2 * added delayed ignition of EM style dynamite when used in R'n'D engine
3 * added limited movement range to EMC engine when focus on all players
6 * fixed bug with missing (zero) score values for native Supaplex levels
9 * added "continuous snapping" (snapping many elements while holding the
10 snap key pressed, without releasing the snap key after each element)
11 as a new player setting for more compatibility with the classic games
14 * finished scrolling for "focus on all players" in EMC graphics engine
17 * level sets with "levels: 0" are ignored for levels, but not artwork
18 * fixed bug when scanning empty level group directories (endless loop)
21 * fixed bug with explosion graphic for player using "Murphy" graphic
22 * fixed bug with explosion graphic if player leaves explosion in time
23 * changed some descriptive text in setup menu to use medium-width font
24 * added key shortcut settings for switching player focus to setup menu
27 * fixed bug with random value initialization when recording tapes
28 * fixed bug with playing single player tapes when team mode activated
31 * fixed little bug when trying to switch to player that does not exist
34 * added player switching (visual and quick) to R'n'D and EM game engine
35 * added setup option to select visual or quick in-game player switching
38 * added use of "Home" and "End" keys to handle element list in editor
41 * fixed bug with adding score when playing tape with EMC game engine
42 * added steel wall border for levels using EMC engine without border
43 * finally fixed delayed scrolling in EMC engine also for small levels
46 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
49 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
50 * fixed bug when displaying info element without action, but direction
53 * fixed minor graphical problems with springs smashing and slurping
54 (when using R'n'D style graphics instead of EMC style graphics)
57 * added scroll delay (as configured in setup) to EMC graphics engine
60 * improved screen redraw for EMC graphics engine (faster and smoother)
61 * when not scrolling, do not redraw the whole playfield if not needed
64 * added multi-player mode for EMC game engine (with up to four players)
67 * added android (can clone elements) from EMC engine to R'n'D engine
70 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
73 * added selectbox for initial player speed to player settings in editor
76 * version 3.1.2 created that is basically version 3.1.1, but with a
77 major bug fixed that prevented editing your own private levels
78 * version 3.1.2 released
81 * added magic ball (creates elements) from EMC engine to R'n'D engine
84 * uploaded fixed pre-release version 3.2.0-6 binary and source code
87 * fixed bug when using "CE can leave behind <trigger element>"
88 * added new change condition "(after/when) creation of <element>"
89 * added new change condition "(after/when) digging <element>"
90 * fixed bug accessing invalid gadget that caused crashes under Windows
91 * deactivated new possibility for multiple CE changes per frame
94 * uploaded pre-release (test) version 3.2.0-6 binary and source code
97 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
98 * fixed bug with not keeping CE value for moving CEs with only action
99 * changed CE action selectboxes in editor to be only reset when needed
102 * added option "use artwork from element" for custom player artwork
103 * added option "use explosion from element" for player explosions
106 * added cascaded element lists in the level editor
107 * added persistence for cascaded element lists by "editorcascade.conf"
108 * added dynamic element list with all elements used in current level
109 * added possibility for multiple CE changes per frame (experimental)
112 * uploaded pre-release (test) version 3.2.0-5 binary and source code
115 * changed "score for each 10 seconds/steps left" to "1 second/step"
116 * added own score for collecting "extra time" instead of sharing it
117 * added change events "switched by player" and "player switches <e>"
118 * added change events "snapped by player" and "player snaps <e>"
119 * added "set player artwork: <element choice>" to CE action options
120 * added change event "move of <element>"
123 * added "set player shield: off / normal / deadly" to CE action options
124 * added new player option "use level start element" in level editor
125 to set the correct focus at level start to elements from which the
126 player is created later (this did not work before for cascaded CE
127 changes resulting in creation of the player; it is now also possible
128 to create the player from a yam yam which is smashed at level start)
131 * added "set player speed: frozen (not moving)" to CE action options
132 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
135 * added new player option "block snap field" (enabled by default) to
136 make it possible to show a snapping animation like in Emerald Mine
139 * added dynamic selectboxes to custom element action settings in editor
140 * added "CE value" counter for custom elements (instead of "CE count")
141 * added option to use the last "CE value" after custom element change
142 * added option to use the "CE value" of other elements in CE actions
143 * fixed odd behaviour when pressing time orb in levels w/o time limit
144 * added checkbox "use time orb bug" for older levels that use this bug
