2 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
5 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
6 * fixed bug when displaying info element without action, but direction
9 * fixed minor graphical problems with springs smashing and slurping
10 (when using R'n'D style graphics instead of EMC style graphics)
13 * added scroll delay (as configured in setup) to EMC graphics engine
16 * improved screen redraw for EMC graphics engine (faster and smoother)
17 * when not scrolling, do not redraw the whole playfield if not needed
20 * added multi-player mode for EMC game engine (with up to four players)
23 * added android (can clone elements) from EMC engine to R'n'D engine
26 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
29 * added selectbox for initial player speed to player settings in editor
32 * version 3.1.2 created that is basically version 3.1.1, but with a
33 major bug fixed that prevented editing your own private levels
34 * version 3.1.2 released
37 * added magic ball (creates elements) from EMC engine to R'n'D engine
40 * uploaded fixed pre-release version 3.2.0-6 binary and source code
43 * fixed bug when using "CE can leave behind <trigger element>"
44 * added new change condition "(after/when) creation of <element>"
45 * added new change condition "(after/when) digging <element>"
46 * fixed bug accessing invalid gadget that caused crashes under Windows
47 * deactivated new possibility for multiple CE changes per frame
50 * uploaded pre-release (test) version 3.2.0-6 binary and source code
53 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
54 * fixed bug with not keeping CE value for moving CEs with only action
55 * changed CE action selectboxes in editor to be only reset when needed
58 * added option "use artwork from element" for custom player artwork
59 * added option "use explosion from element" for player explosions
62 * added cascaded element lists in the level editor
63 * added persistence for cascaded element lists by "editorcascade.conf"
64 * added dynamic element list with all elements used in current level
65 * added possibility for multiple CE changes per frame (experimental)
68 * uploaded pre-release (test) version 3.2.0-5 binary and source code
71 * changed "score for each 10 seconds/steps left" to "1 second/step"
72 * added own score for collecting "extra time" instead of sharing it
73 * added change events "switched by player" and "player switches <e>"
74 * added change events "snapped by player" and "player snaps <e>"
75 * added "set player artwork: <element choice>" to CE action options
76 * added change event "move of <element>"
79 * added "set player shield: off / normal / deadly" to CE action options
80 * added new player option "use level start element" in level editor
81 to set the correct focus at level start to elements from which the
82 player is created later (this did not work before for cascaded CE
83 changes resulting in creation of the player; it is now also possible
84 to create the player from a yam yam which is smashed at level start)
87 * added "set player speed: frozen (not moving)" to CE action options
88 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
91 * added new player option "block snap field" (enabled by default) to
92 make it possible to show a snapping animation like in Emerald Mine
95 * added dynamic selectboxes to custom element action settings in editor
96 * added "CE value" counter for custom elements (instead of "CE count")
97 * added option to use the last "CE value" after custom element change
98 * added option to use the "CE value" of other elements in CE actions
99 * fixed odd behaviour when pressing time orb in levels w/o time limit
100 * added checkbox "use time orb bug" for older levels that use this bug
103 * added missing configuration settings for the following elements:
104 - EL_TIMEGATE_SWITCH (time of open time gate)
105 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
106 - EL_SHIELD_NORMAL (time of shield duration)
107 - EL_SHIELD_DEADLY (time of shield duration)
108 - EL_EXTRA_TIME (time added to level time)
109 - EL_TIME_ORB_FULL (time added to level time)
112 * added "wind direction" as a movement pattern for custom elements
113 * added initial wind direction for balloon / custom elements to editor
114 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
117 * added parameters for "game of life" and "biomaze" elements to editor
120 * added level file chunk "CONF" for generic level and element settings
123 * uploaded pre-release (test) version 3.2.0-4 binary and source code
126 * skip empty level sets (with "levels: 0"; may be artwork base sets)
127 * added sound action ".page[1]" to ".page[32]" for each CE change page
130 * added image config suffix ".clone_from" to copy whole image settings
131 * fixed bug with invalid ("undefined") CE settings in old level files
134 * fixed graphical bug with smashing elements falling faster than player
137 * fixed major bug which prevented private levels from being edited
138 * fixed bug with precedence of general and special font definitions
141 * fixed graphical bug with player animation when player moves slowly
144 * uploaded pre-release (test) version 3.2.0-3 binary and source code
147 * fixed bug which prevented "global.num_toons: 0" from working
150 * major code cleanup (removed all these annoying "#if 0" blocks)
153 * added custom element actions for CE change page in level editor
156 * fixed music initialization bug in init.c (thanks to David Binderman)
157 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
158 (this bug must probably be fixed at other places, too)
161 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
162 (should be '#include <SDL.h>' instead)
165 * fixed bug which prevented "walkable from no direction" from working
