2 * added special Supaplex animations for Murphy digging and snapping
3 * added special Supaplex animations for Murphy being bored and sleeping
6 * added four new yam yams with explicit start direction for EMC engine
9 * fixed small bug in EMC level loader (copyright sign in EM II levels)
12 * added delayed ignition of EM style dynamite when used in R'n'D engine
13 * added limited movement range to EMC engine when focus on all players
16 * fixed bug with missing (zero) score values for native Supaplex levels
19 * added "continuous snapping" (snapping many elements while holding the
20 snap key pressed, without releasing the snap key after each element)
21 as a new player setting for more compatibility with the classic games
24 * finished scrolling for "focus on all players" in EMC graphics engine
27 * level sets with "levels: 0" are ignored for levels, but not artwork
28 * fixed bug when scanning empty level group directories (endless loop)
31 * fixed bug with explosion graphic for player using "Murphy" graphic
32 * fixed bug with explosion graphic if player leaves explosion in time
33 * changed some descriptive text in setup menu to use medium-width font
34 * added key shortcut settings for switching player focus to setup menu
37 * fixed bug with random value initialization when recording tapes
38 * fixed bug with playing single player tapes when team mode activated
41 * fixed little bug when trying to switch to player that does not exist
44 * added player switching (visual and quick) to R'n'D and EM game engine
45 * added setup option to select visual or quick in-game player switching
48 * added use of "Home" and "End" keys to handle element list in editor
51 * fixed bug with adding score when playing tape with EMC game engine
52 * added steel wall border for levels using EMC engine without border
53 * finally fixed delayed scrolling in EMC engine also for small levels
56 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
59 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
60 * fixed bug when displaying info element without action, but direction
63 * fixed minor graphical problems with springs smashing and slurping
64 (when using R'n'D style graphics instead of EMC style graphics)
67 * added scroll delay (as configured in setup) to EMC graphics engine
70 * improved screen redraw for EMC graphics engine (faster and smoother)
71 * when not scrolling, do not redraw the whole playfield if not needed
74 * added multi-player mode for EMC game engine (with up to four players)
77 * added android (can clone elements) from EMC engine to R'n'D engine
80 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
83 * added selectbox for initial player speed to player settings in editor
86 * version 3.1.2 created that is basically version 3.1.1, but with a
87 major bug fixed that prevented editing your own private levels
88 * version 3.1.2 released
91 * added magic ball (creates elements) from EMC engine to R'n'D engine
94 * uploaded fixed pre-release version 3.2.0-6 binary and source code
97 * fixed bug when using "CE can leave behind <trigger element>"
98 * added new change condition "(after/when) creation of <element>"
99 * added new change condition "(after/when) digging <element>"
100 * fixed bug accessing invalid gadget that caused crashes under Windows
101 * deactivated new possibility for multiple CE changes per frame
104 * uploaded pre-release (test) version 3.2.0-6 binary and source code
107 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
108 * fixed bug with not keeping CE value for moving CEs with only action
109 * changed CE action selectboxes in editor to be only reset when needed
112 * added option "use artwork from element" for custom player artwork
113 * added option "use explosion from element" for player explosions
116 * added cascaded element lists in the level editor
117 * added persistence for cascaded element lists by "editorcascade.conf"
118 * added dynamic element list with all elements used in current level
119 * added possibility for multiple CE changes per frame (experimental)
122 * uploaded pre-release (test) version 3.2.0-5 binary and source code
125 * changed "score for each 10 seconds/steps left" to "1 second/step"
126 * added own score for collecting "extra time" instead of sharing it
127 * added change events "switched by player" and "player switches <e>"
128 * added change events "snapped by player" and "player snaps <e>"
129 * added "set player artwork: <element choice>" to CE action options
130 * added change event "move of <element>"
133 * added "set player shield: off / normal / deadly" to CE action options
134 * added new player option "use level start element" in level editor
135 to set the correct focus at level start to elements from which the
136 player is created later (this did not work before for cascaded CE
137 changes resulting in creation of the player; it is now also possible
138 to create the player from a yam yam which is smashed at level start)
141 * added "set player speed: frozen (not moving)" to CE action options
142 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
145 * added new player option "block snap field" (enabled by default) to
146 make it possible to show a snapping animation like in Emerald Mine
149 * added dynamic selectboxes to custom element action settings in editor
150 * added "CE value" counter for custom elements (instead of "CE count")
151 * added option to use the last "CE value" after custom element change
