2 * fixed bug in multi-player movement with focus on both players
5 * added player focus switching to level tape recording and re-playing
8 * fixed some bugs in player focus switching in EMC and RND game engine
11 * added special Supaplex animations for Murphy digging and snapping
12 * added special Supaplex animations for Murphy being bored and sleeping
15 * added four new yam yams with explicit start direction for EMC engine
18 * fixed small bug in EMC level loader (copyright sign in EM II levels)
21 * added delayed ignition of EM style dynamite when used in R'n'D engine
22 * added limited movement range to EMC engine when focus on all players
25 * fixed bug with missing (zero) score values for native Supaplex levels
28 * added "continuous snapping" (snapping many elements while holding the
29 snap key pressed, without releasing the snap key after each element)
30 as a new player setting for more compatibility with the classic games
33 * finished scrolling for "focus on all players" in EMC graphics engine
36 * level sets with "levels: 0" are ignored for levels, but not artwork
37 * fixed bug when scanning empty level group directories (endless loop)
40 * fixed bug with explosion graphic for player using "Murphy" graphic
41 * fixed bug with explosion graphic if player leaves explosion in time
42 * changed some descriptive text in setup menu to use medium-width font
43 * added key shortcut settings for switching player focus to setup menu
46 * fixed bug with random value initialization when recording tapes
47 * fixed bug with playing single player tapes when team mode activated
50 * fixed little bug when trying to switch to player that does not exist
53 * added player switching (visual and quick) to R'n'D and EM game engine
54 * added setup option to select visual or quick in-game player switching
57 * added use of "Home" and "End" keys to handle element list in editor
60 * fixed bug with adding score when playing tape with EMC game engine
61 * added steel wall border for levels using EMC engine without border
62 * finally fixed delayed scrolling in EMC engine also for small levels
65 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
68 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
69 * fixed bug when displaying info element without action, but direction
72 * fixed minor graphical problems with springs smashing and slurping
73 (when using R'n'D style graphics instead of EMC style graphics)
76 * added scroll delay (as configured in setup) to EMC graphics engine
79 * improved screen redraw for EMC graphics engine (faster and smoother)
80 * when not scrolling, do not redraw the whole playfield if not needed
83 * added multi-player mode for EMC game engine (with up to four players)
86 * added android (can clone elements) from EMC engine to R'n'D engine
89 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
92 * added selectbox for initial player speed to player settings in editor
95 * version 3.1.2 created that is basically version 3.1.1, but with a
96 major bug fixed that prevented editing your own private levels
97 * version 3.1.2 released
100 * added magic ball (creates elements) from EMC engine to R'n'D engine
103 * uploaded fixed pre-release version 3.2.0-6 binary and source code
106 * fixed bug when using "CE can leave behind <trigger element>"
107 * added new change condition "(after/when) creation of <element>"
108 * added new change condition "(after/when) digging <element>"
109 * fixed bug accessing invalid gadget that caused crashes under Windows
110 * deactivated new possibility for multiple CE changes per frame
113 * uploaded pre-release (test) version 3.2.0-6 binary and source code
116 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
117 * fixed bug with not keeping CE value for moving CEs with only action
118 * changed CE action selectboxes in editor to be only reset when needed
121 * added option "use artwork from element" for custom player artwork
122 * added option "use explosion from element" for player explosions
125 * added cascaded element lists in the level editor
126 * added persistence for cascaded element lists by "editorcascade.conf"
127 * added dynamic element list with all elements used in current level
128 * added possibility for multiple CE changes per frame (experimental)
131 * uploaded pre-release (test) version 3.2.0-5 binary and source code
134 * changed "score for each 10 seconds/steps left" to "1 second/step"
135 * added own score for collecting "extra time" instead of sharing it
136 * added change events "switched by player" and "player switches <e>"
137 * added change events "snapped by player" and "player snaps <e>"
138 * added "set player artwork: <element choice>" to CE action options
139 * added change event "move of <element>"
142 * added "set player shield: off / normal / deadly" to CE action options
143 * added new player option "use level start element" in level editor
144 to set the correct focus at level start to elements from which the
145 player is created later (this did not work before for cascaded CE
146 changes resulting in creation of the player; it is now also possible
147 to create the player from a yam yam which is smashed at level start)
150 * added "set player speed: frozen (not moving)" to CE action options
151 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
154 * added new player option "block snap field" (enabled by default) to
155 make it possible to show a snapping animation like in Emerald Mine
158 * added dynamic selectboxes to custom element action settings in editor
