2 * fixed bug with adding score when playing tape with EMC game engine
3 * added steel wall border for levels using EMC engine without border
4 * finally fixed delayed scrolling in EMC engine also for small levels
7 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
10 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
11 * fixed bug when displaying info element without action, but direction
14 * fixed minor graphical problems with springs smashing and slurping
15 (when using R'n'D style graphics instead of EMC style graphics)
18 * added scroll delay (as configured in setup) to EMC graphics engine
21 * improved screen redraw for EMC graphics engine (faster and smoother)
22 * when not scrolling, do not redraw the whole playfield if not needed
25 * added multi-player mode for EMC game engine (with up to four players)
28 * added android (can clone elements) from EMC engine to R'n'D engine
31 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
34 * added selectbox for initial player speed to player settings in editor
37 * version 3.1.2 created that is basically version 3.1.1, but with a
38 major bug fixed that prevented editing your own private levels
39 * version 3.1.2 released
42 * added magic ball (creates elements) from EMC engine to R'n'D engine
45 * uploaded fixed pre-release version 3.2.0-6 binary and source code
48 * fixed bug when using "CE can leave behind <trigger element>"
49 * added new change condition "(after/when) creation of <element>"
50 * added new change condition "(after/when) digging <element>"
51 * fixed bug accessing invalid gadget that caused crashes under Windows
52 * deactivated new possibility for multiple CE changes per frame
55 * uploaded pre-release (test) version 3.2.0-6 binary and source code
58 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
59 * fixed bug with not keeping CE value for moving CEs with only action
60 * changed CE action selectboxes in editor to be only reset when needed
63 * added option "use artwork from element" for custom player artwork
64 * added option "use explosion from element" for player explosions
67 * added cascaded element lists in the level editor
68 * added persistence for cascaded element lists by "editorcascade.conf"
69 * added dynamic element list with all elements used in current level
70 * added possibility for multiple CE changes per frame (experimental)
73 * uploaded pre-release (test) version 3.2.0-5 binary and source code
76 * changed "score for each 10 seconds/steps left" to "1 second/step"
77 * added own score for collecting "extra time" instead of sharing it
78 * added change events "switched by player" and "player switches <e>"
79 * added change events "snapped by player" and "player snaps <e>"
80 * added "set player artwork: <element choice>" to CE action options
81 * added change event "move of <element>"
84 * added "set player shield: off / normal / deadly" to CE action options
85 * added new player option "use level start element" in level editor
86 to set the correct focus at level start to elements from which the
87 player is created later (this did not work before for cascaded CE
88 changes resulting in creation of the player; it is now also possible
89 to create the player from a yam yam which is smashed at level start)
92 * added "set player speed: frozen (not moving)" to CE action options
93 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
96 * added new player option "block snap field" (enabled by default) to
97 make it possible to show a snapping animation like in Emerald Mine
100 * added dynamic selectboxes to custom element action settings in editor
101 * added "CE value" counter for custom elements (instead of "CE count")
102 * added option to use the last "CE value" after custom element change
103 * added option to use the "CE value" of other elements in CE actions
104 * fixed odd behaviour when pressing time orb in levels w/o time limit
105 * added checkbox "use time orb bug" for older levels that use this bug
108 * added missing configuration settings for the following elements:
109 - EL_TIMEGATE_SWITCH (time of open time gate)
110 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
111 - EL_SHIELD_NORMAL (time of shield duration)
112 - EL_SHIELD_DEADLY (time of shield duration)
113 - EL_EXTRA_TIME (time added to level time)
114 - EL_TIME_ORB_FULL (time added to level time)
117 * added "wind direction" as a movement pattern for custom elements
118 * added initial wind direction for balloon / custom elements to editor
119 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
122 * added parameters for "game of life" and "biomaze" elements to editor
125 * added level file chunk "CONF" for generic level and element settings
128 * uploaded pre-release (test) version 3.2.0-4 binary and source code
131 * skip empty level sets (with "levels: 0"; may be artwork base sets)
132 * added sound action ".page[1]" to ".page[32]" for each CE change page
135 * added image config suffix ".clone_from" to copy whole image settings
136 * fixed bug with invalid ("undefined") CE settings in old level files
139 * fixed graphical bug with smashing elements falling faster than player
142 * fixed major bug which prevented private levels from being edited
143 * fixed bug with precedence of general and special font definitions
146 * fixed graphical bug with player animation when player moves slowly
