2 * version number set to 3.2.1
5 * version 3.2.0 released
8 * reorganized level editor element list a bit to match engines better
11 * fixed newly introduced bug with wrongly initializing clipboard element
14 * fixed bug with displaying visible/invisible level border in editor
17 * reorganized some elements in the level editor element list
20 * fixed bug with displaying any player as "yellow" when moving into acid
21 * fixed bug with displaying running player when player stopped at border
24 * fixed bug with player exploding when moving into acid
25 * fixed bug with level settings being reset in editor and when playing
26 (some compatibility settings being set not only after level loading)
27 * fixed crash bug when number of custom graphic frames was set to zero
28 * fixed bug with teleporting player on walkable tile not working anymore
29 * added partial compatibility support for pre-release-only "CONF" chunk
30 (to make Alan Bond's "color cycle" demo work again :-) )
33 * fixed some bugs when displaying title screens from info screen menu
34 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
37 * changed file major version to 3 to reflect level file format changes
38 * uploaded pre-release (test) version 3.2.0-8 binary and source code
41 * added new chunk "NAME" to level file format for level name settings
42 * added new chunk "NOTE" to level file format for envelope settings
43 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
44 * updated magic(5) file to recognize changed and new level file chunks
45 * removed change events "change when CE value/score changes" as unneeded
48 * changed gravity (which only affects the player) from level property
49 to player property (only makes a difference in multi-player levels)
50 * added change events "change when CE value/score changes"
51 * added change events "change when CE value/score changes of <element>"
54 * added new chunk "INFO" to level file format for global level settings
55 * added all element settings from "HEAD" chunk to "CONF" chunk
56 * added all global level settings from "HEAD" chunk to "INFO" chunk
59 * changed level file format by adding two new chunks "CUSX" (for custom
60 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
61 elements, replacing the previous "GRP1" chunk); these new IFF style
62 chunks use the new and flexible "micro chunks inside chunks" technique
63 already used with the new "CONF" chunk (for normal element properties)
64 which makes it possible to easily extend the existing level format
65 (instead of using fixed-length chunks like before, which are either
66 too big due to reserved bytes for future use, or too small when those
67 reserved bytes have all been used and even more data should be stored,
68 requiring the replacement by new and larger chunks just like it went
69 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
72 * added credits pages to the "credits" section that were really missing
73 * added some missing element descriptions to the level editor
74 * added down position of switchgate switch to the level editor
75 and allowed the use of both switch positions at the same time
76 * changed use of "Insert" and "Delete" keys to navigate element list in
77 level editor to start of previous or next cascading block of elements
80 * added the possibility to view the title screen to the info screen menu
81 * fixed some minor bugs with viewing title screens
84 * fixed bug with title (cross)fading in/out when using fullscreen mode
87 * fixed bug that forced re-defining of menu settings in local graphics
88 config file which are already defined in existing base config file
89 * fixed small bug that caused door sounds playing when music is enabled
92 * added the possibility to define up to five title screens for each
93 level set that are displayed after loading using (cross)fading in/out
94 (this was added to display the various start images of the EMC sets)
97 * added "CE score gets zero [of]" to custom element trigger conditions
98 * added setup option to display element token name in level editor
101 * added compatibility code for Juergen Bonhagen's menu artwork settings
104 * fixed bug with displaying wrong animation frame 0 after CE changes
105 * fixed bug with creating invisible elements when light switch is on
108 * added selection between ECS and AGA graphics for EMC levels to setup
111 * adjusted font handling for various narrow EMC style fonts
114 * changed EM engine behaviour back to re-allow initial rolling springs
117 * fixed handling of over-large selectboxes (less error-prone now)
118 * fixed bug when creating GE with walkable element under the player
121 * added use of "Insert" and "Delete" keys to navigate element list in
122 level editor to start of custom elements or start of group elements
123 * added virtual elements to access CE value and CE score of elements:
124 - "CE value of triggering element"
125 - "CE score of triggering element"
126 - "CE value of current element"
127 - "CE score of current element"
130 * fixed "grass" to "sand" in older EM levels (up to file version V4)
133 * changed behaviour of network games with internal errors (because of
134 different client frame counters) from immediately terminating R'n'D
135 to displaying an error message requester and stopping only the game
136 (also to prevent impression of crashes under non command-line runs)
137 * fixed playing network games with the EMC engine (did not work before)
138 * fixed bug with not scrolling the screen in multi-player mode with the
139 focus on player 1 when all players are moving in different directions
140 * fixed bug with keeping pointer to gadget even after its deallocation
141 * fixed bug with allowing "focus on all players" in network games
142 * fixed bug with player focus when playing tapes from network games
145 * uploaded pre-release (test) version 3.2.0-7 binary and source code
148 * code cleanup for game action control for R'n'D and EMC game engine
151 * fixed bug in multi-player movement with focus on both players
152 * added option to control only the focussed player with all input
155 * added player focus switching to level tape recording and re-playing
158 * fixed some bugs in player focus switching in EMC and RND game engine
161 * added special Supaplex animations for Murphy digging and snapping
162 * added special Supaplex animations for Murphy being bored and sleeping
165 * added four new yam yams with explicit start direction for EMC engine
166 * fixed bug in src/libgame/text.c with printing text outside the window
169 * fixed small bug in EMC level loader (copyright sign in EM II levels)
172 * added delayed ignition of EM style dynamite when used in R'n'D engine
173 * added limited movement range to EMC engine when focus on all players
176 * fixed bug with missing (zero) score values for native Supaplex levels
179 * added "continuous snapping" (snapping many elements while holding the
180 snap key pressed, without releasing the snap key after each element)
181 as a new player setting for more compatibility with the classic games
184 * finished scrolling for "focus on all players" in EMC graphics engine
187 * level sets with "levels: 0" are ignored for levels, but not artwork