159 * added "CE value" counter for custom elements (instead of "CE count")
160 * added option to use the last "CE value" after custom element change
161 * added option to use the "CE value" of other elements in CE actions
162 * fixed odd behaviour when pressing time orb in levels w/o time limit
163 * added checkbox "use time orb bug" for older levels that use this bug
166 * added missing configuration settings for the following elements:
167 - EL_TIMEGATE_SWITCH (time of open time gate)
168 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
169 - EL_SHIELD_NORMAL (time of shield duration)
170 - EL_SHIELD_DEADLY (time of shield duration)
171 - EL_EXTRA_TIME (time added to level time)
172 - EL_TIME_ORB_FULL (time added to level time)
175 * added "wind direction" as a movement pattern for custom elements
176 * added initial wind direction for balloon / custom elements to editor
177 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
180 * added parameters for "game of life" and "biomaze" elements to editor
183 * added level file chunk "CONF" for generic level and element settings
186 * uploaded pre-release (test) version 3.2.0-4 binary and source code
189 * skip empty level sets (with "levels: 0"; may be artwork base sets)
190 * added sound action ".page[1]" to ".page[32]" for each CE change page
193 * added image config suffix ".clone_from" to copy whole image settings
194 * fixed bug with invalid ("undefined") CE settings in old level files
197 * fixed graphical bug with smashing elements falling faster than player
200 * fixed major bug which prevented private levels from being edited
201 * fixed bug with precedence of general and special font definitions
204 * fixed graphical bug with player animation when player moves slowly
207 * uploaded pre-release (test) version 3.2.0-3 binary and source code
210 * fixed bug which prevented "global.num_toons: 0" from working
213 * major code cleanup (removed all these annoying "#if 0" blocks)
216 * added custom element actions for CE change page in level editor
219 * fixed music initialization bug in init.c (thanks to David Binderman)
220 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
221 (this bug must probably be fixed at other places, too)
224 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
225 (should be '#include <SDL.h>' instead)
228 * fixed bug which prevented "walkable from no direction" from working
229 (due to compatibility code overwriting this setting after loading)
232 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
235 * version number temporarily set to 3.1.1 (intermediate bugfix release)
236 * version 3.1.1 released
239 * changed some va_arg() arguments from 'long' to 'int', fixing problems
240 on 64-bit architecture systems with LP64 data model
243 * fixed bug with bombs not exploding when hitting the last level line
244 (introduced after the release of 3.1.0)
247 * added support for dumping small-sized level sketches from editor
250 * added recognition of "trigger element" for "change digged element to"
251 (this is not really what the "trigger element" was made for, but its
252 use may seem obvious for leaving back digged elements unchanged)
255 * fixed multiple warnings about failed joystick device initialization
258 * fixed bug with dynamite dropped on top of just dropped custom element
259 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
260 dynamite can still be dropped, but drop key must be released before
263 * fixed bug with wrong start directory when started from file browser
264 (due to this bug, R'n'D could not be started from KDE's Konqueror)
267 * fixed bug causing "change when impact" on player not working
268 * fixed wrong priority of "hitting something" over "hitting <element>"
269 * fixed wrong priority of "hit by something" over "hit by <element>"
272 * fixed graphical bug which caused the player (being Murphy) to show
273 collecting animations although the element was collected by penguin
276 * fixed two bugs causing wrong door background graphics in system.c
277 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
280 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
281 * added "no direction" to "walkable/passable from" selectbox options
284 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
285 * in tape autoplay, not only report broken, but also missing tapes
288 * uploaded pre-release (test) version 3.2.0-2 binary and source code
291 * fixed small bug with "linear" animation not working for active lamp
294 * fixed bug with moving up despite gravity due to "block last field"
295 * fixed small bug with wrong draw offset when typing name in main menu
296 * when reading user names from "passwd", ignore data after first comma
297 * when creating new "levelinfo.conf", only write some selected entries
300 * fixed displaying "imported from/by" on preview with empty string
301 * fixed ignoring draw offset for fonts used for level preview texts
304 * fixed a delay problem with SDL and too many mouse motion events
305 * added setup option "skip levels" and level skipping functionality
308 * added move speed "not moving" for non-moving CEs, but with direction
311 * fixed mapping of obsolete element token names in "editorsetup.conf"
312 * fixed bug with sound "acid.splashing" treated as a loop sound
313 * fixed some little sound bugs in native EM engine
316 * fixed small bug when dragging scrollbars to end positions
319 * added editor element descriptions written by Aaron Davidson
322 * improved fallback handling when configured artwork is not available
