2 * fixed bug with explosion graphic for player using "Murphy" graphic
3 * fixed bug with explosion graphic if player leaves explosion in time
4 * changed some descriptive text in setup menu to use medium-width font
5 * added key shortcut settings for switching player focus to setup menu
8 * fixed bug with random value initialization when recording tapes
9 * fixed bug with playing single player tapes when team mode activated
12 * fixed little bug when trying to switch to player that does not exist
15 * added player switching (visual and quick) to R'n'D and EM game engine
16 * added setup option to select visual or quick in-game player switching
19 * added use of "Home" and "End" keys to handle element list in editor
22 * fixed bug with adding score when playing tape with EMC game engine
23 * added steel wall border for levels using EMC engine without border
24 * finally fixed delayed scrolling in EMC engine also for small levels
27 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
30 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
31 * fixed bug when displaying info element without action, but direction
34 * fixed minor graphical problems with springs smashing and slurping
35 (when using R'n'D style graphics instead of EMC style graphics)
38 * added scroll delay (as configured in setup) to EMC graphics engine
41 * improved screen redraw for EMC graphics engine (faster and smoother)
42 * when not scrolling, do not redraw the whole playfield if not needed
45 * added multi-player mode for EMC game engine (with up to four players)
48 * added android (can clone elements) from EMC engine to R'n'D engine
51 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
54 * added selectbox for initial player speed to player settings in editor
57 * version 3.1.2 created that is basically version 3.1.1, but with a
58 major bug fixed that prevented editing your own private levels
59 * version 3.1.2 released
62 * added magic ball (creates elements) from EMC engine to R'n'D engine
65 * uploaded fixed pre-release version 3.2.0-6 binary and source code
68 * fixed bug when using "CE can leave behind <trigger element>"
69 * added new change condition "(after/when) creation of <element>"
70 * added new change condition "(after/when) digging <element>"
71 * fixed bug accessing invalid gadget that caused crashes under Windows
72 * deactivated new possibility for multiple CE changes per frame
75 * uploaded pre-release (test) version 3.2.0-6 binary and source code
78 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
79 * fixed bug with not keeping CE value for moving CEs with only action
80 * changed CE action selectboxes in editor to be only reset when needed
83 * added option "use artwork from element" for custom player artwork
84 * added option "use explosion from element" for player explosions
87 * added cascaded element lists in the level editor
88 * added persistence for cascaded element lists by "editorcascade.conf"
89 * added dynamic element list with all elements used in current level
90 * added possibility for multiple CE changes per frame (experimental)
93 * uploaded pre-release (test) version 3.2.0-5 binary and source code
96 * changed "score for each 10 seconds/steps left" to "1 second/step"
97 * added own score for collecting "extra time" instead of sharing it
98 * added change events "switched by player" and "player switches <e>"
99 * added change events "snapped by player" and "player snaps <e>"
100 * added "set player artwork: <element choice>" to CE action options
101 * added change event "move of <element>"
104 * added "set player shield: off / normal / deadly" to CE action options
105 * added new player option "use level start element" in level editor
106 to set the correct focus at level start to elements from which the
107 player is created later (this did not work before for cascaded CE
108 changes resulting in creation of the player; it is now also possible
109 to create the player from a yam yam which is smashed at level start)
112 * added "set player speed: frozen (not moving)" to CE action options
113 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
116 * added new player option "block snap field" (enabled by default) to
117 make it possible to show a snapping animation like in Emerald Mine
120 * added dynamic selectboxes to custom element action settings in editor
121 * added "CE value" counter for custom elements (instead of "CE count")
122 * added option to use the last "CE value" after custom element change
123 * added option to use the "CE value" of other elements in CE actions
124 * fixed odd behaviour when pressing time orb in levels w/o time limit
125 * added checkbox "use time orb bug" for older levels that use this bug
128 * added missing configuration settings for the following elements:
129 - EL_TIMEGATE_SWITCH (time of open time gate)
130 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
131 - EL_SHIELD_NORMAL (time of shield duration)
132 - EL_SHIELD_DEADLY (time of shield duration)
133 - EL_EXTRA_TIME (time added to level time)
134 - EL_TIME_ORB_FULL (time added to level time)
137 * added "wind direction" as a movement pattern for custom elements
138 * added initial wind direction for balloon / custom elements to editor