188 * fixed bug when scanning empty level group directories (endless loop)
191 * fixed bug with explosion graphic for player using "Murphy" graphic
192 * fixed bug with explosion graphic if player leaves explosion in time
193 * changed some descriptive text in setup menu to use medium-width font
194 * added key shortcut settings for switching player focus to setup menu
197 * fixed bug with random value initialization when recording tapes
198 * fixed bug with playing single player tapes when team mode activated
201 * fixed little bug when trying to switch to player that does not exist
204 * added player switching (visual and quick) to R'n'D and EM game engine
205 * added setup option to select visual or quick in-game player switching
208 * added use of "Home" and "End" keys to handle element list in editor
211 * fixed bug with adding score when playing tape with EMC game engine
212 * added steel wall border for levels using EMC engine without border
213 * finally fixed delayed scrolling in EMC engine also for small levels
216 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
219 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
220 * fixed bug when displaying info element without action, but direction
223 * fixed minor graphical problems with springs smashing and slurping
224 (when using R'n'D style graphics instead of EMC style graphics)
227 * added scroll delay (as configured in setup) to EMC graphics engine
230 * improved screen redraw for EMC graphics engine (faster and smoother)
231 * when not scrolling, do not redraw the whole playfield if not needed
234 * added multi-player mode for EMC game engine (with up to four players)
237 * added android (can clone elements) from EMC engine to R'n'D engine
240 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
243 * added selectbox for initial player speed to player settings in editor
246 * version 3.1.2 created that is basically version 3.1.1, but with a
247 major bug fixed that prevented editing your own private levels
248 * version 3.1.2 released
251 * added magic ball (creates elements) from EMC engine to R'n'D engine
254 * uploaded fixed pre-release version 3.2.0-6 binary and source code
257 * fixed bug when using "CE can leave behind <trigger element>"
258 * added new change condition "(after/when) creation of <element>"
259 * added new change condition "(after/when) digging <element>"
260 * fixed bug accessing invalid gadget that caused crashes under Windows
261 * deactivated new possibility for multiple CE changes per frame
264 * uploaded pre-release (test) version 3.2.0-6 binary and source code
267 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
268 * fixed bug with not keeping CE value for moving CEs with only action
269 * changed CE action selectboxes in editor to be only reset when needed
272 * added option "use artwork from element" for custom player artwork
273 * added option "use explosion from element" for player explosions
276 * added cascaded element lists in the level editor
277 * added persistence for cascaded element lists by "editorcascade.conf"
278 * added dynamic element list with all elements used in current level
279 * added possibility for multiple CE changes per frame (experimental)
282 * uploaded pre-release (test) version 3.2.0-5 binary and source code
285 * changed "score for each 10 seconds/steps left" to "1 second/step"
286 * added own score for collecting "extra time" instead of sharing it
287 * added change events "switched by player" and "player switches <e>"
288 * added change events "snapped by player" and "player snaps <e>"
289 * added "set player artwork: <element choice>" to CE action options
290 * added change event "move of <element>"
293 * added "set player shield: off / normal / deadly" to CE action options
294 * added new player option "use level start element" in level editor
295 to set the correct focus at level start to elements from which the
296 player is created later (this did not work before for cascaded CE
297 changes resulting in creation of the player; it is now also possible
298 to create the player from a yam yam which is smashed at level start)
301 * added "set player speed: frozen (not moving)" to CE action options
302 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
305 * added new player option "block snap field" (enabled by default) to
306 make it possible to show a snapping animation like in Emerald Mine
309 * added dynamic selectboxes to custom element action settings in editor
310 * added "CE value" counter for custom elements (instead of "CE count")
311 * added option to use the last "CE value" after custom element change
312 * added option to use the "CE value" of other elements in CE actions
313 * fixed odd behaviour when pressing time orb in levels w/o time limit
314 * added checkbox "use time orb bug" for older levels that use this bug
317 * added missing configuration settings for the following elements:
318 - EL_TIMEGATE_SWITCH (time of open time gate)
319 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
320 - EL_SHIELD_NORMAL (time of shield duration)
321 - EL_SHIELD_DEADLY (time of shield duration)
322 - EL_EXTRA_TIME (time added to level time)
323 - EL_TIME_ORB_FULL (time added to level time)
326 * added "wind direction" as a movement pattern for custom elements
327 * added initial wind direction for balloon / custom elements to editor
328 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
331 * added parameters for "game of life" and "biomaze" elements to editor
334 * added level file chunk "CONF" for generic level and element settings
337 * uploaded pre-release (test) version 3.2.0-4 binary and source code
340 * skip empty level sets (with "levels: 0"; may be artwork base sets)
341 * added sound action ".page[1]" to ".page[32]" for each CE change page
344 * added image config suffix ".clone_from" to copy whole image settings
345 * fixed bug with invalid ("undefined") CE settings in old level files
348 * fixed graphical bug with smashing elements falling faster than player
351 * fixed major bug which prevented private levels from being edited
352 * fixed bug with precedence of general and special font definitions
355 * fixed graphical bug with player animation when player moves slowly
358 * uploaded pre-release (test) version 3.2.0-3 binary and source code
361 * fixed bug which prevented "global.num_toons: 0" from working
364 * major code cleanup (removed all these annoying "#if 0" blocks)
367 * added custom element actions for CE change page in level editor
370 * fixed music initialization bug in init.c (thanks to David Binderman)
371 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
372 (this bug must probably be fixed at other places, too)
375 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
376 (should be '#include <SDL.h>' instead)
379 * fixed bug which prevented "walkable from no direction" from working
380 (due to compatibility code overwriting this setting after loading)
383 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
386 * version number temporarily set to 3.1.1 (intermediate bugfix release)
387 * version 3.1.1 released
390 * changed some va_arg() arguments from 'long' to 'int', fixing problems
391 on 64-bit architecture systems with LP64 data model