152 * added option to use the "CE value" of other elements in CE actions
153 * fixed odd behaviour when pressing time orb in levels w/o time limit
154 * added checkbox "use time orb bug" for older levels that use this bug
157 * added missing configuration settings for the following elements:
158 - EL_TIMEGATE_SWITCH (time of open time gate)
159 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
160 - EL_SHIELD_NORMAL (time of shield duration)
161 - EL_SHIELD_DEADLY (time of shield duration)
162 - EL_EXTRA_TIME (time added to level time)
163 - EL_TIME_ORB_FULL (time added to level time)
166 * added "wind direction" as a movement pattern for custom elements
167 * added initial wind direction for balloon / custom elements to editor
168 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
171 * added parameters for "game of life" and "biomaze" elements to editor
174 * added level file chunk "CONF" for generic level and element settings
177 * uploaded pre-release (test) version 3.2.0-4 binary and source code
180 * skip empty level sets (with "levels: 0"; may be artwork base sets)
181 * added sound action ".page[1]" to ".page[32]" for each CE change page
184 * added image config suffix ".clone_from" to copy whole image settings
185 * fixed bug with invalid ("undefined") CE settings in old level files
188 * fixed graphical bug with smashing elements falling faster than player
191 * fixed major bug which prevented private levels from being edited
192 * fixed bug with precedence of general and special font definitions
195 * fixed graphical bug with player animation when player moves slowly
198 * uploaded pre-release (test) version 3.2.0-3 binary and source code
201 * fixed bug which prevented "global.num_toons: 0" from working
204 * major code cleanup (removed all these annoying "#if 0" blocks)
207 * added custom element actions for CE change page in level editor
210 * fixed music initialization bug in init.c (thanks to David Binderman)
211 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
212 (this bug must probably be fixed at other places, too)
215 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
216 (should be '#include <SDL.h>' instead)
219 * fixed bug which prevented "walkable from no direction" from working
220 (due to compatibility code overwriting this setting after loading)
223 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
226 * version number temporarily set to 3.1.1 (intermediate bugfix release)
227 * version 3.1.1 released
230 * changed some va_arg() arguments from 'long' to 'int', fixing problems
231 on 64-bit architecture systems with LP64 data model
234 * fixed bug with bombs not exploding when hitting the last level line
235 (introduced after the release of 3.1.0)
238 * added support for dumping small-sized level sketches from editor
241 * added recognition of "trigger element" for "change digged element to"
242 (this is not really what the "trigger element" was made for, but its
243 use may seem obvious for leaving back digged elements unchanged)
246 * fixed multiple warnings about failed joystick device initialization
249 * fixed bug with dynamite dropped on top of just dropped custom element
250 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
251 dynamite can still be dropped, but drop key must be released before
254 * fixed bug with wrong start directory when started from file browser
255 (due to this bug, R'n'D could not be started from KDE's Konqueror)
258 * fixed bug causing "change when impact" on player not working
259 * fixed wrong priority of "hitting something" over "hitting <element>"
260 * fixed wrong priority of "hit by something" over "hit by <element>"
263 * fixed graphical bug which caused the player (being Murphy) to show
264 collecting animations although the element was collected by penguin
267 * fixed two bugs causing wrong door background graphics in system.c
268 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
271 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
272 * added "no direction" to "walkable/passable from" selectbox options
275 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
276 * in tape autoplay, not only report broken, but also missing tapes
279 * uploaded pre-release (test) version 3.2.0-2 binary and source code
282 * fixed small bug with "linear" animation not working for active lamp
285 * fixed bug with moving up despite gravity due to "block last field"
286 * fixed small bug with wrong draw offset when typing name in main menu
287 * when reading user names from "passwd", ignore data after first comma
288 * when creating new "levelinfo.conf", only write some selected entries
291 * fixed displaying "imported from/by" on preview with empty string
292 * fixed ignoring draw offset for fonts used for level preview texts
295 * fixed a delay problem with SDL and too many mouse motion events
296 * added setup option "skip levels" and level skipping functionality
299 * added move speed "not moving" for non-moving CEs, but with direction
302 * fixed mapping of obsolete element token names in "editorsetup.conf"
303 * fixed bug with sound "acid.splashing" treated as a loop sound
304 * fixed some little sound bugs in native EM engine
307 * fixed small bug when dragging scrollbars to end positions
310 * added editor element descriptions written by Aaron Davidson
313 * improved fallback handling when configured artwork is not available
314 (now using default artwork instead of exiting when files not found)
