2 * fixed bug with missing (zero) score values for native Supaplex levels
5 * added "continuous snapping" (snapping many elements while holding the
6 snap key pressed, without releasing the snap key after each element)
7 as a new player setting for more compatibility with the classic games
10 * finished scrolling for "focus on all players" in EMC graphics engine
13 * level sets with "levels: 0" are ignored for levels, but not artwork
14 * fixed bug when scanning empty level group directories (endless loop)
17 * fixed bug with explosion graphic for player using "Murphy" graphic
18 * fixed bug with explosion graphic if player leaves explosion in time
19 * changed some descriptive text in setup menu to use medium-width font
20 * added key shortcut settings for switching player focus to setup menu
23 * fixed bug with random value initialization when recording tapes
24 * fixed bug with playing single player tapes when team mode activated
27 * fixed little bug when trying to switch to player that does not exist
30 * added player switching (visual and quick) to R'n'D and EM game engine
31 * added setup option to select visual or quick in-game player switching
34 * added use of "Home" and "End" keys to handle element list in editor
37 * fixed bug with adding score when playing tape with EMC game engine
38 * added steel wall border for levels using EMC engine without border
39 * finally fixed delayed scrolling in EMC engine also for small levels
42 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
45 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
46 * fixed bug when displaying info element without action, but direction
49 * fixed minor graphical problems with springs smashing and slurping
50 (when using R'n'D style graphics instead of EMC style graphics)
53 * added scroll delay (as configured in setup) to EMC graphics engine
56 * improved screen redraw for EMC graphics engine (faster and smoother)
57 * when not scrolling, do not redraw the whole playfield if not needed
60 * added multi-player mode for EMC game engine (with up to four players)
63 * added android (can clone elements) from EMC engine to R'n'D engine
66 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
69 * added selectbox for initial player speed to player settings in editor
72 * version 3.1.2 created that is basically version 3.1.1, but with a
73 major bug fixed that prevented editing your own private levels
74 * version 3.1.2 released
77 * added magic ball (creates elements) from EMC engine to R'n'D engine
80 * uploaded fixed pre-release version 3.2.0-6 binary and source code
83 * fixed bug when using "CE can leave behind <trigger element>"
84 * added new change condition "(after/when) creation of <element>"
85 * added new change condition "(after/when) digging <element>"
86 * fixed bug accessing invalid gadget that caused crashes under Windows
87 * deactivated new possibility for multiple CE changes per frame
90 * uploaded pre-release (test) version 3.2.0-6 binary and source code
93 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
94 * fixed bug with not keeping CE value for moving CEs with only action
95 * changed CE action selectboxes in editor to be only reset when needed
98 * added option "use artwork from element" for custom player artwork
99 * added option "use explosion from element" for player explosions
102 * added cascaded element lists in the level editor
103 * added persistence for cascaded element lists by "editorcascade.conf"
104 * added dynamic element list with all elements used in current level
105 * added possibility for multiple CE changes per frame (experimental)
108 * uploaded pre-release (test) version 3.2.0-5 binary and source code
111 * changed "score for each 10 seconds/steps left" to "1 second/step"
112 * added own score for collecting "extra time" instead of sharing it
113 * added change events "switched by player" and "player switches <e>"
114 * added change events "snapped by player" and "player snaps <e>"
115 * added "set player artwork: <element choice>" to CE action options
116 * added change event "move of <element>"
119 * added "set player shield: off / normal / deadly" to CE action options
120 * added new player option "use level start element" in level editor
121 to set the correct focus at level start to elements from which the
122 player is created later (this did not work before for cascaded CE
123 changes resulting in creation of the player; it is now also possible
124 to create the player from a yam yam which is smashed at level start)
127 * added "set player speed: frozen (not moving)" to CE action options
128 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
131 * added new player option "block snap field" (enabled by default) to
132 make it possible to show a snapping animation like in Emerald Mine
135 * added dynamic selectboxes to custom element action settings in editor
136 * added "CE value" counter for custom elements (instead of "CE count")
137 * added option to use the last "CE value" after custom element change
138 * added option to use the "CE value" of other elements in CE actions
139 * fixed odd behaviour when pressing time orb in levels w/o time limit
140 * added checkbox "use time orb bug" for older levels that use this bug
143 * added missing configuration settings for the following elements:
144 - EL_TIMEGATE_SWITCH (time of open time gate)