394 * fixed bug with bombs not exploding when hitting the last level line
395 (introduced after the release of 3.1.0)
398 * added support for dumping small-sized level sketches from editor
401 * added recognition of "trigger element" for "change digged element to"
402 (this is not really what the "trigger element" was made for, but its
403 use may seem obvious for leaving back digged elements unchanged)
406 * fixed multiple warnings about failed joystick device initialization
409 * fixed bug with dynamite dropped on top of just dropped custom element
410 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
411 dynamite can still be dropped, but drop key must be released before
414 * fixed bug with wrong start directory when started from file browser
415 (due to this bug, R'n'D could not be started from KDE's Konqueror)
418 * fixed bug causing "change when impact" on player not working
419 * fixed wrong priority of "hitting something" over "hitting <element>"
420 * fixed wrong priority of "hit by something" over "hit by <element>"
423 * fixed graphical bug which caused the player (being Murphy) to show
424 collecting animations although the element was collected by penguin
427 * fixed two bugs causing wrong door background graphics in system.c
428 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
431 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
432 * added "no direction" to "walkable/passable from" selectbox options
435 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
436 * in tape autoplay, not only report broken, but also missing tapes
439 * uploaded pre-release (test) version 3.2.0-2 binary and source code
442 * fixed small bug with "linear" animation not working for active lamp
445 * fixed bug with moving up despite gravity due to "block last field"
446 * fixed small bug with wrong draw offset when typing name in main menu
447 * when reading user names from "passwd", ignore data after first comma
448 * when creating new "levelinfo.conf", only write some selected entries
451 * fixed displaying "imported from/by" on preview with empty string
452 * fixed ignoring draw offset for fonts used for level preview texts
455 * fixed a delay problem with SDL and too many mouse motion events
456 * added setup option "skip levels" and level skipping functionality
459 * added move speed "not moving" for non-moving CEs, but with direction
462 * fixed mapping of obsolete element token names in "editorsetup.conf"
463 * fixed bug with sound "acid.splashing" treated as a loop sound
464 * fixed some little sound bugs in native EM engine
467 * fixed small bug when dragging scrollbars to end positions
470 * added editor element descriptions written by Aaron Davidson
473 * improved fallback handling when configured artwork is not available
474 (now using default artwork instead of exiting when files not found)
477 * fixed bug on level selection screen when dragging scrollbar
480 * fixed bug which caused broken tapes when appending to EM engine tapes
483 * uploaded pre-release (test) version 3.2.0-1 binary and source code
486 * added code to replace changed artwork config tokens with other tokens
487 (needed for backwards compatibility, so that older tokens still work)
490 * added native R'n'D graphics for some new EMC elements in EM engine
493 * fixed some bugs in the EM engine integration code
494 * changed EM engine code to allow diagonal movement
495 * changed EM engine code to allow use of separate snap and drop keys
498 * fixed some redraw bugs when using EM engine
501 * fixed bug with not converting RND levels which are set to use native
502 engine to native level structure when loading
505 * uploaded pre-release (test) version 3.2.0-0 binary and source code
508 * version number set to 3.2.0
511 * level data now reset to defaults after attempt to load invalid file
514 * added use of "editorsetup.conf" for different level sets
517 * added auto-detection for various types of Emerald Mine level files
520 * fixed bug with scrollbars getting too small when list is very large
523 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
526 * added most level editor configuration gadgets for new EMC elements
529 * added more element and graphic definitions for new EMC elements
532 * modified native EM engine to use integrated R'n'D sound system
535 * added SDL support to graphics functions in native EM engine
536 (by always using generic libgame interface functions)
539 * fixed bug in frame synchronization in native EM engine
542 * added code to convert levels between R'n'D and native EM engine
545 * new Emerald Mine engine can now play levels selected in main menu
548 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
549 (which creates scaled down graphics for level editor and preview);
550 there's still a memory leak somewhere in the artwork handling code
551 * added "scale image up" functionality to X11 version of zoom function
554 * first attempts to integrate new, native Emerald Mine Club engine
557 * fixed bug in gadget code which caused reset of CEs in level editor
558 (example: pressing 'b' [grab brush] on CE config page erased values)
559 (solution: check if gadgets in ClickOnGadget() are really mapped)
560 * improved level change detection in editor (settings now also checked)
561 * fixed bug with "can move into acid" and "don't collide with" state
564 * fixed maze runner style CEs to use the configured move delay value
567 * added Aaron Davidson's tutorial level set to the "Tutorials" section
570 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
571 * fixed the above fix because it broke level set "machine" (*sigh*)
572 * fixed random element placement in level editor to work as expected
573 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
576 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
579 * fixed bug (missing array boundary check) which caused broken tapes
580 * fixed bug (when loading level template) which caused broken levels
581 * fixed bug with new block last field code when using non-yellow player
584 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
585 * internal change of how the player blocks the last field when moving
586 * fixed blocking delay of last field for EM and SP style block delay
587 * fixed bug where the player had to wait for the usual move delay after
588 unsuccessfully trying to move, when he directly could move after that
589 * the last two changes should make original Supaplex level 93 solvable
590 * improved use of random number generator to make it less predictable
591 * fixed behaviour of slippery SP elements to let slip left, then right
594 * fixed bug with wrong door state after trying to quickload empty tape
595 * fixed waste of static memory usage of the binary, making it smaller
596 * fixed very little graphical bug in Supaplex explosion
599 * version number set to 3.1.1
602 * version 3.1.0 released
605 * fixed bug with crash when writing user levelinfo.conf the first time
608 * added option "convert LEVELDIR [NR]" to command line batch commands
609 * re-converted Supaplex levels to apply latest engine fixes
610 * changed "use graphic/sound of element" to "use graphic of element"
611 due to compatibility problems with some levels ("bug machine" etc.)
