2 * improved screen redraw for EMC graphics engine (faster and smoother)
3 * when not scrolling, do not redraw the whole playfield if not needed
6 * added multi-player mode for EMC game engine (with up to four players)
9 * added android (can clone elements) from EMC engine to R'n'D engine
12 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
15 * added selectbox for initial player speed to player settings in editor
18 * version 3.1.2 created that is basically version 3.1.1, but with a
19 major bug fixed that prevented editing your own private levels
20 * version 3.1.2 released
23 * added magic ball (creates elements) from EMC engine to R'n'D engine
26 * uploaded fixed pre-release version 3.2.0-6 binary and source code
29 * fixed bug when using "CE can leave behind <trigger element>"
30 * added new change condition "(after/when) creation of <element>"
31 * added new change condition "(after/when) digging <element>"
32 * fixed bug accessing invalid gadget that caused crashes under Windows
33 * deactivated new possibility for multiple CE changes per frame
36 * uploaded pre-release (test) version 3.2.0-6 binary and source code
39 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
40 * fixed bug with not keeping CE value for moving CEs with only action
41 * changed CE action selectboxes in editor to be only reset when needed
44 * added option "use artwork from element" for custom player artwork
45 * added option "use explosion from element" for player explosions
48 * added cascaded element lists in the level editor
49 * added persistence for cascaded element lists by "editorcascade.conf"
50 * added dynamic element list with all elements used in current level
51 * added possibility for multiple CE changes per frame (experimental)
54 * uploaded pre-release (test) version 3.2.0-5 binary and source code
57 * changed "score for each 10 seconds/steps left" to "1 second/step"
58 * added own score for collecting "extra time" instead of sharing it
59 * added change events "switched by player" and "player switches <e>"
60 * added change events "snapped by player" and "player snaps <e>"
61 * added "set player artwork: <element choice>" to CE action options
62 * added change event "move of <element>"
65 * added "set player shield: off / normal / deadly" to CE action options
66 * added new player option "use level start element" in level editor
67 to set the correct focus at level start to elements from which the
68 player is created later (this did not work before for cascaded CE
69 changes resulting in creation of the player; it is now also possible
70 to create the player from a yam yam which is smashed at level start)
73 * added "set player speed: frozen (not moving)" to CE action options
74 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
77 * added new player option "block snap field" (enabled by default) to
78 make it possible to show a snapping animation like in Emerald Mine
81 * added dynamic selectboxes to custom element action settings in editor
82 * added "CE value" counter for custom elements (instead of "CE count")
83 * added option to use the last "CE value" after custom element change
84 * added option to use the "CE value" of other elements in CE actions
85 * fixed odd behaviour when pressing time orb in levels w/o time limit
86 * added checkbox "use time orb bug" for older levels that use this bug
89 * added missing configuration settings for the following elements:
90 - EL_TIMEGATE_SWITCH (time of open time gate)
91 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
92 - EL_SHIELD_NORMAL (time of shield duration)
93 - EL_SHIELD_DEADLY (time of shield duration)
94 - EL_EXTRA_TIME (time added to level time)
95 - EL_TIME_ORB_FULL (time added to level time)
98 * added "wind direction" as a movement pattern for custom elements
99 * added initial wind direction for balloon / custom elements to editor
100 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
103 * added parameters for "game of life" and "biomaze" elements to editor
106 * added level file chunk "CONF" for generic level and element settings
109 * uploaded pre-release (test) version 3.2.0-4 binary and source code
112 * skip empty level sets (with "levels: 0"; may be artwork base sets)
113 * added sound action ".page[1]" to ".page[32]" for each CE change page
116 * added image config suffix ".clone_from" to copy whole image settings
117 * fixed bug with invalid ("undefined") CE settings in old level files
120 * fixed graphical bug with smashing elements falling faster than player
123 * fixed major bug which prevented private levels from being edited
124 * fixed bug with precedence of general and special font definitions
127 * fixed graphical bug with player animation when player moves slowly
130 * uploaded pre-release (test) version 3.2.0-3 binary and source code
133 * fixed bug which prevented "global.num_toons: 0" from working
136 * major code cleanup (removed all these annoying "#if 0" blocks)
139 * added custom element actions for CE change page in level editor
142 * fixed music initialization bug in init.c (thanks to David Binderman)
143 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
144 (this bug must probably be fixed at other places, too)
147 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
148 (should be '#include <SDL.h>' instead)
151 * fixed bug which prevented "walkable from no direction" from working
152 (due to compatibility code overwriting this setting after loading)
155 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
158 * version number temporarily set to 3.1.1 (intermediate bugfix release)
159 * version 3.1.1 released
162 * changed some va_arg() arguments from 'long' to 'int', fixing problems
163 on 64-bit architecture systems with LP64 data model