145 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
146 - EL_SHIELD_NORMAL (time of shield duration)
147 - EL_SHIELD_DEADLY (time of shield duration)
148 - EL_EXTRA_TIME (time added to level time)
149 - EL_TIME_ORB_FULL (time added to level time)
152 * added "wind direction" as a movement pattern for custom elements
153 * added initial wind direction for balloon / custom elements to editor
154 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
157 * added parameters for "game of life" and "biomaze" elements to editor
160 * added level file chunk "CONF" for generic level and element settings
163 * uploaded pre-release (test) version 3.2.0-4 binary and source code
166 * skip empty level sets (with "levels: 0"; may be artwork base sets)
167 * added sound action ".page[1]" to ".page[32]" for each CE change page
170 * added image config suffix ".clone_from" to copy whole image settings
171 * fixed bug with invalid ("undefined") CE settings in old level files
174 * fixed graphical bug with smashing elements falling faster than player
177 * fixed major bug which prevented private levels from being edited
178 * fixed bug with precedence of general and special font definitions
181 * fixed graphical bug with player animation when player moves slowly
184 * uploaded pre-release (test) version 3.2.0-3 binary and source code
187 * fixed bug which prevented "global.num_toons: 0" from working
190 * major code cleanup (removed all these annoying "#if 0" blocks)
193 * added custom element actions for CE change page in level editor
196 * fixed music initialization bug in init.c (thanks to David Binderman)
197 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
198 (this bug must probably be fixed at other places, too)
201 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
202 (should be '#include <SDL.h>' instead)
205 * fixed bug which prevented "walkable from no direction" from working
206 (due to compatibility code overwriting this setting after loading)
209 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
212 * version number temporarily set to 3.1.1 (intermediate bugfix release)
213 * version 3.1.1 released
216 * changed some va_arg() arguments from 'long' to 'int', fixing problems
217 on 64-bit architecture systems with LP64 data model
220 * fixed bug with bombs not exploding when hitting the last level line
221 (introduced after the release of 3.1.0)
224 * added support for dumping small-sized level sketches from editor
227 * added recognition of "trigger element" for "change digged element to"
228 (this is not really what the "trigger element" was made for, but its
229 use may seem obvious for leaving back digged elements unchanged)
232 * fixed multiple warnings about failed joystick device initialization
235 * fixed bug with dynamite dropped on top of just dropped custom element
236 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
237 dynamite can still be dropped, but drop key must be released before
240 * fixed bug with wrong start directory when started from file browser
241 (due to this bug, R'n'D could not be started from KDE's Konqueror)
244 * fixed bug causing "change when impact" on player not working
245 * fixed wrong priority of "hitting something" over "hitting <element>"
246 * fixed wrong priority of "hit by something" over "hit by <element>"
249 * fixed graphical bug which caused the player (being Murphy) to show
250 collecting animations although the element was collected by penguin
253 * fixed two bugs causing wrong door background graphics in system.c
254 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
257 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
258 * added "no direction" to "walkable/passable from" selectbox options
261 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
262 * in tape autoplay, not only report broken, but also missing tapes
265 * uploaded pre-release (test) version 3.2.0-2 binary and source code
268 * fixed small bug with "linear" animation not working for active lamp
271 * fixed bug with moving up despite gravity due to "block last field"
272 * fixed small bug with wrong draw offset when typing name in main menu
273 * when reading user names from "passwd", ignore data after first comma
274 * when creating new "levelinfo.conf", only write some selected entries
277 * fixed displaying "imported from/by" on preview with empty string
278 * fixed ignoring draw offset for fonts used for level preview texts
281 * fixed a delay problem with SDL and too many mouse motion events
282 * added setup option "skip levels" and level skipping functionality
285 * added move speed "not moving" for non-moving CEs, but with direction
288 * fixed mapping of obsolete element token names in "editorsetup.conf"
289 * fixed bug with sound "acid.splashing" treated as a loop sound
290 * fixed some little sound bugs in native EM engine
293 * fixed small bug when dragging scrollbars to end positions
296 * added editor element descriptions written by Aaron Davidson
299 * improved fallback handling when configured artwork is not available
300 (now using default artwork instead of exiting when files not found)
303 * fixed bug on level selection screen when dragging scrollbar
306 * fixed bug which caused broken tapes when appending to EM engine tapes
309 * uploaded pre-release (test) version 3.2.0-1 binary and source code