614 * fixed bug with CE change replacing player with same or other player
617 * fixed bug with opaque font in envelope with background graphic when
618 background graphic is not transparent itself
621 * added "gravity on" and "gravity off" ports for Supaplex compatibility
622 * corrected original Supaplex level loading code to use these new ports
623 * also corrected Supaplex loader to auto-count infotrons if set to zero
626 * fixed bug with missing initialization of "modified" flag for GEs
629 * fixed bug that caused endless recursion loop when relocating player
630 * fixed tape recorder bug in "step mode" when using "pause before end"
631 * fixed tape recorder bug when changing from "warp forward" mode
634 * fixed bug with "when touching" for pushed elements at last position
637 * fixed bug that caused two activated toolbox buttons in level editor
638 * fixed bug with exploding dynabomb under player due to other explosion
641 * fixed bug with creating walkable custom element under player (again)
642 * fixed bug with not copying explosion type when copying CEs in editor
643 * fixed graphical bug when drawing player in setup menu (input devices)
644 * fixed graphical bug when the player is pushing an accessible element
645 * fixed bug with classic switchable elements triggering CE changes
646 * fixed bug with entering/leaving walkable element in RelocatePlayer()
647 * fixed crash bug when CE leaves behind the trigger player element
650 * fixed bug with broken tubes after placing/exploding dynamite in them
651 * fixed bug with exploding dynamite under player due to other explosion
652 * fixed bug with not resetting push delay under certain circumstances
655 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
656 * added network multiplayer code for Windows (thanks to Niko Böhm)
659 * added option "reachable despite gravity" for gravity movement
660 * changed gravity movement of most classic walkable and passable
661 elements back to "not reachable" (for compatibility reasons)
664 * fixed (removed) "indestructible" / "can explode" dependency in editor
665 * fixed (removed) "accessible inside" / "protected" dependency
666 * fixed (removed) "step mode" / "shield time" dependency
669 * fixed dynabombs exploding now into anything diggable
670 * fixed Supaplex style gravity movement into buggy base now impossible
671 * added pressing key "space" as valid action to select menu options
674 * added "replace when walkable" to relocate player to walkable element
675 * added "enter"/"leave" event for elements affected by relocation
676 * fixed "direct"/"indirect" change order also for "when change" event
677 * fixed graphical bug when pushing things from elements walkable inside
680 * fixed graphic bug when player is snapping while moving in old levels
681 * fixed bug when a moving custom element leaves a player element behind
682 * fixed bug with mole not disappearing when moving into acid pool
683 * fixed bug with incomplete path setting when using "--basepath" option
684 * moving CE can now leave walkable elements behind under the player
685 * when relocating, player can be set on walkable element now
686 * fixed another gravity movement bug
689 * uploaded pre-release (test) version 3.1.0-2 binary and source code
692 * added "collectible" and "removable" to extended replacement types
693 (where "removable" replaces "diggable" and "collectible" elements)
694 * added "collectible & throwable" (to throw element to the next field)
695 * fixed bug with CEs digging elements that are just about to explode
696 * changed mouse cursor now always being visible when game is paused
699 * added possibility to push/press accessible elements from a side that
701 * fixed bug with not setting actual date when appending to tape
704 * fixed bug with incorrectly initialized custom element editor graphics
707 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
708 - number of levels corrected from 18 to 17 in "levelinfo.conf"
711 * fixed bug with destroyed robot wheel still attracting robots forever
712 * fixed bug with time gate switch deactivating after robot wheel time
713 (while the time gate itself is not affected by this misbehaviour)
714 * changed behaviour of BD style amoeba to always get blocked by player
715 (before it was different when there were non-BD elements in level)
716 * fixed bug with player destroying indestructable elements with shield
719 * added option to make growing elements grow into anything diggable
720 (for the various amoeba types, biomaze and "game of life")
723 * fixed bug with movable elements not moving after left behind by CEs
724 * changed gravity movement to anything diggable, not only sand/base
725 * optionally allowing passing to walkable element, not only empty space
726 * added option "can pass to walkable element" for players
727 * finally fixed gravity movement (hopefully)
730 * fixed bug with movable elements not moving anymore after falling down
733 * fixed another bug with custom elements digging and leaving elements
734 * fixed bug with "along left/right side" and automatic start direction
735 * trigger elements now also displayed when "more custom" deactivated
736 * fixed bug with clipboard element initialized when loading new level
737 * added option "drop delay" to set delay before dropping next element
740 * uploaded pre-release (test) version 3.1.0-1 binary and source code
743 * added copy and paste functions for custom change pages
744 * enhanced graphical display and functionality of tape recorder
745 * fixed bug with custom elements digging and leaving elements
748 * added move speed faster than "very fast" for custom elements
749 * fixed bug with 3+3 style explosions and missing border content
750 * fixed little bug when copying custom elements in the editor
751 * enhanced custom element changes by more side trigger actions
754 * added option "no scrolling when relocating" for instant teleporting
755 * uploaded pre-release (test) version 3.1.0-0 binary and source code
758 * added trigger element and trigger player to use as target elements
759 * added copy and paste functions for custom and group elements
762 * fixed graphical bug when displaying explosion animations
763 * fixed bug when appending to tapes, resulting in broken tapes
764 * re-recorded a few tapes broken by fixing gravity checking bug
767 * "can move into acid" property now for all elements independently
768 * "can fall into acid" property for player stored in same bitfield now
769 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
770 * version number set to 3.1.0 (finally!)