323 (now using default artwork instead of exiting when files not found)
326 * fixed bug on level selection screen when dragging scrollbar
329 * fixed bug which caused broken tapes when appending to EM engine tapes
332 * uploaded pre-release (test) version 3.2.0-1 binary and source code
335 * added code to replace changed artwork config tokens with other tokens
336 (needed for backwards compatibility, so that older tokens still work)
339 * added native R'n'D graphics for some new EMC elements in EM engine
342 * fixed some bugs in the EM engine integration code
343 * changed EM engine code to allow diagonal movement
344 * changed EM engine code to allow use of separate snap and drop keys
347 * fixed some redraw bugs when using EM engine
350 * fixed bug with not converting RND levels which are set to use native
351 engine to native level structure when loading
354 * uploaded pre-release (test) version 3.2.0-0 binary and source code
357 * version number set to 3.2.0
360 * level data now reset to defaults after attempt to load invalid file
363 * added use of "editorsetup.conf" for different level sets
366 * added auto-detection for various types of Emerald Mine level files
369 * fixed bug with scrollbars getting too small when list is very large
372 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
375 * added most level editor configuration gadgets for new EMC elements
378 * added more element and graphic definitions for new EMC elements
381 * modified native EM engine to use integrated R'n'D sound system
384 * added SDL support to graphics functions in native EM engine
385 (by always using generic libgame interface functions)
388 * fixed bug in frame synchronization in native EM engine
391 * added code to convert levels between R'n'D and native EM engine
394 * new Emerald Mine engine can now play levels selected in main menu
397 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
398 (which creates scaled down graphics for level editor and preview);
399 there's still a memory leak somewhere in the artwork handling code
400 * added "scale image up" functionality to X11 version of zoom function
403 * first attempts to integrate new, native Emerald Mine Club engine
406 * fixed bug in gadget code which caused reset of CEs in level editor
407 (example: pressing 'b' [grab brush] on CE config page erased values)
408 (solution: check if gadgets in ClickOnGadget() are really mapped)
409 * improved level change detection in editor (settings now also checked)
410 * fixed bug with "can move into acid" and "don't collide with" state
413 * fixed maze runner style CEs to use the configured move delay value
416 * added Aaron Davidson's tutorial level set to the "Tutorials" section
419 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
420 * fixed the above fix because it broke level set "machine" (*sigh*)
421 * fixed random element placement in level editor to work as expected
422 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
425 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
428 * fixed bug (missing array boundary check) which caused broken tapes
429 * fixed bug (when loading level template) which caused broken levels
430 * fixed bug with new block last field code when using non-yellow player
433 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
434 * internal change of how the player blocks the last field when moving
435 * fixed blocking delay of last field for EM and SP style block delay
436 * fixed bug where the player had to wait for the usual move delay after
437 unsuccessfully trying to move, when he directly could move after that
438 * the last two changes should make original Supaplex level 93 solvable
439 * improved use of random number generator to make it less predictable
440 * fixed behaviour of slippery SP elements to let slip left, then right
443 * fixed bug with wrong door state after trying to quickload empty tape
444 * fixed waste of static memory usage of the binary, making it smaller
445 * fixed very little graphical bug in Supaplex explosion
448 * version number set to 3.1.1
451 * version 3.1.0 released
454 * fixed bug with crash when writing user levelinfo.conf the first time
457 * added option "convert LEVELDIR [NR]" to command line batch commands
458 * re-converted Supaplex levels to apply latest engine fixes
459 * changed "use graphic/sound of element" to "use graphic of element"
460 due to compatibility problems with some levels ("bug machine" etc.)
463 * fixed bug with CE change replacing player with same or other player
466 * fixed bug with opaque font in envelope with background graphic when
467 background graphic is not transparent itself
470 * added "gravity on" and "gravity off" ports for Supaplex compatibility
471 * corrected original Supaplex level loading code to use these new ports
472 * also corrected Supaplex loader to auto-count infotrons if set to zero
475 * fixed bug with missing initialization of "modified" flag for GEs
478 * fixed bug that caused endless recursion loop when relocating player
479 * fixed tape recorder bug in "step mode" when using "pause before end"
480 * fixed tape recorder bug when changing from "warp forward" mode
483 * fixed bug with "when touching" for pushed elements at last position
486 * fixed bug that caused two activated toolbox buttons in level editor
487 * fixed bug with exploding dynabomb under player due to other explosion
490 * fixed bug with creating walkable custom element under player (again)
491 * fixed bug with not copying explosion type when copying CEs in editor
