2 * fixed bug that forced re-defining of menu settings in local graphics
3 config file which are already defined in existing base config file
4 * fixed small bug that caused door sounds playing when music is enabled
7 * added the possibility to define up to five title screens for each
8 level set that are displayed after loading using (cross)fading in/out
9 (this was added to display the various start images of the EMC sets)
12 * added "CE score gets zero [of]" to custom element trigger conditions
13 * added setup option to display element token name in level editor
16 * added compatibility code for Juergen Bonhagen's menu artwork settings
19 * fixed bug with displaying wrong animation frame 0 after CE changes
20 * fixed bug with creating invisible elements when light switch is on
23 * added selection between ECS and AGA graphics for EMC levels to setup
26 * adjusted font handling for various narrow EMC style fonts
29 * changed EM engine behaviour back to re-allow initial rolling springs
32 * fixed handling of over-large selectboxes (less error-prone now)
33 * fixed bug when creating GE with walkable element under the player
36 * added use of "Insert" and "Delete" keys to navigate element list in
37 level editor to start of custom elements or start of group elements
38 * added virtual elements to access CE value and CE score of elements:
39 - "CE value of triggering element"
40 - "CE score of triggering element"
41 - "CE value of current element"
42 - "CE score of current element"
45 * fixed "grass" to "sand" in older EM levels (up to file version V4)
48 * changed behaviour of network games with internal errors (because of
49 different client frame counters) from immediately terminating R'n'D
50 to displaying an error message requester and stopping only the game
51 (also to prevent impression of crashes under non command-line runs)
52 * fixed playing network games with the EMC engine (did not work before)
53 * fixed bug with not scrolling the screen in multi-player mode with the
54 focus on player 1 when all players are moving in different directions
55 * fixed bug with keeping pointer to gadget even after its deallocation
56 * fixed bug with allowing "focus on all players" in network games
57 * fixed bug with player focus when playing tapes from network games
60 * uploaded pre-release (test) version 3.2.0-7 binary and source code
63 * code cleanup for game action control for R'n'D and EMC game engine
66 * fixed bug in multi-player movement with focus on both players
67 * added option to control only the focussed player with all input
70 * added player focus switching to level tape recording and re-playing
73 * fixed some bugs in player focus switching in EMC and RND game engine
76 * added special Supaplex animations for Murphy digging and snapping
77 * added special Supaplex animations for Murphy being bored and sleeping
80 * added four new yam yams with explicit start direction for EMC engine
81 * fixed bug in src/libgame/text.c with printing text outside the window
84 * fixed small bug in EMC level loader (copyright sign in EM II levels)
87 * added delayed ignition of EM style dynamite when used in R'n'D engine
88 * added limited movement range to EMC engine when focus on all players
91 * fixed bug with missing (zero) score values for native Supaplex levels
94 * added "continuous snapping" (snapping many elements while holding the
95 snap key pressed, without releasing the snap key after each element)
96 as a new player setting for more compatibility with the classic games
99 * finished scrolling for "focus on all players" in EMC graphics engine
102 * level sets with "levels: 0" are ignored for levels, but not artwork
103 * fixed bug when scanning empty level group directories (endless loop)
106 * fixed bug with explosion graphic for player using "Murphy" graphic
107 * fixed bug with explosion graphic if player leaves explosion in time
108 * changed some descriptive text in setup menu to use medium-width font
109 * added key shortcut settings for switching player focus to setup menu
112 * fixed bug with random value initialization when recording tapes
113 * fixed bug with playing single player tapes when team mode activated
116 * fixed little bug when trying to switch to player that does not exist
119 * added player switching (visual and quick) to R'n'D and EM game engine
120 * added setup option to select visual or quick in-game player switching
123 * added use of "Home" and "End" keys to handle element list in editor
126 * fixed bug with adding score when playing tape with EMC game engine
127 * added steel wall border for levels using EMC engine without border
128 * finally fixed delayed scrolling in EMC engine also for small levels
131 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
134 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
135 * fixed bug when displaying info element without action, but direction
138 * fixed minor graphical problems with springs smashing and slurping
139 (when using R'n'D style graphics instead of EMC style graphics)
142 * added scroll delay (as configured in setup) to EMC graphics engine
145 * improved screen redraw for EMC graphics engine (faster and smoother)
146 * when not scrolling, do not redraw the whole playfield if not needed
149 * added multi-player mode for EMC game engine (with up to four players)
152 * added android (can clone elements) from EMC engine to R'n'D engine
155 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
158 * added selectbox for initial player speed to player settings in editor
161 * version 3.1.2 created that is basically version 3.1.1, but with a
162 major bug fixed that prevented editing your own private levels
163 * version 3.1.2 released
166 * added magic ball (creates elements) from EMC engine to R'n'D engine
169 * uploaded fixed pre-release version 3.2.0-6 binary and source code
172 * fixed bug when using "CE can leave behind <trigger element>"
173 * added new change condition "(after/when) creation of <element>"
174 * added new change condition "(after/when) digging <element>"