166 * fixed bug with bombs not exploding when hitting the last level line
167 (introduced after the release of 3.1.0)
170 * added support for dumping small-sized level sketches from editor
173 * added recognition of "trigger element" for "change digged element to"
174 (this is not really what the "trigger element" was made for, but its
175 use may seem obvious for leaving back digged elements unchanged)
178 * fixed multiple warnings about failed joystick device initialization
181 * fixed bug with dynamite dropped on top of just dropped custom element
182 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
183 dynamite can still be dropped, but drop key must be released before
186 * fixed bug with wrong start directory when started from file browser
187 (due to this bug, R'n'D could not be started from KDE's Konqueror)
190 * fixed bug causing "change when impact" on player not working
191 * fixed wrong priority of "hitting something" over "hitting <element>"
192 * fixed wrong priority of "hit by something" over "hit by <element>"
195 * fixed graphical bug which caused the player (being Murphy) to show
196 collecting animations although the element was collected by penguin
199 * fixed two bugs causing wrong door background graphics in system.c
200 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
203 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
204 * added "no direction" to "walkable/passable from" selectbox options
207 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
208 * in tape autoplay, not only report broken, but also missing tapes
211 * uploaded pre-release (test) version 3.2.0-2 binary and source code
214 * fixed small bug with "linear" animation not working for active lamp
217 * fixed bug with moving up despite gravity due to "block last field"
218 * fixed small bug with wrong draw offset when typing name in main menu
219 * when reading user names from "passwd", ignore data after first comma
220 * when creating new "levelinfo.conf", only write some selected entries
223 * fixed displaying "imported from/by" on preview with empty string
224 * fixed ignoring draw offset for fonts used for level preview texts
227 * fixed a delay problem with SDL and too many mouse motion events
228 * added setup option "skip levels" and level skipping functionality
231 * added move speed "not moving" for non-moving CEs, but with direction
234 * fixed mapping of obsolete element token names in "editorsetup.conf"
235 * fixed bug with sound "acid.splashing" treated as a loop sound
236 * fixed some little sound bugs in native EM engine
239 * fixed small bug when dragging scrollbars to end positions
242 * added editor element descriptions written by Aaron Davidson
245 * improved fallback handling when configured artwork is not available
246 (now using default artwork instead of exiting when files not found)
249 * fixed bug on level selection screen when dragging scrollbar
252 * fixed bug which caused broken tapes when appending to EM engine tapes
255 * uploaded pre-release (test) version 3.2.0-1 binary and source code
258 * added code to replace changed artwork config tokens with other tokens
259 (needed for backwards compatibility, so that older tokens still work)
262 * added native R'n'D graphics for some new EMC elements in EM engine
265 * fixed some bugs in the EM engine integration code
266 * changed EM engine code to allow diagonal movement
267 * changed EM engine code to allow use of separate snap and drop keys
270 * fixed some redraw bugs when using EM engine
273 * fixed bug with not converting RND levels which are set to use native
274 engine to native level structure when loading
277 * uploaded pre-release (test) version 3.2.0-0 binary and source code
280 * version number set to 3.2.0
283 * level data now reset to defaults after attempt to load invalid file
286 * added use of "editorsetup.conf" for different level sets
289 * added auto-detection for various types of Emerald Mine level files
292 * fixed bug with scrollbars getting too small when list is very large
295 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
298 * added most level editor configuration gadgets for new EMC elements
301 * added more element and graphic definitions for new EMC elements
304 * modified native EM engine to use integrated R'n'D sound system
307 * added SDL support to graphics functions in native EM engine
308 (by always using generic libgame interface functions)
311 * fixed bug in frame synchronization in native EM engine
314 * added code to convert levels between R'n'D and native EM engine
317 * new Emerald Mine engine can now play levels selected in main menu
320 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
321 (which creates scaled down graphics for level editor and preview);
322 there's still a memory leak somewhere in the artwork handling code
323 * added "scale image up" functionality to X11 version of zoom function
326 * first attempts to integrate new, native Emerald Mine Club engine
329 * fixed bug in gadget code which caused reset of CEs in level editor
330 (example: pressing 'b' [grab brush] on CE config page erased values)
331 (solution: check if gadgets in ClickOnGadget() are really mapped)
332 * improved level change detection in editor (settings now also checked)
333 * fixed bug with "can move into acid" and "don't collide with" state
336 * fixed maze runner style CEs to use the configured move delay value
339 * added Aaron Davidson's tutorial level set to the "Tutorials" section
342 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
343 * fixed the above fix because it broke level set "machine" (*sigh*)
344 * fixed random element placement in level editor to work as expected
345 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
