2 * added use of "Insert" and "Delete" keys to navigate element list in
3 level editor to start of custom elements or start of group elements
4 * added virtual elements to access CE value and CE score of elements:
5 - "CE value of triggering element"
6 - "CE score of triggering element"
7 - "CE value of current element"
8 - "CE score of current element"
11 * fixed "grass" to "sand" in older EM levels (up to file version V4)
14 * changed behaviour of network games with internal errors (because of
15 different client frame counters) from immediately terminating R'n'D
16 to displaying an error message requester and stopping only the game
17 (also to prevent impression of crashes under non command-line runs)
18 * fixed playing network games with the EMC engine (did not work before)
19 * fixed bug with not scrolling the screen in multi-player mode with the
20 focus on player 1 when all players are moving in different directions
21 * fixed bug with keeping pointer to gadget even after its deallocation
22 * fixed bug with allowing "focus on all players" in network games
23 * fixed bug with player focus when playing tapes from network games
26 * uploaded pre-release (test) version 3.2.0-7 binary and source code
29 * code cleanup for game action control for R'n'D and EMC game engine
32 * fixed bug in multi-player movement with focus on both players
33 * added option to control only the focussed player with all input
36 * added player focus switching to level tape recording and re-playing
39 * fixed some bugs in player focus switching in EMC and RND game engine
42 * added special Supaplex animations for Murphy digging and snapping
43 * added special Supaplex animations for Murphy being bored and sleeping
46 * added four new yam yams with explicit start direction for EMC engine
49 * fixed small bug in EMC level loader (copyright sign in EM II levels)
52 * added delayed ignition of EM style dynamite when used in R'n'D engine
53 * added limited movement range to EMC engine when focus on all players
56 * fixed bug with missing (zero) score values for native Supaplex levels
59 * added "continuous snapping" (snapping many elements while holding the
60 snap key pressed, without releasing the snap key after each element)
61 as a new player setting for more compatibility with the classic games
64 * finished scrolling for "focus on all players" in EMC graphics engine
67 * level sets with "levels: 0" are ignored for levels, but not artwork
68 * fixed bug when scanning empty level group directories (endless loop)
71 * fixed bug with explosion graphic for player using "Murphy" graphic
72 * fixed bug with explosion graphic if player leaves explosion in time
73 * changed some descriptive text in setup menu to use medium-width font
74 * added key shortcut settings for switching player focus to setup menu
77 * fixed bug with random value initialization when recording tapes
78 * fixed bug with playing single player tapes when team mode activated
81 * fixed little bug when trying to switch to player that does not exist
84 * added player switching (visual and quick) to R'n'D and EM game engine
85 * added setup option to select visual or quick in-game player switching
88 * added use of "Home" and "End" keys to handle element list in editor
91 * fixed bug with adding score when playing tape with EMC game engine
92 * added steel wall border for levels using EMC engine without border
93 * finally fixed delayed scrolling in EMC engine also for small levels
96 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
99 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
100 * fixed bug when displaying info element without action, but direction
103 * fixed minor graphical problems with springs smashing and slurping
104 (when using R'n'D style graphics instead of EMC style graphics)
107 * added scroll delay (as configured in setup) to EMC graphics engine
110 * improved screen redraw for EMC graphics engine (faster and smoother)
111 * when not scrolling, do not redraw the whole playfield if not needed
114 * added multi-player mode for EMC game engine (with up to four players)
117 * added android (can clone elements) from EMC engine to R'n'D engine
120 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
123 * added selectbox for initial player speed to player settings in editor
126 * version 3.1.2 created that is basically version 3.1.1, but with a
127 major bug fixed that prevented editing your own private levels
128 * version 3.1.2 released
131 * added magic ball (creates elements) from EMC engine to R'n'D engine
134 * uploaded fixed pre-release version 3.2.0-6 binary and source code
137 * fixed bug when using "CE can leave behind <trigger element>"
138 * added new change condition "(after/when) creation of <element>"
139 * added new change condition "(after/when) digging <element>"
140 * fixed bug accessing invalid gadget that caused crashes under Windows
141 * deactivated new possibility for multiple CE changes per frame
144 * uploaded pre-release (test) version 3.2.0-6 binary and source code
147 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
148 * fixed bug with not keeping CE value for moving CEs with only action
149 * changed CE action selectboxes in editor to be only reset when needed
152 * added option "use artwork from element" for custom player artwork
153 * added option "use explosion from element" for player explosions
156 * added cascaded element lists in the level editor
157 * added persistence for cascaded element lists by "editorcascade.conf"
158 * added dynamic element list with all elements used in current level
159 * added possibility for multiple CE changes per frame (experimental)