166 (due to compatibility code overwriting this setting after loading)
169 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
172 * version number temporarily set to 3.1.1 (intermediate bugfix release)
173 * version 3.1.1 released
176 * changed some va_arg() arguments from 'long' to 'int', fixing problems
177 on 64-bit architecture systems with LP64 data model
180 * fixed bug with bombs not exploding when hitting the last level line
181 (introduced after the release of 3.1.0)
184 * added support for dumping small-sized level sketches from editor
187 * added recognition of "trigger element" for "change digged element to"
188 (this is not really what the "trigger element" was made for, but its
189 use may seem obvious for leaving back digged elements unchanged)
192 * fixed multiple warnings about failed joystick device initialization
195 * fixed bug with dynamite dropped on top of just dropped custom element
196 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
197 dynamite can still be dropped, but drop key must be released before
200 * fixed bug with wrong start directory when started from file browser
201 (due to this bug, R'n'D could not be started from KDE's Konqueror)
204 * fixed bug causing "change when impact" on player not working
205 * fixed wrong priority of "hitting something" over "hitting <element>"
206 * fixed wrong priority of "hit by something" over "hit by <element>"
209 * fixed graphical bug which caused the player (being Murphy) to show
210 collecting animations although the element was collected by penguin
213 * fixed two bugs causing wrong door background graphics in system.c
214 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
217 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
218 * added "no direction" to "walkable/passable from" selectbox options
221 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
222 * in tape autoplay, not only report broken, but also missing tapes
225 * uploaded pre-release (test) version 3.2.0-2 binary and source code
228 * fixed small bug with "linear" animation not working for active lamp
231 * fixed bug with moving up despite gravity due to "block last field"
232 * fixed small bug with wrong draw offset when typing name in main menu
233 * when reading user names from "passwd", ignore data after first comma
234 * when creating new "levelinfo.conf", only write some selected entries
237 * fixed displaying "imported from/by" on preview with empty string
238 * fixed ignoring draw offset for fonts used for level preview texts
241 * fixed a delay problem with SDL and too many mouse motion events
242 * added setup option "skip levels" and level skipping functionality
245 * added move speed "not moving" for non-moving CEs, but with direction
248 * fixed mapping of obsolete element token names in "editorsetup.conf"
249 * fixed bug with sound "acid.splashing" treated as a loop sound
250 * fixed some little sound bugs in native EM engine
253 * fixed small bug when dragging scrollbars to end positions
256 * added editor element descriptions written by Aaron Davidson
259 * improved fallback handling when configured artwork is not available
260 (now using default artwork instead of exiting when files not found)
263 * fixed bug on level selection screen when dragging scrollbar
266 * fixed bug which caused broken tapes when appending to EM engine tapes
269 * uploaded pre-release (test) version 3.2.0-1 binary and source code
272 * added code to replace changed artwork config tokens with other tokens
273 (needed for backwards compatibility, so that older tokens still work)
276 * added native R'n'D graphics for some new EMC elements in EM engine
279 * fixed some bugs in the EM engine integration code
280 * changed EM engine code to allow diagonal movement
281 * changed EM engine code to allow use of separate snap and drop keys
284 * fixed some redraw bugs when using EM engine
287 * fixed bug with not converting RND levels which are set to use native
288 engine to native level structure when loading
291 * uploaded pre-release (test) version 3.2.0-0 binary and source code
294 * version number set to 3.2.0
297 * level data now reset to defaults after attempt to load invalid file
300 * added use of "editorsetup.conf" for different level sets
303 * added auto-detection for various types of Emerald Mine level files
306 * fixed bug with scrollbars getting too small when list is very large
309 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
312 * added most level editor configuration gadgets for new EMC elements
315 * added more element and graphic definitions for new EMC elements
318 * modified native EM engine to use integrated R'n'D sound system
321 * added SDL support to graphics functions in native EM engine
322 (by always using generic libgame interface functions)
325 * fixed bug in frame synchronization in native EM engine
328 * added code to convert levels between R'n'D and native EM engine
331 * new Emerald Mine engine can now play levels selected in main menu
334 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
335 (which creates scaled down graphics for level editor and preview);
336 there's still a memory leak somewhere in the artwork handling code
337 * added "scale image up" functionality to X11 version of zoom function
340 * first attempts to integrate new, native Emerald Mine Club engine
343 * fixed bug in gadget code which caused reset of CEs in level editor
344 (example: pressing 'b' [grab brush] on CE config page erased values)
345 (solution: check if gadgets in ClickOnGadget() are really mapped)
346 * improved level change detection in editor (settings now also checked)
347 * fixed bug with "can move into acid" and "don't collide with" state
350 * fixed maze runner style CEs to use the configured move delay value
353 * added Aaron Davidson's tutorial level set to the "Tutorials" section