492 * fixed graphical bug when drawing player in setup menu (input devices)
493 * fixed graphical bug when the player is pushing an accessible element
494 * fixed bug with classic switchable elements triggering CE changes
495 * fixed bug with entering/leaving walkable element in RelocatePlayer()
496 * fixed crash bug when CE leaves behind the trigger player element
499 * fixed bug with broken tubes after placing/exploding dynamite in them
500 * fixed bug with exploding dynamite under player due to other explosion
501 * fixed bug with not resetting push delay under certain circumstances
504 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
505 * added network multiplayer code for Windows (thanks to Niko Böhm)
508 * added option "reachable despite gravity" for gravity movement
509 * changed gravity movement of most classic walkable and passable
510 elements back to "not reachable" (for compatibility reasons)
513 * fixed (removed) "indestructible" / "can explode" dependency in editor
514 * fixed (removed) "accessible inside" / "protected" dependency
515 * fixed (removed) "step mode" / "shield time" dependency
518 * fixed dynabombs exploding now into anything diggable
519 * fixed Supaplex style gravity movement into buggy base now impossible
520 * added pressing key "space" as valid action to select menu options
523 * added "replace when walkable" to relocate player to walkable element
524 * added "enter"/"leave" event for elements affected by relocation
525 * fixed "direct"/"indirect" change order also for "when change" event
526 * fixed graphical bug when pushing things from elements walkable inside
529 * fixed graphic bug when player is snapping while moving in old levels
530 * fixed bug when a moving custom element leaves a player element behind
531 * fixed bug with mole not disappearing when moving into acid pool
532 * fixed bug with incomplete path setting when using "--basepath" option
533 * moving CE can now leave walkable elements behind under the player
534 * when relocating, player can be set on walkable element now
535 * fixed another gravity movement bug
538 * uploaded pre-release (test) version 3.1.0-2 binary and source code
541 * added "collectible" and "removable" to extended replacement types
542 (where "removable" replaces "diggable" and "collectible" elements)
543 * added "collectible & throwable" (to throw element to the next field)
544 * fixed bug with CEs digging elements that are just about to explode
545 * changed mouse cursor now always being visible when game is paused
548 * added possibility to push/press accessible elements from a side that
550 * fixed bug with not setting actual date when appending to tape
553 * fixed bug with incorrectly initialized custom element editor graphics
556 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
557 - number of levels corrected from 18 to 17 in "levelinfo.conf"
560 * fixed bug with destroyed robot wheel still attracting robots forever
561 * fixed bug with time gate switch deactivating after robot wheel time
562 (while the time gate itself is not affected by this misbehaviour)
563 * changed behaviour of BD style amoeba to always get blocked by player
564 (before it was different when there were non-BD elements in level)
565 * fixed bug with player destroying indestructable elements with shield
568 * added option to make growing elements grow into anything diggable
569 (for the various amoeba types, biomaze and "game of life")
572 * fixed bug with movable elements not moving after left behind by CEs
573 * changed gravity movement to anything diggable, not only sand/base
574 * optionally allowing passing to walkable element, not only empty space
575 * added option "can pass to walkable element" for players
576 * finally fixed gravity movement (hopefully)
579 * fixed bug with movable elements not moving anymore after falling down
582 * fixed another bug with custom elements digging and leaving elements
583 * fixed bug with "along left/right side" and automatic start direction
584 * trigger elements now also displayed when "more custom" deactivated
585 * fixed bug with clipboard element initialized when loading new level
586 * added option "drop delay" to set delay before dropping next element
589 * uploaded pre-release (test) version 3.1.0-1 binary and source code
592 * added copy and paste functions for custom change pages
593 * enhanced graphical display and functionality of tape recorder
594 * fixed bug with custom elements digging and leaving elements
597 * added move speed faster than "very fast" for custom elements
598 * fixed bug with 3+3 style explosions and missing border content
599 * fixed little bug when copying custom elements in the editor
600 * enhanced custom element changes by more side trigger actions
603 * added option "no scrolling when relocating" for instant teleporting
604 * uploaded pre-release (test) version 3.1.0-0 binary and source code
607 * added trigger element and trigger player to use as target elements
608 * added copy and paste functions for custom and group elements
611 * fixed graphical bug when displaying explosion animations
612 * fixed bug when appending to tapes, resulting in broken tapes
613 * re-recorded a few tapes broken by fixing gravity checking bug
616 * "can move into acid" property now for all elements independently
617 * "can fall into acid" property for player stored in same bitfield now
618 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
619 * version number set to 3.1.0 (finally!)
