2 * added "CE score gets zero [of]" to custom element trigger conditions
3 * added setup option to display element token name in level editor
6 * added compatibility code for Juergen Bonhagen's menu artwork settings
9 * fixed bug with displaying wrong animation frame 0 after CE changes
10 * fixed bug with creating invisible elements when light switch is on
13 * added selection between ECS and AGA graphics for EMC levels to setup
16 * adjusted font handling for various narrow EMC style fonts
19 * changed EM engine behaviour back to re-allow initial rolling springs
22 * fixed handling of over-large selectboxes (less error-prone now)
23 * fixed bug when creating GE with walkable element under the player
26 * added use of "Insert" and "Delete" keys to navigate element list in
27 level editor to start of custom elements or start of group elements
28 * added virtual elements to access CE value and CE score of elements:
29 - "CE value of triggering element"
30 - "CE score of triggering element"
31 - "CE value of current element"
32 - "CE score of current element"
35 * fixed "grass" to "sand" in older EM levels (up to file version V4)
38 * changed behaviour of network games with internal errors (because of
39 different client frame counters) from immediately terminating R'n'D
40 to displaying an error message requester and stopping only the game
41 (also to prevent impression of crashes under non command-line runs)
42 * fixed playing network games with the EMC engine (did not work before)
43 * fixed bug with not scrolling the screen in multi-player mode with the
44 focus on player 1 when all players are moving in different directions
45 * fixed bug with keeping pointer to gadget even after its deallocation
46 * fixed bug with allowing "focus on all players" in network games
47 * fixed bug with player focus when playing tapes from network games
50 * uploaded pre-release (test) version 3.2.0-7 binary and source code
53 * code cleanup for game action control for R'n'D and EMC game engine
56 * fixed bug in multi-player movement with focus on both players
57 * added option to control only the focussed player with all input
60 * added player focus switching to level tape recording and re-playing
63 * fixed some bugs in player focus switching in EMC and RND game engine
66 * added special Supaplex animations for Murphy digging and snapping
67 * added special Supaplex animations for Murphy being bored and sleeping
70 * added four new yam yams with explicit start direction for EMC engine
71 * fixed bug in src/libgame/text.c with printing text outside the window
74 * fixed small bug in EMC level loader (copyright sign in EM II levels)
77 * added delayed ignition of EM style dynamite when used in R'n'D engine
78 * added limited movement range to EMC engine when focus on all players
81 * fixed bug with missing (zero) score values for native Supaplex levels
84 * added "continuous snapping" (snapping many elements while holding the
85 snap key pressed, without releasing the snap key after each element)
86 as a new player setting for more compatibility with the classic games
89 * finished scrolling for "focus on all players" in EMC graphics engine
92 * level sets with "levels: 0" are ignored for levels, but not artwork
93 * fixed bug when scanning empty level group directories (endless loop)
96 * fixed bug with explosion graphic for player using "Murphy" graphic
97 * fixed bug with explosion graphic if player leaves explosion in time
98 * changed some descriptive text in setup menu to use medium-width font
99 * added key shortcut settings for switching player focus to setup menu
102 * fixed bug with random value initialization when recording tapes
103 * fixed bug with playing single player tapes when team mode activated
106 * fixed little bug when trying to switch to player that does not exist
109 * added player switching (visual and quick) to R'n'D and EM game engine
110 * added setup option to select visual or quick in-game player switching
113 * added use of "Home" and "End" keys to handle element list in editor
116 * fixed bug with adding score when playing tape with EMC game engine
117 * added steel wall border for levels using EMC engine without border
118 * finally fixed delayed scrolling in EMC engine also for small levels
121 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
124 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
125 * fixed bug when displaying info element without action, but direction
128 * fixed minor graphical problems with springs smashing and slurping
129 (when using R'n'D style graphics instead of EMC style graphics)
132 * added scroll delay (as configured in setup) to EMC graphics engine
135 * improved screen redraw for EMC graphics engine (faster and smoother)
136 * when not scrolling, do not redraw the whole playfield if not needed
139 * added multi-player mode for EMC game engine (with up to four players)
142 * added android (can clone elements) from EMC engine to R'n'D engine
145 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
148 * added selectbox for initial player speed to player settings in editor
151 * version 3.1.2 created that is basically version 3.1.1, but with a
152 major bug fixed that prevented editing your own private levels
153 * version 3.1.2 released
156 * added magic ball (creates elements) from EMC engine to R'n'D engine
159 * uploaded fixed pre-release version 3.2.0-6 binary and source code
162 * fixed bug when using "CE can leave behind <trigger element>"
163 * added new change condition "(after/when) creation of <element>"
164 * added new change condition "(after/when) digging <element>"
165 * fixed bug accessing invalid gadget that caused crashes under Windows
166 * deactivated new possibility for multiple CE changes per frame
169 * uploaded pre-release (test) version 3.2.0-6 binary and source code
172 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