162 * uploaded pre-release (test) version 3.2.0-5 binary and source code
165 * changed "score for each 10 seconds/steps left" to "1 second/step"
166 * added own score for collecting "extra time" instead of sharing it
167 * added change events "switched by player" and "player switches <e>"
168 * added change events "snapped by player" and "player snaps <e>"
169 * added "set player artwork: <element choice>" to CE action options
170 * added change event "move of <element>"
173 * added "set player shield: off / normal / deadly" to CE action options
174 * added new player option "use level start element" in level editor
175 to set the correct focus at level start to elements from which the
176 player is created later (this did not work before for cascaded CE
177 changes resulting in creation of the player; it is now also possible
178 to create the player from a yam yam which is smashed at level start)
181 * added "set player speed: frozen (not moving)" to CE action options
182 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
185 * added new player option "block snap field" (enabled by default) to
186 make it possible to show a snapping animation like in Emerald Mine
189 * added dynamic selectboxes to custom element action settings in editor
190 * added "CE value" counter for custom elements (instead of "CE count")
191 * added option to use the last "CE value" after custom element change
192 * added option to use the "CE value" of other elements in CE actions
193 * fixed odd behaviour when pressing time orb in levels w/o time limit
194 * added checkbox "use time orb bug" for older levels that use this bug
197 * added missing configuration settings for the following elements:
198 - EL_TIMEGATE_SWITCH (time of open time gate)
199 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
200 - EL_SHIELD_NORMAL (time of shield duration)
201 - EL_SHIELD_DEADLY (time of shield duration)
202 - EL_EXTRA_TIME (time added to level time)
203 - EL_TIME_ORB_FULL (time added to level time)
206 * added "wind direction" as a movement pattern for custom elements
207 * added initial wind direction for balloon / custom elements to editor
208 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
211 * added parameters for "game of life" and "biomaze" elements to editor
214 * added level file chunk "CONF" for generic level and element settings
217 * uploaded pre-release (test) version 3.2.0-4 binary and source code
220 * skip empty level sets (with "levels: 0"; may be artwork base sets)
221 * added sound action ".page[1]" to ".page[32]" for each CE change page
224 * added image config suffix ".clone_from" to copy whole image settings
225 * fixed bug with invalid ("undefined") CE settings in old level files
228 * fixed graphical bug with smashing elements falling faster than player
231 * fixed major bug which prevented private levels from being edited
232 * fixed bug with precedence of general and special font definitions
235 * fixed graphical bug with player animation when player moves slowly
238 * uploaded pre-release (test) version 3.2.0-3 binary and source code
241 * fixed bug which prevented "global.num_toons: 0" from working
244 * major code cleanup (removed all these annoying "#if 0" blocks)
247 * added custom element actions for CE change page in level editor
250 * fixed music initialization bug in init.c (thanks to David Binderman)
251 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
252 (this bug must probably be fixed at other places, too)
255 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
256 (should be '#include <SDL.h>' instead)
259 * fixed bug which prevented "walkable from no direction" from working
260 (due to compatibility code overwriting this setting after loading)
263 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
266 * version number temporarily set to 3.1.1 (intermediate bugfix release)
267 * version 3.1.1 released
270 * changed some va_arg() arguments from 'long' to 'int', fixing problems
271 on 64-bit architecture systems with LP64 data model
274 * fixed bug with bombs not exploding when hitting the last level line
275 (introduced after the release of 3.1.0)
278 * added support for dumping small-sized level sketches from editor
281 * added recognition of "trigger element" for "change digged element to"
282 (this is not really what the "trigger element" was made for, but its
283 use may seem obvious for leaving back digged elements unchanged)
286 * fixed multiple warnings about failed joystick device initialization
289 * fixed bug with dynamite dropped on top of just dropped custom element
290 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
291 dynamite can still be dropped, but drop key must be released before
294 * fixed bug with wrong start directory when started from file browser
295 (due to this bug, R'n'D could not be started from KDE's Konqueror)
298 * fixed bug causing "change when impact" on player not working
299 * fixed wrong priority of "hitting something" over "hitting <element>"
300 * fixed wrong priority of "hit by something" over "hit by <element>"
303 * fixed graphical bug which caused the player (being Murphy) to show
304 collecting animations although the element was collected by penguin
307 * fixed two bugs causing wrong door background graphics in system.c
308 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
311 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
312 * added "no direction" to "walkable/passable from" selectbox options
315 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
316 * in tape autoplay, not only report broken, but also missing tapes