175 * fixed bug accessing invalid gadget that caused crashes under Windows
176 * deactivated new possibility for multiple CE changes per frame
179 * uploaded pre-release (test) version 3.2.0-6 binary and source code
182 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
183 * fixed bug with not keeping CE value for moving CEs with only action
184 * changed CE action selectboxes in editor to be only reset when needed
187 * added option "use artwork from element" for custom player artwork
188 * added option "use explosion from element" for player explosions
191 * added cascaded element lists in the level editor
192 * added persistence for cascaded element lists by "editorcascade.conf"
193 * added dynamic element list with all elements used in current level
194 * added possibility for multiple CE changes per frame (experimental)
197 * uploaded pre-release (test) version 3.2.0-5 binary and source code
200 * changed "score for each 10 seconds/steps left" to "1 second/step"
201 * added own score for collecting "extra time" instead of sharing it
202 * added change events "switched by player" and "player switches <e>"
203 * added change events "snapped by player" and "player snaps <e>"
204 * added "set player artwork: <element choice>" to CE action options
205 * added change event "move of <element>"
208 * added "set player shield: off / normal / deadly" to CE action options
209 * added new player option "use level start element" in level editor
210 to set the correct focus at level start to elements from which the
211 player is created later (this did not work before for cascaded CE
212 changes resulting in creation of the player; it is now also possible
213 to create the player from a yam yam which is smashed at level start)
216 * added "set player speed: frozen (not moving)" to CE action options
217 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
220 * added new player option "block snap field" (enabled by default) to
221 make it possible to show a snapping animation like in Emerald Mine
224 * added dynamic selectboxes to custom element action settings in editor
225 * added "CE value" counter for custom elements (instead of "CE count")
226 * added option to use the last "CE value" after custom element change
227 * added option to use the "CE value" of other elements in CE actions
228 * fixed odd behaviour when pressing time orb in levels w/o time limit
229 * added checkbox "use time orb bug" for older levels that use this bug
232 * added missing configuration settings for the following elements:
233 - EL_TIMEGATE_SWITCH (time of open time gate)
234 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
235 - EL_SHIELD_NORMAL (time of shield duration)
236 - EL_SHIELD_DEADLY (time of shield duration)
237 - EL_EXTRA_TIME (time added to level time)
238 - EL_TIME_ORB_FULL (time added to level time)
241 * added "wind direction" as a movement pattern for custom elements
242 * added initial wind direction for balloon / custom elements to editor
243 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
246 * added parameters for "game of life" and "biomaze" elements to editor
249 * added level file chunk "CONF" for generic level and element settings
252 * uploaded pre-release (test) version 3.2.0-4 binary and source code
255 * skip empty level sets (with "levels: 0"; may be artwork base sets)
256 * added sound action ".page[1]" to ".page[32]" for each CE change page
259 * added image config suffix ".clone_from" to copy whole image settings
260 * fixed bug with invalid ("undefined") CE settings in old level files
263 * fixed graphical bug with smashing elements falling faster than player
266 * fixed major bug which prevented private levels from being edited
267 * fixed bug with precedence of general and special font definitions
270 * fixed graphical bug with player animation when player moves slowly
273 * uploaded pre-release (test) version 3.2.0-3 binary and source code
276 * fixed bug which prevented "global.num_toons: 0" from working
279 * major code cleanup (removed all these annoying "#if 0" blocks)
282 * added custom element actions for CE change page in level editor
285 * fixed music initialization bug in init.c (thanks to David Binderman)
286 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
287 (this bug must probably be fixed at other places, too)
290 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
291 (should be '#include <SDL.h>' instead)
294 * fixed bug which prevented "walkable from no direction" from working
295 (due to compatibility code overwriting this setting after loading)
298 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
301 * version number temporarily set to 3.1.1 (intermediate bugfix release)
302 * version 3.1.1 released
305 * changed some va_arg() arguments from 'long' to 'int', fixing problems
306 on 64-bit architecture systems with LP64 data model
309 * fixed bug with bombs not exploding when hitting the last level line
310 (introduced after the release of 3.1.0)
313 * added support for dumping small-sized level sketches from editor
316 * added recognition of "trigger element" for "change digged element to"
317 (this is not really what the "trigger element" was made for, but its
318 use may seem obvious for leaving back digged elements unchanged)
321 * fixed multiple warnings about failed joystick device initialization
324 * fixed bug with dynamite dropped on top of just dropped custom element
325 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
326 dynamite can still be dropped, but drop key must be released before
329 * fixed bug with wrong start directory when started from file browser
330 (due to this bug, R'n'D could not be started from KDE's Konqueror)
333 * fixed bug causing "change when impact" on player not working
334 * fixed wrong priority of "hitting something" over "hitting <element>"
335 * fixed wrong priority of "hit by something" over "hit by <element>"
338 * fixed graphical bug which caused the player (being Murphy) to show
339 collecting animations although the element was collected by penguin