139 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
142 * added parameters for "game of life" and "biomaze" elements to editor
145 * added level file chunk "CONF" for generic level and element settings
148 * uploaded pre-release (test) version 3.2.0-4 binary and source code
151 * skip empty level sets (with "levels: 0"; may be artwork base sets)
152 * added sound action ".page[1]" to ".page[32]" for each CE change page
155 * added image config suffix ".clone_from" to copy whole image settings
156 * fixed bug with invalid ("undefined") CE settings in old level files
159 * fixed graphical bug with smashing elements falling faster than player
162 * fixed major bug which prevented private levels from being edited
163 * fixed bug with precedence of general and special font definitions
166 * fixed graphical bug with player animation when player moves slowly
169 * uploaded pre-release (test) version 3.2.0-3 binary and source code
172 * fixed bug which prevented "global.num_toons: 0" from working
175 * major code cleanup (removed all these annoying "#if 0" blocks)
178 * added custom element actions for CE change page in level editor
181 * fixed music initialization bug in init.c (thanks to David Binderman)
182 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
183 (this bug must probably be fixed at other places, too)
186 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
187 (should be '#include <SDL.h>' instead)
190 * fixed bug which prevented "walkable from no direction" from working
191 (due to compatibility code overwriting this setting after loading)
194 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
197 * version number temporarily set to 3.1.1 (intermediate bugfix release)
198 * version 3.1.1 released
201 * changed some va_arg() arguments from 'long' to 'int', fixing problems
202 on 64-bit architecture systems with LP64 data model
205 * fixed bug with bombs not exploding when hitting the last level line
206 (introduced after the release of 3.1.0)
209 * added support for dumping small-sized level sketches from editor
212 * added recognition of "trigger element" for "change digged element to"
213 (this is not really what the "trigger element" was made for, but its
214 use may seem obvious for leaving back digged elements unchanged)
217 * fixed multiple warnings about failed joystick device initialization
220 * fixed bug with dynamite dropped on top of just dropped custom element
221 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
222 dynamite can still be dropped, but drop key must be released before
225 * fixed bug with wrong start directory when started from file browser
226 (due to this bug, R'n'D could not be started from KDE's Konqueror)
229 * fixed bug causing "change when impact" on player not working
230 * fixed wrong priority of "hitting something" over "hitting <element>"
231 * fixed wrong priority of "hit by something" over "hit by <element>"
234 * fixed graphical bug which caused the player (being Murphy) to show
235 collecting animations although the element was collected by penguin
238 * fixed two bugs causing wrong door background graphics in system.c
239 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
242 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
243 * added "no direction" to "walkable/passable from" selectbox options
246 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
247 * in tape autoplay, not only report broken, but also missing tapes
250 * uploaded pre-release (test) version 3.2.0-2 binary and source code
253 * fixed small bug with "linear" animation not working for active lamp
256 * fixed bug with moving up despite gravity due to "block last field"
257 * fixed small bug with wrong draw offset when typing name in main menu
258 * when reading user names from "passwd", ignore data after first comma
259 * when creating new "levelinfo.conf", only write some selected entries
262 * fixed displaying "imported from/by" on preview with empty string
263 * fixed ignoring draw offset for fonts used for level preview texts
266 * fixed a delay problem with SDL and too many mouse motion events
267 * added setup option "skip levels" and level skipping functionality
270 * added move speed "not moving" for non-moving CEs, but with direction
273 * fixed mapping of obsolete element token names in "editorsetup.conf"
274 * fixed bug with sound "acid.splashing" treated as a loop sound
275 * fixed some little sound bugs in native EM engine
278 * fixed small bug when dragging scrollbars to end positions
281 * added editor element descriptions written by Aaron Davidson
284 * improved fallback handling when configured artwork is not available
285 (now using default artwork instead of exiting when files not found)
288 * fixed bug on level selection screen when dragging scrollbar
291 * fixed bug which caused broken tapes when appending to EM engine tapes
294 * uploaded pre-release (test) version 3.2.0-1 binary and source code
297 * added code to replace changed artwork config tokens with other tokens
298 (needed for backwards compatibility, so that older tokens still work)
301 * added native R'n'D graphics for some new EMC elements in EM engine
304 * fixed some bugs in the EM engine integration code