149 * uploaded pre-release (test) version 3.2.0-3 binary and source code
152 * fixed bug which prevented "global.num_toons: 0" from working
155 * major code cleanup (removed all these annoying "#if 0" blocks)
158 * added custom element actions for CE change page in level editor
161 * fixed music initialization bug in init.c (thanks to David Binderman)
162 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
163 (this bug must probably be fixed at other places, too)
166 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
167 (should be '#include <SDL.h>' instead)
170 * fixed bug which prevented "walkable from no direction" from working
171 (due to compatibility code overwriting this setting after loading)
174 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
177 * version number temporarily set to 3.1.1 (intermediate bugfix release)
178 * version 3.1.1 released
181 * changed some va_arg() arguments from 'long' to 'int', fixing problems
182 on 64-bit architecture systems with LP64 data model
185 * fixed bug with bombs not exploding when hitting the last level line
186 (introduced after the release of 3.1.0)
189 * added support for dumping small-sized level sketches from editor
192 * added recognition of "trigger element" for "change digged element to"
193 (this is not really what the "trigger element" was made for, but its
194 use may seem obvious for leaving back digged elements unchanged)
197 * fixed multiple warnings about failed joystick device initialization
200 * fixed bug with dynamite dropped on top of just dropped custom element
201 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
202 dynamite can still be dropped, but drop key must be released before
205 * fixed bug with wrong start directory when started from file browser
206 (due to this bug, R'n'D could not be started from KDE's Konqueror)
209 * fixed bug causing "change when impact" on player not working
210 * fixed wrong priority of "hitting something" over "hitting <element>"
211 * fixed wrong priority of "hit by something" over "hit by <element>"
214 * fixed graphical bug which caused the player (being Murphy) to show
215 collecting animations although the element was collected by penguin
218 * fixed two bugs causing wrong door background graphics in system.c
219 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
222 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
223 * added "no direction" to "walkable/passable from" selectbox options
226 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
227 * in tape autoplay, not only report broken, but also missing tapes
230 * uploaded pre-release (test) version 3.2.0-2 binary and source code
233 * fixed small bug with "linear" animation not working for active lamp
236 * fixed bug with moving up despite gravity due to "block last field"
237 * fixed small bug with wrong draw offset when typing name in main menu
238 * when reading user names from "passwd", ignore data after first comma
239 * when creating new "levelinfo.conf", only write some selected entries
242 * fixed displaying "imported from/by" on preview with empty string
243 * fixed ignoring draw offset for fonts used for level preview texts
246 * fixed a delay problem with SDL and too many mouse motion events
247 * added setup option "skip levels" and level skipping functionality
250 * added move speed "not moving" for non-moving CEs, but with direction
253 * fixed mapping of obsolete element token names in "editorsetup.conf"
254 * fixed bug with sound "acid.splashing" treated as a loop sound
255 * fixed some little sound bugs in native EM engine
258 * fixed small bug when dragging scrollbars to end positions
261 * added editor element descriptions written by Aaron Davidson
264 * improved fallback handling when configured artwork is not available
265 (now using default artwork instead of exiting when files not found)
268 * fixed bug on level selection screen when dragging scrollbar
271 * fixed bug which caused broken tapes when appending to EM engine tapes
274 * uploaded pre-release (test) version 3.2.0-1 binary and source code
277 * added code to replace changed artwork config tokens with other tokens
278 (needed for backwards compatibility, so that older tokens still work)
281 * added native R'n'D graphics for some new EMC elements in EM engine
284 * fixed some bugs in the EM engine integration code
285 * changed EM engine code to allow diagonal movement
286 * changed EM engine code to allow use of separate snap and drop keys
289 * fixed some redraw bugs when using EM engine
292 * fixed bug with not converting RND levels which are set to use native
293 engine to native level structure when loading
296 * uploaded pre-release (test) version 3.2.0-0 binary and source code
299 * version number set to 3.2.0
302 * level data now reset to defaults after attempt to load invalid file
305 * added use of "editorsetup.conf" for different level sets
308 * added auto-detection for various types of Emerald Mine level files
311 * fixed bug with scrollbars getting too small when list is very large
314 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
317 * added most level editor configuration gadgets for new EMC elements
320 * added more element and graphic definitions for new EMC elements
323 * modified native EM engine to use integrated R'n'D sound system
326 * added SDL support to graphics functions in native EM engine