342 * fixed two bugs causing wrong door background graphics in system.c
343 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
346 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
347 * added "no direction" to "walkable/passable from" selectbox options
350 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
351 * in tape autoplay, not only report broken, but also missing tapes
354 * uploaded pre-release (test) version 3.2.0-2 binary and source code
357 * fixed small bug with "linear" animation not working for active lamp
360 * fixed bug with moving up despite gravity due to "block last field"
361 * fixed small bug with wrong draw offset when typing name in main menu
362 * when reading user names from "passwd", ignore data after first comma
363 * when creating new "levelinfo.conf", only write some selected entries
366 * fixed displaying "imported from/by" on preview with empty string
367 * fixed ignoring draw offset for fonts used for level preview texts
370 * fixed a delay problem with SDL and too many mouse motion events
371 * added setup option "skip levels" and level skipping functionality
374 * added move speed "not moving" for non-moving CEs, but with direction
377 * fixed mapping of obsolete element token names in "editorsetup.conf"
378 * fixed bug with sound "acid.splashing" treated as a loop sound
379 * fixed some little sound bugs in native EM engine
382 * fixed small bug when dragging scrollbars to end positions
385 * added editor element descriptions written by Aaron Davidson
388 * improved fallback handling when configured artwork is not available
389 (now using default artwork instead of exiting when files not found)
392 * fixed bug on level selection screen when dragging scrollbar
395 * fixed bug which caused broken tapes when appending to EM engine tapes
398 * uploaded pre-release (test) version 3.2.0-1 binary and source code
401 * added code to replace changed artwork config tokens with other tokens
402 (needed for backwards compatibility, so that older tokens still work)
405 * added native R'n'D graphics for some new EMC elements in EM engine
408 * fixed some bugs in the EM engine integration code
409 * changed EM engine code to allow diagonal movement
410 * changed EM engine code to allow use of separate snap and drop keys
413 * fixed some redraw bugs when using EM engine
416 * fixed bug with not converting RND levels which are set to use native
417 engine to native level structure when loading
420 * uploaded pre-release (test) version 3.2.0-0 binary and source code
423 * version number set to 3.2.0
426 * level data now reset to defaults after attempt to load invalid file
429 * added use of "editorsetup.conf" for different level sets
432 * added auto-detection for various types of Emerald Mine level files
435 * fixed bug with scrollbars getting too small when list is very large
438 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
441 * added most level editor configuration gadgets for new EMC elements
444 * added more element and graphic definitions for new EMC elements
447 * modified native EM engine to use integrated R'n'D sound system
450 * added SDL support to graphics functions in native EM engine
451 (by always using generic libgame interface functions)
454 * fixed bug in frame synchronization in native EM engine
457 * added code to convert levels between R'n'D and native EM engine
460 * new Emerald Mine engine can now play levels selected in main menu
463 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
464 (which creates scaled down graphics for level editor and preview);
465 there's still a memory leak somewhere in the artwork handling code
466 * added "scale image up" functionality to X11 version of zoom function
469 * first attempts to integrate new, native Emerald Mine Club engine
472 * fixed bug in gadget code which caused reset of CEs in level editor
473 (example: pressing 'b' [grab brush] on CE config page erased values)
474 (solution: check if gadgets in ClickOnGadget() are really mapped)
475 * improved level change detection in editor (settings now also checked)
476 * fixed bug with "can move into acid" and "don't collide with" state
479 * fixed maze runner style CEs to use the configured move delay value
482 * added Aaron Davidson's tutorial level set to the "Tutorials" section
485 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
486 * fixed the above fix because it broke level set "machine" (*sigh*)
487 * fixed random element placement in level editor to work as expected
488 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
491 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
494 * fixed bug (missing array boundary check) which caused broken tapes
495 * fixed bug (when loading level template) which caused broken levels
496 * fixed bug with new block last field code when using non-yellow player
499 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
500 * internal change of how the player blocks the last field when moving
501 * fixed blocking delay of last field for EM and SP style block delay
502 * fixed bug where the player had to wait for the usual move delay after
503 unsuccessfully trying to move, when he directly could move after that
504 * the last two changes should make original Supaplex level 93 solvable
505 * improved use of random number generator to make it less predictable
506 * fixed behaviour of slippery SP elements to let slip left, then right
509 * fixed bug with wrong door state after trying to quickload empty tape
510 * fixed waste of static memory usage of the binary, making it smaller
511 * fixed very little graphical bug in Supaplex explosion
514 * version number set to 3.1.1
517 * version 3.1.0 released
520 * fixed bug with crash when writing user levelinfo.conf the first time
523 * added option "convert LEVELDIR [NR]" to command line batch commands
524 * re-converted Supaplex levels to apply latest engine fixes
525 * changed "use graphic/sound of element" to "use graphic of element"
526 due to compatibility problems with some levels ("bug machine" etc.)