622 * changed tape recording to only record input, not programmed actions
625 * fixed totally broken (every 8th frame skipped) step-by-step recording
626 * fixed bug with requester not displayed when quick-loading interrupted
627 * added option "can fall into acid (with gravity)" for players
628 * fixed bug with player not falling when snapping down with gravity
631 * fixed bug which messed up key config when using keypad number keys
634 * fixed bug which allowed moving upwards even when gravity was active
635 * fixed bug with missing error handling when dumping levels or tapes
638 * added different colored editor graphics for Supaplex gravity tubes
641 * fixed bug that allowed solvable tapes for unsolvable levels
644 * use unlimited number of droppable elements when "count" set to zero
645 * added option to use step limit instead of time limit for level
648 * added player and change page as trigger for custom element change
651 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
654 * fixed bug with dark yamyam changing to acid when moving over acid
655 * fixed handling of levels with more than 999 seconds level time
656 (example: level 76 of "Denmine")
659 * "spring push bug" reintroduced as configurable element property
660 * fixed bug with missing properties for "mole"
661 * fixed bug that showed up when fixing the above "mole" properties bug
662 * added option "can move into acid" for all movable elements
663 * fixed graphical bug for elements moving into acid
664 * changed event handling to handle all pending events before going on
667 * fixed bug which caused all CE change pages to be ignored which had
668 the same change event, but used a different element side
669 (reported by Simon Forsberg)
671 * fixed bug which caused elements that can move and fall and that are
672 transported by a conveyor belt to continue moving into that direction
673 after leaving the conveyor belt, regardless of their own movement
674 type; only elements which can not move are transported now
675 (reported by Simon Forsberg)
677 * fixed bug which could cause an array overflow in RelocatePlayer()
678 (reported by Niko Böhm)
680 * changed Emerald Mine style "passable / over" elements to "protected"
681 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
683 * added new option to select from which side a "walkable/passable"
684 element can be entered
687 * added explosion and ignition delay for elements that can explode
690 * fixed bug which caused player not being protected against enemies
691 when a CE was "walkable / inside" and was not "indestructible"
692 * added "walkable/passable" fields to be "protected/unprotected"
693 against enemies, even if not accessible "inside" but "over/under"
696 * corrected move pattern to 32 bit and initial move direction to 8 bit
699 * added second custom element base configuration page
702 * added some special EMC mappings to Emerald Mine level loader
703 (also covering previously unknown element in level 0 of "Bondmine 8")
706 * added option to block last field when player is moving (for Supaplex)
707 * adjusted push delay of Supaplex elements
708 * removed delays for envelopes etc. when replaying with maximum speed
709 * fixed bug when dropping element on a field that just changed to empty
712 * fixed bug: infotrons can now smash yellow disks
713 * fixed bug: when gravity active, port above player can now be entered
714 * removed "one white dot" mouse pointer which irritated some people
717 * added "choice type" for group element selection
720 * fixed bug with initial invulnerability of non-yellow player
723 * added level loader for loading native Supaplex packed levels
724 (including multi-part levels like the "splvls99" levels)
727 * fixed bug which allowed creating emeralds by escaping explosions
730 * custom elements can change (limited) or leave (unlimited) elements
731 * finally added multiple matches using group elements
732 * added shortcut to dump brush (type ":DB" in editor) for use in forum
735 * added new start movement type "previous" for continued CE movement
736 * added new start movement type "random" for random CE movement start
739 * added new element "sokoban_field_player" needed for Sokoban levels
740 (thanks to Ed Booker for pointing this out!)
743 * added elements that can be digged or left behind by custom elements
746 * added group elements for multiple matches and random element creation
749 * fixed some graphical errors displayed in old levels
752 * fixed wrong double speed movement after passing closing gates
755 * added level loader for loading native Emerald Mine levels
758 * changes for "shooting" style CE movement
761 * Happy New Year! ;-)
764 * changed default snap/drop keys from left/right Shift to Control keys
767 * fixed bug with dead player getting reanimated from custom element
770 * fixed bug with wrong penguin graphics (when entering exit)
773 * fixed bug with wrong "Murphy" graphics (when digging etc.)
776 * version number set to 3.0.9
779 * version 3.0.8 released
782 * added function checked_free()
785 * fixed bug with double nut cracking sound
786 (by eliminating "default element action sound" assignment in init.c)
789 * fixed crash when no music info files are available
792 * fixed boring and sleeping sounds
795 * added "maze runner" and "maze hunter" movement types
796 * added extended collision conditions for custom elements
799 * added warnings for undefined token values in artwork config files
802 * added menu entry for level set information to the info screen
805 * fixed bug with wrong default impact sound for colored emeralds
808 * added several sub-screens for the info screen
809 * menu text now also clickable (not only blue/red sphere left of it)
812 * added configurable "bored" and "sleeping" animations for the player
