2 * fixed handling of over-large selectboxes (less error-prone now)
5 * added use of "Insert" and "Delete" keys to navigate element list in
6 level editor to start of custom elements or start of group elements
7 * added virtual elements to access CE value and CE score of elements:
8 - "CE value of triggering element"
9 - "CE score of triggering element"
10 - "CE value of current element"
11 - "CE score of current element"
14 * fixed "grass" to "sand" in older EM levels (up to file version V4)
17 * changed behaviour of network games with internal errors (because of
18 different client frame counters) from immediately terminating R'n'D
19 to displaying an error message requester and stopping only the game
20 (also to prevent impression of crashes under non command-line runs)
21 * fixed playing network games with the EMC engine (did not work before)
22 * fixed bug with not scrolling the screen in multi-player mode with the
23 focus on player 1 when all players are moving in different directions
24 * fixed bug with keeping pointer to gadget even after its deallocation
25 * fixed bug with allowing "focus on all players" in network games
26 * fixed bug with player focus when playing tapes from network games
29 * uploaded pre-release (test) version 3.2.0-7 binary and source code
32 * code cleanup for game action control for R'n'D and EMC game engine
35 * fixed bug in multi-player movement with focus on both players
36 * added option to control only the focussed player with all input
39 * added player focus switching to level tape recording and re-playing
42 * fixed some bugs in player focus switching in EMC and RND game engine
45 * added special Supaplex animations for Murphy digging and snapping
46 * added special Supaplex animations for Murphy being bored and sleeping
49 * added four new yam yams with explicit start direction for EMC engine
52 * fixed small bug in EMC level loader (copyright sign in EM II levels)
55 * added delayed ignition of EM style dynamite when used in R'n'D engine
56 * added limited movement range to EMC engine when focus on all players
59 * fixed bug with missing (zero) score values for native Supaplex levels
62 * added "continuous snapping" (snapping many elements while holding the
63 snap key pressed, without releasing the snap key after each element)
64 as a new player setting for more compatibility with the classic games
67 * finished scrolling for "focus on all players" in EMC graphics engine
70 * level sets with "levels: 0" are ignored for levels, but not artwork
71 * fixed bug when scanning empty level group directories (endless loop)
74 * fixed bug with explosion graphic for player using "Murphy" graphic
75 * fixed bug with explosion graphic if player leaves explosion in time
76 * changed some descriptive text in setup menu to use medium-width font
77 * added key shortcut settings for switching player focus to setup menu
80 * fixed bug with random value initialization when recording tapes
81 * fixed bug with playing single player tapes when team mode activated
84 * fixed little bug when trying to switch to player that does not exist
87 * added player switching (visual and quick) to R'n'D and EM game engine
88 * added setup option to select visual or quick in-game player switching
91 * added use of "Home" and "End" keys to handle element list in editor
94 * fixed bug with adding score when playing tape with EMC game engine
95 * added steel wall border for levels using EMC engine without border
96 * finally fixed delayed scrolling in EMC engine also for small levels
99 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
102 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
103 * fixed bug when displaying info element without action, but direction
106 * fixed minor graphical problems with springs smashing and slurping
107 (when using R'n'D style graphics instead of EMC style graphics)
110 * added scroll delay (as configured in setup) to EMC graphics engine
113 * improved screen redraw for EMC graphics engine (faster and smoother)
114 * when not scrolling, do not redraw the whole playfield if not needed
117 * added multi-player mode for EMC game engine (with up to four players)
120 * added android (can clone elements) from EMC engine to R'n'D engine
123 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
126 * added selectbox for initial player speed to player settings in editor
129 * version 3.1.2 created that is basically version 3.1.1, but with a
130 major bug fixed that prevented editing your own private levels
131 * version 3.1.2 released
134 * added magic ball (creates elements) from EMC engine to R'n'D engine
137 * uploaded fixed pre-release version 3.2.0-6 binary and source code
140 * fixed bug when using "CE can leave behind <trigger element>"
141 * added new change condition "(after/when) creation of <element>"
142 * added new change condition "(after/when) digging <element>"
143 * fixed bug accessing invalid gadget that caused crashes under Windows
144 * deactivated new possibility for multiple CE changes per frame
147 * uploaded pre-release (test) version 3.2.0-6 binary and source code
150 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
151 * fixed bug with not keeping CE value for moving CEs with only action
152 * changed CE action selectboxes in editor to be only reset when needed
155 * added option "use artwork from element" for custom player artwork
156 * added option "use explosion from element" for player explosions
159 * added cascaded element lists in the level editor
160 * added persistence for cascaded element lists by "editorcascade.conf"
161 * added dynamic element list with all elements used in current level
