2 * added some missing element descriptions to the level editor
3 * added down position of switchgate switch to the level editor
4 and allowed the use of both switch positions at the same time
5 * changed use of "Insert" and "Delete" keys to navigate element list in
6 level editor to start of previous or next cascading block of elements
9 * added the possibility to view the title screen to the info screen menu
10 * fixed some minor bugs with viewing title screens
13 * fixed bug with title (cross)fading in/out when using fullscreen mode
16 * fixed bug that forced re-defining of menu settings in local graphics
17 config file which are already defined in existing base config file
18 * fixed small bug that caused door sounds playing when music is enabled
21 * added the possibility to define up to five title screens for each
22 level set that are displayed after loading using (cross)fading in/out
23 (this was added to display the various start images of the EMC sets)
26 * added "CE score gets zero [of]" to custom element trigger conditions
27 * added setup option to display element token name in level editor
30 * added compatibility code for Juergen Bonhagen's menu artwork settings
33 * fixed bug with displaying wrong animation frame 0 after CE changes
34 * fixed bug with creating invisible elements when light switch is on
37 * added selection between ECS and AGA graphics for EMC levels to setup
40 * adjusted font handling for various narrow EMC style fonts
43 * changed EM engine behaviour back to re-allow initial rolling springs
46 * fixed handling of over-large selectboxes (less error-prone now)
47 * fixed bug when creating GE with walkable element under the player
50 * added use of "Insert" and "Delete" keys to navigate element list in
51 level editor to start of custom elements or start of group elements
52 * added virtual elements to access CE value and CE score of elements:
53 - "CE value of triggering element"
54 - "CE score of triggering element"
55 - "CE value of current element"
56 - "CE score of current element"
59 * fixed "grass" to "sand" in older EM levels (up to file version V4)
62 * changed behaviour of network games with internal errors (because of
63 different client frame counters) from immediately terminating R'n'D
64 to displaying an error message requester and stopping only the game
65 (also to prevent impression of crashes under non command-line runs)
66 * fixed playing network games with the EMC engine (did not work before)
67 * fixed bug with not scrolling the screen in multi-player mode with the
68 focus on player 1 when all players are moving in different directions
69 * fixed bug with keeping pointer to gadget even after its deallocation
70 * fixed bug with allowing "focus on all players" in network games
71 * fixed bug with player focus when playing tapes from network games
74 * uploaded pre-release (test) version 3.2.0-7 binary and source code
77 * code cleanup for game action control for R'n'D and EMC game engine
80 * fixed bug in multi-player movement with focus on both players
81 * added option to control only the focussed player with all input
84 * added player focus switching to level tape recording and re-playing
87 * fixed some bugs in player focus switching in EMC and RND game engine
90 * added special Supaplex animations for Murphy digging and snapping
91 * added special Supaplex animations for Murphy being bored and sleeping
94 * added four new yam yams with explicit start direction for EMC engine
95 * fixed bug in src/libgame/text.c with printing text outside the window
98 * fixed small bug in EMC level loader (copyright sign in EM II levels)
101 * added delayed ignition of EM style dynamite when used in R'n'D engine
102 * added limited movement range to EMC engine when focus on all players
105 * fixed bug with missing (zero) score values for native Supaplex levels
108 * added "continuous snapping" (snapping many elements while holding the
109 snap key pressed, without releasing the snap key after each element)
110 as a new player setting for more compatibility with the classic games
113 * finished scrolling for "focus on all players" in EMC graphics engine
116 * level sets with "levels: 0" are ignored for levels, but not artwork
117 * fixed bug when scanning empty level group directories (endless loop)
120 * fixed bug with explosion graphic for player using "Murphy" graphic
121 * fixed bug with explosion graphic if player leaves explosion in time
122 * changed some descriptive text in setup menu to use medium-width font
123 * added key shortcut settings for switching player focus to setup menu
126 * fixed bug with random value initialization when recording tapes
127 * fixed bug with playing single player tapes when team mode activated
130 * fixed little bug when trying to switch to player that does not exist
133 * added player switching (visual and quick) to R'n'D and EM game engine
134 * added setup option to select visual or quick in-game player switching
137 * added use of "Home" and "End" keys to handle element list in editor
140 * fixed bug with adding score when playing tape with EMC game engine
141 * added steel wall border for levels using EMC engine without border
142 * finally fixed delayed scrolling in EMC engine also for small levels
145 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
148 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
149 * fixed bug when displaying info element without action, but direction
152 * fixed minor graphical problems with springs smashing and slurping
153 (when using R'n'D style graphics instead of EMC style graphics)
156 * added scroll delay (as configured in setup) to EMC graphics engine
159 * improved screen redraw for EMC graphics engine (faster and smoother)
160 * when not scrolling, do not redraw the whole playfield if not needed
163 * added multi-player mode for EMC game engine (with up to four players)
166 * added android (can clone elements) from EMC engine to R'n'D engine
169 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
172 * added selectbox for initial player speed to player settings in editor
175 * version 3.1.2 created that is basically version 3.1.1, but with a
176 major bug fixed that prevented editing your own private levels
