2 * changed EM engine behaviour back to re-allow initial rolling springs
5 * fixed handling of over-large selectboxes (less error-prone now)
6 * fixed bug when creating GE with walkable element under the player
9 * added use of "Insert" and "Delete" keys to navigate element list in
10 level editor to start of custom elements or start of group elements
11 * added virtual elements to access CE value and CE score of elements:
12 - "CE value of triggering element"
13 - "CE score of triggering element"
14 - "CE value of current element"
15 - "CE score of current element"
18 * fixed "grass" to "sand" in older EM levels (up to file version V4)
21 * changed behaviour of network games with internal errors (because of
22 different client frame counters) from immediately terminating R'n'D
23 to displaying an error message requester and stopping only the game
24 (also to prevent impression of crashes under non command-line runs)
25 * fixed playing network games with the EMC engine (did not work before)
26 * fixed bug with not scrolling the screen in multi-player mode with the
27 focus on player 1 when all players are moving in different directions
28 * fixed bug with keeping pointer to gadget even after its deallocation
29 * fixed bug with allowing "focus on all players" in network games
30 * fixed bug with player focus when playing tapes from network games
33 * uploaded pre-release (test) version 3.2.0-7 binary and source code
36 * code cleanup for game action control for R'n'D and EMC game engine
39 * fixed bug in multi-player movement with focus on both players
40 * added option to control only the focussed player with all input
43 * added player focus switching to level tape recording and re-playing
46 * fixed some bugs in player focus switching in EMC and RND game engine
49 * added special Supaplex animations for Murphy digging and snapping
50 * added special Supaplex animations for Murphy being bored and sleeping
53 * added four new yam yams with explicit start direction for EMC engine
54 * fixed bug in src/libgame/text.c with printing text outside the window
57 * fixed small bug in EMC level loader (copyright sign in EM II levels)
60 * added delayed ignition of EM style dynamite when used in R'n'D engine
61 * added limited movement range to EMC engine when focus on all players
64 * fixed bug with missing (zero) score values for native Supaplex levels
67 * added "continuous snapping" (snapping many elements while holding the
68 snap key pressed, without releasing the snap key after each element)
69 as a new player setting for more compatibility with the classic games
72 * finished scrolling for "focus on all players" in EMC graphics engine
75 * level sets with "levels: 0" are ignored for levels, but not artwork
76 * fixed bug when scanning empty level group directories (endless loop)
79 * fixed bug with explosion graphic for player using "Murphy" graphic
80 * fixed bug with explosion graphic if player leaves explosion in time
81 * changed some descriptive text in setup menu to use medium-width font
82 * added key shortcut settings for switching player focus to setup menu
85 * fixed bug with random value initialization when recording tapes
86 * fixed bug with playing single player tapes when team mode activated
89 * fixed little bug when trying to switch to player that does not exist
92 * added player switching (visual and quick) to R'n'D and EM game engine
93 * added setup option to select visual or quick in-game player switching
96 * added use of "Home" and "End" keys to handle element list in editor
99 * fixed bug with adding score when playing tape with EMC game engine
100 * added steel wall border for levels using EMC engine without border
101 * finally fixed delayed scrolling in EMC engine also for small levels
104 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
107 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
108 * fixed bug when displaying info element without action, but direction
111 * fixed minor graphical problems with springs smashing and slurping
112 (when using R'n'D style graphics instead of EMC style graphics)
115 * added scroll delay (as configured in setup) to EMC graphics engine
118 * improved screen redraw for EMC graphics engine (faster and smoother)
119 * when not scrolling, do not redraw the whole playfield if not needed
122 * added multi-player mode for EMC game engine (with up to four players)
125 * added android (can clone elements) from EMC engine to R'n'D engine
128 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
131 * added selectbox for initial player speed to player settings in editor
134 * version 3.1.2 created that is basically version 3.1.1, but with a
135 major bug fixed that prevented editing your own private levels
136 * version 3.1.2 released
139 * added magic ball (creates elements) from EMC engine to R'n'D engine
142 * uploaded fixed pre-release version 3.2.0-6 binary and source code
145 * fixed bug when using "CE can leave behind <trigger element>"
146 * added new change condition "(after/when) creation of <element>"
147 * added new change condition "(after/when) digging <element>"
148 * fixed bug accessing invalid gadget that caused crashes under Windows
149 * deactivated new possibility for multiple CE changes per frame
152 * uploaded pre-release (test) version 3.2.0-6 binary and source code
155 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
156 * fixed bug with not keeping CE value for moving CEs with only action
157 * changed CE action selectboxes in editor to be only reset when needed
160 * added option "use artwork from element" for custom player artwork
161 * added option "use explosion from element" for player explosions
164 * added cascaded element lists in the level editor