147 * added missing configuration settings for the following elements:
148 - EL_TIMEGATE_SWITCH (time of open time gate)
149 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
150 - EL_SHIELD_NORMAL (time of shield duration)
151 - EL_SHIELD_DEADLY (time of shield duration)
152 - EL_EXTRA_TIME (time added to level time)
153 - EL_TIME_ORB_FULL (time added to level time)
156 * added "wind direction" as a movement pattern for custom elements
157 * added initial wind direction for balloon / custom elements to editor
158 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
161 * added parameters for "game of life" and "biomaze" elements to editor
164 * added level file chunk "CONF" for generic level and element settings
167 * uploaded pre-release (test) version 3.2.0-4 binary and source code
170 * skip empty level sets (with "levels: 0"; may be artwork base sets)
171 * added sound action ".page[1]" to ".page[32]" for each CE change page
174 * added image config suffix ".clone_from" to copy whole image settings
175 * fixed bug with invalid ("undefined") CE settings in old level files
178 * fixed graphical bug with smashing elements falling faster than player
181 * fixed major bug which prevented private levels from being edited
182 * fixed bug with precedence of general and special font definitions
185 * fixed graphical bug with player animation when player moves slowly
188 * uploaded pre-release (test) version 3.2.0-3 binary and source code
191 * fixed bug which prevented "global.num_toons: 0" from working
194 * major code cleanup (removed all these annoying "#if 0" blocks)
197 * added custom element actions for CE change page in level editor
200 * fixed music initialization bug in init.c (thanks to David Binderman)
201 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
202 (this bug must probably be fixed at other places, too)
205 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
206 (should be '#include <SDL.h>' instead)
209 * fixed bug which prevented "walkable from no direction" from working
210 (due to compatibility code overwriting this setting after loading)
213 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
216 * version number temporarily set to 3.1.1 (intermediate bugfix release)
217 * version 3.1.1 released
220 * changed some va_arg() arguments from 'long' to 'int', fixing problems
221 on 64-bit architecture systems with LP64 data model
224 * fixed bug with bombs not exploding when hitting the last level line
225 (introduced after the release of 3.1.0)
228 * added support for dumping small-sized level sketches from editor
231 * added recognition of "trigger element" for "change digged element to"
232 (this is not really what the "trigger element" was made for, but its
233 use may seem obvious for leaving back digged elements unchanged)
236 * fixed multiple warnings about failed joystick device initialization
239 * fixed bug with dynamite dropped on top of just dropped custom element
240 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
241 dynamite can still be dropped, but drop key must be released before
244 * fixed bug with wrong start directory when started from file browser
245 (due to this bug, R'n'D could not be started from KDE's Konqueror)
248 * fixed bug causing "change when impact" on player not working
249 * fixed wrong priority of "hitting something" over "hitting <element>"
250 * fixed wrong priority of "hit by something" over "hit by <element>"
253 * fixed graphical bug which caused the player (being Murphy) to show
254 collecting animations although the element was collected by penguin
257 * fixed two bugs causing wrong door background graphics in system.c
258 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
261 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
262 * added "no direction" to "walkable/passable from" selectbox options
265 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
266 * in tape autoplay, not only report broken, but also missing tapes
269 * uploaded pre-release (test) version 3.2.0-2 binary and source code
272 * fixed small bug with "linear" animation not working for active lamp
275 * fixed bug with moving up despite gravity due to "block last field"
276 * fixed small bug with wrong draw offset when typing name in main menu
277 * when reading user names from "passwd", ignore data after first comma
278 * when creating new "levelinfo.conf", only write some selected entries
281 * fixed displaying "imported from/by" on preview with empty string
282 * fixed ignoring draw offset for fonts used for level preview texts
285 * fixed a delay problem with SDL and too many mouse motion events
286 * added setup option "skip levels" and level skipping functionality
289 * added move speed "not moving" for non-moving CEs, but with direction
292 * fixed mapping of obsolete element token names in "editorsetup.conf"
293 * fixed bug with sound "acid.splashing" treated as a loop sound
294 * fixed some little sound bugs in native EM engine
297 * fixed small bug when dragging scrollbars to end positions
300 * added editor element descriptions written by Aaron Davidson
303 * improved fallback handling when configured artwork is not available
304 (now using default artwork instead of exiting when files not found)
307 * fixed bug on level selection screen when dragging scrollbar
310 * fixed bug which caused broken tapes when appending to EM engine tapes
