2 * fixed handling of over-large selectboxes (less error-prone now)
3 * fixed bug when creating GE with walkable element under the player
6 * added use of "Insert" and "Delete" keys to navigate element list in
7 level editor to start of custom elements or start of group elements
8 * added virtual elements to access CE value and CE score of elements:
9 - "CE value of triggering element"
10 - "CE score of triggering element"
11 - "CE value of current element"
12 - "CE score of current element"
15 * fixed "grass" to "sand" in older EM levels (up to file version V4)
18 * changed behaviour of network games with internal errors (because of
19 different client frame counters) from immediately terminating R'n'D
20 to displaying an error message requester and stopping only the game
21 (also to prevent impression of crashes under non command-line runs)
22 * fixed playing network games with the EMC engine (did not work before)
23 * fixed bug with not scrolling the screen in multi-player mode with the
24 focus on player 1 when all players are moving in different directions
25 * fixed bug with keeping pointer to gadget even after its deallocation
26 * fixed bug with allowing "focus on all players" in network games
27 * fixed bug with player focus when playing tapes from network games
30 * uploaded pre-release (test) version 3.2.0-7 binary and source code
33 * code cleanup for game action control for R'n'D and EMC game engine
36 * fixed bug in multi-player movement with focus on both players
37 * added option to control only the focussed player with all input
40 * added player focus switching to level tape recording and re-playing
43 * fixed some bugs in player focus switching in EMC and RND game engine
46 * added special Supaplex animations for Murphy digging and snapping
47 * added special Supaplex animations for Murphy being bored and sleeping
50 * added four new yam yams with explicit start direction for EMC engine
53 * fixed small bug in EMC level loader (copyright sign in EM II levels)
56 * added delayed ignition of EM style dynamite when used in R'n'D engine
57 * added limited movement range to EMC engine when focus on all players
60 * fixed bug with missing (zero) score values for native Supaplex levels
63 * added "continuous snapping" (snapping many elements while holding the
64 snap key pressed, without releasing the snap key after each element)
65 as a new player setting for more compatibility with the classic games
68 * finished scrolling for "focus on all players" in EMC graphics engine
71 * level sets with "levels: 0" are ignored for levels, but not artwork
72 * fixed bug when scanning empty level group directories (endless loop)
75 * fixed bug with explosion graphic for player using "Murphy" graphic
76 * fixed bug with explosion graphic if player leaves explosion in time
77 * changed some descriptive text in setup menu to use medium-width font
78 * added key shortcut settings for switching player focus to setup menu
81 * fixed bug with random value initialization when recording tapes
82 * fixed bug with playing single player tapes when team mode activated
85 * fixed little bug when trying to switch to player that does not exist
88 * added player switching (visual and quick) to R'n'D and EM game engine
89 * added setup option to select visual or quick in-game player switching
92 * added use of "Home" and "End" keys to handle element list in editor
95 * fixed bug with adding score when playing tape with EMC game engine
96 * added steel wall border for levels using EMC engine without border
97 * finally fixed delayed scrolling in EMC engine also for small levels
100 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
103 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
104 * fixed bug when displaying info element without action, but direction
107 * fixed minor graphical problems with springs smashing and slurping
108 (when using R'n'D style graphics instead of EMC style graphics)
111 * added scroll delay (as configured in setup) to EMC graphics engine
114 * improved screen redraw for EMC graphics engine (faster and smoother)
115 * when not scrolling, do not redraw the whole playfield if not needed
118 * added multi-player mode for EMC game engine (with up to four players)
121 * added android (can clone elements) from EMC engine to R'n'D engine
124 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
127 * added selectbox for initial player speed to player settings in editor
130 * version 3.1.2 created that is basically version 3.1.1, but with a
131 major bug fixed that prevented editing your own private levels
132 * version 3.1.2 released
135 * added magic ball (creates elements) from EMC engine to R'n'D engine
138 * uploaded fixed pre-release version 3.2.0-6 binary and source code
141 * fixed bug when using "CE can leave behind <trigger element>"
142 * added new change condition "(after/when) creation of <element>"
143 * added new change condition "(after/when) digging <element>"
144 * fixed bug accessing invalid gadget that caused crashes under Windows
145 * deactivated new possibility for multiple CE changes per frame
148 * uploaded pre-release (test) version 3.2.0-6 binary and source code
151 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
152 * fixed bug with not keeping CE value for moving CEs with only action
153 * changed CE action selectboxes in editor to be only reset when needed
156 * added option "use artwork from element" for custom player artwork
157 * added option "use explosion from element" for player explosions
160 * added cascaded element lists in the level editor
161 * added persistence for cascaded element lists by "editorcascade.conf"