356 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
357 * fixed the above fix because it broke level set "machine" (*sigh*)
358 * fixed random element placement in level editor to work as expected
359 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
362 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
365 * fixed bug (missing array boundary check) which caused broken tapes
366 * fixed bug (when loading level template) which caused broken levels
367 * fixed bug with new block last field code when using non-yellow player
370 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
371 * internal change of how the player blocks the last field when moving
372 * fixed blocking delay of last field for EM and SP style block delay
373 * fixed bug where the player had to wait for the usual move delay after
374 unsuccessfully trying to move, when he directly could move after that
375 * the last two changes should make original Supaplex level 93 solvable
376 * improved use of random number generator to make it less predictable
377 * fixed behaviour of slippery SP elements to let slip left, then right
380 * fixed bug with wrong door state after trying to quickload empty tape
381 * fixed waste of static memory usage of the binary, making it smaller
382 * fixed very little graphical bug in Supaplex explosion
385 * version number set to 3.1.1
388 * version 3.1.0 released
391 * fixed bug with crash when writing user levelinfo.conf the first time
394 * added option "convert LEVELDIR [NR]" to command line batch commands
395 * re-converted Supaplex levels to apply latest engine fixes
396 * changed "use graphic/sound of element" to "use graphic of element"
397 due to compatibility problems with some levels ("bug machine" etc.)
400 * fixed bug with CE change replacing player with same or other player
403 * fixed bug with opaque font in envelope with background graphic when
404 background graphic is not transparent itself
407 * added "gravity on" and "gravity off" ports for Supaplex compatibility
408 * corrected original Supaplex level loading code to use these new ports
409 * also corrected Supaplex loader to auto-count infotrons if set to zero
412 * fixed bug with missing initialization of "modified" flag for GEs
415 * fixed bug that caused endless recursion loop when relocating player
416 * fixed tape recorder bug in "step mode" when using "pause before end"
417 * fixed tape recorder bug when changing from "warp forward" mode
420 * fixed bug with "when touching" for pushed elements at last position
423 * fixed bug that caused two activated toolbox buttons in level editor
424 * fixed bug with exploding dynabomb under player due to other explosion
427 * fixed bug with creating walkable custom element under player (again)
428 * fixed bug with not copying explosion type when copying CEs in editor
429 * fixed graphical bug when drawing player in setup menu (input devices)
430 * fixed graphical bug when the player is pushing an accessible element
431 * fixed bug with classic switchable elements triggering CE changes
432 * fixed bug with entering/leaving walkable element in RelocatePlayer()
433 * fixed crash bug when CE leaves behind the trigger player element
436 * fixed bug with broken tubes after placing/exploding dynamite in them
437 * fixed bug with exploding dynamite under player due to other explosion
438 * fixed bug with not resetting push delay under certain circumstances
441 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
442 * added network multiplayer code for Windows (thanks to Niko Böhm)
445 * added option "reachable despite gravity" for gravity movement
446 * changed gravity movement of most classic walkable and passable
447 elements back to "not reachable" (for compatibility reasons)
450 * fixed (removed) "indestructible" / "can explode" dependency in editor
451 * fixed (removed) "accessible inside" / "protected" dependency
452 * fixed (removed) "step mode" / "shield time" dependency
455 * fixed dynabombs exploding now into anything diggable
456 * fixed Supaplex style gravity movement into buggy base now impossible
457 * added pressing key "space" as valid action to select menu options
460 * added "replace when walkable" to relocate player to walkable element
461 * added "enter"/"leave" event for elements affected by relocation
462 * fixed "direct"/"indirect" change order also for "when change" event
463 * fixed graphical bug when pushing things from elements walkable inside
466 * fixed graphic bug when player is snapping while moving in old levels
467 * fixed bug when a moving custom element leaves a player element behind
468 * fixed bug with mole not disappearing when moving into acid pool
469 * fixed bug with incomplete path setting when using "--basepath" option
470 * moving CE can now leave walkable elements behind under the player
471 * when relocating, player can be set on walkable element now
472 * fixed another gravity movement bug
475 * uploaded pre-release (test) version 3.1.0-2 binary and source code
478 * added "collectible" and "removable" to extended replacement types
479 (where "removable" replaces "diggable" and "collectible" elements)
480 * added "collectible & throwable" (to throw element to the next field)
481 * fixed bug with CEs digging elements that are just about to explode
482 * changed mouse cursor now always being visible when game is paused
485 * added possibility to push/press accessible elements from a side that
487 * fixed bug with not setting actual date when appending to tape
490 * fixed bug with incorrectly initialized custom element editor graphics
493 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
494 - number of levels corrected from 18 to 17 in "levelinfo.conf"
497 * fixed bug with destroyed robot wheel still attracting robots forever