165 * added persistence for cascaded element lists by "editorcascade.conf"
166 * added dynamic element list with all elements used in current level
167 * added possibility for multiple CE changes per frame (experimental)
170 * uploaded pre-release (test) version 3.2.0-5 binary and source code
173 * changed "score for each 10 seconds/steps left" to "1 second/step"
174 * added own score for collecting "extra time" instead of sharing it
175 * added change events "switched by player" and "player switches <e>"
176 * added change events "snapped by player" and "player snaps <e>"
177 * added "set player artwork: <element choice>" to CE action options
178 * added change event "move of <element>"
181 * added "set player shield: off / normal / deadly" to CE action options
182 * added new player option "use level start element" in level editor
183 to set the correct focus at level start to elements from which the
184 player is created later (this did not work before for cascaded CE
185 changes resulting in creation of the player; it is now also possible
186 to create the player from a yam yam which is smashed at level start)
189 * added "set player speed: frozen (not moving)" to CE action options
190 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
193 * added new player option "block snap field" (enabled by default) to
194 make it possible to show a snapping animation like in Emerald Mine
197 * added dynamic selectboxes to custom element action settings in editor
198 * added "CE value" counter for custom elements (instead of "CE count")
199 * added option to use the last "CE value" after custom element change
200 * added option to use the "CE value" of other elements in CE actions
201 * fixed odd behaviour when pressing time orb in levels w/o time limit
202 * added checkbox "use time orb bug" for older levels that use this bug
205 * added missing configuration settings for the following elements:
206 - EL_TIMEGATE_SWITCH (time of open time gate)
207 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
208 - EL_SHIELD_NORMAL (time of shield duration)
209 - EL_SHIELD_DEADLY (time of shield duration)
210 - EL_EXTRA_TIME (time added to level time)
211 - EL_TIME_ORB_FULL (time added to level time)
214 * added "wind direction" as a movement pattern for custom elements
215 * added initial wind direction for balloon / custom elements to editor
216 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
219 * added parameters for "game of life" and "biomaze" elements to editor
222 * added level file chunk "CONF" for generic level and element settings
225 * uploaded pre-release (test) version 3.2.0-4 binary and source code
228 * skip empty level sets (with "levels: 0"; may be artwork base sets)
229 * added sound action ".page[1]" to ".page[32]" for each CE change page
232 * added image config suffix ".clone_from" to copy whole image settings
233 * fixed bug with invalid ("undefined") CE settings in old level files
236 * fixed graphical bug with smashing elements falling faster than player
239 * fixed major bug which prevented private levels from being edited
240 * fixed bug with precedence of general and special font definitions
243 * fixed graphical bug with player animation when player moves slowly
246 * uploaded pre-release (test) version 3.2.0-3 binary and source code
249 * fixed bug which prevented "global.num_toons: 0" from working
252 * major code cleanup (removed all these annoying "#if 0" blocks)
255 * added custom element actions for CE change page in level editor
258 * fixed music initialization bug in init.c (thanks to David Binderman)
259 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
260 (this bug must probably be fixed at other places, too)
263 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
264 (should be '#include <SDL.h>' instead)
267 * fixed bug which prevented "walkable from no direction" from working
268 (due to compatibility code overwriting this setting after loading)
271 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
274 * version number temporarily set to 3.1.1 (intermediate bugfix release)
275 * version 3.1.1 released
278 * changed some va_arg() arguments from 'long' to 'int', fixing problems
279 on 64-bit architecture systems with LP64 data model
282 * fixed bug with bombs not exploding when hitting the last level line
283 (introduced after the release of 3.1.0)
286 * added support for dumping small-sized level sketches from editor
289 * added recognition of "trigger element" for "change digged element to"
290 (this is not really what the "trigger element" was made for, but its
291 use may seem obvious for leaving back digged elements unchanged)
294 * fixed multiple warnings about failed joystick device initialization
297 * fixed bug with dynamite dropped on top of just dropped custom element
298 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
299 dynamite can still be dropped, but drop key must be released before
302 * fixed bug with wrong start directory when started from file browser
303 (due to this bug, R'n'D could not be started from KDE's Konqueror)
306 * fixed bug causing "change when impact" on player not working
307 * fixed wrong priority of "hitting something" over "hitting <element>"
308 * fixed wrong priority of "hit by something" over "hit by <element>"
311 * fixed graphical bug which caused the player (being Murphy) to show
312 collecting animations although the element was collected by penguin
315 * fixed two bugs causing wrong door background graphics in system.c
316 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
319 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
320 * added "no direction" to "walkable/passable from" selectbox options
323 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