319 * uploaded pre-release (test) version 3.2.0-2 binary and source code
322 * fixed small bug with "linear" animation not working for active lamp
325 * fixed bug with moving up despite gravity due to "block last field"
326 * fixed small bug with wrong draw offset when typing name in main menu
327 * when reading user names from "passwd", ignore data after first comma
328 * when creating new "levelinfo.conf", only write some selected entries
331 * fixed displaying "imported from/by" on preview with empty string
332 * fixed ignoring draw offset for fonts used for level preview texts
335 * fixed a delay problem with SDL and too many mouse motion events
336 * added setup option "skip levels" and level skipping functionality
339 * added move speed "not moving" for non-moving CEs, but with direction
342 * fixed mapping of obsolete element token names in "editorsetup.conf"
343 * fixed bug with sound "acid.splashing" treated as a loop sound
344 * fixed some little sound bugs in native EM engine
347 * fixed small bug when dragging scrollbars to end positions
350 * added editor element descriptions written by Aaron Davidson
353 * improved fallback handling when configured artwork is not available
354 (now using default artwork instead of exiting when files not found)
357 * fixed bug on level selection screen when dragging scrollbar
360 * fixed bug which caused broken tapes when appending to EM engine tapes
363 * uploaded pre-release (test) version 3.2.0-1 binary and source code
366 * added code to replace changed artwork config tokens with other tokens
367 (needed for backwards compatibility, so that older tokens still work)
370 * added native R'n'D graphics for some new EMC elements in EM engine
373 * fixed some bugs in the EM engine integration code
374 * changed EM engine code to allow diagonal movement
375 * changed EM engine code to allow use of separate snap and drop keys
378 * fixed some redraw bugs when using EM engine
381 * fixed bug with not converting RND levels which are set to use native
382 engine to native level structure when loading
385 * uploaded pre-release (test) version 3.2.0-0 binary and source code
388 * version number set to 3.2.0
391 * level data now reset to defaults after attempt to load invalid file
394 * added use of "editorsetup.conf" for different level sets
397 * added auto-detection for various types of Emerald Mine level files
400 * fixed bug with scrollbars getting too small when list is very large
403 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
406 * added most level editor configuration gadgets for new EMC elements
409 * added more element and graphic definitions for new EMC elements
412 * modified native EM engine to use integrated R'n'D sound system
415 * added SDL support to graphics functions in native EM engine
416 (by always using generic libgame interface functions)
419 * fixed bug in frame synchronization in native EM engine
422 * added code to convert levels between R'n'D and native EM engine
425 * new Emerald Mine engine can now play levels selected in main menu
428 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
429 (which creates scaled down graphics for level editor and preview);
430 there's still a memory leak somewhere in the artwork handling code
431 * added "scale image up" functionality to X11 version of zoom function
434 * first attempts to integrate new, native Emerald Mine Club engine
437 * fixed bug in gadget code which caused reset of CEs in level editor
438 (example: pressing 'b' [grab brush] on CE config page erased values)
439 (solution: check if gadgets in ClickOnGadget() are really mapped)
440 * improved level change detection in editor (settings now also checked)
441 * fixed bug with "can move into acid" and "don't collide with" state
444 * fixed maze runner style CEs to use the configured move delay value
447 * added Aaron Davidson's tutorial level set to the "Tutorials" section
450 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
451 * fixed the above fix because it broke level set "machine" (*sigh*)
452 * fixed random element placement in level editor to work as expected
453 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
456 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
459 * fixed bug (missing array boundary check) which caused broken tapes
460 * fixed bug (when loading level template) which caused broken levels
461 * fixed bug with new block last field code when using non-yellow player
464 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
465 * internal change of how the player blocks the last field when moving
466 * fixed blocking delay of last field for EM and SP style block delay
467 * fixed bug where the player had to wait for the usual move delay after
468 unsuccessfully trying to move, when he directly could move after that
469 * the last two changes should make original Supaplex level 93 solvable
470 * improved use of random number generator to make it less predictable
471 * fixed behaviour of slippery SP elements to let slip left, then right
474 * fixed bug with wrong door state after trying to quickload empty tape
475 * fixed waste of static memory usage of the binary, making it smaller
476 * fixed very little graphical bug in Supaplex explosion
479 * version number set to 3.1.1
482 * version 3.1.0 released
485 * fixed bug with crash when writing user levelinfo.conf the first time
488 * added option "convert LEVELDIR [NR]" to command line batch commands
489 * re-converted Supaplex levels to apply latest engine fixes
490 * changed "use graphic/sound of element" to "use graphic of element"
491 due to compatibility problems with some levels ("bug machine" etc.)