327 (by always using generic libgame interface functions)
330 * fixed bug in frame synchronization in native EM engine
333 * added code to convert levels between R'n'D and native EM engine
336 * new Emerald Mine engine can now play levels selected in main menu
339 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
340 (which creates scaled down graphics for level editor and preview);
341 there's still a memory leak somewhere in the artwork handling code
342 * added "scale image up" functionality to X11 version of zoom function
345 * first attempts to integrate new, native Emerald Mine Club engine
348 * fixed bug in gadget code which caused reset of CEs in level editor
349 (example: pressing 'b' [grab brush] on CE config page erased values)
350 (solution: check if gadgets in ClickOnGadget() are really mapped)
351 * improved level change detection in editor (settings now also checked)
352 * fixed bug with "can move into acid" and "don't collide with" state
355 * fixed maze runner style CEs to use the configured move delay value
358 * added Aaron Davidson's tutorial level set to the "Tutorials" section
361 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
362 * fixed the above fix because it broke level set "machine" (*sigh*)
363 * fixed random element placement in level editor to work as expected
364 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
367 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
370 * fixed bug (missing array boundary check) which caused broken tapes
371 * fixed bug (when loading level template) which caused broken levels
372 * fixed bug with new block last field code when using non-yellow player
375 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
376 * internal change of how the player blocks the last field when moving
377 * fixed blocking delay of last field for EM and SP style block delay
378 * fixed bug where the player had to wait for the usual move delay after
379 unsuccessfully trying to move, when he directly could move after that
380 * the last two changes should make original Supaplex level 93 solvable
381 * improved use of random number generator to make it less predictable
382 * fixed behaviour of slippery SP elements to let slip left, then right
385 * fixed bug with wrong door state after trying to quickload empty tape
386 * fixed waste of static memory usage of the binary, making it smaller
387 * fixed very little graphical bug in Supaplex explosion
390 * version number set to 3.1.1
393 * version 3.1.0 released
396 * fixed bug with crash when writing user levelinfo.conf the first time
399 * added option "convert LEVELDIR [NR]" to command line batch commands
400 * re-converted Supaplex levels to apply latest engine fixes
401 * changed "use graphic/sound of element" to "use graphic of element"
402 due to compatibility problems with some levels ("bug machine" etc.)
405 * fixed bug with CE change replacing player with same or other player
408 * fixed bug with opaque font in envelope with background graphic when
409 background graphic is not transparent itself
412 * added "gravity on" and "gravity off" ports for Supaplex compatibility
413 * corrected original Supaplex level loading code to use these new ports
414 * also corrected Supaplex loader to auto-count infotrons if set to zero
417 * fixed bug with missing initialization of "modified" flag for GEs
420 * fixed bug that caused endless recursion loop when relocating player
421 * fixed tape recorder bug in "step mode" when using "pause before end"
422 * fixed tape recorder bug when changing from "warp forward" mode
425 * fixed bug with "when touching" for pushed elements at last position
428 * fixed bug that caused two activated toolbox buttons in level editor
429 * fixed bug with exploding dynabomb under player due to other explosion
432 * fixed bug with creating walkable custom element under player (again)
433 * fixed bug with not copying explosion type when copying CEs in editor
434 * fixed graphical bug when drawing player in setup menu (input devices)
435 * fixed graphical bug when the player is pushing an accessible element
436 * fixed bug with classic switchable elements triggering CE changes
437 * fixed bug with entering/leaving walkable element in RelocatePlayer()
438 * fixed crash bug when CE leaves behind the trigger player element
441 * fixed bug with broken tubes after placing/exploding dynamite in them
442 * fixed bug with exploding dynamite under player due to other explosion
443 * fixed bug with not resetting push delay under certain circumstances
446 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
447 * added network multiplayer code for Windows (thanks to Niko Böhm)
450 * added option "reachable despite gravity" for gravity movement
451 * changed gravity movement of most classic walkable and passable
452 elements back to "not reachable" (for compatibility reasons)
455 * fixed (removed) "indestructible" / "can explode" dependency in editor
456 * fixed (removed) "accessible inside" / "protected" dependency
457 * fixed (removed) "step mode" / "shield time" dependency
460 * fixed dynabombs exploding now into anything diggable
461 * fixed Supaplex style gravity movement into buggy base now impossible
462 * added pressing key "space" as valid action to select menu options
465 * added "replace when walkable" to relocate player to walkable element