324 * in tape autoplay, not only report broken, but also missing tapes
327 * uploaded pre-release (test) version 3.2.0-2 binary and source code
330 * fixed small bug with "linear" animation not working for active lamp
333 * fixed bug with moving up despite gravity due to "block last field"
334 * fixed small bug with wrong draw offset when typing name in main menu
335 * when reading user names from "passwd", ignore data after first comma
336 * when creating new "levelinfo.conf", only write some selected entries
339 * fixed displaying "imported from/by" on preview with empty string
340 * fixed ignoring draw offset for fonts used for level preview texts
343 * fixed a delay problem with SDL and too many mouse motion events
344 * added setup option "skip levels" and level skipping functionality
347 * added move speed "not moving" for non-moving CEs, but with direction
350 * fixed mapping of obsolete element token names in "editorsetup.conf"
351 * fixed bug with sound "acid.splashing" treated as a loop sound
352 * fixed some little sound bugs in native EM engine
355 * fixed small bug when dragging scrollbars to end positions
358 * added editor element descriptions written by Aaron Davidson
361 * improved fallback handling when configured artwork is not available
362 (now using default artwork instead of exiting when files not found)
365 * fixed bug on level selection screen when dragging scrollbar
368 * fixed bug which caused broken tapes when appending to EM engine tapes
371 * uploaded pre-release (test) version 3.2.0-1 binary and source code
374 * added code to replace changed artwork config tokens with other tokens
375 (needed for backwards compatibility, so that older tokens still work)
378 * added native R'n'D graphics for some new EMC elements in EM engine
381 * fixed some bugs in the EM engine integration code
382 * changed EM engine code to allow diagonal movement
383 * changed EM engine code to allow use of separate snap and drop keys
386 * fixed some redraw bugs when using EM engine
389 * fixed bug with not converting RND levels which are set to use native
390 engine to native level structure when loading
393 * uploaded pre-release (test) version 3.2.0-0 binary and source code
396 * version number set to 3.2.0
399 * level data now reset to defaults after attempt to load invalid file
402 * added use of "editorsetup.conf" for different level sets
405 * added auto-detection for various types of Emerald Mine level files
408 * fixed bug with scrollbars getting too small when list is very large
411 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
414 * added most level editor configuration gadgets for new EMC elements
417 * added more element and graphic definitions for new EMC elements
420 * modified native EM engine to use integrated R'n'D sound system
423 * added SDL support to graphics functions in native EM engine
424 (by always using generic libgame interface functions)
427 * fixed bug in frame synchronization in native EM engine
430 * added code to convert levels between R'n'D and native EM engine
433 * new Emerald Mine engine can now play levels selected in main menu
436 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
437 (which creates scaled down graphics for level editor and preview);
438 there's still a memory leak somewhere in the artwork handling code
439 * added "scale image up" functionality to X11 version of zoom function
442 * first attempts to integrate new, native Emerald Mine Club engine
445 * fixed bug in gadget code which caused reset of CEs in level editor
446 (example: pressing 'b' [grab brush] on CE config page erased values)
447 (solution: check if gadgets in ClickOnGadget() are really mapped)
448 * improved level change detection in editor (settings now also checked)
449 * fixed bug with "can move into acid" and "don't collide with" state
452 * fixed maze runner style CEs to use the configured move delay value
455 * added Aaron Davidson's tutorial level set to the "Tutorials" section
458 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
459 * fixed the above fix because it broke level set "machine" (*sigh*)
460 * fixed random element placement in level editor to work as expected
461 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
464 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
467 * fixed bug (missing array boundary check) which caused broken tapes
468 * fixed bug (when loading level template) which caused broken levels
469 * fixed bug with new block last field code when using non-yellow player
472 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
473 * internal change of how the player blocks the last field when moving
474 * fixed blocking delay of last field for EM and SP style block delay
475 * fixed bug where the player had to wait for the usual move delay after
476 unsuccessfully trying to move, when he directly could move after that
477 * the last two changes should make original Supaplex level 93 solvable
478 * improved use of random number generator to make it less predictable
479 * fixed behaviour of slippery SP elements to let slip left, then right
482 * fixed bug with wrong door state after trying to quickload empty tape
483 * fixed waste of static memory usage of the binary, making it smaller
484 * fixed very little graphical bug in Supaplex explosion
487 * version number set to 3.1.1
490 * version 3.1.0 released
493 * fixed bug with crash when writing user levelinfo.conf the first time
496 * added option "convert LEVELDIR [NR]" to command line batch commands
497 * re-converted Supaplex levels to apply latest engine fixes
498 * changed "use graphic/sound of element" to "use graphic of element"
499 due to compatibility problems with some levels ("bug machine" etc.)