312 * added code to replace changed artwork config tokens with other tokens
313 (needed for backwards compatibility, so that older tokens still work)
316 * added native R'n'D graphics for some new EMC elements in EM engine
319 * fixed some bugs in the EM engine integration code
320 * changed EM engine code to allow diagonal movement
321 * changed EM engine code to allow use of separate snap and drop keys
324 * fixed some redraw bugs when using EM engine
327 * fixed bug with not converting RND levels which are set to use native
328 engine to native level structure when loading
331 * uploaded pre-release (test) version 3.2.0-0 binary and source code
334 * version number set to 3.2.0
337 * level data now reset to defaults after attempt to load invalid file
340 * added use of "editorsetup.conf" for different level sets
343 * added auto-detection for various types of Emerald Mine level files
346 * fixed bug with scrollbars getting too small when list is very large
349 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
352 * added most level editor configuration gadgets for new EMC elements
355 * added more element and graphic definitions for new EMC elements
358 * modified native EM engine to use integrated R'n'D sound system
361 * added SDL support to graphics functions in native EM engine
362 (by always using generic libgame interface functions)
365 * fixed bug in frame synchronization in native EM engine
368 * added code to convert levels between R'n'D and native EM engine
371 * new Emerald Mine engine can now play levels selected in main menu
374 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
375 (which creates scaled down graphics for level editor and preview);
376 there's still a memory leak somewhere in the artwork handling code
377 * added "scale image up" functionality to X11 version of zoom function
380 * first attempts to integrate new, native Emerald Mine Club engine
383 * fixed bug in gadget code which caused reset of CEs in level editor
384 (example: pressing 'b' [grab brush] on CE config page erased values)
385 (solution: check if gadgets in ClickOnGadget() are really mapped)
386 * improved level change detection in editor (settings now also checked)
387 * fixed bug with "can move into acid" and "don't collide with" state
390 * fixed maze runner style CEs to use the configured move delay value
393 * added Aaron Davidson's tutorial level set to the "Tutorials" section
396 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
397 * fixed the above fix because it broke level set "machine" (*sigh*)
398 * fixed random element placement in level editor to work as expected
399 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
402 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
405 * fixed bug (missing array boundary check) which caused broken tapes
406 * fixed bug (when loading level template) which caused broken levels
407 * fixed bug with new block last field code when using non-yellow player
410 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
411 * internal change of how the player blocks the last field when moving
412 * fixed blocking delay of last field for EM and SP style block delay
413 * fixed bug where the player had to wait for the usual move delay after
414 unsuccessfully trying to move, when he directly could move after that
415 * the last two changes should make original Supaplex level 93 solvable
416 * improved use of random number generator to make it less predictable
417 * fixed behaviour of slippery SP elements to let slip left, then right
420 * fixed bug with wrong door state after trying to quickload empty tape
421 * fixed waste of static memory usage of the binary, making it smaller
422 * fixed very little graphical bug in Supaplex explosion
425 * version number set to 3.1.1
428 * version 3.1.0 released
431 * fixed bug with crash when writing user levelinfo.conf the first time
434 * added option "convert LEVELDIR [NR]" to command line batch commands
435 * re-converted Supaplex levels to apply latest engine fixes
436 * changed "use graphic/sound of element" to "use graphic of element"
437 due to compatibility problems with some levels ("bug machine" etc.)
440 * fixed bug with CE change replacing player with same or other player
443 * fixed bug with opaque font in envelope with background graphic when
444 background graphic is not transparent itself
447 * added "gravity on" and "gravity off" ports for Supaplex compatibility
448 * corrected original Supaplex level loading code to use these new ports
449 * also corrected Supaplex loader to auto-count infotrons if set to zero
452 * fixed bug with missing initialization of "modified" flag for GEs
455 * fixed bug that caused endless recursion loop when relocating player
456 * fixed tape recorder bug in "step mode" when using "pause before end"
457 * fixed tape recorder bug when changing from "warp forward" mode
460 * fixed bug with "when touching" for pushed elements at last position
463 * fixed bug that caused two activated toolbox buttons in level editor
464 * fixed bug with exploding dynabomb under player due to other explosion
467 * fixed bug with creating walkable custom element under player (again)
468 * fixed bug with not copying explosion type when copying CEs in editor
469 * fixed graphical bug when drawing player in setup menu (input devices)
470 * fixed graphical bug when the player is pushing an accessible element