317 * fixed bug on level selection screen when dragging scrollbar
320 * fixed bug which caused broken tapes when appending to EM engine tapes
323 * uploaded pre-release (test) version 3.2.0-1 binary and source code
326 * added code to replace changed artwork config tokens with other tokens
327 (needed for backwards compatibility, so that older tokens still work)
330 * added native R'n'D graphics for some new EMC elements in EM engine
333 * fixed some bugs in the EM engine integration code
334 * changed EM engine code to allow diagonal movement
335 * changed EM engine code to allow use of separate snap and drop keys
338 * fixed some redraw bugs when using EM engine
341 * fixed bug with not converting RND levels which are set to use native
342 engine to native level structure when loading
345 * uploaded pre-release (test) version 3.2.0-0 binary and source code
348 * version number set to 3.2.0
351 * level data now reset to defaults after attempt to load invalid file
354 * added use of "editorsetup.conf" for different level sets
357 * added auto-detection for various types of Emerald Mine level files
360 * fixed bug with scrollbars getting too small when list is very large
363 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
366 * added most level editor configuration gadgets for new EMC elements
369 * added more element and graphic definitions for new EMC elements
372 * modified native EM engine to use integrated R'n'D sound system
375 * added SDL support to graphics functions in native EM engine
376 (by always using generic libgame interface functions)
379 * fixed bug in frame synchronization in native EM engine
382 * added code to convert levels between R'n'D and native EM engine
385 * new Emerald Mine engine can now play levels selected in main menu
388 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
389 (which creates scaled down graphics for level editor and preview);
390 there's still a memory leak somewhere in the artwork handling code
391 * added "scale image up" functionality to X11 version of zoom function
394 * first attempts to integrate new, native Emerald Mine Club engine
397 * fixed bug in gadget code which caused reset of CEs in level editor
398 (example: pressing 'b' [grab brush] on CE config page erased values)
399 (solution: check if gadgets in ClickOnGadget() are really mapped)
400 * improved level change detection in editor (settings now also checked)
401 * fixed bug with "can move into acid" and "don't collide with" state
404 * fixed maze runner style CEs to use the configured move delay value
407 * added Aaron Davidson's tutorial level set to the "Tutorials" section
410 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
411 * fixed the above fix because it broke level set "machine" (*sigh*)
412 * fixed random element placement in level editor to work as expected
413 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
416 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
419 * fixed bug (missing array boundary check) which caused broken tapes
420 * fixed bug (when loading level template) which caused broken levels
421 * fixed bug with new block last field code when using non-yellow player
424 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
425 * internal change of how the player blocks the last field when moving
426 * fixed blocking delay of last field for EM and SP style block delay
427 * fixed bug where the player had to wait for the usual move delay after
428 unsuccessfully trying to move, when he directly could move after that
429 * the last two changes should make original Supaplex level 93 solvable
430 * improved use of random number generator to make it less predictable
431 * fixed behaviour of slippery SP elements to let slip left, then right
434 * fixed bug with wrong door state after trying to quickload empty tape
435 * fixed waste of static memory usage of the binary, making it smaller
436 * fixed very little graphical bug in Supaplex explosion
439 * version number set to 3.1.1
442 * version 3.1.0 released
445 * fixed bug with crash when writing user levelinfo.conf the first time
448 * added option "convert LEVELDIR [NR]" to command line batch commands
449 * re-converted Supaplex levels to apply latest engine fixes
450 * changed "use graphic/sound of element" to "use graphic of element"
451 due to compatibility problems with some levels ("bug machine" etc.)
454 * fixed bug with CE change replacing player with same or other player
457 * fixed bug with opaque font in envelope with background graphic when
458 background graphic is not transparent itself
461 * added "gravity on" and "gravity off" ports for Supaplex compatibility
462 * corrected original Supaplex level loading code to use these new ports
463 * also corrected Supaplex loader to auto-count infotrons if set to zero
466 * fixed bug with missing initialization of "modified" flag for GEs
469 * fixed bug that caused endless recursion loop when relocating player
470 * fixed tape recorder bug in "step mode" when using "pause before end"
471 * fixed tape recorder bug when changing from "warp forward" mode
474 * fixed bug with "when touching" for pushed elements at last position
477 * fixed bug that caused two activated toolbox buttons in level editor
478 * fixed bug with exploding dynabomb under player due to other explosion
481 * fixed bug with creating walkable custom element under player (again)
482 * fixed bug with not copying explosion type when copying CEs in editor