502 * fixed bug with CE change replacing player with same or other player
505 * fixed bug with opaque font in envelope with background graphic when
506 background graphic is not transparent itself
509 * added "gravity on" and "gravity off" ports for Supaplex compatibility
510 * corrected original Supaplex level loading code to use these new ports
511 * also corrected Supaplex loader to auto-count infotrons if set to zero
514 * fixed bug with missing initialization of "modified" flag for GEs
517 * fixed bug that caused endless recursion loop when relocating player
518 * fixed tape recorder bug in "step mode" when using "pause before end"
519 * fixed tape recorder bug when changing from "warp forward" mode
522 * fixed bug with "when touching" for pushed elements at last position
525 * fixed bug that caused two activated toolbox buttons in level editor
526 * fixed bug with exploding dynabomb under player due to other explosion
529 * fixed bug with creating walkable custom element under player (again)
530 * fixed bug with not copying explosion type when copying CEs in editor
531 * fixed graphical bug when drawing player in setup menu (input devices)
532 * fixed graphical bug when the player is pushing an accessible element
533 * fixed bug with classic switchable elements triggering CE changes
534 * fixed bug with entering/leaving walkable element in RelocatePlayer()
535 * fixed crash bug when CE leaves behind the trigger player element
538 * fixed bug with broken tubes after placing/exploding dynamite in them
539 * fixed bug with exploding dynamite under player due to other explosion
540 * fixed bug with not resetting push delay under certain circumstances
543 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
544 * added network multiplayer code for Windows (thanks to Niko Böhm)
547 * added option "reachable despite gravity" for gravity movement
548 * changed gravity movement of most classic walkable and passable
549 elements back to "not reachable" (for compatibility reasons)
552 * fixed (removed) "indestructible" / "can explode" dependency in editor
553 * fixed (removed) "accessible inside" / "protected" dependency
554 * fixed (removed) "step mode" / "shield time" dependency
557 * fixed dynabombs exploding now into anything diggable
558 * fixed Supaplex style gravity movement into buggy base now impossible
559 * added pressing key "space" as valid action to select menu options
562 * added "replace when walkable" to relocate player to walkable element
563 * added "enter"/"leave" event for elements affected by relocation
564 * fixed "direct"/"indirect" change order also for "when change" event
565 * fixed graphical bug when pushing things from elements walkable inside
568 * fixed graphic bug when player is snapping while moving in old levels
569 * fixed bug when a moving custom element leaves a player element behind
570 * fixed bug with mole not disappearing when moving into acid pool
571 * fixed bug with incomplete path setting when using "--basepath" option
572 * moving CE can now leave walkable elements behind under the player
573 * when relocating, player can be set on walkable element now
574 * fixed another gravity movement bug
577 * uploaded pre-release (test) version 3.1.0-2 binary and source code
580 * added "collectible" and "removable" to extended replacement types
581 (where "removable" replaces "diggable" and "collectible" elements)
582 * added "collectible & throwable" (to throw element to the next field)
583 * fixed bug with CEs digging elements that are just about to explode
584 * changed mouse cursor now always being visible when game is paused
587 * added possibility to push/press accessible elements from a side that
589 * fixed bug with not setting actual date when appending to tape
592 * fixed bug with incorrectly initialized custom element editor graphics
595 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
596 - number of levels corrected from 18 to 17 in "levelinfo.conf"
599 * fixed bug with destroyed robot wheel still attracting robots forever
600 * fixed bug with time gate switch deactivating after robot wheel time
601 (while the time gate itself is not affected by this misbehaviour)
602 * changed behaviour of BD style amoeba to always get blocked by player
603 (before it was different when there were non-BD elements in level)
604 * fixed bug with player destroying indestructable elements with shield
607 * added option to make growing elements grow into anything diggable
608 (for the various amoeba types, biomaze and "game of life")
611 * fixed bug with movable elements not moving after left behind by CEs
612 * changed gravity movement to anything diggable, not only sand/base
613 * optionally allowing passing to walkable element, not only empty space
614 * added option "can pass to walkable element" for players
615 * finally fixed gravity movement (hopefully)
618 * fixed bug with movable elements not moving anymore after falling down
621 * fixed another bug with custom elements digging and leaving elements
622 * fixed bug with "along left/right side" and automatic start direction
623 * trigger elements now also displayed when "more custom" deactivated
624 * fixed bug with clipboard element initialized when loading new level
625 * added option "drop delay" to set delay before dropping next element
628 * uploaded pre-release (test) version 3.1.0-1 binary and source code
631 * added copy and paste functions for custom change pages
632 * enhanced graphical display and functionality of tape recorder
633 * fixed bug with custom elements digging and leaving elements
636 * added move speed faster than "very fast" for custom elements
637 * fixed bug with 3+3 style explosions and missing border content
638 * fixed little bug when copying custom elements in the editor
639 * enhanced custom element changes by more side trigger actions
642 * added option "no scrolling when relocating" for instant teleporting
643 * uploaded pre-release (test) version 3.1.0-0 binary and source code
646 * added trigger element and trigger player to use as target elements
647 * added copy and paste functions for custom and group elements
650 * fixed graphical bug when displaying explosion animations
651 * fixed bug when appending to tapes, resulting in broken tapes
652 * re-recorded a few tapes broken by fixing gravity checking bug
655 * "can move into acid" property now for all elements independently
656 * "can fall into acid" property for player stored in same bitfield now
657 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
658 * version number set to 3.1.0 (finally!)