466 * added "enter"/"leave" event for elements affected by relocation
467 * fixed "direct"/"indirect" change order also for "when change" event
468 * fixed graphical bug when pushing things from elements walkable inside
471 * fixed graphic bug when player is snapping while moving in old levels
472 * fixed bug when a moving custom element leaves a player element behind
473 * fixed bug with mole not disappearing when moving into acid pool
474 * fixed bug with incomplete path setting when using "--basepath" option
475 * moving CE can now leave walkable elements behind under the player
476 * when relocating, player can be set on walkable element now
477 * fixed another gravity movement bug
480 * uploaded pre-release (test) version 3.1.0-2 binary and source code
483 * added "collectible" and "removable" to extended replacement types
484 (where "removable" replaces "diggable" and "collectible" elements)
485 * added "collectible & throwable" (to throw element to the next field)
486 * fixed bug with CEs digging elements that are just about to explode
487 * changed mouse cursor now always being visible when game is paused
490 * added possibility to push/press accessible elements from a side that
492 * fixed bug with not setting actual date when appending to tape
495 * fixed bug with incorrectly initialized custom element editor graphics
498 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
499 - number of levels corrected from 18 to 17 in "levelinfo.conf"
502 * fixed bug with destroyed robot wheel still attracting robots forever
503 * fixed bug with time gate switch deactivating after robot wheel time
504 (while the time gate itself is not affected by this misbehaviour)
505 * changed behaviour of BD style amoeba to always get blocked by player
506 (before it was different when there were non-BD elements in level)
507 * fixed bug with player destroying indestructable elements with shield
510 * added option to make growing elements grow into anything diggable
511 (for the various amoeba types, biomaze and "game of life")
514 * fixed bug with movable elements not moving after left behind by CEs
515 * changed gravity movement to anything diggable, not only sand/base
516 * optionally allowing passing to walkable element, not only empty space
517 * added option "can pass to walkable element" for players
518 * finally fixed gravity movement (hopefully)
521 * fixed bug with movable elements not moving anymore after falling down
524 * fixed another bug with custom elements digging and leaving elements
525 * fixed bug with "along left/right side" and automatic start direction
526 * trigger elements now also displayed when "more custom" deactivated
527 * fixed bug with clipboard element initialized when loading new level
528 * added option "drop delay" to set delay before dropping next element
531 * uploaded pre-release (test) version 3.1.0-1 binary and source code
534 * added copy and paste functions for custom change pages
535 * enhanced graphical display and functionality of tape recorder
536 * fixed bug with custom elements digging and leaving elements
539 * added move speed faster than "very fast" for custom elements
540 * fixed bug with 3+3 style explosions and missing border content
541 * fixed little bug when copying custom elements in the editor
542 * enhanced custom element changes by more side trigger actions
545 * added option "no scrolling when relocating" for instant teleporting
546 * uploaded pre-release (test) version 3.1.0-0 binary and source code
549 * added trigger element and trigger player to use as target elements
550 * added copy and paste functions for custom and group elements
553 * fixed graphical bug when displaying explosion animations
554 * fixed bug when appending to tapes, resulting in broken tapes
555 * re-recorded a few tapes broken by fixing gravity checking bug
558 * "can move into acid" property now for all elements independently
559 * "can fall into acid" property for player stored in same bitfield now
560 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
561 * version number set to 3.1.0 (finally!)
564 * changed tape recording to only record input, not programmed actions
567 * fixed totally broken (every 8th frame skipped) step-by-step recording
568 * fixed bug with requester not displayed when quick-loading interrupted
569 * added option "can fall into acid (with gravity)" for players
570 * fixed bug with player not falling when snapping down with gravity
573 * fixed bug which messed up key config when using keypad number keys
576 * fixed bug which allowed moving upwards even when gravity was active
577 * fixed bug with missing error handling when dumping levels or tapes
580 * added different colored editor graphics for Supaplex gravity tubes
583 * fixed bug that allowed solvable tapes for unsolvable levels
586 * use unlimited number of droppable elements when "count" set to zero
587 * added option to use step limit instead of time limit for level
590 * added player and change page as trigger for custom element change
593 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
596 * fixed bug with dark yamyam changing to acid when moving over acid
597 * fixed handling of levels with more than 999 seconds level time
598 (example: level 76 of "Denmine")
601 * "spring push bug" reintroduced as configurable element property