162 * added dynamic element list with all elements used in current level
163 * added possibility for multiple CE changes per frame (experimental)
166 * uploaded pre-release (test) version 3.2.0-5 binary and source code
169 * changed "score for each 10 seconds/steps left" to "1 second/step"
170 * added own score for collecting "extra time" instead of sharing it
171 * added change events "switched by player" and "player switches <e>"
172 * added change events "snapped by player" and "player snaps <e>"
173 * added "set player artwork: <element choice>" to CE action options
174 * added change event "move of <element>"
177 * added "set player shield: off / normal / deadly" to CE action options
178 * added new player option "use level start element" in level editor
179 to set the correct focus at level start to elements from which the
180 player is created later (this did not work before for cascaded CE
181 changes resulting in creation of the player; it is now also possible
182 to create the player from a yam yam which is smashed at level start)
185 * added "set player speed: frozen (not moving)" to CE action options
186 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
189 * added new player option "block snap field" (enabled by default) to
190 make it possible to show a snapping animation like in Emerald Mine
193 * added dynamic selectboxes to custom element action settings in editor
194 * added "CE value" counter for custom elements (instead of "CE count")
195 * added option to use the last "CE value" after custom element change
196 * added option to use the "CE value" of other elements in CE actions
197 * fixed odd behaviour when pressing time orb in levels w/o time limit
198 * added checkbox "use time orb bug" for older levels that use this bug
201 * added missing configuration settings for the following elements:
202 - EL_TIMEGATE_SWITCH (time of open time gate)
203 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
204 - EL_SHIELD_NORMAL (time of shield duration)
205 - EL_SHIELD_DEADLY (time of shield duration)
206 - EL_EXTRA_TIME (time added to level time)
207 - EL_TIME_ORB_FULL (time added to level time)
210 * added "wind direction" as a movement pattern for custom elements
211 * added initial wind direction for balloon / custom elements to editor
212 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
215 * added parameters for "game of life" and "biomaze" elements to editor
218 * added level file chunk "CONF" for generic level and element settings
221 * uploaded pre-release (test) version 3.2.0-4 binary and source code
224 * skip empty level sets (with "levels: 0"; may be artwork base sets)
225 * added sound action ".page[1]" to ".page[32]" for each CE change page
228 * added image config suffix ".clone_from" to copy whole image settings
229 * fixed bug with invalid ("undefined") CE settings in old level files
232 * fixed graphical bug with smashing elements falling faster than player
235 * fixed major bug which prevented private levels from being edited
236 * fixed bug with precedence of general and special font definitions
239 * fixed graphical bug with player animation when player moves slowly
242 * uploaded pre-release (test) version 3.2.0-3 binary and source code
245 * fixed bug which prevented "global.num_toons: 0" from working
248 * major code cleanup (removed all these annoying "#if 0" blocks)
251 * added custom element actions for CE change page in level editor
254 * fixed music initialization bug in init.c (thanks to David Binderman)
255 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
256 (this bug must probably be fixed at other places, too)
259 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
260 (should be '#include <SDL.h>' instead)
263 * fixed bug which prevented "walkable from no direction" from working
264 (due to compatibility code overwriting this setting after loading)
267 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
270 * version number temporarily set to 3.1.1 (intermediate bugfix release)
271 * version 3.1.1 released
274 * changed some va_arg() arguments from 'long' to 'int', fixing problems
275 on 64-bit architecture systems with LP64 data model
278 * fixed bug with bombs not exploding when hitting the last level line
279 (introduced after the release of 3.1.0)
282 * added support for dumping small-sized level sketches from editor
285 * added recognition of "trigger element" for "change digged element to"
286 (this is not really what the "trigger element" was made for, but its
287 use may seem obvious for leaving back digged elements unchanged)
290 * fixed multiple warnings about failed joystick device initialization
293 * fixed bug with dynamite dropped on top of just dropped custom element
294 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
295 dynamite can still be dropped, but drop key must be released before
298 * fixed bug with wrong start directory when started from file browser
299 (due to this bug, R'n'D could not be started from KDE's Konqueror)
302 * fixed bug causing "change when impact" on player not working
303 * fixed wrong priority of "hitting something" over "hitting <element>"
304 * fixed wrong priority of "hit by something" over "hit by <element>"
307 * fixed graphical bug which caused the player (being Murphy) to show
308 collecting animations although the element was collected by penguin
311 * fixed two bugs causing wrong door background graphics in system.c
312 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
315 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
316 * added "no direction" to "walkable/passable from" selectbox options
319 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
320 * in tape autoplay, not only report broken, but also missing tapes
