2 * fixed bug with CE with move speed "not moving" not being animated
3 * when changing player artwork by CE action, reset animation frame
6 * fixed bug with not unmapping main menu screen gadgets on other screens
7 * fixed bug with un-pausing a paused game by releasing still pressed key
8 * fixed bug with not redrawing screen when toggling to/from fullscreen
9 mode while fast reloading tape (without redrawing playfield contents)
10 * fixed bug with quick-saving tape snapshot despite answering with "no"
13 * version number set to 3.2.3
16 * version 3.2.2 released
19 * fixed bug with redrawing screen in fullscreen mode after quick tape
20 reloading when using the EMC game engine
21 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
24 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
27 * added engine snapshot functionality for instant tape reloading (this
28 only works for the last tape saved using "quick save", and does not
29 work across program restarts, because it completely works in memory)
32 * version number set to 3.2.2
35 * version 3.2.1 released
38 * fixed nasty bugs with handling error message file on Mac OS X systems
41 * general code cleanup (removing many annoying "#if 0" blocks etc.)
44 * fixed bug that caused broken tapes when manually appending to tapes
45 using the "pause before death" functionality, followed by recording
46 * added setup option to disable fading of screens for faster testing
49 * code cleanup of new fading functions
52 * changed behaviour after solved game -- do not immediately stop engine
53 * added some more smooth screen fadings (game start, hall of fame etc.)
56 * fixed bug with displaying pushed CE with value/score/delay anim_mode
59 * added configurable level preview position, tile size and dimensions
60 * added configurable game panel value positions (gems, time, score etc.)
63 * fixed small bug with time displayed incorrectly when collecting CEs
66 * fixed bug with bumpy scrolling with EM engine in double player mode
69 * added compatibility code to fix "Snake Bite" style levels that were
70 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
73 * fixed bug with scrollbars inside editor when using the Windows mouse
74 enhancement tool "True X-Mouse" (which injects key events to the event
75 queue to insert selected stuff into the Windows clipboard, which gets
76 confused with the "Insert" key for jumping to the last editor cascade
77 block in the element list)
78 * added Rocks'n'Diamonds icon for use as window icon to SDL version
79 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
82 * added selection of preferred fullscreen mode to setup / graphics menu
83 (useful if default mode 800 x 600 does not match screen aspect ratio)
86 * improved down-scaling of images for better editor and preview graphics
87 * changed user data directory for Mac OS X from Unix style to new place
90 * improved level number selection in main menu and player selection in
91 setup menu (input devices section) by using standard button gadgets
92 * added support for mouse scroll wheel (caused buggy behaviour before)
93 * added support for scrolling horizontal scrollbars with mouse wheel by
94 holding "Shift" key pressed while scrolling the wheel
95 * added support for single step mouse wheel scrolling by holding "Alt"
96 key pressed while scrolling the wheel (can be combined with "Shift")
97 * changed output file "stderr.txt" on Windows platform now always to be
98 created in the R'n'D sub-directory of the personal documents directory
99 * added Windows message box to direct to "stderr.txt" after error aborts
102 * improved general scrollbar handling (when jump-scrolling scrollbars)
105 * changed scrollbars to always show last line as first after scrolling
106 (that means jumping n - 1 screen lines instead of n screen lines)
109 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
110 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
111 * fixed special handling of vertically stacked acid becoming fake acid
114 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
115 affect multiple instances of the same CE, although this kind of
116 change condition usually only affects one single custom element
119 * version number set to 3.2.1
122 * version 3.2.0 released
125 * reorganized level editor element list a bit to match engines better
128 * fixed newly introduced bug with wrongly initializing clipboard element
131 * fixed bug with displaying visible/invisible level border in editor
134 * reorganized some elements in the level editor element list
137 * fixed bug with displaying any player as "yellow" when moving into acid
138 * fixed bug with displaying running player when player stopped at border
141 * fixed bug with player exploding when moving into acid
142 * fixed bug with level settings being reset in editor and when playing
143 (some compatibility settings being set not only after level loading)
144 * fixed crash bug when number of custom graphic frames was set to zero
145 * fixed bug with teleporting player on walkable tile not working anymore
146 * added partial compatibility support for pre-release-only "CONF" chunk
147 (to make Alan Bond's "color cycle" demo work again :-) )
150 * fixed some bugs when displaying title screens from info screen menu
151 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
154 * changed file major version to 3 to reflect level file format changes
155 * uploaded pre-release (test) version 3.2.0-8 binary and source code
158 * added new chunk "NAME" to level file format for level name settings
159 * added new chunk "NOTE" to level file format for envelope settings
160 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
161 * updated magic(5) file to recognize changed and new level file chunks
162 * removed change events "change when CE value/score changes" as unneeded
165 * changed gravity (which only affects the player) from level property
166 to player property (only makes a difference in multi-player levels)
167 * added change events "change when CE value/score changes"
168 * added change events "change when CE value/score changes of <element>"
171 * added new chunk "INFO" to level file format for global level settings
172 * added all element settings from "HEAD" chunk to "CONF" chunk
173 * added all global level settings from "HEAD" chunk to "INFO" chunk
176 * changed level file format by adding two new chunks "CUSX" (for custom
177 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
178 elements, replacing the previous "GRP1" chunk); these new IFF style
179 chunks use the new and flexible "micro chunks inside chunks" technique
180 already used with the new "CONF" chunk (for normal element properties)
181 which makes it possible to easily extend the existing level format
182 (instead of using fixed-length chunks like before, which are either
183 too big due to reserved bytes for future use, or too small when those
184 reserved bytes have all been used and even more data should be stored,
185 requiring the replacement by new and larger chunks just like it went
186 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
189 * added credits pages to the "credits" section that were really missing
190 * added some missing element descriptions to the level editor
191 * added down position of switchgate switch to the level editor
192 and allowed the use of both switch positions at the same time