494 * fixed bug with CE change replacing player with same or other player
497 * fixed bug with opaque font in envelope with background graphic when
498 background graphic is not transparent itself
501 * added "gravity on" and "gravity off" ports for Supaplex compatibility
502 * corrected original Supaplex level loading code to use these new ports
503 * also corrected Supaplex loader to auto-count infotrons if set to zero
506 * fixed bug with missing initialization of "modified" flag for GEs
509 * fixed bug that caused endless recursion loop when relocating player
510 * fixed tape recorder bug in "step mode" when using "pause before end"
511 * fixed tape recorder bug when changing from "warp forward" mode
514 * fixed bug with "when touching" for pushed elements at last position
517 * fixed bug that caused two activated toolbox buttons in level editor
518 * fixed bug with exploding dynabomb under player due to other explosion
521 * fixed bug with creating walkable custom element under player (again)
522 * fixed bug with not copying explosion type when copying CEs in editor
523 * fixed graphical bug when drawing player in setup menu (input devices)
524 * fixed graphical bug when the player is pushing an accessible element
525 * fixed bug with classic switchable elements triggering CE changes
526 * fixed bug with entering/leaving walkable element in RelocatePlayer()
527 * fixed crash bug when CE leaves behind the trigger player element
530 * fixed bug with broken tubes after placing/exploding dynamite in them
531 * fixed bug with exploding dynamite under player due to other explosion
532 * fixed bug with not resetting push delay under certain circumstances
535 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
536 * added network multiplayer code for Windows (thanks to Niko Böhm)
539 * added option "reachable despite gravity" for gravity movement
540 * changed gravity movement of most classic walkable and passable
541 elements back to "not reachable" (for compatibility reasons)
544 * fixed (removed) "indestructible" / "can explode" dependency in editor
545 * fixed (removed) "accessible inside" / "protected" dependency
546 * fixed (removed) "step mode" / "shield time" dependency
549 * fixed dynabombs exploding now into anything diggable
550 * fixed Supaplex style gravity movement into buggy base now impossible
551 * added pressing key "space" as valid action to select menu options
554 * added "replace when walkable" to relocate player to walkable element
555 * added "enter"/"leave" event for elements affected by relocation
556 * fixed "direct"/"indirect" change order also for "when change" event
557 * fixed graphical bug when pushing things from elements walkable inside
560 * fixed graphic bug when player is snapping while moving in old levels
561 * fixed bug when a moving custom element leaves a player element behind
562 * fixed bug with mole not disappearing when moving into acid pool
563 * fixed bug with incomplete path setting when using "--basepath" option
564 * moving CE can now leave walkable elements behind under the player
565 * when relocating, player can be set on walkable element now
566 * fixed another gravity movement bug
569 * uploaded pre-release (test) version 3.1.0-2 binary and source code
572 * added "collectible" and "removable" to extended replacement types
573 (where "removable" replaces "diggable" and "collectible" elements)
574 * added "collectible & throwable" (to throw element to the next field)
575 * fixed bug with CEs digging elements that are just about to explode
576 * changed mouse cursor now always being visible when game is paused
579 * added possibility to push/press accessible elements from a side that
581 * fixed bug with not setting actual date when appending to tape
584 * fixed bug with incorrectly initialized custom element editor graphics
587 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
588 - number of levels corrected from 18 to 17 in "levelinfo.conf"
591 * fixed bug with destroyed robot wheel still attracting robots forever
592 * fixed bug with time gate switch deactivating after robot wheel time
593 (while the time gate itself is not affected by this misbehaviour)
594 * changed behaviour of BD style amoeba to always get blocked by player
595 (before it was different when there were non-BD elements in level)
596 * fixed bug with player destroying indestructable elements with shield
599 * added option to make growing elements grow into anything diggable
600 (for the various amoeba types, biomaze and "game of life")
603 * fixed bug with movable elements not moving after left behind by CEs
604 * changed gravity movement to anything diggable, not only sand/base
605 * optionally allowing passing to walkable element, not only empty space
606 * added option "can pass to walkable element" for players
607 * finally fixed gravity movement (hopefully)
610 * fixed bug with movable elements not moving anymore after falling down
613 * fixed another bug with custom elements digging and leaving elements
614 * fixed bug with "along left/right side" and automatic start direction
615 * trigger elements now also displayed when "more custom" deactivated
616 * fixed bug with clipboard element initialized when loading new level
617 * added option "drop delay" to set delay before dropping next element
620 * uploaded pre-release (test) version 3.1.0-1 binary and source code
623 * added copy and paste functions for custom change pages
624 * enhanced graphical display and functionality of tape recorder
625 * fixed bug with custom elements digging and leaving elements
628 * added move speed faster than "very fast" for custom elements
629 * fixed bug with 3+3 style explosions and missing border content
630 * fixed little bug when copying custom elements in the editor
631 * enhanced custom element changes by more side trigger actions
634 * added option "no scrolling when relocating" for instant teleporting
635 * uploaded pre-release (test) version 3.1.0-0 binary and source code
638 * added trigger element and trigger player to use as target elements
639 * added copy and paste functions for custom and group elements
642 * fixed graphical bug when displaying explosion animations
643 * fixed bug when appending to tapes, resulting in broken tapes
644 * re-recorded a few tapes broken by fixing gravity checking bug
647 * "can move into acid" property now for all elements independently
648 * "can fall into acid" property for player stored in same bitfield now
649 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
650 * version number set to 3.1.0 (finally!)
