2 * added scroll delay (as configured in setup) to EMC graphics engine
5 * improved screen redraw for EMC graphics engine (faster and smoother)
6 * when not scrolling, do not redraw the whole playfield if not needed
9 * added multi-player mode for EMC game engine (with up to four players)
12 * added android (can clone elements) from EMC engine to R'n'D engine
15 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
18 * added selectbox for initial player speed to player settings in editor
21 * version 3.1.2 created that is basically version 3.1.1, but with a
22 major bug fixed that prevented editing your own private levels
23 * version 3.1.2 released
26 * added magic ball (creates elements) from EMC engine to R'n'D engine
29 * uploaded fixed pre-release version 3.2.0-6 binary and source code
32 * fixed bug when using "CE can leave behind <trigger element>"
33 * added new change condition "(after/when) creation of <element>"
34 * added new change condition "(after/when) digging <element>"
35 * fixed bug accessing invalid gadget that caused crashes under Windows
36 * deactivated new possibility for multiple CE changes per frame
39 * uploaded pre-release (test) version 3.2.0-6 binary and source code
42 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
43 * fixed bug with not keeping CE value for moving CEs with only action
44 * changed CE action selectboxes in editor to be only reset when needed
47 * added option "use artwork from element" for custom player artwork
48 * added option "use explosion from element" for player explosions
51 * added cascaded element lists in the level editor
52 * added persistence for cascaded element lists by "editorcascade.conf"
53 * added dynamic element list with all elements used in current level
54 * added possibility for multiple CE changes per frame (experimental)
57 * uploaded pre-release (test) version 3.2.0-5 binary and source code
60 * changed "score for each 10 seconds/steps left" to "1 second/step"
61 * added own score for collecting "extra time" instead of sharing it
62 * added change events "switched by player" and "player switches <e>"
63 * added change events "snapped by player" and "player snaps <e>"
64 * added "set player artwork: <element choice>" to CE action options
65 * added change event "move of <element>"
68 * added "set player shield: off / normal / deadly" to CE action options
69 * added new player option "use level start element" in level editor
70 to set the correct focus at level start to elements from which the
71 player is created later (this did not work before for cascaded CE
72 changes resulting in creation of the player; it is now also possible
73 to create the player from a yam yam which is smashed at level start)
76 * added "set player speed: frozen (not moving)" to CE action options
77 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
80 * added new player option "block snap field" (enabled by default) to
81 make it possible to show a snapping animation like in Emerald Mine
84 * added dynamic selectboxes to custom element action settings in editor
85 * added "CE value" counter for custom elements (instead of "CE count")
86 * added option to use the last "CE value" after custom element change
87 * added option to use the "CE value" of other elements in CE actions
88 * fixed odd behaviour when pressing time orb in levels w/o time limit
89 * added checkbox "use time orb bug" for older levels that use this bug
92 * added missing configuration settings for the following elements:
93 - EL_TIMEGATE_SWITCH (time of open time gate)
94 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
95 - EL_SHIELD_NORMAL (time of shield duration)
96 - EL_SHIELD_DEADLY (time of shield duration)
97 - EL_EXTRA_TIME (time added to level time)
98 - EL_TIME_ORB_FULL (time added to level time)
101 * added "wind direction" as a movement pattern for custom elements
102 * added initial wind direction for balloon / custom elements to editor
103 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
106 * added parameters for "game of life" and "biomaze" elements to editor
109 * added level file chunk "CONF" for generic level and element settings
112 * uploaded pre-release (test) version 3.2.0-4 binary and source code
115 * skip empty level sets (with "levels: 0"; may be artwork base sets)
116 * added sound action ".page[1]" to ".page[32]" for each CE change page
119 * added image config suffix ".clone_from" to copy whole image settings
120 * fixed bug with invalid ("undefined") CE settings in old level files
123 * fixed graphical bug with smashing elements falling faster than player
126 * fixed major bug which prevented private levels from being edited
127 * fixed bug with precedence of general and special font definitions
130 * fixed graphical bug with player animation when player moves slowly
133 * uploaded pre-release (test) version 3.2.0-3 binary and source code
136 * fixed bug which prevented "global.num_toons: 0" from working
139 * major code cleanup (removed all these annoying "#if 0" blocks)
142 * added custom element actions for CE change page in level editor
145 * fixed music initialization bug in init.c (thanks to David Binderman)
146 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
147 (this bug must probably be fixed at other places, too)
150 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
151 (should be '#include <SDL.h>' instead)
154 * fixed bug which prevented "walkable from no direction" from working
155 (due to compatibility code overwriting this setting after loading)
158 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
161 * version number temporarily set to 3.1.1 (intermediate bugfix release)
162 * version 3.1.1 released
165 * changed some va_arg() arguments from 'long' to 'int', fixing problems