483 * fixed graphical bug when drawing player in setup menu (input devices)
484 * fixed graphical bug when the player is pushing an accessible element
485 * fixed bug with classic switchable elements triggering CE changes
486 * fixed bug with entering/leaving walkable element in RelocatePlayer()
487 * fixed crash bug when CE leaves behind the trigger player element
490 * fixed bug with broken tubes after placing/exploding dynamite in them
491 * fixed bug with exploding dynamite under player due to other explosion
492 * fixed bug with not resetting push delay under certain circumstances
495 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
496 * added network multiplayer code for Windows (thanks to Niko Böhm)
499 * added option "reachable despite gravity" for gravity movement
500 * changed gravity movement of most classic walkable and passable
501 elements back to "not reachable" (for compatibility reasons)
504 * fixed (removed) "indestructible" / "can explode" dependency in editor
505 * fixed (removed) "accessible inside" / "protected" dependency
506 * fixed (removed) "step mode" / "shield time" dependency
509 * fixed dynabombs exploding now into anything diggable
510 * fixed Supaplex style gravity movement into buggy base now impossible
511 * added pressing key "space" as valid action to select menu options
514 * added "replace when walkable" to relocate player to walkable element
515 * added "enter"/"leave" event for elements affected by relocation
516 * fixed "direct"/"indirect" change order also for "when change" event
517 * fixed graphical bug when pushing things from elements walkable inside
520 * fixed graphic bug when player is snapping while moving in old levels
521 * fixed bug when a moving custom element leaves a player element behind
522 * fixed bug with mole not disappearing when moving into acid pool
523 * fixed bug with incomplete path setting when using "--basepath" option
524 * moving CE can now leave walkable elements behind under the player
525 * when relocating, player can be set on walkable element now
526 * fixed another gravity movement bug
529 * uploaded pre-release (test) version 3.1.0-2 binary and source code
532 * added "collectible" and "removable" to extended replacement types
533 (where "removable" replaces "diggable" and "collectible" elements)
534 * added "collectible & throwable" (to throw element to the next field)
535 * fixed bug with CEs digging elements that are just about to explode
536 * changed mouse cursor now always being visible when game is paused
539 * added possibility to push/press accessible elements from a side that
541 * fixed bug with not setting actual date when appending to tape
544 * fixed bug with incorrectly initialized custom element editor graphics
547 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
548 - number of levels corrected from 18 to 17 in "levelinfo.conf"
551 * fixed bug with destroyed robot wheel still attracting robots forever
552 * fixed bug with time gate switch deactivating after robot wheel time
553 (while the time gate itself is not affected by this misbehaviour)
554 * changed behaviour of BD style amoeba to always get blocked by player
555 (before it was different when there were non-BD elements in level)
556 * fixed bug with player destroying indestructable elements with shield
559 * added option to make growing elements grow into anything diggable
560 (for the various amoeba types, biomaze and "game of life")
563 * fixed bug with movable elements not moving after left behind by CEs
564 * changed gravity movement to anything diggable, not only sand/base
565 * optionally allowing passing to walkable element, not only empty space
566 * added option "can pass to walkable element" for players
567 * finally fixed gravity movement (hopefully)
570 * fixed bug with movable elements not moving anymore after falling down
573 * fixed another bug with custom elements digging and leaving elements
574 * fixed bug with "along left/right side" and automatic start direction
575 * trigger elements now also displayed when "more custom" deactivated
576 * fixed bug with clipboard element initialized when loading new level
577 * added option "drop delay" to set delay before dropping next element
580 * uploaded pre-release (test) version 3.1.0-1 binary and source code
583 * added copy and paste functions for custom change pages
584 * enhanced graphical display and functionality of tape recorder
585 * fixed bug with custom elements digging and leaving elements
588 * added move speed faster than "very fast" for custom elements
589 * fixed bug with 3+3 style explosions and missing border content
590 * fixed little bug when copying custom elements in the editor
591 * enhanced custom element changes by more side trigger actions
594 * added option "no scrolling when relocating" for instant teleporting
595 * uploaded pre-release (test) version 3.1.0-0 binary and source code
598 * added trigger element and trigger player to use as target elements
599 * added copy and paste functions for custom and group elements
602 * fixed graphical bug when displaying explosion animations
603 * fixed bug when appending to tapes, resulting in broken tapes
604 * re-recorded a few tapes broken by fixing gravity checking bug
607 * "can move into acid" property now for all elements independently
608 * "can fall into acid" property for player stored in same bitfield now
609 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
610 * version number set to 3.1.0 (finally!)