498 * fixed bug with time gate switch deactivating after robot wheel time
499 (while the time gate itself is not affected by this misbehaviour)
500 * changed behaviour of BD style amoeba to always get blocked by player
501 (before it was different when there were non-BD elements in level)
502 * fixed bug with player destroying indestructable elements with shield
505 * added option to make growing elements grow into anything diggable
506 (for the various amoeba types, biomaze and "game of life")
509 * fixed bug with movable elements not moving after left behind by CEs
510 * changed gravity movement to anything diggable, not only sand/base
511 * optionally allowing passing to walkable element, not only empty space
512 * added option "can pass to walkable element" for players
513 * finally fixed gravity movement (hopefully)
516 * fixed bug with movable elements not moving anymore after falling down
519 * fixed another bug with custom elements digging and leaving elements
520 * fixed bug with "along left/right side" and automatic start direction
521 * trigger elements now also displayed when "more custom" deactivated
522 * fixed bug with clipboard element initialized when loading new level
523 * added option "drop delay" to set delay before dropping next element
526 * uploaded pre-release (test) version 3.1.0-1 binary and source code
529 * added copy and paste functions for custom change pages
530 * enhanced graphical display and functionality of tape recorder
531 * fixed bug with custom elements digging and leaving elements
534 * added move speed faster than "very fast" for custom elements
535 * fixed bug with 3+3 style explosions and missing border content
536 * fixed little bug when copying custom elements in the editor
537 * enhanced custom element changes by more side trigger actions
540 * added option "no scrolling when relocating" for instant teleporting
541 * uploaded pre-release (test) version 3.1.0-0 binary and source code
544 * added trigger element and trigger player to use as target elements
545 * added copy and paste functions for custom and group elements
548 * fixed graphical bug when displaying explosion animations
549 * fixed bug when appending to tapes, resulting in broken tapes
550 * re-recorded a few tapes broken by fixing gravity checking bug
553 * "can move into acid" property now for all elements independently
554 * "can fall into acid" property for player stored in same bitfield now
555 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
556 * version number set to 3.1.0 (finally!)
559 * changed tape recording to only record input, not programmed actions
562 * fixed totally broken (every 8th frame skipped) step-by-step recording
563 * fixed bug with requester not displayed when quick-loading interrupted
564 * added option "can fall into acid (with gravity)" for players
565 * fixed bug with player not falling when snapping down with gravity
568 * fixed bug which messed up key config when using keypad number keys
571 * fixed bug which allowed moving upwards even when gravity was active
572 * fixed bug with missing error handling when dumping levels or tapes
575 * added different colored editor graphics for Supaplex gravity tubes
578 * fixed bug that allowed solvable tapes for unsolvable levels
581 * use unlimited number of droppable elements when "count" set to zero
582 * added option to use step limit instead of time limit for level
585 * added player and change page as trigger for custom element change
588 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
591 * fixed bug with dark yamyam changing to acid when moving over acid
592 * fixed handling of levels with more than 999 seconds level time
593 (example: level 76 of "Denmine")
596 * "spring push bug" reintroduced as configurable element property
597 * fixed bug with missing properties for "mole"
598 * fixed bug that showed up when fixing the above "mole" properties bug
599 * added option "can move into acid" for all movable elements
600 * fixed graphical bug for elements moving into acid
601 * changed event handling to handle all pending events before going on
604 * fixed bug which caused all CE change pages to be ignored which had
605 the same change event, but used a different element side
606 (reported by Simon Forsberg)
608 * fixed bug which caused elements that can move and fall and that are
609 transported by a conveyor belt to continue moving into that direction
610 after leaving the conveyor belt, regardless of their own movement
611 type; only elements which can not move are transported now
612 (reported by Simon Forsberg)
614 * fixed bug which could cause an array overflow in RelocatePlayer()
615 (reported by Niko Böhm)
617 * changed Emerald Mine style "passable / over" elements to "protected"
618 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
620 * added new option to select from which side a "walkable/passable"
621 element can be entered
624 * added explosion and ignition delay for elements that can explode
627 * fixed bug which caused player not being protected against enemies
628 when a CE was "walkable / inside" and was not "indestructible"
629 * added "walkable/passable" fields to be "protected/unprotected"
630 against enemies, even if not accessible "inside" but "over/under"
633 * corrected move pattern to 32 bit and initial move direction to 8 bit
636 * added second custom element base configuration page
639 * added some special EMC mappings to Emerald Mine level loader
640 (also covering previously unknown element in level 0 of "Bondmine 8")
643 * added option to block last field when player is moving (for Supaplex)
644 * adjusted push delay of Supaplex elements
645 * removed delays for envelopes etc. when replaying with maximum speed
646 * fixed bug when dropping element on a field that just changed to empty
649 * fixed bug: infotrons can now smash yellow disks