193 * changed use of "Insert" and "Delete" keys to navigate element list in
194 level editor to start of previous or next cascading block of elements
197 * added the possibility to view the title screen to the info screen menu
198 * fixed some minor bugs with viewing title screens
201 * fixed bug with title (cross)fading in/out when using fullscreen mode
204 * fixed bug that forced re-defining of menu settings in local graphics
205 config file which are already defined in existing base config file
206 * fixed small bug that caused door sounds playing when music is enabled
209 * added the possibility to define up to five title screens for each
210 level set that are displayed after loading using (cross)fading in/out
211 (this was added to display the various start images of the EMC sets)
214 * added "CE score gets zero [of]" to custom element trigger conditions
215 * added setup option to display element token name in level editor
218 * added compatibility code for Juergen Bonhagen's menu artwork settings
221 * fixed bug with displaying wrong animation frame 0 after CE changes
222 * fixed bug with creating invisible elements when light switch is on
225 * added selection between ECS and AGA graphics for EMC levels to setup
228 * adjusted font handling for various narrow EMC style fonts
231 * changed EM engine behaviour back to re-allow initial rolling springs
234 * fixed handling of over-large selectboxes (less error-prone now)
235 * fixed bug when creating GE with walkable element under the player
238 * added use of "Insert" and "Delete" keys to navigate element list in
239 level editor to start of custom elements or start of group elements
240 * added virtual elements to access CE value and CE score of elements:
241 - "CE value of triggering element"
242 - "CE score of triggering element"
243 - "CE value of current element"
244 - "CE score of current element"
247 * fixed "grass" to "sand" in older EM levels (up to file version V4)
250 * changed behaviour of network games with internal errors (because of
251 different client frame counters) from immediately terminating R'n'D
252 to displaying an error message requester and stopping only the game
253 (also to prevent impression of crashes under non command-line runs)
254 * fixed playing network games with the EMC engine (did not work before)
255 * fixed bug with not scrolling the screen in multi-player mode with the
256 focus on player 1 when all players are moving in different directions
257 * fixed bug with keeping pointer to gadget even after its deallocation
258 * fixed bug with allowing "focus on all players" in network games
259 * fixed bug with player focus when playing tapes from network games
262 * uploaded pre-release (test) version 3.2.0-7 binary and source code
265 * code cleanup for game action control for R'n'D and EMC game engine
268 * fixed bug in multi-player movement with focus on both players
269 * added option to control only the focussed player with all input
272 * added player focus switching to level tape recording and re-playing
275 * fixed some bugs in player focus switching in EMC and RND game engine
278 * added special Supaplex animations for Murphy digging and snapping
279 * added special Supaplex animations for Murphy being bored and sleeping
282 * added four new yam yams with explicit start direction for EMC engine
283 * fixed bug in src/libgame/text.c with printing text outside the window
286 * fixed small bug in EMC level loader (copyright sign in EM II levels)
289 * added delayed ignition of EM style dynamite when used in R'n'D engine
290 * added limited movement range to EMC engine when focus on all players
293 * fixed bug with missing (zero) score values for native Supaplex levels
296 * added "continuous snapping" (snapping many elements while holding the
297 snap key pressed, without releasing the snap key after each element)
298 as a new player setting for more compatibility with the classic games
301 * finished scrolling for "focus on all players" in EMC graphics engine
304 * level sets with "levels: 0" are ignored for levels, but not artwork
305 * fixed bug when scanning empty level group directories (endless loop)
308 * fixed bug with explosion graphic for player using "Murphy" graphic
309 * fixed bug with explosion graphic if player leaves explosion in time
310 * changed some descriptive text in setup menu to use medium-width font
311 * added key shortcut settings for switching player focus to setup menu
314 * fixed bug with random value initialization when recording tapes
315 * fixed bug with playing single player tapes when team mode activated
318 * fixed little bug when trying to switch to player that does not exist
321 * added player switching (visual and quick) to R'n'D and EM game engine
322 * added setup option to select visual or quick in-game player switching
325 * added use of "Home" and "End" keys to handle element list in editor
328 * fixed bug with adding score when playing tape with EMC game engine
329 * added steel wall border for levels using EMC engine without border
330 * finally fixed delayed scrolling in EMC engine also for small levels
333 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
336 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
337 * fixed bug when displaying info element without action, but direction
340 * fixed minor graphical problems with springs smashing and slurping
341 (when using R'n'D style graphics instead of EMC style graphics)
344 * added scroll delay (as configured in setup) to EMC graphics engine
347 * improved screen redraw for EMC graphics engine (faster and smoother)
348 * when not scrolling, do not redraw the whole playfield if not needed
351 * added multi-player mode for EMC game engine (with up to four players)
354 * added android (can clone elements) from EMC engine to R'n'D engine
357 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
360 * added selectbox for initial player speed to player settings in editor
363 * version 3.1.2 created that is basically version 3.1.1, but with a
364 major bug fixed that prevented editing your own private levels
365 * version 3.1.2 released
368 * added magic ball (creates elements) from EMC engine to R'n'D engine
371 * uploaded fixed pre-release version 3.2.0-6 binary and source code
374 * fixed bug when using "CE can leave behind <trigger element>"
375 * added new change condition "(after/when) creation of <element>"
376 * added new change condition "(after/when) digging <element>"
377 * fixed bug accessing invalid gadget that caused crashes under Windows
378 * deactivated new possibility for multiple CE changes per frame
381 * uploaded pre-release (test) version 3.2.0-6 binary and source code
384 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
385 * fixed bug with not keeping CE value for moving CEs with only action
386 * changed CE action selectboxes in editor to be only reset when needed
389 * added option "use artwork from element" for custom player artwork
390 * added option "use explosion from element" for player explosions
393 * added cascaded element lists in the level editor
394 * added persistence for cascaded element lists by "editorcascade.conf"
395 * added dynamic element list with all elements used in current level
396 * added possibility for multiple CE changes per frame (experimental)