173 * fixed bug with not keeping CE value for moving CEs with only action
174 * changed CE action selectboxes in editor to be only reset when needed
177 * added option "use artwork from element" for custom player artwork
178 * added option "use explosion from element" for player explosions
181 * added cascaded element lists in the level editor
182 * added persistence for cascaded element lists by "editorcascade.conf"
183 * added dynamic element list with all elements used in current level
184 * added possibility for multiple CE changes per frame (experimental)
187 * uploaded pre-release (test) version 3.2.0-5 binary and source code
190 * changed "score for each 10 seconds/steps left" to "1 second/step"
191 * added own score for collecting "extra time" instead of sharing it
192 * added change events "switched by player" and "player switches <e>"
193 * added change events "snapped by player" and "player snaps <e>"
194 * added "set player artwork: <element choice>" to CE action options
195 * added change event "move of <element>"
198 * added "set player shield: off / normal / deadly" to CE action options
199 * added new player option "use level start element" in level editor
200 to set the correct focus at level start to elements from which the
201 player is created later (this did not work before for cascaded CE
202 changes resulting in creation of the player; it is now also possible
203 to create the player from a yam yam which is smashed at level start)
206 * added "set player speed: frozen (not moving)" to CE action options
207 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
210 * added new player option "block snap field" (enabled by default) to
211 make it possible to show a snapping animation like in Emerald Mine
214 * added dynamic selectboxes to custom element action settings in editor
215 * added "CE value" counter for custom elements (instead of "CE count")
216 * added option to use the last "CE value" after custom element change
217 * added option to use the "CE value" of other elements in CE actions
218 * fixed odd behaviour when pressing time orb in levels w/o time limit
219 * added checkbox "use time orb bug" for older levels that use this bug
222 * added missing configuration settings for the following elements:
223 - EL_TIMEGATE_SWITCH (time of open time gate)
224 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
225 - EL_SHIELD_NORMAL (time of shield duration)
226 - EL_SHIELD_DEADLY (time of shield duration)
227 - EL_EXTRA_TIME (time added to level time)
228 - EL_TIME_ORB_FULL (time added to level time)
231 * added "wind direction" as a movement pattern for custom elements
232 * added initial wind direction for balloon / custom elements to editor
233 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
236 * added parameters for "game of life" and "biomaze" elements to editor
239 * added level file chunk "CONF" for generic level and element settings
242 * uploaded pre-release (test) version 3.2.0-4 binary and source code
245 * skip empty level sets (with "levels: 0"; may be artwork base sets)
246 * added sound action ".page[1]" to ".page[32]" for each CE change page
249 * added image config suffix ".clone_from" to copy whole image settings
250 * fixed bug with invalid ("undefined") CE settings in old level files
253 * fixed graphical bug with smashing elements falling faster than player
256 * fixed major bug which prevented private levels from being edited
257 * fixed bug with precedence of general and special font definitions
260 * fixed graphical bug with player animation when player moves slowly
263 * uploaded pre-release (test) version 3.2.0-3 binary and source code
266 * fixed bug which prevented "global.num_toons: 0" from working
269 * major code cleanup (removed all these annoying "#if 0" blocks)
272 * added custom element actions for CE change page in level editor
275 * fixed music initialization bug in init.c (thanks to David Binderman)
276 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
277 (this bug must probably be fixed at other places, too)
280 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
281 (should be '#include <SDL.h>' instead)
284 * fixed bug which prevented "walkable from no direction" from working
285 (due to compatibility code overwriting this setting after loading)
288 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
291 * version number temporarily set to 3.1.1 (intermediate bugfix release)
292 * version 3.1.1 released
295 * changed some va_arg() arguments from 'long' to 'int', fixing problems
296 on 64-bit architecture systems with LP64 data model
299 * fixed bug with bombs not exploding when hitting the last level line
300 (introduced after the release of 3.1.0)
303 * added support for dumping small-sized level sketches from editor
306 * added recognition of "trigger element" for "change digged element to"
307 (this is not really what the "trigger element" was made for, but its
308 use may seem obvious for leaving back digged elements unchanged)
311 * fixed multiple warnings about failed joystick device initialization
314 * fixed bug with dynamite dropped on top of just dropped custom element
315 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
316 dynamite can still be dropped, but drop key must be released before
319 * fixed bug with wrong start directory when started from file browser
320 (due to this bug, R'n'D could not be started from KDE's Konqueror)
323 * fixed bug causing "change when impact" on player not working
324 * fixed wrong priority of "hitting something" over "hitting <element>"
325 * fixed wrong priority of "hit by something" over "hit by <element>"
328 * fixed graphical bug which caused the player (being Murphy) to show
329 collecting animations although the element was collected by penguin
332 * fixed two bugs causing wrong door background graphics in system.c
333 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