313 * uploaded pre-release (test) version 3.2.0-1 binary and source code
316 * added code to replace changed artwork config tokens with other tokens
317 (needed for backwards compatibility, so that older tokens still work)
320 * added native R'n'D graphics for some new EMC elements in EM engine
323 * fixed some bugs in the EM engine integration code
324 * changed EM engine code to allow diagonal movement
325 * changed EM engine code to allow use of separate snap and drop keys
328 * fixed some redraw bugs when using EM engine
331 * fixed bug with not converting RND levels which are set to use native
332 engine to native level structure when loading
335 * uploaded pre-release (test) version 3.2.0-0 binary and source code
338 * version number set to 3.2.0
341 * level data now reset to defaults after attempt to load invalid file
344 * added use of "editorsetup.conf" for different level sets
347 * added auto-detection for various types of Emerald Mine level files
350 * fixed bug with scrollbars getting too small when list is very large
353 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
356 * added most level editor configuration gadgets for new EMC elements
359 * added more element and graphic definitions for new EMC elements
362 * modified native EM engine to use integrated R'n'D sound system
365 * added SDL support to graphics functions in native EM engine
366 (by always using generic libgame interface functions)
369 * fixed bug in frame synchronization in native EM engine
372 * added code to convert levels between R'n'D and native EM engine
375 * new Emerald Mine engine can now play levels selected in main menu
378 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
379 (which creates scaled down graphics for level editor and preview);
380 there's still a memory leak somewhere in the artwork handling code
381 * added "scale image up" functionality to X11 version of zoom function
384 * first attempts to integrate new, native Emerald Mine Club engine
387 * fixed bug in gadget code which caused reset of CEs in level editor
388 (example: pressing 'b' [grab brush] on CE config page erased values)
389 (solution: check if gadgets in ClickOnGadget() are really mapped)
390 * improved level change detection in editor (settings now also checked)
391 * fixed bug with "can move into acid" and "don't collide with" state
394 * fixed maze runner style CEs to use the configured move delay value
397 * added Aaron Davidson's tutorial level set to the "Tutorials" section
400 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
401 * fixed the above fix because it broke level set "machine" (*sigh*)
402 * fixed random element placement in level editor to work as expected
403 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
406 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
409 * fixed bug (missing array boundary check) which caused broken tapes
410 * fixed bug (when loading level template) which caused broken levels
411 * fixed bug with new block last field code when using non-yellow player
414 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
415 * internal change of how the player blocks the last field when moving
416 * fixed blocking delay of last field for EM and SP style block delay
417 * fixed bug where the player had to wait for the usual move delay after
418 unsuccessfully trying to move, when he directly could move after that
419 * the last two changes should make original Supaplex level 93 solvable
420 * improved use of random number generator to make it less predictable
421 * fixed behaviour of slippery SP elements to let slip left, then right
424 * fixed bug with wrong door state after trying to quickload empty tape
425 * fixed waste of static memory usage of the binary, making it smaller
426 * fixed very little graphical bug in Supaplex explosion
429 * version number set to 3.1.1
432 * version 3.1.0 released
435 * fixed bug with crash when writing user levelinfo.conf the first time
438 * added option "convert LEVELDIR [NR]" to command line batch commands
439 * re-converted Supaplex levels to apply latest engine fixes
440 * changed "use graphic/sound of element" to "use graphic of element"
441 due to compatibility problems with some levels ("bug machine" etc.)
444 * fixed bug with CE change replacing player with same or other player
447 * fixed bug with opaque font in envelope with background graphic when
448 background graphic is not transparent itself
451 * added "gravity on" and "gravity off" ports for Supaplex compatibility
452 * corrected original Supaplex level loading code to use these new ports
453 * also corrected Supaplex loader to auto-count infotrons if set to zero
456 * fixed bug with missing initialization of "modified" flag for GEs
459 * fixed bug that caused endless recursion loop when relocating player
460 * fixed tape recorder bug in "step mode" when using "pause before end"
461 * fixed tape recorder bug when changing from "warp forward" mode
464 * fixed bug with "when touching" for pushed elements at last position
467 * fixed bug that caused two activated toolbox buttons in level editor
468 * fixed bug with exploding dynabomb under player due to other explosion
471 * fixed bug with creating walkable custom element under player (again)
472 * fixed bug with not copying explosion type when copying CEs in editor
473 * fixed graphical bug when drawing player in setup menu (input devices)