773 * changed tape recording to only record input, not programmed actions
776 * fixed totally broken (every 8th frame skipped) step-by-step recording
777 * fixed bug with requester not displayed when quick-loading interrupted
778 * added option "can fall into acid (with gravity)" for players
779 * fixed bug with player not falling when snapping down with gravity
782 * fixed bug which messed up key config when using keypad number keys
785 * fixed bug which allowed moving upwards even when gravity was active
786 * fixed bug with missing error handling when dumping levels or tapes
789 * added different colored editor graphics for Supaplex gravity tubes
792 * fixed bug that allowed solvable tapes for unsolvable levels
795 * use unlimited number of droppable elements when "count" set to zero
796 * added option to use step limit instead of time limit for level
799 * added player and change page as trigger for custom element change
802 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
805 * fixed bug with dark yamyam changing to acid when moving over acid
806 * fixed handling of levels with more than 999 seconds level time
807 (example: level 76 of "Denmine")
810 * "spring push bug" reintroduced as configurable element property
811 * fixed bug with missing properties for "mole"
812 * fixed bug that showed up when fixing the above "mole" properties bug
813 * added option "can move into acid" for all movable elements
814 * fixed graphical bug for elements moving into acid
815 * changed event handling to handle all pending events before going on
818 * fixed bug which caused all CE change pages to be ignored which had
819 the same change event, but used a different element side
820 (reported by Simon Forsberg)
822 * fixed bug which caused elements that can move and fall and that are
823 transported by a conveyor belt to continue moving into that direction
824 after leaving the conveyor belt, regardless of their own movement
825 type; only elements which can not move are transported now
826 (reported by Simon Forsberg)
828 * fixed bug which could cause an array overflow in RelocatePlayer()
829 (reported by Niko Böhm)
831 * changed Emerald Mine style "passable / over" elements to "protected"
832 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
834 * added new option to select from which side a "walkable/passable"
835 element can be entered
838 * added explosion and ignition delay for elements that can explode
841 * fixed bug which caused player not being protected against enemies
842 when a CE was "walkable / inside" and was not "indestructible"
843 * added "walkable/passable" fields to be "protected/unprotected"
844 against enemies, even if not accessible "inside" but "over/under"
847 * corrected move pattern to 32 bit and initial move direction to 8 bit
850 * added second custom element base configuration page
853 * added some special EMC mappings to Emerald Mine level loader
854 (also covering previously unknown element in level 0 of "Bondmine 8")
857 * added option to block last field when player is moving (for Supaplex)
858 * adjusted push delay of Supaplex elements
859 * removed delays for envelopes etc. when replaying with maximum speed
860 * fixed bug when dropping element on a field that just changed to empty
863 * fixed bug: infotrons can now smash yellow disks
864 * fixed bug: when gravity active, port above player can now be entered
865 * removed "one white dot" mouse pointer which irritated some people
868 * added "choice type" for group element selection
871 * fixed bug with initial invulnerability of non-yellow player
874 * added level loader for loading native Supaplex packed levels
875 (including multi-part levels like the "splvls99" levels)
878 * fixed bug which allowed creating emeralds by escaping explosions
881 * custom elements can change (limited) or leave (unlimited) elements
882 * finally added multiple matches using group elements
883 * added shortcut to dump brush (type ":DB" in editor) for use in forum
886 * added new start movement type "previous" for continued CE movement
887 * added new start movement type "random" for random CE movement start
890 * added new element "sokoban_field_player" needed for Sokoban levels
891 (thanks to Ed Booker for pointing this out!)
894 * added elements that can be digged or left behind by custom elements
897 * added group elements for multiple matches and random element creation
900 * fixed some graphical errors displayed in old levels
903 * fixed wrong double speed movement after passing closing gates
906 * added level loader for loading native Emerald Mine levels
909 * changes for "shooting" style CE movement
912 * Happy New Year! ;-)
915 * changed default snap/drop keys from left/right Shift to Control keys
918 * fixed bug with dead player getting reanimated from custom element
921 * fixed bug with wrong penguin graphics (when entering exit)
924 * fixed bug with wrong "Murphy" graphics (when digging etc.)