348 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
351 * fixed bug (missing array boundary check) which caused broken tapes
352 * fixed bug (when loading level template) which caused broken levels
353 * fixed bug with new block last field code when using non-yellow player
356 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
357 * internal change of how the player blocks the last field when moving
358 * fixed blocking delay of last field for EM and SP style block delay
359 * fixed bug where the player had to wait for the usual move delay after
360 unsuccessfully trying to move, when he directly could move after that
361 * the last two changes should make original Supaplex level 93 solvable
362 * improved use of random number generator to make it less predictable
363 * fixed behaviour of slippery SP elements to let slip left, then right
366 * fixed bug with wrong door state after trying to quickload empty tape
367 * fixed waste of static memory usage of the binary, making it smaller
368 * fixed very little graphical bug in Supaplex explosion
371 * version number set to 3.1.1
374 * version 3.1.0 released
377 * fixed bug with crash when writing user levelinfo.conf the first time
380 * added option "convert LEVELDIR [NR]" to command line batch commands
381 * re-converted Supaplex levels to apply latest engine fixes
382 * changed "use graphic/sound of element" to "use graphic of element"
383 due to compatibility problems with some levels ("bug machine" etc.)
386 * fixed bug with CE change replacing player with same or other player
389 * fixed bug with opaque font in envelope with background graphic when
390 background graphic is not transparent itself
393 * added "gravity on" and "gravity off" ports for Supaplex compatibility
394 * corrected original Supaplex level loading code to use these new ports
395 * also corrected Supaplex loader to auto-count infotrons if set to zero
398 * fixed bug with missing initialization of "modified" flag for GEs
401 * fixed bug that caused endless recursion loop when relocating player
402 * fixed tape recorder bug in "step mode" when using "pause before end"
403 * fixed tape recorder bug when changing from "warp forward" mode
406 * fixed bug with "when touching" for pushed elements at last position
409 * fixed bug that caused two activated toolbox buttons in level editor
410 * fixed bug with exploding dynabomb under player due to other explosion
413 * fixed bug with creating walkable custom element under player (again)
414 * fixed bug with not copying explosion type when copying CEs in editor
415 * fixed graphical bug when drawing player in setup menu (input devices)
416 * fixed graphical bug when the player is pushing an accessible element
417 * fixed bug with classic switchable elements triggering CE changes
418 * fixed bug with entering/leaving walkable element in RelocatePlayer()
419 * fixed crash bug when CE leaves behind the trigger player element
422 * fixed bug with broken tubes after placing/exploding dynamite in them
423 * fixed bug with exploding dynamite under player due to other explosion
424 * fixed bug with not resetting push delay under certain circumstances
427 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
428 * added network multiplayer code for Windows (thanks to Niko Böhm)
431 * added option "reachable despite gravity" for gravity movement
432 * changed gravity movement of most classic walkable and passable
433 elements back to "not reachable" (for compatibility reasons)
436 * fixed (removed) "indestructible" / "can explode" dependency in editor
437 * fixed (removed) "accessible inside" / "protected" dependency
438 * fixed (removed) "step mode" / "shield time" dependency
441 * fixed dynabombs exploding now into anything diggable
442 * fixed Supaplex style gravity movement into buggy base now impossible
443 * added pressing key "space" as valid action to select menu options
446 * added "replace when walkable" to relocate player to walkable element
447 * added "enter"/"leave" event for elements affected by relocation
448 * fixed "direct"/"indirect" change order also for "when change" event
449 * fixed graphical bug when pushing things from elements walkable inside
452 * fixed graphic bug when player is snapping while moving in old levels
453 * fixed bug when a moving custom element leaves a player element behind
454 * fixed bug with mole not disappearing when moving into acid pool
455 * fixed bug with incomplete path setting when using "--basepath" option
456 * moving CE can now leave walkable elements behind under the player
457 * when relocating, player can be set on walkable element now
458 * fixed another gravity movement bug
461 * uploaded pre-release (test) version 3.1.0-2 binary and source code
464 * added "collectible" and "removable" to extended replacement types
465 (where "removable" replaces "diggable" and "collectible" elements)
466 * added "collectible & throwable" (to throw element to the next field)
467 * fixed bug with CEs digging elements that are just about to explode
468 * changed mouse cursor now always being visible when game is paused
471 * added possibility to push/press accessible elements from a side that
473 * fixed bug with not setting actual date when appending to tape
476 * fixed bug with incorrectly initialized custom element editor graphics
479 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
480 - number of levels corrected from 18 to 17 in "levelinfo.conf"
483 * fixed bug with destroyed robot wheel still attracting robots forever
484 * fixed bug with time gate switch deactivating after robot wheel time
485 (while the time gate itself is not affected by this misbehaviour)
486 * changed behaviour of BD style amoeba to always get blocked by player