661 * changed tape recording to only record input, not programmed actions
664 * fixed totally broken (every 8th frame skipped) step-by-step recording
665 * fixed bug with requester not displayed when quick-loading interrupted
666 * added option "can fall into acid (with gravity)" for players
667 * fixed bug with player not falling when snapping down with gravity
670 * fixed bug which messed up key config when using keypad number keys
673 * fixed bug which allowed moving upwards even when gravity was active
674 * fixed bug with missing error handling when dumping levels or tapes
677 * added different colored editor graphics for Supaplex gravity tubes
680 * fixed bug that allowed solvable tapes for unsolvable levels
683 * use unlimited number of droppable elements when "count" set to zero
684 * added option to use step limit instead of time limit for level
687 * added player and change page as trigger for custom element change
690 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
693 * fixed bug with dark yamyam changing to acid when moving over acid
694 * fixed handling of levels with more than 999 seconds level time
695 (example: level 76 of "Denmine")
698 * "spring push bug" reintroduced as configurable element property
699 * fixed bug with missing properties for "mole"
700 * fixed bug that showed up when fixing the above "mole" properties bug
701 * added option "can move into acid" for all movable elements
702 * fixed graphical bug for elements moving into acid
703 * changed event handling to handle all pending events before going on
706 * fixed bug which caused all CE change pages to be ignored which had
707 the same change event, but used a different element side
708 (reported by Simon Forsberg)
710 * fixed bug which caused elements that can move and fall and that are
711 transported by a conveyor belt to continue moving into that direction
712 after leaving the conveyor belt, regardless of their own movement
713 type; only elements which can not move are transported now
714 (reported by Simon Forsberg)
716 * fixed bug which could cause an array overflow in RelocatePlayer()
717 (reported by Niko Böhm)
719 * changed Emerald Mine style "passable / over" elements to "protected"
720 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
722 * added new option to select from which side a "walkable/passable"
723 element can be entered
726 * added explosion and ignition delay for elements that can explode
729 * fixed bug which caused player not being protected against enemies
730 when a CE was "walkable / inside" and was not "indestructible"
731 * added "walkable/passable" fields to be "protected/unprotected"
732 against enemies, even if not accessible "inside" but "over/under"
735 * corrected move pattern to 32 bit and initial move direction to 8 bit
738 * added second custom element base configuration page
741 * added some special EMC mappings to Emerald Mine level loader
742 (also covering previously unknown element in level 0 of "Bondmine 8")
745 * added option to block last field when player is moving (for Supaplex)
746 * adjusted push delay of Supaplex elements
747 * removed delays for envelopes etc. when replaying with maximum speed
748 * fixed bug when dropping element on a field that just changed to empty
751 * fixed bug: infotrons can now smash yellow disks
752 * fixed bug: when gravity active, port above player can now be entered
753 * removed "one white dot" mouse pointer which irritated some people
756 * added "choice type" for group element selection
759 * fixed bug with initial invulnerability of non-yellow player
762 * added level loader for loading native Supaplex packed levels
763 (including multi-part levels like the "splvls99" levels)
766 * fixed bug which allowed creating emeralds by escaping explosions
769 * custom elements can change (limited) or leave (unlimited) elements
770 * finally added multiple matches using group elements
771 * added shortcut to dump brush (type ":DB" in editor) for use in forum
774 * added new start movement type "previous" for continued CE movement
775 * added new start movement type "random" for random CE movement start
778 * added new element "sokoban_field_player" needed for Sokoban levels
779 (thanks to Ed Booker for pointing this out!)
782 * added elements that can be digged or left behind by custom elements
785 * added group elements for multiple matches and random element creation
788 * fixed some graphical errors displayed in old levels
791 * fixed wrong double speed movement after passing closing gates
794 * added level loader for loading native Emerald Mine levels
797 * changes for "shooting" style CE movement
800 * Happy New Year! ;-)
803 * changed default snap/drop keys from left/right Shift to Control keys
806 * fixed bug with dead player getting reanimated from custom element
809 * fixed bug with wrong penguin graphics (when entering exit)
812 * fixed bug with wrong "Murphy" graphics (when digging etc.)