166 on 64-bit architecture systems with LP64 data model
169 * fixed bug with bombs not exploding when hitting the last level line
170 (introduced after the release of 3.1.0)
173 * added support for dumping small-sized level sketches from editor
176 * added recognition of "trigger element" for "change digged element to"
177 (this is not really what the "trigger element" was made for, but its
178 use may seem obvious for leaving back digged elements unchanged)
181 * fixed multiple warnings about failed joystick device initialization
184 * fixed bug with dynamite dropped on top of just dropped custom element
185 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
186 dynamite can still be dropped, but drop key must be released before
189 * fixed bug with wrong start directory when started from file browser
190 (due to this bug, R'n'D could not be started from KDE's Konqueror)
193 * fixed bug causing "change when impact" on player not working
194 * fixed wrong priority of "hitting something" over "hitting <element>"
195 * fixed wrong priority of "hit by something" over "hit by <element>"
198 * fixed graphical bug which caused the player (being Murphy) to show
199 collecting animations although the element was collected by penguin
202 * fixed two bugs causing wrong door background graphics in system.c
203 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
206 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
207 * added "no direction" to "walkable/passable from" selectbox options
210 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
211 * in tape autoplay, not only report broken, but also missing tapes
214 * uploaded pre-release (test) version 3.2.0-2 binary and source code
217 * fixed small bug with "linear" animation not working for active lamp
220 * fixed bug with moving up despite gravity due to "block last field"
221 * fixed small bug with wrong draw offset when typing name in main menu
222 * when reading user names from "passwd", ignore data after first comma
223 * when creating new "levelinfo.conf", only write some selected entries
226 * fixed displaying "imported from/by" on preview with empty string
227 * fixed ignoring draw offset for fonts used for level preview texts
230 * fixed a delay problem with SDL and too many mouse motion events
231 * added setup option "skip levels" and level skipping functionality
234 * added move speed "not moving" for non-moving CEs, but with direction
237 * fixed mapping of obsolete element token names in "editorsetup.conf"
238 * fixed bug with sound "acid.splashing" treated as a loop sound
239 * fixed some little sound bugs in native EM engine
242 * fixed small bug when dragging scrollbars to end positions
245 * added editor element descriptions written by Aaron Davidson
248 * improved fallback handling when configured artwork is not available
249 (now using default artwork instead of exiting when files not found)
252 * fixed bug on level selection screen when dragging scrollbar
255 * fixed bug which caused broken tapes when appending to EM engine tapes
258 * uploaded pre-release (test) version 3.2.0-1 binary and source code
261 * added code to replace changed artwork config tokens with other tokens
262 (needed for backwards compatibility, so that older tokens still work)
265 * added native R'n'D graphics for some new EMC elements in EM engine
268 * fixed some bugs in the EM engine integration code
269 * changed EM engine code to allow diagonal movement
270 * changed EM engine code to allow use of separate snap and drop keys
273 * fixed some redraw bugs when using EM engine
276 * fixed bug with not converting RND levels which are set to use native
277 engine to native level structure when loading
280 * uploaded pre-release (test) version 3.2.0-0 binary and source code
283 * version number set to 3.2.0
286 * level data now reset to defaults after attempt to load invalid file
289 * added use of "editorsetup.conf" for different level sets
292 * added auto-detection for various types of Emerald Mine level files
295 * fixed bug with scrollbars getting too small when list is very large
298 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
301 * added most level editor configuration gadgets for new EMC elements
304 * added more element and graphic definitions for new EMC elements
307 * modified native EM engine to use integrated R'n'D sound system
310 * added SDL support to graphics functions in native EM engine
311 (by always using generic libgame interface functions)
314 * fixed bug in frame synchronization in native EM engine
317 * added code to convert levels between R'n'D and native EM engine
320 * new Emerald Mine engine can now play levels selected in main menu
323 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
324 (which creates scaled down graphics for level editor and preview);
325 there's still a memory leak somewhere in the artwork handling code
326 * added "scale image up" functionality to X11 version of zoom function
329 * first attempts to integrate new, native Emerald Mine Club engine
332 * fixed bug in gadget code which caused reset of CEs in level editor
333 (example: pressing 'b' [grab brush] on CE config page erased values)
334 (solution: check if gadgets in ClickOnGadget() are really mapped)
335 * improved level change detection in editor (settings now also checked)
336 * fixed bug with "can move into acid" and "don't collide with" state
339 * fixed maze runner style CEs to use the configured move delay value
342 * added Aaron Davidson's tutorial level set to the "Tutorials" section
345 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
346 * fixed the above fix because it broke level set "machine" (*sigh*)
347 * fixed random element placement in level editor to work as expected