474 * fixed graphical bug when the player is pushing an accessible element
475 * fixed bug with classic switchable elements triggering CE changes
476 * fixed bug with entering/leaving walkable element in RelocatePlayer()
477 * fixed crash bug when CE leaves behind the trigger player element
480 * fixed bug with broken tubes after placing/exploding dynamite in them
481 * fixed bug with exploding dynamite under player due to other explosion
482 * fixed bug with not resetting push delay under certain circumstances
485 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
486 * added network multiplayer code for Windows (thanks to Niko Böhm)
489 * added option "reachable despite gravity" for gravity movement
490 * changed gravity movement of most classic walkable and passable
491 elements back to "not reachable" (for compatibility reasons)
494 * fixed (removed) "indestructible" / "can explode" dependency in editor
495 * fixed (removed) "accessible inside" / "protected" dependency
496 * fixed (removed) "step mode" / "shield time" dependency
499 * fixed dynabombs exploding now into anything diggable
500 * fixed Supaplex style gravity movement into buggy base now impossible
501 * added pressing key "space" as valid action to select menu options
504 * added "replace when walkable" to relocate player to walkable element
505 * added "enter"/"leave" event for elements affected by relocation
506 * fixed "direct"/"indirect" change order also for "when change" event
507 * fixed graphical bug when pushing things from elements walkable inside
510 * fixed graphic bug when player is snapping while moving in old levels
511 * fixed bug when a moving custom element leaves a player element behind
512 * fixed bug with mole not disappearing when moving into acid pool
513 * fixed bug with incomplete path setting when using "--basepath" option
514 * moving CE can now leave walkable elements behind under the player
515 * when relocating, player can be set on walkable element now
516 * fixed another gravity movement bug
519 * uploaded pre-release (test) version 3.1.0-2 binary and source code
522 * added "collectible" and "removable" to extended replacement types
523 (where "removable" replaces "diggable" and "collectible" elements)
524 * added "collectible & throwable" (to throw element to the next field)
525 * fixed bug with CEs digging elements that are just about to explode
526 * changed mouse cursor now always being visible when game is paused
529 * added possibility to push/press accessible elements from a side that
531 * fixed bug with not setting actual date when appending to tape
534 * fixed bug with incorrectly initialized custom element editor graphics
537 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
538 - number of levels corrected from 18 to 17 in "levelinfo.conf"
541 * fixed bug with destroyed robot wheel still attracting robots forever
542 * fixed bug with time gate switch deactivating after robot wheel time
543 (while the time gate itself is not affected by this misbehaviour)
544 * changed behaviour of BD style amoeba to always get blocked by player
545 (before it was different when there were non-BD elements in level)
546 * fixed bug with player destroying indestructable elements with shield
549 * added option to make growing elements grow into anything diggable
550 (for the various amoeba types, biomaze and "game of life")
553 * fixed bug with movable elements not moving after left behind by CEs
554 * changed gravity movement to anything diggable, not only sand/base
555 * optionally allowing passing to walkable element, not only empty space
556 * added option "can pass to walkable element" for players
557 * finally fixed gravity movement (hopefully)
560 * fixed bug with movable elements not moving anymore after falling down
563 * fixed another bug with custom elements digging and leaving elements
564 * fixed bug with "along left/right side" and automatic start direction
565 * trigger elements now also displayed when "more custom" deactivated
566 * fixed bug with clipboard element initialized when loading new level
567 * added option "drop delay" to set delay before dropping next element
570 * uploaded pre-release (test) version 3.1.0-1 binary and source code
573 * added copy and paste functions for custom change pages
574 * enhanced graphical display and functionality of tape recorder
575 * fixed bug with custom elements digging and leaving elements
578 * added move speed faster than "very fast" for custom elements
579 * fixed bug with 3+3 style explosions and missing border content
580 * fixed little bug when copying custom elements in the editor
581 * enhanced custom element changes by more side trigger actions
584 * added option "no scrolling when relocating" for instant teleporting
585 * uploaded pre-release (test) version 3.1.0-0 binary and source code
588 * added trigger element and trigger player to use as target elements
589 * added copy and paste functions for custom and group elements
592 * fixed graphical bug when displaying explosion animations
593 * fixed bug when appending to tapes, resulting in broken tapes
594 * re-recorded a few tapes broken by fixing gravity checking bug
597 * "can move into acid" property now for all elements independently
598 * "can fall into acid" property for player stored in same bitfield now
599 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
600 * version number set to 3.1.0 (finally!)