602 * fixed bug with missing properties for "mole"
603 * fixed bug that showed up when fixing the above "mole" properties bug
604 * added option "can move into acid" for all movable elements
605 * fixed graphical bug for elements moving into acid
606 * changed event handling to handle all pending events before going on
609 * fixed bug which caused all CE change pages to be ignored which had
610 the same change event, but used a different element side
611 (reported by Simon Forsberg)
613 * fixed bug which caused elements that can move and fall and that are
614 transported by a conveyor belt to continue moving into that direction
615 after leaving the conveyor belt, regardless of their own movement
616 type; only elements which can not move are transported now
617 (reported by Simon Forsberg)
619 * fixed bug which could cause an array overflow in RelocatePlayer()
620 (reported by Niko Böhm)
622 * changed Emerald Mine style "passable / over" elements to "protected"
623 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
625 * added new option to select from which side a "walkable/passable"
626 element can be entered
629 * added explosion and ignition delay for elements that can explode
632 * fixed bug which caused player not being protected against enemies
633 when a CE was "walkable / inside" and was not "indestructible"
634 * added "walkable/passable" fields to be "protected/unprotected"
635 against enemies, even if not accessible "inside" but "over/under"
638 * corrected move pattern to 32 bit and initial move direction to 8 bit
641 * added second custom element base configuration page
644 * added some special EMC mappings to Emerald Mine level loader
645 (also covering previously unknown element in level 0 of "Bondmine 8")
648 * added option to block last field when player is moving (for Supaplex)
649 * adjusted push delay of Supaplex elements
650 * removed delays for envelopes etc. when replaying with maximum speed
651 * fixed bug when dropping element on a field that just changed to empty
654 * fixed bug: infotrons can now smash yellow disks
655 * fixed bug: when gravity active, port above player can now be entered
656 * removed "one white dot" mouse pointer which irritated some people
659 * added "choice type" for group element selection
662 * fixed bug with initial invulnerability of non-yellow player
665 * added level loader for loading native Supaplex packed levels
666 (including multi-part levels like the "splvls99" levels)
669 * fixed bug which allowed creating emeralds by escaping explosions
672 * custom elements can change (limited) or leave (unlimited) elements
673 * finally added multiple matches using group elements
674 * added shortcut to dump brush (type ":DB" in editor) for use in forum
677 * added new start movement type "previous" for continued CE movement
678 * added new start movement type "random" for random CE movement start
681 * added new element "sokoban_field_player" needed for Sokoban levels
682 (thanks to Ed Booker for pointing this out!)
685 * added elements that can be digged or left behind by custom elements
688 * added group elements for multiple matches and random element creation
691 * fixed some graphical errors displayed in old levels
694 * fixed wrong double speed movement after passing closing gates
697 * added level loader for loading native Emerald Mine levels
700 * changes for "shooting" style CE movement
703 * Happy New Year! ;-)
706 * changed default snap/drop keys from left/right Shift to Control keys
709 * fixed bug with dead player getting reanimated from custom element
712 * fixed bug with wrong penguin graphics (when entering exit)
715 * fixed bug with wrong "Murphy" graphics (when digging etc.)
718 * version number set to 3.0.9
721 * version 3.0.8 released
724 * added function checked_free()
727 * fixed bug with double nut cracking sound
728 (by eliminating "default element action sound" assignment in init.c)
731 * fixed crash when no music info files are available
734 * fixed boring and sleeping sounds
737 * added "maze runner" and "maze hunter" movement types
738 * added extended collision conditions for custom elements
741 * added warnings for undefined token values in artwork config files
744 * added menu entry for level set information to the info screen
747 * fixed bug with wrong default impact sound for colored emeralds
750 * added several sub-screens for the info screen
751 * menu text now also clickable (not only blue/red sphere left of it)
754 * added configurable "bored" and "sleeping" animations for the player
755 * added "awakening" sound for player when waking up after sleeping
758 * added "copy" and "exchange" functions for custom elements to editor
761 * added configurable element animations for info screen
764 * added configurable music credits for info screen
767 * finally fixed tape recording when player is created from CE change
770 * added "editorsetup.conf" for editor element list configuration
773 * added "musicinfo.conf" for menu and level music configuration
776 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
777 (that only showed up on Linux, but not on Windows systems)
780 * fixed turning movement of butterflies and fireflies (no frame reset)
781 * enhanced sniksnak turning movement (two steps instead of only one)
784 * version number set to 3.0.8
787 * version 3.0.7 released
790 * fixed reset of player animation frame when, for example,