348 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
351 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
354 * fixed bug (missing array boundary check) which caused broken tapes
355 * fixed bug (when loading level template) which caused broken levels
356 * fixed bug with new block last field code when using non-yellow player
359 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
360 * internal change of how the player blocks the last field when moving
361 * fixed blocking delay of last field for EM and SP style block delay
362 * fixed bug where the player had to wait for the usual move delay after
363 unsuccessfully trying to move, when he directly could move after that
364 * the last two changes should make original Supaplex level 93 solvable
365 * improved use of random number generator to make it less predictable
366 * fixed behaviour of slippery SP elements to let slip left, then right
369 * fixed bug with wrong door state after trying to quickload empty tape
370 * fixed waste of static memory usage of the binary, making it smaller
371 * fixed very little graphical bug in Supaplex explosion
374 * version number set to 3.1.1
377 * version 3.1.0 released
380 * fixed bug with crash when writing user levelinfo.conf the first time
383 * added option "convert LEVELDIR [NR]" to command line batch commands
384 * re-converted Supaplex levels to apply latest engine fixes
385 * changed "use graphic/sound of element" to "use graphic of element"
386 due to compatibility problems with some levels ("bug machine" etc.)
389 * fixed bug with CE change replacing player with same or other player
392 * fixed bug with opaque font in envelope with background graphic when
393 background graphic is not transparent itself
396 * added "gravity on" and "gravity off" ports for Supaplex compatibility
397 * corrected original Supaplex level loading code to use these new ports
398 * also corrected Supaplex loader to auto-count infotrons if set to zero
401 * fixed bug with missing initialization of "modified" flag for GEs
404 * fixed bug that caused endless recursion loop when relocating player
405 * fixed tape recorder bug in "step mode" when using "pause before end"
406 * fixed tape recorder bug when changing from "warp forward" mode
409 * fixed bug with "when touching" for pushed elements at last position
412 * fixed bug that caused two activated toolbox buttons in level editor
413 * fixed bug with exploding dynabomb under player due to other explosion
416 * fixed bug with creating walkable custom element under player (again)
417 * fixed bug with not copying explosion type when copying CEs in editor
418 * fixed graphical bug when drawing player in setup menu (input devices)
419 * fixed graphical bug when the player is pushing an accessible element
420 * fixed bug with classic switchable elements triggering CE changes
421 * fixed bug with entering/leaving walkable element in RelocatePlayer()
422 * fixed crash bug when CE leaves behind the trigger player element
425 * fixed bug with broken tubes after placing/exploding dynamite in them
426 * fixed bug with exploding dynamite under player due to other explosion
427 * fixed bug with not resetting push delay under certain circumstances
430 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
431 * added network multiplayer code for Windows (thanks to Niko Böhm)
434 * added option "reachable despite gravity" for gravity movement
435 * changed gravity movement of most classic walkable and passable
436 elements back to "not reachable" (for compatibility reasons)
439 * fixed (removed) "indestructible" / "can explode" dependency in editor
440 * fixed (removed) "accessible inside" / "protected" dependency
441 * fixed (removed) "step mode" / "shield time" dependency
444 * fixed dynabombs exploding now into anything diggable
445 * fixed Supaplex style gravity movement into buggy base now impossible
446 * added pressing key "space" as valid action to select menu options
449 * added "replace when walkable" to relocate player to walkable element
450 * added "enter"/"leave" event for elements affected by relocation
451 * fixed "direct"/"indirect" change order also for "when change" event
452 * fixed graphical bug when pushing things from elements walkable inside
455 * fixed graphic bug when player is snapping while moving in old levels
456 * fixed bug when a moving custom element leaves a player element behind
457 * fixed bug with mole not disappearing when moving into acid pool
458 * fixed bug with incomplete path setting when using "--basepath" option
459 * moving CE can now leave walkable elements behind under the player
460 * when relocating, player can be set on walkable element now
461 * fixed another gravity movement bug
464 * uploaded pre-release (test) version 3.1.0-2 binary and source code
467 * added "collectible" and "removable" to extended replacement types
468 (where "removable" replaces "diggable" and "collectible" elements)
469 * added "collectible & throwable" (to throw element to the next field)
470 * fixed bug with CEs digging elements that are just about to explode
471 * changed mouse cursor now always being visible when game is paused
474 * added possibility to push/press accessible elements from a side that
476 * fixed bug with not setting actual date when appending to tape
479 * fixed bug with incorrectly initialized custom element editor graphics
482 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
483 - number of levels corrected from 18 to 17 in "levelinfo.conf"
486 * fixed bug with destroyed robot wheel still attracting robots forever
487 * fixed bug with time gate switch deactivating after robot wheel time
488 (while the time gate itself is not affected by this misbehaviour)
