2 * fixed bug with random value initialization when recording tapes
3 * fixed bug with playing single player tapes when team mode activated
6 * fixed little bug when trying to switch to player that does not exist
9 * added player switching (visual and quick) to R'n'D and EM game engine
10 * added setup option to select visual or quick in-game player switching
13 * added use of "Home" and "End" keys to handle element list in editor
16 * fixed bug with adding score when playing tape with EMC game engine
17 * added steel wall border for levels using EMC engine without border
18 * finally fixed delayed scrolling in EMC engine also for small levels
21 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
24 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
25 * fixed bug when displaying info element without action, but direction
28 * fixed minor graphical problems with springs smashing and slurping
29 (when using R'n'D style graphics instead of EMC style graphics)
32 * added scroll delay (as configured in setup) to EMC graphics engine
35 * improved screen redraw for EMC graphics engine (faster and smoother)
36 * when not scrolling, do not redraw the whole playfield if not needed
39 * added multi-player mode for EMC game engine (with up to four players)
42 * added android (can clone elements) from EMC engine to R'n'D engine
45 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
48 * added selectbox for initial player speed to player settings in editor
51 * version 3.1.2 created that is basically version 3.1.1, but with a
52 major bug fixed that prevented editing your own private levels
53 * version 3.1.2 released
56 * added magic ball (creates elements) from EMC engine to R'n'D engine
59 * uploaded fixed pre-release version 3.2.0-6 binary and source code
62 * fixed bug when using "CE can leave behind <trigger element>"
63 * added new change condition "(after/when) creation of <element>"
64 * added new change condition "(after/when) digging <element>"
65 * fixed bug accessing invalid gadget that caused crashes under Windows
66 * deactivated new possibility for multiple CE changes per frame
69 * uploaded pre-release (test) version 3.2.0-6 binary and source code
72 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
73 * fixed bug with not keeping CE value for moving CEs with only action
74 * changed CE action selectboxes in editor to be only reset when needed
77 * added option "use artwork from element" for custom player artwork
78 * added option "use explosion from element" for player explosions
81 * added cascaded element lists in the level editor
82 * added persistence for cascaded element lists by "editorcascade.conf"
83 * added dynamic element list with all elements used in current level
84 * added possibility for multiple CE changes per frame (experimental)
87 * uploaded pre-release (test) version 3.2.0-5 binary and source code
90 * changed "score for each 10 seconds/steps left" to "1 second/step"
91 * added own score for collecting "extra time" instead of sharing it
92 * added change events "switched by player" and "player switches <e>"
93 * added change events "snapped by player" and "player snaps <e>"
94 * added "set player artwork: <element choice>" to CE action options
95 * added change event "move of <element>"
98 * added "set player shield: off / normal / deadly" to CE action options
99 * added new player option "use level start element" in level editor
100 to set the correct focus at level start to elements from which the
101 player is created later (this did not work before for cascaded CE
102 changes resulting in creation of the player; it is now also possible
103 to create the player from a yam yam which is smashed at level start)
106 * added "set player speed: frozen (not moving)" to CE action options
107 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
110 * added new player option "block snap field" (enabled by default) to
111 make it possible to show a snapping animation like in Emerald Mine
114 * added dynamic selectboxes to custom element action settings in editor
115 * added "CE value" counter for custom elements (instead of "CE count")
116 * added option to use the last "CE value" after custom element change
117 * added option to use the "CE value" of other elements in CE actions
118 * fixed odd behaviour when pressing time orb in levels w/o time limit
119 * added checkbox "use time orb bug" for older levels that use this bug
122 * added missing configuration settings for the following elements:
123 - EL_TIMEGATE_SWITCH (time of open time gate)
124 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
125 - EL_SHIELD_NORMAL (time of shield duration)
126 - EL_SHIELD_DEADLY (time of shield duration)
127 - EL_EXTRA_TIME (time added to level time)
128 - EL_TIME_ORB_FULL (time added to level time)
131 * added "wind direction" as a movement pattern for custom elements
132 * added initial wind direction for balloon / custom elements to editor
133 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
136 * added parameters for "game of life" and "biomaze" elements to editor
139 * added level file chunk "CONF" for generic level and element settings
142 * uploaded pre-release (test) version 3.2.0-4 binary and source code
145 * skip empty level sets (with "levels: 0"; may be artwork base sets)
146 * added sound action ".page[1]" to ".page[32]" for each CE change page
149 * added image config suffix ".clone_from" to copy whole image settings