336 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
337 * added "no direction" to "walkable/passable from" selectbox options
340 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
341 * in tape autoplay, not only report broken, but also missing tapes
344 * uploaded pre-release (test) version 3.2.0-2 binary and source code
347 * fixed small bug with "linear" animation not working for active lamp
350 * fixed bug with moving up despite gravity due to "block last field"
351 * fixed small bug with wrong draw offset when typing name in main menu
352 * when reading user names from "passwd", ignore data after first comma
353 * when creating new "levelinfo.conf", only write some selected entries
356 * fixed displaying "imported from/by" on preview with empty string
357 * fixed ignoring draw offset for fonts used for level preview texts
360 * fixed a delay problem with SDL and too many mouse motion events
361 * added setup option "skip levels" and level skipping functionality
364 * added move speed "not moving" for non-moving CEs, but with direction
367 * fixed mapping of obsolete element token names in "editorsetup.conf"
368 * fixed bug with sound "acid.splashing" treated as a loop sound
369 * fixed some little sound bugs in native EM engine
372 * fixed small bug when dragging scrollbars to end positions
375 * added editor element descriptions written by Aaron Davidson
378 * improved fallback handling when configured artwork is not available
379 (now using default artwork instead of exiting when files not found)
382 * fixed bug on level selection screen when dragging scrollbar
385 * fixed bug which caused broken tapes when appending to EM engine tapes
388 * uploaded pre-release (test) version 3.2.0-1 binary and source code
391 * added code to replace changed artwork config tokens with other tokens
392 (needed for backwards compatibility, so that older tokens still work)
395 * added native R'n'D graphics for some new EMC elements in EM engine
398 * fixed some bugs in the EM engine integration code
399 * changed EM engine code to allow diagonal movement
400 * changed EM engine code to allow use of separate snap and drop keys
403 * fixed some redraw bugs when using EM engine
406 * fixed bug with not converting RND levels which are set to use native
407 engine to native level structure when loading
410 * uploaded pre-release (test) version 3.2.0-0 binary and source code
413 * version number set to 3.2.0
416 * level data now reset to defaults after attempt to load invalid file
419 * added use of "editorsetup.conf" for different level sets
422 * added auto-detection for various types of Emerald Mine level files
425 * fixed bug with scrollbars getting too small when list is very large
428 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
431 * added most level editor configuration gadgets for new EMC elements
434 * added more element and graphic definitions for new EMC elements
437 * modified native EM engine to use integrated R'n'D sound system
440 * added SDL support to graphics functions in native EM engine
441 (by always using generic libgame interface functions)
444 * fixed bug in frame synchronization in native EM engine
447 * added code to convert levels between R'n'D and native EM engine
450 * new Emerald Mine engine can now play levels selected in main menu
453 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
454 (which creates scaled down graphics for level editor and preview);
455 there's still a memory leak somewhere in the artwork handling code
456 * added "scale image up" functionality to X11 version of zoom function
459 * first attempts to integrate new, native Emerald Mine Club engine
462 * fixed bug in gadget code which caused reset of CEs in level editor
463 (example: pressing 'b' [grab brush] on CE config page erased values)
464 (solution: check if gadgets in ClickOnGadget() are really mapped)
465 * improved level change detection in editor (settings now also checked)
466 * fixed bug with "can move into acid" and "don't collide with" state
469 * fixed maze runner style CEs to use the configured move delay value
472 * added Aaron Davidson's tutorial level set to the "Tutorials" section
475 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
476 * fixed the above fix because it broke level set "machine" (*sigh*)
477 * fixed random element placement in level editor to work as expected
478 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
481 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
484 * fixed bug (missing array boundary check) which caused broken tapes
485 * fixed bug (when loading level template) which caused broken levels
486 * fixed bug with new block last field code when using non-yellow player
489 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
490 * internal change of how the player blocks the last field when moving
491 * fixed blocking delay of last field for EM and SP style block delay
492 * fixed bug where the player had to wait for the usual move delay after
493 unsuccessfully trying to move, when he directly could move after that
494 * the last two changes should make original Supaplex level 93 solvable
495 * improved use of random number generator to make it less predictable
496 * fixed behaviour of slippery SP elements to let slip left, then right
499 * fixed bug with wrong door state after trying to quickload empty tape
500 * fixed waste of static memory usage of the binary, making it smaller
501 * fixed very little graphical bug in Supaplex explosion
504 * version number set to 3.1.1
507 * version 3.1.0 released
510 * fixed bug with crash when writing user levelinfo.conf the first time
513 * added option "convert LEVELDIR [NR]" to command line batch commands
514 * re-converted Supaplex levels to apply latest engine fixes
515 * changed "use graphic/sound of element" to "use graphic of element"
516 due to compatibility problems with some levels ("bug machine" etc.)