813 * added "awakening" sound for player when waking up after sleeping
816 * added "copy" and "exchange" functions for custom elements to editor
819 * added configurable element animations for info screen
822 * added configurable music credits for info screen
825 * finally fixed tape recording when player is created from CE change
828 * added "editorsetup.conf" for editor element list configuration
831 * added "musicinfo.conf" for menu and level music configuration
834 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
835 (that only showed up on Linux, but not on Windows systems)
838 * fixed turning movement of butterflies and fireflies (no frame reset)
839 * enhanced sniksnak turning movement (two steps instead of only one)
842 * version number set to 3.0.8
845 * version 3.0.7 released
848 * fixed reset of player animation frame when, for example,
849 walking, digging or collecting share the same animation
850 * fixed CE with "deadly when touching" exploding when touching amoeba
853 * fixed tape recording when player is created from CE element change
856 * introduced "turning..." action graphic for elements with move delay
857 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
858 * added turning animations for bug, spaceship and sniksnak
861 * prevent "extended" changed elements from delay change in same frame
864 * fixed bug when pushing element that can move away to the side
865 (like pushing falling elements, but now with moving elements)
868 * finally fixed serious bug in code for delayed element pushing (again)
871 * unavailable setup options now marked as "n/a" instead of "off"
872 * new boolean directive "latest_engine" for "levelinfo.conf": when set
873 to "true", levels are always played with the latest game engine,
874 which is desired for levels that are imported from other games; all
875 other levels are played with the engine version stored in level file
876 (which is normally the engine version the level was created with)
879 * fixed serious bug in code for delayed element pushing
880 * fixed little bug in animation frame selection for pushed elements
881 * speed-up of reading config file for verbose output
884 * added configuration option for opening and closing Supaplex exit
885 * added configuration option for moving up/down animation for Murphy
886 * fixed incorrectly displayed animation for attacking dragon
887 * fixed bug with not setting initial gravity for each new game
888 * fixed bug with teleportation of player by custom element change
889 * fixed bug with player not getting smashed by rock sometimes
892 * version number set to 3.0.7
895 * version 3.0.6 released
898 * added support for MP3 music for SDL version through SMPEG library
901 * fixed bug when initializing font graphic structure
902 * fixed bug with animation mode "pingpong" when using only 1 frame
903 * fixed bug with extended change target introduced in 3.0.5
904 * fixed bug where passing over moving element doubles player speed
905 * fixed bug with elements continuing to move into push direction
906 * fixed bug with duplicated player when dropping bomb with shield on
907 * added "switching" event for custom elements ("pressing" only once)
908 * fixed switching bug (resetting flag when not switching but not idle)
911 * fixed element tokens for certain file elements with ".active" etc.
914 * version number set to 3.0.6
917 * version 3.0.5 released
920 * now four envelope elements available
921 * font, background, animation and sound for envelope now configurable
922 * main menu doors opening/closing animation type now configurable
925 * active/inactive sides configurable for custom element changes
926 * new movement type "move when pushed" available for custom elements
929 * fixed bug in multiple config pages loader code that caused crashes
932 * enhanced (remaining low-resolution) Supaplex graphics
935 * version number set to 3.0.5
938 * version 3.0.4 released
940 2003-09-12 src/tools.c
941 * fixed bug in custom definition of crumbled element graphics
943 2003-09-11 src/files.c
944 * fixed bug in multiple config pages code that caused crashes
947 * version number set to 3.0.4
950 * version 3.0.3 released
953 * added music to Supaplex classic level set
955 2003-09-07 src/libgame/misc.c
956 * added support for loading various music formats through SDL_mixer
958 2003-09-06 (various source files)
959 * fixed several nasty bugs that may have caused crashes on some systems
960 * added envelope content which gets displayed when collecting envelope
961 * added multiple change event pages for custom elements
963 2003-08-24 src/game.c
964 * fixed problem with player animation when snapping and moving
966 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
967 * fixed problem with flickering when drawing toon animations
969 2003-08-23 src/libgame/sdl.c
970 * fixed problem with setting mouse cursor in SDL version in fullscreen
972 2003-08-23 src/game.c
973 * fixed bug (missing array boundary check) which could crash the game
976 * version number set to 3.0.3
979 * version 3.0.2 released
981 2003-08-21 src/game.c
982 * fixed bug with creating inaccessible elements at player position
984 2003-08-20 src/init.c
985 * fixed bug with not finding current level artwork directory
987 2003-08-20 src/files.c
988 * fixed bug with choosing wrong engine version when playing tapes
989 * fixed bug with messing up custom element properties in 3.0.0 levels
992 * version number set to 3.0.2
995 * version 3.0.1 released
997 2003-08-17 (no source files affected)
998 * changed all "classic" PCX image files with 16 colors or less to
999 256 color (8 bit) storage format, because the Allegro game library
1000 cannot handle PCX files with less than 256 colors (contributed
1001 graphics are not affected and might look wrong in the DOS version)