150 * fixed bug with invalid ("undefined") CE settings in old level files
153 * fixed graphical bug with smashing elements falling faster than player
156 * fixed major bug which prevented private levels from being edited
157 * fixed bug with precedence of general and special font definitions
160 * fixed graphical bug with player animation when player moves slowly
163 * uploaded pre-release (test) version 3.2.0-3 binary and source code
166 * fixed bug which prevented "global.num_toons: 0" from working
169 * major code cleanup (removed all these annoying "#if 0" blocks)
172 * added custom element actions for CE change page in level editor
175 * fixed music initialization bug in init.c (thanks to David Binderman)
176 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
177 (this bug must probably be fixed at other places, too)
180 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
181 (should be '#include <SDL.h>' instead)
184 * fixed bug which prevented "walkable from no direction" from working
185 (due to compatibility code overwriting this setting after loading)
188 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
191 * version number temporarily set to 3.1.1 (intermediate bugfix release)
192 * version 3.1.1 released
195 * changed some va_arg() arguments from 'long' to 'int', fixing problems
196 on 64-bit architecture systems with LP64 data model
199 * fixed bug with bombs not exploding when hitting the last level line
200 (introduced after the release of 3.1.0)
203 * added support for dumping small-sized level sketches from editor
206 * added recognition of "trigger element" for "change digged element to"
207 (this is not really what the "trigger element" was made for, but its
208 use may seem obvious for leaving back digged elements unchanged)
211 * fixed multiple warnings about failed joystick device initialization
214 * fixed bug with dynamite dropped on top of just dropped custom element
215 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
216 dynamite can still be dropped, but drop key must be released before
219 * fixed bug with wrong start directory when started from file browser
220 (due to this bug, R'n'D could not be started from KDE's Konqueror)
223 * fixed bug causing "change when impact" on player not working
224 * fixed wrong priority of "hitting something" over "hitting <element>"
225 * fixed wrong priority of "hit by something" over "hit by <element>"
228 * fixed graphical bug which caused the player (being Murphy) to show
229 collecting animations although the element was collected by penguin
232 * fixed two bugs causing wrong door background graphics in system.c
233 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
236 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
237 * added "no direction" to "walkable/passable from" selectbox options
240 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
241 * in tape autoplay, not only report broken, but also missing tapes
244 * uploaded pre-release (test) version 3.2.0-2 binary and source code
247 * fixed small bug with "linear" animation not working for active lamp
250 * fixed bug with moving up despite gravity due to "block last field"
251 * fixed small bug with wrong draw offset when typing name in main menu
252 * when reading user names from "passwd", ignore data after first comma
253 * when creating new "levelinfo.conf", only write some selected entries
256 * fixed displaying "imported from/by" on preview with empty string
257 * fixed ignoring draw offset for fonts used for level preview texts
260 * fixed a delay problem with SDL and too many mouse motion events
261 * added setup option "skip levels" and level skipping functionality
264 * added move speed "not moving" for non-moving CEs, but with direction
267 * fixed mapping of obsolete element token names in "editorsetup.conf"
268 * fixed bug with sound "acid.splashing" treated as a loop sound
269 * fixed some little sound bugs in native EM engine
272 * fixed small bug when dragging scrollbars to end positions
275 * added editor element descriptions written by Aaron Davidson
278 * improved fallback handling when configured artwork is not available
279 (now using default artwork instead of exiting when files not found)
282 * fixed bug on level selection screen when dragging scrollbar
285 * fixed bug which caused broken tapes when appending to EM engine tapes
288 * uploaded pre-release (test) version 3.2.0-1 binary and source code
291 * added code to replace changed artwork config tokens with other tokens
292 (needed for backwards compatibility, so that older tokens still work)
295 * added native R'n'D graphics for some new EMC elements in EM engine
298 * fixed some bugs in the EM engine integration code
299 * changed EM engine code to allow diagonal movement
300 * changed EM engine code to allow use of separate snap and drop keys
303 * fixed some redraw bugs when using EM engine
306 * fixed bug with not converting RND levels which are set to use native
307 engine to native level structure when loading
310 * uploaded pre-release (test) version 3.2.0-0 binary and source code
313 * version number set to 3.2.0
316 * level data now reset to defaults after attempt to load invalid file
319 * added use of "editorsetup.conf" for different level sets
322 * added auto-detection for various types of Emerald Mine level files
325 * fixed bug with scrollbars getting too small when list is very large