603 * changed tape recording to only record input, not programmed actions
606 * fixed totally broken (every 8th frame skipped) step-by-step recording
607 * fixed bug with requester not displayed when quick-loading interrupted
608 * added option "can fall into acid (with gravity)" for players
609 * fixed bug with player not falling when snapping down with gravity
612 * fixed bug which messed up key config when using keypad number keys
615 * fixed bug which allowed moving upwards even when gravity was active
616 * fixed bug with missing error handling when dumping levels or tapes
619 * added different colored editor graphics for Supaplex gravity tubes
622 * fixed bug that allowed solvable tapes for unsolvable levels
625 * use unlimited number of droppable elements when "count" set to zero
626 * added option to use step limit instead of time limit for level
629 * added player and change page as trigger for custom element change
632 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
635 * fixed bug with dark yamyam changing to acid when moving over acid
636 * fixed handling of levels with more than 999 seconds level time
637 (example: level 76 of "Denmine")
640 * "spring push bug" reintroduced as configurable element property
641 * fixed bug with missing properties for "mole"
642 * fixed bug that showed up when fixing the above "mole" properties bug
643 * added option "can move into acid" for all movable elements
644 * fixed graphical bug for elements moving into acid
645 * changed event handling to handle all pending events before going on
648 * fixed bug which caused all CE change pages to be ignored which had
649 the same change event, but used a different element side
650 (reported by Simon Forsberg)
652 * fixed bug which caused elements that can move and fall and that are
653 transported by a conveyor belt to continue moving into that direction
654 after leaving the conveyor belt, regardless of their own movement
655 type; only elements which can not move are transported now
656 (reported by Simon Forsberg)
658 * fixed bug which could cause an array overflow in RelocatePlayer()
659 (reported by Niko Böhm)
661 * changed Emerald Mine style "passable / over" elements to "protected"
662 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
664 * added new option to select from which side a "walkable/passable"
665 element can be entered
668 * added explosion and ignition delay for elements that can explode
671 * fixed bug which caused player not being protected against enemies
672 when a CE was "walkable / inside" and was not "indestructible"
673 * added "walkable/passable" fields to be "protected/unprotected"
674 against enemies, even if not accessible "inside" but "over/under"
677 * corrected move pattern to 32 bit and initial move direction to 8 bit
680 * added second custom element base configuration page
683 * added some special EMC mappings to Emerald Mine level loader
684 (also covering previously unknown element in level 0 of "Bondmine 8")
687 * added option to block last field when player is moving (for Supaplex)
688 * adjusted push delay of Supaplex elements
689 * removed delays for envelopes etc. when replaying with maximum speed
690 * fixed bug when dropping element on a field that just changed to empty
693 * fixed bug: infotrons can now smash yellow disks
694 * fixed bug: when gravity active, port above player can now be entered
695 * removed "one white dot" mouse pointer which irritated some people
698 * added "choice type" for group element selection
701 * fixed bug with initial invulnerability of non-yellow player
704 * added level loader for loading native Supaplex packed levels
705 (including multi-part levels like the "splvls99" levels)
708 * fixed bug which allowed creating emeralds by escaping explosions
711 * custom elements can change (limited) or leave (unlimited) elements
712 * finally added multiple matches using group elements
713 * added shortcut to dump brush (type ":DB" in editor) for use in forum
716 * added new start movement type "previous" for continued CE movement
717 * added new start movement type "random" for random CE movement start
720 * added new element "sokoban_field_player" needed for Sokoban levels
721 (thanks to Ed Booker for pointing this out!)
724 * added elements that can be digged or left behind by custom elements
727 * added group elements for multiple matches and random element creation
730 * fixed some graphical errors displayed in old levels
733 * fixed wrong double speed movement after passing closing gates
736 * added level loader for loading native Emerald Mine levels
739 * changes for "shooting" style CE movement
742 * Happy New Year! ;-)
745 * changed default snap/drop keys from left/right Shift to Control keys
748 * fixed bug with dead player getting reanimated from custom element
751 * fixed bug with wrong penguin graphics (when entering exit)
754 * fixed bug with wrong "Murphy" graphics (when digging etc.)
757 * version number set to 3.0.9
760 * version 3.0.8 released
763 * added function checked_free()
766 * fixed bug with double nut cracking sound
767 (by eliminating "default element action sound" assignment in init.c)
770 * fixed crash when no music info files are available
773 * fixed boring and sleeping sounds
776 * added "maze runner" and "maze hunter" movement types
777 * added extended collision conditions for custom elements
780 * added warnings for undefined token values in artwork config files
783 * added menu entry for level set information to the info screen
786 * fixed bug with wrong default impact sound for colored emeralds
789 * added several sub-screens for the info screen
790 * menu text now also clickable (not only blue/red sphere left of it)
793 * added configurable "bored" and "sleeping" animations for the player
