343 normally only slip down from "rounded" walls). Therefore this was
1344 now changed to an element property for gem style elements, with the
1345 default setting "off" (which means: no special EM style behaviour).
1346 To fix older converted levels, this flag is set to "on" for pre-2.0
1347 levels that are neither contributed nor private levels.
1349 2002-03-20 src/files.h
1350 * Corrected settings for "level.game_version" depending of level type.
1351 (Contributed and private levels always get played with game engine
1352 version they were created with, while converted levels always get
1353 played with the most recent version of the game engine, to let new
1354 corrections of the emulation behaviour take effect.)
1356 2002-03-20 src/main.h
1357 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1358 compiling the SDL version on some systems.
1359 Thanks to the several people who pointed this out.
1362 * Version number set to 2.0.2.
1365 * Version 2.0.1 released.
1367 2002-03-18 src/screens.c
1368 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1370 2002-03-18 src/files.c [src/libgame/misc.c]
1371 * Moved some common functions from src/files.c to src/libgame/misc.c.
1373 2002-03-18 src/files.c [src/libgame/misc.c]
1374 * Changed permissions for new directories and saved files (especially
1375 score files) according to suggestions of Debian users and mantainers.
1376 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1378 2002-03-17 src/files.c
1379 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1380 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1381 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1382 for levels and "TAPE" for tapes). Old "cookie" style format is
1383 still supported for reading. New level and tape files are written
1386 * New IFF chunk "VERS" contains version numbers for file and game
1387 (where "game version" is the version of the program that wrote the
1388 file, and "file version" is a version number to distinguish files
1389 with different format, for example after adding new features).
1391 2002-03-15 src/screen.c
1392 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1393 (Before, you heard a mixture of the in-game music and the
1394 hall-of-fame music.)
1396 2002-03-14 src/events.c
1397 * Function "DumpTape()" (files.c) now available by pressing 't' from
1398 main menu (when in DEBUG mode).
1400 2002-03-14 src/game.c
1401 * "GameWon()": When game was won playing a tape, now there is no delay
1402 raising the score and no corresponding sound is played.
1404 2002-03-14 src/files.c
1405 * Changed "LoadTape()" for real chunk support and also adjusted
1406 "SaveTape()" accordingly.
1408 2002-03-14 src/game.c, src/tape.c, src/files.c
1409 * Important changes to tape format: The old tape format stored all
1410 actions with a real effect with a corresponding delay between the
1411 stored actions. This had some major disadvantages (for example,
1412 push delays had to be ignored, pressing a button for some seconds
1413 mutated to several single button presses because of the non-action
1414 delays between two action frames etc.). The new tape format just
1415 stupidly records all device actions and replays them later. I really
1416 don't know why I haven't solved it that way before?! Old-style tapes
1417 (with tape file version less than 2.0) get converted to the new
1418 format on-the-fly when loading and can therefore still be played;
1419 only some minor parts of the old-style tape handling code was needed.
1420 (A perfect conversion is not possible, because there is information
1421 missing about the device actions between two action frames.)
1423 2002-03-14 src/files.c
1424 * New function "DumpTape()" to dump the contents of the current tape
1425 in a human readable format.
1427 2002-03-14 src/game.c
1428 * Small tape bug fixed: When automatically advancing to next level
1429 after a game was won, the tape from the previous level still was
1430 loaded as a tape for the new level.
1432 2002-03-14 src/tape.c
1433 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1434 tape, cartoons did not get completely removed because
1435 StopAnimation() was not called.
1437 2002-03-13 src/files.c
1438 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1439 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1440 size even when using 16-bit elements). Added new chunk "CNT2" for
1441 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1442 chunk even when content was 16-bit element). "CNT2" should now be
1443 able to store content for arbitrary elements (up to eight blocks of
1444 3 x 3 element arrays). All "CNT2" elements will always be stored as
1445 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1447 2002-03-13 src/files.c
1448 * Changed "LoadLevel()" for real chunk support.
1450 2002-03-12 src/game.c
1451 * Fixed problem (introduced after 2.0.0 release) with penguins
1452 not getting killed by enemies
1454 2002-02-24 src/game.c, src/main.h
1455 * Added "player->is_moving"; now "player->last_move_dir" does
1456 not contain any information if the player is just moving at
1458 Before, "player->last_move_dir" was misused for this purpose
1459 for the robot stuff (robots don't kill players when they are
1460 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1461 broke tapes when walking through pipes!
1462 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1463 in a continuous movement. This fact is ignored for friends and