650 * fixed bug: when gravity active, port above player can now be entered
651 * removed "one white dot" mouse pointer which irritated some people
654 * added "choice type" for group element selection
657 * fixed bug with initial invulnerability of non-yellow player
660 * added level loader for loading native Supaplex packed levels
661 (including multi-part levels like the "splvls99" levels)
664 * fixed bug which allowed creating emeralds by escaping explosions
667 * custom elements can change (limited) or leave (unlimited) elements
668 * finally added multiple matches using group elements
669 * added shortcut to dump brush (type ":DB" in editor) for use in forum
672 * added new start movement type "previous" for continued CE movement
673 * added new start movement type "random" for random CE movement start
676 * added new element "sokoban_field_player" needed for Sokoban levels
677 (thanks to Ed Booker for pointing this out!)
680 * added elements that can be digged or left behind by custom elements
683 * added group elements for multiple matches and random element creation
686 * fixed some graphical errors displayed in old levels
689 * fixed wrong double speed movement after passing closing gates
692 * added level loader for loading native Emerald Mine levels
695 * changes for "shooting" style CE movement
698 * Happy New Year! ;-)
701 * changed default snap/drop keys from left/right Shift to Control keys
704 * fixed bug with dead player getting reanimated from custom element
707 * fixed bug with wrong penguin graphics (when entering exit)
710 * fixed bug with wrong "Murphy" graphics (when digging etc.)
713 * version number set to 3.0.9
716 * version 3.0.8 released
719 * added function checked_free()
722 * fixed bug with double nut cracking sound
723 (by eliminating "default element action sound" assignment in init.c)
726 * fixed crash when no music info files are available
729 * fixed boring and sleeping sounds
732 * added "maze runner" and "maze hunter" movement types
733 * added extended collision conditions for custom elements
736 * added warnings for undefined token values in artwork config files
739 * added menu entry for level set information to the info screen
742 * fixed bug with wrong default impact sound for colored emeralds
745 * added several sub-screens for the info screen
746 * menu text now also clickable (not only blue/red sphere left of it)
749 * added configurable "bored" and "sleeping" animations for the player
750 * added "awakening" sound for player when waking up after sleeping
753 * added "copy" and "exchange" functions for custom elements to editor
756 * added configurable element animations for info screen
759 * added configurable music credits for info screen
762 * finally fixed tape recording when player is created from CE change
765 * added "editorsetup.conf" for editor element list configuration
768 * added "musicinfo.conf" for menu and level music configuration
771 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
772 (that only showed up on Linux, but not on Windows systems)
775 * fixed turning movement of butterflies and fireflies (no frame reset)
776 * enhanced sniksnak turning movement (two steps instead of only one)
779 * version number set to 3.0.8
782 * version 3.0.7 released
785 * fixed reset of player animation frame when, for example,
786 walking, digging or collecting share the same animation
787 * fixed CE with "deadly when touching" exploding when touching amoeba
790 * fixed tape recording when player is created from CE element change
793 * introduced "turning..." action graphic for elements with move delay
794 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
795 * added turning animations for bug, spaceship and sniksnak
798 * prevent "extended" changed elements from delay change in same frame
801 * fixed bug when pushing element that can move away to the side
802 (like pushing falling elements, but now with moving elements)
805 * finally fixed serious bug in code for delayed element pushing (again)
808 * unavailable setup options now marked as "n/a" instead of "off"
809 * new boolean directive "latest_engine" for "levelinfo.conf": when set
810 to "true", levels are always played with the latest game engine,
811 which is desired for levels that are imported from other games; all
812 other levels are played with the engine version stored in level file
813 (which is normally the engine version the level was created with)
816 * fixed serious bug in code for delayed element pushing
817 * fixed little bug in animation frame selection for pushed elements
818 * speed-up of reading config file for verbose output
821 * added configuration option for opening and closing Supaplex exit
822 * added configuration option for moving up/down animation for Murphy
823 * fixed incorrectly displayed animation for attacking dragon
824 * fixed bug with not setting initial gravity for each new game
825 * fixed bug with teleportation of player by custom element change
826 * fixed bug with player not getting smashed by rock sometimes
829 * version number set to 3.0.7
832 * version 3.0.6 released
835 * added support for MP3 music for SDL version through SMPEG library
838 * fixed bug when initializing font graphic structure
839 * fixed bug with animation mode "pingpong" when using only 1 frame
840 * fixed bug with extended change target introduced in 3.0.5
841 * fixed bug where passing over moving element doubles player speed
842 * fixed bug with elements continuing to move into push direction
843 * fixed bug with duplicated player when dropping bomb with shield on
844 * added "switching" event for custom elements ("pressing" only once)
845 * fixed switching bug (resetting flag when not switching but not idle)
848 * fixed element tokens for certain file elements with ".active" etc.