399 * uploaded pre-release (test) version 3.2.0-5 binary and source code
402 * changed "score for each 10 seconds/steps left" to "1 second/step"
403 * added own score for collecting "extra time" instead of sharing it
404 * added change events "switched by player" and "player switches <e>"
405 * added change events "snapped by player" and "player snaps <e>"
406 * added "set player artwork: <element choice>" to CE action options
407 * added change event "move of <element>"
410 * added "set player shield: off / normal / deadly" to CE action options
411 * added new player option "use level start element" in level editor
412 to set the correct focus at level start to elements from which the
413 player is created later (this did not work before for cascaded CE
414 changes resulting in creation of the player; it is now also possible
415 to create the player from a yam yam which is smashed at level start)
418 * added "set player speed: frozen (not moving)" to CE action options
419 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
422 * added new player option "block snap field" (enabled by default) to
423 make it possible to show a snapping animation like in Emerald Mine
426 * added dynamic selectboxes to custom element action settings in editor
427 * added "CE value" counter for custom elements (instead of "CE count")
428 * added option to use the last "CE value" after custom element change
429 * added option to use the "CE value" of other elements in CE actions
430 * fixed odd behaviour when pressing time orb in levels w/o time limit
431 * added checkbox "use time orb bug" for older levels that use this bug
434 * added missing configuration settings for the following elements:
435 - EL_TIMEGATE_SWITCH (time of open time gate)
436 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
437 - EL_SHIELD_NORMAL (time of shield duration)
438 - EL_SHIELD_DEADLY (time of shield duration)
439 - EL_EXTRA_TIME (time added to level time)
440 - EL_TIME_ORB_FULL (time added to level time)
443 * added "wind direction" as a movement pattern for custom elements
444 * added initial wind direction for balloon / custom elements to editor
445 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
448 * added parameters for "game of life" and "biomaze" elements to editor
451 * added level file chunk "CONF" for generic level and element settings
454 * uploaded pre-release (test) version 3.2.0-4 binary and source code
457 * skip empty level sets (with "levels: 0"; may be artwork base sets)
458 * added sound action ".page[1]" to ".page[32]" for each CE change page
461 * added image config suffix ".clone_from" to copy whole image settings
462 * fixed bug with invalid ("undefined") CE settings in old level files
465 * fixed graphical bug with smashing elements falling faster than player
468 * fixed major bug which prevented private levels from being edited
469 * fixed bug with precedence of general and special font definitions
472 * fixed graphical bug with player animation when player moves slowly
475 * uploaded pre-release (test) version 3.2.0-3 binary and source code
478 * fixed bug which prevented "global.num_toons: 0" from working
481 * major code cleanup (removed all these annoying "#if 0" blocks)
484 * added custom element actions for CE change page in level editor
487 * fixed music initialization bug in init.c (thanks to David Binderman)
488 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
489 (this bug must probably be fixed at other places, too)
492 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
493 (should be '#include <SDL.h>' instead)
496 * fixed bug which prevented "walkable from no direction" from working
497 (due to compatibility code overwriting this setting after loading)
500 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
503 * version number temporarily set to 3.1.1 (intermediate bugfix release)
504 * version 3.1.1 released
507 * changed some va_arg() arguments from 'long' to 'int', fixing problems
508 on 64-bit architecture systems with LP64 data model
511 * fixed bug with bombs not exploding when hitting the last level line
512 (introduced after the release of 3.1.0)
515 * added support for dumping small-sized level sketches from editor
518 * added recognition of "trigger element" for "change digged element to"
519 (this is not really what the "trigger element" was made for, but its
520 use may seem obvious for leaving back digged elements unchanged)
523 * fixed multiple warnings about failed joystick device initialization
526 * fixed bug with dynamite dropped on top of just dropped custom element
527 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
528 dynamite can still be dropped, but drop key must be released before
531 * fixed bug with wrong start directory when started from file browser
532 (due to this bug, R'n'D could not be started from KDE's Konqueror)
535 * fixed bug causing "change when impact" on player not working
536 * fixed wrong priority of "hitting something" over "hitting <element>"
537 * fixed wrong priority of "hit by something" over "hit by <element>"
540 * fixed graphical bug which caused the player (being Murphy) to show
541 collecting animations although the element was collected by penguin
544 * fixed two bugs causing wrong door background graphics in system.c
545 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
548 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
549 * added "no direction" to "walkable/passable from" selectbox options
552 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
553 * in tape autoplay, not only report broken, but also missing tapes
556 * uploaded pre-release (test) version 3.2.0-2 binary and source code
559 * fixed small bug with "linear" animation not working for active lamp
562 * fixed bug with moving up despite gravity due to "block last field"
563 * fixed small bug with wrong draw offset when typing name in main menu
564 * when reading user names from "passwd", ignore data after first comma
565 * when creating new "levelinfo.conf", only write some selected entries
568 * fixed displaying "imported from/by" on preview with empty string
569 * fixed ignoring draw offset for fonts used for level preview texts
572 * fixed a delay problem with SDL and too many mouse motion events
573 * added setup option "skip levels" and level skipping functionality
576 * added move speed "not moving" for non-moving CEs, but with direction
579 * fixed mapping of obsolete element token names in "editorsetup.conf"
580 * fixed bug with sound "acid.splashing" treated as a loop sound
581 * fixed some little sound bugs in native EM engine
584 * fixed small bug when dragging scrollbars to end positions
587 * added editor element descriptions written by Aaron Davidson
590 * improved fallback handling when configured artwork is not available
591 (now using default artwork instead of exiting when files not found)
594 * fixed bug on level selection screen when dragging scrollbar
597 * fixed bug which caused broken tapes when appending to EM engine tapes
600 * uploaded pre-release (test) version 3.2.0-1 binary and source code
603 * added code to replace changed artwork config tokens with other tokens
604 (needed for backwards compatibility, so that older tokens still work)
607 * added native R'n'D graphics for some new EMC elements in EM engine
610 * fixed some bugs in the EM engine integration code