653 * changed tape recording to only record input, not programmed actions
656 * fixed totally broken (every 8th frame skipped) step-by-step recording
657 * fixed bug with requester not displayed when quick-loading interrupted
658 * added option "can fall into acid (with gravity)" for players
659 * fixed bug with player not falling when snapping down with gravity
662 * fixed bug which messed up key config when using keypad number keys
665 * fixed bug which allowed moving upwards even when gravity was active
666 * fixed bug with missing error handling when dumping levels or tapes
669 * added different colored editor graphics for Supaplex gravity tubes
672 * fixed bug that allowed solvable tapes for unsolvable levels
675 * use unlimited number of droppable elements when "count" set to zero
676 * added option to use step limit instead of time limit for level
679 * added player and change page as trigger for custom element change
682 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
685 * fixed bug with dark yamyam changing to acid when moving over acid
686 * fixed handling of levels with more than 999 seconds level time
687 (example: level 76 of "Denmine")
690 * "spring push bug" reintroduced as configurable element property
691 * fixed bug with missing properties for "mole"
692 * fixed bug that showed up when fixing the above "mole" properties bug
693 * added option "can move into acid" for all movable elements
694 * fixed graphical bug for elements moving into acid
695 * changed event handling to handle all pending events before going on
698 * fixed bug which caused all CE change pages to be ignored which had
699 the same change event, but used a different element side
700 (reported by Simon Forsberg)
702 * fixed bug which caused elements that can move and fall and that are
703 transported by a conveyor belt to continue moving into that direction
704 after leaving the conveyor belt, regardless of their own movement
705 type; only elements which can not move are transported now
706 (reported by Simon Forsberg)
708 * fixed bug which could cause an array overflow in RelocatePlayer()
709 (reported by Niko Böhm)
711 * changed Emerald Mine style "passable / over" elements to "protected"
712 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
714 * added new option to select from which side a "walkable/passable"
715 element can be entered
718 * added explosion and ignition delay for elements that can explode
721 * fixed bug which caused player not being protected against enemies
722 when a CE was "walkable / inside" and was not "indestructible"
723 * added "walkable/passable" fields to be "protected/unprotected"
724 against enemies, even if not accessible "inside" but "over/under"
727 * corrected move pattern to 32 bit and initial move direction to 8 bit
730 * added second custom element base configuration page
733 * added some special EMC mappings to Emerald Mine level loader
734 (also covering previously unknown element in level 0 of "Bondmine 8")
737 * added option to block last field when player is moving (for Supaplex)
738 * adjusted push delay of Supaplex elements
739 * removed delays for envelopes etc. when replaying with maximum speed
740 * fixed bug when dropping element on a field that just changed to empty
743 * fixed bug: infotrons can now smash yellow disks
744 * fixed bug: when gravity active, port above player can now be entered
745 * removed "one white dot" mouse pointer which irritated some people
748 * added "choice type" for group element selection
751 * fixed bug with initial invulnerability of non-yellow player
754 * added level loader for loading native Supaplex packed levels
755 (including multi-part levels like the "splvls99" levels)
758 * fixed bug which allowed creating emeralds by escaping explosions
761 * custom elements can change (limited) or leave (unlimited) elements
762 * finally added multiple matches using group elements
763 * added shortcut to dump brush (type ":DB" in editor) for use in forum
766 * added new start movement type "previous" for continued CE movement
767 * added new start movement type "random" for random CE movement start
770 * added new element "sokoban_field_player" needed for Sokoban levels
771 (thanks to Ed Booker for pointing this out!)
774 * added elements that can be digged or left behind by custom elements
777 * added group elements for multiple matches and random element creation
780 * fixed some graphical errors displayed in old levels
783 * fixed wrong double speed movement after passing closing gates
786 * added level loader for loading native Emerald Mine levels
789 * changes for "shooting" style CE movement
792 * Happy New Year! ;-)
795 * changed default snap/drop keys from left/right Shift to Control keys
798 * fixed bug with dead player getting reanimated from custom element
801 * fixed bug with wrong penguin graphics (when entering exit)
804 * fixed bug with wrong "Murphy" graphics (when digging etc.)