529 * fixed bug with CE change replacing player with same or other player
532 * fixed bug with opaque font in envelope with background graphic when
533 background graphic is not transparent itself
536 * added "gravity on" and "gravity off" ports for Supaplex compatibility
537 * corrected original Supaplex level loading code to use these new ports
538 * also corrected Supaplex loader to auto-count infotrons if set to zero
541 * fixed bug with missing initialization of "modified" flag for GEs
544 * fixed bug that caused endless recursion loop when relocating player
545 * fixed tape recorder bug in "step mode" when using "pause before end"
546 * fixed tape recorder bug when changing from "warp forward" mode
549 * fixed bug with "when touching" for pushed elements at last position
552 * fixed bug that caused two activated toolbox buttons in level editor
553 * fixed bug with exploding dynabomb under player due to other explosion
556 * fixed bug with creating walkable custom element under player (again)
557 * fixed bug with not copying explosion type when copying CEs in editor
558 * fixed graphical bug when drawing player in setup menu (input devices)
559 * fixed graphical bug when the player is pushing an accessible element
560 * fixed bug with classic switchable elements triggering CE changes
561 * fixed bug with entering/leaving walkable element in RelocatePlayer()
562 * fixed crash bug when CE leaves behind the trigger player element
565 * fixed bug with broken tubes after placing/exploding dynamite in them
566 * fixed bug with exploding dynamite under player due to other explosion
567 * fixed bug with not resetting push delay under certain circumstances
570 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
571 * added network multiplayer code for Windows (thanks to Niko Böhm)
574 * added option "reachable despite gravity" for gravity movement
575 * changed gravity movement of most classic walkable and passable
576 elements back to "not reachable" (for compatibility reasons)
579 * fixed (removed) "indestructible" / "can explode" dependency in editor
580 * fixed (removed) "accessible inside" / "protected" dependency
581 * fixed (removed) "step mode" / "shield time" dependency
584 * fixed dynabombs exploding now into anything diggable
585 * fixed Supaplex style gravity movement into buggy base now impossible
586 * added pressing key "space" as valid action to select menu options
589 * added "replace when walkable" to relocate player to walkable element
590 * added "enter"/"leave" event for elements affected by relocation
591 * fixed "direct"/"indirect" change order also for "when change" event
592 * fixed graphical bug when pushing things from elements walkable inside
595 * fixed graphic bug when player is snapping while moving in old levels
596 * fixed bug when a moving custom element leaves a player element behind
597 * fixed bug with mole not disappearing when moving into acid pool
598 * fixed bug with incomplete path setting when using "--basepath" option
599 * moving CE can now leave walkable elements behind under the player
600 * when relocating, player can be set on walkable element now
601 * fixed another gravity movement bug
604 * uploaded pre-release (test) version 3.1.0-2 binary and source code
607 * added "collectible" and "removable" to extended replacement types
608 (where "removable" replaces "diggable" and "collectible" elements)
609 * added "collectible & throwable" (to throw element to the next field)
610 * fixed bug with CEs digging elements that are just about to explode
611 * changed mouse cursor now always being visible when game is paused
614 * added possibility to push/press accessible elements from a side that
616 * fixed bug with not setting actual date when appending to tape
619 * fixed bug with incorrectly initialized custom element editor graphics
622 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
623 - number of levels corrected from 18 to 17 in "levelinfo.conf"
626 * fixed bug with destroyed robot wheel still attracting robots forever
627 * fixed bug with time gate switch deactivating after robot wheel time
628 (while the time gate itself is not affected by this misbehaviour)
629 * changed behaviour of BD style amoeba to always get blocked by player
630 (before it was different when there were non-BD elements in level)
631 * fixed bug with player destroying indestructable elements with shield
634 * added option to make growing elements grow into anything diggable
635 (for the various amoeba types, biomaze and "game of life")
638 * fixed bug with movable elements not moving after left behind by CEs
639 * changed gravity movement to anything diggable, not only sand/base
640 * optionally allowing passing to walkable element, not only empty space
641 * added option "can pass to walkable element" for players
642 * finally fixed gravity movement (hopefully)
645 * fixed bug with movable elements not moving anymore after falling down
648 * fixed another bug with custom elements digging and leaving elements
649 * fixed bug with "along left/right side" and automatic start direction
650 * trigger elements now also displayed when "more custom" deactivated
651 * fixed bug with clipboard element initialized when loading new level
652 * added option "drop delay" to set delay before dropping next element
655 * uploaded pre-release (test) version 3.1.0-1 binary and source code
658 * added copy and paste functions for custom change pages
659 * enhanced graphical display and functionality of tape recorder
660 * fixed bug with custom elements digging and leaving elements
663 * added move speed faster than "very fast" for custom elements
664 * fixed bug with 3+3 style explosions and missing border content
665 * fixed little bug when copying custom elements in the editor
666 * enhanced custom element changes by more side trigger actions
669 * added option "no scrolling when relocating" for instant teleporting
670 * uploaded pre-release (test) version 3.1.0-0 binary and source code
673 * added trigger element and trigger player to use as target elements
674 * added copy and paste functions for custom and group elements
677 * fixed graphical bug when displaying explosion animations
678 * fixed bug when appending to tapes, resulting in broken tapes
679 * re-recorded a few tapes broken by fixing gravity checking bug
682 * "can move into acid" property now for all elements independently
683 * "can fall into acid" property for player stored in same bitfield now
684 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
685 * version number set to 3.1.0 (finally!)