305 * changed EM engine code to allow diagonal movement
306 * changed EM engine code to allow use of separate snap and drop keys
309 * fixed some redraw bugs when using EM engine
312 * fixed bug with not converting RND levels which are set to use native
313 engine to native level structure when loading
316 * uploaded pre-release (test) version 3.2.0-0 binary and source code
319 * version number set to 3.2.0
322 * level data now reset to defaults after attempt to load invalid file
325 * added use of "editorsetup.conf" for different level sets
328 * added auto-detection for various types of Emerald Mine level files
331 * fixed bug with scrollbars getting too small when list is very large
334 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
337 * added most level editor configuration gadgets for new EMC elements
340 * added more element and graphic definitions for new EMC elements
343 * modified native EM engine to use integrated R'n'D sound system
346 * added SDL support to graphics functions in native EM engine
347 (by always using generic libgame interface functions)
350 * fixed bug in frame synchronization in native EM engine
353 * added code to convert levels between R'n'D and native EM engine
356 * new Emerald Mine engine can now play levels selected in main menu
359 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
360 (which creates scaled down graphics for level editor and preview);
361 there's still a memory leak somewhere in the artwork handling code
362 * added "scale image up" functionality to X11 version of zoom function
365 * first attempts to integrate new, native Emerald Mine Club engine
368 * fixed bug in gadget code which caused reset of CEs in level editor
369 (example: pressing 'b' [grab brush] on CE config page erased values)
370 (solution: check if gadgets in ClickOnGadget() are really mapped)
371 * improved level change detection in editor (settings now also checked)
372 * fixed bug with "can move into acid" and "don't collide with" state
375 * fixed maze runner style CEs to use the configured move delay value
378 * added Aaron Davidson's tutorial level set to the "Tutorials" section
381 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
382 * fixed the above fix because it broke level set "machine" (*sigh*)
383 * fixed random element placement in level editor to work as expected
384 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
387 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
390 * fixed bug (missing array boundary check) which caused broken tapes
391 * fixed bug (when loading level template) which caused broken levels
392 * fixed bug with new block last field code when using non-yellow player
395 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
396 * internal change of how the player blocks the last field when moving
397 * fixed blocking delay of last field for EM and SP style block delay
398 * fixed bug where the player had to wait for the usual move delay after
399 unsuccessfully trying to move, when he directly could move after that
400 * the last two changes should make original Supaplex level 93 solvable
401 * improved use of random number generator to make it less predictable
402 * fixed behaviour of slippery SP elements to let slip left, then right
405 * fixed bug with wrong door state after trying to quickload empty tape
406 * fixed waste of static memory usage of the binary, making it smaller
407 * fixed very little graphical bug in Supaplex explosion
410 * version number set to 3.1.1
413 * version 3.1.0 released
416 * fixed bug with crash when writing user levelinfo.conf the first time
419 * added option "convert LEVELDIR [NR]" to command line batch commands
420 * re-converted Supaplex levels to apply latest engine fixes
421 * changed "use graphic/sound of element" to "use graphic of element"
422 due to compatibility problems with some levels ("bug machine" etc.)
425 * fixed bug with CE change replacing player with same or other player
428 * fixed bug with opaque font in envelope with background graphic when
429 background graphic is not transparent itself
432 * added "gravity on" and "gravity off" ports for Supaplex compatibility
433 * corrected original Supaplex level loading code to use these new ports
434 * also corrected Supaplex loader to auto-count infotrons if set to zero
437 * fixed bug with missing initialization of "modified" flag for GEs
440 * fixed bug that caused endless recursion loop when relocating player
441 * fixed tape recorder bug in "step mode" when using "pause before end"
442 * fixed tape recorder bug when changing from "warp forward" mode
445 * fixed bug with "when touching" for pushed elements at last position
448 * fixed bug that caused two activated toolbox buttons in level editor
449 * fixed bug with exploding dynabomb under player due to other explosion
452 * fixed bug with creating walkable custom element under player (again)
453 * fixed bug with not copying explosion type when copying CEs in editor
454 * fixed graphical bug when drawing player in setup menu (input devices)
455 * fixed graphical bug when the player is pushing an accessible element
456 * fixed bug with classic switchable elements triggering CE changes
457 * fixed bug with entering/leaving walkable element in RelocatePlayer()