177 * version 3.1.2 released
180 * added magic ball (creates elements) from EMC engine to R'n'D engine
183 * uploaded fixed pre-release version 3.2.0-6 binary and source code
186 * fixed bug when using "CE can leave behind <trigger element>"
187 * added new change condition "(after/when) creation of <element>"
188 * added new change condition "(after/when) digging <element>"
189 * fixed bug accessing invalid gadget that caused crashes under Windows
190 * deactivated new possibility for multiple CE changes per frame
193 * uploaded pre-release (test) version 3.2.0-6 binary and source code
196 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
197 * fixed bug with not keeping CE value for moving CEs with only action
198 * changed CE action selectboxes in editor to be only reset when needed
201 * added option "use artwork from element" for custom player artwork
202 * added option "use explosion from element" for player explosions
205 * added cascaded element lists in the level editor
206 * added persistence for cascaded element lists by "editorcascade.conf"
207 * added dynamic element list with all elements used in current level
208 * added possibility for multiple CE changes per frame (experimental)
211 * uploaded pre-release (test) version 3.2.0-5 binary and source code
214 * changed "score for each 10 seconds/steps left" to "1 second/step"
215 * added own score for collecting "extra time" instead of sharing it
216 * added change events "switched by player" and "player switches <e>"
217 * added change events "snapped by player" and "player snaps <e>"
218 * added "set player artwork: <element choice>" to CE action options
219 * added change event "move of <element>"
222 * added "set player shield: off / normal / deadly" to CE action options
223 * added new player option "use level start element" in level editor
224 to set the correct focus at level start to elements from which the
225 player is created later (this did not work before for cascaded CE
226 changes resulting in creation of the player; it is now also possible
227 to create the player from a yam yam which is smashed at level start)
230 * added "set player speed: frozen (not moving)" to CE action options
231 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
234 * added new player option "block snap field" (enabled by default) to
235 make it possible to show a snapping animation like in Emerald Mine
238 * added dynamic selectboxes to custom element action settings in editor
239 * added "CE value" counter for custom elements (instead of "CE count")
240 * added option to use the last "CE value" after custom element change
241 * added option to use the "CE value" of other elements in CE actions
242 * fixed odd behaviour when pressing time orb in levels w/o time limit
243 * added checkbox "use time orb bug" for older levels that use this bug
246 * added missing configuration settings for the following elements:
247 - EL_TIMEGATE_SWITCH (time of open time gate)
248 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
249 - EL_SHIELD_NORMAL (time of shield duration)
250 - EL_SHIELD_DEADLY (time of shield duration)
251 - EL_EXTRA_TIME (time added to level time)
252 - EL_TIME_ORB_FULL (time added to level time)
255 * added "wind direction" as a movement pattern for custom elements
256 * added initial wind direction for balloon / custom elements to editor
257 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
260 * added parameters for "game of life" and "biomaze" elements to editor
263 * added level file chunk "CONF" for generic level and element settings
266 * uploaded pre-release (test) version 3.2.0-4 binary and source code
269 * skip empty level sets (with "levels: 0"; may be artwork base sets)
270 * added sound action ".page[1]" to ".page[32]" for each CE change page
273 * added image config suffix ".clone_from" to copy whole image settings
274 * fixed bug with invalid ("undefined") CE settings in old level files
277 * fixed graphical bug with smashing elements falling faster than player
280 * fixed major bug which prevented private levels from being edited
281 * fixed bug with precedence of general and special font definitions
284 * fixed graphical bug with player animation when player moves slowly
287 * uploaded pre-release (test) version 3.2.0-3 binary and source code
290 * fixed bug which prevented "global.num_toons: 0" from working
293 * major code cleanup (removed all these annoying "#if 0" blocks)
296 * added custom element actions for CE change page in level editor
299 * fixed music initialization bug in init.c (thanks to David Binderman)
300 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
301 (this bug must probably be fixed at other places, too)
304 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
305 (should be '#include <SDL.h>' instead)
308 * fixed bug which prevented "walkable from no direction" from working
309 (due to compatibility code overwriting this setting after loading)
312 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
315 * version number temporarily set to 3.1.1 (intermediate bugfix release)
316 * version 3.1.1 released
319 * changed some va_arg() arguments from 'long' to 'int', fixing problems
320 on 64-bit architecture systems with LP64 data model
323 * fixed bug with bombs not exploding when hitting the last level line
324 (introduced after the release of 3.1.0)
327 * added support for dumping small-sized level sketches from editor
330 * added recognition of "trigger element" for "change digged element to"
331 (this is not really what the "trigger element" was made for, but its
332 use may seem obvious for leaving back digged elements unchanged)
335 * fixed multiple warnings about failed joystick device initialization
338 * fixed bug with dynamite dropped on top of just dropped custom element
339 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
340 dynamite can still be dropped, but drop key must be released before
343 * fixed bug with wrong start directory when started from file browser
344 (due to this bug, R'n'D could not be started from KDE's Konqueror)
347 * fixed bug causing "change when impact" on player not working
348 * fixed wrong priority of "hitting something" over "hitting <element>"