328 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
331 * added most level editor configuration gadgets for new EMC elements
334 * added more element and graphic definitions for new EMC elements
337 * modified native EM engine to use integrated R'n'D sound system
340 * added SDL support to graphics functions in native EM engine
341 (by always using generic libgame interface functions)
344 * fixed bug in frame synchronization in native EM engine
347 * added code to convert levels between R'n'D and native EM engine
350 * new Emerald Mine engine can now play levels selected in main menu
353 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
354 (which creates scaled down graphics for level editor and preview);
355 there's still a memory leak somewhere in the artwork handling code
356 * added "scale image up" functionality to X11 version of zoom function
359 * first attempts to integrate new, native Emerald Mine Club engine
362 * fixed bug in gadget code which caused reset of CEs in level editor
363 (example: pressing 'b' [grab brush] on CE config page erased values)
364 (solution: check if gadgets in ClickOnGadget() are really mapped)
365 * improved level change detection in editor (settings now also checked)
366 * fixed bug with "can move into acid" and "don't collide with" state
369 * fixed maze runner style CEs to use the configured move delay value
372 * added Aaron Davidson's tutorial level set to the "Tutorials" section
375 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
376 * fixed the above fix because it broke level set "machine" (*sigh*)
377 * fixed random element placement in level editor to work as expected
378 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
381 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
384 * fixed bug (missing array boundary check) which caused broken tapes
385 * fixed bug (when loading level template) which caused broken levels
386 * fixed bug with new block last field code when using non-yellow player
389 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
390 * internal change of how the player blocks the last field when moving
391 * fixed blocking delay of last field for EM and SP style block delay
392 * fixed bug where the player had to wait for the usual move delay after
393 unsuccessfully trying to move, when he directly could move after that
394 * the last two changes should make original Supaplex level 93 solvable
395 * improved use of random number generator to make it less predictable
396 * fixed behaviour of slippery SP elements to let slip left, then right
399 * fixed bug with wrong door state after trying to quickload empty tape
400 * fixed waste of static memory usage of the binary, making it smaller
401 * fixed very little graphical bug in Supaplex explosion
404 * version number set to 3.1.1
407 * version 3.1.0 released
410 * fixed bug with crash when writing user levelinfo.conf the first time
413 * added option "convert LEVELDIR [NR]" to command line batch commands
414 * re-converted Supaplex levels to apply latest engine fixes
415 * changed "use graphic/sound of element" to "use graphic of element"
416 due to compatibility problems with some levels ("bug machine" etc.)
419 * fixed bug with CE change replacing player with same or other player
422 * fixed bug with opaque font in envelope with background graphic when
423 background graphic is not transparent itself
426 * added "gravity on" and "gravity off" ports for Supaplex compatibility
427 * corrected original Supaplex level loading code to use these new ports
428 * also corrected Supaplex loader to auto-count infotrons if set to zero
431 * fixed bug with missing initialization of "modified" flag for GEs
434 * fixed bug that caused endless recursion loop when relocating player
435 * fixed tape recorder bug in "step mode" when using "pause before end"
436 * fixed tape recorder bug when changing from "warp forward" mode
439 * fixed bug with "when touching" for pushed elements at last position
442 * fixed bug that caused two activated toolbox buttons in level editor
443 * fixed bug with exploding dynabomb under player due to other explosion
446 * fixed bug with creating walkable custom element under player (again)
447 * fixed bug with not copying explosion type when copying CEs in editor
448 * fixed graphical bug when drawing player in setup menu (input devices)
449 * fixed graphical bug when the player is pushing an accessible element
450 * fixed bug with classic switchable elements triggering CE changes
451 * fixed bug with entering/leaving walkable element in RelocatePlayer()
452 * fixed crash bug when CE leaves behind the trigger player element
455 * fixed bug with broken tubes after placing/exploding dynamite in them
456 * fixed bug with exploding dynamite under player due to other explosion
457 * fixed bug with not resetting push delay under certain circumstances
460 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
461 * added network multiplayer code for Windows (thanks to Niko Böhm)
464 * added option "reachable despite gravity" for gravity movement
465 * changed gravity movement of most classic walkable and passable
466 elements back to "not reachable" (for compatibility reasons)
469 * fixed (removed) "indestructible" / "can explode" dependency in editor
470 * fixed (removed) "accessible inside" / "protected" dependency
471 * fixed (removed) "step mode" / "shield time" dependency