794 * added "awakening" sound for player when waking up after sleeping
797 * added "copy" and "exchange" functions for custom elements to editor
800 * added configurable element animations for info screen
803 * added configurable music credits for info screen
806 * finally fixed tape recording when player is created from CE change
809 * added "editorsetup.conf" for editor element list configuration
812 * added "musicinfo.conf" for menu and level music configuration
815 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
816 (that only showed up on Linux, but not on Windows systems)
819 * fixed turning movement of butterflies and fireflies (no frame reset)
820 * enhanced sniksnak turning movement (two steps instead of only one)
823 * version number set to 3.0.8
826 * version 3.0.7 released
829 * fixed reset of player animation frame when, for example,
830 walking, digging or collecting share the same animation
831 * fixed CE with "deadly when touching" exploding when touching amoeba
834 * fixed tape recording when player is created from CE element change
837 * introduced "turning..." action graphic for elements with move delay
838 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
839 * added turning animations for bug, spaceship and sniksnak
842 * prevent "extended" changed elements from delay change in same frame
845 * fixed bug when pushing element that can move away to the side
846 (like pushing falling elements, but now with moving elements)
849 * finally fixed serious bug in code for delayed element pushing (again)
852 * unavailable setup options now marked as "n/a" instead of "off"
853 * new boolean directive "latest_engine" for "levelinfo.conf": when set
854 to "true", levels are always played with the latest game engine,
855 which is desired for levels that are imported from other games; all
856 other levels are played with the engine version stored in level file
857 (which is normally the engine version the level was created with)
860 * fixed serious bug in code for delayed element pushing
861 * fixed little bug in animation frame selection for pushed elements
862 * speed-up of reading config file for verbose output
865 * added configuration option for opening and closing Supaplex exit
866 * added configuration option for moving up/down animation for Murphy
867 * fixed incorrectly displayed animation for attacking dragon
868 * fixed bug with not setting initial gravity for each new game
869 * fixed bug with teleportation of player by custom element change
870 * fixed bug with player not getting smashed by rock sometimes
873 * version number set to 3.0.7
876 * version 3.0.6 released
879 * added support for MP3 music for SDL version through SMPEG library
882 * fixed bug when initializing font graphic structure
883 * fixed bug with animation mode "pingpong" when using only 1 frame
884 * fixed bug with extended change target introduced in 3.0.5
885 * fixed bug where passing over moving element doubles player speed
886 * fixed bug with elements continuing to move into push direction
887 * fixed bug with duplicated player when dropping bomb with shield on
888 * added "switching" event for custom elements ("pressing" only once)
889 * fixed switching bug (resetting flag when not switching but not idle)
892 * fixed element tokens for certain file elements with ".active" etc.
895 * version number set to 3.0.6
898 * version 3.0.5 released
901 * now four envelope elements available
902 * font, background, animation and sound for envelope now configurable
903 * main menu doors opening/closing animation type now configurable
906 * active/inactive sides configurable for custom element changes
907 * new movement type "move when pushed" available for custom elements
910 * fixed bug in multiple config pages loader code that caused crashes
913 * enhanced (remaining low-resolution) Supaplex graphics
916 * version number set to 3.0.5
919 * version 3.0.4 released
921 2003-09-12 src/tools.c
922 * fixed bug in custom definition of crumbled element graphics
924 2003-09-11 src/files.c
925 * fixed bug in multiple config pages code that caused crashes
928 * version number set to 3.0.4
931 * version 3.0.3 released
934 * added music to Supaplex classic level set
936 2003-09-07 src/libgame/misc.c
937 * added support for loading various music formats through SDL_mixer
939 2003-09-06 (various source files)
940 * fixed several nasty bugs that may have caused crashes on some systems
941 * added envelope content which gets displayed when collecting envelope
942 * added multiple change event pages for custom elements
944 2003-08-24 src/game.c
945 * fixed problem with player animation when snapping and moving
947 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
948 * fixed problem with flickering when drawing toon animations
950 2003-08-23 src/libgame/sdl.c
951 * fixed problem with setting mouse cursor in SDL version in fullscreen
953 2003-08-23 src/game.c
954 * fixed bug (missing array boundary check) which could crash the game
957 * version number set to 3.0.3
960 * version 3.0.2 released
962 2003-08-21 src/game.c
963 * fixed bug with creating inaccessible elements at player position
965 2003-08-20 src/init.c
966 * fixed bug with not finding current level artwork directory
968 2003-08-20 src/files.c
969 * fixed bug with choosing wrong engine version when playing tapes
970 * fixed bug with messing up custom element properties in 3.0.0 levels
973 * version number set to 3.0.2
976 * version 3.0.1 released
978 2003-08-17 (no source files affected)
979 * changed all "classic" PCX image files with 16 colors or less to
980 256 color (8 bit) storage format, because the Allegro game library
981 cannot handle PCX files with less than 256 colors (contributed
982 graphics are not affected and might look wrong in the DOS version)