323 * uploaded pre-release (test) version 3.2.0-2 binary and source code
326 * fixed small bug with "linear" animation not working for active lamp
329 * fixed bug with moving up despite gravity due to "block last field"
330 * fixed small bug with wrong draw offset when typing name in main menu
331 * when reading user names from "passwd", ignore data after first comma
332 * when creating new "levelinfo.conf", only write some selected entries
335 * fixed displaying "imported from/by" on preview with empty string
336 * fixed ignoring draw offset for fonts used for level preview texts
339 * fixed a delay problem with SDL and too many mouse motion events
340 * added setup option "skip levels" and level skipping functionality
343 * added move speed "not moving" for non-moving CEs, but with direction
346 * fixed mapping of obsolete element token names in "editorsetup.conf"
347 * fixed bug with sound "acid.splashing" treated as a loop sound
348 * fixed some little sound bugs in native EM engine
351 * fixed small bug when dragging scrollbars to end positions
354 * added editor element descriptions written by Aaron Davidson
357 * improved fallback handling when configured artwork is not available
358 (now using default artwork instead of exiting when files not found)
361 * fixed bug on level selection screen when dragging scrollbar
364 * fixed bug which caused broken tapes when appending to EM engine tapes
367 * uploaded pre-release (test) version 3.2.0-1 binary and source code
370 * added code to replace changed artwork config tokens with other tokens
371 (needed for backwards compatibility, so that older tokens still work)
374 * added native R'n'D graphics for some new EMC elements in EM engine
377 * fixed some bugs in the EM engine integration code
378 * changed EM engine code to allow diagonal movement
379 * changed EM engine code to allow use of separate snap and drop keys
382 * fixed some redraw bugs when using EM engine
385 * fixed bug with not converting RND levels which are set to use native
386 engine to native level structure when loading
389 * uploaded pre-release (test) version 3.2.0-0 binary and source code
392 * version number set to 3.2.0
395 * level data now reset to defaults after attempt to load invalid file
398 * added use of "editorsetup.conf" for different level sets
401 * added auto-detection for various types of Emerald Mine level files
404 * fixed bug with scrollbars getting too small when list is very large
407 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
410 * added most level editor configuration gadgets for new EMC elements
413 * added more element and graphic definitions for new EMC elements
416 * modified native EM engine to use integrated R'n'D sound system
419 * added SDL support to graphics functions in native EM engine
420 (by always using generic libgame interface functions)
423 * fixed bug in frame synchronization in native EM engine
426 * added code to convert levels between R'n'D and native EM engine
429 * new Emerald Mine engine can now play levels selected in main menu
432 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
433 (which creates scaled down graphics for level editor and preview);
434 there's still a memory leak somewhere in the artwork handling code
435 * added "scale image up" functionality to X11 version of zoom function
438 * first attempts to integrate new, native Emerald Mine Club engine
441 * fixed bug in gadget code which caused reset of CEs in level editor
442 (example: pressing 'b' [grab brush] on CE config page erased values)
443 (solution: check if gadgets in ClickOnGadget() are really mapped)
444 * improved level change detection in editor (settings now also checked)
445 * fixed bug with "can move into acid" and "don't collide with" state
448 * fixed maze runner style CEs to use the configured move delay value
451 * added Aaron Davidson's tutorial level set to the "Tutorials" section
454 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
455 * fixed the above fix because it broke level set "machine" (*sigh*)
456 * fixed random element placement in level editor to work as expected
457 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
460 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
463 * fixed bug (missing array boundary check) which caused broken tapes
464 * fixed bug (when loading level template) which caused broken levels
465 * fixed bug with new block last field code when using non-yellow player
468 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
469 * internal change of how the player blocks the last field when moving
470 * fixed blocking delay of last field for EM and SP style block delay
471 * fixed bug where the player had to wait for the usual move delay after
472 unsuccessfully trying to move, when he directly could move after that
473 * the last two changes should make original Supaplex level 93 solvable
474 * improved use of random number generator to make it less predictable
475 * fixed behaviour of slippery SP elements to let slip left, then right
478 * fixed bug with wrong door state after trying to quickload empty tape
479 * fixed waste of static memory usage of the binary, making it smaller
480 * fixed very little graphical bug in Supaplex explosion
483 * version number set to 3.1.1
486 * version 3.1.0 released
489 * fixed bug with crash when writing user levelinfo.conf the first time
492 * added option "convert LEVELDIR [NR]" to command line batch commands
493 * re-converted Supaplex levels to apply latest engine fixes
494 * changed "use graphic/sound of element" to "use graphic of element"
495 due to compatibility problems with some levels ("bug machine" etc.)