349 * fixed wrong priority of "hit by something" over "hit by <element>"
352 * fixed graphical bug which caused the player (being Murphy) to show
353 collecting animations although the element was collected by penguin
356 * fixed two bugs causing wrong door background graphics in system.c
357 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
360 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
361 * added "no direction" to "walkable/passable from" selectbox options
364 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
365 * in tape autoplay, not only report broken, but also missing tapes
368 * uploaded pre-release (test) version 3.2.0-2 binary and source code
371 * fixed small bug with "linear" animation not working for active lamp
374 * fixed bug with moving up despite gravity due to "block last field"
375 * fixed small bug with wrong draw offset when typing name in main menu
376 * when reading user names from "passwd", ignore data after first comma
377 * when creating new "levelinfo.conf", only write some selected entries
380 * fixed displaying "imported from/by" on preview with empty string
381 * fixed ignoring draw offset for fonts used for level preview texts
384 * fixed a delay problem with SDL and too many mouse motion events
385 * added setup option "skip levels" and level skipping functionality
388 * added move speed "not moving" for non-moving CEs, but with direction
391 * fixed mapping of obsolete element token names in "editorsetup.conf"
392 * fixed bug with sound "acid.splashing" treated as a loop sound
393 * fixed some little sound bugs in native EM engine
396 * fixed small bug when dragging scrollbars to end positions
399 * added editor element descriptions written by Aaron Davidson
402 * improved fallback handling when configured artwork is not available
403 (now using default artwork instead of exiting when files not found)
406 * fixed bug on level selection screen when dragging scrollbar
409 * fixed bug which caused broken tapes when appending to EM engine tapes
412 * uploaded pre-release (test) version 3.2.0-1 binary and source code
415 * added code to replace changed artwork config tokens with other tokens
416 (needed for backwards compatibility, so that older tokens still work)
419 * added native R'n'D graphics for some new EMC elements in EM engine
422 * fixed some bugs in the EM engine integration code
423 * changed EM engine code to allow diagonal movement
424 * changed EM engine code to allow use of separate snap and drop keys
427 * fixed some redraw bugs when using EM engine
430 * fixed bug with not converting RND levels which are set to use native
431 engine to native level structure when loading
434 * uploaded pre-release (test) version 3.2.0-0 binary and source code
437 * version number set to 3.2.0
440 * level data now reset to defaults after attempt to load invalid file
443 * added use of "editorsetup.conf" for different level sets
446 * added auto-detection for various types of Emerald Mine level files
449 * fixed bug with scrollbars getting too small when list is very large
452 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
455 * added most level editor configuration gadgets for new EMC elements
458 * added more element and graphic definitions for new EMC elements
461 * modified native EM engine to use integrated R'n'D sound system
464 * added SDL support to graphics functions in native EM engine
465 (by always using generic libgame interface functions)
468 * fixed bug in frame synchronization in native EM engine
471 * added code to convert levels between R'n'D and native EM engine
474 * new Emerald Mine engine can now play levels selected in main menu
477 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
478 (which creates scaled down graphics for level editor and preview);
479 there's still a memory leak somewhere in the artwork handling code
480 * added "scale image up" functionality to X11 version of zoom function
483 * first attempts to integrate new, native Emerald Mine Club engine
486 * fixed bug in gadget code which caused reset of CEs in level editor
487 (example: pressing 'b' [grab brush] on CE config page erased values)
488 (solution: check if gadgets in ClickOnGadget() are really mapped)
489 * improved level change detection in editor (settings now also checked)
490 * fixed bug with "can move into acid" and "don't collide with" state
493 * fixed maze runner style CEs to use the configured move delay value
496 * added Aaron Davidson's tutorial level set to the "Tutorials" section
499 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
500 * fixed the above fix because it broke level set "machine" (*sigh*)
501 * fixed random element placement in level editor to work as expected
502 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
505 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
508 * fixed bug (missing array boundary check) which caused broken tapes
509 * fixed bug (when loading level template) which caused broken levels
510 * fixed bug with new block last field code when using non-yellow player
513 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
514 * internal change of how the player blocks the last field when moving
515 * fixed blocking delay of last field for EM and SP style block delay
516 * fixed bug where the player had to wait for the usual move delay after
517 unsuccessfully trying to move, when he directly could move after that
518 * the last two changes should make original Supaplex level 93 solvable
519 * improved use of random number generator to make it less predictable
520 * fixed behaviour of slippery SP elements to let slip left, then right
523 * fixed bug with wrong door state after trying to quickload empty tape
524 * fixed waste of static memory usage of the binary, making it smaller
525 * fixed very little graphical bug in Supaplex explosion
528 * version number set to 3.1.1
531 * version 3.1.0 released
534 * fixed bug with crash when writing user levelinfo.conf the first time
537 * added option "convert LEVELDIR [NR]" to command line batch commands
538 * re-converted Supaplex levels to apply latest engine fixes
539 * changed "use graphic/sound of element" to "use graphic of element"
540 due to compatibility problems with some levels ("bug machine" etc.)