807 * version number set to 3.0.9
810 * version 3.0.8 released
813 * added function checked_free()
816 * fixed bug with double nut cracking sound
817 (by eliminating "default element action sound" assignment in init.c)
820 * fixed crash when no music info files are available
823 * fixed boring and sleeping sounds
826 * added "maze runner" and "maze hunter" movement types
827 * added extended collision conditions for custom elements
830 * added warnings for undefined token values in artwork config files
833 * added menu entry for level set information to the info screen
836 * fixed bug with wrong default impact sound for colored emeralds
839 * added several sub-screens for the info screen
840 * menu text now also clickable (not only blue/red sphere left of it)
843 * added configurable "bored" and "sleeping" animations for the player
844 * added "awakening" sound for player when waking up after sleeping
847 * added "copy" and "exchange" functions for custom elements to editor
850 * added configurable element animations for info screen
853 * added configurable music credits for info screen
856 * finally fixed tape recording when player is created from CE change
859 * added "editorsetup.conf" for editor element list configuration
862 * added "musicinfo.conf" for menu and level music configuration
865 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
866 (that only showed up on Linux, but not on Windows systems)
869 * fixed turning movement of butterflies and fireflies (no frame reset)
870 * enhanced sniksnak turning movement (two steps instead of only one)
873 * version number set to 3.0.8
876 * version 3.0.7 released
879 * fixed reset of player animation frame when, for example,
880 walking, digging or collecting share the same animation
881 * fixed CE with "deadly when touching" exploding when touching amoeba
884 * fixed tape recording when player is created from CE element change
887 * introduced "turning..." action graphic for elements with move delay
888 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
889 * added turning animations for bug, spaceship and sniksnak
892 * prevent "extended" changed elements from delay change in same frame
895 * fixed bug when pushing element that can move away to the side
896 (like pushing falling elements, but now with moving elements)
899 * finally fixed serious bug in code for delayed element pushing (again)
902 * unavailable setup options now marked as "n/a" instead of "off"
903 * new boolean directive "latest_engine" for "levelinfo.conf": when set
904 to "true", levels are always played with the latest game engine,
905 which is desired for levels that are imported from other games; all
906 other levels are played with the engine version stored in level file
907 (which is normally the engine version the level was created with)
910 * fixed serious bug in code for delayed element pushing
911 * fixed little bug in animation frame selection for pushed elements
912 * speed-up of reading config file for verbose output
915 * added configuration option for opening and closing Supaplex exit
916 * added configuration option for moving up/down animation for Murphy
917 * fixed incorrectly displayed animation for attacking dragon
918 * fixed bug with not setting initial gravity for each new game
919 * fixed bug with teleportation of player by custom element change
920 * fixed bug with player not getting smashed by rock sometimes
923 * version number set to 3.0.7
926 * version 3.0.6 released
929 * added support for MP3 music for SDL version through SMPEG library
932 * fixed bug when initializing font graphic structure
933 * fixed bug with animation mode "pingpong" when using only 1 frame
934 * fixed bug with extended change target introduced in 3.0.5
935 * fixed bug where passing over moving element doubles player speed
936 * fixed bug with elements continuing to move into push direction
937 * fixed bug with duplicated player when dropping bomb with shield on
938 * added "switching" event for custom elements ("pressing" only once)
939 * fixed switching bug (resetting flag when not switching but not idle)
942 * fixed element tokens for certain file elements with ".active" etc.
945 * version number set to 3.0.6
948 * version 3.0.5 released
951 * now four envelope elements available
952 * font, background, animation and sound for envelope now configurable
953 * main menu doors opening/closing animation type now configurable
956 * active/inactive sides configurable for custom element changes
957 * new movement type "move when pushed" available for custom elements
960 * fixed bug in multiple config pages loader code that caused crashes
963 * enhanced (remaining low-resolution) Supaplex graphics
966 * version number set to 3.0.5
969 * version 3.0.4 released
971 2003-09-12 src/tools.c
972 * fixed bug in custom definition of crumbled element graphics
974 2003-09-11 src/files.c
975 * fixed bug in multiple config pages code that caused crashes
978 * version number set to 3.0.4
981 * version 3.0.3 released
984 * added music to Supaplex classic level set
986 2003-09-07 src/libgame/misc.c
987 * added support for loading various music formats through SDL_mixer
989 2003-09-06 (various source files)
990 * fixed several nasty bugs that may have caused crashes on some systems
991 * added envelope content which gets displayed when collecting envelope
992 * added multiple change event pages for custom elements
994 2003-08-24 src/game.c
995 * fixed problem with player animation when snapping and moving
997 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
998 * fixed problem with flickering when drawing toon animations
1000 2003-08-23 src/libgame/sdl.c
1001 * fixed problem with setting mouse cursor in SDL version in fullscreen
1003 2003-08-23 src/game.c
1004 * fixed bug (missing array boundary check) which could crash the game
1007 * version number set to 3.0.3
1010 * version 3.0.2 released
1012 2003-08-21 src/game.c
1013 * fixed bug with creating inaccessible elements at player position