489 * changed behaviour of BD style amoeba to always get blocked by player
490 (before it was different when there were non-BD elements in level)
491 * fixed bug with player destroying indestructable elements with shield
494 * added option to make growing elements grow into anything diggable
495 (for the various amoeba types, biomaze and "game of life")
498 * fixed bug with movable elements not moving after left behind by CEs
499 * changed gravity movement to anything diggable, not only sand/base
500 * optionally allowing passing to walkable element, not only empty space
501 * added option "can pass to walkable element" for players
502 * finally fixed gravity movement (hopefully)
505 * fixed bug with movable elements not moving anymore after falling down
508 * fixed another bug with custom elements digging and leaving elements
509 * fixed bug with "along left/right side" and automatic start direction
510 * trigger elements now also displayed when "more custom" deactivated
511 * fixed bug with clipboard element initialized when loading new level
512 * added option "drop delay" to set delay before dropping next element
515 * uploaded pre-release (test) version 3.1.0-1 binary and source code
518 * added copy and paste functions for custom change pages
519 * enhanced graphical display and functionality of tape recorder
520 * fixed bug with custom elements digging and leaving elements
523 * added move speed faster than "very fast" for custom elements
524 * fixed bug with 3+3 style explosions and missing border content
525 * fixed little bug when copying custom elements in the editor
526 * enhanced custom element changes by more side trigger actions
529 * added option "no scrolling when relocating" for instant teleporting
530 * uploaded pre-release (test) version 3.1.0-0 binary and source code
533 * added trigger element and trigger player to use as target elements
534 * added copy and paste functions for custom and group elements
537 * fixed graphical bug when displaying explosion animations
538 * fixed bug when appending to tapes, resulting in broken tapes
539 * re-recorded a few tapes broken by fixing gravity checking bug
542 * "can move into acid" property now for all elements independently
543 * "can fall into acid" property for player stored in same bitfield now
544 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
545 * version number set to 3.1.0 (finally!)
548 * changed tape recording to only record input, not programmed actions
551 * fixed totally broken (every 8th frame skipped) step-by-step recording
552 * fixed bug with requester not displayed when quick-loading interrupted
553 * added option "can fall into acid (with gravity)" for players
554 * fixed bug with player not falling when snapping down with gravity
557 * fixed bug which messed up key config when using keypad number keys
560 * fixed bug which allowed moving upwards even when gravity was active
561 * fixed bug with missing error handling when dumping levels or tapes
564 * added different colored editor graphics for Supaplex gravity tubes
567 * fixed bug that allowed solvable tapes for unsolvable levels
570 * use unlimited number of droppable elements when "count" set to zero
571 * added option to use step limit instead of time limit for level
574 * added player and change page as trigger for custom element change
577 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
580 * fixed bug with dark yamyam changing to acid when moving over acid
581 * fixed handling of levels with more than 999 seconds level time
582 (example: level 76 of "Denmine")
585 * "spring push bug" reintroduced as configurable element property
586 * fixed bug with missing properties for "mole"
587 * fixed bug that showed up when fixing the above "mole" properties bug
588 * added option "can move into acid" for all movable elements
589 * fixed graphical bug for elements moving into acid
590 * changed event handling to handle all pending events before going on
593 * fixed bug which caused all CE change pages to be ignored which had
594 the same change event, but used a different element side
595 (reported by Simon Forsberg)
597 * fixed bug which caused elements that can move and fall and that are
598 transported by a conveyor belt to continue moving into that direction
599 after leaving the conveyor belt, regardless of their own movement
600 type; only elements which can not move are transported now
601 (reported by Simon Forsberg)
603 * fixed bug which could cause an array overflow in RelocatePlayer()
604 (reported by Niko Böhm)
606 * changed Emerald Mine style "passable / over" elements to "protected"
607 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
609 * added new option to select from which side a "walkable/passable"
610 element can be entered
613 * added explosion and ignition delay for elements that can explode
616 * fixed bug which caused player not being protected against enemies
617 when a CE was "walkable / inside" and was not "indestructible"
618 * added "walkable/passable" fields to be "protected/unprotected"
619 against enemies, even if not accessible "inside" but "over/under"
622 * corrected move pattern to 32 bit and initial move direction to 8 bit
625 * added second custom element base configuration page
628 * added some special EMC mappings to Emerald Mine level loader
629 (also covering previously unknown element in level 0 of "Bondmine 8")
632 * added option to block last field when player is moving (for Supaplex)
633 * adjusted push delay of Supaplex elements
634 * removed delays for envelopes etc. when replaying with maximum speed
635 * fixed bug when dropping element on a field that just changed to empty
638 * fixed bug: infotrons can now smash yellow disks
639 * fixed bug: when gravity active, port above player can now be entered