543 * fixed bug with CE change replacing player with same or other player
546 * fixed bug with opaque font in envelope with background graphic when
547 background graphic is not transparent itself
550 * added "gravity on" and "gravity off" ports for Supaplex compatibility
551 * corrected original Supaplex level loading code to use these new ports
552 * also corrected Supaplex loader to auto-count infotrons if set to zero
555 * fixed bug with missing initialization of "modified" flag for GEs
558 * fixed bug that caused endless recursion loop when relocating player
559 * fixed tape recorder bug in "step mode" when using "pause before end"
560 * fixed tape recorder bug when changing from "warp forward" mode
563 * fixed bug with "when touching" for pushed elements at last position
566 * fixed bug that caused two activated toolbox buttons in level editor
567 * fixed bug with exploding dynabomb under player due to other explosion
570 * fixed bug with creating walkable custom element under player (again)
571 * fixed bug with not copying explosion type when copying CEs in editor
572 * fixed graphical bug when drawing player in setup menu (input devices)
573 * fixed graphical bug when the player is pushing an accessible element
574 * fixed bug with classic switchable elements triggering CE changes
575 * fixed bug with entering/leaving walkable element in RelocatePlayer()
576 * fixed crash bug when CE leaves behind the trigger player element
579 * fixed bug with broken tubes after placing/exploding dynamite in them
580 * fixed bug with exploding dynamite under player due to other explosion
581 * fixed bug with not resetting push delay under certain circumstances
584 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
585 * added network multiplayer code for Windows (thanks to Niko Böhm)
588 * added option "reachable despite gravity" for gravity movement
589 * changed gravity movement of most classic walkable and passable
590 elements back to "not reachable" (for compatibility reasons)
593 * fixed (removed) "indestructible" / "can explode" dependency in editor
594 * fixed (removed) "accessible inside" / "protected" dependency
595 * fixed (removed) "step mode" / "shield time" dependency
598 * fixed dynabombs exploding now into anything diggable
599 * fixed Supaplex style gravity movement into buggy base now impossible
600 * added pressing key "space" as valid action to select menu options
603 * added "replace when walkable" to relocate player to walkable element
604 * added "enter"/"leave" event for elements affected by relocation
605 * fixed "direct"/"indirect" change order also for "when change" event
606 * fixed graphical bug when pushing things from elements walkable inside
609 * fixed graphic bug when player is snapping while moving in old levels
610 * fixed bug when a moving custom element leaves a player element behind
611 * fixed bug with mole not disappearing when moving into acid pool
612 * fixed bug with incomplete path setting when using "--basepath" option
613 * moving CE can now leave walkable elements behind under the player
614 * when relocating, player can be set on walkable element now
615 * fixed another gravity movement bug
618 * uploaded pre-release (test) version 3.1.0-2 binary and source code
621 * added "collectible" and "removable" to extended replacement types
622 (where "removable" replaces "diggable" and "collectible" elements)
623 * added "collectible & throwable" (to throw element to the next field)
624 * fixed bug with CEs digging elements that are just about to explode
625 * changed mouse cursor now always being visible when game is paused
628 * added possibility to push/press accessible elements from a side that
630 * fixed bug with not setting actual date when appending to tape
633 * fixed bug with incorrectly initialized custom element editor graphics
636 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
637 - number of levels corrected from 18 to 17 in "levelinfo.conf"
640 * fixed bug with destroyed robot wheel still attracting robots forever
641 * fixed bug with time gate switch deactivating after robot wheel time
642 (while the time gate itself is not affected by this misbehaviour)
643 * changed behaviour of BD style amoeba to always get blocked by player
644 (before it was different when there were non-BD elements in level)
645 * fixed bug with player destroying indestructable elements with shield
648 * added option to make growing elements grow into anything diggable
649 (for the various amoeba types, biomaze and "game of life")
652 * fixed bug with movable elements not moving after left behind by CEs
653 * changed gravity movement to anything diggable, not only sand/base
654 * optionally allowing passing to walkable element, not only empty space
655 * added option "can pass to walkable element" for players
656 * finally fixed gravity movement (hopefully)
659 * fixed bug with movable elements not moving anymore after falling down
662 * fixed another bug with custom elements digging and leaving elements
663 * fixed bug with "along left/right side" and automatic start direction
664 * trigger elements now also displayed when "more custom" deactivated
665 * fixed bug with clipboard element initialized when loading new level
666 * added option "drop delay" to set delay before dropping next element
669 * uploaded pre-release (test) version 3.1.0-1 binary and source code
672 * added copy and paste functions for custom change pages
673 * enhanced graphical display and functionality of tape recorder
674 * fixed bug with custom elements digging and leaving elements
677 * added move speed faster than "very fast" for custom elements
678 * fixed bug with 3+3 style explosions and missing border content
679 * fixed little bug when copying custom elements in the editor
680 * enhanced custom element changes by more side trigger actions
683 * added option "no scrolling when relocating" for instant teleporting
684 * uploaded pre-release (test) version 3.1.0-0 binary and source code
687 * added trigger element and trigger player to use as target elements
688 * added copy and paste functions for custom and group elements
691 * fixed graphical bug when displaying explosion animations
692 * fixed bug when appending to tapes, resulting in broken tapes
693 * re-recorded a few tapes broken by fixing gravity checking bug
696 * "can move into acid" property now for all elements independently
697 * "can fall into acid" property for player stored in same bitfield now
698 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
699 * version number set to 3.1.0 (finally!)