162 * added possibility for multiple CE changes per frame (experimental)
165 * uploaded pre-release (test) version 3.2.0-5 binary and source code
168 * changed "score for each 10 seconds/steps left" to "1 second/step"
169 * added own score for collecting "extra time" instead of sharing it
170 * added change events "switched by player" and "player switches <e>"
171 * added change events "snapped by player" and "player snaps <e>"
172 * added "set player artwork: <element choice>" to CE action options
173 * added change event "move of <element>"
176 * added "set player shield: off / normal / deadly" to CE action options
177 * added new player option "use level start element" in level editor
178 to set the correct focus at level start to elements from which the
179 player is created later (this did not work before for cascaded CE
180 changes resulting in creation of the player; it is now also possible
181 to create the player from a yam yam which is smashed at level start)
184 * added "set player speed: frozen (not moving)" to CE action options
185 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
188 * added new player option "block snap field" (enabled by default) to
189 make it possible to show a snapping animation like in Emerald Mine
192 * added dynamic selectboxes to custom element action settings in editor
193 * added "CE value" counter for custom elements (instead of "CE count")
194 * added option to use the last "CE value" after custom element change
195 * added option to use the "CE value" of other elements in CE actions
196 * fixed odd behaviour when pressing time orb in levels w/o time limit
197 * added checkbox "use time orb bug" for older levels that use this bug
200 * added missing configuration settings for the following elements:
201 - EL_TIMEGATE_SWITCH (time of open time gate)
202 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
203 - EL_SHIELD_NORMAL (time of shield duration)
204 - EL_SHIELD_DEADLY (time of shield duration)
205 - EL_EXTRA_TIME (time added to level time)
206 - EL_TIME_ORB_FULL (time added to level time)
209 * added "wind direction" as a movement pattern for custom elements
210 * added initial wind direction for balloon / custom elements to editor
211 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
214 * added parameters for "game of life" and "biomaze" elements to editor
217 * added level file chunk "CONF" for generic level and element settings
220 * uploaded pre-release (test) version 3.2.0-4 binary and source code
223 * skip empty level sets (with "levels: 0"; may be artwork base sets)
224 * added sound action ".page[1]" to ".page[32]" for each CE change page
227 * added image config suffix ".clone_from" to copy whole image settings
228 * fixed bug with invalid ("undefined") CE settings in old level files
231 * fixed graphical bug with smashing elements falling faster than player
234 * fixed major bug which prevented private levels from being edited
235 * fixed bug with precedence of general and special font definitions
238 * fixed graphical bug with player animation when player moves slowly
241 * uploaded pre-release (test) version 3.2.0-3 binary and source code
244 * fixed bug which prevented "global.num_toons: 0" from working
247 * major code cleanup (removed all these annoying "#if 0" blocks)
250 * added custom element actions for CE change page in level editor
253 * fixed music initialization bug in init.c (thanks to David Binderman)
254 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
255 (this bug must probably be fixed at other places, too)
258 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
259 (should be '#include <SDL.h>' instead)
262 * fixed bug which prevented "walkable from no direction" from working
263 (due to compatibility code overwriting this setting after loading)
266 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
269 * version number temporarily set to 3.1.1 (intermediate bugfix release)
270 * version 3.1.1 released
273 * changed some va_arg() arguments from 'long' to 'int', fixing problems
274 on 64-bit architecture systems with LP64 data model
277 * fixed bug with bombs not exploding when hitting the last level line
278 (introduced after the release of 3.1.0)
281 * added support for dumping small-sized level sketches from editor
284 * added recognition of "trigger element" for "change digged element to"
285 (this is not really what the "trigger element" was made for, but its
286 use may seem obvious for leaving back digged elements unchanged)
289 * fixed multiple warnings about failed joystick device initialization
292 * fixed bug with dynamite dropped on top of just dropped custom element
293 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
294 dynamite can still be dropped, but drop key must be released before
297 * fixed bug with wrong start directory when started from file browser
298 (due to this bug, R'n'D could not be started from KDE's Konqueror)
301 * fixed bug causing "change when impact" on player not working
302 * fixed wrong priority of "hitting something" over "hitting <element>"
303 * fixed wrong priority of "hit by something" over "hit by <element>"
306 * fixed graphical bug which caused the player (being Murphy) to show
307 collecting animations although the element was collected by penguin
310 * fixed two bugs causing wrong door background graphics in system.c
311 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
314 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
315 * added "no direction" to "walkable/passable from" selectbox options
318 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
319 * in tape autoplay, not only report broken, but also missing tapes