851 * version number set to 3.0.6
854 * version 3.0.5 released
857 * now four envelope elements available
858 * font, background, animation and sound for envelope now configurable
859 * main menu doors opening/closing animation type now configurable
862 * active/inactive sides configurable for custom element changes
863 * new movement type "move when pushed" available for custom elements
866 * fixed bug in multiple config pages loader code that caused crashes
869 * enhanced (remaining low-resolution) Supaplex graphics
872 * version number set to 3.0.5
875 * version 3.0.4 released
877 2003-09-12 src/tools.c
878 * fixed bug in custom definition of crumbled element graphics
880 2003-09-11 src/files.c
881 * fixed bug in multiple config pages code that caused crashes
884 * version number set to 3.0.4
887 * version 3.0.3 released
890 * added music to Supaplex classic level set
892 2003-09-07 src/libgame/misc.c
893 * added support for loading various music formats through SDL_mixer
895 2003-09-06 (various source files)
896 * fixed several nasty bugs that may have caused crashes on some systems
897 * added envelope content which gets displayed when collecting envelope
898 * added multiple change event pages for custom elements
900 2003-08-24 src/game.c
901 * fixed problem with player animation when snapping and moving
903 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
904 * fixed problem with flickering when drawing toon animations
906 2003-08-23 src/libgame/sdl.c
907 * fixed problem with setting mouse cursor in SDL version in fullscreen
909 2003-08-23 src/game.c
910 * fixed bug (missing array boundary check) which could crash the game
913 * version number set to 3.0.3
916 * version 3.0.2 released
918 2003-08-21 src/game.c
919 * fixed bug with creating inaccessible elements at player position
921 2003-08-20 src/init.c
922 * fixed bug with not finding current level artwork directory
924 2003-08-20 src/files.c
925 * fixed bug with choosing wrong engine version when playing tapes
926 * fixed bug with messing up custom element properties in 3.0.0 levels
929 * version number set to 3.0.2
932 * version 3.0.1 released
934 2003-08-17 (no source files affected)
935 * changed all "classic" PCX image files with 16 colors or less to
936 256 color (8 bit) storage format, because the Allegro game library
937 cannot handle PCX files with less than 256 colors (contributed
938 graphics are not affected and might look wrong in the DOS version)
940 2003-08-16 src/init.c
941 * fixed bug which (for example) crashed the level editor when defining
942 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
943 (only set to default) -- invalid graphics now set to default graphic
945 2003-08-16 src/init.c
946 * fixed graphical bug of player digging/collecting/snapping element
947 when no corresponding graphic/animation is defined for this action,
948 resulting in player being drawn as EL_EMPTY (which should only be
949 done to elements being collected, but not to the player)
951 2003-08-16 src/game.c
952 * fixed small graphical bug of player not totally moving into exit
954 2003-08-16 src/libgame/setup.c
955 * fixed bug with wrong MS-DOS 8.3 filename conversion
957 2003-08-16 src/tools.c
958 * fixed bug with invisible mouse cursor when pressing ESC while playing
960 2003-08-16 (various source files)
961 * added another 128 custom elements (disabled in editor by default)
963 2003-08-16 src/editor.c
964 * fixed NULL string bug causing Solaris to crash in sprintf()
966 2003-08-16 src/screen.c
967 * fixed drawing over scrollbar on level selection with custom fonts
969 2003-08-15 src/game.c
970 * cleanup of simple sounds / loop sounds / music settings
972 2003-08-08 (various source files)
973 * added custom element property for dropping collected elements
975 2003-08-08 src/conf_gfx.c
976 * fixed bug with missing graphic for active red disk bomb
978 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
979 * extended variable "level.gravity" to "level.initial_gravity" and
980 "game.current_gravity" to prevent level setting from being changed
981 by playing the level (keeping the runtime value after playing)