1015 2003-08-20 src/init.c
1016 * fixed bug with not finding current level artwork directory
1018 2003-08-20 src/files.c
1019 * fixed bug with choosing wrong engine version when playing tapes
1020 * fixed bug with messing up custom element properties in 3.0.0 levels
1023 * version number set to 3.0.2
1026 * version 3.0.1 released
1028 2003-08-17 (no source files affected)
1029 * changed all "classic" PCX image files with 16 colors or less to
1030 256 color (8 bit) storage format, because the Allegro game library
1031 cannot handle PCX files with less than 256 colors (contributed
1032 graphics are not affected and might look wrong in the DOS version)
1034 2003-08-16 src/init.c
1035 * fixed bug which (for example) crashed the level editor when defining
1036 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1037 (only set to default) -- invalid graphics now set to default graphic
1039 2003-08-16 src/init.c
1040 * fixed graphical bug of player digging/collecting/snapping element
1041 when no corresponding graphic/animation is defined for this action,
1042 resulting in player being drawn as EL_EMPTY (which should only be
1043 done to elements being collected, but not to the player)
1045 2003-08-16 src/game.c
1046 * fixed small graphical bug of player not totally moving into exit
1048 2003-08-16 src/libgame/setup.c
1049 * fixed bug with wrong MS-DOS 8.3 filename conversion
1051 2003-08-16 src/tools.c
1052 * fixed bug with invisible mouse cursor when pressing ESC while playing
1054 2003-08-16 (various source files)
1055 * added another 128 custom elements (disabled in editor by default)
1057 2003-08-16 src/editor.c
1058 * fixed NULL string bug causing Solaris to crash in sprintf()
1060 2003-08-16 src/screen.c
1061 * fixed drawing over scrollbar on level selection with custom fonts
1063 2003-08-15 src/game.c
1064 * cleanup of simple sounds / loop sounds / music settings
1066 2003-08-08 (various source files)
1067 * added custom element property for dropping collected elements
1069 2003-08-08 src/conf_gfx.c
1070 * fixed bug with missing graphic for active red disk bomb
1072 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1073 * extended variable "level.gravity" to "level.initial_gravity" and
1074 "game.current_gravity" to prevent level setting from being changed
1075 by playing the level (keeping the runtime value after playing)
1077 * fixed graphics bug when digging element that has 'crumbled' graphic
1078 definition, but not 'diggable' graphic definition
1081 * version number set to 3.0.1
1084 * version 3.0.0 released
1087 * various bug fixes; among others:
1088 - fixed bug with pushing spring over empty space
1089 - fixed bug with leaving tube while placing dynamite
1090 - fixed bug with explosion of smashed penguins
1091 - allow Murphy player graphic in levels with non-Supaplex elements
1095 * I have forgotten to document changes for some time
1098 * pre-release version 2.2.0rc1 released
1101 * version number set to 2.1.2
1104 * version 2.1.1 released
1107 * version number set to 2.1.1
1110 * version 2.1.0 released
1113 * version number set to 2.1.0
1115 2002-04-03 to 2002-05-19 (various source files)
1116 * graphics, sounds and music now fully configurable
1117 * bug fixed that prevented walking through tubes when gravity on
1119 2002-04-02 src/events.c, src/editor.c
1120 * Make Escape key less aggressive when playing or when editing level.
1121 This can be configured as an option in the setup menu. (Default is
1122 "less aggressive" which means "ask user if something can be lost"
1123 when pressing the Escape key.)
1125 2002-04-02 src/screen.c
1126 * Added "graphics setup" screen.
1128 2002-04-01 src/screen.c
1129 * Changed "choose level" setup screen stuff to be more generic (to
1130 make it easier to add more "choose from generic tree" setup screens).
1132 2002-04-01 src/config.c, src/timestamp.h
1133 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1134 automatically gets created by "src/Makefile" and contains an actual
1135 compile-time timestamp to identify development versions of the game).
1137 2002-03-31 src/tape.c, src/events.c
1138 * Added quick game/tape save/load functions to tape stuff which can be
1139 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1140 loads previously recorded tape and directly goes into recording mode
1141 from the end of the tape (therefore appending to the tape).
1143 2002-03-31 src/tape.c
1144 * Added "index mark" function to tape recorder. When playing or
1145 recording, "eject" button changes to "index" button. Setting index
1146 mark is not yet implemented, but pressing index button when playing
1147 allows very quick advancing to end of tape (when normal playing),
1148 very fast forward mode (when playing with normal fast forward) or
1149 very fast reaching of "pause before end of tape" (when playing with
1150 "pause before end" playing mode).
1152 2002-03-30 src/cartoons.c
1153 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1155 2002-03-29 src/screen.c
1156 * Changed setup screen stuff to be more generic (to make it easier
1157 to add more setup screens).
1159 2002-03-23 src/main.c, src/main.h
1160 * Various changes due to the introduction of the new libgame files
1161 "setup.c" and "joystick.c".
1163 2002-03-23 src/files.c
1164 * Generic parts of "src/files.c" (mainly setup and level directory
1165 stuff) moved to new libgame file "src/libgame/setup.c".
1167 2002-03-23 src/joystick.c
1168 * File "src/joystick.c" moved to libgame source tree, with
1169 correspondig changes.
1171 2002-03-22 src/screens.c
1172 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1173 (Wrong level series information displayed when entering main group.)
1175 2002-03-22 src/editor.c
1176 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1178 2002-03-22 src/editor.c
1179 * Changed behaviour of "Escape" key in level editor to be more
1180 intuitive: When in "Element Properties" or "Level Info" mode,
1181 return to "Drawing Mode" instead of leaving the level editor.