322 * uploaded pre-release (test) version 3.2.0-2 binary and source code
325 * fixed small bug with "linear" animation not working for active lamp
328 * fixed bug with moving up despite gravity due to "block last field"
329 * fixed small bug with wrong draw offset when typing name in main menu
330 * when reading user names from "passwd", ignore data after first comma
331 * when creating new "levelinfo.conf", only write some selected entries
334 * fixed displaying "imported from/by" on preview with empty string
335 * fixed ignoring draw offset for fonts used for level preview texts
338 * fixed a delay problem with SDL and too many mouse motion events
339 * added setup option "skip levels" and level skipping functionality
342 * added move speed "not moving" for non-moving CEs, but with direction
345 * fixed mapping of obsolete element token names in "editorsetup.conf"
346 * fixed bug with sound "acid.splashing" treated as a loop sound
347 * fixed some little sound bugs in native EM engine
350 * fixed small bug when dragging scrollbars to end positions
353 * added editor element descriptions written by Aaron Davidson
356 * improved fallback handling when configured artwork is not available
357 (now using default artwork instead of exiting when files not found)
360 * fixed bug on level selection screen when dragging scrollbar
363 * fixed bug which caused broken tapes when appending to EM engine tapes
366 * uploaded pre-release (test) version 3.2.0-1 binary and source code
369 * added code to replace changed artwork config tokens with other tokens
370 (needed for backwards compatibility, so that older tokens still work)
373 * added native R'n'D graphics for some new EMC elements in EM engine
376 * fixed some bugs in the EM engine integration code
377 * changed EM engine code to allow diagonal movement
378 * changed EM engine code to allow use of separate snap and drop keys
381 * fixed some redraw bugs when using EM engine
384 * fixed bug with not converting RND levels which are set to use native
385 engine to native level structure when loading
388 * uploaded pre-release (test) version 3.2.0-0 binary and source code
391 * version number set to 3.2.0
394 * level data now reset to defaults after attempt to load invalid file
397 * added use of "editorsetup.conf" for different level sets
400 * added auto-detection for various types of Emerald Mine level files
403 * fixed bug with scrollbars getting too small when list is very large
406 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
409 * added most level editor configuration gadgets for new EMC elements
412 * added more element and graphic definitions for new EMC elements
415 * modified native EM engine to use integrated R'n'D sound system
418 * added SDL support to graphics functions in native EM engine
419 (by always using generic libgame interface functions)
422 * fixed bug in frame synchronization in native EM engine
425 * added code to convert levels between R'n'D and native EM engine
428 * new Emerald Mine engine can now play levels selected in main menu
431 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
432 (which creates scaled down graphics for level editor and preview);
433 there's still a memory leak somewhere in the artwork handling code
434 * added "scale image up" functionality to X11 version of zoom function
437 * first attempts to integrate new, native Emerald Mine Club engine
440 * fixed bug in gadget code which caused reset of CEs in level editor
441 (example: pressing 'b' [grab brush] on CE config page erased values)
442 (solution: check if gadgets in ClickOnGadget() are really mapped)
443 * improved level change detection in editor (settings now also checked)
444 * fixed bug with "can move into acid" and "don't collide with" state
447 * fixed maze runner style CEs to use the configured move delay value
450 * added Aaron Davidson's tutorial level set to the "Tutorials" section
453 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
454 * fixed the above fix because it broke level set "machine" (*sigh*)
455 * fixed random element placement in level editor to work as expected
456 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
459 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
462 * fixed bug (missing array boundary check) which caused broken tapes
463 * fixed bug (when loading level template) which caused broken levels
464 * fixed bug with new block last field code when using non-yellow player
467 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
468 * internal change of how the player blocks the last field when moving
469 * fixed blocking delay of last field for EM and SP style block delay
470 * fixed bug where the player had to wait for the usual move delay after
471 unsuccessfully trying to move, when he directly could move after that
472 * the last two changes should make original Supaplex level 93 solvable
473 * improved use of random number generator to make it less predictable
474 * fixed behaviour of slippery SP elements to let slip left, then right
477 * fixed bug with wrong door state after trying to quickload empty tape
478 * fixed waste of static memory usage of the binary, making it smaller
479 * fixed very little graphical bug in Supaplex explosion
482 * version number set to 3.1.1
485 * version 3.1.0 released
488 * fixed bug with crash when writing user levelinfo.conf the first time
491 * added option "convert LEVELDIR [NR]" to command line batch commands
492 * re-converted Supaplex levels to apply latest engine fixes
493 * changed "use graphic/sound of element" to "use graphic of element"
494 due to compatibility problems with some levels ("bug machine" etc.)