487 (before it was different when there were non-BD elements in level)
488 * fixed bug with player destroying indestructable elements with shield
491 * added option to make growing elements grow into anything diggable
492 (for the various amoeba types, biomaze and "game of life")
495 * fixed bug with movable elements not moving after left behind by CEs
496 * changed gravity movement to anything diggable, not only sand/base
497 * optionally allowing passing to walkable element, not only empty space
498 * added option "can pass to walkable element" for players
499 * finally fixed gravity movement (hopefully)
502 * fixed bug with movable elements not moving anymore after falling down
505 * fixed another bug with custom elements digging and leaving elements
506 * fixed bug with "along left/right side" and automatic start direction
507 * trigger elements now also displayed when "more custom" deactivated
508 * fixed bug with clipboard element initialized when loading new level
509 * added option "drop delay" to set delay before dropping next element
512 * uploaded pre-release (test) version 3.1.0-1 binary and source code
515 * added copy and paste functions for custom change pages
516 * enhanced graphical display and functionality of tape recorder
517 * fixed bug with custom elements digging and leaving elements
520 * added move speed faster than "very fast" for custom elements
521 * fixed bug with 3+3 style explosions and missing border content
522 * fixed little bug when copying custom elements in the editor
523 * enhanced custom element changes by more side trigger actions
526 * added option "no scrolling when relocating" for instant teleporting
527 * uploaded pre-release (test) version 3.1.0-0 binary and source code
530 * added trigger element and trigger player to use as target elements
531 * added copy and paste functions for custom and group elements
534 * fixed graphical bug when displaying explosion animations
535 * fixed bug when appending to tapes, resulting in broken tapes
536 * re-recorded a few tapes broken by fixing gravity checking bug
539 * "can move into acid" property now for all elements independently
540 * "can fall into acid" property for player stored in same bitfield now
541 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
542 * version number set to 3.1.0 (finally!)
545 * changed tape recording to only record input, not programmed actions
548 * fixed totally broken (every 8th frame skipped) step-by-step recording
549 * fixed bug with requester not displayed when quick-loading interrupted
550 * added option "can fall into acid (with gravity)" for players
551 * fixed bug with player not falling when snapping down with gravity
554 * fixed bug which messed up key config when using keypad number keys
557 * fixed bug which allowed moving upwards even when gravity was active
558 * fixed bug with missing error handling when dumping levels or tapes
561 * added different colored editor graphics for Supaplex gravity tubes
564 * fixed bug that allowed solvable tapes for unsolvable levels
567 * use unlimited number of droppable elements when "count" set to zero
568 * added option to use step limit instead of time limit for level
571 * added player and change page as trigger for custom element change
574 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
577 * fixed bug with dark yamyam changing to acid when moving over acid
578 * fixed handling of levels with more than 999 seconds level time
579 (example: level 76 of "Denmine")
582 * "spring push bug" reintroduced as configurable element property
583 * fixed bug with missing properties for "mole"
584 * fixed bug that showed up when fixing the above "mole" properties bug
585 * added option "can move into acid" for all movable elements
586 * fixed graphical bug for elements moving into acid
587 * changed event handling to handle all pending events before going on
590 * fixed bug which caused all CE change pages to be ignored which had
591 the same change event, but used a different element side
592 (reported by Simon Forsberg)
594 * fixed bug which caused elements that can move and fall and that are
595 transported by a conveyor belt to continue moving into that direction
596 after leaving the conveyor belt, regardless of their own movement
597 type; only elements which can not move are transported now
598 (reported by Simon Forsberg)
600 * fixed bug which could cause an array overflow in RelocatePlayer()
601 (reported by Niko Böhm)
603 * changed Emerald Mine style "passable / over" elements to "protected"
604 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
606 * added new option to select from which side a "walkable/passable"
607 element can be entered
610 * added explosion and ignition delay for elements that can explode
613 * fixed bug which caused player not being protected against enemies
614 when a CE was "walkable / inside" and was not "indestructible"
615 * added "walkable/passable" fields to be "protected/unprotected"
616 against enemies, even if not accessible "inside" but "over/under"
619 * corrected move pattern to 32 bit and initial move direction to 8 bit
622 * added second custom element base configuration page
625 * added some special EMC mappings to Emerald Mine level loader
626 (also covering previously unknown element in level 0 of "Bondmine 8")
629 * added option to block last field when player is moving (for Supaplex)
630 * adjusted push delay of Supaplex elements
631 * removed delays for envelopes etc. when replaying with maximum speed
632 * fixed bug when dropping element on a field that just changed to empty
635 * fixed bug: infotrons can now smash yellow disks
636 * fixed bug: when gravity active, port above player can now be entered