498 * fixed bug with CE change replacing player with same or other player
501 * fixed bug with opaque font in envelope with background graphic when
502 background graphic is not transparent itself
505 * added "gravity on" and "gravity off" ports for Supaplex compatibility
506 * corrected original Supaplex level loading code to use these new ports
507 * also corrected Supaplex loader to auto-count infotrons if set to zero
510 * fixed bug with missing initialization of "modified" flag for GEs
513 * fixed bug that caused endless recursion loop when relocating player
514 * fixed tape recorder bug in "step mode" when using "pause before end"
515 * fixed tape recorder bug when changing from "warp forward" mode
518 * fixed bug with "when touching" for pushed elements at last position
521 * fixed bug that caused two activated toolbox buttons in level editor
522 * fixed bug with exploding dynabomb under player due to other explosion
525 * fixed bug with creating walkable custom element under player (again)
526 * fixed bug with not copying explosion type when copying CEs in editor
527 * fixed graphical bug when drawing player in setup menu (input devices)
528 * fixed graphical bug when the player is pushing an accessible element
529 * fixed bug with classic switchable elements triggering CE changes
530 * fixed bug with entering/leaving walkable element in RelocatePlayer()
531 * fixed crash bug when CE leaves behind the trigger player element
534 * fixed bug with broken tubes after placing/exploding dynamite in them
535 * fixed bug with exploding dynamite under player due to other explosion
536 * fixed bug with not resetting push delay under certain circumstances
539 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
540 * added network multiplayer code for Windows (thanks to Niko Böhm)
543 * added option "reachable despite gravity" for gravity movement
544 * changed gravity movement of most classic walkable and passable
545 elements back to "not reachable" (for compatibility reasons)
548 * fixed (removed) "indestructible" / "can explode" dependency in editor
549 * fixed (removed) "accessible inside" / "protected" dependency
550 * fixed (removed) "step mode" / "shield time" dependency
553 * fixed dynabombs exploding now into anything diggable
554 * fixed Supaplex style gravity movement into buggy base now impossible
555 * added pressing key "space" as valid action to select menu options
558 * added "replace when walkable" to relocate player to walkable element
559 * added "enter"/"leave" event for elements affected by relocation
560 * fixed "direct"/"indirect" change order also for "when change" event
561 * fixed graphical bug when pushing things from elements walkable inside
564 * fixed graphic bug when player is snapping while moving in old levels
565 * fixed bug when a moving custom element leaves a player element behind
566 * fixed bug with mole not disappearing when moving into acid pool
567 * fixed bug with incomplete path setting when using "--basepath" option
568 * moving CE can now leave walkable elements behind under the player
569 * when relocating, player can be set on walkable element now
570 * fixed another gravity movement bug
573 * uploaded pre-release (test) version 3.1.0-2 binary and source code
576 * added "collectible" and "removable" to extended replacement types
577 (where "removable" replaces "diggable" and "collectible" elements)
578 * added "collectible & throwable" (to throw element to the next field)
579 * fixed bug with CEs digging elements that are just about to explode
580 * changed mouse cursor now always being visible when game is paused
583 * added possibility to push/press accessible elements from a side that
585 * fixed bug with not setting actual date when appending to tape
588 * fixed bug with incorrectly initialized custom element editor graphics
591 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
592 - number of levels corrected from 18 to 17 in "levelinfo.conf"
595 * fixed bug with destroyed robot wheel still attracting robots forever
596 * fixed bug with time gate switch deactivating after robot wheel time
597 (while the time gate itself is not affected by this misbehaviour)
598 * changed behaviour of BD style amoeba to always get blocked by player
599 (before it was different when there were non-BD elements in level)
600 * fixed bug with player destroying indestructable elements with shield
603 * added option to make growing elements grow into anything diggable
604 (for the various amoeba types, biomaze and "game of life")
607 * fixed bug with movable elements not moving after left behind by CEs
608 * changed gravity movement to anything diggable, not only sand/base
609 * optionally allowing passing to walkable element, not only empty space
610 * added option "can pass to walkable element" for players
611 * finally fixed gravity movement (hopefully)
614 * fixed bug with movable elements not moving anymore after falling down
617 * fixed another bug with custom elements digging and leaving elements
618 * fixed bug with "along left/right side" and automatic start direction
619 * trigger elements now also displayed when "more custom" deactivated
620 * fixed bug with clipboard element initialized when loading new level
621 * added option "drop delay" to set delay before dropping next element
624 * uploaded pre-release (test) version 3.1.0-1 binary and source code
627 * added copy and paste functions for custom change pages
628 * enhanced graphical display and functionality of tape recorder
629 * fixed bug with custom elements digging and leaving elements
632 * added move speed faster than "very fast" for custom elements
633 * fixed bug with 3+3 style explosions and missing border content
634 * fixed little bug when copying custom elements in the editor
635 * enhanced custom element changes by more side trigger actions
638 * added option "no scrolling when relocating" for instant teleporting
639 * uploaded pre-release (test) version 3.1.0-0 binary and source code
642 * added trigger element and trigger player to use as target elements
643 * added copy and paste functions for custom and group elements
646 * fixed graphical bug when displaying explosion animations
647 * fixed bug when appending to tapes, resulting in broken tapes
648 * re-recorded a few tapes broken by fixing gravity checking bug
651 * "can move into acid" property now for all elements independently
652 * "can fall into acid" property for player stored in same bitfield now
653 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
654 * version number set to 3.1.0 (finally!)