640 * removed "one white dot" mouse pointer which irritated some people
643 * added "choice type" for group element selection
646 * fixed bug with initial invulnerability of non-yellow player
649 * added level loader for loading native Supaplex packed levels
650 (including multi-part levels like the "splvls99" levels)
653 * fixed bug which allowed creating emeralds by escaping explosions
656 * custom elements can change (limited) or leave (unlimited) elements
657 * finally added multiple matches using group elements
658 * added shortcut to dump brush (type ":DB" in editor) for use in forum
661 * added new start movement type "previous" for continued CE movement
662 * added new start movement type "random" for random CE movement start
665 * added new element "sokoban_field_player" needed for Sokoban levels
666 (thanks to Ed Booker for pointing this out!)
669 * added elements that can be digged or left behind by custom elements
672 * added group elements for multiple matches and random element creation
675 * fixed some graphical errors displayed in old levels
678 * fixed wrong double speed movement after passing closing gates
681 * added level loader for loading native Emerald Mine levels
684 * changes for "shooting" style CE movement
687 * Happy New Year! ;-)
690 * changed default snap/drop keys from left/right Shift to Control keys
693 * fixed bug with dead player getting reanimated from custom element
696 * fixed bug with wrong penguin graphics (when entering exit)
699 * fixed bug with wrong "Murphy" graphics (when digging etc.)
702 * version number set to 3.0.9
705 * version 3.0.8 released
708 * added function checked_free()
711 * fixed bug with double nut cracking sound
712 (by eliminating "default element action sound" assignment in init.c)
715 * fixed crash when no music info files are available
718 * fixed boring and sleeping sounds
721 * added "maze runner" and "maze hunter" movement types
722 * added extended collision conditions for custom elements
725 * added warnings for undefined token values in artwork config files
728 * added menu entry for level set information to the info screen
731 * fixed bug with wrong default impact sound for colored emeralds
734 * added several sub-screens for the info screen
735 * menu text now also clickable (not only blue/red sphere left of it)
738 * added configurable "bored" and "sleeping" animations for the player
739 * added "awakening" sound for player when waking up after sleeping
742 * added "copy" and "exchange" functions for custom elements to editor
745 * added configurable element animations for info screen
748 * added configurable music credits for info screen
751 * finally fixed tape recording when player is created from CE change
754 * added "editorsetup.conf" for editor element list configuration
757 * added "musicinfo.conf" for menu and level music configuration
760 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
761 (that only showed up on Linux, but not on Windows systems)
764 * fixed turning movement of butterflies and fireflies (no frame reset)
765 * enhanced sniksnak turning movement (two steps instead of only one)
768 * version number set to 3.0.8
771 * version 3.0.7 released
774 * fixed reset of player animation frame when, for example,
775 walking, digging or collecting share the same animation
776 * fixed CE with "deadly when touching" exploding when touching amoeba
779 * fixed tape recording when player is created from CE element change
782 * introduced "turning..." action graphic for elements with move delay
783 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
784 * added turning animations for bug, spaceship and sniksnak
787 * prevent "extended" changed elements from delay change in same frame
790 * fixed bug when pushing element that can move away to the side
791 (like pushing falling elements, but now with moving elements)
794 * finally fixed serious bug in code for delayed element pushing (again)
797 * unavailable setup options now marked as "n/a" instead of "off"
798 * new boolean directive "latest_engine" for "levelinfo.conf": when set
799 to "true", levels are always played with the latest game engine,
800 which is desired for levels that are imported from other games; all
801 other levels are played with the engine version stored in level file
802 (which is normally the engine version the level was created with)
805 * fixed serious bug in code for delayed element pushing
806 * fixed little bug in animation frame selection for pushed elements
807 * speed-up of reading config file for verbose output
810 * added configuration option for opening and closing Supaplex exit
811 * added configuration option for moving up/down animation for Murphy
812 * fixed incorrectly displayed animation for attacking dragon
813 * fixed bug with not setting initial gravity for each new game
814 * fixed bug with teleportation of player by custom element change
815 * fixed bug with player not getting smashed by rock sometimes
818 * version number set to 3.0.7
821 * version 3.0.6 released
824 * added support for MP3 music for SDL version through SMPEG library
827 * fixed bug when initializing font graphic structure
828 * fixed bug with animation mode "pingpong" when using only 1 frame
829 * fixed bug with extended change target introduced in 3.0.5
830 * fixed bug where passing over moving element doubles player speed
831 * fixed bug with elements continuing to move into push direction
832 * fixed bug with duplicated player when dropping bomb with shield on
833 * added "switching" event for custom elements ("pressing" only once)
834 * fixed switching bug (resetting flag when not switching but not idle)
837 * fixed element tokens for certain file elements with ".active" etc.