474 * fixed dynabombs exploding now into anything diggable
475 * fixed Supaplex style gravity movement into buggy base now impossible
476 * added pressing key "space" as valid action to select menu options
479 * added "replace when walkable" to relocate player to walkable element
480 * added "enter"/"leave" event for elements affected by relocation
481 * fixed "direct"/"indirect" change order also for "when change" event
482 * fixed graphical bug when pushing things from elements walkable inside
485 * fixed graphic bug when player is snapping while moving in old levels
486 * fixed bug when a moving custom element leaves a player element behind
487 * fixed bug with mole not disappearing when moving into acid pool
488 * fixed bug with incomplete path setting when using "--basepath" option
489 * moving CE can now leave walkable elements behind under the player
490 * when relocating, player can be set on walkable element now
491 * fixed another gravity movement bug
494 * uploaded pre-release (test) version 3.1.0-2 binary and source code
497 * added "collectible" and "removable" to extended replacement types
498 (where "removable" replaces "diggable" and "collectible" elements)
499 * added "collectible & throwable" (to throw element to the next field)
500 * fixed bug with CEs digging elements that are just about to explode
501 * changed mouse cursor now always being visible when game is paused
504 * added possibility to push/press accessible elements from a side that
506 * fixed bug with not setting actual date when appending to tape
509 * fixed bug with incorrectly initialized custom element editor graphics
512 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
513 - number of levels corrected from 18 to 17 in "levelinfo.conf"
516 * fixed bug with destroyed robot wheel still attracting robots forever
517 * fixed bug with time gate switch deactivating after robot wheel time
518 (while the time gate itself is not affected by this misbehaviour)
519 * changed behaviour of BD style amoeba to always get blocked by player
520 (before it was different when there were non-BD elements in level)
521 * fixed bug with player destroying indestructable elements with shield
524 * added option to make growing elements grow into anything diggable
525 (for the various amoeba types, biomaze and "game of life")
528 * fixed bug with movable elements not moving after left behind by CEs
529 * changed gravity movement to anything diggable, not only sand/base
530 * optionally allowing passing to walkable element, not only empty space
531 * added option "can pass to walkable element" for players
532 * finally fixed gravity movement (hopefully)
535 * fixed bug with movable elements not moving anymore after falling down
538 * fixed another bug with custom elements digging and leaving elements
539 * fixed bug with "along left/right side" and automatic start direction
540 * trigger elements now also displayed when "more custom" deactivated
541 * fixed bug with clipboard element initialized when loading new level
542 * added option "drop delay" to set delay before dropping next element
545 * uploaded pre-release (test) version 3.1.0-1 binary and source code
548 * added copy and paste functions for custom change pages
549 * enhanced graphical display and functionality of tape recorder
550 * fixed bug with custom elements digging and leaving elements
553 * added move speed faster than "very fast" for custom elements
554 * fixed bug with 3+3 style explosions and missing border content
555 * fixed little bug when copying custom elements in the editor
556 * enhanced custom element changes by more side trigger actions
559 * added option "no scrolling when relocating" for instant teleporting
560 * uploaded pre-release (test) version 3.1.0-0 binary and source code
563 * added trigger element and trigger player to use as target elements
564 * added copy and paste functions for custom and group elements
567 * fixed graphical bug when displaying explosion animations
568 * fixed bug when appending to tapes, resulting in broken tapes
569 * re-recorded a few tapes broken by fixing gravity checking bug
572 * "can move into acid" property now for all elements independently
573 * "can fall into acid" property for player stored in same bitfield now
574 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
575 * version number set to 3.1.0 (finally!)
578 * changed tape recording to only record input, not programmed actions
581 * fixed totally broken (every 8th frame skipped) step-by-step recording
582 * fixed bug with requester not displayed when quick-loading interrupted
583 * added option "can fall into acid (with gravity)" for players
584 * fixed bug with player not falling when snapping down with gravity
587 * fixed bug which messed up key config when using keypad number keys
590 * fixed bug which allowed moving upwards even when gravity was active
591 * fixed bug with missing error handling when dumping levels or tapes
594 * added different colored editor graphics for Supaplex gravity tubes
597 * fixed bug that allowed solvable tapes for unsolvable levels
600 * use unlimited number of droppable elements when "count" set to zero
601 * added option to use step limit instead of time limit for level
604 * added player and change page as trigger for custom element change
607 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
610 * fixed bug with dark yamyam changing to acid when moving over acid