519 * fixed bug with CE change replacing player with same or other player
522 * fixed bug with opaque font in envelope with background graphic when
523 background graphic is not transparent itself
526 * added "gravity on" and "gravity off" ports for Supaplex compatibility
527 * corrected original Supaplex level loading code to use these new ports
528 * also corrected Supaplex loader to auto-count infotrons if set to zero
531 * fixed bug with missing initialization of "modified" flag for GEs
534 * fixed bug that caused endless recursion loop when relocating player
535 * fixed tape recorder bug in "step mode" when using "pause before end"
536 * fixed tape recorder bug when changing from "warp forward" mode
539 * fixed bug with "when touching" for pushed elements at last position
542 * fixed bug that caused two activated toolbox buttons in level editor
543 * fixed bug with exploding dynabomb under player due to other explosion
546 * fixed bug with creating walkable custom element under player (again)
547 * fixed bug with not copying explosion type when copying CEs in editor
548 * fixed graphical bug when drawing player in setup menu (input devices)
549 * fixed graphical bug when the player is pushing an accessible element
550 * fixed bug with classic switchable elements triggering CE changes
551 * fixed bug with entering/leaving walkable element in RelocatePlayer()
552 * fixed crash bug when CE leaves behind the trigger player element
555 * fixed bug with broken tubes after placing/exploding dynamite in them
556 * fixed bug with exploding dynamite under player due to other explosion
557 * fixed bug with not resetting push delay under certain circumstances
560 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
561 * added network multiplayer code for Windows (thanks to Niko Böhm)
564 * added option "reachable despite gravity" for gravity movement
565 * changed gravity movement of most classic walkable and passable
566 elements back to "not reachable" (for compatibility reasons)
569 * fixed (removed) "indestructible" / "can explode" dependency in editor
570 * fixed (removed) "accessible inside" / "protected" dependency
571 * fixed (removed) "step mode" / "shield time" dependency
574 * fixed dynabombs exploding now into anything diggable
575 * fixed Supaplex style gravity movement into buggy base now impossible
576 * added pressing key "space" as valid action to select menu options
579 * added "replace when walkable" to relocate player to walkable element
580 * added "enter"/"leave" event for elements affected by relocation
581 * fixed "direct"/"indirect" change order also for "when change" event
582 * fixed graphical bug when pushing things from elements walkable inside
585 * fixed graphic bug when player is snapping while moving in old levels
586 * fixed bug when a moving custom element leaves a player element behind
587 * fixed bug with mole not disappearing when moving into acid pool
588 * fixed bug with incomplete path setting when using "--basepath" option
589 * moving CE can now leave walkable elements behind under the player
590 * when relocating, player can be set on walkable element now
591 * fixed another gravity movement bug
594 * uploaded pre-release (test) version 3.1.0-2 binary and source code
597 * added "collectible" and "removable" to extended replacement types
598 (where "removable" replaces "diggable" and "collectible" elements)
599 * added "collectible & throwable" (to throw element to the next field)
600 * fixed bug with CEs digging elements that are just about to explode
601 * changed mouse cursor now always being visible when game is paused
604 * added possibility to push/press accessible elements from a side that
606 * fixed bug with not setting actual date when appending to tape
609 * fixed bug with incorrectly initialized custom element editor graphics
612 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
613 - number of levels corrected from 18 to 17 in "levelinfo.conf"
616 * fixed bug with destroyed robot wheel still attracting robots forever
617 * fixed bug with time gate switch deactivating after robot wheel time
618 (while the time gate itself is not affected by this misbehaviour)
619 * changed behaviour of BD style amoeba to always get blocked by player
620 (before it was different when there were non-BD elements in level)
621 * fixed bug with player destroying indestructable elements with shield
624 * added option to make growing elements grow into anything diggable
625 (for the various amoeba types, biomaze and "game of life")
628 * fixed bug with movable elements not moving after left behind by CEs
629 * changed gravity movement to anything diggable, not only sand/base
630 * optionally allowing passing to walkable element, not only empty space
631 * added option "can pass to walkable element" for players
632 * finally fixed gravity movement (hopefully)
635 * fixed bug with movable elements not moving anymore after falling down
638 * fixed another bug with custom elements digging and leaving elements
639 * fixed bug with "along left/right side" and automatic start direction
640 * trigger elements now also displayed when "more custom" deactivated
641 * fixed bug with clipboard element initialized when loading new level
642 * added option "drop delay" to set delay before dropping next element
645 * uploaded pre-release (test) version 3.1.0-1 binary and source code
648 * added copy and paste functions for custom change pages
649 * enhanced graphical display and functionality of tape recorder
650 * fixed bug with custom elements digging and leaving elements
653 * added move speed faster than "very fast" for custom elements
654 * fixed bug with 3+3 style explosions and missing border content
655 * fixed little bug when copying custom elements in the editor
656 * enhanced custom element changes by more side trigger actions
659 * added option "no scrolling when relocating" for instant teleporting
660 * uploaded pre-release (test) version 3.1.0-0 binary and source code
663 * added trigger element and trigger player to use as target elements
664 * added copy and paste functions for custom and group elements
667 * fixed graphical bug when displaying explosion animations
668 * fixed bug when appending to tapes, resulting in broken tapes
669 * re-recorded a few tapes broken by fixing gravity checking bug
672 * "can move into acid" property now for all elements independently
673 * "can fall into acid" property for player stored in same bitfield now
674 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
675 * version number set to 3.1.0 (finally!)