1003 2003-08-16 src/init.c
1004 * fixed bug which (for example) crashed the level editor when defining
1005 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1006 (only set to default) -- invalid graphics now set to default graphic
1008 2003-08-16 src/init.c
1009 * fixed graphical bug of player digging/collecting/snapping element
1010 when no corresponding graphic/animation is defined for this action,
1011 resulting in player being drawn as EL_EMPTY (which should only be
1012 done to elements being collected, but not to the player)
1014 2003-08-16 src/game.c
1015 * fixed small graphical bug of player not totally moving into exit
1017 2003-08-16 src/libgame/setup.c
1018 * fixed bug with wrong MS-DOS 8.3 filename conversion
1020 2003-08-16 src/tools.c
1021 * fixed bug with invisible mouse cursor when pressing ESC while playing
1023 2003-08-16 (various source files)
1024 * added another 128 custom elements (disabled in editor by default)
1026 2003-08-16 src/editor.c
1027 * fixed NULL string bug causing Solaris to crash in sprintf()
1029 2003-08-16 src/screen.c
1030 * fixed drawing over scrollbar on level selection with custom fonts
1032 2003-08-15 src/game.c
1033 * cleanup of simple sounds / loop sounds / music settings
1035 2003-08-08 (various source files)
1036 * added custom element property for dropping collected elements
1038 2003-08-08 src/conf_gfx.c
1039 * fixed bug with missing graphic for active red disk bomb
1041 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1042 * extended variable "level.gravity" to "level.initial_gravity" and
1043 "game.current_gravity" to prevent level setting from being changed
1044 by playing the level (keeping the runtime value after playing)
1046 * fixed graphics bug when digging element that has 'crumbled' graphic
1047 definition, but not 'diggable' graphic definition
1050 * version number set to 3.0.1
1053 * version 3.0.0 released
1056 * various bug fixes; among others:
1057 - fixed bug with pushing spring over empty space
1058 - fixed bug with leaving tube while placing dynamite
1059 - fixed bug with explosion of smashed penguins
1060 - allow Murphy player graphic in levels with non-Supaplex elements
1064 * I have forgotten to document changes for some time
1067 * pre-release version 2.2.0rc1 released
1070 * version number set to 2.1.2
1073 * version 2.1.1 released
1076 * version number set to 2.1.1
1079 * version 2.1.0 released
1082 * version number set to 2.1.0
1084 2002-04-03 to 2002-05-19 (various source files)
1085 * graphics, sounds and music now fully configurable
1086 * bug fixed that prevented walking through tubes when gravity on
1088 2002-04-02 src/events.c, src/editor.c
1089 * Make Escape key less aggressive when playing or when editing level.
1090 This can be configured as an option in the setup menu. (Default is
1091 "less aggressive" which means "ask user if something can be lost"
1092 when pressing the Escape key.)
1094 2002-04-02 src/screen.c
1095 * Added "graphics setup" screen.
1097 2002-04-01 src/screen.c
1098 * Changed "choose level" setup screen stuff to be more generic (to
1099 make it easier to add more "choose from generic tree" setup screens).
1101 2002-04-01 src/config.c, src/timestamp.h
1102 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1103 automatically gets created by "src/Makefile" and contains an actual
1104 compile-time timestamp to identify development versions of the game).
1106 2002-03-31 src/tape.c, src/events.c
1107 * Added quick game/tape save/load functions to tape stuff which can be
1108 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1109 loads previously recorded tape and directly goes into recording mode
1110 from the end of the tape (therefore appending to the tape).
1112 2002-03-31 src/tape.c
1113 * Added "index mark" function to tape recorder. When playing or
1114 recording, "eject" button changes to "index" button. Setting index
1115 mark is not yet implemented, but pressing index button when playing
1116 allows very quick advancing to end of tape (when normal playing),
1117 very fast forward mode (when playing with normal fast forward) or
1118 very fast reaching of "pause before end of tape" (when playing with
1119 "pause before end" playing mode).
1121 2002-03-30 src/cartoons.c
1122 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1124 2002-03-29 src/screen.c
1125 * Changed setup screen stuff to be more generic (to make it easier
1126 to add more setup screens).
1128 2002-03-23 src/main.c, src/main.h
1129 * Various changes due to the introduction of the new libgame files
1130 "setup.c" and "joystick.c".
1132 2002-03-23 src/files.c
1133 * Generic parts of "src/files.c" (mainly setup and level directory
1134 stuff) moved to new libgame file "src/libgame/setup.c".
1136 2002-03-23 src/joystick.c
1137 * File "src/joystick.c" moved to libgame source tree, with
1138 correspondig changes.
1140 2002-03-22 src/screens.c
1141 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1142 (Wrong level series information displayed when entering main group.)
1144 2002-03-22 src/editor.c
1145 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1147 2002-03-22 src/editor.c
1148 * Changed behaviour of "Escape" key in level editor to be more
1149 intuitive: When in "Element Properties" or "Level Info" mode,
1150 return to "Drawing Mode" instead of leaving the level editor.
1152 2002-03-21 src/game.c, src/editor.c, src/files.c
1153 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1154 gems (emeralds, diamonds, ...) slipping down from normal wall,
1155 steel wall and growing wall (as in E.M.C. style levels). Although
1156 the behaviour of contributed and private levels wasn't changed (due
1157 to the use of "level.game_version"; see previous entry), editing
1158 those levels will (of course) change the behaviour accordingly.