471 * fixed bug with classic switchable elements triggering CE changes
472 * fixed bug with entering/leaving walkable element in RelocatePlayer()
473 * fixed crash bug when CE leaves behind the trigger player element
476 * fixed bug with broken tubes after placing/exploding dynamite in them
477 * fixed bug with exploding dynamite under player due to other explosion
478 * fixed bug with not resetting push delay under certain circumstances
481 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
482 * added network multiplayer code for Windows (thanks to Niko Böhm)
485 * added option "reachable despite gravity" for gravity movement
486 * changed gravity movement of most classic walkable and passable
487 elements back to "not reachable" (for compatibility reasons)
490 * fixed (removed) "indestructible" / "can explode" dependency in editor
491 * fixed (removed) "accessible inside" / "protected" dependency
492 * fixed (removed) "step mode" / "shield time" dependency
495 * fixed dynabombs exploding now into anything diggable
496 * fixed Supaplex style gravity movement into buggy base now impossible
497 * added pressing key "space" as valid action to select menu options
500 * added "replace when walkable" to relocate player to walkable element
501 * added "enter"/"leave" event for elements affected by relocation
502 * fixed "direct"/"indirect" change order also for "when change" event
503 * fixed graphical bug when pushing things from elements walkable inside
506 * fixed graphic bug when player is snapping while moving in old levels
507 * fixed bug when a moving custom element leaves a player element behind
508 * fixed bug with mole not disappearing when moving into acid pool
509 * fixed bug with incomplete path setting when using "--basepath" option
510 * moving CE can now leave walkable elements behind under the player
511 * when relocating, player can be set on walkable element now
512 * fixed another gravity movement bug
515 * uploaded pre-release (test) version 3.1.0-2 binary and source code
518 * added "collectible" and "removable" to extended replacement types
519 (where "removable" replaces "diggable" and "collectible" elements)
520 * added "collectible & throwable" (to throw element to the next field)
521 * fixed bug with CEs digging elements that are just about to explode
522 * changed mouse cursor now always being visible when game is paused
525 * added possibility to push/press accessible elements from a side that
527 * fixed bug with not setting actual date when appending to tape
530 * fixed bug with incorrectly initialized custom element editor graphics
533 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
534 - number of levels corrected from 18 to 17 in "levelinfo.conf"
537 * fixed bug with destroyed robot wheel still attracting robots forever
538 * fixed bug with time gate switch deactivating after robot wheel time
539 (while the time gate itself is not affected by this misbehaviour)
540 * changed behaviour of BD style amoeba to always get blocked by player
541 (before it was different when there were non-BD elements in level)
542 * fixed bug with player destroying indestructable elements with shield
545 * added option to make growing elements grow into anything diggable
546 (for the various amoeba types, biomaze and "game of life")
549 * fixed bug with movable elements not moving after left behind by CEs
550 * changed gravity movement to anything diggable, not only sand/base
551 * optionally allowing passing to walkable element, not only empty space
552 * added option "can pass to walkable element" for players
553 * finally fixed gravity movement (hopefully)
556 * fixed bug with movable elements not moving anymore after falling down
559 * fixed another bug with custom elements digging and leaving elements
560 * fixed bug with "along left/right side" and automatic start direction
561 * trigger elements now also displayed when "more custom" deactivated
562 * fixed bug with clipboard element initialized when loading new level
563 * added option "drop delay" to set delay before dropping next element
566 * uploaded pre-release (test) version 3.1.0-1 binary and source code
569 * added copy and paste functions for custom change pages
570 * enhanced graphical display and functionality of tape recorder
571 * fixed bug with custom elements digging and leaving elements
574 * added move speed faster than "very fast" for custom elements
575 * fixed bug with 3+3 style explosions and missing border content
576 * fixed little bug when copying custom elements in the editor
577 * enhanced custom element changes by more side trigger actions
580 * added option "no scrolling when relocating" for instant teleporting
581 * uploaded pre-release (test) version 3.1.0-0 binary and source code
584 * added trigger element and trigger player to use as target elements
585 * added copy and paste functions for custom and group elements
588 * fixed graphical bug when displaying explosion animations
589 * fixed bug when appending to tapes, resulting in broken tapes
590 * re-recorded a few tapes broken by fixing gravity checking bug
593 * "can move into acid" property now for all elements independently
594 * "can fall into acid" property for player stored in same bitfield now
595 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
596 * version number set to 3.1.0 (finally!)