688 * changed tape recording to only record input, not programmed actions
691 * fixed totally broken (every 8th frame skipped) step-by-step recording
692 * fixed bug with requester not displayed when quick-loading interrupted
693 * added option "can fall into acid (with gravity)" for players
694 * fixed bug with player not falling when snapping down with gravity
697 * fixed bug which messed up key config when using keypad number keys
700 * fixed bug which allowed moving upwards even when gravity was active
701 * fixed bug with missing error handling when dumping levels or tapes
704 * added different colored editor graphics for Supaplex gravity tubes
707 * fixed bug that allowed solvable tapes for unsolvable levels
710 * use unlimited number of droppable elements when "count" set to zero
711 * added option to use step limit instead of time limit for level
714 * added player and change page as trigger for custom element change
717 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
720 * fixed bug with dark yamyam changing to acid when moving over acid
721 * fixed handling of levels with more than 999 seconds level time
722 (example: level 76 of "Denmine")
725 * "spring push bug" reintroduced as configurable element property
726 * fixed bug with missing properties for "mole"
727 * fixed bug that showed up when fixing the above "mole" properties bug
728 * added option "can move into acid" for all movable elements
729 * fixed graphical bug for elements moving into acid
730 * changed event handling to handle all pending events before going on
733 * fixed bug which caused all CE change pages to be ignored which had
734 the same change event, but used a different element side
735 (reported by Simon Forsberg)
737 * fixed bug which caused elements that can move and fall and that are
738 transported by a conveyor belt to continue moving into that direction
739 after leaving the conveyor belt, regardless of their own movement
740 type; only elements which can not move are transported now
741 (reported by Simon Forsberg)
743 * fixed bug which could cause an array overflow in RelocatePlayer()
744 (reported by Niko Böhm)
746 * changed Emerald Mine style "passable / over" elements to "protected"
747 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
749 * added new option to select from which side a "walkable/passable"
750 element can be entered
753 * added explosion and ignition delay for elements that can explode
756 * fixed bug which caused player not being protected against enemies
757 when a CE was "walkable / inside" and was not "indestructible"
758 * added "walkable/passable" fields to be "protected/unprotected"
759 against enemies, even if not accessible "inside" but "over/under"
762 * corrected move pattern to 32 bit and initial move direction to 8 bit
765 * added second custom element base configuration page
768 * added some special EMC mappings to Emerald Mine level loader
769 (also covering previously unknown element in level 0 of "Bondmine 8")
772 * added option to block last field when player is moving (for Supaplex)
773 * adjusted push delay of Supaplex elements
774 * removed delays for envelopes etc. when replaying with maximum speed
775 * fixed bug when dropping element on a field that just changed to empty
778 * fixed bug: infotrons can now smash yellow disks
779 * fixed bug: when gravity active, port above player can now be entered
780 * removed "one white dot" mouse pointer which irritated some people
783 * added "choice type" for group element selection
786 * fixed bug with initial invulnerability of non-yellow player
789 * added level loader for loading native Supaplex packed levels
790 (including multi-part levels like the "splvls99" levels)
793 * fixed bug which allowed creating emeralds by escaping explosions
796 * custom elements can change (limited) or leave (unlimited) elements
797 * finally added multiple matches using group elements
798 * added shortcut to dump brush (type ":DB" in editor) for use in forum
801 * added new start movement type "previous" for continued CE movement
802 * added new start movement type "random" for random CE movement start
805 * added new element "sokoban_field_player" needed for Sokoban levels
806 (thanks to Ed Booker for pointing this out!)
809 * added elements that can be digged or left behind by custom elements
812 * added group elements for multiple matches and random element creation
815 * fixed some graphical errors displayed in old levels
818 * fixed wrong double speed movement after passing closing gates
821 * added level loader for loading native Emerald Mine levels
824 * changes for "shooting" style CE movement
827 * Happy New Year! ;-)
830 * changed default snap/drop keys from left/right Shift to Control keys
833 * fixed bug with dead player getting reanimated from custom element
836 * fixed bug with wrong penguin graphics (when entering exit)
839 * fixed bug with wrong "Murphy" graphics (when digging etc.)