613 * changed tape recording to only record input, not programmed actions
616 * fixed totally broken (every 8th frame skipped) step-by-step recording
617 * fixed bug with requester not displayed when quick-loading interrupted
618 * added option "can fall into acid (with gravity)" for players
619 * fixed bug with player not falling when snapping down with gravity
622 * fixed bug which messed up key config when using keypad number keys
625 * fixed bug which allowed moving upwards even when gravity was active
626 * fixed bug with missing error handling when dumping levels or tapes
629 * added different colored editor graphics for Supaplex gravity tubes
632 * fixed bug that allowed solvable tapes for unsolvable levels
635 * use unlimited number of droppable elements when "count" set to zero
636 * added option to use step limit instead of time limit for level
639 * added player and change page as trigger for custom element change
642 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
645 * fixed bug with dark yamyam changing to acid when moving over acid
646 * fixed handling of levels with more than 999 seconds level time
647 (example: level 76 of "Denmine")
650 * "spring push bug" reintroduced as configurable element property
651 * fixed bug with missing properties for "mole"
652 * fixed bug that showed up when fixing the above "mole" properties bug
653 * added option "can move into acid" for all movable elements
654 * fixed graphical bug for elements moving into acid
655 * changed event handling to handle all pending events before going on
658 * fixed bug which caused all CE change pages to be ignored which had
659 the same change event, but used a different element side
660 (reported by Simon Forsberg)
662 * fixed bug which caused elements that can move and fall and that are
663 transported by a conveyor belt to continue moving into that direction
664 after leaving the conveyor belt, regardless of their own movement
665 type; only elements which can not move are transported now
666 (reported by Simon Forsberg)
668 * fixed bug which could cause an array overflow in RelocatePlayer()
669 (reported by Niko Böhm)
671 * changed Emerald Mine style "passable / over" elements to "protected"
672 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
674 * added new option to select from which side a "walkable/passable"
675 element can be entered
678 * added explosion and ignition delay for elements that can explode
681 * fixed bug which caused player not being protected against enemies
682 when a CE was "walkable / inside" and was not "indestructible"
683 * added "walkable/passable" fields to be "protected/unprotected"
684 against enemies, even if not accessible "inside" but "over/under"
687 * corrected move pattern to 32 bit and initial move direction to 8 bit
690 * added second custom element base configuration page
693 * added some special EMC mappings to Emerald Mine level loader
694 (also covering previously unknown element in level 0 of "Bondmine 8")
697 * added option to block last field when player is moving (for Supaplex)
698 * adjusted push delay of Supaplex elements
699 * removed delays for envelopes etc. when replaying with maximum speed
700 * fixed bug when dropping element on a field that just changed to empty
703 * fixed bug: infotrons can now smash yellow disks
704 * fixed bug: when gravity active, port above player can now be entered
705 * removed "one white dot" mouse pointer which irritated some people
708 * added "choice type" for group element selection
711 * fixed bug with initial invulnerability of non-yellow player
714 * added level loader for loading native Supaplex packed levels
715 (including multi-part levels like the "splvls99" levels)
718 * fixed bug which allowed creating emeralds by escaping explosions
721 * custom elements can change (limited) or leave (unlimited) elements
722 * finally added multiple matches using group elements
723 * added shortcut to dump brush (type ":DB" in editor) for use in forum
726 * added new start movement type "previous" for continued CE movement
727 * added new start movement type "random" for random CE movement start
730 * added new element "sokoban_field_player" needed for Sokoban levels
731 (thanks to Ed Booker for pointing this out!)
734 * added elements that can be digged or left behind by custom elements
737 * added group elements for multiple matches and random element creation
740 * fixed some graphical errors displayed in old levels
743 * fixed wrong double speed movement after passing closing gates
746 * added level loader for loading native Emerald Mine levels
749 * changes for "shooting" style CE movement
752 * Happy New Year! ;-)
755 * changed default snap/drop keys from left/right Shift to Control keys
758 * fixed bug with dead player getting reanimated from custom element
761 * fixed bug with wrong penguin graphics (when entering exit)
764 * fixed bug with wrong "Murphy" graphics (when digging etc.)
767 * version number set to 3.0.9
770 * version 3.0.8 released
773 * added function checked_free()
776 * fixed bug with double nut cracking sound
777 (by eliminating "default element action sound" assignment in init.c)
780 * fixed crash when no music info files are available
783 * fixed boring and sleeping sounds
786 * added "maze runner" and "maze hunter" movement types
787 * added extended collision conditions for custom elements
790 * added warnings for undefined token values in artwork config files
793 * added menu entry for level set information to the info screen
796 * fixed bug with wrong default impact sound for colored emeralds
799 * added several sub-screens for the info screen
800 * menu text now also clickable (not only blue/red sphere left of it)
803 * added configurable "bored" and "sleeping" animations for the player