815 * version number set to 3.0.9
818 * version 3.0.8 released
821 * added function checked_free()
824 * fixed bug with double nut cracking sound
825 (by eliminating "default element action sound" assignment in init.c)
828 * fixed crash when no music info files are available
831 * fixed boring and sleeping sounds
834 * added "maze runner" and "maze hunter" movement types
835 * added extended collision conditions for custom elements
838 * added warnings for undefined token values in artwork config files
841 * added menu entry for level set information to the info screen
844 * fixed bug with wrong default impact sound for colored emeralds
847 * added several sub-screens for the info screen
848 * menu text now also clickable (not only blue/red sphere left of it)
851 * added configurable "bored" and "sleeping" animations for the player
852 * added "awakening" sound for player when waking up after sleeping
855 * added "copy" and "exchange" functions for custom elements to editor
858 * added configurable element animations for info screen
861 * added configurable music credits for info screen
864 * finally fixed tape recording when player is created from CE change
867 * added "editorsetup.conf" for editor element list configuration
870 * added "musicinfo.conf" for menu and level music configuration
873 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
874 (that only showed up on Linux, but not on Windows systems)
877 * fixed turning movement of butterflies and fireflies (no frame reset)
878 * enhanced sniksnak turning movement (two steps instead of only one)
881 * version number set to 3.0.8
884 * version 3.0.7 released
887 * fixed reset of player animation frame when, for example,
888 walking, digging or collecting share the same animation
889 * fixed CE with "deadly when touching" exploding when touching amoeba
892 * fixed tape recording when player is created from CE element change
895 * introduced "turning..." action graphic for elements with move delay
896 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
897 * added turning animations for bug, spaceship and sniksnak
900 * prevent "extended" changed elements from delay change in same frame
903 * fixed bug when pushing element that can move away to the side
904 (like pushing falling elements, but now with moving elements)
907 * finally fixed serious bug in code for delayed element pushing (again)
910 * unavailable setup options now marked as "n/a" instead of "off"
911 * new boolean directive "latest_engine" for "levelinfo.conf": when set
912 to "true", levels are always played with the latest game engine,
913 which is desired for levels that are imported from other games; all
914 other levels are played with the engine version stored in level file
915 (which is normally the engine version the level was created with)
918 * fixed serious bug in code for delayed element pushing
919 * fixed little bug in animation frame selection for pushed elements
920 * speed-up of reading config file for verbose output
923 * added configuration option for opening and closing Supaplex exit
924 * added configuration option for moving up/down animation for Murphy
925 * fixed incorrectly displayed animation for attacking dragon
926 * fixed bug with not setting initial gravity for each new game
927 * fixed bug with teleportation of player by custom element change
928 * fixed bug with player not getting smashed by rock sometimes
931 * version number set to 3.0.7
934 * version 3.0.6 released
937 * added support for MP3 music for SDL version through SMPEG library
940 * fixed bug when initializing font graphic structure
941 * fixed bug with animation mode "pingpong" when using only 1 frame
942 * fixed bug with extended change target introduced in 3.0.5
943 * fixed bug where passing over moving element doubles player speed
944 * fixed bug with elements continuing to move into push direction
945 * fixed bug with duplicated player when dropping bomb with shield on
946 * added "switching" event for custom elements ("pressing" only once)
947 * fixed switching bug (resetting flag when not switching but not idle)
950 * fixed element tokens for certain file elements with ".active" etc.
953 * version number set to 3.0.6
956 * version 3.0.5 released
959 * now four envelope elements available
960 * font, background, animation and sound for envelope now configurable
961 * main menu doors opening/closing animation type now configurable
964 * active/inactive sides configurable for custom element changes
965 * new movement type "move when pushed" available for custom elements
968 * fixed bug in multiple config pages loader code that caused crashes
971 * enhanced (remaining low-resolution) Supaplex graphics
974 * version number set to 3.0.5
977 * version 3.0.4 released
979 2003-09-12 src/tools.c
980 * fixed bug in custom definition of crumbled element graphics
982 2003-09-11 src/files.c
983 * fixed bug in multiple config pages code that caused crashes
986 * version number set to 3.0.4
989 * version 3.0.3 released
992 * added music to Supaplex classic level set
994 2003-09-07 src/libgame/misc.c
995 * added support for loading various music formats through SDL_mixer
997 2003-09-06 (various source files)
998 * fixed several nasty bugs that may have caused crashes on some systems
999 * added envelope content which gets displayed when collecting envelope
1000 * added multiple change event pages for custom elements
1002 2003-08-24 src/game.c
1003 * fixed problem with player animation when snapping and moving
1005 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1006 * fixed problem with flickering when drawing toon animations
1008 2003-08-23 src/libgame/sdl.c
1009 * fixed problem with setting mouse cursor in SDL version in fullscreen
1011 2003-08-23 src/game.c
1012 * fixed bug (missing array boundary check) which could crash the game
1015 * version number set to 3.0.3
1018 * version 3.0.2 released
1020 2003-08-21 src/game.c
1021 * fixed bug with creating inaccessible elements at player position