637 * removed "one white dot" mouse pointer which irritated some people
640 * added "choice type" for group element selection
643 * fixed bug with initial invulnerability of non-yellow player
646 * added level loader for loading native Supaplex packed levels
647 (including multi-part levels like the "splvls99" levels)
650 * fixed bug which allowed creating emeralds by escaping explosions
653 * custom elements can change (limited) or leave (unlimited) elements
654 * finally added multiple matches using group elements
655 * added shortcut to dump brush (type ":DB" in editor) for use in forum
658 * added new start movement type "previous" for continued CE movement
659 * added new start movement type "random" for random CE movement start
662 * added new element "sokoban_field_player" needed for Sokoban levels
663 (thanks to Ed Booker for pointing this out!)
666 * added elements that can be digged or left behind by custom elements
669 * added group elements for multiple matches and random element creation
672 * fixed some graphical errors displayed in old levels
675 * fixed wrong double speed movement after passing closing gates
678 * added level loader for loading native Emerald Mine levels
681 * changes for "shooting" style CE movement
684 * Happy New Year! ;-)
687 * changed default snap/drop keys from left/right Shift to Control keys
690 * fixed bug with dead player getting reanimated from custom element
693 * fixed bug with wrong penguin graphics (when entering exit)
696 * fixed bug with wrong "Murphy" graphics (when digging etc.)
699 * version number set to 3.0.9
702 * version 3.0.8 released
705 * added function checked_free()
708 * fixed bug with double nut cracking sound
709 (by eliminating "default element action sound" assignment in init.c)
712 * fixed crash when no music info files are available
715 * fixed boring and sleeping sounds
718 * added "maze runner" and "maze hunter" movement types
719 * added extended collision conditions for custom elements
722 * added warnings for undefined token values in artwork config files
725 * added menu entry for level set information to the info screen
728 * fixed bug with wrong default impact sound for colored emeralds
731 * added several sub-screens for the info screen
732 * menu text now also clickable (not only blue/red sphere left of it)
735 * added configurable "bored" and "sleeping" animations for the player
736 * added "awakening" sound for player when waking up after sleeping
739 * added "copy" and "exchange" functions for custom elements to editor
742 * added configurable element animations for info screen
745 * added configurable music credits for info screen
748 * finally fixed tape recording when player is created from CE change
751 * added "editorsetup.conf" for editor element list configuration
754 * added "musicinfo.conf" for menu and level music configuration
757 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
758 (that only showed up on Linux, but not on Windows systems)
761 * fixed turning movement of butterflies and fireflies (no frame reset)
762 * enhanced sniksnak turning movement (two steps instead of only one)
765 * version number set to 3.0.8
768 * version 3.0.7 released
771 * fixed reset of player animation frame when, for example,
772 walking, digging or collecting share the same animation
773 * fixed CE with "deadly when touching" exploding when touching amoeba
776 * fixed tape recording when player is created from CE element change
779 * introduced "turning..." action graphic for elements with move delay
780 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
781 * added turning animations for bug, spaceship and sniksnak
784 * prevent "extended" changed elements from delay change in same frame
787 * fixed bug when pushing element that can move away to the side
788 (like pushing falling elements, but now with moving elements)
791 * finally fixed serious bug in code for delayed element pushing (again)
794 * unavailable setup options now marked as "n/a" instead of "off"
795 * new boolean directive "latest_engine" for "levelinfo.conf": when set
796 to "true", levels are always played with the latest game engine,
797 which is desired for levels that are imported from other games; all
798 other levels are played with the engine version stored in level file
799 (which is normally the engine version the level was created with)
802 * fixed serious bug in code for delayed element pushing
803 * fixed little bug in animation frame selection for pushed elements
804 * speed-up of reading config file for verbose output
807 * added configuration option for opening and closing Supaplex exit
808 * added configuration option for moving up/down animation for Murphy
809 * fixed incorrectly displayed animation for attacking dragon
810 * fixed bug with not setting initial gravity for each new game
811 * fixed bug with teleportation of player by custom element change
812 * fixed bug with player not getting smashed by rock sometimes
815 * version number set to 3.0.7
818 * version 3.0.6 released
821 * added support for MP3 music for SDL version through SMPEG library
824 * fixed bug when initializing font graphic structure
825 * fixed bug with animation mode "pingpong" when using only 1 frame
826 * fixed bug with extended change target introduced in 3.0.5
827 * fixed bug where passing over moving element doubles player speed
828 * fixed bug with elements continuing to move into push direction
829 * fixed bug with duplicated player when dropping bomb with shield on
830 * added "switching" event for custom elements ("pressing" only once)
831 * fixed switching bug (resetting flag when not switching but not idle)
834 * fixed element tokens for certain file elements with ".active" etc.