497 * fixed bug with CE change replacing player with same or other player
500 * fixed bug with opaque font in envelope with background graphic when
501 background graphic is not transparent itself
504 * added "gravity on" and "gravity off" ports for Supaplex compatibility
505 * corrected original Supaplex level loading code to use these new ports
506 * also corrected Supaplex loader to auto-count infotrons if set to zero
509 * fixed bug with missing initialization of "modified" flag for GEs
512 * fixed bug that caused endless recursion loop when relocating player
513 * fixed tape recorder bug in "step mode" when using "pause before end"
514 * fixed tape recorder bug when changing from "warp forward" mode
517 * fixed bug with "when touching" for pushed elements at last position
520 * fixed bug that caused two activated toolbox buttons in level editor
521 * fixed bug with exploding dynabomb under player due to other explosion
524 * fixed bug with creating walkable custom element under player (again)
525 * fixed bug with not copying explosion type when copying CEs in editor
526 * fixed graphical bug when drawing player in setup menu (input devices)
527 * fixed graphical bug when the player is pushing an accessible element
528 * fixed bug with classic switchable elements triggering CE changes
529 * fixed bug with entering/leaving walkable element in RelocatePlayer()
530 * fixed crash bug when CE leaves behind the trigger player element
533 * fixed bug with broken tubes after placing/exploding dynamite in them
534 * fixed bug with exploding dynamite under player due to other explosion
535 * fixed bug with not resetting push delay under certain circumstances
538 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
539 * added network multiplayer code for Windows (thanks to Niko Böhm)
542 * added option "reachable despite gravity" for gravity movement
543 * changed gravity movement of most classic walkable and passable
544 elements back to "not reachable" (for compatibility reasons)
547 * fixed (removed) "indestructible" / "can explode" dependency in editor
548 * fixed (removed) "accessible inside" / "protected" dependency
549 * fixed (removed) "step mode" / "shield time" dependency
552 * fixed dynabombs exploding now into anything diggable
553 * fixed Supaplex style gravity movement into buggy base now impossible
554 * added pressing key "space" as valid action to select menu options
557 * added "replace when walkable" to relocate player to walkable element
558 * added "enter"/"leave" event for elements affected by relocation
559 * fixed "direct"/"indirect" change order also for "when change" event
560 * fixed graphical bug when pushing things from elements walkable inside
563 * fixed graphic bug when player is snapping while moving in old levels
564 * fixed bug when a moving custom element leaves a player element behind
565 * fixed bug with mole not disappearing when moving into acid pool
566 * fixed bug with incomplete path setting when using "--basepath" option
567 * moving CE can now leave walkable elements behind under the player
568 * when relocating, player can be set on walkable element now
569 * fixed another gravity movement bug
572 * uploaded pre-release (test) version 3.1.0-2 binary and source code
575 * added "collectible" and "removable" to extended replacement types
576 (where "removable" replaces "diggable" and "collectible" elements)
577 * added "collectible & throwable" (to throw element to the next field)
578 * fixed bug with CEs digging elements that are just about to explode
579 * changed mouse cursor now always being visible when game is paused
582 * added possibility to push/press accessible elements from a side that
584 * fixed bug with not setting actual date when appending to tape
587 * fixed bug with incorrectly initialized custom element editor graphics
590 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
591 - number of levels corrected from 18 to 17 in "levelinfo.conf"
594 * fixed bug with destroyed robot wheel still attracting robots forever
595 * fixed bug with time gate switch deactivating after robot wheel time
596 (while the time gate itself is not affected by this misbehaviour)
597 * changed behaviour of BD style amoeba to always get blocked by player
598 (before it was different when there were non-BD elements in level)
599 * fixed bug with player destroying indestructable elements with shield
602 * added option to make growing elements grow into anything diggable
603 (for the various amoeba types, biomaze and "game of life")
606 * fixed bug with movable elements not moving after left behind by CEs
607 * changed gravity movement to anything diggable, not only sand/base
608 * optionally allowing passing to walkable element, not only empty space
609 * added option "can pass to walkable element" for players
610 * finally fixed gravity movement (hopefully)
613 * fixed bug with movable elements not moving anymore after falling down
616 * fixed another bug with custom elements digging and leaving elements
617 * fixed bug with "along left/right side" and automatic start direction
618 * trigger elements now also displayed when "more custom" deactivated
619 * fixed bug with clipboard element initialized when loading new level
620 * added option "drop delay" to set delay before dropping next element
623 * uploaded pre-release (test) version 3.1.0-1 binary and source code
626 * added copy and paste functions for custom change pages
627 * enhanced graphical display and functionality of tape recorder
628 * fixed bug with custom elements digging and leaving elements
631 * added move speed faster than "very fast" for custom elements
632 * fixed bug with 3+3 style explosions and missing border content
633 * fixed little bug when copying custom elements in the editor
634 * enhanced custom element changes by more side trigger actions
637 * added option "no scrolling when relocating" for instant teleporting
638 * uploaded pre-release (test) version 3.1.0-0 binary and source code
641 * added trigger element and trigger player to use as target elements
642 * added copy and paste functions for custom and group elements
645 * fixed graphical bug when displaying explosion animations
646 * fixed bug when appending to tapes, resulting in broken tapes
647 * re-recorded a few tapes broken by fixing gravity checking bug
650 * "can move into acid" property now for all elements independently
651 * "can fall into acid" property for player stored in same bitfield now
652 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
653 * version number set to 3.1.0 (finally!)