840 * version number set to 3.0.6
843 * version 3.0.5 released
846 * now four envelope elements available
847 * font, background, animation and sound for envelope now configurable
848 * main menu doors opening/closing animation type now configurable
851 * active/inactive sides configurable for custom element changes
852 * new movement type "move when pushed" available for custom elements
855 * fixed bug in multiple config pages loader code that caused crashes
858 * enhanced (remaining low-resolution) Supaplex graphics
861 * version number set to 3.0.5
864 * version 3.0.4 released
866 2003-09-12 src/tools.c
867 * fixed bug in custom definition of crumbled element graphics
869 2003-09-11 src/files.c
870 * fixed bug in multiple config pages code that caused crashes
873 * version number set to 3.0.4
876 * version 3.0.3 released
879 * added music to Supaplex classic level set
881 2003-09-07 src/libgame/misc.c
882 * added support for loading various music formats through SDL_mixer
884 2003-09-06 (various source files)
885 * fixed several nasty bugs that may have caused crashes on some systems
886 * added envelope content which gets displayed when collecting envelope
887 * added multiple change event pages for custom elements
889 2003-08-24 src/game.c
890 * fixed problem with player animation when snapping and moving
892 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
893 * fixed problem with flickering when drawing toon animations
895 2003-08-23 src/libgame/sdl.c
896 * fixed problem with setting mouse cursor in SDL version in fullscreen
898 2003-08-23 src/game.c
899 * fixed bug (missing array boundary check) which could crash the game
902 * version number set to 3.0.3
905 * version 3.0.2 released
907 2003-08-21 src/game.c
908 * fixed bug with creating inaccessible elements at player position
910 2003-08-20 src/init.c
911 * fixed bug with not finding current level artwork directory
913 2003-08-20 src/files.c
914 * fixed bug with choosing wrong engine version when playing tapes
915 * fixed bug with messing up custom element properties in 3.0.0 levels
918 * version number set to 3.0.2
921 * version 3.0.1 released
923 2003-08-17 (no source files affected)
924 * changed all "classic" PCX image files with 16 colors or less to
925 256 color (8 bit) storage format, because the Allegro game library
926 cannot handle PCX files with less than 256 colors (contributed
927 graphics are not affected and might look wrong in the DOS version)
929 2003-08-16 src/init.c
930 * fixed bug which (for example) crashed the level editor when defining
931 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
932 (only set to default) -- invalid graphics now set to default graphic
934 2003-08-16 src/init.c
935 * fixed graphical bug of player digging/collecting/snapping element
936 when no corresponding graphic/animation is defined for this action,
937 resulting in player being drawn as EL_EMPTY (which should only be
938 done to elements being collected, but not to the player)
940 2003-08-16 src/game.c
941 * fixed small graphical bug of player not totally moving into exit
943 2003-08-16 src/libgame/setup.c
944 * fixed bug with wrong MS-DOS 8.3 filename conversion
946 2003-08-16 src/tools.c
947 * fixed bug with invisible mouse cursor when pressing ESC while playing
949 2003-08-16 (various source files)
950 * added another 128 custom elements (disabled in editor by default)
952 2003-08-16 src/editor.c
953 * fixed NULL string bug causing Solaris to crash in sprintf()
955 2003-08-16 src/screen.c
956 * fixed drawing over scrollbar on level selection with custom fonts
958 2003-08-15 src/game.c
959 * cleanup of simple sounds / loop sounds / music settings
961 2003-08-08 (various source files)
962 * added custom element property for dropping collected elements
964 2003-08-08 src/conf_gfx.c
965 * fixed bug with missing graphic for active red disk bomb
967 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
968 * extended variable "level.gravity" to "level.initial_gravity" and
969 "game.current_gravity" to prevent level setting from being changed
970 by playing the level (keeping the runtime value after playing)