837 * version number set to 3.0.6
840 * version 3.0.5 released
843 * now four envelope elements available
844 * font, background, animation and sound for envelope now configurable
845 * main menu doors opening/closing animation type now configurable
848 * active/inactive sides configurable for custom element changes
849 * new movement type "move when pushed" available for custom elements
852 * fixed bug in multiple config pages loader code that caused crashes
855 * enhanced (remaining low-resolution) Supaplex graphics
858 * version number set to 3.0.5
861 * version 3.0.4 released
863 2003-09-12 src/tools.c
864 * fixed bug in custom definition of crumbled element graphics
866 2003-09-11 src/files.c
867 * fixed bug in multiple config pages code that caused crashes
870 * version number set to 3.0.4
873 * version 3.0.3 released
876 * added music to Supaplex classic level set
878 2003-09-07 src/libgame/misc.c
879 * added support for loading various music formats through SDL_mixer
881 2003-09-06 (various source files)
882 * fixed several nasty bugs that may have caused crashes on some systems
883 * added envelope content which gets displayed when collecting envelope
884 * added multiple change event pages for custom elements
886 2003-08-24 src/game.c
887 * fixed problem with player animation when snapping and moving
889 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
890 * fixed problem with flickering when drawing toon animations
892 2003-08-23 src/libgame/sdl.c
893 * fixed problem with setting mouse cursor in SDL version in fullscreen
895 2003-08-23 src/game.c
896 * fixed bug (missing array boundary check) which could crash the game
899 * version number set to 3.0.3
902 * version 3.0.2 released
904 2003-08-21 src/game.c
905 * fixed bug with creating inaccessible elements at player position
907 2003-08-20 src/init.c
908 * fixed bug with not finding current level artwork directory
910 2003-08-20 src/files.c
911 * fixed bug with choosing wrong engine version when playing tapes
912 * fixed bug with messing up custom element properties in 3.0.0 levels
915 * version number set to 3.0.2
918 * version 3.0.1 released
920 2003-08-17 (no source files affected)
921 * changed all "classic" PCX image files with 16 colors or less to
922 256 color (8 bit) storage format, because the Allegro game library
923 cannot handle PCX files with less than 256 colors (contributed
924 graphics are not affected and might look wrong in the DOS version)
926 2003-08-16 src/init.c
927 * fixed bug which (for example) crashed the level editor when defining
928 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
929 (only set to default) -- invalid graphics now set to default graphic
931 2003-08-16 src/init.c
932 * fixed graphical bug of player digging/collecting/snapping element
933 when no corresponding graphic/animation is defined for this action,
934 resulting in player being drawn as EL_EMPTY (which should only be
935 done to elements being collected, but not to the player)
937 2003-08-16 src/game.c
938 * fixed small graphical bug of player not totally moving into exit
940 2003-08-16 src/libgame/setup.c
941 * fixed bug with wrong MS-DOS 8.3 filename conversion
943 2003-08-16 src/tools.c
944 * fixed bug with invisible mouse cursor when pressing ESC while playing
946 2003-08-16 (various source files)
947 * added another 128 custom elements (disabled in editor by default)
949 2003-08-16 src/editor.c
950 * fixed NULL string bug causing Solaris to crash in sprintf()
952 2003-08-16 src/screen.c
953 * fixed drawing over scrollbar on level selection with custom fonts
955 2003-08-15 src/game.c
956 * cleanup of simple sounds / loop sounds / music settings
958 2003-08-08 (various source files)
959 * added custom element property for dropping collected elements
961 2003-08-08 src/conf_gfx.c
962 * fixed bug with missing graphic for active red disk bomb
964 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
965 * extended variable "level.gravity" to "level.initial_gravity" and
966 "game.current_gravity" to prevent level setting from being changed
967 by playing the level (keeping the runtime value after playing)