656 * changed tape recording to only record input, not programmed actions
659 * fixed totally broken (every 8th frame skipped) step-by-step recording
660 * fixed bug with requester not displayed when quick-loading interrupted
661 * added option "can fall into acid (with gravity)" for players
662 * fixed bug with player not falling when snapping down with gravity
665 * fixed bug which messed up key config when using keypad number keys
668 * fixed bug which allowed moving upwards even when gravity was active
669 * fixed bug with missing error handling when dumping levels or tapes
672 * added different colored editor graphics for Supaplex gravity tubes
675 * fixed bug that allowed solvable tapes for unsolvable levels
678 * use unlimited number of droppable elements when "count" set to zero
679 * added option to use step limit instead of time limit for level
682 * added player and change page as trigger for custom element change
685 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
688 * fixed bug with dark yamyam changing to acid when moving over acid
689 * fixed handling of levels with more than 999 seconds level time
690 (example: level 76 of "Denmine")
693 * "spring push bug" reintroduced as configurable element property
694 * fixed bug with missing properties for "mole"
695 * fixed bug that showed up when fixing the above "mole" properties bug
696 * added option "can move into acid" for all movable elements
697 * fixed graphical bug for elements moving into acid
698 * changed event handling to handle all pending events before going on
701 * fixed bug which caused all CE change pages to be ignored which had
702 the same change event, but used a different element side
703 (reported by Simon Forsberg)
705 * fixed bug which caused elements that can move and fall and that are
706 transported by a conveyor belt to continue moving into that direction
707 after leaving the conveyor belt, regardless of their own movement
708 type; only elements which can not move are transported now
709 (reported by Simon Forsberg)
711 * fixed bug which could cause an array overflow in RelocatePlayer()
712 (reported by Niko Böhm)
714 * changed Emerald Mine style "passable / over" elements to "protected"
715 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
717 * added new option to select from which side a "walkable/passable"
718 element can be entered
721 * added explosion and ignition delay for elements that can explode
724 * fixed bug which caused player not being protected against enemies
725 when a CE was "walkable / inside" and was not "indestructible"
726 * added "walkable/passable" fields to be "protected/unprotected"
727 against enemies, even if not accessible "inside" but "over/under"
730 * corrected move pattern to 32 bit and initial move direction to 8 bit
733 * added second custom element base configuration page
736 * added some special EMC mappings to Emerald Mine level loader
737 (also covering previously unknown element in level 0 of "Bondmine 8")
740 * added option to block last field when player is moving (for Supaplex)
741 * adjusted push delay of Supaplex elements
742 * removed delays for envelopes etc. when replaying with maximum speed
743 * fixed bug when dropping element on a field that just changed to empty
746 * fixed bug: infotrons can now smash yellow disks
747 * fixed bug: when gravity active, port above player can now be entered
748 * removed "one white dot" mouse pointer which irritated some people
751 * added "choice type" for group element selection
754 * fixed bug with initial invulnerability of non-yellow player
757 * added level loader for loading native Supaplex packed levels
758 (including multi-part levels like the "splvls99" levels)
761 * fixed bug which allowed creating emeralds by escaping explosions
764 * custom elements can change (limited) or leave (unlimited) elements
765 * finally added multiple matches using group elements
766 * added shortcut to dump brush (type ":DB" in editor) for use in forum
769 * added new start movement type "previous" for continued CE movement
770 * added new start movement type "random" for random CE movement start
773 * added new element "sokoban_field_player" needed for Sokoban levels
774 (thanks to Ed Booker for pointing this out!)
777 * added elements that can be digged or left behind by custom elements
780 * added group elements for multiple matches and random element creation
783 * fixed some graphical errors displayed in old levels
786 * fixed wrong double speed movement after passing closing gates
789 * added level loader for loading native Emerald Mine levels
792 * changes for "shooting" style CE movement
795 * Happy New Year! ;-)
798 * changed default snap/drop keys from left/right Shift to Control keys
801 * fixed bug with dead player getting reanimated from custom element
804 * fixed bug with wrong penguin graphics (when entering exit)
807 * fixed bug with wrong "Murphy" graphics (when digging etc.)