611 * changed EM engine code to allow diagonal movement
612 * changed EM engine code to allow use of separate snap and drop keys
615 * fixed some redraw bugs when using EM engine
618 * fixed bug with not converting RND levels which are set to use native
619 engine to native level structure when loading
622 * uploaded pre-release (test) version 3.2.0-0 binary and source code
625 * version number set to 3.2.0
628 * level data now reset to defaults after attempt to load invalid file
631 * added use of "editorsetup.conf" for different level sets
634 * added auto-detection for various types of Emerald Mine level files
637 * fixed bug with scrollbars getting too small when list is very large
640 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
643 * added most level editor configuration gadgets for new EMC elements
646 * added more element and graphic definitions for new EMC elements
649 * modified native EM engine to use integrated R'n'D sound system
652 * added SDL support to graphics functions in native EM engine
653 (by always using generic libgame interface functions)
656 * fixed bug in frame synchronization in native EM engine
659 * added code to convert levels between R'n'D and native EM engine
662 * new Emerald Mine engine can now play levels selected in main menu
665 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
666 (which creates scaled down graphics for level editor and preview);
667 there's still a memory leak somewhere in the artwork handling code
668 * added "scale image up" functionality to X11 version of zoom function
671 * first attempts to integrate new, native Emerald Mine Club engine
674 * fixed bug in gadget code which caused reset of CEs in level editor
675 (example: pressing 'b' [grab brush] on CE config page erased values)
676 (solution: check if gadgets in ClickOnGadget() are really mapped)
677 * improved level change detection in editor (settings now also checked)
678 * fixed bug with "can move into acid" and "don't collide with" state
681 * fixed maze runner style CEs to use the configured move delay value
684 * added Aaron Davidson's tutorial level set to the "Tutorials" section
687 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
688 * fixed the above fix because it broke level set "machine" (*sigh*)
689 * fixed random element placement in level editor to work as expected
690 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
693 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
696 * fixed bug (missing array boundary check) which caused broken tapes
697 * fixed bug (when loading level template) which caused broken levels
698 * fixed bug with new block last field code when using non-yellow player
701 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
702 * internal change of how the player blocks the last field when moving
703 * fixed blocking delay of last field for EM and SP style block delay
704 * fixed bug where the player had to wait for the usual move delay after
705 unsuccessfully trying to move, when he directly could move after that
706 * the last two changes should make original Supaplex level 93 solvable
707 * improved use of random number generator to make it less predictable
708 * fixed behaviour of slippery SP elements to let slip left, then right
711 * fixed bug with wrong door state after trying to quickload empty tape
712 * fixed waste of static memory usage of the binary, making it smaller
713 * fixed very little graphical bug in Supaplex explosion
716 * version number set to 3.1.1
719 * version 3.1.0 released
722 * fixed bug with crash when writing user levelinfo.conf the first time
725 * added option "convert LEVELDIR [NR]" to command line batch commands
726 * re-converted Supaplex levels to apply latest engine fixes
727 * changed "use graphic/sound of element" to "use graphic of element"
728 due to compatibility problems with some levels ("bug machine" etc.)
731 * fixed bug with CE change replacing player with same or other player
734 * fixed bug with opaque font in envelope with background graphic when
735 background graphic is not transparent itself
738 * added "gravity on" and "gravity off" ports for Supaplex compatibility
739 * corrected original Supaplex level loading code to use these new ports
740 * also corrected Supaplex loader to auto-count infotrons if set to zero
743 * fixed bug with missing initialization of "modified" flag for GEs
746 * fixed bug that caused endless recursion loop when relocating player
747 * fixed tape recorder bug in "step mode" when using "pause before end"
748 * fixed tape recorder bug when changing from "warp forward" mode
751 * fixed bug with "when touching" for pushed elements at last position
754 * fixed bug that caused two activated toolbox buttons in level editor
755 * fixed bug with exploding dynabomb under player due to other explosion
758 * fixed bug with creating walkable custom element under player (again)
759 * fixed bug with not copying explosion type when copying CEs in editor
760 * fixed graphical bug when drawing player in setup menu (input devices)
761 * fixed graphical bug when the player is pushing an accessible element
762 * fixed bug with classic switchable elements triggering CE changes
763 * fixed bug with entering/leaving walkable element in RelocatePlayer()
764 * fixed crash bug when CE leaves behind the trigger player element
767 * fixed bug with broken tubes after placing/exploding dynamite in them
768 * fixed bug with exploding dynamite under player due to other explosion
769 * fixed bug with not resetting push delay under certain circumstances
772 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
773 * added network multiplayer code for Windows (thanks to Niko Böhm)
776 * added option "reachable despite gravity" for gravity movement
777 * changed gravity movement of most classic walkable and passable
778 elements back to "not reachable" (for compatibility reasons)
781 * fixed (removed) "indestructible" / "can explode" dependency in editor
782 * fixed (removed) "accessible inside" / "protected" dependency
783 * fixed (removed) "step mode" / "shield time" dependency
786 * fixed dynabombs exploding now into anything diggable
787 * fixed Supaplex style gravity movement into buggy base now impossible
788 * added pressing key "space" as valid action to select menu options
791 * added "replace when walkable" to relocate player to walkable element
792 * added "enter"/"leave" event for elements affected by relocation
793 * fixed "direct"/"indirect" change order also for "when change" event
794 * fixed graphical bug when pushing things from elements walkable inside
797 * fixed graphic bug when player is snapping while moving in old levels
798 * fixed bug when a moving custom element leaves a player element behind
799 * fixed bug with mole not disappearing when moving into acid pool
800 * fixed bug with incomplete path setting when using "--basepath" option
801 * moving CE can now leave walkable elements behind under the player
802 * when relocating, player can be set on walkable element now
803 * fixed another gravity movement bug
806 * uploaded pre-release (test) version 3.1.0-2 binary and source code
809 * added "collectible" and "removable" to extended replacement types
810 (where "removable" replaces "diggable" and "collectible" elements)
811 * added "collectible & throwable" (to throw element to the next field)