458 * fixed crash bug when CE leaves behind the trigger player element
461 * fixed bug with broken tubes after placing/exploding dynamite in them
462 * fixed bug with exploding dynamite under player due to other explosion
463 * fixed bug with not resetting push delay under certain circumstances
466 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
467 * added network multiplayer code for Windows (thanks to Niko Böhm)
470 * added option "reachable despite gravity" for gravity movement
471 * changed gravity movement of most classic walkable and passable
472 elements back to "not reachable" (for compatibility reasons)
475 * fixed (removed) "indestructible" / "can explode" dependency in editor
476 * fixed (removed) "accessible inside" / "protected" dependency
477 * fixed (removed) "step mode" / "shield time" dependency
480 * fixed dynabombs exploding now into anything diggable
481 * fixed Supaplex style gravity movement into buggy base now impossible
482 * added pressing key "space" as valid action to select menu options
485 * added "replace when walkable" to relocate player to walkable element
486 * added "enter"/"leave" event for elements affected by relocation
487 * fixed "direct"/"indirect" change order also for "when change" event
488 * fixed graphical bug when pushing things from elements walkable inside
491 * fixed graphic bug when player is snapping while moving in old levels
492 * fixed bug when a moving custom element leaves a player element behind
493 * fixed bug with mole not disappearing when moving into acid pool
494 * fixed bug with incomplete path setting when using "--basepath" option
495 * moving CE can now leave walkable elements behind under the player
496 * when relocating, player can be set on walkable element now
497 * fixed another gravity movement bug
500 * uploaded pre-release (test) version 3.1.0-2 binary and source code
503 * added "collectible" and "removable" to extended replacement types
504 (where "removable" replaces "diggable" and "collectible" elements)
505 * added "collectible & throwable" (to throw element to the next field)
506 * fixed bug with CEs digging elements that are just about to explode
507 * changed mouse cursor now always being visible when game is paused
510 * added possibility to push/press accessible elements from a side that
512 * fixed bug with not setting actual date when appending to tape
515 * fixed bug with incorrectly initialized custom element editor graphics
518 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
519 - number of levels corrected from 18 to 17 in "levelinfo.conf"
522 * fixed bug with destroyed robot wheel still attracting robots forever
523 * fixed bug with time gate switch deactivating after robot wheel time
524 (while the time gate itself is not affected by this misbehaviour)
525 * changed behaviour of BD style amoeba to always get blocked by player
526 (before it was different when there were non-BD elements in level)
527 * fixed bug with player destroying indestructable elements with shield
530 * added option to make growing elements grow into anything diggable
531 (for the various amoeba types, biomaze and "game of life")
534 * fixed bug with movable elements not moving after left behind by CEs
535 * changed gravity movement to anything diggable, not only sand/base
536 * optionally allowing passing to walkable element, not only empty space
537 * added option "can pass to walkable element" for players
538 * finally fixed gravity movement (hopefully)
541 * fixed bug with movable elements not moving anymore after falling down
544 * fixed another bug with custom elements digging and leaving elements
545 * fixed bug with "along left/right side" and automatic start direction
546 * trigger elements now also displayed when "more custom" deactivated
547 * fixed bug with clipboard element initialized when loading new level
548 * added option "drop delay" to set delay before dropping next element
551 * uploaded pre-release (test) version 3.1.0-1 binary and source code
554 * added copy and paste functions for custom change pages
555 * enhanced graphical display and functionality of tape recorder
556 * fixed bug with custom elements digging and leaving elements
559 * added move speed faster than "very fast" for custom elements
560 * fixed bug with 3+3 style explosions and missing border content
561 * fixed little bug when copying custom elements in the editor
562 * enhanced custom element changes by more side trigger actions
565 * added option "no scrolling when relocating" for instant teleporting
566 * uploaded pre-release (test) version 3.1.0-0 binary and source code
569 * added trigger element and trigger player to use as target elements
570 * added copy and paste functions for custom and group elements
573 * fixed graphical bug when displaying explosion animations
574 * fixed bug when appending to tapes, resulting in broken tapes
575 * re-recorded a few tapes broken by fixing gravity checking bug
578 * "can move into acid" property now for all elements independently
579 * "can fall into acid" property for player stored in same bitfield now
580 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
581 * version number set to 3.1.0 (finally!)