810 * version number set to 3.0.9
813 * version 3.0.8 released
816 * added function checked_free()
819 * fixed bug with double nut cracking sound
820 (by eliminating "default element action sound" assignment in init.c)
823 * fixed crash when no music info files are available
826 * fixed boring and sleeping sounds
829 * added "maze runner" and "maze hunter" movement types
830 * added extended collision conditions for custom elements
833 * added warnings for undefined token values in artwork config files
836 * added menu entry for level set information to the info screen
839 * fixed bug with wrong default impact sound for colored emeralds
842 * added several sub-screens for the info screen
843 * menu text now also clickable (not only blue/red sphere left of it)
846 * added configurable "bored" and "sleeping" animations for the player
847 * added "awakening" sound for player when waking up after sleeping
850 * added "copy" and "exchange" functions for custom elements to editor
853 * added configurable element animations for info screen
856 * added configurable music credits for info screen
859 * finally fixed tape recording when player is created from CE change
862 * added "editorsetup.conf" for editor element list configuration
865 * added "musicinfo.conf" for menu and level music configuration
868 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
869 (that only showed up on Linux, but not on Windows systems)
872 * fixed turning movement of butterflies and fireflies (no frame reset)
873 * enhanced sniksnak turning movement (two steps instead of only one)
876 * version number set to 3.0.8
879 * version 3.0.7 released
882 * fixed reset of player animation frame when, for example,
883 walking, digging or collecting share the same animation
884 * fixed CE with "deadly when touching" exploding when touching amoeba
887 * fixed tape recording when player is created from CE element change
890 * introduced "turning..." action graphic for elements with move delay
891 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
892 * added turning animations for bug, spaceship and sniksnak
895 * prevent "extended" changed elements from delay change in same frame
898 * fixed bug when pushing element that can move away to the side
899 (like pushing falling elements, but now with moving elements)
902 * finally fixed serious bug in code for delayed element pushing (again)
905 * unavailable setup options now marked as "n/a" instead of "off"
906 * new boolean directive "latest_engine" for "levelinfo.conf": when set
907 to "true", levels are always played with the latest game engine,
908 which is desired for levels that are imported from other games; all
909 other levels are played with the engine version stored in level file
910 (which is normally the engine version the level was created with)
913 * fixed serious bug in code for delayed element pushing
914 * fixed little bug in animation frame selection for pushed elements
915 * speed-up of reading config file for verbose output
918 * added configuration option for opening and closing Supaplex exit
919 * added configuration option for moving up/down animation for Murphy
920 * fixed incorrectly displayed animation for attacking dragon
921 * fixed bug with not setting initial gravity for each new game
922 * fixed bug with teleportation of player by custom element change
923 * fixed bug with player not getting smashed by rock sometimes
926 * version number set to 3.0.7
929 * version 3.0.6 released
932 * added support for MP3 music for SDL version through SMPEG library
935 * fixed bug when initializing font graphic structure
936 * fixed bug with animation mode "pingpong" when using only 1 frame
937 * fixed bug with extended change target introduced in 3.0.5
938 * fixed bug where passing over moving element doubles player speed
939 * fixed bug with elements continuing to move into push direction
940 * fixed bug with duplicated player when dropping bomb with shield on
941 * added "switching" event for custom elements ("pressing" only once)
942 * fixed switching bug (resetting flag when not switching but not idle)
945 * fixed element tokens for certain file elements with ".active" etc.
948 * version number set to 3.0.6
951 * version 3.0.5 released
954 * now four envelope elements available
955 * font, background, animation and sound for envelope now configurable
956 * main menu doors opening/closing animation type now configurable
959 * active/inactive sides configurable for custom element changes
960 * new movement type "move when pushed" available for custom elements
963 * fixed bug in multiple config pages loader code that caused crashes
966 * enhanced (remaining low-resolution) Supaplex graphics
969 * version number set to 3.0.5
972 * version 3.0.4 released
974 2003-09-12 src/tools.c
975 * fixed bug in custom definition of crumbled element graphics
977 2003-09-11 src/files.c
978 * fixed bug in multiple config pages code that caused crashes
981 * version number set to 3.0.4
984 * version 3.0.3 released
987 * added music to Supaplex classic level set
989 2003-09-07 src/libgame/misc.c
990 * added support for loading various music formats through SDL_mixer
992 2003-09-06 (various source files)
993 * fixed several nasty bugs that may have caused crashes on some systems
994 * added envelope content which gets displayed when collecting envelope
995 * added multiple change event pages for custom elements
997 2003-08-24 src/game.c
998 * fixed problem with player animation when snapping and moving
1000 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1001 * fixed problem with flickering when drawing toon animations
1003 2003-08-23 src/libgame/sdl.c
1004 * fixed problem with setting mouse cursor in SDL version in fullscreen
1006 2003-08-23 src/game.c
1007 * fixed bug (missing array boundary check) which could crash the game
1010 * version number set to 3.0.3
1013 * version 3.0.2 released
1015 2003-08-21 src/game.c
1016 * fixed bug with creating inaccessible elements at player position