791 walking, digging or collecting share the same animation
792 * fixed CE with "deadly when touching" exploding when touching amoeba
795 * fixed tape recording when player is created from CE element change
798 * introduced "turning..." action graphic for elements with move delay
799 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
800 * added turning animations for bug, spaceship and sniksnak
803 * prevent "extended" changed elements from delay change in same frame
806 * fixed bug when pushing element that can move away to the side
807 (like pushing falling elements, but now with moving elements)
810 * finally fixed serious bug in code for delayed element pushing (again)
813 * unavailable setup options now marked as "n/a" instead of "off"
814 * new boolean directive "latest_engine" for "levelinfo.conf": when set
815 to "true", levels are always played with the latest game engine,
816 which is desired for levels that are imported from other games; all
817 other levels are played with the engine version stored in level file
818 (which is normally the engine version the level was created with)
821 * fixed serious bug in code for delayed element pushing
822 * fixed little bug in animation frame selection for pushed elements
823 * speed-up of reading config file for verbose output
826 * added configuration option for opening and closing Supaplex exit
827 * added configuration option for moving up/down animation for Murphy
828 * fixed incorrectly displayed animation for attacking dragon
829 * fixed bug with not setting initial gravity for each new game
830 * fixed bug with teleportation of player by custom element change
831 * fixed bug with player not getting smashed by rock sometimes
834 * version number set to 3.0.7
837 * version 3.0.6 released
840 * added support for MP3 music for SDL version through SMPEG library
843 * fixed bug when initializing font graphic structure
844 * fixed bug with animation mode "pingpong" when using only 1 frame
845 * fixed bug with extended change target introduced in 3.0.5
846 * fixed bug where passing over moving element doubles player speed
847 * fixed bug with elements continuing to move into push direction
848 * fixed bug with duplicated player when dropping bomb with shield on
849 * added "switching" event for custom elements ("pressing" only once)
850 * fixed switching bug (resetting flag when not switching but not idle)
853 * fixed element tokens for certain file elements with ".active" etc.
856 * version number set to 3.0.6
859 * version 3.0.5 released
862 * now four envelope elements available
863 * font, background, animation and sound for envelope now configurable
864 * main menu doors opening/closing animation type now configurable
867 * active/inactive sides configurable for custom element changes
868 * new movement type "move when pushed" available for custom elements
871 * fixed bug in multiple config pages loader code that caused crashes
874 * enhanced (remaining low-resolution) Supaplex graphics
877 * version number set to 3.0.5
880 * version 3.0.4 released
882 2003-09-12 src/tools.c
883 * fixed bug in custom definition of crumbled element graphics
885 2003-09-11 src/files.c
886 * fixed bug in multiple config pages code that caused crashes
889 * version number set to 3.0.4
892 * version 3.0.3 released
895 * added music to Supaplex classic level set
897 2003-09-07 src/libgame/misc.c
898 * added support for loading various music formats through SDL_mixer
900 2003-09-06 (various source files)
901 * fixed several nasty bugs that may have caused crashes on some systems
902 * added envelope content which gets displayed when collecting envelope
903 * added multiple change event pages for custom elements
905 2003-08-24 src/game.c
906 * fixed problem with player animation when snapping and moving
908 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
909 * fixed problem with flickering when drawing toon animations
911 2003-08-23 src/libgame/sdl.c
912 * fixed problem with setting mouse cursor in SDL version in fullscreen
914 2003-08-23 src/game.c
915 * fixed bug (missing array boundary check) which could crash the game
918 * version number set to 3.0.3
921 * version 3.0.2 released
923 2003-08-21 src/game.c
924 * fixed bug with creating inaccessible elements at player position
926 2003-08-20 src/init.c
927 * fixed bug with not finding current level artwork directory
929 2003-08-20 src/files.c
930 * fixed bug with choosing wrong engine version when playing tapes
931 * fixed bug with messing up custom element properties in 3.0.0 levels
934 * version number set to 3.0.2
937 * version 3.0.1 released
939 2003-08-17 (no source files affected)
940 * changed all "classic" PCX image files with 16 colors or less to
941 256 color (8 bit) storage format, because the Allegro game library
942 cannot handle PCX files with less than 256 colors (contributed
943 graphics are not affected and might look wrong in the DOS version)
945 2003-08-16 src/init.c
946 * fixed bug which (for example) crashed the level editor when defining
947 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
948 (only set to default) -- invalid graphics now set to default graphic
950 2003-08-16 src/init.c
951 * fixed graphical bug of player digging/collecting/snapping element
952 when no corresponding graphic/animation is defined for this action,