842 * version number set to 3.0.9
845 * version 3.0.8 released
848 * added function checked_free()
851 * fixed bug with double nut cracking sound
852 (by eliminating "default element action sound" assignment in init.c)
855 * fixed crash when no music info files are available
858 * fixed boring and sleeping sounds
861 * added "maze runner" and "maze hunter" movement types
862 * added extended collision conditions for custom elements
865 * added warnings for undefined token values in artwork config files
868 * added menu entry for level set information to the info screen
871 * fixed bug with wrong default impact sound for colored emeralds
874 * added several sub-screens for the info screen
875 * menu text now also clickable (not only blue/red sphere left of it)
878 * added configurable "bored" and "sleeping" animations for the player
879 * added "awakening" sound for player when waking up after sleeping
882 * added "copy" and "exchange" functions for custom elements to editor
885 * added configurable element animations for info screen
888 * added configurable music credits for info screen
891 * finally fixed tape recording when player is created from CE change
894 * added "editorsetup.conf" for editor element list configuration
897 * added "musicinfo.conf" for menu and level music configuration
900 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
901 (that only showed up on Linux, but not on Windows systems)
904 * fixed turning movement of butterflies and fireflies (no frame reset)
905 * enhanced sniksnak turning movement (two steps instead of only one)
908 * version number set to 3.0.8
911 * version 3.0.7 released
914 * fixed reset of player animation frame when, for example,
915 walking, digging or collecting share the same animation
916 * fixed CE with "deadly when touching" exploding when touching amoeba
919 * fixed tape recording when player is created from CE element change
922 * introduced "turning..." action graphic for elements with move delay
923 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
924 * added turning animations for bug, spaceship and sniksnak
927 * prevent "extended" changed elements from delay change in same frame
930 * fixed bug when pushing element that can move away to the side
931 (like pushing falling elements, but now with moving elements)
934 * finally fixed serious bug in code for delayed element pushing (again)
937 * unavailable setup options now marked as "n/a" instead of "off"
938 * new boolean directive "latest_engine" for "levelinfo.conf": when set
939 to "true", levels are always played with the latest game engine,
940 which is desired for levels that are imported from other games; all
941 other levels are played with the engine version stored in level file
942 (which is normally the engine version the level was created with)
945 * fixed serious bug in code for delayed element pushing
946 * fixed little bug in animation frame selection for pushed elements
947 * speed-up of reading config file for verbose output
950 * added configuration option for opening and closing Supaplex exit
951 * added configuration option for moving up/down animation for Murphy
952 * fixed incorrectly displayed animation for attacking dragon
953 * fixed bug with not setting initial gravity for each new game
954 * fixed bug with teleportation of player by custom element change
955 * fixed bug with player not getting smashed by rock sometimes
958 * version number set to 3.0.7
961 * version 3.0.6 released
964 * added support for MP3 music for SDL version through SMPEG library
967 * fixed bug when initializing font graphic structure
968 * fixed bug with animation mode "pingpong" when using only 1 frame
969 * fixed bug with extended change target introduced in 3.0.5
970 * fixed bug where passing over moving element doubles player speed
971 * fixed bug with elements continuing to move into push direction
972 * fixed bug with duplicated player when dropping bomb with shield on
973 * added "switching" event for custom elements ("pressing" only once)
974 * fixed switching bug (resetting flag when not switching but not idle)
977 * fixed element tokens for certain file elements with ".active" etc.
980 * version number set to 3.0.6
983 * version 3.0.5 released
986 * now four envelope elements available
987 * font, background, animation and sound for envelope now configurable
988 * main menu doors opening/closing animation type now configurable
991 * active/inactive sides configurable for custom element changes
992 * new movement type "move when pushed" available for custom elements
995 * fixed bug in multiple config pages loader code that caused crashes
998 * enhanced (remaining low-resolution) Supaplex graphics
1001 * version number set to 3.0.5
1004 * version 3.0.4 released
1006 2003-09-12 src/tools.c
1007 * fixed bug in custom definition of crumbled element graphics
1009 2003-09-11 src/files.c
1010 * fixed bug in multiple config pages code that caused crashes
1013 * version number set to 3.0.4
1016 * version 3.0.3 released
1019 * added music to Supaplex classic level set
1021 2003-09-07 src/libgame/misc.c
1022 * added support for loading various music formats through SDL_mixer
1024 2003-09-06 (various source files)
1025 * fixed several nasty bugs that may have caused crashes on some systems
1026 * added envelope content which gets displayed when collecting envelope
1027 * added multiple change event pages for custom elements
1029 2003-08-24 src/game.c
1030 * fixed problem with player animation when snapping and moving
1032 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1033 * fixed problem with flickering when drawing toon animations
1035 2003-08-23 src/libgame/sdl.c
1036 * fixed problem with setting mouse cursor in SDL version in fullscreen
1038 2003-08-23 src/game.c
1039 * fixed bug (missing array boundary check) which could crash the game
1042 * version number set to 3.0.3
1045 * version 3.0.2 released
1047 2003-08-21 src/game.c
1048 * fixed bug with creating inaccessible elements at player position