804 * added "awakening" sound for player when waking up after sleeping
807 * added "copy" and "exchange" functions for custom elements to editor
810 * added configurable element animations for info screen
813 * added configurable music credits for info screen
816 * finally fixed tape recording when player is created from CE change
819 * added "editorsetup.conf" for editor element list configuration
822 * added "musicinfo.conf" for menu and level music configuration
825 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
826 (that only showed up on Linux, but not on Windows systems)
829 * fixed turning movement of butterflies and fireflies (no frame reset)
830 * enhanced sniksnak turning movement (two steps instead of only one)
833 * version number set to 3.0.8
836 * version 3.0.7 released
839 * fixed reset of player animation frame when, for example,
840 walking, digging or collecting share the same animation
841 * fixed CE with "deadly when touching" exploding when touching amoeba
844 * fixed tape recording when player is created from CE element change
847 * introduced "turning..." action graphic for elements with move delay
848 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
849 * added turning animations for bug, spaceship and sniksnak
852 * prevent "extended" changed elements from delay change in same frame
855 * fixed bug when pushing element that can move away to the side
856 (like pushing falling elements, but now with moving elements)
859 * finally fixed serious bug in code for delayed element pushing (again)
862 * unavailable setup options now marked as "n/a" instead of "off"
863 * new boolean directive "latest_engine" for "levelinfo.conf": when set
864 to "true", levels are always played with the latest game engine,
865 which is desired for levels that are imported from other games; all
866 other levels are played with the engine version stored in level file
867 (which is normally the engine version the level was created with)
870 * fixed serious bug in code for delayed element pushing
871 * fixed little bug in animation frame selection for pushed elements
872 * speed-up of reading config file for verbose output
875 * added configuration option for opening and closing Supaplex exit
876 * added configuration option for moving up/down animation for Murphy
877 * fixed incorrectly displayed animation for attacking dragon
878 * fixed bug with not setting initial gravity for each new game
879 * fixed bug with teleportation of player by custom element change
880 * fixed bug with player not getting smashed by rock sometimes
883 * version number set to 3.0.7
886 * version 3.0.6 released
889 * added support for MP3 music for SDL version through SMPEG library
892 * fixed bug when initializing font graphic structure
893 * fixed bug with animation mode "pingpong" when using only 1 frame
894 * fixed bug with extended change target introduced in 3.0.5
895 * fixed bug where passing over moving element doubles player speed
896 * fixed bug with elements continuing to move into push direction
897 * fixed bug with duplicated player when dropping bomb with shield on
898 * added "switching" event for custom elements ("pressing" only once)
899 * fixed switching bug (resetting flag when not switching but not idle)
902 * fixed element tokens for certain file elements with ".active" etc.
905 * version number set to 3.0.6
908 * version 3.0.5 released
911 * now four envelope elements available
912 * font, background, animation and sound for envelope now configurable
913 * main menu doors opening/closing animation type now configurable
916 * active/inactive sides configurable for custom element changes
917 * new movement type "move when pushed" available for custom elements
920 * fixed bug in multiple config pages loader code that caused crashes
923 * enhanced (remaining low-resolution) Supaplex graphics
926 * version number set to 3.0.5
929 * version 3.0.4 released
931 2003-09-12 src/tools.c
932 * fixed bug in custom definition of crumbled element graphics
934 2003-09-11 src/files.c
935 * fixed bug in multiple config pages code that caused crashes
938 * version number set to 3.0.4
941 * version 3.0.3 released
944 * added music to Supaplex classic level set
946 2003-09-07 src/libgame/misc.c
947 * added support for loading various music formats through SDL_mixer
949 2003-09-06 (various source files)
950 * fixed several nasty bugs that may have caused crashes on some systems
951 * added envelope content which gets displayed when collecting envelope
952 * added multiple change event pages for custom elements
954 2003-08-24 src/game.c
955 * fixed problem with player animation when snapping and moving
957 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
958 * fixed problem with flickering when drawing toon animations
960 2003-08-23 src/libgame/sdl.c
961 * fixed problem with setting mouse cursor in SDL version in fullscreen
963 2003-08-23 src/game.c
964 * fixed bug (missing array boundary check) which could crash the game
967 * version number set to 3.0.3
970 * version 3.0.2 released
972 2003-08-21 src/game.c
973 * fixed bug with creating inaccessible elements at player position
975 2003-08-20 src/init.c
976 * fixed bug with not finding current level artwork directory
978 2003-08-20 src/files.c
979 * fixed bug with choosing wrong engine version when playing tapes
980 * fixed bug with messing up custom element properties in 3.0.0 levels
983 * version number set to 3.0.2
986 * version 3.0.1 released
988 2003-08-17 (no source files affected)
989 * changed all "classic" PCX image files with 16 colors or less to
990 256 color (8 bit) storage format, because the Allegro game library
991 cannot handle PCX files with less than 256 colors (contributed
992 graphics are not affected and might look wrong in the DOS version)