657 * changed tape recording to only record input, not programmed actions
660 * fixed totally broken (every 8th frame skipped) step-by-step recording
661 * fixed bug with requester not displayed when quick-loading interrupted
662 * added option "can fall into acid (with gravity)" for players
663 * fixed bug with player not falling when snapping down with gravity
666 * fixed bug which messed up key config when using keypad number keys
669 * fixed bug which allowed moving upwards even when gravity was active
670 * fixed bug with missing error handling when dumping levels or tapes
673 * added different colored editor graphics for Supaplex gravity tubes
676 * fixed bug that allowed solvable tapes for unsolvable levels
679 * use unlimited number of droppable elements when "count" set to zero
680 * added option to use step limit instead of time limit for level
683 * added player and change page as trigger for custom element change
686 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
689 * fixed bug with dark yamyam changing to acid when moving over acid
690 * fixed handling of levels with more than 999 seconds level time
691 (example: level 76 of "Denmine")
694 * "spring push bug" reintroduced as configurable element property
695 * fixed bug with missing properties for "mole"
696 * fixed bug that showed up when fixing the above "mole" properties bug
697 * added option "can move into acid" for all movable elements
698 * fixed graphical bug for elements moving into acid
699 * changed event handling to handle all pending events before going on
702 * fixed bug which caused all CE change pages to be ignored which had
703 the same change event, but used a different element side
704 (reported by Simon Forsberg)
706 * fixed bug which caused elements that can move and fall and that are
707 transported by a conveyor belt to continue moving into that direction
708 after leaving the conveyor belt, regardless of their own movement
709 type; only elements which can not move are transported now
710 (reported by Simon Forsberg)
712 * fixed bug which could cause an array overflow in RelocatePlayer()
713 (reported by Niko Böhm)
715 * changed Emerald Mine style "passable / over" elements to "protected"
716 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
718 * added new option to select from which side a "walkable/passable"
719 element can be entered
722 * added explosion and ignition delay for elements that can explode
725 * fixed bug which caused player not being protected against enemies
726 when a CE was "walkable / inside" and was not "indestructible"
727 * added "walkable/passable" fields to be "protected/unprotected"
728 against enemies, even if not accessible "inside" but "over/under"
731 * corrected move pattern to 32 bit and initial move direction to 8 bit
734 * added second custom element base configuration page
737 * added some special EMC mappings to Emerald Mine level loader
738 (also covering previously unknown element in level 0 of "Bondmine 8")
741 * added option to block last field when player is moving (for Supaplex)
742 * adjusted push delay of Supaplex elements
743 * removed delays for envelopes etc. when replaying with maximum speed
744 * fixed bug when dropping element on a field that just changed to empty
747 * fixed bug: infotrons can now smash yellow disks
748 * fixed bug: when gravity active, port above player can now be entered
749 * removed "one white dot" mouse pointer which irritated some people
752 * added "choice type" for group element selection
755 * fixed bug with initial invulnerability of non-yellow player
758 * added level loader for loading native Supaplex packed levels
759 (including multi-part levels like the "splvls99" levels)
762 * fixed bug which allowed creating emeralds by escaping explosions
765 * custom elements can change (limited) or leave (unlimited) elements
766 * finally added multiple matches using group elements
767 * added shortcut to dump brush (type ":DB" in editor) for use in forum
770 * added new start movement type "previous" for continued CE movement
771 * added new start movement type "random" for random CE movement start
774 * added new element "sokoban_field_player" needed for Sokoban levels
775 (thanks to Ed Booker for pointing this out!)
778 * added elements that can be digged or left behind by custom elements
781 * added group elements for multiple matches and random element creation
784 * fixed some graphical errors displayed in old levels
787 * fixed wrong double speed movement after passing closing gates
790 * added level loader for loading native Emerald Mine levels
793 * changes for "shooting" style CE movement
796 * Happy New Year! ;-)
799 * changed default snap/drop keys from left/right Shift to Control keys
802 * fixed bug with dead player getting reanimated from custom element
805 * fixed bug with wrong penguin graphics (when entering exit)
808 * fixed bug with wrong "Murphy" graphics (when digging etc.)