702 * changed tape recording to only record input, not programmed actions
705 * fixed totally broken (every 8th frame skipped) step-by-step recording
706 * fixed bug with requester not displayed when quick-loading interrupted
707 * added option "can fall into acid (with gravity)" for players
708 * fixed bug with player not falling when snapping down with gravity
711 * fixed bug which messed up key config when using keypad number keys
714 * fixed bug which allowed moving upwards even when gravity was active
715 * fixed bug with missing error handling when dumping levels or tapes
718 * added different colored editor graphics for Supaplex gravity tubes
721 * fixed bug that allowed solvable tapes for unsolvable levels
724 * use unlimited number of droppable elements when "count" set to zero
725 * added option to use step limit instead of time limit for level
728 * added player and change page as trigger for custom element change
731 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
734 * fixed bug with dark yamyam changing to acid when moving over acid
735 * fixed handling of levels with more than 999 seconds level time
736 (example: level 76 of "Denmine")
739 * "spring push bug" reintroduced as configurable element property
740 * fixed bug with missing properties for "mole"
741 * fixed bug that showed up when fixing the above "mole" properties bug
742 * added option "can move into acid" for all movable elements
743 * fixed graphical bug for elements moving into acid
744 * changed event handling to handle all pending events before going on
747 * fixed bug which caused all CE change pages to be ignored which had
748 the same change event, but used a different element side
749 (reported by Simon Forsberg)
751 * fixed bug which caused elements that can move and fall and that are
752 transported by a conveyor belt to continue moving into that direction
753 after leaving the conveyor belt, regardless of their own movement
754 type; only elements which can not move are transported now
755 (reported by Simon Forsberg)
757 * fixed bug which could cause an array overflow in RelocatePlayer()
758 (reported by Niko Böhm)
760 * changed Emerald Mine style "passable / over" elements to "protected"
761 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
763 * added new option to select from which side a "walkable/passable"
764 element can be entered
767 * added explosion and ignition delay for elements that can explode
770 * fixed bug which caused player not being protected against enemies
771 when a CE was "walkable / inside" and was not "indestructible"
772 * added "walkable/passable" fields to be "protected/unprotected"
773 against enemies, even if not accessible "inside" but "over/under"
776 * corrected move pattern to 32 bit and initial move direction to 8 bit
779 * added second custom element base configuration page
782 * added some special EMC mappings to Emerald Mine level loader
783 (also covering previously unknown element in level 0 of "Bondmine 8")
786 * added option to block last field when player is moving (for Supaplex)
787 * adjusted push delay of Supaplex elements
788 * removed delays for envelopes etc. when replaying with maximum speed
789 * fixed bug when dropping element on a field that just changed to empty
792 * fixed bug: infotrons can now smash yellow disks
793 * fixed bug: when gravity active, port above player can now be entered
794 * removed "one white dot" mouse pointer which irritated some people
797 * added "choice type" for group element selection
800 * fixed bug with initial invulnerability of non-yellow player
803 * added level loader for loading native Supaplex packed levels
804 (including multi-part levels like the "splvls99" levels)
807 * fixed bug which allowed creating emeralds by escaping explosions
810 * custom elements can change (limited) or leave (unlimited) elements
811 * finally added multiple matches using group elements
812 * added shortcut to dump brush (type ":DB" in editor) for use in forum
815 * added new start movement type "previous" for continued CE movement
816 * added new start movement type "random" for random CE movement start
819 * added new element "sokoban_field_player" needed for Sokoban levels
820 (thanks to Ed Booker for pointing this out!)
823 * added elements that can be digged or left behind by custom elements
826 * added group elements for multiple matches and random element creation
829 * fixed some graphical errors displayed in old levels
832 * fixed wrong double speed movement after passing closing gates
835 * added level loader for loading native Emerald Mine levels
838 * changes for "shooting" style CE movement
841 * Happy New Year! ;-)
844 * changed default snap/drop keys from left/right Shift to Control keys
847 * fixed bug with dead player getting reanimated from custom element
850 * fixed bug with wrong penguin graphics (when entering exit)
853 * fixed bug with wrong "Murphy" graphics (when digging etc.)