584 * changed tape recording to only record input, not programmed actions
587 * fixed totally broken (every 8th frame skipped) step-by-step recording
588 * fixed bug with requester not displayed when quick-loading interrupted
589 * added option "can fall into acid (with gravity)" for players
590 * fixed bug with player not falling when snapping down with gravity
593 * fixed bug which messed up key config when using keypad number keys
596 * fixed bug which allowed moving upwards even when gravity was active
597 * fixed bug with missing error handling when dumping levels or tapes
600 * added different colored editor graphics for Supaplex gravity tubes
603 * fixed bug that allowed solvable tapes for unsolvable levels
606 * use unlimited number of droppable elements when "count" set to zero
607 * added option to use step limit instead of time limit for level
610 * added player and change page as trigger for custom element change
613 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
616 * fixed bug with dark yamyam changing to acid when moving over acid
617 * fixed handling of levels with more than 999 seconds level time
618 (example: level 76 of "Denmine")
621 * "spring push bug" reintroduced as configurable element property
622 * fixed bug with missing properties for "mole"
623 * fixed bug that showed up when fixing the above "mole" properties bug
624 * added option "can move into acid" for all movable elements
625 * fixed graphical bug for elements moving into acid
626 * changed event handling to handle all pending events before going on
629 * fixed bug which caused all CE change pages to be ignored which had
630 the same change event, but used a different element side
631 (reported by Simon Forsberg)
633 * fixed bug which caused elements that can move and fall and that are
634 transported by a conveyor belt to continue moving into that direction
635 after leaving the conveyor belt, regardless of their own movement
636 type; only elements which can not move are transported now
637 (reported by Simon Forsberg)
639 * fixed bug which could cause an array overflow in RelocatePlayer()
640 (reported by Niko Böhm)
642 * changed Emerald Mine style "passable / over" elements to "protected"
643 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
645 * added new option to select from which side a "walkable/passable"
646 element can be entered
649 * added explosion and ignition delay for elements that can explode
652 * fixed bug which caused player not being protected against enemies
653 when a CE was "walkable / inside" and was not "indestructible"
654 * added "walkable/passable" fields to be "protected/unprotected"
655 against enemies, even if not accessible "inside" but "over/under"
658 * corrected move pattern to 32 bit and initial move direction to 8 bit
661 * added second custom element base configuration page
664 * added some special EMC mappings to Emerald Mine level loader
665 (also covering previously unknown element in level 0 of "Bondmine 8")
668 * added option to block last field when player is moving (for Supaplex)
669 * adjusted push delay of Supaplex elements
670 * removed delays for envelopes etc. when replaying with maximum speed
671 * fixed bug when dropping element on a field that just changed to empty
674 * fixed bug: infotrons can now smash yellow disks
675 * fixed bug: when gravity active, port above player can now be entered
676 * removed "one white dot" mouse pointer which irritated some people
679 * added "choice type" for group element selection
682 * fixed bug with initial invulnerability of non-yellow player
685 * added level loader for loading native Supaplex packed levels
686 (including multi-part levels like the "splvls99" levels)
689 * fixed bug which allowed creating emeralds by escaping explosions
692 * custom elements can change (limited) or leave (unlimited) elements
693 * finally added multiple matches using group elements
694 * added shortcut to dump brush (type ":DB" in editor) for use in forum
697 * added new start movement type "previous" for continued CE movement
698 * added new start movement type "random" for random CE movement start
701 * added new element "sokoban_field_player" needed for Sokoban levels
702 (thanks to Ed Booker for pointing this out!)
705 * added elements that can be digged or left behind by custom elements
708 * added group elements for multiple matches and random element creation
711 * fixed some graphical errors displayed in old levels
714 * fixed wrong double speed movement after passing closing gates
717 * added level loader for loading native Emerald Mine levels
720 * changes for "shooting" style CE movement
723 * Happy New Year! ;-)
726 * changed default snap/drop keys from left/right Shift to Control keys
729 * fixed bug with dead player getting reanimated from custom element
732 * fixed bug with wrong penguin graphics (when entering exit)
735 * fixed bug with wrong "Murphy" graphics (when digging etc.)
738 * version number set to 3.0.9
741 * version 3.0.8 released
744 * added function checked_free()
747 * fixed bug with double nut cracking sound
748 (by eliminating "default element action sound" assignment in init.c)
751 * fixed crash when no music info files are available
754 * fixed boring and sleeping sounds
757 * added "maze runner" and "maze hunter" movement types
758 * added extended collision conditions for custom elements
761 * added warnings for undefined token values in artwork config files
764 * added menu entry for level set information to the info screen
767 * fixed bug with wrong default impact sound for colored emeralds
770 * added several sub-screens for the info screen