983 * fixed graphics bug when digging element that has 'crumbled' graphic
984 definition, but not 'diggable' graphic definition
987 * version number set to 3.0.1
990 * version 3.0.0 released
993 * various bug fixes; among others:
994 - fixed bug with pushing spring over empty space
995 - fixed bug with leaving tube while placing dynamite
996 - fixed bug with explosion of smashed penguins
997 - allow Murphy player graphic in levels with non-Supaplex elements
1001 * I have forgotten to document changes for some time
1004 * pre-release version 2.2.0rc1 released
1007 * version number set to 2.1.2
1010 * version 2.1.1 released
1013 * version number set to 2.1.1
1016 * version 2.1.0 released
1019 * version number set to 2.1.0
1021 2002-04-03 to 2002-05-19 (various source files)
1022 * graphics, sounds and music now fully configurable
1023 * bug fixed that prevented walking through tubes when gravity on
1025 2002-04-02 src/events.c, src/editor.c
1026 * Make Escape key less aggressive when playing or when editing level.
1027 This can be configured as an option in the setup menu. (Default is
1028 "less aggressive" which means "ask user if something can be lost"
1029 when pressing the Escape key.)
1031 2002-04-02 src/screen.c
1032 * Added "graphics setup" screen.
1034 2002-04-01 src/screen.c
1035 * Changed "choose level" setup screen stuff to be more generic (to
1036 make it easier to add more "choose from generic tree" setup screens).
1038 2002-04-01 src/config.c, src/timestamp.h
1039 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1040 automatically gets created by "src/Makefile" and contains an actual
1041 compile-time timestamp to identify development versions of the game).
1043 2002-03-31 src/tape.c, src/events.c
1044 * Added quick game/tape save/load functions to tape stuff which can be
1045 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1046 loads previously recorded tape and directly goes into recording mode
1047 from the end of the tape (therefore appending to the tape).
1049 2002-03-31 src/tape.c
1050 * Added "index mark" function to tape recorder. When playing or
1051 recording, "eject" button changes to "index" button. Setting index
1052 mark is not yet implemented, but pressing index button when playing
1053 allows very quick advancing to end of tape (when normal playing),
1054 very fast forward mode (when playing with normal fast forward) or
1055 very fast reaching of "pause before end of tape" (when playing with
1056 "pause before end" playing mode).
1058 2002-03-30 src/cartoons.c
1059 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1061 2002-03-29 src/screen.c
1062 * Changed setup screen stuff to be more generic (to make it easier
1063 to add more setup screens).
1065 2002-03-23 src/main.c, src/main.h
1066 * Various changes due to the introduction of the new libgame files
1067 "setup.c" and "joystick.c".
1069 2002-03-23 src/files.c
1070 * Generic parts of "src/files.c" (mainly setup and level directory
1071 stuff) moved to new libgame file "src/libgame/setup.c".
1073 2002-03-23 src/joystick.c
1074 * File "src/joystick.c" moved to libgame source tree, with
1075 correspondig changes.
1077 2002-03-22 src/screens.c
1078 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1079 (Wrong level series information displayed when entering main group.)
1081 2002-03-22 src/editor.c
1082 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1084 2002-03-22 src/editor.c
1085 * Changed behaviour of "Escape" key in level editor to be more
1086 intuitive: When in "Element Properties" or "Level Info" mode,
1087 return to "Drawing Mode" instead of leaving the level editor.
1089 2002-03-21 src/game.c, src/editor.c, src/files.c
1090 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1091 gems (emeralds, diamonds, ...) slipping down from normal wall,
1092 steel wall and growing wall (as in E.M.C. style levels). Although
1093 the behaviour of contributed and private levels wasn't changed (due
1094 to the use of "level.game_version"; see previous entry), editing
1095 those levels will (of course) change the behaviour accordingly.