856 * version number set to 3.0.9
859 * version 3.0.8 released
862 * added function checked_free()
865 * fixed bug with double nut cracking sound
866 (by eliminating "default element action sound" assignment in init.c)
869 * fixed crash when no music info files are available
872 * fixed boring and sleeping sounds
875 * added "maze runner" and "maze hunter" movement types
876 * added extended collision conditions for custom elements
879 * added warnings for undefined token values in artwork config files
882 * added menu entry for level set information to the info screen
885 * fixed bug with wrong default impact sound for colored emeralds
888 * added several sub-screens for the info screen
889 * menu text now also clickable (not only blue/red sphere left of it)
892 * added configurable "bored" and "sleeping" animations for the player
893 * added "awakening" sound for player when waking up after sleeping
896 * added "copy" and "exchange" functions for custom elements to editor
899 * added configurable element animations for info screen
902 * added configurable music credits for info screen
905 * finally fixed tape recording when player is created from CE change
908 * added "editorsetup.conf" for editor element list configuration
911 * added "musicinfo.conf" for menu and level music configuration
914 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
915 (that only showed up on Linux, but not on Windows systems)
918 * fixed turning movement of butterflies and fireflies (no frame reset)
919 * enhanced sniksnak turning movement (two steps instead of only one)
922 * version number set to 3.0.8
925 * version 3.0.7 released
928 * fixed reset of player animation frame when, for example,
929 walking, digging or collecting share the same animation
930 * fixed CE with "deadly when touching" exploding when touching amoeba
933 * fixed tape recording when player is created from CE element change
936 * introduced "turning..." action graphic for elements with move delay
937 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
938 * added turning animations for bug, spaceship and sniksnak
941 * prevent "extended" changed elements from delay change in same frame
944 * fixed bug when pushing element that can move away to the side
945 (like pushing falling elements, but now with moving elements)
948 * finally fixed serious bug in code for delayed element pushing (again)
951 * unavailable setup options now marked as "n/a" instead of "off"
952 * new boolean directive "latest_engine" for "levelinfo.conf": when set
953 to "true", levels are always played with the latest game engine,
954 which is desired for levels that are imported from other games; all
955 other levels are played with the engine version stored in level file
956 (which is normally the engine version the level was created with)
959 * fixed serious bug in code for delayed element pushing
960 * fixed little bug in animation frame selection for pushed elements
961 * speed-up of reading config file for verbose output
964 * added configuration option for opening and closing Supaplex exit
965 * added configuration option for moving up/down animation for Murphy
966 * fixed incorrectly displayed animation for attacking dragon
967 * fixed bug with not setting initial gravity for each new game
968 * fixed bug with teleportation of player by custom element change
969 * fixed bug with player not getting smashed by rock sometimes
972 * version number set to 3.0.7
975 * version 3.0.6 released
978 * added support for MP3 music for SDL version through SMPEG library
981 * fixed bug when initializing font graphic structure
982 * fixed bug with animation mode "pingpong" when using only 1 frame
983 * fixed bug with extended change target introduced in 3.0.5
984 * fixed bug where passing over moving element doubles player speed
985 * fixed bug with elements continuing to move into push direction
986 * fixed bug with duplicated player when dropping bomb with shield on
987 * added "switching" event for custom elements ("pressing" only once)
988 * fixed switching bug (resetting flag when not switching but not idle)
991 * fixed element tokens for certain file elements with ".active" etc.
994 * version number set to 3.0.6
997 * version 3.0.5 released
1000 * now four envelope elements available
1001 * font, background, animation and sound for envelope now configurable
1002 * main menu doors opening/closing animation type now configurable
1005 * active/inactive sides configurable for custom element changes
1006 * new movement type "move when pushed" available for custom elements
1009 * fixed bug in multiple config pages loader code that caused crashes
1012 * enhanced (remaining low-resolution) Supaplex graphics
1015 * version number set to 3.0.5
1018 * version 3.0.4 released
1020 2003-09-12 src/tools.c
1021 * fixed bug in custom definition of crumbled element graphics
1023 2003-09-11 src/files.c
1024 * fixed bug in multiple config pages code that caused crashes
1027 * version number set to 3.0.4
1030 * version 3.0.3 released
1033 * added music to Supaplex classic level set
1035 2003-09-07 src/libgame/misc.c
1036 * added support for loading various music formats through SDL_mixer
1038 2003-09-06 (various source files)
1039 * fixed several nasty bugs that may have caused crashes on some systems
1040 * added envelope content which gets displayed when collecting envelope
1041 * added multiple change event pages for custom elements
1043 2003-08-24 src/game.c
1044 * fixed problem with player animation when snapping and moving
1046 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1047 * fixed problem with flickering when drawing toon animations
1049 2003-08-23 src/libgame/sdl.c
1050 * fixed problem with setting mouse cursor in SDL version in fullscreen
1052 2003-08-23 src/game.c
1053 * fixed bug (missing array boundary check) which could crash the game
1056 * version number set to 3.0.3
1059 * version 3.0.2 released
1061 2003-08-21 src/game.c
1062 * fixed bug with creating inaccessible elements at player position