771 * menu text now also clickable (not only blue/red sphere left of it)
774 * added configurable "bored" and "sleeping" animations for the player
775 * added "awakening" sound for player when waking up after sleeping
778 * added "copy" and "exchange" functions for custom elements to editor
781 * added configurable element animations for info screen
784 * added configurable music credits for info screen
787 * finally fixed tape recording when player is created from CE change
790 * added "editorsetup.conf" for editor element list configuration
793 * added "musicinfo.conf" for menu and level music configuration
796 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
797 (that only showed up on Linux, but not on Windows systems)
800 * fixed turning movement of butterflies and fireflies (no frame reset)
801 * enhanced sniksnak turning movement (two steps instead of only one)
804 * version number set to 3.0.8
807 * version 3.0.7 released
810 * fixed reset of player animation frame when, for example,
811 walking, digging or collecting share the same animation
812 * fixed CE with "deadly when touching" exploding when touching amoeba
815 * fixed tape recording when player is created from CE element change
818 * introduced "turning..." action graphic for elements with move delay
819 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
820 * added turning animations for bug, spaceship and sniksnak
823 * prevent "extended" changed elements from delay change in same frame
826 * fixed bug when pushing element that can move away to the side
827 (like pushing falling elements, but now with moving elements)
830 * finally fixed serious bug in code for delayed element pushing (again)
833 * unavailable setup options now marked as "n/a" instead of "off"
834 * new boolean directive "latest_engine" for "levelinfo.conf": when set
835 to "true", levels are always played with the latest game engine,
836 which is desired for levels that are imported from other games; all
837 other levels are played with the engine version stored in level file
838 (which is normally the engine version the level was created with)
841 * fixed serious bug in code for delayed element pushing
842 * fixed little bug in animation frame selection for pushed elements
843 * speed-up of reading config file for verbose output
846 * added configuration option for opening and closing Supaplex exit
847 * added configuration option for moving up/down animation for Murphy
848 * fixed incorrectly displayed animation for attacking dragon
849 * fixed bug with not setting initial gravity for each new game
850 * fixed bug with teleportation of player by custom element change
851 * fixed bug with player not getting smashed by rock sometimes
854 * version number set to 3.0.7
857 * version 3.0.6 released
860 * added support for MP3 music for SDL version through SMPEG library
863 * fixed bug when initializing font graphic structure
864 * fixed bug with animation mode "pingpong" when using only 1 frame
865 * fixed bug with extended change target introduced in 3.0.5
866 * fixed bug where passing over moving element doubles player speed
867 * fixed bug with elements continuing to move into push direction
868 * fixed bug with duplicated player when dropping bomb with shield on
869 * added "switching" event for custom elements ("pressing" only once)
870 * fixed switching bug (resetting flag when not switching but not idle)
873 * fixed element tokens for certain file elements with ".active" etc.
876 * version number set to 3.0.6
879 * version 3.0.5 released
882 * now four envelope elements available
883 * font, background, animation and sound for envelope now configurable
884 * main menu doors opening/closing animation type now configurable
887 * active/inactive sides configurable for custom element changes
888 * new movement type "move when pushed" available for custom elements
891 * fixed bug in multiple config pages loader code that caused crashes
894 * enhanced (remaining low-resolution) Supaplex graphics
897 * version number set to 3.0.5
900 * version 3.0.4 released
902 2003-09-12 src/tools.c
903 * fixed bug in custom definition of crumbled element graphics
905 2003-09-11 src/files.c
906 * fixed bug in multiple config pages code that caused crashes
909 * version number set to 3.0.4
912 * version 3.0.3 released
915 * added music to Supaplex classic level set
917 2003-09-07 src/libgame/misc.c
918 * added support for loading various music formats through SDL_mixer
920 2003-09-06 (various source files)
921 * fixed several nasty bugs that may have caused crashes on some systems
922 * added envelope content which gets displayed when collecting envelope
923 * added multiple change event pages for custom elements
925 2003-08-24 src/game.c
926 * fixed problem with player animation when snapping and moving
928 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
929 * fixed problem with flickering when drawing toon animations
931 2003-08-23 src/libgame/sdl.c
932 * fixed problem with setting mouse cursor in SDL version in fullscreen
934 2003-08-23 src/game.c
935 * fixed bug (missing array boundary check) which could crash the game
938 * version number set to 3.0.3
941 * version 3.0.2 released
943 2003-08-21 src/game.c
944 * fixed bug with creating inaccessible elements at player position
946 2003-08-20 src/init.c
947 * fixed bug with not finding current level artwork directory
949 2003-08-20 src/files.c
950 * fixed bug with choosing wrong engine version when playing tapes
951 * fixed bug with messing up custom element properties in 3.0.0 levels
954 * version number set to 3.0.2
957 * version 3.0.1 released