678 * changed tape recording to only record input, not programmed actions
681 * fixed totally broken (every 8th frame skipped) step-by-step recording
682 * fixed bug with requester not displayed when quick-loading interrupted
683 * added option "can fall into acid (with gravity)" for players
684 * fixed bug with player not falling when snapping down with gravity
687 * fixed bug which messed up key config when using keypad number keys
690 * fixed bug which allowed moving upwards even when gravity was active
691 * fixed bug with missing error handling when dumping levels or tapes
694 * added different colored editor graphics for Supaplex gravity tubes
697 * fixed bug that allowed solvable tapes for unsolvable levels
700 * use unlimited number of droppable elements when "count" set to zero
701 * added option to use step limit instead of time limit for level
704 * added player and change page as trigger for custom element change
707 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
710 * fixed bug with dark yamyam changing to acid when moving over acid
711 * fixed handling of levels with more than 999 seconds level time
712 (example: level 76 of "Denmine")
715 * "spring push bug" reintroduced as configurable element property
716 * fixed bug with missing properties for "mole"
717 * fixed bug that showed up when fixing the above "mole" properties bug
718 * added option "can move into acid" for all movable elements
719 * fixed graphical bug for elements moving into acid
720 * changed event handling to handle all pending events before going on
723 * fixed bug which caused all CE change pages to be ignored which had
724 the same change event, but used a different element side
725 (reported by Simon Forsberg)
727 * fixed bug which caused elements that can move and fall and that are
728 transported by a conveyor belt to continue moving into that direction
729 after leaving the conveyor belt, regardless of their own movement
730 type; only elements which can not move are transported now
731 (reported by Simon Forsberg)
733 * fixed bug which could cause an array overflow in RelocatePlayer()
734 (reported by Niko Böhm)
736 * changed Emerald Mine style "passable / over" elements to "protected"
737 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
739 * added new option to select from which side a "walkable/passable"
740 element can be entered
743 * added explosion and ignition delay for elements that can explode
746 * fixed bug which caused player not being protected against enemies
747 when a CE was "walkable / inside" and was not "indestructible"
748 * added "walkable/passable" fields to be "protected/unprotected"
749 against enemies, even if not accessible "inside" but "over/under"
752 * corrected move pattern to 32 bit and initial move direction to 8 bit
755 * added second custom element base configuration page
758 * added some special EMC mappings to Emerald Mine level loader
759 (also covering previously unknown element in level 0 of "Bondmine 8")
762 * added option to block last field when player is moving (for Supaplex)
763 * adjusted push delay of Supaplex elements
764 * removed delays for envelopes etc. when replaying with maximum speed
765 * fixed bug when dropping element on a field that just changed to empty
768 * fixed bug: infotrons can now smash yellow disks
769 * fixed bug: when gravity active, port above player can now be entered
770 * removed "one white dot" mouse pointer which irritated some people
773 * added "choice type" for group element selection
776 * fixed bug with initial invulnerability of non-yellow player
779 * added level loader for loading native Supaplex packed levels
780 (including multi-part levels like the "splvls99" levels)
783 * fixed bug which allowed creating emeralds by escaping explosions
786 * custom elements can change (limited) or leave (unlimited) elements
787 * finally added multiple matches using group elements
788 * added shortcut to dump brush (type ":DB" in editor) for use in forum
791 * added new start movement type "previous" for continued CE movement
792 * added new start movement type "random" for random CE movement start
795 * added new element "sokoban_field_player" needed for Sokoban levels
796 (thanks to Ed Booker for pointing this out!)
799 * added elements that can be digged or left behind by custom elements
802 * added group elements for multiple matches and random element creation
805 * fixed some graphical errors displayed in old levels
808 * fixed wrong double speed movement after passing closing gates
811 * added level loader for loading native Emerald Mine levels
814 * changes for "shooting" style CE movement
817 * Happy New Year! ;-)
820 * changed default snap/drop keys from left/right Shift to Control keys
823 * fixed bug with dead player getting reanimated from custom element
826 * fixed bug with wrong penguin graphics (when entering exit)
829 * fixed bug with wrong "Murphy" graphics (when digging etc.)