1064 2003-08-20 src/init.c
1065 * fixed bug with not finding current level artwork directory
1067 2003-08-20 src/files.c
1068 * fixed bug with choosing wrong engine version when playing tapes
1069 * fixed bug with messing up custom element properties in 3.0.0 levels
1072 * version number set to 3.0.2
1075 * version 3.0.1 released
1077 2003-08-17 (no source files affected)
1078 * changed all "classic" PCX image files with 16 colors or less to
1079 256 color (8 bit) storage format, because the Allegro game library
1080 cannot handle PCX files with less than 256 colors (contributed
1081 graphics are not affected and might look wrong in the DOS version)
1083 2003-08-16 src/init.c
1084 * fixed bug which (for example) crashed the level editor when defining
1085 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1086 (only set to default) -- invalid graphics now set to default graphic
1088 2003-08-16 src/init.c
1089 * fixed graphical bug of player digging/collecting/snapping element
1090 when no corresponding graphic/animation is defined for this action,
1091 resulting in player being drawn as EL_EMPTY (which should only be
1092 done to elements being collected, but not to the player)
1094 2003-08-16 src/game.c
1095 * fixed small graphical bug of player not totally moving into exit
1097 2003-08-16 src/libgame/setup.c
1098 * fixed bug with wrong MS-DOS 8.3 filename conversion
1100 2003-08-16 src/tools.c
1101 * fixed bug with invisible mouse cursor when pressing ESC while playing
1103 2003-08-16 (various source files)
1104 * added another 128 custom elements (disabled in editor by default)
1106 2003-08-16 src/editor.c
1107 * fixed NULL string bug causing Solaris to crash in sprintf()
1109 2003-08-16 src/screen.c
1110 * fixed drawing over scrollbar on level selection with custom fonts
1112 2003-08-15 src/game.c
1113 * cleanup of simple sounds / loop sounds / music settings
1115 2003-08-08 (various source files)
1116 * added custom element property for dropping collected elements
1118 2003-08-08 src/conf_gfx.c
1119 * fixed bug with missing graphic for active red disk bomb
1121 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1122 * extended variable "level.gravity" to "level.initial_gravity" and
1123 "game.current_gravity" to prevent level setting from being changed
1124 by playing the level (keeping the runtime value after playing)
1126 * fixed graphics bug when digging element that has 'crumbled' graphic
1127 definition, but not 'diggable' graphic definition
1130 * version number set to 3.0.1
1133 * version 3.0.0 released
1136 * various bug fixes; among others:
1137 - fixed bug with pushing spring over empty space
1138 - fixed bug with leaving tube while placing dynamite
1139 - fixed bug with explosion of smashed penguins
1140 - allow Murphy player graphic in levels with non-Supaplex elements
1144 * I have forgotten to document changes for some time
1147 * pre-release version 2.2.0rc1 released
1150 * version number set to 2.1.2
1153 * version 2.1.1 released
1156 * version number set to 2.1.1
1159 * version 2.1.0 released
1162 * version number set to 2.1.0
1164 2002-04-03 to 2002-05-19 (various source files)
1165 * graphics, sounds and music now fully configurable
1166 * bug fixed that prevented walking through tubes when gravity on
1168 2002-04-02 src/events.c, src/editor.c
1169 * Make Escape key less aggressive when playing or when editing level.
1170 This can be configured as an option in the setup menu. (Default is
1171 "less aggressive" which means "ask user if something can be lost"
1172 when pressing the Escape key.)
1174 2002-04-02 src/screen.c
1175 * Added "graphics setup" screen.
1177 2002-04-01 src/screen.c
1178 * Changed "choose level" setup screen stuff to be more generic (to
1179 make it easier to add more "choose from generic tree" setup screens).
1181 2002-04-01 src/config.c, src/timestamp.h
1182 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1183 automatically gets created by "src/Makefile" and contains an actual
1184 compile-time timestamp to identify development versions of the game).
1186 2002-03-31 src/tape.c, src/events.c
1187 * Added quick game/tape save/load functions to tape stuff which can be
1188 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1189 loads previously recorded tape and directly goes into recording mode
1190 from the end of the tape (therefore appending to the tape).
1192 2002-03-31 src/tape.c
1193 * Added "index mark" function to tape recorder. When playing or
1194 recording, "eject" button changes to "index" button. Setting index
1195 mark is not yet implemented, but pressing index button when playing
1196 allows very quick advancing to end of tape (when normal playing),
1197 very fast forward mode (when playing with normal fast forward) or
1198 very fast reaching of "pause before end of tape" (when playing with
1199 "pause before end" playing mode).
1201 2002-03-30 src/cartoons.c
1202 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1204 2002-03-29 src/screen.c
1205 * Changed setup screen stuff to be more generic (to make it easier
1206 to add more setup screens).
1208 2002-03-23 src/main.c, src/main.h
1209 * Various changes due to the introduction of the new libgame files
1210 "setup.c" and "joystick.c".
1212 2002-03-23 src/files.c
1213 * Generic parts of "src/files.c" (mainly setup and level directory
1214 stuff) moved to new libgame file "src/libgame/setup.c".
1216 2002-03-23 src/joystick.c
1217 * File "src/joystick.c" moved to libgame source tree, with
1218 correspondig changes.
1220 2002-03-22 src/screens.c
1221 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1222 (Wrong level series information displayed when entering main group.)
1224 2002-03-22 src/editor.c
1225 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1227 2002-03-22 src/editor.c
1228 * Changed behaviour of "Escape" key in level editor to be more
1229 intuitive: When in "Element Properties" or "Level Info" mode,
1230 return to "Drawing Mode" instead of leaving the level editor.