611 * fixed handling of levels with more than 999 seconds level time
612 (example: level 76 of "Denmine")
615 * "spring push bug" reintroduced as configurable element property
616 * fixed bug with missing properties for "mole"
617 * fixed bug that showed up when fixing the above "mole" properties bug
618 * added option "can move into acid" for all movable elements
619 * fixed graphical bug for elements moving into acid
620 * changed event handling to handle all pending events before going on
623 * fixed bug which caused all CE change pages to be ignored which had
624 the same change event, but used a different element side
625 (reported by Simon Forsberg)
627 * fixed bug which caused elements that can move and fall and that are
628 transported by a conveyor belt to continue moving into that direction
629 after leaving the conveyor belt, regardless of their own movement
630 type; only elements which can not move are transported now
631 (reported by Simon Forsberg)
633 * fixed bug which could cause an array overflow in RelocatePlayer()
634 (reported by Niko Böhm)
636 * changed Emerald Mine style "passable / over" elements to "protected"
637 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
639 * added new option to select from which side a "walkable/passable"
640 element can be entered
643 * added explosion and ignition delay for elements that can explode
646 * fixed bug which caused player not being protected against enemies
647 when a CE was "walkable / inside" and was not "indestructible"
648 * added "walkable/passable" fields to be "protected/unprotected"
649 against enemies, even if not accessible "inside" but "over/under"
652 * corrected move pattern to 32 bit and initial move direction to 8 bit
655 * added second custom element base configuration page
658 * added some special EMC mappings to Emerald Mine level loader
659 (also covering previously unknown element in level 0 of "Bondmine 8")
662 * added option to block last field when player is moving (for Supaplex)
663 * adjusted push delay of Supaplex elements
664 * removed delays for envelopes etc. when replaying with maximum speed
665 * fixed bug when dropping element on a field that just changed to empty
668 * fixed bug: infotrons can now smash yellow disks
669 * fixed bug: when gravity active, port above player can now be entered
670 * removed "one white dot" mouse pointer which irritated some people
673 * added "choice type" for group element selection
676 * fixed bug with initial invulnerability of non-yellow player
679 * added level loader for loading native Supaplex packed levels
680 (including multi-part levels like the "splvls99" levels)
683 * fixed bug which allowed creating emeralds by escaping explosions
686 * custom elements can change (limited) or leave (unlimited) elements
687 * finally added multiple matches using group elements
688 * added shortcut to dump brush (type ":DB" in editor) for use in forum
691 * added new start movement type "previous" for continued CE movement
692 * added new start movement type "random" for random CE movement start
695 * added new element "sokoban_field_player" needed for Sokoban levels
696 (thanks to Ed Booker for pointing this out!)
699 * added elements that can be digged or left behind by custom elements
702 * added group elements for multiple matches and random element creation
705 * fixed some graphical errors displayed in old levels
708 * fixed wrong double speed movement after passing closing gates
711 * added level loader for loading native Emerald Mine levels
714 * changes for "shooting" style CE movement
717 * Happy New Year! ;-)
720 * changed default snap/drop keys from left/right Shift to Control keys
723 * fixed bug with dead player getting reanimated from custom element
726 * fixed bug with wrong penguin graphics (when entering exit)
729 * fixed bug with wrong "Murphy" graphics (when digging etc.)
732 * version number set to 3.0.9
735 * version 3.0.8 released
738 * added function checked_free()
741 * fixed bug with double nut cracking sound
742 (by eliminating "default element action sound" assignment in init.c)
745 * fixed crash when no music info files are available
748 * fixed boring and sleeping sounds
751 * added "maze runner" and "maze hunter" movement types
752 * added extended collision conditions for custom elements
755 * added warnings for undefined token values in artwork config files
758 * added menu entry for level set information to the info screen
761 * fixed bug with wrong default impact sound for colored emeralds
764 * added several sub-screens for the info screen
765 * menu text now also clickable (not only blue/red sphere left of it)
768 * added configurable "bored" and "sleeping" animations for the player
769 * added "awakening" sound for player when waking up after sleeping
772 * added "copy" and "exchange" functions for custom elements to editor
775 * added configurable element animations for info screen
778 * added configurable music credits for info screen
781 * finally fixed tape recording when player is created from CE change
784 * added "editorsetup.conf" for editor element list configuration
787 * added "musicinfo.conf" for menu and level music configuration
790 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
791 (that only showed up on Linux, but not on Windows systems)
794 * fixed turning movement of butterflies and fireflies (no frame reset)
795 * enhanced sniksnak turning movement (two steps instead of only one)