832 * version number set to 3.0.9
835 * version 3.0.8 released
838 * added function checked_free()
841 * fixed bug with double nut cracking sound
842 (by eliminating "default element action sound" assignment in init.c)
845 * fixed crash when no music info files are available
848 * fixed boring and sleeping sounds
851 * added "maze runner" and "maze hunter" movement types
852 * added extended collision conditions for custom elements
855 * added warnings for undefined token values in artwork config files
858 * added menu entry for level set information to the info screen
861 * fixed bug with wrong default impact sound for colored emeralds
864 * added several sub-screens for the info screen
865 * menu text now also clickable (not only blue/red sphere left of it)
868 * added configurable "bored" and "sleeping" animations for the player
869 * added "awakening" sound for player when waking up after sleeping
872 * added "copy" and "exchange" functions for custom elements to editor
875 * added configurable element animations for info screen
878 * added configurable music credits for info screen
881 * finally fixed tape recording when player is created from CE change
884 * added "editorsetup.conf" for editor element list configuration
887 * added "musicinfo.conf" for menu and level music configuration
890 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
891 (that only showed up on Linux, but not on Windows systems)
894 * fixed turning movement of butterflies and fireflies (no frame reset)
895 * enhanced sniksnak turning movement (two steps instead of only one)
898 * version number set to 3.0.8
901 * version 3.0.7 released
904 * fixed reset of player animation frame when, for example,
905 walking, digging or collecting share the same animation
906 * fixed CE with "deadly when touching" exploding when touching amoeba
909 * fixed tape recording when player is created from CE element change
912 * introduced "turning..." action graphic for elements with move delay
913 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
914 * added turning animations for bug, spaceship and sniksnak
917 * prevent "extended" changed elements from delay change in same frame
920 * fixed bug when pushing element that can move away to the side
921 (like pushing falling elements, but now with moving elements)
924 * finally fixed serious bug in code for delayed element pushing (again)
927 * unavailable setup options now marked as "n/a" instead of "off"
928 * new boolean directive "latest_engine" for "levelinfo.conf": when set
929 to "true", levels are always played with the latest game engine,
930 which is desired for levels that are imported from other games; all
931 other levels are played with the engine version stored in level file
932 (which is normally the engine version the level was created with)
935 * fixed serious bug in code for delayed element pushing
936 * fixed little bug in animation frame selection for pushed elements
937 * speed-up of reading config file for verbose output
940 * added configuration option for opening and closing Supaplex exit
941 * added configuration option for moving up/down animation for Murphy
942 * fixed incorrectly displayed animation for attacking dragon
943 * fixed bug with not setting initial gravity for each new game
944 * fixed bug with teleportation of player by custom element change
945 * fixed bug with player not getting smashed by rock sometimes
948 * version number set to 3.0.7
951 * version 3.0.6 released
954 * added support for MP3 music for SDL version through SMPEG library
957 * fixed bug when initializing font graphic structure
958 * fixed bug with animation mode "pingpong" when using only 1 frame
959 * fixed bug with extended change target introduced in 3.0.5
960 * fixed bug where passing over moving element doubles player speed
961 * fixed bug with elements continuing to move into push direction
962 * fixed bug with duplicated player when dropping bomb with shield on
963 * added "switching" event for custom elements ("pressing" only once)
964 * fixed switching bug (resetting flag when not switching but not idle)
967 * fixed element tokens for certain file elements with ".active" etc.
970 * version number set to 3.0.6
973 * version 3.0.5 released
976 * now four envelope elements available
977 * font, background, animation and sound for envelope now configurable
978 * main menu doors opening/closing animation type now configurable
981 * active/inactive sides configurable for custom element changes
982 * new movement type "move when pushed" available for custom elements
985 * fixed bug in multiple config pages loader code that caused crashes
988 * enhanced (remaining low-resolution) Supaplex graphics
991 * version number set to 3.0.5
994 * version 3.0.4 released
996 2003-09-12 src/tools.c
997 * fixed bug in custom definition of crumbled element graphics
999 2003-09-11 src/files.c
1000 * fixed bug in multiple config pages code that caused crashes
1003 * version number set to 3.0.4
1006 * version 3.0.3 released
1009 * added music to Supaplex classic level set
1011 2003-09-07 src/libgame/misc.c
1012 * added support for loading various music formats through SDL_mixer
1014 2003-09-06 (various source files)
1015 * fixed several nasty bugs that may have caused crashes on some systems
1016 * added envelope content which gets displayed when collecting envelope
1017 * added multiple change event pages for custom elements
1019 2003-08-24 src/game.c
1020 * fixed problem with player animation when snapping and moving
1022 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1023 * fixed problem with flickering when drawing toon animations
1025 2003-08-23 src/libgame/sdl.c
1026 * fixed problem with setting mouse cursor in SDL version in fullscreen
1028 2003-08-23 src/game.c
1029 * fixed bug (missing array boundary check) which could crash the game
1032 * version number set to 3.0.3
1035 * version 3.0.2 released
1037 2003-08-21 src/game.c
1038 * fixed bug with creating inaccessible elements at player position