969 * fixed graphics bug when digging element that has 'crumbled' graphic
970 definition, but not 'diggable' graphic definition
973 * version number set to 3.0.1
976 * version 3.0.0 released
979 * various bug fixes; among others:
980 - fixed bug with pushing spring over empty space
981 - fixed bug with leaving tube while placing dynamite
982 - fixed bug with explosion of smashed penguins
983 - allow Murphy player graphic in levels with non-Supaplex elements
987 * I have forgotten to document changes for some time
990 * pre-release version 2.2.0rc1 released
993 * version number set to 2.1.2
996 * version 2.1.1 released
999 * version number set to 2.1.1
1002 * version 2.1.0 released
1005 * version number set to 2.1.0
1007 2002-04-03 to 2002-05-19 (various source files)
1008 * graphics, sounds and music now fully configurable
1009 * bug fixed that prevented walking through tubes when gravity on
1011 2002-04-02 src/events.c, src/editor.c
1012 * Make Escape key less aggressive when playing or when editing level.
1013 This can be configured as an option in the setup menu. (Default is
1014 "less aggressive" which means "ask user if something can be lost"
1015 when pressing the Escape key.)
1017 2002-04-02 src/screen.c
1018 * Added "graphics setup" screen.
1020 2002-04-01 src/screen.c
1021 * Changed "choose level" setup screen stuff to be more generic (to
1022 make it easier to add more "choose from generic tree" setup screens).
1024 2002-04-01 src/config.c, src/timestamp.h
1025 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1026 automatically gets created by "src/Makefile" and contains an actual
1027 compile-time timestamp to identify development versions of the game).
1029 2002-03-31 src/tape.c, src/events.c
1030 * Added quick game/tape save/load functions to tape stuff which can be
1031 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1032 loads previously recorded tape and directly goes into recording mode
1033 from the end of the tape (therefore appending to the tape).
1035 2002-03-31 src/tape.c
1036 * Added "index mark" function to tape recorder. When playing or
1037 recording, "eject" button changes to "index" button. Setting index
1038 mark is not yet implemented, but pressing index button when playing
1039 allows very quick advancing to end of tape (when normal playing),
1040 very fast forward mode (when playing with normal fast forward) or
1041 very fast reaching of "pause before end of tape" (when playing with
1042 "pause before end" playing mode).
1044 2002-03-30 src/cartoons.c
1045 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1047 2002-03-29 src/screen.c
1048 * Changed setup screen stuff to be more generic (to make it easier
1049 to add more setup screens).
1051 2002-03-23 src/main.c, src/main.h
1052 * Various changes due to the introduction of the new libgame files
1053 "setup.c" and "joystick.c".
1055 2002-03-23 src/files.c
1056 * Generic parts of "src/files.c" (mainly setup and level directory
1057 stuff) moved to new libgame file "src/libgame/setup.c".
1059 2002-03-23 src/joystick.c
1060 * File "src/joystick.c" moved to libgame source tree, with
1061 correspondig changes.
1063 2002-03-22 src/screens.c
1064 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1065 (Wrong level series information displayed when entering main group.)
1067 2002-03-22 src/editor.c
1068 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1070 2002-03-22 src/editor.c
1071 * Changed behaviour of "Escape" key in level editor to be more
1072 intuitive: When in "Element Properties" or "Level Info" mode,
1073 return to "Drawing Mode" instead of leaving the level editor.
1075 2002-03-21 src/game.c, src/editor.c, src/files.c
1076 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1077 gems (emeralds, diamonds, ...) slipping down from normal wall,
1078 steel wall and growing wall (as in E.M.C. style levels). Although
1079 the behaviour of contributed and private levels wasn't changed (due
1080 to the use of "level.game_version"; see previous entry), editing
1081 those levels will (of course) change the behaviour accordingly.