599 * changed tape recording to only record input, not programmed actions
602 * fixed totally broken (every 8th frame skipped) step-by-step recording
603 * fixed bug with requester not displayed when quick-loading interrupted
604 * added option "can fall into acid (with gravity)" for players
605 * fixed bug with player not falling when snapping down with gravity
608 * fixed bug which messed up key config when using keypad number keys
611 * fixed bug which allowed moving upwards even when gravity was active
612 * fixed bug with missing error handling when dumping levels or tapes
615 * added different colored editor graphics for Supaplex gravity tubes
618 * fixed bug that allowed solvable tapes for unsolvable levels
621 * use unlimited number of droppable elements when "count" set to zero
622 * added option to use step limit instead of time limit for level
625 * added player and change page as trigger for custom element change
628 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
631 * fixed bug with dark yamyam changing to acid when moving over acid
632 * fixed handling of levels with more than 999 seconds level time
633 (example: level 76 of "Denmine")
636 * "spring push bug" reintroduced as configurable element property
637 * fixed bug with missing properties for "mole"
638 * fixed bug that showed up when fixing the above "mole" properties bug
639 * added option "can move into acid" for all movable elements
640 * fixed graphical bug for elements moving into acid
641 * changed event handling to handle all pending events before going on
644 * fixed bug which caused all CE change pages to be ignored which had
645 the same change event, but used a different element side
646 (reported by Simon Forsberg)
648 * fixed bug which caused elements that can move and fall and that are
649 transported by a conveyor belt to continue moving into that direction
650 after leaving the conveyor belt, regardless of their own movement
651 type; only elements which can not move are transported now
652 (reported by Simon Forsberg)
654 * fixed bug which could cause an array overflow in RelocatePlayer()
655 (reported by Niko Böhm)
657 * changed Emerald Mine style "passable / over" elements to "protected"
658 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
660 * added new option to select from which side a "walkable/passable"
661 element can be entered
664 * added explosion and ignition delay for elements that can explode
667 * fixed bug which caused player not being protected against enemies
668 when a CE was "walkable / inside" and was not "indestructible"
669 * added "walkable/passable" fields to be "protected/unprotected"
670 against enemies, even if not accessible "inside" but "over/under"
673 * corrected move pattern to 32 bit and initial move direction to 8 bit
676 * added second custom element base configuration page
679 * added some special EMC mappings to Emerald Mine level loader
680 (also covering previously unknown element in level 0 of "Bondmine 8")
683 * added option to block last field when player is moving (for Supaplex)
684 * adjusted push delay of Supaplex elements
685 * removed delays for envelopes etc. when replaying with maximum speed
686 * fixed bug when dropping element on a field that just changed to empty
689 * fixed bug: infotrons can now smash yellow disks
690 * fixed bug: when gravity active, port above player can now be entered
691 * removed "one white dot" mouse pointer which irritated some people
694 * added "choice type" for group element selection
697 * fixed bug with initial invulnerability of non-yellow player
700 * added level loader for loading native Supaplex packed levels
701 (including multi-part levels like the "splvls99" levels)
704 * fixed bug which allowed creating emeralds by escaping explosions
707 * custom elements can change (limited) or leave (unlimited) elements
708 * finally added multiple matches using group elements
709 * added shortcut to dump brush (type ":DB" in editor) for use in forum
712 * added new start movement type "previous" for continued CE movement
713 * added new start movement type "random" for random CE movement start
716 * added new element "sokoban_field_player" needed for Sokoban levels
717 (thanks to Ed Booker for pointing this out!)
720 * added elements that can be digged or left behind by custom elements
723 * added group elements for multiple matches and random element creation
726 * fixed some graphical errors displayed in old levels
729 * fixed wrong double speed movement after passing closing gates
732 * added level loader for loading native Emerald Mine levels
735 * changes for "shooting" style CE movement
738 * Happy New Year! ;-)
741 * changed default snap/drop keys from left/right Shift to Control keys
744 * fixed bug with dead player getting reanimated from custom element
747 * fixed bug with wrong penguin graphics (when entering exit)
750 * fixed bug with wrong "Murphy" graphics (when digging etc.)
753 * version number set to 3.0.9
756 * version 3.0.8 released
759 * added function checked_free()
762 * fixed bug with double nut cracking sound
763 (by eliminating "default element action sound" assignment in init.c)
766 * fixed crash when no music info files are available
769 * fixed boring and sleeping sounds
772 * added "maze runner" and "maze hunter" movement types
773 * added extended collision conditions for custom elements
776 * added warnings for undefined token values in artwork config files
779 * added menu entry for level set information to the info screen
782 * fixed bug with wrong default impact sound for colored emeralds
785 * added several sub-screens for the info screen
786 * menu text now also clickable (not only blue/red sphere left of it)
789 * added configurable "bored" and "sleeping" animations for the player