953 resulting in player being drawn as EL_EMPTY (which should only be
954 done to elements being collected, but not to the player)
956 2003-08-16 src/game.c
957 * fixed small graphical bug of player not totally moving into exit
959 2003-08-16 src/libgame/setup.c
960 * fixed bug with wrong MS-DOS 8.3 filename conversion
962 2003-08-16 src/tools.c
963 * fixed bug with invisible mouse cursor when pressing ESC while playing
965 2003-08-16 (various source files)
966 * added another 128 custom elements (disabled in editor by default)
968 2003-08-16 src/editor.c
969 * fixed NULL string bug causing Solaris to crash in sprintf()
971 2003-08-16 src/screen.c
972 * fixed drawing over scrollbar on level selection with custom fonts
974 2003-08-15 src/game.c
975 * cleanup of simple sounds / loop sounds / music settings
977 2003-08-08 (various source files)
978 * added custom element property for dropping collected elements
980 2003-08-08 src/conf_gfx.c
981 * fixed bug with missing graphic for active red disk bomb
983 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
984 * extended variable "level.gravity" to "level.initial_gravity" and
985 "game.current_gravity" to prevent level setting from being changed
986 by playing the level (keeping the runtime value after playing)
988 * fixed graphics bug when digging element that has 'crumbled' graphic
989 definition, but not 'diggable' graphic definition
992 * version number set to 3.0.1
995 * version 3.0.0 released
998 * various bug fixes; among others:
999 - fixed bug with pushing spring over empty space
1000 - fixed bug with leaving tube while placing dynamite
1001 - fixed bug with explosion of smashed penguins
1002 - allow Murphy player graphic in levels with non-Supaplex elements
1006 * I have forgotten to document changes for some time
1009 * pre-release version 2.2.0rc1 released
1012 * version number set to 2.1.2
1015 * version 2.1.1 released
1018 * version number set to 2.1.1
1021 * version 2.1.0 released
1024 * version number set to 2.1.0
1026 2002-04-03 to 2002-05-19 (various source files)
1027 * graphics, sounds and music now fully configurable
1028 * bug fixed that prevented walking through tubes when gravity on
1030 2002-04-02 src/events.c, src/editor.c
1031 * Make Escape key less aggressive when playing or when editing level.
1032 This can be configured as an option in the setup menu. (Default is
1033 "less aggressive" which means "ask user if something can be lost"
1034 when pressing the Escape key.)
1036 2002-04-02 src/screen.c
1037 * Added "graphics setup" screen.
1039 2002-04-01 src/screen.c
1040 * Changed "choose level" setup screen stuff to be more generic (to
1041 make it easier to add more "choose from generic tree" setup screens).
1043 2002-04-01 src/config.c, src/timestamp.h
1044 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1045 automatically gets created by "src/Makefile" and contains an actual
1046 compile-time timestamp to identify development versions of the game).
1048 2002-03-31 src/tape.c, src/events.c
1049 * Added quick game/tape save/load functions to tape stuff which can be
1050 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1051 loads previously recorded tape and directly goes into recording mode
1052 from the end of the tape (therefore appending to the tape).
1054 2002-03-31 src/tape.c
1055 * Added "index mark" function to tape recorder. When playing or
1056 recording, "eject" button changes to "index" button. Setting index
1057 mark is not yet implemented, but pressing index button when playing
1058 allows very quick advancing to end of tape (when normal playing),
1059 very fast forward mode (when playing with normal fast forward) or
1060 very fast reaching of "pause before end of tape" (when playing with
1061 "pause before end" playing mode).
1063 2002-03-30 src/cartoons.c
1064 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1066 2002-03-29 src/screen.c
1067 * Changed setup screen stuff to be more generic (to make it easier
1068 to add more setup screens).
1070 2002-03-23 src/main.c, src/main.h
1071 * Various changes due to the introduction of the new libgame files
1072 "setup.c" and "joystick.c".
1074 2002-03-23 src/files.c
1075 * Generic parts of "src/files.c" (mainly setup and level directory
1076 stuff) moved to new libgame file "src/libgame/setup.c".
1078 2002-03-23 src/joystick.c
1079 * File "src/joystick.c" moved to libgame source tree, with
1080 correspondig changes.
1082 2002-03-22 src/screens.c
1083 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1084 (Wrong level series information displayed when entering main group.)
1086 2002-03-22 src/editor.c
1087 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1089 2002-03-22 src/editor.c
1090 * Changed behaviour of "Escape" key in level editor to be more
1091 intuitive: When in "Element Properties" or "Level Info" mode,
1092 return to "Drawing Mode" instead of leaving the level editor.
1094 2002-03-21 src/game.c, src/editor.c, src/files.c
1095 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1096 gems (emeralds, diamonds, ...) slipping down from normal wall,
1097 steel wall and growing wall (as in E.M.C. style levels). Although
1098 the behaviour of contributed and private levels wasn't changed (due
1099 to the use of "level.game_version"; see previous entry), editing
1100 those levels will (of course) change the behaviour accordingly.