927 * version number set to 3.0.9
930 * version 3.0.8 released
933 * added function checked_free()
936 * fixed bug with double nut cracking sound
937 (by eliminating "default element action sound" assignment in init.c)
940 * fixed crash when no music info files are available
943 * fixed boring and sleeping sounds
946 * added "maze runner" and "maze hunter" movement types
947 * added extended collision conditions for custom elements
950 * added warnings for undefined token values in artwork config files
953 * added menu entry for level set information to the info screen
956 * fixed bug with wrong default impact sound for colored emeralds
959 * added several sub-screens for the info screen
960 * menu text now also clickable (not only blue/red sphere left of it)
963 * added configurable "bored" and "sleeping" animations for the player
964 * added "awakening" sound for player when waking up after sleeping
967 * added "copy" and "exchange" functions for custom elements to editor
970 * added configurable element animations for info screen
973 * added configurable music credits for info screen
976 * finally fixed tape recording when player is created from CE change
979 * added "editorsetup.conf" for editor element list configuration
982 * added "musicinfo.conf" for menu and level music configuration
985 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
986 (that only showed up on Linux, but not on Windows systems)
989 * fixed turning movement of butterflies and fireflies (no frame reset)
990 * enhanced sniksnak turning movement (two steps instead of only one)
993 * version number set to 3.0.8
996 * version 3.0.7 released
999 * fixed reset of player animation frame when, for example,
1000 walking, digging or collecting share the same animation
1001 * fixed CE with "deadly when touching" exploding when touching amoeba
1004 * fixed tape recording when player is created from CE element change
1007 * introduced "turning..." action graphic for elements with move delay
1008 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1009 * added turning animations for bug, spaceship and sniksnak
1012 * prevent "extended" changed elements from delay change in same frame
1015 * fixed bug when pushing element that can move away to the side
1016 (like pushing falling elements, but now with moving elements)
1019 * finally fixed serious bug in code for delayed element pushing (again)
1022 * unavailable setup options now marked as "n/a" instead of "off"
1023 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1024 to "true", levels are always played with the latest game engine,
1025 which is desired for levels that are imported from other games; all
1026 other levels are played with the engine version stored in level file
1027 (which is normally the engine version the level was created with)
1030 * fixed serious bug in code for delayed element pushing
1031 * fixed little bug in animation frame selection for pushed elements
1032 * speed-up of reading config file for verbose output
1035 * added configuration option for opening and closing Supaplex exit
1036 * added configuration option for moving up/down animation for Murphy
1037 * fixed incorrectly displayed animation for attacking dragon
1038 * fixed bug with not setting initial gravity for each new game
1039 * fixed bug with teleportation of player by custom element change
1040 * fixed bug with player not getting smashed by rock sometimes
1043 * version number set to 3.0.7
1046 * version 3.0.6 released
1049 * added support for MP3 music for SDL version through SMPEG library
1052 * fixed bug when initializing font graphic structure
1053 * fixed bug with animation mode "pingpong" when using only 1 frame
1054 * fixed bug with extended change target introduced in 3.0.5
1055 * fixed bug where passing over moving element doubles player speed
1056 * fixed bug with elements continuing to move into push direction
1057 * fixed bug with duplicated player when dropping bomb with shield on
1058 * added "switching" event for custom elements ("pressing" only once)
1059 * fixed switching bug (resetting flag when not switching but not idle)
1062 * fixed element tokens for certain file elements with ".active" etc.
1065 * version number set to 3.0.6
1068 * version 3.0.5 released
1071 * now four envelope elements available
1072 * font, background, animation and sound for envelope now configurable
1073 * main menu doors opening/closing animation type now configurable
1076 * active/inactive sides configurable for custom element changes
1077 * new movement type "move when pushed" available for custom elements
1080 * fixed bug in multiple config pages loader code that caused crashes
1083 * enhanced (remaining low-resolution) Supaplex graphics
1086 * version number set to 3.0.5
1089 * version 3.0.4 released
1091 2003-09-12 src/tools.c
1092 * fixed bug in custom definition of crumbled element graphics
1094 2003-09-11 src/files.c
1095 * fixed bug in multiple config pages code that caused crashes
1098 * version number set to 3.0.4
1101 * version 3.0.3 released
1104 * added music to Supaplex classic level set
1106 2003-09-07 src/libgame/misc.c
1107 * added support for loading various music formats through SDL_mixer
1109 2003-09-06 (various source files)
1110 * fixed several nasty bugs that may have caused crashes on some systems
1111 * added envelope content which gets displayed when collecting envelope
1112 * added multiple change event pages for custom elements
1114 2003-08-24 src/game.c
1115 * fixed problem with player animation when snapping and moving
1117 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1118 * fixed problem with flickering when drawing toon animations
1120 2003-08-23 src/libgame/sdl.c
1121 * fixed problem with setting mouse cursor in SDL version in fullscreen
1123 2003-08-23 src/game.c
1124 * fixed bug (missing array boundary check) which could crash the game