1018 2003-08-20 src/init.c
1019 * fixed bug with not finding current level artwork directory
1021 2003-08-20 src/files.c
1022 * fixed bug with choosing wrong engine version when playing tapes
1023 * fixed bug with messing up custom element properties in 3.0.0 levels
1026 * version number set to 3.0.2
1029 * version 3.0.1 released
1031 2003-08-17 (no source files affected)
1032 * changed all "classic" PCX image files with 16 colors or less to
1033 256 color (8 bit) storage format, because the Allegro game library
1034 cannot handle PCX files with less than 256 colors (contributed
1035 graphics are not affected and might look wrong in the DOS version)
1037 2003-08-16 src/init.c
1038 * fixed bug which (for example) crashed the level editor when defining
1039 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1040 (only set to default) -- invalid graphics now set to default graphic
1042 2003-08-16 src/init.c
1043 * fixed graphical bug of player digging/collecting/snapping element
1044 when no corresponding graphic/animation is defined for this action,
1045 resulting in player being drawn as EL_EMPTY (which should only be
1046 done to elements being collected, but not to the player)
1048 2003-08-16 src/game.c
1049 * fixed small graphical bug of player not totally moving into exit
1051 2003-08-16 src/libgame/setup.c
1052 * fixed bug with wrong MS-DOS 8.3 filename conversion
1054 2003-08-16 src/tools.c
1055 * fixed bug with invisible mouse cursor when pressing ESC while playing
1057 2003-08-16 (various source files)
1058 * added another 128 custom elements (disabled in editor by default)
1060 2003-08-16 src/editor.c
1061 * fixed NULL string bug causing Solaris to crash in sprintf()
1063 2003-08-16 src/screen.c
1064 * fixed drawing over scrollbar on level selection with custom fonts
1066 2003-08-15 src/game.c
1067 * cleanup of simple sounds / loop sounds / music settings
1069 2003-08-08 (various source files)
1070 * added custom element property for dropping collected elements
1072 2003-08-08 src/conf_gfx.c
1073 * fixed bug with missing graphic for active red disk bomb
1075 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1076 * extended variable "level.gravity" to "level.initial_gravity" and
1077 "game.current_gravity" to prevent level setting from being changed
1078 by playing the level (keeping the runtime value after playing)
1080 * fixed graphics bug when digging element that has 'crumbled' graphic
1081 definition, but not 'diggable' graphic definition
1084 * version number set to 3.0.1
1087 * version 3.0.0 released
1090 * various bug fixes; among others:
1091 - fixed bug with pushing spring over empty space
1092 - fixed bug with leaving tube while placing dynamite
1093 - fixed bug with explosion of smashed penguins
1094 - allow Murphy player graphic in levels with non-Supaplex elements
1098 * I have forgotten to document changes for some time
1101 * pre-release version 2.2.0rc1 released
1104 * version number set to 2.1.2
1107 * version 2.1.1 released
1110 * version number set to 2.1.1
1113 * version 2.1.0 released
1116 * version number set to 2.1.0
1118 2002-04-03 to 2002-05-19 (various source files)
1119 * graphics, sounds and music now fully configurable
1120 * bug fixed that prevented walking through tubes when gravity on
1122 2002-04-02 src/events.c, src/editor.c
1123 * Make Escape key less aggressive when playing or when editing level.
1124 This can be configured as an option in the setup menu. (Default is
1125 "less aggressive" which means "ask user if something can be lost"
1126 when pressing the Escape key.)
1128 2002-04-02 src/screen.c
1129 * Added "graphics setup" screen.
1131 2002-04-01 src/screen.c
1132 * Changed "choose level" setup screen stuff to be more generic (to
1133 make it easier to add more "choose from generic tree" setup screens).
1135 2002-04-01 src/config.c, src/timestamp.h
1136 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1137 automatically gets created by "src/Makefile" and contains an actual
1138 compile-time timestamp to identify development versions of the game).
1140 2002-03-31 src/tape.c, src/events.c
1141 * Added quick game/tape save/load functions to tape stuff which can be
1142 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1143 loads previously recorded tape and directly goes into recording mode
1144 from the end of the tape (therefore appending to the tape).
1146 2002-03-31 src/tape.c
1147 * Added "index mark" function to tape recorder. When playing or
1148 recording, "eject" button changes to "index" button. Setting index
1149 mark is not yet implemented, but pressing index button when playing
1150 allows very quick advancing to end of tape (when normal playing),
1151 very fast forward mode (when playing with normal fast forward) or
1152 very fast reaching of "pause before end of tape" (when playing with
1153 "pause before end" playing mode).
1155 2002-03-30 src/cartoons.c
1156 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1158 2002-03-29 src/screen.c
1159 * Changed setup screen stuff to be more generic (to make it easier
1160 to add more setup screens).
1162 2002-03-23 src/main.c, src/main.h
1163 * Various changes due to the introduction of the new libgame files
1164 "setup.c" and "joystick.c".
1166 2002-03-23 src/files.c
1167 * Generic parts of "src/files.c" (mainly setup and level directory
1168 stuff) moved to new libgame file "src/libgame/setup.c".
1170 2002-03-23 src/joystick.c
1171 * File "src/joystick.c" moved to libgame source tree, with
1172 correspondig changes.
1174 2002-03-22 src/screens.c
1175 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1176 (Wrong level series information displayed when entering main group.)
1178 2002-03-22 src/editor.c
1179 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1181 2002-03-22 src/editor.c
1182 * Changed behaviour of "Escape" key in level editor to be more
1183 intuitive: When in "Element Properties" or "Level Info" mode,
1184 return to "Drawing Mode" instead of leaving the level editor.