790 * added "awakening" sound for player when waking up after sleeping
793 * added "copy" and "exchange" functions for custom elements to editor
796 * added configurable element animations for info screen
799 * added configurable music credits for info screen
802 * finally fixed tape recording when player is created from CE change
805 * added "editorsetup.conf" for editor element list configuration
808 * added "musicinfo.conf" for menu and level music configuration
811 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
812 (that only showed up on Linux, but not on Windows systems)
815 * fixed turning movement of butterflies and fireflies (no frame reset)
816 * enhanced sniksnak turning movement (two steps instead of only one)
819 * version number set to 3.0.8
822 * version 3.0.7 released
825 * fixed reset of player animation frame when, for example,
826 walking, digging or collecting share the same animation
827 * fixed CE with "deadly when touching" exploding when touching amoeba
830 * fixed tape recording when player is created from CE element change
833 * introduced "turning..." action graphic for elements with move delay
834 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
835 * added turning animations for bug, spaceship and sniksnak
838 * prevent "extended" changed elements from delay change in same frame
841 * fixed bug when pushing element that can move away to the side
842 (like pushing falling elements, but now with moving elements)
845 * finally fixed serious bug in code for delayed element pushing (again)
848 * unavailable setup options now marked as "n/a" instead of "off"
849 * new boolean directive "latest_engine" for "levelinfo.conf": when set
850 to "true", levels are always played with the latest game engine,
851 which is desired for levels that are imported from other games; all
852 other levels are played with the engine version stored in level file
853 (which is normally the engine version the level was created with)
856 * fixed serious bug in code for delayed element pushing
857 * fixed little bug in animation frame selection for pushed elements
858 * speed-up of reading config file for verbose output
861 * added configuration option for opening and closing Supaplex exit
862 * added configuration option for moving up/down animation for Murphy
863 * fixed incorrectly displayed animation for attacking dragon
864 * fixed bug with not setting initial gravity for each new game
865 * fixed bug with teleportation of player by custom element change
866 * fixed bug with player not getting smashed by rock sometimes
869 * version number set to 3.0.7
872 * version 3.0.6 released
875 * added support for MP3 music for SDL version through SMPEG library
878 * fixed bug when initializing font graphic structure
879 * fixed bug with animation mode "pingpong" when using only 1 frame
880 * fixed bug with extended change target introduced in 3.0.5
881 * fixed bug where passing over moving element doubles player speed
882 * fixed bug with elements continuing to move into push direction
883 * fixed bug with duplicated player when dropping bomb with shield on
884 * added "switching" event for custom elements ("pressing" only once)
885 * fixed switching bug (resetting flag when not switching but not idle)
888 * fixed element tokens for certain file elements with ".active" etc.
891 * version number set to 3.0.6
894 * version 3.0.5 released
897 * now four envelope elements available
898 * font, background, animation and sound for envelope now configurable
899 * main menu doors opening/closing animation type now configurable
902 * active/inactive sides configurable for custom element changes
903 * new movement type "move when pushed" available for custom elements
906 * fixed bug in multiple config pages loader code that caused crashes
909 * enhanced (remaining low-resolution) Supaplex graphics
912 * version number set to 3.0.5
915 * version 3.0.4 released
917 2003-09-12 src/tools.c
918 * fixed bug in custom definition of crumbled element graphics
920 2003-09-11 src/files.c
921 * fixed bug in multiple config pages code that caused crashes
924 * version number set to 3.0.4
927 * version 3.0.3 released
930 * added music to Supaplex classic level set
932 2003-09-07 src/libgame/misc.c
933 * added support for loading various music formats through SDL_mixer
935 2003-09-06 (various source files)
936 * fixed several nasty bugs that may have caused crashes on some systems
937 * added envelope content which gets displayed when collecting envelope
938 * added multiple change event pages for custom elements
940 2003-08-24 src/game.c
941 * fixed problem with player animation when snapping and moving
943 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
944 * fixed problem with flickering when drawing toon animations
946 2003-08-23 src/libgame/sdl.c
947 * fixed problem with setting mouse cursor in SDL version in fullscreen
949 2003-08-23 src/game.c
950 * fixed bug (missing array boundary check) which could crash the game
953 * version number set to 3.0.3
956 * version 3.0.2 released
958 2003-08-21 src/game.c
959 * fixed bug with creating inaccessible elements at player position
961 2003-08-20 src/init.c
962 * fixed bug with not finding current level artwork directory
964 2003-08-20 src/files.c
965 * fixed bug with choosing wrong engine version when playing tapes
966 * fixed bug with messing up custom element properties in 3.0.0 levels
969 * version number set to 3.0.2
972 * version 3.0.1 released
974 2003-08-17 (no source files affected)
975 * changed all "classic" PCX image files with 16 colors or less to
976 256 color (8 bit) storage format, because the Allegro game library
977 cannot handle PCX files with less than 256 colors (contributed
978 graphics are not affected and might look wrong in the DOS version)