1023 2003-08-20 src/init.c
1024 * fixed bug with not finding current level artwork directory
1026 2003-08-20 src/files.c
1027 * fixed bug with choosing wrong engine version when playing tapes
1028 * fixed bug with messing up custom element properties in 3.0.0 levels
1031 * version number set to 3.0.2
1034 * version 3.0.1 released
1036 2003-08-17 (no source files affected)
1037 * changed all "classic" PCX image files with 16 colors or less to
1038 256 color (8 bit) storage format, because the Allegro game library
1039 cannot handle PCX files with less than 256 colors (contributed
1040 graphics are not affected and might look wrong in the DOS version)
1042 2003-08-16 src/init.c
1043 * fixed bug which (for example) crashed the level editor when defining
1044 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1045 (only set to default) -- invalid graphics now set to default graphic
1047 2003-08-16 src/init.c
1048 * fixed graphical bug of player digging/collecting/snapping element
1049 when no corresponding graphic/animation is defined for this action,
1050 resulting in player being drawn as EL_EMPTY (which should only be
1051 done to elements being collected, but not to the player)
1053 2003-08-16 src/game.c
1054 * fixed small graphical bug of player not totally moving into exit
1056 2003-08-16 src/libgame/setup.c
1057 * fixed bug with wrong MS-DOS 8.3 filename conversion
1059 2003-08-16 src/tools.c
1060 * fixed bug with invisible mouse cursor when pressing ESC while playing
1062 2003-08-16 (various source files)
1063 * added another 128 custom elements (disabled in editor by default)
1065 2003-08-16 src/editor.c
1066 * fixed NULL string bug causing Solaris to crash in sprintf()
1068 2003-08-16 src/screen.c
1069 * fixed drawing over scrollbar on level selection with custom fonts
1071 2003-08-15 src/game.c
1072 * cleanup of simple sounds / loop sounds / music settings
1074 2003-08-08 (various source files)
1075 * added custom element property for dropping collected elements
1077 2003-08-08 src/conf_gfx.c
1078 * fixed bug with missing graphic for active red disk bomb
1080 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1081 * extended variable "level.gravity" to "level.initial_gravity" and
1082 "game.current_gravity" to prevent level setting from being changed
1083 by playing the level (keeping the runtime value after playing)
1085 * fixed graphics bug when digging element that has 'crumbled' graphic
1086 definition, but not 'diggable' graphic definition
1089 * version number set to 3.0.1
1092 * version 3.0.0 released
1095 * various bug fixes; among others:
1096 - fixed bug with pushing spring over empty space
1097 - fixed bug with leaving tube while placing dynamite
1098 - fixed bug with explosion of smashed penguins
1099 - allow Murphy player graphic in levels with non-Supaplex elements
1103 * I have forgotten to document changes for some time
1106 * pre-release version 2.2.0rc1 released
1109 * version number set to 2.1.2
1112 * version 2.1.1 released
1115 * version number set to 2.1.1
1118 * version 2.1.0 released
1121 * version number set to 2.1.0
1123 2002-04-03 to 2002-05-19 (various source files)
1124 * graphics, sounds and music now fully configurable
1125 * bug fixed that prevented walking through tubes when gravity on
1127 2002-04-02 src/events.c, src/editor.c
1128 * Make Escape key less aggressive when playing or when editing level.
1129 This can be configured as an option in the setup menu. (Default is
1130 "less aggressive" which means "ask user if something can be lost"
1131 when pressing the Escape key.)
1133 2002-04-02 src/screen.c
1134 * Added "graphics setup" screen.
1136 2002-04-01 src/screen.c
1137 * Changed "choose level" setup screen stuff to be more generic (to
1138 make it easier to add more "choose from generic tree" setup screens).
1140 2002-04-01 src/config.c, src/timestamp.h
1141 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1142 automatically gets created by "src/Makefile" and contains an actual
1143 compile-time timestamp to identify development versions of the game).
1145 2002-03-31 src/tape.c, src/events.c
1146 * Added quick game/tape save/load functions to tape stuff which can be
1147 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1148 loads previously recorded tape and directly goes into recording mode
1149 from the end of the tape (therefore appending to the tape).
1151 2002-03-31 src/tape.c
1152 * Added "index mark" function to tape recorder. When playing or
1153 recording, "eject" button changes to "index" button. Setting index
1154 mark is not yet implemented, but pressing index button when playing
1155 allows very quick advancing to end of tape (when normal playing),
1156 very fast forward mode (when playing with normal fast forward) or
1157 very fast reaching of "pause before end of tape" (when playing with
1158 "pause before end" playing mode).
1160 2002-03-30 src/cartoons.c
1161 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1163 2002-03-29 src/screen.c
1164 * Changed setup screen stuff to be more generic (to make it easier
1165 to add more setup screens).
1167 2002-03-23 src/main.c, src/main.h
1168 * Various changes due to the introduction of the new libgame files
1169 "setup.c" and "joystick.c".
1171 2002-03-23 src/files.c
1172 * Generic parts of "src/files.c" (mainly setup and level directory
1173 stuff) moved to new libgame file "src/libgame/setup.c".
1175 2002-03-23 src/joystick.c
1176 * File "src/joystick.c" moved to libgame source tree, with
1177 correspondig changes.
1179 2002-03-22 src/screens.c
1180 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1181 (Wrong level series information displayed when entering main group.)
1183 2002-03-22 src/editor.c
1184 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1186 2002-03-22 src/editor.c
1187 * Changed behaviour of "Escape" key in level editor to be more
1188 intuitive: When in "Element Properties" or "Level Info" mode,
1189 return to "Drawing Mode" instead of leaving the level editor.