812 * fixed bug with CEs digging elements that are just about to explode
813 * changed mouse cursor now always being visible when game is paused
816 * added possibility to push/press accessible elements from a side that
818 * fixed bug with not setting actual date when appending to tape
821 * fixed bug with incorrectly initialized custom element editor graphics
824 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
825 - number of levels corrected from 18 to 17 in "levelinfo.conf"
828 * fixed bug with destroyed robot wheel still attracting robots forever
829 * fixed bug with time gate switch deactivating after robot wheel time
830 (while the time gate itself is not affected by this misbehaviour)
831 * changed behaviour of BD style amoeba to always get blocked by player
832 (before it was different when there were non-BD elements in level)
833 * fixed bug with player destroying indestructable elements with shield
836 * added option to make growing elements grow into anything diggable
837 (for the various amoeba types, biomaze and "game of life")
840 * fixed bug with movable elements not moving after left behind by CEs
841 * changed gravity movement to anything diggable, not only sand/base
842 * optionally allowing passing to walkable element, not only empty space
843 * added option "can pass to walkable element" for players
844 * finally fixed gravity movement (hopefully)
847 * fixed bug with movable elements not moving anymore after falling down
850 * fixed another bug with custom elements digging and leaving elements
851 * fixed bug with "along left/right side" and automatic start direction
852 * trigger elements now also displayed when "more custom" deactivated
853 * fixed bug with clipboard element initialized when loading new level
854 * added option "drop delay" to set delay before dropping next element
857 * uploaded pre-release (test) version 3.1.0-1 binary and source code
860 * added copy and paste functions for custom change pages
861 * enhanced graphical display and functionality of tape recorder
862 * fixed bug with custom elements digging and leaving elements
865 * added move speed faster than "very fast" for custom elements
866 * fixed bug with 3+3 style explosions and missing border content
867 * fixed little bug when copying custom elements in the editor
868 * enhanced custom element changes by more side trigger actions
871 * added option "no scrolling when relocating" for instant teleporting
872 * uploaded pre-release (test) version 3.1.0-0 binary and source code
875 * added trigger element and trigger player to use as target elements
876 * added copy and paste functions for custom and group elements
879 * fixed graphical bug when displaying explosion animations
880 * fixed bug when appending to tapes, resulting in broken tapes
881 * re-recorded a few tapes broken by fixing gravity checking bug
884 * "can move into acid" property now for all elements independently
885 * "can fall into acid" property for player stored in same bitfield now
886 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
887 * version number set to 3.1.0 (finally!)
890 * changed tape recording to only record input, not programmed actions
893 * fixed totally broken (every 8th frame skipped) step-by-step recording
894 * fixed bug with requester not displayed when quick-loading interrupted
895 * added option "can fall into acid (with gravity)" for players
896 * fixed bug with player not falling when snapping down with gravity
899 * fixed bug which messed up key config when using keypad number keys
902 * fixed bug which allowed moving upwards even when gravity was active
903 * fixed bug with missing error handling when dumping levels or tapes
906 * added different colored editor graphics for Supaplex gravity tubes
909 * fixed bug that allowed solvable tapes for unsolvable levels
912 * use unlimited number of droppable elements when "count" set to zero
913 * added option to use step limit instead of time limit for level
916 * added player and change page as trigger for custom element change
919 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
922 * fixed bug with dark yamyam changing to acid when moving over acid
923 * fixed handling of levels with more than 999 seconds level time
924 (example: level 76 of "Denmine")
927 * "spring push bug" reintroduced as configurable element property
928 * fixed bug with missing properties for "mole"
929 * fixed bug that showed up when fixing the above "mole" properties bug
930 * added option "can move into acid" for all movable elements
931 * fixed graphical bug for elements moving into acid
932 * changed event handling to handle all pending events before going on
935 * fixed bug which caused all CE change pages to be ignored which had
936 the same change event, but used a different element side
937 (reported by Simon Forsberg)
939 * fixed bug which caused elements that can move and fall and that are
940 transported by a conveyor belt to continue moving into that direction
941 after leaving the conveyor belt, regardless of their own movement
942 type; only elements which can not move are transported now
943 (reported by Simon Forsberg)
945 * fixed bug which could cause an array overflow in RelocatePlayer()
946 (reported by Niko Böhm)
948 * changed Emerald Mine style "passable / over" elements to "protected"
949 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
951 * added new option to select from which side a "walkable/passable"
952 element can be entered
955 * added explosion and ignition delay for elements that can explode
958 * fixed bug which caused player not being protected against enemies
959 when a CE was "walkable / inside" and was not "indestructible"
960 * added "walkable/passable" fields to be "protected/unprotected"
961 against enemies, even if not accessible "inside" but "over/under"
964 * corrected move pattern to 32 bit and initial move direction to 8 bit
967 * added second custom element base configuration page
970 * added some special EMC mappings to Emerald Mine level loader
971 (also covering previously unknown element in level 0 of "Bondmine 8")
974 * added option to block last field when player is moving (for Supaplex)
975 * adjusted push delay of Supaplex elements
976 * removed delays for envelopes etc. when replaying with maximum speed
977 * fixed bug when dropping element on a field that just changed to empty
980 * fixed bug: infotrons can now smash yellow disks
981 * fixed bug: when gravity active, port above player can now be entered
982 * removed "one white dot" mouse pointer which irritated some people
985 * added "choice type" for group element selection
988 * fixed bug with initial invulnerability of non-yellow player
991 * added level loader for loading native Supaplex packed levels
992 (including multi-part levels like the "splvls99" levels)
995 * fixed bug which allowed creating emeralds by escaping explosions
998 * custom elements can change (limited) or leave (unlimited) elements
999 * finally added multiple matches using group elements
1000 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1003 * added new start movement type "previous" for continued CE movement
1004 * added new start movement type "random" for random CE movement start
1007 * added new element "sokoban_field_player" needed for Sokoban levels
1008 (thanks to Ed Booker for pointing this out!)