980 2003-08-16 src/init.c
981 * fixed bug which (for example) crashed the level editor when defining
982 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
983 (only set to default) -- invalid graphics now set to default graphic
985 2003-08-16 src/init.c
986 * fixed graphical bug of player digging/collecting/snapping element
987 when no corresponding graphic/animation is defined for this action,
988 resulting in player being drawn as EL_EMPTY (which should only be
989 done to elements being collected, but not to the player)
991 2003-08-16 src/game.c
992 * fixed small graphical bug of player not totally moving into exit
994 2003-08-16 src/libgame/setup.c
995 * fixed bug with wrong MS-DOS 8.3 filename conversion
997 2003-08-16 src/tools.c
998 * fixed bug with invisible mouse cursor when pressing ESC while playing
1000 2003-08-16 (various source files)
1001 * added another 128 custom elements (disabled in editor by default)
1003 2003-08-16 src/editor.c
1004 * fixed NULL string bug causing Solaris to crash in sprintf()
1006 2003-08-16 src/screen.c
1007 * fixed drawing over scrollbar on level selection with custom fonts
1009 2003-08-15 src/game.c
1010 * cleanup of simple sounds / loop sounds / music settings
1012 2003-08-08 (various source files)
1013 * added custom element property for dropping collected elements
1015 2003-08-08 src/conf_gfx.c
1016 * fixed bug with missing graphic for active red disk bomb
1018 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1019 * extended variable "level.gravity" to "level.initial_gravity" and
1020 "game.current_gravity" to prevent level setting from being changed
1021 by playing the level (keeping the runtime value after playing)
1023 * fixed graphics bug when digging element that has 'crumbled' graphic
1024 definition, but not 'diggable' graphic definition
1027 * version number set to 3.0.1
1030 * version 3.0.0 released
1033 * various bug fixes; among others:
1034 - fixed bug with pushing spring over empty space
1035 - fixed bug with leaving tube while placing dynamite
1036 - fixed bug with explosion of smashed penguins
1037 - allow Murphy player graphic in levels with non-Supaplex elements
1041 * I have forgotten to document changes for some time
1044 * pre-release version 2.2.0rc1 released
1047 * version number set to 2.1.2
1050 * version 2.1.1 released
1053 * version number set to 2.1.1
1056 * version 2.1.0 released
1059 * version number set to 2.1.0
1061 2002-04-03 to 2002-05-19 (various source files)
1062 * graphics, sounds and music now fully configurable
1063 * bug fixed that prevented walking through tubes when gravity on
1065 2002-04-02 src/events.c, src/editor.c
1066 * Make Escape key less aggressive when playing or when editing level.
1067 This can be configured as an option in the setup menu. (Default is
1068 "less aggressive" which means "ask user if something can be lost"
1069 when pressing the Escape key.)
1071 2002-04-02 src/screen.c
1072 * Added "graphics setup" screen.
1074 2002-04-01 src/screen.c
1075 * Changed "choose level" setup screen stuff to be more generic (to
1076 make it easier to add more "choose from generic tree" setup screens).
1078 2002-04-01 src/config.c, src/timestamp.h
1079 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1080 automatically gets created by "src/Makefile" and contains an actual
1081 compile-time timestamp to identify development versions of the game).
1083 2002-03-31 src/tape.c, src/events.c
1084 * Added quick game/tape save/load functions to tape stuff which can be
1085 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1086 loads previously recorded tape and directly goes into recording mode
1087 from the end of the tape (therefore appending to the tape).
1089 2002-03-31 src/tape.c
1090 * Added "index mark" function to tape recorder. When playing or
1091 recording, "eject" button changes to "index" button. Setting index
1092 mark is not yet implemented, but pressing index button when playing
1093 allows very quick advancing to end of tape (when normal playing),
1094 very fast forward mode (when playing with normal fast forward) or
1095 very fast reaching of "pause before end of tape" (when playing with
1096 "pause before end" playing mode).
1098 2002-03-30 src/cartoons.c
1099 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1101 2002-03-29 src/screen.c
1102 * Changed setup screen stuff to be more generic (to make it easier
1103 to add more setup screens).
1105 2002-03-23 src/main.c, src/main.h
1106 * Various changes due to the introduction of the new libgame files
1107 "setup.c" and "joystick.c".
1109 2002-03-23 src/files.c
1110 * Generic parts of "src/files.c" (mainly setup and level directory
1111 stuff) moved to new libgame file "src/libgame/setup.c".
1113 2002-03-23 src/joystick.c
1114 * File "src/joystick.c" moved to libgame source tree, with
1115 correspondig changes.
1117 2002-03-22 src/screens.c
1118 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1119 (Wrong level series information displayed when entering main group.)
1121 2002-03-22 src/editor.c
1122 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1124 2002-03-22 src/editor.c
1125 * Changed behaviour of "Escape" key in level editor to be more
1126 intuitive: When in "Element Properties" or "Level Info" mode,
1127 return to "Drawing Mode" instead of leaving the level editor.
1129 2002-03-21 src/game.c, src/editor.c, src/files.c
1130 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1131 gems (emeralds, diamonds, ...) slipping down from normal wall,
1132 steel wall and growing wall (as in E.M.C. style levels). Although
1133 the behaviour of contributed and private levels wasn't changed (due
1134 to the use of "level.game_version"; see previous entry), editing
1135 those levels will (of course) change the behaviour accordingly.