959 2003-08-17 (no source files affected)
960 * changed all "classic" PCX image files with 16 colors or less to
961 256 color (8 bit) storage format, because the Allegro game library
962 cannot handle PCX files with less than 256 colors (contributed
963 graphics are not affected and might look wrong in the DOS version)
965 2003-08-16 src/init.c
966 * fixed bug which (for example) crashed the level editor when defining
967 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
968 (only set to default) -- invalid graphics now set to default graphic
970 2003-08-16 src/init.c
971 * fixed graphical bug of player digging/collecting/snapping element
972 when no corresponding graphic/animation is defined for this action,
973 resulting in player being drawn as EL_EMPTY (which should only be
974 done to elements being collected, but not to the player)
976 2003-08-16 src/game.c
977 * fixed small graphical bug of player not totally moving into exit
979 2003-08-16 src/libgame/setup.c
980 * fixed bug with wrong MS-DOS 8.3 filename conversion
982 2003-08-16 src/tools.c
983 * fixed bug with invisible mouse cursor when pressing ESC while playing
985 2003-08-16 (various source files)
986 * added another 128 custom elements (disabled in editor by default)
988 2003-08-16 src/editor.c
989 * fixed NULL string bug causing Solaris to crash in sprintf()
991 2003-08-16 src/screen.c
992 * fixed drawing over scrollbar on level selection with custom fonts
994 2003-08-15 src/game.c
995 * cleanup of simple sounds / loop sounds / music settings
997 2003-08-08 (various source files)
998 * added custom element property for dropping collected elements
1000 2003-08-08 src/conf_gfx.c
1001 * fixed bug with missing graphic for active red disk bomb
1003 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1004 * extended variable "level.gravity" to "level.initial_gravity" and
1005 "game.current_gravity" to prevent level setting from being changed
1006 by playing the level (keeping the runtime value after playing)
1008 * fixed graphics bug when digging element that has 'crumbled' graphic
1009 definition, but not 'diggable' graphic definition
1012 * version number set to 3.0.1
1015 * version 3.0.0 released
1018 * various bug fixes; among others:
1019 - fixed bug with pushing spring over empty space
1020 - fixed bug with leaving tube while placing dynamite
1021 - fixed bug with explosion of smashed penguins
1022 - allow Murphy player graphic in levels with non-Supaplex elements
1026 * I have forgotten to document changes for some time
1029 * pre-release version 2.2.0rc1 released
1032 * version number set to 2.1.2
1035 * version 2.1.1 released
1038 * version number set to 2.1.1
1041 * version 2.1.0 released
1044 * version number set to 2.1.0
1046 2002-04-03 to 2002-05-19 (various source files)
1047 * graphics, sounds and music now fully configurable
1048 * bug fixed that prevented walking through tubes when gravity on
1050 2002-04-02 src/events.c, src/editor.c
1051 * Make Escape key less aggressive when playing or when editing level.
1052 This can be configured as an option in the setup menu. (Default is
1053 "less aggressive" which means "ask user if something can be lost"
1054 when pressing the Escape key.)
1056 2002-04-02 src/screen.c
1057 * Added "graphics setup" screen.
1059 2002-04-01 src/screen.c
1060 * Changed "choose level" setup screen stuff to be more generic (to
1061 make it easier to add more "choose from generic tree" setup screens).
1063 2002-04-01 src/config.c, src/timestamp.h
1064 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1065 automatically gets created by "src/Makefile" and contains an actual
1066 compile-time timestamp to identify development versions of the game).
1068 2002-03-31 src/tape.c, src/events.c
1069 * Added quick game/tape save/load functions to tape stuff which can be
1070 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1071 loads previously recorded tape and directly goes into recording mode
1072 from the end of the tape (therefore appending to the tape).
1074 2002-03-31 src/tape.c
1075 * Added "index mark" function to tape recorder. When playing or
1076 recording, "eject" button changes to "index" button. Setting index
1077 mark is not yet implemented, but pressing index button when playing
1078 allows very quick advancing to end of tape (when normal playing),
1079 very fast forward mode (when playing with normal fast forward) or
1080 very fast reaching of "pause before end of tape" (when playing with
1081 "pause before end" playing mode).
1083 2002-03-30 src/cartoons.c
1084 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1086 2002-03-29 src/screen.c
1087 * Changed setup screen stuff to be more generic (to make it easier
1088 to add more setup screens).
1090 2002-03-23 src/main.c, src/main.h
1091 * Various changes due to the introduction of the new libgame files
1092 "setup.c" and "joystick.c".
1094 2002-03-23 src/files.c
1095 * Generic parts of "src/files.c" (mainly setup and level directory
1096 stuff) moved to new libgame file "src/libgame/setup.c".
1098 2002-03-23 src/joystick.c
1099 * File "src/joystick.c" moved to libgame source tree, with
1100 correspondig changes.
1102 2002-03-22 src/screens.c
1103 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1104 (Wrong level series information displayed when entering main group.)
1106 2002-03-22 src/editor.c
1107 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1109 2002-03-22 src/editor.c
1110 * Changed behaviour of "Escape" key in level editor to be more
1111 intuitive: When in "Element Properties" or "Level Info" mode,
1112 return to "Drawing Mode" instead of leaving the level editor.