1097 This change seems a bit too hard after thinking about it, because
1098 the EM style behaviour is not the "expected" behaviour (gems would
1099 normally only slip down from "rounded" walls). Therefore this was
1100 now changed to an element property for gem style elements, with the
1101 default setting "off" (which means: no special EM style behaviour).
1102 To fix older converted levels, this flag is set to "on" for pre-2.0
1103 levels that are neither contributed nor private levels.
1105 2002-03-20 src/files.h
1106 * Corrected settings for "level.game_version" depending of level type.
1107 (Contributed and private levels always get played with game engine
1108 version they were created with, while converted levels always get
1109 played with the most recent version of the game engine, to let new
1110 corrections of the emulation behaviour take effect.)
1112 2002-03-20 src/main.h
1113 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1114 compiling the SDL version on some systems.
1115 Thanks to the several people who pointed this out.
1118 * Version number set to 2.0.2.
1121 * Version 2.0.1 released.
1123 2002-03-18 src/screens.c
1124 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1126 2002-03-18 src/files.c [src/libgame/misc.c]
1127 * Moved some common functions from src/files.c to src/libgame/misc.c.
1129 2002-03-18 src/files.c [src/libgame/misc.c]
1130 * Changed permissions for new directories and saved files (especially
1131 score files) according to suggestions of Debian users and mantainers.
1132 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1134 2002-03-17 src/files.c
1135 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1136 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1137 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1138 for levels and "TAPE" for tapes). Old "cookie" style format is
1139 still supported for reading. New level and tape files are written
1142 * New IFF chunk "VERS" contains version numbers for file and game
1143 (where "game version" is the version of the program that wrote the
1144 file, and "file version" is a version number to distinguish files
1145 with different format, for example after adding new features).
1147 2002-03-15 src/screen.c
1148 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1149 (Before, you heard a mixture of the in-game music and the
1150 hall-of-fame music.)
1152 2002-03-14 src/events.c
1153 * Function "DumpTape()" (files.c) now available by pressing 't' from
1154 main menu (when in DEBUG mode).
1156 2002-03-14 src/game.c
1157 * "GameWon()": When game was won playing a tape, now there is no delay
1158 raising the score and no corresponding sound is played.
1160 2002-03-14 src/files.c
1161 * Changed "LoadTape()" for real chunk support and also adjusted
1162 "SaveTape()" accordingly.
1164 2002-03-14 src/game.c, src/tape.c, src/files.c
1165 * Important changes to tape format: The old tape format stored all
1166 actions with a real effect with a corresponding delay between the
1167 stored actions. This had some major disadvantages (for example,
1168 push delays had to be ignored, pressing a button for some seconds
1169 mutated to several single button presses because of the non-action
1170 delays between two action frames etc.). The new tape format just
1171 stupidly records all device actions and replays them later. I really
1172 don't know why I haven't solved it that way before?! Old-style tapes
1173 (with tape file version less than 2.0) get converted to the new
1174 format on-the-fly when loading and can therefore still be played;
1175 only some minor parts of the old-style tape handling code was needed.
1176 (A perfect conversion is not possible, because there is information
1177 missing about the device actions between two action frames.)
1179 2002-03-14 src/files.c
1180 * New function "DumpTape()" to dump the contents of the current tape
1181 in a human readable format.
1183 2002-03-14 src/game.c
1184 * Small tape bug fixed: When automatically advancing to next level
1185 after a game was won, the tape from the previous level still was
1186 loaded as a tape for the new level.
1188 2002-03-14 src/tape.c
1189 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1190 tape, cartoons did not get completely removed because
1191 StopAnimation() was not called.
1193 2002-03-13 src/files.c
1194 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1195 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1196 size even when using 16-bit elements). Added new chunk "CNT2" for
1197 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1198 chunk even when content was 16-bit element). "CNT2" should now be
1199 able to store content for arbitrary elements (up to eight blocks of
1200 3 x 3 element arrays). All "CNT2" elements will always be stored as
1201 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1203 2002-03-13 src/files.c
1204 * Changed "LoadLevel()" for real chunk support.
1206 2002-03-12 src/game.c
1207 * Fixed problem (introduced after 2.0.0 release) with penguins
1208 not getting killed by enemies
1210 2002-02-24 src/game.c, src/main.h
1211 * Added "player->is_moving"; now "player->last_move_dir" does
1212 not contain any information if the player is just moving at
1214 Before, "player->last_move_dir" was misused for this purpose
1215 for the robot stuff (robots don't kill players when they are
1216 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1217 broke tapes when walking through pipes!
1218 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1219 in a continuous movement. This fact is ignored for friends and