1232 2002-03-21 src/game.c, src/editor.c, src/files.c
1233 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1234 gems (emeralds, diamonds, ...) slipping down from normal wall,
1235 steel wall and growing wall (as in E.M.C. style levels). Although
1236 the behaviour of contributed and private levels wasn't changed (due
1237 to the use of "level.game_version"; see previous entry), editing
1238 those levels will (of course) change the behaviour accordingly.
1240 This change seems a bit too hard after thinking about it, because
1241 the EM style behaviour is not the "expected" behaviour (gems would
1242 normally only slip down from "rounded" walls). Therefore this was
1243 now changed to an element property for gem style elements, with the
1244 default setting "off" (which means: no special EM style behaviour).
1245 To fix older converted levels, this flag is set to "on" for pre-2.0
1246 levels that are neither contributed nor private levels.
1248 2002-03-20 src/files.h
1249 * Corrected settings for "level.game_version" depending of level type.
1250 (Contributed and private levels always get played with game engine
1251 version they were created with, while converted levels always get
1252 played with the most recent version of the game engine, to let new
1253 corrections of the emulation behaviour take effect.)
1255 2002-03-20 src/main.h
1256 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1257 compiling the SDL version on some systems.
1258 Thanks to the several people who pointed this out.
1261 * Version number set to 2.0.2.
1264 * Version 2.0.1 released.
1266 2002-03-18 src/screens.c
1267 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1269 2002-03-18 src/files.c [src/libgame/misc.c]
1270 * Moved some common functions from src/files.c to src/libgame/misc.c.
1272 2002-03-18 src/files.c [src/libgame/misc.c]
1273 * Changed permissions for new directories and saved files (especially
1274 score files) according to suggestions of Debian users and mantainers.
1275 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1277 2002-03-17 src/files.c
1278 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1279 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1280 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1281 for levels and "TAPE" for tapes). Old "cookie" style format is
1282 still supported for reading. New level and tape files are written
1285 * New IFF chunk "VERS" contains version numbers for file and game
1286 (where "game version" is the version of the program that wrote the
1287 file, and "file version" is a version number to distinguish files
1288 with different format, for example after adding new features).
1290 2002-03-15 src/screen.c
1291 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1292 (Before, you heard a mixture of the in-game music and the
1293 hall-of-fame music.)
1295 2002-03-14 src/events.c
1296 * Function "DumpTape()" (files.c) now available by pressing 't' from
1297 main menu (when in DEBUG mode).
1299 2002-03-14 src/game.c
1300 * "GameWon()": When game was won playing a tape, now there is no delay
1301 raising the score and no corresponding sound is played.
1303 2002-03-14 src/files.c
1304 * Changed "LoadTape()" for real chunk support and also adjusted
1305 "SaveTape()" accordingly.
1307 2002-03-14 src/game.c, src/tape.c, src/files.c
1308 * Important changes to tape format: The old tape format stored all
1309 actions with a real effect with a corresponding delay between the
1310 stored actions. This had some major disadvantages (for example,
1311 push delays had to be ignored, pressing a button for some seconds
1312 mutated to several single button presses because of the non-action
1313 delays between two action frames etc.). The new tape format just
1314 stupidly records all device actions and replays them later. I really
1315 don't know why I haven't solved it that way before?! Old-style tapes
1316 (with tape file version less than 2.0) get converted to the new
1317 format on-the-fly when loading and can therefore still be played;
1318 only some minor parts of the old-style tape handling code was needed.
1319 (A perfect conversion is not possible, because there is information
1320 missing about the device actions between two action frames.)
1322 2002-03-14 src/files.c
1323 * New function "DumpTape()" to dump the contents of the current tape
1324 in a human readable format.
1326 2002-03-14 src/game.c
1327 * Small tape bug fixed: When automatically advancing to next level
1328 after a game was won, the tape from the previous level still was
1329 loaded as a tape for the new level.
1331 2002-03-14 src/tape.c
1332 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1333 tape, cartoons did not get completely removed because
1334 StopAnimation() was not called.
1336 2002-03-13 src/files.c
1337 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1338 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1339 size even when using 16-bit elements). Added new chunk "CNT2" for
1340 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1341 chunk even when content was 16-bit element). "CNT2" should now be
1342 able to store content for arbitrary elements (up to eight blocks of
1343 3 x 3 element arrays). All "CNT2" elements will always be stored as
1344 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1346 2002-03-13 src/files.c
1347 * Changed "LoadLevel()" for real chunk support.
1349 2002-03-12 src/game.c
1350 * Fixed problem (introduced after 2.0.0 release) with penguins
1351 not getting killed by enemies
1353 2002-02-24 src/game.c, src/main.h
1354 * Added "player->is_moving"; now "player->last_move_dir" does
1355 not contain any information if the player is just moving at
1357 Before, "player->last_move_dir" was misused for this purpose
1358 for the robot stuff (robots don't kill players when they are
1359 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1360 broke tapes when walking through pipes!
1361 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1362 in a continuous movement. This fact is ignored for friends and