811 * version number set to 3.0.9
814 * version 3.0.8 released
817 * added function checked_free()
820 * fixed bug with double nut cracking sound
821 (by eliminating "default element action sound" assignment in init.c)
824 * fixed crash when no music info files are available
827 * fixed boring and sleeping sounds
830 * added "maze runner" and "maze hunter" movement types
831 * added extended collision conditions for custom elements
834 * added warnings for undefined token values in artwork config files
837 * added menu entry for level set information to the info screen
840 * fixed bug with wrong default impact sound for colored emeralds
843 * added several sub-screens for the info screen
844 * menu text now also clickable (not only blue/red sphere left of it)
847 * added configurable "bored" and "sleeping" animations for the player
848 * added "awakening" sound for player when waking up after sleeping
851 * added "copy" and "exchange" functions for custom elements to editor
854 * added configurable element animations for info screen
857 * added configurable music credits for info screen
860 * finally fixed tape recording when player is created from CE change
863 * added "editorsetup.conf" for editor element list configuration
866 * added "musicinfo.conf" for menu and level music configuration
869 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
870 (that only showed up on Linux, but not on Windows systems)
873 * fixed turning movement of butterflies and fireflies (no frame reset)
874 * enhanced sniksnak turning movement (two steps instead of only one)
877 * version number set to 3.0.8
880 * version 3.0.7 released
883 * fixed reset of player animation frame when, for example,
884 walking, digging or collecting share the same animation
885 * fixed CE with "deadly when touching" exploding when touching amoeba
888 * fixed tape recording when player is created from CE element change
891 * introduced "turning..." action graphic for elements with move delay
892 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
893 * added turning animations for bug, spaceship and sniksnak
896 * prevent "extended" changed elements from delay change in same frame
899 * fixed bug when pushing element that can move away to the side
900 (like pushing falling elements, but now with moving elements)
903 * finally fixed serious bug in code for delayed element pushing (again)
906 * unavailable setup options now marked as "n/a" instead of "off"
907 * new boolean directive "latest_engine" for "levelinfo.conf": when set
908 to "true", levels are always played with the latest game engine,
909 which is desired for levels that are imported from other games; all
910 other levels are played with the engine version stored in level file
911 (which is normally the engine version the level was created with)
914 * fixed serious bug in code for delayed element pushing
915 * fixed little bug in animation frame selection for pushed elements
916 * speed-up of reading config file for verbose output
919 * added configuration option for opening and closing Supaplex exit
920 * added configuration option for moving up/down animation for Murphy
921 * fixed incorrectly displayed animation for attacking dragon
922 * fixed bug with not setting initial gravity for each new game
923 * fixed bug with teleportation of player by custom element change
924 * fixed bug with player not getting smashed by rock sometimes
927 * version number set to 3.0.7
930 * version 3.0.6 released
933 * added support for MP3 music for SDL version through SMPEG library
936 * fixed bug when initializing font graphic structure
937 * fixed bug with animation mode "pingpong" when using only 1 frame
938 * fixed bug with extended change target introduced in 3.0.5
939 * fixed bug where passing over moving element doubles player speed
940 * fixed bug with elements continuing to move into push direction
941 * fixed bug with duplicated player when dropping bomb with shield on
942 * added "switching" event for custom elements ("pressing" only once)
943 * fixed switching bug (resetting flag when not switching but not idle)
946 * fixed element tokens for certain file elements with ".active" etc.
949 * version number set to 3.0.6
952 * version 3.0.5 released
955 * now four envelope elements available
956 * font, background, animation and sound for envelope now configurable
957 * main menu doors opening/closing animation type now configurable
960 * active/inactive sides configurable for custom element changes
961 * new movement type "move when pushed" available for custom elements
964 * fixed bug in multiple config pages loader code that caused crashes
967 * enhanced (remaining low-resolution) Supaplex graphics
970 * version number set to 3.0.5
973 * version 3.0.4 released
975 2003-09-12 src/tools.c
976 * fixed bug in custom definition of crumbled element graphics
978 2003-09-11 src/files.c
979 * fixed bug in multiple config pages code that caused crashes
982 * version number set to 3.0.4
985 * version 3.0.3 released
988 * added music to Supaplex classic level set
990 2003-09-07 src/libgame/misc.c
991 * added support for loading various music formats through SDL_mixer
993 2003-09-06 (various source files)
994 * fixed several nasty bugs that may have caused crashes on some systems
995 * added envelope content which gets displayed when collecting envelope
996 * added multiple change event pages for custom elements
998 2003-08-24 src/game.c
999 * fixed problem with player animation when snapping and moving
1001 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1002 * fixed problem with flickering when drawing toon animations
1004 2003-08-23 src/libgame/sdl.c
1005 * fixed problem with setting mouse cursor in SDL version in fullscreen
1007 2003-08-23 src/game.c
1008 * fixed bug (missing array boundary check) which could crash the game
1011 * version number set to 3.0.3
1014 * version 3.0.2 released
1016 2003-08-21 src/game.c
1017 * fixed bug with creating inaccessible elements at player position