1127 * version number set to 3.0.3
1130 * version 3.0.2 released
1132 2003-08-21 src/game.c
1133 * fixed bug with creating inaccessible elements at player position
1135 2003-08-20 src/init.c
1136 * fixed bug with not finding current level artwork directory
1138 2003-08-20 src/files.c
1139 * fixed bug with choosing wrong engine version when playing tapes
1140 * fixed bug with messing up custom element properties in 3.0.0 levels
1143 * version number set to 3.0.2
1146 * version 3.0.1 released
1148 2003-08-17 (no source files affected)
1149 * changed all "classic" PCX image files with 16 colors or less to
1150 256 color (8 bit) storage format, because the Allegro game library
1151 cannot handle PCX files with less than 256 colors (contributed
1152 graphics are not affected and might look wrong in the DOS version)
1154 2003-08-16 src/init.c
1155 * fixed bug which (for example) crashed the level editor when defining
1156 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1157 (only set to default) -- invalid graphics now set to default graphic
1159 2003-08-16 src/init.c
1160 * fixed graphical bug of player digging/collecting/snapping element
1161 when no corresponding graphic/animation is defined for this action,
1162 resulting in player being drawn as EL_EMPTY (which should only be
1163 done to elements being collected, but not to the player)
1165 2003-08-16 src/game.c
1166 * fixed small graphical bug of player not totally moving into exit
1168 2003-08-16 src/libgame/setup.c
1169 * fixed bug with wrong MS-DOS 8.3 filename conversion
1171 2003-08-16 src/tools.c
1172 * fixed bug with invisible mouse cursor when pressing ESC while playing
1174 2003-08-16 (various source files)
1175 * added another 128 custom elements (disabled in editor by default)
1177 2003-08-16 src/editor.c
1178 * fixed NULL string bug causing Solaris to crash in sprintf()
1180 2003-08-16 src/screen.c
1181 * fixed drawing over scrollbar on level selection with custom fonts
1183 2003-08-15 src/game.c
1184 * cleanup of simple sounds / loop sounds / music settings
1186 2003-08-08 (various source files)
1187 * added custom element property for dropping collected elements
1189 2003-08-08 src/conf_gfx.c
1190 * fixed bug with missing graphic for active red disk bomb
1192 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1193 * extended variable "level.gravity" to "level.initial_gravity" and
1194 "game.current_gravity" to prevent level setting from being changed
1195 by playing the level (keeping the runtime value after playing)
1197 * fixed graphics bug when digging element that has 'crumbled' graphic
1198 definition, but not 'diggable' graphic definition
1201 * version number set to 3.0.1
1204 * version 3.0.0 released
1207 * various bug fixes; among others:
1208 - fixed bug with pushing spring over empty space
1209 - fixed bug with leaving tube while placing dynamite
1210 - fixed bug with explosion of smashed penguins
1211 - allow Murphy player graphic in levels with non-Supaplex elements
1215 * I have forgotten to document changes for some time
1218 * pre-release version 2.2.0rc1 released
1221 * version number set to 2.1.2
1224 * version 2.1.1 released
1227 * version number set to 2.1.1
1230 * version 2.1.0 released
1233 * version number set to 2.1.0
1235 2002-04-03 to 2002-05-19 (various source files)
1236 * graphics, sounds and music now fully configurable
1237 * bug fixed that prevented walking through tubes when gravity on
1239 2002-04-02 src/events.c, src/editor.c
1240 * Make Escape key less aggressive when playing or when editing level.
1241 This can be configured as an option in the setup menu. (Default is
1242 "less aggressive" which means "ask user if something can be lost"
1243 when pressing the Escape key.)
1245 2002-04-02 src/screen.c
1246 * Added "graphics setup" screen.
1248 2002-04-01 src/screen.c
1249 * Changed "choose level" setup screen stuff to be more generic (to
1250 make it easier to add more "choose from generic tree" setup screens).
1252 2002-04-01 src/config.c, src/timestamp.h
1253 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1254 automatically gets created by "src/Makefile" and contains an actual
1255 compile-time timestamp to identify development versions of the game).
1257 2002-03-31 src/tape.c, src/events.c
1258 * Added quick game/tape save/load functions to tape stuff which can be
1259 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1260 loads previously recorded tape and directly goes into recording mode
1261 from the end of the tape (therefore appending to the tape).
1263 2002-03-31 src/tape.c
1264 * Added "index mark" function to tape recorder. When playing or
1265 recording, "eject" button changes to "index" button. Setting index
1266 mark is not yet implemented, but pressing index button when playing
1267 allows very quick advancing to end of tape (when normal playing),
1268 very fast forward mode (when playing with normal fast forward) or
1269 very fast reaching of "pause before end of tape" (when playing with
1270 "pause before end" playing mode).
1272 2002-03-30 src/cartoons.c
1273 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1275 2002-03-29 src/screen.c
1276 * Changed setup screen stuff to be more generic (to make it easier
1277 to add more setup screens).
1279 2002-03-23 src/main.c, src/main.h
1280 * Various changes due to the introduction of the new libgame files
1281 "setup.c" and "joystick.c".
1283 2002-03-23 src/files.c
1284 * Generic parts of "src/files.c" (mainly setup and level directory
1285 stuff) moved to new libgame file "src/libgame/setup.c".
1287 2002-03-23 src/joystick.c
1288 * File "src/joystick.c" moved to libgame source tree, with
1289 correspondig changes.
1291 2002-03-22 src/screens.c
1292 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1293 (Wrong level series information displayed when entering main group.)