1186 2002-03-21 src/game.c, src/editor.c, src/files.c
1187 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1188 gems (emeralds, diamonds, ...) slipping down from normal wall,
1189 steel wall and growing wall (as in E.M.C. style levels). Although
1190 the behaviour of contributed and private levels wasn't changed (due
1191 to the use of "level.game_version"; see previous entry), editing
1192 those levels will (of course) change the behaviour accordingly.
1194 This change seems a bit too hard after thinking about it, because
1195 the EM style behaviour is not the "expected" behaviour (gems would
1196 normally only slip down from "rounded" walls). Therefore this was
1197 now changed to an element property for gem style elements, with the
1198 default setting "off" (which means: no special EM style behaviour).
1199 To fix older converted levels, this flag is set to "on" for pre-2.0
1200 levels that are neither contributed nor private levels.
1202 2002-03-20 src/files.h
1203 * Corrected settings for "level.game_version" depending of level type.
1204 (Contributed and private levels always get played with game engine
1205 version they were created with, while converted levels always get
1206 played with the most recent version of the game engine, to let new
1207 corrections of the emulation behaviour take effect.)
1209 2002-03-20 src/main.h
1210 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1211 compiling the SDL version on some systems.
1212 Thanks to the several people who pointed this out.
1215 * Version number set to 2.0.2.
1218 * Version 2.0.1 released.
1220 2002-03-18 src/screens.c
1221 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1223 2002-03-18 src/files.c [src/libgame/misc.c]
1224 * Moved some common functions from src/files.c to src/libgame/misc.c.
1226 2002-03-18 src/files.c [src/libgame/misc.c]
1227 * Changed permissions for new directories and saved files (especially
1228 score files) according to suggestions of Debian users and mantainers.
1229 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1231 2002-03-17 src/files.c
1232 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1233 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1234 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1235 for levels and "TAPE" for tapes). Old "cookie" style format is
1236 still supported for reading. New level and tape files are written
1239 * New IFF chunk "VERS" contains version numbers for file and game
1240 (where "game version" is the version of the program that wrote the
1241 file, and "file version" is a version number to distinguish files
1242 with different format, for example after adding new features).
1244 2002-03-15 src/screen.c
1245 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1246 (Before, you heard a mixture of the in-game music and the
1247 hall-of-fame music.)
1249 2002-03-14 src/events.c
1250 * Function "DumpTape()" (files.c) now available by pressing 't' from
1251 main menu (when in DEBUG mode).
1253 2002-03-14 src/game.c
1254 * "GameWon()": When game was won playing a tape, now there is no delay
1255 raising the score and no corresponding sound is played.
1257 2002-03-14 src/files.c
1258 * Changed "LoadTape()" for real chunk support and also adjusted
1259 "SaveTape()" accordingly.
1261 2002-03-14 src/game.c, src/tape.c, src/files.c
1262 * Important changes to tape format: The old tape format stored all
1263 actions with a real effect with a corresponding delay between the
1264 stored actions. This had some major disadvantages (for example,
1265 push delays had to be ignored, pressing a button for some seconds
1266 mutated to several single button presses because of the non-action
1267 delays between two action frames etc.). The new tape format just
1268 stupidly records all device actions and replays them later. I really
1269 don't know why I haven't solved it that way before?! Old-style tapes
1270 (with tape file version less than 2.0) get converted to the new
1271 format on-the-fly when loading and can therefore still be played;
1272 only some minor parts of the old-style tape handling code was needed.
1273 (A perfect conversion is not possible, because there is information
1274 missing about the device actions between two action frames.)
1276 2002-03-14 src/files.c
1277 * New function "DumpTape()" to dump the contents of the current tape
1278 in a human readable format.
1280 2002-03-14 src/game.c
1281 * Small tape bug fixed: When automatically advancing to next level
1282 after a game was won, the tape from the previous level still was
1283 loaded as a tape for the new level.
1285 2002-03-14 src/tape.c
1286 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1287 tape, cartoons did not get completely removed because
1288 StopAnimation() was not called.
1290 2002-03-13 src/files.c
1291 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1292 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1293 size even when using 16-bit elements). Added new chunk "CNT2" for
1294 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1295 chunk even when content was 16-bit element). "CNT2" should now be
1296 able to store content for arbitrary elements (up to eight blocks of
1297 3 x 3 element arrays). All "CNT2" elements will always be stored as
1298 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1300 2002-03-13 src/files.c
1301 * Changed "LoadLevel()" for real chunk support.
1303 2002-03-12 src/game.c
1304 * Fixed problem (introduced after 2.0.0 release) with penguins
1305 not getting killed by enemies
1307 2002-02-24 src/game.c, src/main.h
1308 * Added "player->is_moving"; now "player->last_move_dir" does
1309 not contain any information if the player is just moving at
1311 Before, "player->last_move_dir" was misused for this purpose
1312 for the robot stuff (robots don't kill players when they are
1313 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1314 broke tapes when walking through pipes!
1315 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1316 in a continuous movement. This fact is ignored for friends and