1183 2002-03-21 src/game.c, src/editor.c, src/files.c
1184 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1185 gems (emeralds, diamonds, ...) slipping down from normal wall,
1186 steel wall and growing wall (as in E.M.C. style levels). Although
1187 the behaviour of contributed and private levels wasn't changed (due
1188 to the use of "level.game_version"; see previous entry), editing
1189 those levels will (of course) change the behaviour accordingly.
1191 This change seems a bit too hard after thinking about it, because
1192 the EM style behaviour is not the "expected" behaviour (gems would
1193 normally only slip down from "rounded" walls). Therefore this was
1194 now changed to an element property for gem style elements, with the
1195 default setting "off" (which means: no special EM style behaviour).
1196 To fix older converted levels, this flag is set to "on" for pre-2.0
1197 levels that are neither contributed nor private levels.
1199 2002-03-20 src/files.h
1200 * Corrected settings for "level.game_version" depending of level type.
1201 (Contributed and private levels always get played with game engine
1202 version they were created with, while converted levels always get
1203 played with the most recent version of the game engine, to let new
1204 corrections of the emulation behaviour take effect.)
1206 2002-03-20 src/main.h
1207 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1208 compiling the SDL version on some systems.
1209 Thanks to the several people who pointed this out.
1212 * Version number set to 2.0.2.
1215 * Version 2.0.1 released.
1217 2002-03-18 src/screens.c
1218 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1220 2002-03-18 src/files.c [src/libgame/misc.c]
1221 * Moved some common functions from src/files.c to src/libgame/misc.c.
1223 2002-03-18 src/files.c [src/libgame/misc.c]
1224 * Changed permissions for new directories and saved files (especially
1225 score files) according to suggestions of Debian users and mantainers.
1226 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1228 2002-03-17 src/files.c
1229 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1230 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1231 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1232 for levels and "TAPE" for tapes). Old "cookie" style format is
1233 still supported for reading. New level and tape files are written
1236 * New IFF chunk "VERS" contains version numbers for file and game
1237 (where "game version" is the version of the program that wrote the
1238 file, and "file version" is a version number to distinguish files
1239 with different format, for example after adding new features).
1241 2002-03-15 src/screen.c
1242 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1243 (Before, you heard a mixture of the in-game music and the
1244 hall-of-fame music.)
1246 2002-03-14 src/events.c
1247 * Function "DumpTape()" (files.c) now available by pressing 't' from
1248 main menu (when in DEBUG mode).
1250 2002-03-14 src/game.c
1251 * "GameWon()": When game was won playing a tape, now there is no delay
1252 raising the score and no corresponding sound is played.
1254 2002-03-14 src/files.c
1255 * Changed "LoadTape()" for real chunk support and also adjusted
1256 "SaveTape()" accordingly.
1258 2002-03-14 src/game.c, src/tape.c, src/files.c
1259 * Important changes to tape format: The old tape format stored all
1260 actions with a real effect with a corresponding delay between the
1261 stored actions. This had some major disadvantages (for example,
1262 push delays had to be ignored, pressing a button for some seconds
1263 mutated to several single button presses because of the non-action
1264 delays between two action frames etc.). The new tape format just
1265 stupidly records all device actions and replays them later. I really
1266 don't know why I haven't solved it that way before?! Old-style tapes
1267 (with tape file version less than 2.0) get converted to the new
1268 format on-the-fly when loading and can therefore still be played;
1269 only some minor parts of the old-style tape handling code was needed.
1270 (A perfect conversion is not possible, because there is information
1271 missing about the device actions between two action frames.)
1273 2002-03-14 src/files.c
1274 * New function "DumpTape()" to dump the contents of the current tape
1275 in a human readable format.
1277 2002-03-14 src/game.c
1278 * Small tape bug fixed: When automatically advancing to next level
1279 after a game was won, the tape from the previous level still was
1280 loaded as a tape for the new level.
1282 2002-03-14 src/tape.c
1283 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1284 tape, cartoons did not get completely removed because
1285 StopAnimation() was not called.
1287 2002-03-13 src/files.c
1288 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1289 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1290 size even when using 16-bit elements). Added new chunk "CNT2" for
1291 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1292 chunk even when content was 16-bit element). "CNT2" should now be
1293 able to store content for arbitrary elements (up to eight blocks of
1294 3 x 3 element arrays). All "CNT2" elements will always be stored as
1295 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1297 2002-03-13 src/files.c
1298 * Changed "LoadLevel()" for real chunk support.
1300 2002-03-12 src/game.c
1301 * Fixed problem (introduced after 2.0.0 release) with penguins
1302 not getting killed by enemies
1304 2002-02-24 src/game.c, src/main.h
1305 * Added "player->is_moving"; now "player->last_move_dir" does
1306 not contain any information if the player is just moving at
1308 Before, "player->last_move_dir" was misused for this purpose
1309 for the robot stuff (robots don't kill players when they are
1310 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1311 broke tapes when walking through pipes!
1312 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1313 in a continuous movement. This fact is ignored for friends and