1083 This change seems a bit too hard after thinking about it, because
1084 the EM style behaviour is not the "expected" behaviour (gems would
1085 normally only slip down from "rounded" walls). Therefore this was
1086 now changed to an element property for gem style elements, with the
1087 default setting "off" (which means: no special EM style behaviour).
1088 To fix older converted levels, this flag is set to "on" for pre-2.0
1089 levels that are neither contributed nor private levels.
1091 2002-03-20 src/files.h
1092 * Corrected settings for "level.game_version" depending of level type.
1093 (Contributed and private levels always get played with game engine
1094 version they were created with, while converted levels always get
1095 played with the most recent version of the game engine, to let new
1096 corrections of the emulation behaviour take effect.)
1098 2002-03-20 src/main.h
1099 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1100 compiling the SDL version on some systems.
1101 Thanks to the several people who pointed this out.
1104 * Version number set to 2.0.2.
1107 * Version 2.0.1 released.
1109 2002-03-18 src/screens.c
1110 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1112 2002-03-18 src/files.c [src/libgame/misc.c]
1113 * Moved some common functions from src/files.c to src/libgame/misc.c.
1115 2002-03-18 src/files.c [src/libgame/misc.c]
1116 * Changed permissions for new directories and saved files (especially
1117 score files) according to suggestions of Debian users and mantainers.
1118 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1120 2002-03-17 src/files.c
1121 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1122 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1123 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1124 for levels and "TAPE" for tapes). Old "cookie" style format is
1125 still supported for reading. New level and tape files are written
1128 * New IFF chunk "VERS" contains version numbers for file and game
1129 (where "game version" is the version of the program that wrote the
1130 file, and "file version" is a version number to distinguish files
1131 with different format, for example after adding new features).
1133 2002-03-15 src/screen.c
1134 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1135 (Before, you heard a mixture of the in-game music and the
1136 hall-of-fame music.)
1138 2002-03-14 src/events.c
1139 * Function "DumpTape()" (files.c) now available by pressing 't' from
1140 main menu (when in DEBUG mode).
1142 2002-03-14 src/game.c
1143 * "GameWon()": When game was won playing a tape, now there is no delay
1144 raising the score and no corresponding sound is played.
1146 2002-03-14 src/files.c
1147 * Changed "LoadTape()" for real chunk support and also adjusted
1148 "SaveTape()" accordingly.
1150 2002-03-14 src/game.c, src/tape.c, src/files.c
1151 * Important changes to tape format: The old tape format stored all
1152 actions with a real effect with a corresponding delay between the
1153 stored actions. This had some major disadvantages (for example,
1154 push delays had to be ignored, pressing a button for some seconds
1155 mutated to several single button presses because of the non-action
1156 delays between two action frames etc.). The new tape format just
1157 stupidly records all device actions and replays them later. I really
1158 don't know why I haven't solved it that way before?! Old-style tapes
1159 (with tape file version less than 2.0) get converted to the new
1160 format on-the-fly when loading and can therefore still be played;
1161 only some minor parts of the old-style tape handling code was needed.
1162 (A perfect conversion is not possible, because there is information
1163 missing about the device actions between two action frames.)
1165 2002-03-14 src/files.c
1166 * New function "DumpTape()" to dump the contents of the current tape
1167 in a human readable format.
1169 2002-03-14 src/game.c
1170 * Small tape bug fixed: When automatically advancing to next level
1171 after a game was won, the tape from the previous level still was
1172 loaded as a tape for the new level.
1174 2002-03-14 src/tape.c
1175 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1176 tape, cartoons did not get completely removed because
1177 StopAnimation() was not called.
1179 2002-03-13 src/files.c
1180 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1181 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1182 size even when using 16-bit elements). Added new chunk "CNT2" for
1183 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1184 chunk even when content was 16-bit element). "CNT2" should now be
1185 able to store content for arbitrary elements (up to eight blocks of
1186 3 x 3 element arrays). All "CNT2" elements will always be stored as
1187 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1189 2002-03-13 src/files.c
1190 * Changed "LoadLevel()" for real chunk support.
1192 2002-03-12 src/game.c
1193 * Fixed problem (introduced after 2.0.0 release) with penguins
1194 not getting killed by enemies
1196 2002-02-24 src/game.c, src/main.h
1197 * Added "player->is_moving"; now "player->last_move_dir" does
1198 not contain any information if the player is just moving at
1200 Before, "player->last_move_dir" was misused for this purpose
1201 for the robot stuff (robots don't kill players when they are
1202 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1203 broke tapes when walking through pipes!
1204 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1205 in a continuous movement. This fact is ignored for friends and