1050 2003-08-20 src/init.c
1051 * fixed bug with not finding current level artwork directory
1053 2003-08-20 src/files.c
1054 * fixed bug with choosing wrong engine version when playing tapes
1055 * fixed bug with messing up custom element properties in 3.0.0 levels
1058 * version number set to 3.0.2
1061 * version 3.0.1 released
1063 2003-08-17 (no source files affected)
1064 * changed all "classic" PCX image files with 16 colors or less to
1065 256 color (8 bit) storage format, because the Allegro game library
1066 cannot handle PCX files with less than 256 colors (contributed
1067 graphics are not affected and might look wrong in the DOS version)
1069 2003-08-16 src/init.c
1070 * fixed bug which (for example) crashed the level editor when defining
1071 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1072 (only set to default) -- invalid graphics now set to default graphic
1074 2003-08-16 src/init.c
1075 * fixed graphical bug of player digging/collecting/snapping element
1076 when no corresponding graphic/animation is defined for this action,
1077 resulting in player being drawn as EL_EMPTY (which should only be
1078 done to elements being collected, but not to the player)
1080 2003-08-16 src/game.c
1081 * fixed small graphical bug of player not totally moving into exit
1083 2003-08-16 src/libgame/setup.c
1084 * fixed bug with wrong MS-DOS 8.3 filename conversion
1086 2003-08-16 src/tools.c
1087 * fixed bug with invisible mouse cursor when pressing ESC while playing
1089 2003-08-16 (various source files)
1090 * added another 128 custom elements (disabled in editor by default)
1092 2003-08-16 src/editor.c
1093 * fixed NULL string bug causing Solaris to crash in sprintf()
1095 2003-08-16 src/screen.c
1096 * fixed drawing over scrollbar on level selection with custom fonts
1098 2003-08-15 src/game.c
1099 * cleanup of simple sounds / loop sounds / music settings
1101 2003-08-08 (various source files)
1102 * added custom element property for dropping collected elements
1104 2003-08-08 src/conf_gfx.c
1105 * fixed bug with missing graphic for active red disk bomb
1107 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1108 * extended variable "level.gravity" to "level.initial_gravity" and
1109 "game.current_gravity" to prevent level setting from being changed
1110 by playing the level (keeping the runtime value after playing)
1112 * fixed graphics bug when digging element that has 'crumbled' graphic
1113 definition, but not 'diggable' graphic definition
1116 * version number set to 3.0.1
1119 * version 3.0.0 released
1122 * various bug fixes; among others:
1123 - fixed bug with pushing spring over empty space
1124 - fixed bug with leaving tube while placing dynamite
1125 - fixed bug with explosion of smashed penguins
1126 - allow Murphy player graphic in levels with non-Supaplex elements
1130 * I have forgotten to document changes for some time
1133 * pre-release version 2.2.0rc1 released
1136 * version number set to 2.1.2
1139 * version 2.1.1 released
1142 * version number set to 2.1.1
1145 * version 2.1.0 released
1148 * version number set to 2.1.0
1150 2002-04-03 to 2002-05-19 (various source files)
1151 * graphics, sounds and music now fully configurable
1152 * bug fixed that prevented walking through tubes when gravity on
1154 2002-04-02 src/events.c, src/editor.c
1155 * Make Escape key less aggressive when playing or when editing level.
1156 This can be configured as an option in the setup menu. (Default is
1157 "less aggressive" which means "ask user if something can be lost"
1158 when pressing the Escape key.)
1160 2002-04-02 src/screen.c
1161 * Added "graphics setup" screen.
1163 2002-04-01 src/screen.c
1164 * Changed "choose level" setup screen stuff to be more generic (to
1165 make it easier to add more "choose from generic tree" setup screens).
1167 2002-04-01 src/config.c, src/timestamp.h
1168 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1169 automatically gets created by "src/Makefile" and contains an actual
1170 compile-time timestamp to identify development versions of the game).
1172 2002-03-31 src/tape.c, src/events.c
1173 * Added quick game/tape save/load functions to tape stuff which can be
1174 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1175 loads previously recorded tape and directly goes into recording mode
1176 from the end of the tape (therefore appending to the tape).
1178 2002-03-31 src/tape.c
1179 * Added "index mark" function to tape recorder. When playing or
1180 recording, "eject" button changes to "index" button. Setting index
1181 mark is not yet implemented, but pressing index button when playing
1182 allows very quick advancing to end of tape (when normal playing),
1183 very fast forward mode (when playing with normal fast forward) or
1184 very fast reaching of "pause before end of tape" (when playing with
1185 "pause before end" playing mode).
1187 2002-03-30 src/cartoons.c
1188 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1190 2002-03-29 src/screen.c
1191 * Changed setup screen stuff to be more generic (to make it easier
1192 to add more setup screens).
1194 2002-03-23 src/main.c, src/main.h
1195 * Various changes due to the introduction of the new libgame files
1196 "setup.c" and "joystick.c".
1198 2002-03-23 src/files.c
1199 * Generic parts of "src/files.c" (mainly setup and level directory
1200 stuff) moved to new libgame file "src/libgame/setup.c".
1202 2002-03-23 src/joystick.c
1203 * File "src/joystick.c" moved to libgame source tree, with
1204 correspondig changes.
1206 2002-03-22 src/screens.c
1207 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1208 (Wrong level series information displayed when entering main group.)
1210 2002-03-22 src/editor.c
1211 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1213 2002-03-22 src/editor.c
1214 * Changed behaviour of "Escape" key in level editor to be more
1215 intuitive: When in "Element Properties" or "Level Info" mode,
1216 return to "Drawing Mode" instead of leaving the level editor.