1011 * added elements that can be digged or left behind by custom elements
1014 * added group elements for multiple matches and random element creation
1017 * fixed some graphical errors displayed in old levels
1020 * fixed wrong double speed movement after passing closing gates
1023 * added level loader for loading native Emerald Mine levels
1026 * changes for "shooting" style CE movement
1029 * Happy New Year! ;-)
1032 * changed default snap/drop keys from left/right Shift to Control keys
1035 * fixed bug with dead player getting reanimated from custom element
1038 * fixed bug with wrong penguin graphics (when entering exit)
1041 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1044 * version number set to 3.0.9
1047 * version 3.0.8 released
1050 * added function checked_free()
1053 * fixed bug with double nut cracking sound
1054 (by eliminating "default element action sound" assignment in init.c)
1057 * fixed crash when no music info files are available
1060 * fixed boring and sleeping sounds
1063 * added "maze runner" and "maze hunter" movement types
1064 * added extended collision conditions for custom elements
1067 * added warnings for undefined token values in artwork config files
1070 * added menu entry for level set information to the info screen
1073 * fixed bug with wrong default impact sound for colored emeralds
1076 * added several sub-screens for the info screen
1077 * menu text now also clickable (not only blue/red sphere left of it)
1080 * added configurable "bored" and "sleeping" animations for the player
1081 * added "awakening" sound for player when waking up after sleeping
1084 * added "copy" and "exchange" functions for custom elements to editor
1087 * added configurable element animations for info screen
1090 * added configurable music credits for info screen
1093 * finally fixed tape recording when player is created from CE change
1096 * added "editorsetup.conf" for editor element list configuration
1099 * added "musicinfo.conf" for menu and level music configuration
1102 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1103 (that only showed up on Linux, but not on Windows systems)
1106 * fixed turning movement of butterflies and fireflies (no frame reset)
1107 * enhanced sniksnak turning movement (two steps instead of only one)
1110 * version number set to 3.0.8
1113 * version 3.0.7 released
1116 * fixed reset of player animation frame when, for example,
1117 walking, digging or collecting share the same animation
1118 * fixed CE with "deadly when touching" exploding when touching amoeba
1121 * fixed tape recording when player is created from CE element change
1124 * introduced "turning..." action graphic for elements with move delay
1125 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1126 * added turning animations for bug, spaceship and sniksnak
1129 * prevent "extended" changed elements from delay change in same frame
1132 * fixed bug when pushing element that can move away to the side
1133 (like pushing falling elements, but now with moving elements)
1136 * finally fixed serious bug in code for delayed element pushing (again)
1139 * unavailable setup options now marked as "n/a" instead of "off"
1140 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1141 to "true", levels are always played with the latest game engine,
1142 which is desired for levels that are imported from other games; all
1143 other levels are played with the engine version stored in level file
1144 (which is normally the engine version the level was created with)
1147 * fixed serious bug in code for delayed element pushing
1148 * fixed little bug in animation frame selection for pushed elements
1149 * speed-up of reading config file for verbose output
1152 * added configuration option for opening and closing Supaplex exit
1153 * added configuration option for moving up/down animation for Murphy
1154 * fixed incorrectly displayed animation for attacking dragon
1155 * fixed bug with not setting initial gravity for each new game
1156 * fixed bug with teleportation of player by custom element change
1157 * fixed bug with player not getting smashed by rock sometimes
1160 * version number set to 3.0.7
1163 * version 3.0.6 released
1166 * added support for MP3 music for SDL version through SMPEG library
1169 * fixed bug when initializing font graphic structure
1170 * fixed bug with animation mode "pingpong" when using only 1 frame
1171 * fixed bug with extended change target introduced in 3.0.5
1172 * fixed bug where passing over moving element doubles player speed
1173 * fixed bug with elements continuing to move into push direction
1174 * fixed bug with duplicated player when dropping bomb with shield on
1175 * added "switching" event for custom elements ("pressing" only once)
1176 * fixed switching bug (resetting flag when not switching but not idle)
1179 * fixed element tokens for certain file elements with ".active" etc.