1019 2003-08-20 src/init.c
1020 * fixed bug with not finding current level artwork directory
1022 2003-08-20 src/files.c
1023 * fixed bug with choosing wrong engine version when playing tapes
1024 * fixed bug with messing up custom element properties in 3.0.0 levels
1027 * version number set to 3.0.2
1030 * version 3.0.1 released
1032 2003-08-17 (no source files affected)
1033 * changed all "classic" PCX image files with 16 colors or less to
1034 256 color (8 bit) storage format, because the Allegro game library
1035 cannot handle PCX files with less than 256 colors (contributed
1036 graphics are not affected and might look wrong in the DOS version)
1038 2003-08-16 src/init.c
1039 * fixed bug which (for example) crashed the level editor when defining
1040 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1041 (only set to default) -- invalid graphics now set to default graphic
1043 2003-08-16 src/init.c
1044 * fixed graphical bug of player digging/collecting/snapping element
1045 when no corresponding graphic/animation is defined for this action,
1046 resulting in player being drawn as EL_EMPTY (which should only be
1047 done to elements being collected, but not to the player)
1049 2003-08-16 src/game.c
1050 * fixed small graphical bug of player not totally moving into exit
1052 2003-08-16 src/libgame/setup.c
1053 * fixed bug with wrong MS-DOS 8.3 filename conversion
1055 2003-08-16 src/tools.c
1056 * fixed bug with invisible mouse cursor when pressing ESC while playing
1058 2003-08-16 (various source files)
1059 * added another 128 custom elements (disabled in editor by default)
1061 2003-08-16 src/editor.c
1062 * fixed NULL string bug causing Solaris to crash in sprintf()
1064 2003-08-16 src/screen.c
1065 * fixed drawing over scrollbar on level selection with custom fonts
1067 2003-08-15 src/game.c
1068 * cleanup of simple sounds / loop sounds / music settings
1070 2003-08-08 (various source files)
1071 * added custom element property for dropping collected elements
1073 2003-08-08 src/conf_gfx.c
1074 * fixed bug with missing graphic for active red disk bomb
1076 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1077 * extended variable "level.gravity" to "level.initial_gravity" and
1078 "game.current_gravity" to prevent level setting from being changed
1079 by playing the level (keeping the runtime value after playing)
1081 * fixed graphics bug when digging element that has 'crumbled' graphic
1082 definition, but not 'diggable' graphic definition
1085 * version number set to 3.0.1
1088 * version 3.0.0 released
1091 * various bug fixes; among others:
1092 - fixed bug with pushing spring over empty space
1093 - fixed bug with leaving tube while placing dynamite
1094 - fixed bug with explosion of smashed penguins
1095 - allow Murphy player graphic in levels with non-Supaplex elements
1099 * I have forgotten to document changes for some time
1102 * pre-release version 2.2.0rc1 released
1105 * version number set to 2.1.2
1108 * version 2.1.1 released
1111 * version number set to 2.1.1
1114 * version 2.1.0 released
1117 * version number set to 2.1.0
1119 2002-04-03 to 2002-05-19 (various source files)
1120 * graphics, sounds and music now fully configurable
1121 * bug fixed that prevented walking through tubes when gravity on
1123 2002-04-02 src/events.c, src/editor.c
1124 * Make Escape key less aggressive when playing or when editing level.
1125 This can be configured as an option in the setup menu. (Default is
1126 "less aggressive" which means "ask user if something can be lost"
1127 when pressing the Escape key.)
1129 2002-04-02 src/screen.c
1130 * Added "graphics setup" screen.
1132 2002-04-01 src/screen.c
1133 * Changed "choose level" setup screen stuff to be more generic (to
1134 make it easier to add more "choose from generic tree" setup screens).
1136 2002-04-01 src/config.c, src/timestamp.h
1137 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1138 automatically gets created by "src/Makefile" and contains an actual
1139 compile-time timestamp to identify development versions of the game).
1141 2002-03-31 src/tape.c, src/events.c
1142 * Added quick game/tape save/load functions to tape stuff which can be
1143 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1144 loads previously recorded tape and directly goes into recording mode
1145 from the end of the tape (therefore appending to the tape).
1147 2002-03-31 src/tape.c
1148 * Added "index mark" function to tape recorder. When playing or
1149 recording, "eject" button changes to "index" button. Setting index
1150 mark is not yet implemented, but pressing index button when playing
1151 allows very quick advancing to end of tape (when normal playing),
1152 very fast forward mode (when playing with normal fast forward) or
1153 very fast reaching of "pause before end of tape" (when playing with
1154 "pause before end" playing mode).
1156 2002-03-30 src/cartoons.c
1157 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1159 2002-03-29 src/screen.c
1160 * Changed setup screen stuff to be more generic (to make it easier
1161 to add more setup screens).
1163 2002-03-23 src/main.c, src/main.h
1164 * Various changes due to the introduction of the new libgame files
1165 "setup.c" and "joystick.c".
1167 2002-03-23 src/files.c
1168 * Generic parts of "src/files.c" (mainly setup and level directory
1169 stuff) moved to new libgame file "src/libgame/setup.c".
1171 2002-03-23 src/joystick.c
1172 * File "src/joystick.c" moved to libgame source tree, with
1173 correspondig changes.
1175 2002-03-22 src/screens.c
1176 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1177 (Wrong level series information displayed when entering main group.)
1179 2002-03-22 src/editor.c
1180 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1182 2002-03-22 src/editor.c
1183 * Changed behaviour of "Escape" key in level editor to be more
1184 intuitive: When in "Element Properties" or "Level Info" mode,
1185 return to "Drawing Mode" instead of leaving the level editor.