1218 2002-03-21 src/game.c, src/editor.c, src/files.c
1219 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1220 gems (emeralds, diamonds, ...) slipping down from normal wall,
1221 steel wall and growing wall (as in E.M.C. style levels). Although
1222 the behaviour of contributed and private levels wasn't changed (due
1223 to the use of "level.game_version"; see previous entry), editing
1224 those levels will (of course) change the behaviour accordingly.
1226 This change seems a bit too hard after thinking about it, because
1227 the EM style behaviour is not the "expected" behaviour (gems would
1228 normally only slip down from "rounded" walls). Therefore this was
1229 now changed to an element property for gem style elements, with the
1230 default setting "off" (which means: no special EM style behaviour).
1231 To fix older converted levels, this flag is set to "on" for pre-2.0
1232 levels that are neither contributed nor private levels.
1234 2002-03-20 src/files.h
1235 * Corrected settings for "level.game_version" depending of level type.
1236 (Contributed and private levels always get played with game engine
1237 version they were created with, while converted levels always get
1238 played with the most recent version of the game engine, to let new
1239 corrections of the emulation behaviour take effect.)
1241 2002-03-20 src/main.h
1242 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1243 compiling the SDL version on some systems.
1244 Thanks to the several people who pointed this out.
1247 * Version number set to 2.0.2.
1250 * Version 2.0.1 released.
1252 2002-03-18 src/screens.c
1253 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1255 2002-03-18 src/files.c [src/libgame/misc.c]
1256 * Moved some common functions from src/files.c to src/libgame/misc.c.
1258 2002-03-18 src/files.c [src/libgame/misc.c]
1259 * Changed permissions for new directories and saved files (especially
1260 score files) according to suggestions of Debian users and mantainers.
1261 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1263 2002-03-17 src/files.c
1264 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1265 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1266 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1267 for levels and "TAPE" for tapes). Old "cookie" style format is
1268 still supported for reading. New level and tape files are written
1271 * New IFF chunk "VERS" contains version numbers for file and game
1272 (where "game version" is the version of the program that wrote the
1273 file, and "file version" is a version number to distinguish files
1274 with different format, for example after adding new features).
1276 2002-03-15 src/screen.c
1277 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1278 (Before, you heard a mixture of the in-game music and the
1279 hall-of-fame music.)
1281 2002-03-14 src/events.c
1282 * Function "DumpTape()" (files.c) now available by pressing 't' from
1283 main menu (when in DEBUG mode).
1285 2002-03-14 src/game.c
1286 * "GameWon()": When game was won playing a tape, now there is no delay
1287 raising the score and no corresponding sound is played.
1289 2002-03-14 src/files.c
1290 * Changed "LoadTape()" for real chunk support and also adjusted
1291 "SaveTape()" accordingly.
1293 2002-03-14 src/game.c, src/tape.c, src/files.c
1294 * Important changes to tape format: The old tape format stored all
1295 actions with a real effect with a corresponding delay between the
1296 stored actions. This had some major disadvantages (for example,
1297 push delays had to be ignored, pressing a button for some seconds
1298 mutated to several single button presses because of the non-action
1299 delays between two action frames etc.). The new tape format just
1300 stupidly records all device actions and replays them later. I really
1301 don't know why I haven't solved it that way before?! Old-style tapes
1302 (with tape file version less than 2.0) get converted to the new
1303 format on-the-fly when loading and can therefore still be played;
1304 only some minor parts of the old-style tape handling code was needed.
1305 (A perfect conversion is not possible, because there is information
1306 missing about the device actions between two action frames.)
1308 2002-03-14 src/files.c
1309 * New function "DumpTape()" to dump the contents of the current tape
1310 in a human readable format.
1312 2002-03-14 src/game.c
1313 * Small tape bug fixed: When automatically advancing to next level
1314 after a game was won, the tape from the previous level still was
1315 loaded as a tape for the new level.
1317 2002-03-14 src/tape.c
1318 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1319 tape, cartoons did not get completely removed because
1320 StopAnimation() was not called.
1322 2002-03-13 src/files.c
1323 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1324 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1325 size even when using 16-bit elements). Added new chunk "CNT2" for
1326 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1327 chunk even when content was 16-bit element). "CNT2" should now be
1328 able to store content for arbitrary elements (up to eight blocks of
1329 3 x 3 element arrays). All "CNT2" elements will always be stored as
1330 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1332 2002-03-13 src/files.c
1333 * Changed "LoadLevel()" for real chunk support.
1335 2002-03-12 src/game.c
1336 * Fixed problem (introduced after 2.0.0 release) with penguins
1337 not getting killed by enemies
1339 2002-02-24 src/game.c, src/main.h
1340 * Added "player->is_moving"; now "player->last_move_dir" does
1341 not contain any information if the player is just moving at
1343 Before, "player->last_move_dir" was misused for this purpose
1344 for the robot stuff (robots don't kill players when they are
1345 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1346 broke tapes when walking through pipes!
1347 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1348 in a continuous movement. This fact is ignored for friends and