994 2003-08-16 src/init.c
995 * fixed bug which (for example) crashed the level editor when defining
996 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
997 (only set to default) -- invalid graphics now set to default graphic
999 2003-08-16 src/init.c
1000 * fixed graphical bug of player digging/collecting/snapping element
1001 when no corresponding graphic/animation is defined for this action,
1002 resulting in player being drawn as EL_EMPTY (which should only be
1003 done to elements being collected, but not to the player)
1005 2003-08-16 src/game.c
1006 * fixed small graphical bug of player not totally moving into exit
1008 2003-08-16 src/libgame/setup.c
1009 * fixed bug with wrong MS-DOS 8.3 filename conversion
1011 2003-08-16 src/tools.c
1012 * fixed bug with invisible mouse cursor when pressing ESC while playing
1014 2003-08-16 (various source files)
1015 * added another 128 custom elements (disabled in editor by default)
1017 2003-08-16 src/editor.c
1018 * fixed NULL string bug causing Solaris to crash in sprintf()
1020 2003-08-16 src/screen.c
1021 * fixed drawing over scrollbar on level selection with custom fonts
1023 2003-08-15 src/game.c
1024 * cleanup of simple sounds / loop sounds / music settings
1026 2003-08-08 (various source files)
1027 * added custom element property for dropping collected elements
1029 2003-08-08 src/conf_gfx.c
1030 * fixed bug with missing graphic for active red disk bomb
1032 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1033 * extended variable "level.gravity" to "level.initial_gravity" and
1034 "game.current_gravity" to prevent level setting from being changed
1035 by playing the level (keeping the runtime value after playing)
1037 * fixed graphics bug when digging element that has 'crumbled' graphic
1038 definition, but not 'diggable' graphic definition
1041 * version number set to 3.0.1
1044 * version 3.0.0 released
1047 * various bug fixes; among others:
1048 - fixed bug with pushing spring over empty space
1049 - fixed bug with leaving tube while placing dynamite
1050 - fixed bug with explosion of smashed penguins
1051 - allow Murphy player graphic in levels with non-Supaplex elements
1055 * I have forgotten to document changes for some time
1058 * pre-release version 2.2.0rc1 released
1061 * version number set to 2.1.2
1064 * version 2.1.1 released
1067 * version number set to 2.1.1
1070 * version 2.1.0 released
1073 * version number set to 2.1.0
1075 2002-04-03 to 2002-05-19 (various source files)
1076 * graphics, sounds and music now fully configurable
1077 * bug fixed that prevented walking through tubes when gravity on
1079 2002-04-02 src/events.c, src/editor.c
1080 * Make Escape key less aggressive when playing or when editing level.
1081 This can be configured as an option in the setup menu. (Default is
1082 "less aggressive" which means "ask user if something can be lost"
1083 when pressing the Escape key.)
1085 2002-04-02 src/screen.c
1086 * Added "graphics setup" screen.
1088 2002-04-01 src/screen.c
1089 * Changed "choose level" setup screen stuff to be more generic (to
1090 make it easier to add more "choose from generic tree" setup screens).
1092 2002-04-01 src/config.c, src/timestamp.h
1093 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1094 automatically gets created by "src/Makefile" and contains an actual
1095 compile-time timestamp to identify development versions of the game).
1097 2002-03-31 src/tape.c, src/events.c
1098 * Added quick game/tape save/load functions to tape stuff which can be
1099 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1100 loads previously recorded tape and directly goes into recording mode
1101 from the end of the tape (therefore appending to the tape).
1103 2002-03-31 src/tape.c
1104 * Added "index mark" function to tape recorder. When playing or
1105 recording, "eject" button changes to "index" button. Setting index
1106 mark is not yet implemented, but pressing index button when playing
1107 allows very quick advancing to end of tape (when normal playing),
1108 very fast forward mode (when playing with normal fast forward) or
1109 very fast reaching of "pause before end of tape" (when playing with
1110 "pause before end" playing mode).
1112 2002-03-30 src/cartoons.c
1113 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1115 2002-03-29 src/screen.c
1116 * Changed setup screen stuff to be more generic (to make it easier
1117 to add more setup screens).
1119 2002-03-23 src/main.c, src/main.h
1120 * Various changes due to the introduction of the new libgame files
1121 "setup.c" and "joystick.c".
1123 2002-03-23 src/files.c
1124 * Generic parts of "src/files.c" (mainly setup and level directory
1125 stuff) moved to new libgame file "src/libgame/setup.c".
1127 2002-03-23 src/joystick.c
1128 * File "src/joystick.c" moved to libgame source tree, with
1129 correspondig changes.
1131 2002-03-22 src/screens.c
1132 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1133 (Wrong level series information displayed when entering main group.)
1135 2002-03-22 src/editor.c
1136 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1138 2002-03-22 src/editor.c
1139 * Changed behaviour of "Escape" key in level editor to be more
1140 intuitive: When in "Element Properties" or "Level Info" mode,
1141 return to "Drawing Mode" instead of leaving the level editor.
1143 2002-03-21 src/game.c, src/editor.c, src/files.c
1144 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1145 gems (emeralds, diamonds, ...) slipping down from normal wall,
1146 steel wall and growing wall (as in E.M.C. style levels). Although
1147 the behaviour of contributed and private levels wasn't changed (due
1148 to the use of "level.game_version"; see previous entry), editing
1149 those levels will (of course) change the behaviour accordingly.