1040 2003-08-20 src/init.c
1041 * fixed bug with not finding current level artwork directory
1043 2003-08-20 src/files.c
1044 * fixed bug with choosing wrong engine version when playing tapes
1045 * fixed bug with messing up custom element properties in 3.0.0 levels
1048 * version number set to 3.0.2
1051 * version 3.0.1 released
1053 2003-08-17 (no source files affected)
1054 * changed all "classic" PCX image files with 16 colors or less to
1055 256 color (8 bit) storage format, because the Allegro game library
1056 cannot handle PCX files with less than 256 colors (contributed
1057 graphics are not affected and might look wrong in the DOS version)
1059 2003-08-16 src/init.c
1060 * fixed bug which (for example) crashed the level editor when defining
1061 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1062 (only set to default) -- invalid graphics now set to default graphic
1064 2003-08-16 src/init.c
1065 * fixed graphical bug of player digging/collecting/snapping element
1066 when no corresponding graphic/animation is defined for this action,
1067 resulting in player being drawn as EL_EMPTY (which should only be
1068 done to elements being collected, but not to the player)
1070 2003-08-16 src/game.c
1071 * fixed small graphical bug of player not totally moving into exit
1073 2003-08-16 src/libgame/setup.c
1074 * fixed bug with wrong MS-DOS 8.3 filename conversion
1076 2003-08-16 src/tools.c
1077 * fixed bug with invisible mouse cursor when pressing ESC while playing
1079 2003-08-16 (various source files)
1080 * added another 128 custom elements (disabled in editor by default)
1082 2003-08-16 src/editor.c
1083 * fixed NULL string bug causing Solaris to crash in sprintf()
1085 2003-08-16 src/screen.c
1086 * fixed drawing over scrollbar on level selection with custom fonts
1088 2003-08-15 src/game.c
1089 * cleanup of simple sounds / loop sounds / music settings
1091 2003-08-08 (various source files)
1092 * added custom element property for dropping collected elements
1094 2003-08-08 src/conf_gfx.c
1095 * fixed bug with missing graphic for active red disk bomb
1097 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1098 * extended variable "level.gravity" to "level.initial_gravity" and
1099 "game.current_gravity" to prevent level setting from being changed
1100 by playing the level (keeping the runtime value after playing)
1102 * fixed graphics bug when digging element that has 'crumbled' graphic
1103 definition, but not 'diggable' graphic definition
1106 * version number set to 3.0.1
1109 * version 3.0.0 released
1112 * various bug fixes; among others:
1113 - fixed bug with pushing spring over empty space
1114 - fixed bug with leaving tube while placing dynamite
1115 - fixed bug with explosion of smashed penguins
1116 - allow Murphy player graphic in levels with non-Supaplex elements
1120 * I have forgotten to document changes for some time
1123 * pre-release version 2.2.0rc1 released
1126 * version number set to 2.1.2
1129 * version 2.1.1 released
1132 * version number set to 2.1.1
1135 * version 2.1.0 released
1138 * version number set to 2.1.0
1140 2002-04-03 to 2002-05-19 (various source files)
1141 * graphics, sounds and music now fully configurable
1142 * bug fixed that prevented walking through tubes when gravity on
1144 2002-04-02 src/events.c, src/editor.c
1145 * Make Escape key less aggressive when playing or when editing level.
1146 This can be configured as an option in the setup menu. (Default is
1147 "less aggressive" which means "ask user if something can be lost"
1148 when pressing the Escape key.)
1150 2002-04-02 src/screen.c
1151 * Added "graphics setup" screen.
1153 2002-04-01 src/screen.c
1154 * Changed "choose level" setup screen stuff to be more generic (to
1155 make it easier to add more "choose from generic tree" setup screens).
1157 2002-04-01 src/config.c, src/timestamp.h
1158 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1159 automatically gets created by "src/Makefile" and contains an actual
1160 compile-time timestamp to identify development versions of the game).
1162 2002-03-31 src/tape.c, src/events.c
1163 * Added quick game/tape save/load functions to tape stuff which can be
1164 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1165 loads previously recorded tape and directly goes into recording mode
1166 from the end of the tape (therefore appending to the tape).
1168 2002-03-31 src/tape.c
1169 * Added "index mark" function to tape recorder. When playing or
1170 recording, "eject" button changes to "index" button. Setting index
1171 mark is not yet implemented, but pressing index button when playing
1172 allows very quick advancing to end of tape (when normal playing),
1173 very fast forward mode (when playing with normal fast forward) or
1174 very fast reaching of "pause before end of tape" (when playing with
1175 "pause before end" playing mode).
1177 2002-03-30 src/cartoons.c
1178 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1180 2002-03-29 src/screen.c
1181 * Changed setup screen stuff to be more generic (to make it easier
1182 to add more setup screens).
1184 2002-03-23 src/main.c, src/main.h
1185 * Various changes due to the introduction of the new libgame files
1186 "setup.c" and "joystick.c".
1188 2002-03-23 src/files.c
1189 * Generic parts of "src/files.c" (mainly setup and level directory
1190 stuff) moved to new libgame file "src/libgame/setup.c".
1192 2002-03-23 src/joystick.c
1193 * File "src/joystick.c" moved to libgame source tree, with
1194 correspondig changes.
1196 2002-03-22 src/screens.c
1197 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1198 (Wrong level series information displayed when entering main group.)
1200 2002-03-22 src/editor.c
1201 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1203 2002-03-22 src/editor.c
1204 * Changed behaviour of "Escape" key in level editor to be more
1205 intuitive: When in "Element Properties" or "Level Info" mode,
1206 return to "Drawing Mode" instead of leaving the level editor.