1102 This change seems a bit too hard after thinking about it, because
1103 the EM style behaviour is not the "expected" behaviour (gems would
1104 normally only slip down from "rounded" walls). Therefore this was
1105 now changed to an element property for gem style elements, with the
1106 default setting "off" (which means: no special EM style behaviour).
1107 To fix older converted levels, this flag is set to "on" for pre-2.0
1108 levels that are neither contributed nor private levels.
1110 2002-03-20 src/files.h
1111 * Corrected settings for "level.game_version" depending of level type.
1112 (Contributed and private levels always get played with game engine
1113 version they were created with, while converted levels always get
1114 played with the most recent version of the game engine, to let new
1115 corrections of the emulation behaviour take effect.)
1117 2002-03-20 src/main.h
1118 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1119 compiling the SDL version on some systems.
1120 Thanks to the several people who pointed this out.
1123 * Version number set to 2.0.2.
1126 * Version 2.0.1 released.
1128 2002-03-18 src/screens.c
1129 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1131 2002-03-18 src/files.c [src/libgame/misc.c]
1132 * Moved some common functions from src/files.c to src/libgame/misc.c.
1134 2002-03-18 src/files.c [src/libgame/misc.c]
1135 * Changed permissions for new directories and saved files (especially
1136 score files) according to suggestions of Debian users and mantainers.
1137 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1139 2002-03-17 src/files.c
1140 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1141 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1142 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1143 for levels and "TAPE" for tapes). Old "cookie" style format is
1144 still supported for reading. New level and tape files are written
1147 * New IFF chunk "VERS" contains version numbers for file and game
1148 (where "game version" is the version of the program that wrote the
1149 file, and "file version" is a version number to distinguish files
1150 with different format, for example after adding new features).
1152 2002-03-15 src/screen.c
1153 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1154 (Before, you heard a mixture of the in-game music and the
1155 hall-of-fame music.)
1157 2002-03-14 src/events.c
1158 * Function "DumpTape()" (files.c) now available by pressing 't' from
1159 main menu (when in DEBUG mode).
1161 2002-03-14 src/game.c
1162 * "GameWon()": When game was won playing a tape, now there is no delay
1163 raising the score and no corresponding sound is played.
1165 2002-03-14 src/files.c
1166 * Changed "LoadTape()" for real chunk support and also adjusted
1167 "SaveTape()" accordingly.
1169 2002-03-14 src/game.c, src/tape.c, src/files.c
1170 * Important changes to tape format: The old tape format stored all
1171 actions with a real effect with a corresponding delay between the
1172 stored actions. This had some major disadvantages (for example,
1173 push delays had to be ignored, pressing a button for some seconds
1174 mutated to several single button presses because of the non-action
1175 delays between two action frames etc.). The new tape format just
1176 stupidly records all device actions and replays them later. I really
1177 don't know why I haven't solved it that way before?! Old-style tapes
1178 (with tape file version less than 2.0) get converted to the new
1179 format on-the-fly when loading and can therefore still be played;
1180 only some minor parts of the old-style tape handling code was needed.
1181 (A perfect conversion is not possible, because there is information
1182 missing about the device actions between two action frames.)
1184 2002-03-14 src/files.c
1185 * New function "DumpTape()" to dump the contents of the current tape
1186 in a human readable format.
1188 2002-03-14 src/game.c
1189 * Small tape bug fixed: When automatically advancing to next level
1190 after a game was won, the tape from the previous level still was
1191 loaded as a tape for the new level.
1193 2002-03-14 src/tape.c
1194 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1195 tape, cartoons did not get completely removed because
1196 StopAnimation() was not called.
1198 2002-03-13 src/files.c
1199 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1200 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1201 size even when using 16-bit elements). Added new chunk "CNT2" for
1202 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1203 chunk even when content was 16-bit element). "CNT2" should now be
1204 able to store content for arbitrary elements (up to eight blocks of
1205 3 x 3 element arrays). All "CNT2" elements will always be stored as
1206 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1208 2002-03-13 src/files.c
1209 * Changed "LoadLevel()" for real chunk support.
1211 2002-03-12 src/game.c
1212 * Fixed problem (introduced after 2.0.0 release) with penguins
1213 not getting killed by enemies
1215 2002-02-24 src/game.c, src/main.h
1216 * Added "player->is_moving"; now "player->last_move_dir" does
1217 not contain any information if the player is just moving at
1219 Before, "player->last_move_dir" was misused for this purpose
1220 for the robot stuff (robots don't kill players when they are
1221 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1222 broke tapes when walking through pipes!
1223 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1224 in a continuous movement. This fact is ignored for friends and