1191 2002-03-21 src/game.c, src/editor.c, src/files.c
1192 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1193 gems (emeralds, diamonds, ...) slipping down from normal wall,
1194 steel wall and growing wall (as in E.M.C. style levels). Although
1195 the behaviour of contributed and private levels wasn't changed (due
1196 to the use of "level.game_version"; see previous entry), editing
1197 those levels will (of course) change the behaviour accordingly.
1199 This change seems a bit too hard after thinking about it, because
1200 the EM style behaviour is not the "expected" behaviour (gems would
1201 normally only slip down from "rounded" walls). Therefore this was
1202 now changed to an element property for gem style elements, with the
1203 default setting "off" (which means: no special EM style behaviour).
1204 To fix older converted levels, this flag is set to "on" for pre-2.0
1205 levels that are neither contributed nor private levels.
1207 2002-03-20 src/files.h
1208 * Corrected settings for "level.game_version" depending of level type.
1209 (Contributed and private levels always get played with game engine
1210 version they were created with, while converted levels always get
1211 played with the most recent version of the game engine, to let new
1212 corrections of the emulation behaviour take effect.)
1214 2002-03-20 src/main.h
1215 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1216 compiling the SDL version on some systems.
1217 Thanks to the several people who pointed this out.
1220 * Version number set to 2.0.2.
1223 * Version 2.0.1 released.
1225 2002-03-18 src/screens.c
1226 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1228 2002-03-18 src/files.c [src/libgame/misc.c]
1229 * Moved some common functions from src/files.c to src/libgame/misc.c.
1231 2002-03-18 src/files.c [src/libgame/misc.c]
1232 * Changed permissions for new directories and saved files (especially
1233 score files) according to suggestions of Debian users and mantainers.
1234 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1236 2002-03-17 src/files.c
1237 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1238 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1239 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1240 for levels and "TAPE" for tapes). Old "cookie" style format is
1241 still supported for reading. New level and tape files are written
1244 * New IFF chunk "VERS" contains version numbers for file and game
1245 (where "game version" is the version of the program that wrote the
1246 file, and "file version" is a version number to distinguish files
1247 with different format, for example after adding new features).
1249 2002-03-15 src/screen.c
1250 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1251 (Before, you heard a mixture of the in-game music and the
1252 hall-of-fame music.)
1254 2002-03-14 src/events.c
1255 * Function "DumpTape()" (files.c) now available by pressing 't' from
1256 main menu (when in DEBUG mode).
1258 2002-03-14 src/game.c
1259 * "GameWon()": When game was won playing a tape, now there is no delay
1260 raising the score and no corresponding sound is played.
1262 2002-03-14 src/files.c
1263 * Changed "LoadTape()" for real chunk support and also adjusted
1264 "SaveTape()" accordingly.
1266 2002-03-14 src/game.c, src/tape.c, src/files.c
1267 * Important changes to tape format: The old tape format stored all
1268 actions with a real effect with a corresponding delay between the
1269 stored actions. This had some major disadvantages (for example,
1270 push delays had to be ignored, pressing a button for some seconds
1271 mutated to several single button presses because of the non-action
1272 delays between two action frames etc.). The new tape format just
1273 stupidly records all device actions and replays them later. I really
1274 don't know why I haven't solved it that way before?! Old-style tapes
1275 (with tape file version less than 2.0) get converted to the new
1276 format on-the-fly when loading and can therefore still be played;
1277 only some minor parts of the old-style tape handling code was needed.
1278 (A perfect conversion is not possible, because there is information
1279 missing about the device actions between two action frames.)
1281 2002-03-14 src/files.c
1282 * New function "DumpTape()" to dump the contents of the current tape
1283 in a human readable format.
1285 2002-03-14 src/game.c
1286 * Small tape bug fixed: When automatically advancing to next level
1287 after a game was won, the tape from the previous level still was
1288 loaded as a tape for the new level.
1290 2002-03-14 src/tape.c
1291 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1292 tape, cartoons did not get completely removed because
1293 StopAnimation() was not called.
1295 2002-03-13 src/files.c
1296 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1297 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1298 size even when using 16-bit elements). Added new chunk "CNT2" for
1299 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1300 chunk even when content was 16-bit element). "CNT2" should now be
1301 able to store content for arbitrary elements (up to eight blocks of
1302 3 x 3 element arrays). All "CNT2" elements will always be stored as
1303 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1305 2002-03-13 src/files.c
1306 * Changed "LoadLevel()" for real chunk support.
1308 2002-03-12 src/game.c
1309 * Fixed problem (introduced after 2.0.0 release) with penguins
1310 not getting killed by enemies
1312 2002-02-24 src/game.c, src/main.h
1313 * Added "player->is_moving"; now "player->last_move_dir" does
1314 not contain any information if the player is just moving at
1316 Before, "player->last_move_dir" was misused for this purpose
1317 for the robot stuff (robots don't kill players when they are
1318 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1319 broke tapes when walking through pipes!
1320 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1321 in a continuous movement. This fact is ignored for friends and