798 * version number set to 3.0.8
801 * version 3.0.7 released
804 * fixed reset of player animation frame when, for example,
805 walking, digging or collecting share the same animation
806 * fixed CE with "deadly when touching" exploding when touching amoeba
809 * fixed tape recording when player is created from CE element change
812 * introduced "turning..." action graphic for elements with move delay
813 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
814 * added turning animations for bug, spaceship and sniksnak
817 * prevent "extended" changed elements from delay change in same frame
820 * fixed bug when pushing element that can move away to the side
821 (like pushing falling elements, but now with moving elements)
824 * finally fixed serious bug in code for delayed element pushing (again)
827 * unavailable setup options now marked as "n/a" instead of "off"
828 * new boolean directive "latest_engine" for "levelinfo.conf": when set
829 to "true", levels are always played with the latest game engine,
830 which is desired for levels that are imported from other games; all
831 other levels are played with the engine version stored in level file
832 (which is normally the engine version the level was created with)
835 * fixed serious bug in code for delayed element pushing
836 * fixed little bug in animation frame selection for pushed elements
837 * speed-up of reading config file for verbose output
840 * added configuration option for opening and closing Supaplex exit
841 * added configuration option for moving up/down animation for Murphy
842 * fixed incorrectly displayed animation for attacking dragon
843 * fixed bug with not setting initial gravity for each new game
844 * fixed bug with teleportation of player by custom element change
845 * fixed bug with player not getting smashed by rock sometimes
848 * version number set to 3.0.7
851 * version 3.0.6 released
854 * added support for MP3 music for SDL version through SMPEG library
857 * fixed bug when initializing font graphic structure
858 * fixed bug with animation mode "pingpong" when using only 1 frame
859 * fixed bug with extended change target introduced in 3.0.5
860 * fixed bug where passing over moving element doubles player speed
861 * fixed bug with elements continuing to move into push direction
862 * fixed bug with duplicated player when dropping bomb with shield on
863 * added "switching" event for custom elements ("pressing" only once)
864 * fixed switching bug (resetting flag when not switching but not idle)
867 * fixed element tokens for certain file elements with ".active" etc.
870 * version number set to 3.0.6
873 * version 3.0.5 released
876 * now four envelope elements available
877 * font, background, animation and sound for envelope now configurable
878 * main menu doors opening/closing animation type now configurable
881 * active/inactive sides configurable for custom element changes
882 * new movement type "move when pushed" available for custom elements
885 * fixed bug in multiple config pages loader code that caused crashes
888 * enhanced (remaining low-resolution) Supaplex graphics
891 * version number set to 3.0.5
894 * version 3.0.4 released
896 2003-09-12 src/tools.c
897 * fixed bug in custom definition of crumbled element graphics
899 2003-09-11 src/files.c
900 * fixed bug in multiple config pages code that caused crashes
903 * version number set to 3.0.4
906 * version 3.0.3 released
909 * added music to Supaplex classic level set
911 2003-09-07 src/libgame/misc.c
912 * added support for loading various music formats through SDL_mixer
914 2003-09-06 (various source files)
915 * fixed several nasty bugs that may have caused crashes on some systems
916 * added envelope content which gets displayed when collecting envelope
917 * added multiple change event pages for custom elements
919 2003-08-24 src/game.c
920 * fixed problem with player animation when snapping and moving
922 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
923 * fixed problem with flickering when drawing toon animations
925 2003-08-23 src/libgame/sdl.c
926 * fixed problem with setting mouse cursor in SDL version in fullscreen
928 2003-08-23 src/game.c
929 * fixed bug (missing array boundary check) which could crash the game
932 * version number set to 3.0.3
935 * version 3.0.2 released
937 2003-08-21 src/game.c
938 * fixed bug with creating inaccessible elements at player position
940 2003-08-20 src/init.c
941 * fixed bug with not finding current level artwork directory
943 2003-08-20 src/files.c
944 * fixed bug with choosing wrong engine version when playing tapes
945 * fixed bug with messing up custom element properties in 3.0.0 levels
948 * version number set to 3.0.2
951 * version 3.0.1 released
953 2003-08-17 (no source files affected)
954 * changed all "classic" PCX image files with 16 colors or less to
955 256 color (8 bit) storage format, because the Allegro game library
956 cannot handle PCX files with less than 256 colors (contributed
957 graphics are not affected and might look wrong in the DOS version)
959 2003-08-16 src/init.c
960 * fixed bug which (for example) crashed the level editor when defining
961 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
962 (only set to default) -- invalid graphics now set to default graphic
964 2003-08-16 src/init.c
965 * fixed graphical bug of player digging/collecting/snapping element