1160 This change seems a bit too hard after thinking about it, because
1161 the EM style behaviour is not the "expected" behaviour (gems would
1162 normally only slip down from "rounded" walls). Therefore this was
1163 now changed to an element property for gem style elements, with the
1164 default setting "off" (which means: no special EM style behaviour).
1165 To fix older converted levels, this flag is set to "on" for pre-2.0
1166 levels that are neither contributed nor private levels.
1168 2002-03-20 src/files.h
1169 * Corrected settings for "level.game_version" depending of level type.
1170 (Contributed and private levels always get played with game engine
1171 version they were created with, while converted levels always get
1172 played with the most recent version of the game engine, to let new
1173 corrections of the emulation behaviour take effect.)
1175 2002-03-20 src/main.h
1176 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1177 compiling the SDL version on some systems.
1178 Thanks to the several people who pointed this out.
1181 * Version number set to 2.0.2.
1184 * Version 2.0.1 released.
1186 2002-03-18 src/screens.c
1187 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1189 2002-03-18 src/files.c [src/libgame/misc.c]
1190 * Moved some common functions from src/files.c to src/libgame/misc.c.
1192 2002-03-18 src/files.c [src/libgame/misc.c]
1193 * Changed permissions for new directories and saved files (especially
1194 score files) according to suggestions of Debian users and mantainers.
1195 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1197 2002-03-17 src/files.c
1198 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1199 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1200 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1201 for levels and "TAPE" for tapes). Old "cookie" style format is
1202 still supported for reading. New level and tape files are written
1205 * New IFF chunk "VERS" contains version numbers for file and game
1206 (where "game version" is the version of the program that wrote the
1207 file, and "file version" is a version number to distinguish files
1208 with different format, for example after adding new features).
1210 2002-03-15 src/screen.c
1211 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1212 (Before, you heard a mixture of the in-game music and the
1213 hall-of-fame music.)
1215 2002-03-14 src/events.c
1216 * Function "DumpTape()" (files.c) now available by pressing 't' from
1217 main menu (when in DEBUG mode).
1219 2002-03-14 src/game.c
1220 * "GameWon()": When game was won playing a tape, now there is no delay
1221 raising the score and no corresponding sound is played.
1223 2002-03-14 src/files.c
1224 * Changed "LoadTape()" for real chunk support and also adjusted
1225 "SaveTape()" accordingly.
1227 2002-03-14 src/game.c, src/tape.c, src/files.c
1228 * Important changes to tape format: The old tape format stored all
1229 actions with a real effect with a corresponding delay between the
1230 stored actions. This had some major disadvantages (for example,
1231 push delays had to be ignored, pressing a button for some seconds
1232 mutated to several single button presses because of the non-action
1233 delays between two action frames etc.). The new tape format just
1234 stupidly records all device actions and replays them later. I really
1235 don't know why I haven't solved it that way before?! Old-style tapes
1236 (with tape file version less than 2.0) get converted to the new
1237 format on-the-fly when loading and can therefore still be played;
1238 only some minor parts of the old-style tape handling code was needed.
1239 (A perfect conversion is not possible, because there is information
1240 missing about the device actions between two action frames.)
1242 2002-03-14 src/files.c
1243 * New function "DumpTape()" to dump the contents of the current tape
1244 in a human readable format.
1246 2002-03-14 src/game.c
1247 * Small tape bug fixed: When automatically advancing to next level
1248 after a game was won, the tape from the previous level still was
1249 loaded as a tape for the new level.
1251 2002-03-14 src/tape.c
1252 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1253 tape, cartoons did not get completely removed because
1254 StopAnimation() was not called.
1256 2002-03-13 src/files.c
1257 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1258 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1259 size even when using 16-bit elements). Added new chunk "CNT2" for
1260 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1261 chunk even when content was 16-bit element). "CNT2" should now be
1262 able to store content for arbitrary elements (up to eight blocks of
1263 3 x 3 element arrays). All "CNT2" elements will always be stored as
1264 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1266 2002-03-13 src/files.c
1267 * Changed "LoadLevel()" for real chunk support.
1269 2002-03-12 src/game.c
1270 * Fixed problem (introduced after 2.0.0 release) with penguins
1271 not getting killed by enemies
1273 2002-02-24 src/game.c, src/main.h
1274 * Added "player->is_moving"; now "player->last_move_dir" does
1275 not contain any information if the player is just moving at
1277 Before, "player->last_move_dir" was misused for this purpose
1278 for the robot stuff (robots don't kill players when they are
1279 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1280 broke tapes when walking through pipes!
1281 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1282 in a continuous movement. This fact is ignored for friends and