1151 This change seems a bit too hard after thinking about it, because
1152 the EM style behaviour is not the "expected" behaviour (gems would
1153 normally only slip down from "rounded" walls). Therefore this was
1154 now changed to an element property for gem style elements, with the
1155 default setting "off" (which means: no special EM style behaviour).
1156 To fix older converted levels, this flag is set to "on" for pre-2.0
1157 levels that are neither contributed nor private levels.
1159 2002-03-20 src/files.h
1160 * Corrected settings for "level.game_version" depending of level type.
1161 (Contributed and private levels always get played with game engine
1162 version they were created with, while converted levels always get
1163 played with the most recent version of the game engine, to let new
1164 corrections of the emulation behaviour take effect.)
1166 2002-03-20 src/main.h
1167 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1168 compiling the SDL version on some systems.
1169 Thanks to the several people who pointed this out.
1172 * Version number set to 2.0.2.
1175 * Version 2.0.1 released.
1177 2002-03-18 src/screens.c
1178 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1180 2002-03-18 src/files.c [src/libgame/misc.c]
1181 * Moved some common functions from src/files.c to src/libgame/misc.c.
1183 2002-03-18 src/files.c [src/libgame/misc.c]
1184 * Changed permissions for new directories and saved files (especially
1185 score files) according to suggestions of Debian users and mantainers.
1186 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1188 2002-03-17 src/files.c
1189 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1190 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1191 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1192 for levels and "TAPE" for tapes). Old "cookie" style format is
1193 still supported for reading. New level and tape files are written
1196 * New IFF chunk "VERS" contains version numbers for file and game
1197 (where "game version" is the version of the program that wrote the
1198 file, and "file version" is a version number to distinguish files
1199 with different format, for example after adding new features).
1201 2002-03-15 src/screen.c
1202 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1203 (Before, you heard a mixture of the in-game music and the
1204 hall-of-fame music.)
1206 2002-03-14 src/events.c
1207 * Function "DumpTape()" (files.c) now available by pressing 't' from
1208 main menu (when in DEBUG mode).
1210 2002-03-14 src/game.c
1211 * "GameWon()": When game was won playing a tape, now there is no delay
1212 raising the score and no corresponding sound is played.
1214 2002-03-14 src/files.c
1215 * Changed "LoadTape()" for real chunk support and also adjusted
1216 "SaveTape()" accordingly.
1218 2002-03-14 src/game.c, src/tape.c, src/files.c
1219 * Important changes to tape format: The old tape format stored all
1220 actions with a real effect with a corresponding delay between the
1221 stored actions. This had some major disadvantages (for example,
1222 push delays had to be ignored, pressing a button for some seconds
1223 mutated to several single button presses because of the non-action
1224 delays between two action frames etc.). The new tape format just
1225 stupidly records all device actions and replays them later. I really
1226 don't know why I haven't solved it that way before?! Old-style tapes
1227 (with tape file version less than 2.0) get converted to the new
1228 format on-the-fly when loading and can therefore still be played;
1229 only some minor parts of the old-style tape handling code was needed.
1230 (A perfect conversion is not possible, because there is information
1231 missing about the device actions between two action frames.)
1233 2002-03-14 src/files.c
1234 * New function "DumpTape()" to dump the contents of the current tape
1235 in a human readable format.
1237 2002-03-14 src/game.c
1238 * Small tape bug fixed: When automatically advancing to next level
1239 after a game was won, the tape from the previous level still was
1240 loaded as a tape for the new level.
1242 2002-03-14 src/tape.c
1243 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1244 tape, cartoons did not get completely removed because
1245 StopAnimation() was not called.
1247 2002-03-13 src/files.c
1248 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1249 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1250 size even when using 16-bit elements). Added new chunk "CNT2" for
1251 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1252 chunk even when content was 16-bit element). "CNT2" should now be
1253 able to store content for arbitrary elements (up to eight blocks of
1254 3 x 3 element arrays). All "CNT2" elements will always be stored as
1255 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1257 2002-03-13 src/files.c
1258 * Changed "LoadLevel()" for real chunk support.
1260 2002-03-12 src/game.c
1261 * Fixed problem (introduced after 2.0.0 release) with penguins
1262 not getting killed by enemies
1264 2002-02-24 src/game.c, src/main.h
1265 * Added "player->is_moving"; now "player->last_move_dir" does
1266 not contain any information if the player is just moving at
1268 Before, "player->last_move_dir" was misused for this purpose
1269 for the robot stuff (robots don't kill players when they are
1270 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1271 broke tapes when walking through pipes!
1272 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1273 in a continuous movement. This fact is ignored for friends and