966 when no corresponding graphic/animation is defined for this action,
967 resulting in player being drawn as EL_EMPTY (which should only be
968 done to elements being collected, but not to the player)
970 2003-08-16 src/game.c
971 * fixed small graphical bug of player not totally moving into exit
973 2003-08-16 src/libgame/setup.c
974 * fixed bug with wrong MS-DOS 8.3 filename conversion
976 2003-08-16 src/tools.c
977 * fixed bug with invisible mouse cursor when pressing ESC while playing
979 2003-08-16 (various source files)
980 * added another 128 custom elements (disabled in editor by default)
982 2003-08-16 src/editor.c
983 * fixed NULL string bug causing Solaris to crash in sprintf()
985 2003-08-16 src/screen.c
986 * fixed drawing over scrollbar on level selection with custom fonts
988 2003-08-15 src/game.c
989 * cleanup of simple sounds / loop sounds / music settings
991 2003-08-08 (various source files)
992 * added custom element property for dropping collected elements
994 2003-08-08 src/conf_gfx.c
995 * fixed bug with missing graphic for active red disk bomb
997 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
998 * extended variable "level.gravity" to "level.initial_gravity" and
999 "game.current_gravity" to prevent level setting from being changed
1000 by playing the level (keeping the runtime value after playing)
1002 * fixed graphics bug when digging element that has 'crumbled' graphic
1003 definition, but not 'diggable' graphic definition
1006 * version number set to 3.0.1
1009 * version 3.0.0 released
1012 * various bug fixes; among others:
1013 - fixed bug with pushing spring over empty space
1014 - fixed bug with leaving tube while placing dynamite
1015 - fixed bug with explosion of smashed penguins
1016 - allow Murphy player graphic in levels with non-Supaplex elements
1020 * I have forgotten to document changes for some time
1023 * pre-release version 2.2.0rc1 released
1026 * version number set to 2.1.2
1029 * version 2.1.1 released
1032 * version number set to 2.1.1
1035 * version 2.1.0 released
1038 * version number set to 2.1.0
1040 2002-04-03 to 2002-05-19 (various source files)
1041 * graphics, sounds and music now fully configurable
1042 * bug fixed that prevented walking through tubes when gravity on
1044 2002-04-02 src/events.c, src/editor.c
1045 * Make Escape key less aggressive when playing or when editing level.
1046 This can be configured as an option in the setup menu. (Default is
1047 "less aggressive" which means "ask user if something can be lost"
1048 when pressing the Escape key.)
1050 2002-04-02 src/screen.c
1051 * Added "graphics setup" screen.
1053 2002-04-01 src/screen.c
1054 * Changed "choose level" setup screen stuff to be more generic (to
1055 make it easier to add more "choose from generic tree" setup screens).
1057 2002-04-01 src/config.c, src/timestamp.h
1058 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1059 automatically gets created by "src/Makefile" and contains an actual
1060 compile-time timestamp to identify development versions of the game).
1062 2002-03-31 src/tape.c, src/events.c
1063 * Added quick game/tape save/load functions to tape stuff which can be
1064 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1065 loads previously recorded tape and directly goes into recording mode
1066 from the end of the tape (therefore appending to the tape).
1068 2002-03-31 src/tape.c
1069 * Added "index mark" function to tape recorder. When playing or
1070 recording, "eject" button changes to "index" button. Setting index
1071 mark is not yet implemented, but pressing index button when playing
1072 allows very quick advancing to end of tape (when normal playing),
1073 very fast forward mode (when playing with normal fast forward) or
1074 very fast reaching of "pause before end of tape" (when playing with
1075 "pause before end" playing mode).
1077 2002-03-30 src/cartoons.c
1078 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1080 2002-03-29 src/screen.c
1081 * Changed setup screen stuff to be more generic (to make it easier
1082 to add more setup screens).
1084 2002-03-23 src/main.c, src/main.h
1085 * Various changes due to the introduction of the new libgame files
1086 "setup.c" and "joystick.c".
1088 2002-03-23 src/files.c
1089 * Generic parts of "src/files.c" (mainly setup and level directory
1090 stuff) moved to new libgame file "src/libgame/setup.c".
1092 2002-03-23 src/joystick.c
1093 * File "src/joystick.c" moved to libgame source tree, with
1094 correspondig changes.
1096 2002-03-22 src/screens.c
1097 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1098 (Wrong level series information displayed when entering main group.)
1100 2002-03-22 src/editor.c
1101 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1103 2002-03-22 src/editor.c
1104 * Changed behaviour of "Escape" key in level editor to be more
1105 intuitive: When in "Element Properties" or "Level Info" mode,
1106 return to "Drawing Mode" instead of leaving the level editor.
1108 2002-03-21 src/game.c, src/editor.c, src/files.c
1109 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1110 gems (emeralds, diamonds, ...) slipping down from normal wall,
1111 steel wall and growing wall (as in E.M.C. style levels). Although
1112 the behaviour of contributed and private levels wasn't changed (due
1113 to the use of "level.game_version"; see previous entry), editing
1114 those levels will (of course) change the behaviour accordingly.