1182 * version number set to 3.0.6
1185 * version 3.0.5 released
1188 * now four envelope elements available
1189 * font, background, animation and sound for envelope now configurable
1190 * main menu doors opening/closing animation type now configurable
1193 * active/inactive sides configurable for custom element changes
1194 * new movement type "move when pushed" available for custom elements
1197 * fixed bug in multiple config pages loader code that caused crashes
1200 * enhanced (remaining low-resolution) Supaplex graphics
1203 * version number set to 3.0.5
1206 * version 3.0.4 released
1208 2003-09-12 src/tools.c
1209 * fixed bug in custom definition of crumbled element graphics
1211 2003-09-11 src/files.c
1212 * fixed bug in multiple config pages code that caused crashes
1215 * version number set to 3.0.4
1218 * version 3.0.3 released
1221 * added music to Supaplex classic level set
1223 2003-09-07 src/libgame/misc.c
1224 * added support for loading various music formats through SDL_mixer
1226 2003-09-06 (various source files)
1227 * fixed several nasty bugs that may have caused crashes on some systems
1228 * added envelope content which gets displayed when collecting envelope
1229 * added multiple change event pages for custom elements
1231 2003-08-24 src/game.c
1232 * fixed problem with player animation when snapping and moving
1234 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1235 * fixed problem with flickering when drawing toon animations
1237 2003-08-23 src/libgame/sdl.c
1238 * fixed problem with setting mouse cursor in SDL version in fullscreen
1240 2003-08-23 src/game.c
1241 * fixed bug (missing array boundary check) which could crash the game
1244 * version number set to 3.0.3
1247 * version 3.0.2 released
1249 2003-08-21 src/game.c
1250 * fixed bug with creating inaccessible elements at player position
1252 2003-08-20 src/init.c
1253 * fixed bug with not finding current level artwork directory
1255 2003-08-20 src/files.c
1256 * fixed bug with choosing wrong engine version when playing tapes
1257 * fixed bug with messing up custom element properties in 3.0.0 levels
1260 * version number set to 3.0.2
1263 * version 3.0.1 released
1265 2003-08-17 (no source files affected)
1266 * changed all "classic" PCX image files with 16 colors or less to
1267 256 color (8 bit) storage format, because the Allegro game library
1268 cannot handle PCX files with less than 256 colors (contributed
1269 graphics are not affected and might look wrong in the DOS version)
1271 2003-08-16 src/init.c
1272 * fixed bug which (for example) crashed the level editor when defining
1273 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1274 (only set to default) -- invalid graphics now set to default graphic
1276 2003-08-16 src/init.c
1277 * fixed graphical bug of player digging/collecting/snapping element
1278 when no corresponding graphic/animation is defined for this action,
1279 resulting in player being drawn as EL_EMPTY (which should only be
1280 done to elements being collected, but not to the player)
1282 2003-08-16 src/game.c
1283 * fixed small graphical bug of player not totally moving into exit
1285 2003-08-16 src/libgame/setup.c
1286 * fixed bug with wrong MS-DOS 8.3 filename conversion
1288 2003-08-16 src/tools.c
1289 * fixed bug with invisible mouse cursor when pressing ESC while playing
1291 2003-08-16 (various source files)
1292 * added another 128 custom elements (disabled in editor by default)
1294 2003-08-16 src/editor.c
1295 * fixed NULL string bug causing Solaris to crash in sprintf()
1297 2003-08-16 src/screen.c
1298 * fixed drawing over scrollbar on level selection with custom fonts
1300 2003-08-15 src/game.c
1301 * cleanup of simple sounds / loop sounds / music settings
1303 2003-08-08 (various source files)
1304 * added custom element property for dropping collected elements
1306 2003-08-08 src/conf_gfx.c
1307 * fixed bug with missing graphic for active red disk bomb
1309 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1310 * extended variable "level.gravity" to "level.initial_gravity" and
1311 "game.current_gravity" to prevent level setting from being changed
1312 by playing the level (keeping the runtime value after playing)
1314 * fixed graphics bug when digging element that has 'crumbled' graphic
1315 definition, but not 'diggable' graphic definition
1318 * version number set to 3.0.1
1321 * version 3.0.0 released
1324 * various bug fixes; among others:
1325 - fixed bug with pushing spring over empty space
1326 - fixed bug with leaving tube while placing dynamite
1327 - fixed bug with explosion of smashed penguins
1328 - allow Murphy player graphic in levels with non-Supaplex elements
1332 * I have forgotten to document changes for some time
1335 * pre-release version 2.2.0rc1 released
1338 * version number set to 2.1.2
1341 * version 2.1.1 released
1344 * version number set to 2.1.1
1347 * version 2.1.0 released
1350 * version number set to 2.1.0
1352 2002-04-03 to 2002-05-19 (various source files)
1353 * graphics, sounds and music now fully configurable
1354 * bug fixed that prevented walking through tubes when gravity on
1356 2002-04-02 src/events.c, src/editor.c
1357 * Make Escape key less aggressive when playing or when editing level.
1358 This can be configured as an option in the setup menu. (Default is
1359 "less aggressive" which means "ask user if something can be lost"
1360 when pressing the Escape key.)
1362 2002-04-02 src/screen.c
1363 * Added "graphics setup" screen.
1365 2002-04-01 src/screen.c
1366 * Changed "choose level" setup screen stuff to be more generic (to
1367 make it easier to add more "choose from generic tree" setup screens).
1369 2002-04-01 src/config.c, src/timestamp.h
1370 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1371 automatically gets created by "src/Makefile" and contains an actual
1372 compile-time timestamp to identify development versions of the game).
1374 2002-03-31 src/tape.c, src/events.c
1375 * Added quick game/tape save/load functions to tape stuff which can be
1376 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1377 loads previously recorded tape and directly goes into recording mode
1378 from the end of the tape (therefore appending to the tape).
1380 2002-03-31 src/tape.c
1381 * Added "index mark" function to tape recorder. When playing or
1382 recording, "eject" button changes to "index" button. Setting index
1383 mark is not yet implemented, but pressing index button when playing
1384 allows very quick advancing to end of tape (when normal playing),
1385 very fast forward mode (when playing with normal fast forward) or
1386 very fast reaching of "pause before end of tape" (when playing with
1387 "pause before end" playing mode).
1389 2002-03-30 src/cartoons.c
1390 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1392 2002-03-29 src/screen.c
1393 * Changed setup screen stuff to be more generic (to make it easier
1394 to add more setup screens).
1396 2002-03-23 src/main.c, src/main.h
1397 * Various changes due to the introduction of the new libgame files
1398 "setup.c" and "joystick.c".