972 * fixed graphics bug when digging element that has 'crumbled' graphic
973 definition, but not 'diggable' graphic definition
976 * version number set to 3.0.1
979 * version 3.0.0 released
982 * various bug fixes; among others:
983 - fixed bug with pushing spring over empty space
984 - fixed bug with leaving tube while placing dynamite
985 - fixed bug with explosion of smashed penguins
986 - allow Murphy player graphic in levels with non-Supaplex elements
990 * I have forgotten to document changes for some time
993 * pre-release version 2.2.0rc1 released
996 * version number set to 2.1.2
999 * version 2.1.1 released
1002 * version number set to 2.1.1
1005 * version 2.1.0 released
1008 * version number set to 2.1.0
1010 2002-04-03 to 2002-05-19 (various source files)
1011 * graphics, sounds and music now fully configurable
1012 * bug fixed that prevented walking through tubes when gravity on
1014 2002-04-02 src/events.c, src/editor.c
1015 * Make Escape key less aggressive when playing or when editing level.
1016 This can be configured as an option in the setup menu. (Default is
1017 "less aggressive" which means "ask user if something can be lost"
1018 when pressing the Escape key.)
1020 2002-04-02 src/screen.c
1021 * Added "graphics setup" screen.
1023 2002-04-01 src/screen.c
1024 * Changed "choose level" setup screen stuff to be more generic (to
1025 make it easier to add more "choose from generic tree" setup screens).
1027 2002-04-01 src/config.c, src/timestamp.h
1028 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1029 automatically gets created by "src/Makefile" and contains an actual
1030 compile-time timestamp to identify development versions of the game).
1032 2002-03-31 src/tape.c, src/events.c
1033 * Added quick game/tape save/load functions to tape stuff which can be
1034 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1035 loads previously recorded tape and directly goes into recording mode
1036 from the end of the tape (therefore appending to the tape).
1038 2002-03-31 src/tape.c
1039 * Added "index mark" function to tape recorder. When playing or
1040 recording, "eject" button changes to "index" button. Setting index
1041 mark is not yet implemented, but pressing index button when playing
1042 allows very quick advancing to end of tape (when normal playing),
1043 very fast forward mode (when playing with normal fast forward) or
1044 very fast reaching of "pause before end of tape" (when playing with
1045 "pause before end" playing mode).
1047 2002-03-30 src/cartoons.c
1048 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1050 2002-03-29 src/screen.c
1051 * Changed setup screen stuff to be more generic (to make it easier
1052 to add more setup screens).
1054 2002-03-23 src/main.c, src/main.h
1055 * Various changes due to the introduction of the new libgame files
1056 "setup.c" and "joystick.c".
1058 2002-03-23 src/files.c
1059 * Generic parts of "src/files.c" (mainly setup and level directory
1060 stuff) moved to new libgame file "src/libgame/setup.c".
1062 2002-03-23 src/joystick.c
1063 * File "src/joystick.c" moved to libgame source tree, with
1064 correspondig changes.
1066 2002-03-22 src/screens.c
1067 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1068 (Wrong level series information displayed when entering main group.)
1070 2002-03-22 src/editor.c
1071 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1073 2002-03-22 src/editor.c
1074 * Changed behaviour of "Escape" key in level editor to be more
1075 intuitive: When in "Element Properties" or "Level Info" mode,
1076 return to "Drawing Mode" instead of leaving the level editor.
1078 2002-03-21 src/game.c, src/editor.c, src/files.c
1079 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1080 gems (emeralds, diamonds, ...) slipping down from normal wall,
1081 steel wall and growing wall (as in E.M.C. style levels). Although
1082 the behaviour of contributed and private levels wasn't changed (due
1083 to the use of "level.game_version"; see previous entry), editing
1084 those levels will (of course) change the behaviour accordingly.