1116 This change seems a bit too hard after thinking about it, because
1117 the EM style behaviour is not the "expected" behaviour (gems would
1118 normally only slip down from "rounded" walls). Therefore this was
1119 now changed to an element property for gem style elements, with the
1120 default setting "off" (which means: no special EM style behaviour).
1121 To fix older converted levels, this flag is set to "on" for pre-2.0
1122 levels that are neither contributed nor private levels.
1124 2002-03-20 src/files.h
1125 * Corrected settings for "level.game_version" depending of level type.
1126 (Contributed and private levels always get played with game engine
1127 version they were created with, while converted levels always get
1128 played with the most recent version of the game engine, to let new
1129 corrections of the emulation behaviour take effect.)
1131 2002-03-20 src/main.h
1132 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1133 compiling the SDL version on some systems.
1134 Thanks to the several people who pointed this out.
1137 * Version number set to 2.0.2.
1140 * Version 2.0.1 released.
1142 2002-03-18 src/screens.c
1143 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1145 2002-03-18 src/files.c [src/libgame/misc.c]
1146 * Moved some common functions from src/files.c to src/libgame/misc.c.
1148 2002-03-18 src/files.c [src/libgame/misc.c]
1149 * Changed permissions for new directories and saved files (especially
1150 score files) according to suggestions of Debian users and mantainers.
1151 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1153 2002-03-17 src/files.c
1154 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1155 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1156 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1157 for levels and "TAPE" for tapes). Old "cookie" style format is
1158 still supported for reading. New level and tape files are written
1161 * New IFF chunk "VERS" contains version numbers for file and game
1162 (where "game version" is the version of the program that wrote the
1163 file, and "file version" is a version number to distinguish files
1164 with different format, for example after adding new features).
1166 2002-03-15 src/screen.c
1167 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1168 (Before, you heard a mixture of the in-game music and the
1169 hall-of-fame music.)
1171 2002-03-14 src/events.c
1172 * Function "DumpTape()" (files.c) now available by pressing 't' from
1173 main menu (when in DEBUG mode).
1175 2002-03-14 src/game.c
1176 * "GameWon()": When game was won playing a tape, now there is no delay
1177 raising the score and no corresponding sound is played.
1179 2002-03-14 src/files.c
1180 * Changed "LoadTape()" for real chunk support and also adjusted
1181 "SaveTape()" accordingly.
1183 2002-03-14 src/game.c, src/tape.c, src/files.c
1184 * Important changes to tape format: The old tape format stored all
1185 actions with a real effect with a corresponding delay between the
1186 stored actions. This had some major disadvantages (for example,
1187 push delays had to be ignored, pressing a button for some seconds
1188 mutated to several single button presses because of the non-action
1189 delays between two action frames etc.). The new tape format just
1190 stupidly records all device actions and replays them later. I really
1191 don't know why I haven't solved it that way before?! Old-style tapes
1192 (with tape file version less than 2.0) get converted to the new
1193 format on-the-fly when loading and can therefore still be played;
1194 only some minor parts of the old-style tape handling code was needed.
1195 (A perfect conversion is not possible, because there is information
1196 missing about the device actions between two action frames.)
1198 2002-03-14 src/files.c
1199 * New function "DumpTape()" to dump the contents of the current tape
1200 in a human readable format.
1202 2002-03-14 src/game.c
1203 * Small tape bug fixed: When automatically advancing to next level
1204 after a game was won, the tape from the previous level still was
1205 loaded as a tape for the new level.
1207 2002-03-14 src/tape.c
1208 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1209 tape, cartoons did not get completely removed because
1210 StopAnimation() was not called.
1212 2002-03-13 src/files.c
1213 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1214 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1215 size even when using 16-bit elements). Added new chunk "CNT2" for
1216 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1217 chunk even when content was 16-bit element). "CNT2" should now be
1218 able to store content for arbitrary elements (up to eight blocks of
1219 3 x 3 element arrays). All "CNT2" elements will always be stored as
1220 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1222 2002-03-13 src/files.c
1223 * Changed "LoadLevel()" for real chunk support.
1225 2002-03-12 src/game.c
1226 * Fixed problem (introduced after 2.0.0 release) with penguins
1227 not getting killed by enemies
1229 2002-02-24 src/game.c, src/main.h
1230 * Added "player->is_moving"; now "player->last_move_dir" does
1231 not contain any information if the player is just moving at
1233 Before, "player->last_move_dir" was misused for this purpose
1234 for the robot stuff (robots don't kill players when they are
1235 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1236 broke tapes when walking through pipes!
1237 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1238 in a continuous movement. This fact is ignored for friends and