984 2003-08-16 src/init.c
985 * fixed bug which (for example) crashed the level editor when defining
986 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
987 (only set to default) -- invalid graphics now set to default graphic
989 2003-08-16 src/init.c
990 * fixed graphical bug of player digging/collecting/snapping element
991 when no corresponding graphic/animation is defined for this action,
992 resulting in player being drawn as EL_EMPTY (which should only be
993 done to elements being collected, but not to the player)
995 2003-08-16 src/game.c
996 * fixed small graphical bug of player not totally moving into exit
998 2003-08-16 src/libgame/setup.c
999 * fixed bug with wrong MS-DOS 8.3 filename conversion
1001 2003-08-16 src/tools.c
1002 * fixed bug with invisible mouse cursor when pressing ESC while playing
1004 2003-08-16 (various source files)
1005 * added another 128 custom elements (disabled in editor by default)
1007 2003-08-16 src/editor.c
1008 * fixed NULL string bug causing Solaris to crash in sprintf()
1010 2003-08-16 src/screen.c
1011 * fixed drawing over scrollbar on level selection with custom fonts
1013 2003-08-15 src/game.c
1014 * cleanup of simple sounds / loop sounds / music settings
1016 2003-08-08 (various source files)
1017 * added custom element property for dropping collected elements
1019 2003-08-08 src/conf_gfx.c
1020 * fixed bug with missing graphic for active red disk bomb
1022 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1023 * extended variable "level.gravity" to "level.initial_gravity" and
1024 "game.current_gravity" to prevent level setting from being changed
1025 by playing the level (keeping the runtime value after playing)
1027 * fixed graphics bug when digging element that has 'crumbled' graphic
1028 definition, but not 'diggable' graphic definition
1031 * version number set to 3.0.1
1034 * version 3.0.0 released
1037 * various bug fixes; among others:
1038 - fixed bug with pushing spring over empty space
1039 - fixed bug with leaving tube while placing dynamite
1040 - fixed bug with explosion of smashed penguins
1041 - allow Murphy player graphic in levels with non-Supaplex elements
1045 * I have forgotten to document changes for some time
1048 * pre-release version 2.2.0rc1 released
1051 * version number set to 2.1.2
1054 * version 2.1.1 released
1057 * version number set to 2.1.1
1060 * version 2.1.0 released
1063 * version number set to 2.1.0
1065 2002-04-03 to 2002-05-19 (various source files)
1066 * graphics, sounds and music now fully configurable
1067 * bug fixed that prevented walking through tubes when gravity on
1069 2002-04-02 src/events.c, src/editor.c
1070 * Make Escape key less aggressive when playing or when editing level.
1071 This can be configured as an option in the setup menu. (Default is
1072 "less aggressive" which means "ask user if something can be lost"
1073 when pressing the Escape key.)
1075 2002-04-02 src/screen.c
1076 * Added "graphics setup" screen.
1078 2002-04-01 src/screen.c
1079 * Changed "choose level" setup screen stuff to be more generic (to
1080 make it easier to add more "choose from generic tree" setup screens).
1082 2002-04-01 src/config.c, src/timestamp.h
1083 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1084 automatically gets created by "src/Makefile" and contains an actual
1085 compile-time timestamp to identify development versions of the game).
1087 2002-03-31 src/tape.c, src/events.c
1088 * Added quick game/tape save/load functions to tape stuff which can be
1089 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1090 loads previously recorded tape and directly goes into recording mode
1091 from the end of the tape (therefore appending to the tape).
1093 2002-03-31 src/tape.c
1094 * Added "index mark" function to tape recorder. When playing or
1095 recording, "eject" button changes to "index" button. Setting index
1096 mark is not yet implemented, but pressing index button when playing
1097 allows very quick advancing to end of tape (when normal playing),
1098 very fast forward mode (when playing with normal fast forward) or
1099 very fast reaching of "pause before end of tape" (when playing with
1100 "pause before end" playing mode).
1102 2002-03-30 src/cartoons.c
1103 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1105 2002-03-29 src/screen.c
1106 * Changed setup screen stuff to be more generic (to make it easier
1107 to add more setup screens).
1109 2002-03-23 src/main.c, src/main.h
1110 * Various changes due to the introduction of the new libgame files
1111 "setup.c" and "joystick.c".
1113 2002-03-23 src/files.c
1114 * Generic parts of "src/files.c" (mainly setup and level directory
1115 stuff) moved to new libgame file "src/libgame/setup.c".
1117 2002-03-23 src/joystick.c
1118 * File "src/joystick.c" moved to libgame source tree, with
1119 correspondig changes.
1121 2002-03-22 src/screens.c
1122 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1123 (Wrong level series information displayed when entering main group.)
1125 2002-03-22 src/editor.c
1126 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1128 2002-03-22 src/editor.c
1129 * Changed behaviour of "Escape" key in level editor to be more
1130 intuitive: When in "Element Properties" or "Level Info" mode,
1131 return to "Drawing Mode" instead of leaving the level editor.
1133 2002-03-21 src/game.c, src/editor.c, src/files.c
1134 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1135 gems (emeralds, diamonds, ...) slipping down from normal wall,
1136 steel wall and growing wall (as in E.M.C. style levels). Although
1137 the behaviour of contributed and private levels wasn't changed (due
1138 to the use of "level.game_version"; see previous entry), editing
1139 those levels will (of course) change the behaviour accordingly.