1400 2002-03-23 src/files.c
1401 * Generic parts of "src/files.c" (mainly setup and level directory
1402 stuff) moved to new libgame file "src/libgame/setup.c".
1404 2002-03-23 src/joystick.c
1405 * File "src/joystick.c" moved to libgame source tree, with
1406 correspondig changes.
1408 2002-03-22 src/screens.c
1409 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1410 (Wrong level series information displayed when entering main group.)
1412 2002-03-22 src/editor.c
1413 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1415 2002-03-22 src/editor.c
1416 * Changed behaviour of "Escape" key in level editor to be more
1417 intuitive: When in "Element Properties" or "Level Info" mode,
1418 return to "Drawing Mode" instead of leaving the level editor.
1420 2002-03-21 src/game.c, src/editor.c, src/files.c
1421 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1422 gems (emeralds, diamonds, ...) slipping down from normal wall,
1423 steel wall and growing wall (as in E.M.C. style levels). Although
1424 the behaviour of contributed and private levels wasn't changed (due
1425 to the use of "level.game_version"; see previous entry), editing
1426 those levels will (of course) change the behaviour accordingly.
1428 This change seems a bit too hard after thinking about it, because
1429 the EM style behaviour is not the "expected" behaviour (gems would
1430 normally only slip down from "rounded" walls). Therefore this was
1431 now changed to an element property for gem style elements, with the
1432 default setting "off" (which means: no special EM style behaviour).
1433 To fix older converted levels, this flag is set to "on" for pre-2.0
1434 levels that are neither contributed nor private levels.
1436 2002-03-20 src/files.h
1437 * Corrected settings for "level.game_version" depending of level type.
1438 (Contributed and private levels always get played with game engine
1439 version they were created with, while converted levels always get
1440 played with the most recent version of the game engine, to let new
1441 corrections of the emulation behaviour take effect.)
1443 2002-03-20 src/main.h
1444 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1445 compiling the SDL version on some systems.
1446 Thanks to the several people who pointed this out.
1449 * Version number set to 2.0.2.
1452 * Version 2.0.1 released.
1454 2002-03-18 src/screens.c
1455 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1457 2002-03-18 src/files.c [src/libgame/misc.c]
1458 * Moved some common functions from src/files.c to src/libgame/misc.c.
1460 2002-03-18 src/files.c [src/libgame/misc.c]
1461 * Changed permissions for new directories and saved files (especially
1462 score files) according to suggestions of Debian users and mantainers.
1463 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1465 2002-03-17 src/files.c
1466 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1467 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1468 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1469 for levels and "TAPE" for tapes). Old "cookie" style format is
1470 still supported for reading. New level and tape files are written
1473 * New IFF chunk "VERS" contains version numbers for file and game
1474 (where "game version" is the version of the program that wrote the
1475 file, and "file version" is a version number to distinguish files
1476 with different format, for example after adding new features).
1478 2002-03-15 src/screen.c
1479 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1480 (Before, you heard a mixture of the in-game music and the
1481 hall-of-fame music.)
1483 2002-03-14 src/events.c
1484 * Function "DumpTape()" (files.c) now available by pressing 't' from
1485 main menu (when in DEBUG mode).
1487 2002-03-14 src/game.c
1488 * "GameWon()": When game was won playing a tape, now there is no delay
1489 raising the score and no corresponding sound is played.
1491 2002-03-14 src/files.c
1492 * Changed "LoadTape()" for real chunk support and also adjusted
1493 "SaveTape()" accordingly.
1495 2002-03-14 src/game.c, src/tape.c, src/files.c
1496 * Important changes to tape format: The old tape format stored all
1497 actions with a real effect with a corresponding delay between the
1498 stored actions. This had some major disadvantages (for example,
1499 push delays had to be ignored, pressing a button for some seconds
1500 mutated to several single button presses because of the non-action
1501 delays between two action frames etc.). The new tape format just
1502 stupidly records all device actions and replays them later. I really
1503 don't know why I haven't solved it that way before?! Old-style tapes
1504 (with tape file version less than 2.0) get converted to the new
1505 format on-the-fly when loading and can therefore still be played;
1506 only some minor parts of the old-style tape handling code was needed.
1507 (A perfect conversion is not possible, because there is information
1508 missing about the device actions between two action frames.)
1510 2002-03-14 src/files.c
1511 * New function "DumpTape()" to dump the contents of the current tape
1512 in a human readable format.
1514 2002-03-14 src/game.c
1515 * Small tape bug fixed: When automatically advancing to next level
1516 after a game was won, the tape from the previous level still was
1517 loaded as a tape for the new level.
1519 2002-03-14 src/tape.c
1520 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1521 tape, cartoons did not get completely removed because
1522 StopAnimation() was not called.
1524 2002-03-13 src/files.c
1525 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1526 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1527 size even when using 16-bit elements). Added new chunk "CNT2" for
1528 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1529 chunk even when content was 16-bit element). "CNT2" should now be
1530 able to store content for arbitrary elements (up to eight blocks of
1531 3 x 3 element arrays). All "CNT2" elements will always be stored as
1532 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1534 2002-03-13 src/files.c
1535 * Changed "LoadLevel()" for real chunk support.
1537 2002-03-12 src/game.c
1538 * Fixed problem (introduced after 2.0.0 release) with penguins
1539 not getting killed by enemies
1541 2002-02-24 src/game.c, src/main.h
1542 * Added "player->is_moving"; now "player->last_move_dir" does
1543 not contain any information if the player is just moving at
1545 Before, "player->last_move_dir" was misused for this purpose
1546 for the robot stuff (robots don't kill players when they are
1547 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1548 broke tapes when walking through pipes!
1549 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1550 in a continuous movement. This fact is ignored for friends and