1187 2002-03-21 src/game.c, src/editor.c, src/files.c
1188 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1189 gems (emeralds, diamonds, ...) slipping down from normal wall,
1190 steel wall and growing wall (as in E.M.C. style levels). Although
1191 the behaviour of contributed and private levels wasn't changed (due
1192 to the use of "level.game_version"; see previous entry), editing
1193 those levels will (of course) change the behaviour accordingly.
1195 This change seems a bit too hard after thinking about it, because
1196 the EM style behaviour is not the "expected" behaviour (gems would
1197 normally only slip down from "rounded" walls). Therefore this was
1198 now changed to an element property for gem style elements, with the
1199 default setting "off" (which means: no special EM style behaviour).
1200 To fix older converted levels, this flag is set to "on" for pre-2.0
1201 levels that are neither contributed nor private levels.
1203 2002-03-20 src/files.h
1204 * Corrected settings for "level.game_version" depending of level type.
1205 (Contributed and private levels always get played with game engine
1206 version they were created with, while converted levels always get
1207 played with the most recent version of the game engine, to let new
1208 corrections of the emulation behaviour take effect.)
1210 2002-03-20 src/main.h
1211 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1212 compiling the SDL version on some systems.
1213 Thanks to the several people who pointed this out.
1216 * Version number set to 2.0.2.
1219 * Version 2.0.1 released.
1221 2002-03-18 src/screens.c
1222 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1224 2002-03-18 src/files.c [src/libgame/misc.c]
1225 * Moved some common functions from src/files.c to src/libgame/misc.c.
1227 2002-03-18 src/files.c [src/libgame/misc.c]
1228 * Changed permissions for new directories and saved files (especially
1229 score files) according to suggestions of Debian users and mantainers.
1230 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1232 2002-03-17 src/files.c
1233 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1234 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1235 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1236 for levels and "TAPE" for tapes). Old "cookie" style format is
1237 still supported for reading. New level and tape files are written
1240 * New IFF chunk "VERS" contains version numbers for file and game
1241 (where "game version" is the version of the program that wrote the
1242 file, and "file version" is a version number to distinguish files
1243 with different format, for example after adding new features).
1245 2002-03-15 src/screen.c
1246 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1247 (Before, you heard a mixture of the in-game music and the
1248 hall-of-fame music.)
1250 2002-03-14 src/events.c
1251 * Function "DumpTape()" (files.c) now available by pressing 't' from
1252 main menu (when in DEBUG mode).
1254 2002-03-14 src/game.c
1255 * "GameWon()": When game was won playing a tape, now there is no delay
1256 raising the score and no corresponding sound is played.
1258 2002-03-14 src/files.c
1259 * Changed "LoadTape()" for real chunk support and also adjusted
1260 "SaveTape()" accordingly.
1262 2002-03-14 src/game.c, src/tape.c, src/files.c
1263 * Important changes to tape format: The old tape format stored all
1264 actions with a real effect with a corresponding delay between the
1265 stored actions. This had some major disadvantages (for example,
1266 push delays had to be ignored, pressing a button for some seconds
1267 mutated to several single button presses because of the non-action
1268 delays between two action frames etc.). The new tape format just
1269 stupidly records all device actions and replays them later. I really
1270 don't know why I haven't solved it that way before?! Old-style tapes
1271 (with tape file version less than 2.0) get converted to the new
1272 format on-the-fly when loading and can therefore still be played;
1273 only some minor parts of the old-style tape handling code was needed.
1274 (A perfect conversion is not possible, because there is information
1275 missing about the device actions between two action frames.)
1277 2002-03-14 src/files.c
1278 * New function "DumpTape()" to dump the contents of the current tape
1279 in a human readable format.
1281 2002-03-14 src/game.c
1282 * Small tape bug fixed: When automatically advancing to next level
1283 after a game was won, the tape from the previous level still was
1284 loaded as a tape for the new level.
1286 2002-03-14 src/tape.c
1287 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1288 tape, cartoons did not get completely removed because
1289 StopAnimation() was not called.
1291 2002-03-13 src/files.c
1292 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1293 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1294 size even when using 16-bit elements). Added new chunk "CNT2" for
1295 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1296 chunk even when content was 16-bit element). "CNT2" should now be
1297 able to store content for arbitrary elements (up to eight blocks of
1298 3 x 3 element arrays). All "CNT2" elements will always be stored as
1299 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1301 2002-03-13 src/files.c
1302 * Changed "LoadLevel()" for real chunk support.
1304 2002-03-12 src/game.c
1305 * Fixed problem (introduced after 2.0.0 release) with penguins
1306 not getting killed by enemies
1308 2002-02-24 src/game.c, src/main.h
1309 * Added "player->is_moving"; now "player->last_move_dir" does
1310 not contain any information if the player is just moving at
1312 Before, "player->last_move_dir" was misused for this purpose
1313 for the robot stuff (robots don't kill players when they are
1314 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1315 broke tapes when walking through pipes!
1316 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1317 in a continuous movement. This fact is ignored for friends and