1141 This change seems a bit too hard after thinking about it, because
1142 the EM style behaviour is not the "expected" behaviour (gems would
1143 normally only slip down from "rounded" walls). Therefore this was
1144 now changed to an element property for gem style elements, with the
1145 default setting "off" (which means: no special EM style behaviour).
1146 To fix older converted levels, this flag is set to "on" for pre-2.0
1147 levels that are neither contributed nor private levels.
1149 2002-03-20 src/files.h
1150 * Corrected settings for "level.game_version" depending of level type.
1151 (Contributed and private levels always get played with game engine
1152 version they were created with, while converted levels always get
1153 played with the most recent version of the game engine, to let new
1154 corrections of the emulation behaviour take effect.)
1156 2002-03-20 src/main.h
1157 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1158 compiling the SDL version on some systems.
1159 Thanks to the several people who pointed this out.
1162 * Version number set to 2.0.2.
1165 * Version 2.0.1 released.
1167 2002-03-18 src/screens.c
1168 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1170 2002-03-18 src/files.c [src/libgame/misc.c]
1171 * Moved some common functions from src/files.c to src/libgame/misc.c.
1173 2002-03-18 src/files.c [src/libgame/misc.c]
1174 * Changed permissions for new directories and saved files (especially
1175 score files) according to suggestions of Debian users and mantainers.
1176 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1178 2002-03-17 src/files.c
1179 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1180 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1181 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1182 for levels and "TAPE" for tapes). Old "cookie" style format is
1183 still supported for reading. New level and tape files are written
1186 * New IFF chunk "VERS" contains version numbers for file and game
1187 (where "game version" is the version of the program that wrote the
1188 file, and "file version" is a version number to distinguish files
1189 with different format, for example after adding new features).
1191 2002-03-15 src/screen.c
1192 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1193 (Before, you heard a mixture of the in-game music and the
1194 hall-of-fame music.)
1196 2002-03-14 src/events.c
1197 * Function "DumpTape()" (files.c) now available by pressing 't' from
1198 main menu (when in DEBUG mode).
1200 2002-03-14 src/game.c
1201 * "GameWon()": When game was won playing a tape, now there is no delay
1202 raising the score and no corresponding sound is played.
1204 2002-03-14 src/files.c
1205 * Changed "LoadTape()" for real chunk support and also adjusted
1206 "SaveTape()" accordingly.
1208 2002-03-14 src/game.c, src/tape.c, src/files.c
1209 * Important changes to tape format: The old tape format stored all
1210 actions with a real effect with a corresponding delay between the
1211 stored actions. This had some major disadvantages (for example,
1212 push delays had to be ignored, pressing a button for some seconds
1213 mutated to several single button presses because of the non-action
1214 delays between two action frames etc.). The new tape format just
1215 stupidly records all device actions and replays them later. I really
1216 don't know why I haven't solved it that way before?! Old-style tapes
1217 (with tape file version less than 2.0) get converted to the new
1218 format on-the-fly when loading and can therefore still be played;
1219 only some minor parts of the old-style tape handling code was needed.
1220 (A perfect conversion is not possible, because there is information
1221 missing about the device actions between two action frames.)
1223 2002-03-14 src/files.c
1224 * New function "DumpTape()" to dump the contents of the current tape
1225 in a human readable format.
1227 2002-03-14 src/game.c
1228 * Small tape bug fixed: When automatically advancing to next level
1229 after a game was won, the tape from the previous level still was
1230 loaded as a tape for the new level.
1232 2002-03-14 src/tape.c
1233 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1234 tape, cartoons did not get completely removed because
1235 StopAnimation() was not called.
1237 2002-03-13 src/files.c
1238 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1239 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1240 size even when using 16-bit elements). Added new chunk "CNT2" for
1241 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1242 chunk even when content was 16-bit element). "CNT2" should now be
1243 able to store content for arbitrary elements (up to eight blocks of
1244 3 x 3 element arrays). All "CNT2" elements will always be stored as
1245 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1247 2002-03-13 src/files.c
1248 * Changed "LoadLevel()" for real chunk support.
1250 2002-03-12 src/game.c
1251 * Fixed problem (introduced after 2.0.0 release) with penguins
1252 not getting killed by enemies
1254 2002-02-24 src/game.c, src/main.h
1255 * Added "player->is_moving"; now "player->last_move_dir" does
1256 not contain any information if the player is just moving at
1258 Before, "player->last_move_dir" was misused for this purpose
1259 for the robot stuff (robots don't kill players when they are
1260 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1261 broke tapes when walking through pipes!
1262 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1263 in a continuous movement. This fact is ignored for friends and