1137 This change seems a bit too hard after thinking about it, because
1138 the EM style behaviour is not the "expected" behaviour (gems would
1139 normally only slip down from "rounded" walls). Therefore this was
1140 now changed to an element property for gem style elements, with the
1141 default setting "off" (which means: no special EM style behaviour).
1142 To fix older converted levels, this flag is set to "on" for pre-2.0
1143 levels that are neither contributed nor private levels.
1145 2002-03-20 src/files.h
1146 * Corrected settings for "level.game_version" depending of level type.
1147 (Contributed and private levels always get played with game engine
1148 version they were created with, while converted levels always get
1149 played with the most recent version of the game engine, to let new
1150 corrections of the emulation behaviour take effect.)
1152 2002-03-20 src/main.h
1153 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1154 compiling the SDL version on some systems.
1155 Thanks to the several people who pointed this out.
1158 * Version number set to 2.0.2.
1161 * Version 2.0.1 released.
1163 2002-03-18 src/screens.c
1164 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1166 2002-03-18 src/files.c [src/libgame/misc.c]
1167 * Moved some common functions from src/files.c to src/libgame/misc.c.
1169 2002-03-18 src/files.c [src/libgame/misc.c]
1170 * Changed permissions for new directories and saved files (especially
1171 score files) according to suggestions of Debian users and mantainers.
1172 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1174 2002-03-17 src/files.c
1175 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1176 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1177 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1178 for levels and "TAPE" for tapes). Old "cookie" style format is
1179 still supported for reading. New level and tape files are written
1182 * New IFF chunk "VERS" contains version numbers for file and game
1183 (where "game version" is the version of the program that wrote the
1184 file, and "file version" is a version number to distinguish files
1185 with different format, for example after adding new features).
1187 2002-03-15 src/screen.c
1188 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1189 (Before, you heard a mixture of the in-game music and the
1190 hall-of-fame music.)
1192 2002-03-14 src/events.c
1193 * Function "DumpTape()" (files.c) now available by pressing 't' from
1194 main menu (when in DEBUG mode).
1196 2002-03-14 src/game.c
1197 * "GameWon()": When game was won playing a tape, now there is no delay
1198 raising the score and no corresponding sound is played.
1200 2002-03-14 src/files.c
1201 * Changed "LoadTape()" for real chunk support and also adjusted
1202 "SaveTape()" accordingly.
1204 2002-03-14 src/game.c, src/tape.c, src/files.c
1205 * Important changes to tape format: The old tape format stored all
1206 actions with a real effect with a corresponding delay between the
1207 stored actions. This had some major disadvantages (for example,
1208 push delays had to be ignored, pressing a button for some seconds
1209 mutated to several single button presses because of the non-action
1210 delays between two action frames etc.). The new tape format just
1211 stupidly records all device actions and replays them later. I really
1212 don't know why I haven't solved it that way before?! Old-style tapes
1213 (with tape file version less than 2.0) get converted to the new
1214 format on-the-fly when loading and can therefore still be played;
1215 only some minor parts of the old-style tape handling code was needed.
1216 (A perfect conversion is not possible, because there is information
1217 missing about the device actions between two action frames.)
1219 2002-03-14 src/files.c
1220 * New function "DumpTape()" to dump the contents of the current tape
1221 in a human readable format.
1223 2002-03-14 src/game.c
1224 * Small tape bug fixed: When automatically advancing to next level
1225 after a game was won, the tape from the previous level still was
1226 loaded as a tape for the new level.
1228 2002-03-14 src/tape.c
1229 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1230 tape, cartoons did not get completely removed because
1231 StopAnimation() was not called.
1233 2002-03-13 src/files.c
1234 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1235 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1236 size even when using 16-bit elements). Added new chunk "CNT2" for
1237 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1238 chunk even when content was 16-bit element). "CNT2" should now be
1239 able to store content for arbitrary elements (up to eight blocks of
1240 3 x 3 element arrays). All "CNT2" elements will always be stored as
1241 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1243 2002-03-13 src/files.c
1244 * Changed "LoadLevel()" for real chunk support.
1246 2002-03-12 src/game.c
1247 * Fixed problem (introduced after 2.0.0 release) with penguins
1248 not getting killed by enemies
1250 2002-02-24 src/game.c, src/main.h
1251 * Added "player->is_moving"; now "player->last_move_dir" does
1252 not contain any information if the player is just moving at
1254 Before, "player->last_move_dir" was misused for this purpose
1255 for the robot stuff (robots don't kill players when they are
1256 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1257 broke tapes when walking through pipes!
1258 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1259 in a continuous movement. This fact is ignored for friends and