1295 2002-03-22 src/editor.c
1296 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1298 2002-03-22 src/editor.c
1299 * Changed behaviour of "Escape" key in level editor to be more
1300 intuitive: When in "Element Properties" or "Level Info" mode,
1301 return to "Drawing Mode" instead of leaving the level editor.
1303 2002-03-21 src/game.c, src/editor.c, src/files.c
1304 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1305 gems (emeralds, diamonds, ...) slipping down from normal wall,
1306 steel wall and growing wall (as in E.M.C. style levels). Although
1307 the behaviour of contributed and private levels wasn't changed (due
1308 to the use of "level.game_version"; see previous entry), editing
1309 those levels will (of course) change the behaviour accordingly.
1311 This change seems a bit too hard after thinking about it, because
1312 the EM style behaviour is not the "expected" behaviour (gems would
1313 normally only slip down from "rounded" walls). Therefore this was
1314 now changed to an element property for gem style elements, with the
1315 default setting "off" (which means: no special EM style behaviour).
1316 To fix older converted levels, this flag is set to "on" for pre-2.0
1317 levels that are neither contributed nor private levels.
1319 2002-03-20 src/files.h
1320 * Corrected settings for "level.game_version" depending of level type.
1321 (Contributed and private levels always get played with game engine
1322 version they were created with, while converted levels always get
1323 played with the most recent version of the game engine, to let new
1324 corrections of the emulation behaviour take effect.)
1326 2002-03-20 src/main.h
1327 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1328 compiling the SDL version on some systems.
1329 Thanks to the several people who pointed this out.
1332 * Version number set to 2.0.2.
1335 * Version 2.0.1 released.
1337 2002-03-18 src/screens.c
1338 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1340 2002-03-18 src/files.c [src/libgame/misc.c]
1341 * Moved some common functions from src/files.c to src/libgame/misc.c.
1343 2002-03-18 src/files.c [src/libgame/misc.c]
1344 * Changed permissions for new directories and saved files (especially
1345 score files) according to suggestions of Debian users and mantainers.
1346 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1348 2002-03-17 src/files.c
1349 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1350 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1351 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1352 for levels and "TAPE" for tapes). Old "cookie" style format is
1353 still supported for reading. New level and tape files are written
1356 * New IFF chunk "VERS" contains version numbers for file and game
1357 (where "game version" is the version of the program that wrote the
1358 file, and "file version" is a version number to distinguish files
1359 with different format, for example after adding new features).
1361 2002-03-15 src/screen.c
1362 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1363 (Before, you heard a mixture of the in-game music and the
1364 hall-of-fame music.)
1366 2002-03-14 src/events.c
1367 * Function "DumpTape()" (files.c) now available by pressing 't' from
1368 main menu (when in DEBUG mode).
1370 2002-03-14 src/game.c
1371 * "GameWon()": When game was won playing a tape, now there is no delay
1372 raising the score and no corresponding sound is played.
1374 2002-03-14 src/files.c
1375 * Changed "LoadTape()" for real chunk support and also adjusted
1376 "SaveTape()" accordingly.
1378 2002-03-14 src/game.c, src/tape.c, src/files.c
1379 * Important changes to tape format: The old tape format stored all
1380 actions with a real effect with a corresponding delay between the
1381 stored actions. This had some major disadvantages (for example,
1382 push delays had to be ignored, pressing a button for some seconds
1383 mutated to several single button presses because of the non-action
1384 delays between two action frames etc.). The new tape format just
1385 stupidly records all device actions and replays them later. I really
1386 don't know why I haven't solved it that way before?! Old-style tapes
1387 (with tape file version less than 2.0) get converted to the new
1388 format on-the-fly when loading and can therefore still be played;
1389 only some minor parts of the old-style tape handling code was needed.
1390 (A perfect conversion is not possible, because there is information
1391 missing about the device actions between two action frames.)
1393 2002-03-14 src/files.c
1394 * New function "DumpTape()" to dump the contents of the current tape
1395 in a human readable format.
1397 2002-03-14 src/game.c
1398 * Small tape bug fixed: When automatically advancing to next level
1399 after a game was won, the tape from the previous level still was
1400 loaded as a tape for the new level.
1402 2002-03-14 src/tape.c
1403 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1404 tape, cartoons did not get completely removed because
1405 StopAnimation() was not called.
1407 2002-03-13 src/files.c
1408 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1409 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1410 size even when using 16-bit elements). Added new chunk "CNT2" for
1411 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1412 chunk even when content was 16-bit element). "CNT2" should now be
1413 able to store content for arbitrary elements (up to eight blocks of
1414 3 x 3 element arrays). All "CNT2" elements will always be stored as
1415 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1417 2002-03-13 src/files.c
1418 * Changed "LoadLevel()" for real chunk support.
1420 2002-03-12 src/game.c
1421 * Fixed problem (introduced after 2.0.0 release) with penguins
1422 not getting killed by enemies
1424 2002-02-24 src/game.c, src/main.h
1425 * Added "player->is_moving"; now "player->last_move_dir" does
1426 not contain any information if the player is just moving at
1428 Before, "player->last_move_dir" was misused for this purpose
1429 for the robot stuff (robots don't kill players when they are
1430 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1431 broke tapes when walking through pipes!
1432 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1433 in a continuous movement. This fact is ignored for friends and