1208 2002-03-21 src/game.c, src/editor.c, src/files.c
1209 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1210 gems (emeralds, diamonds, ...) slipping down from normal wall,
1211 steel wall and growing wall (as in E.M.C. style levels). Although
1212 the behaviour of contributed and private levels wasn't changed (due
1213 to the use of "level.game_version"; see previous entry), editing
1214 those levels will (of course) change the behaviour accordingly.
1216 This change seems a bit too hard after thinking about it, because
1217 the EM style behaviour is not the "expected" behaviour (gems would
1218 normally only slip down from "rounded" walls). Therefore this was
1219 now changed to an element property for gem style elements, with the
1220 default setting "off" (which means: no special EM style behaviour).
1221 To fix older converted levels, this flag is set to "on" for pre-2.0
1222 levels that are neither contributed nor private levels.
1224 2002-03-20 src/files.h
1225 * Corrected settings for "level.game_version" depending of level type.
1226 (Contributed and private levels always get played with game engine
1227 version they were created with, while converted levels always get
1228 played with the most recent version of the game engine, to let new
1229 corrections of the emulation behaviour take effect.)
1231 2002-03-20 src/main.h
1232 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1233 compiling the SDL version on some systems.
1234 Thanks to the several people who pointed this out.
1237 * Version number set to 2.0.2.
1240 * Version 2.0.1 released.
1242 2002-03-18 src/screens.c
1243 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1245 2002-03-18 src/files.c [src/libgame/misc.c]
1246 * Moved some common functions from src/files.c to src/libgame/misc.c.
1248 2002-03-18 src/files.c [src/libgame/misc.c]
1249 * Changed permissions for new directories and saved files (especially
1250 score files) according to suggestions of Debian users and mantainers.
1251 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1253 2002-03-17 src/files.c
1254 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1255 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1256 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1257 for levels and "TAPE" for tapes). Old "cookie" style format is
1258 still supported for reading. New level and tape files are written
1261 * New IFF chunk "VERS" contains version numbers for file and game
1262 (where "game version" is the version of the program that wrote the
1263 file, and "file version" is a version number to distinguish files
1264 with different format, for example after adding new features).
1266 2002-03-15 src/screen.c
1267 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1268 (Before, you heard a mixture of the in-game music and the
1269 hall-of-fame music.)
1271 2002-03-14 src/events.c
1272 * Function "DumpTape()" (files.c) now available by pressing 't' from
1273 main menu (when in DEBUG mode).
1275 2002-03-14 src/game.c
1276 * "GameWon()": When game was won playing a tape, now there is no delay
1277 raising the score and no corresponding sound is played.
1279 2002-03-14 src/files.c
1280 * Changed "LoadTape()" for real chunk support and also adjusted
1281 "SaveTape()" accordingly.
1283 2002-03-14 src/game.c, src/tape.c, src/files.c
1284 * Important changes to tape format: The old tape format stored all
1285 actions with a real effect with a corresponding delay between the
1286 stored actions. This had some major disadvantages (for example,
1287 push delays had to be ignored, pressing a button for some seconds
1288 mutated to several single button presses because of the non-action
1289 delays between two action frames etc.). The new tape format just
1290 stupidly records all device actions and replays them later. I really
1291 don't know why I haven't solved it that way before?! Old-style tapes
1292 (with tape file version less than 2.0) get converted to the new
1293 format on-the-fly when loading and can therefore still be played;
1294 only some minor parts of the old-style tape handling code was needed.
1295 (A perfect conversion is not possible, because there is information
1296 missing about the device actions between two action frames.)
1298 2002-03-14 src/files.c
1299 * New function "DumpTape()" to dump the contents of the current tape
1300 in a human readable format.
1302 2002-03-14 src/game.c
1303 * Small tape bug fixed: When automatically advancing to next level
1304 after a game was won, the tape from the previous level still was
1305 loaded as a tape for the new level.
1307 2002-03-14 src/tape.c
1308 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1309 tape, cartoons did not get completely removed because
1310 StopAnimation() was not called.
1312 2002-03-13 src/files.c
1313 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1314 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1315 size even when using 16-bit elements). Added new chunk "CNT2" for
1316 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1317 chunk even when content was 16-bit element). "CNT2" should now be
1318 able to store content for arbitrary elements (up to eight blocks of
1319 3 x 3 element arrays). All "CNT2" elements will always be stored as
1320 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1322 2002-03-13 src/files.c
1323 * Changed "LoadLevel()" for real chunk support.
1325 2002-03-12 src/game.c
1326 * Fixed problem (introduced after 2.0.0 release) with penguins
1327 not getting killed by enemies
1329 2002-02-24 src/game.c, src/main.h
1330 * Added "player->is_moving"; now "player->last_move_dir" does
1331 not contain any information if the player is just moving at
1333 Before, "player->last_move_dir" was misused for this purpose
1334 for the robot stuff (robots don't kill players when they are
1335 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1336 broke tapes when walking through pipes!
1337 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1338 in a continuous movement. This fact is ignored for friends and