1086 This change seems a bit too hard after thinking about it, because
1087 the EM style behaviour is not the "expected" behaviour (gems would
1088 normally only slip down from "rounded" walls). Therefore this was
1089 now changed to an element property for gem style elements, with the
1090 default setting "off" (which means: no special EM style behaviour).
1091 To fix older converted levels, this flag is set to "on" for pre-2.0
1092 levels that are neither contributed nor private levels.
1094 2002-03-20 src/files.h
1095 * Corrected settings for "level.game_version" depending of level type.
1096 (Contributed and private levels always get played with game engine
1097 version they were created with, while converted levels always get
1098 played with the most recent version of the game engine, to let new
1099 corrections of the emulation behaviour take effect.)
1101 2002-03-20 src/main.h
1102 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1103 compiling the SDL version on some systems.
1104 Thanks to the several people who pointed this out.
1107 * Version number set to 2.0.2.
1110 * Version 2.0.1 released.
1112 2002-03-18 src/screens.c
1113 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1115 2002-03-18 src/files.c [src/libgame/misc.c]
1116 * Moved some common functions from src/files.c to src/libgame/misc.c.
1118 2002-03-18 src/files.c [src/libgame/misc.c]
1119 * Changed permissions for new directories and saved files (especially
1120 score files) according to suggestions of Debian users and mantainers.
1121 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1123 2002-03-17 src/files.c
1124 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1125 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1126 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1127 for levels and "TAPE" for tapes). Old "cookie" style format is
1128 still supported for reading. New level and tape files are written
1131 * New IFF chunk "VERS" contains version numbers for file and game
1132 (where "game version" is the version of the program that wrote the
1133 file, and "file version" is a version number to distinguish files
1134 with different format, for example after adding new features).
1136 2002-03-15 src/screen.c
1137 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1138 (Before, you heard a mixture of the in-game music and the
1139 hall-of-fame music.)
1141 2002-03-14 src/events.c
1142 * Function "DumpTape()" (files.c) now available by pressing 't' from
1143 main menu (when in DEBUG mode).
1145 2002-03-14 src/game.c
1146 * "GameWon()": When game was won playing a tape, now there is no delay
1147 raising the score and no corresponding sound is played.
1149 2002-03-14 src/files.c
1150 * Changed "LoadTape()" for real chunk support and also adjusted
1151 "SaveTape()" accordingly.
1153 2002-03-14 src/game.c, src/tape.c, src/files.c
1154 * Important changes to tape format: The old tape format stored all
1155 actions with a real effect with a corresponding delay between the
1156 stored actions. This had some major disadvantages (for example,
1157 push delays had to be ignored, pressing a button for some seconds
1158 mutated to several single button presses because of the non-action
1159 delays between two action frames etc.). The new tape format just
1160 stupidly records all device actions and replays them later. I really
1161 don't know why I haven't solved it that way before?! Old-style tapes
1162 (with tape file version less than 2.0) get converted to the new
1163 format on-the-fly when loading and can therefore still be played;
1164 only some minor parts of the old-style tape handling code was needed.
1165 (A perfect conversion is not possible, because there is information
1166 missing about the device actions between two action frames.)
1168 2002-03-14 src/files.c
1169 * New function "DumpTape()" to dump the contents of the current tape
1170 in a human readable format.
1172 2002-03-14 src/game.c
1173 * Small tape bug fixed: When automatically advancing to next level
1174 after a game was won, the tape from the previous level still was
1175 loaded as a tape for the new level.
1177 2002-03-14 src/tape.c
1178 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1179 tape, cartoons did not get completely removed because
1180 StopAnimation() was not called.
1182 2002-03-13 src/files.c
1183 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1184 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1185 size even when using 16-bit elements). Added new chunk "CNT2" for
1186 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1187 chunk even when content was 16-bit element). "CNT2" should now be
1188 able to store content for arbitrary elements (up to eight blocks of
1189 3 x 3 element arrays). All "CNT2" elements will always be stored as
1190 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1192 2002-03-13 src/files.c
1193 * Changed "LoadLevel()" for real chunk support.
1195 2002-03-12 src/game.c
1196 * Fixed problem (introduced after 2.0.0 release) with penguins
1197 not getting killed by enemies
1199 2002-02-24 src/game.c, src/main.h
1200 * Added "player->is_moving"; now "player->last_move_dir" does
1201 not contain any information if the player is just moving at
1203 Before, "player->last_move_dir" was misused for this purpose
1204 for the robot stuff (robots don't kill players when they are
1205 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1206 broke tapes when walking through pipes!
1207 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1208 in a continuous movement. This fact is ignored for friends and