1114 2002-03-21 src/game.c, src/editor.c, src/files.c
1115 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1116 gems (emeralds, diamonds, ...) slipping down from normal wall,
1117 steel wall and growing wall (as in E.M.C. style levels). Although
1118 the behaviour of contributed and private levels wasn't changed (due
1119 to the use of "level.game_version"; see previous entry), editing
1120 those levels will (of course) change the behaviour accordingly.
1122 This change seems a bit too hard after thinking about it, because
1123 the EM style behaviour is not the "expected" behaviour (gems would
1124 normally only slip down from "rounded" walls). Therefore this was
1125 now changed to an element property for gem style elements, with the
1126 default setting "off" (which means: no special EM style behaviour).
1127 To fix older converted levels, this flag is set to "on" for pre-2.0
1128 levels that are neither contributed nor private levels.
1130 2002-03-20 src/files.h
1131 * Corrected settings for "level.game_version" depending of level type.
1132 (Contributed and private levels always get played with game engine
1133 version they were created with, while converted levels always get
1134 played with the most recent version of the game engine, to let new
1135 corrections of the emulation behaviour take effect.)
1137 2002-03-20 src/main.h
1138 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1139 compiling the SDL version on some systems.
1140 Thanks to the several people who pointed this out.
1143 * Version number set to 2.0.2.
1146 * Version 2.0.1 released.
1148 2002-03-18 src/screens.c
1149 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1151 2002-03-18 src/files.c [src/libgame/misc.c]
1152 * Moved some common functions from src/files.c to src/libgame/misc.c.
1154 2002-03-18 src/files.c [src/libgame/misc.c]
1155 * Changed permissions for new directories and saved files (especially
1156 score files) according to suggestions of Debian users and mantainers.
1157 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1159 2002-03-17 src/files.c
1160 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1161 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1162 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1163 for levels and "TAPE" for tapes). Old "cookie" style format is
1164 still supported for reading. New level and tape files are written
1167 * New IFF chunk "VERS" contains version numbers for file and game
1168 (where "game version" is the version of the program that wrote the
1169 file, and "file version" is a version number to distinguish files
1170 with different format, for example after adding new features).
1172 2002-03-15 src/screen.c
1173 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1174 (Before, you heard a mixture of the in-game music and the
1175 hall-of-fame music.)
1177 2002-03-14 src/events.c
1178 * Function "DumpTape()" (files.c) now available by pressing 't' from
1179 main menu (when in DEBUG mode).
1181 2002-03-14 src/game.c
1182 * "GameWon()": When game was won playing a tape, now there is no delay
1183 raising the score and no corresponding sound is played.
1185 2002-03-14 src/files.c
1186 * Changed "LoadTape()" for real chunk support and also adjusted
1187 "SaveTape()" accordingly.
1189 2002-03-14 src/game.c, src/tape.c, src/files.c
1190 * Important changes to tape format: The old tape format stored all
1191 actions with a real effect with a corresponding delay between the
1192 stored actions. This had some major disadvantages (for example,
1193 push delays had to be ignored, pressing a button for some seconds
1194 mutated to several single button presses because of the non-action
1195 delays between two action frames etc.). The new tape format just
1196 stupidly records all device actions and replays them later. I really
1197 don't know why I haven't solved it that way before?! Old-style tapes
1198 (with tape file version less than 2.0) get converted to the new
1199 format on-the-fly when loading and can therefore still be played;
1200 only some minor parts of the old-style tape handling code was needed.
1201 (A perfect conversion is not possible, because there is information
1202 missing about the device actions between two action frames.)
1204 2002-03-14 src/files.c
1205 * New function "DumpTape()" to dump the contents of the current tape
1206 in a human readable format.
1208 2002-03-14 src/game.c
1209 * Small tape bug fixed: When automatically advancing to next level
1210 after a game was won, the tape from the previous level still was
1211 loaded as a tape for the new level.
1213 2002-03-14 src/tape.c
1214 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1215 tape, cartoons did not get completely removed because
1216 StopAnimation() was not called.
1218 2002-03-13 src/files.c
1219 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1220 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1221 size even when using 16-bit elements). Added new chunk "CNT2" for
1222 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1223 chunk even when content was 16-bit element). "CNT2" should now be
1224 able to store content for arbitrary elements (up to eight blocks of
1225 3 x 3 element arrays). All "CNT2" elements will always be stored as
1226 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1228 2002-03-13 src/files.c
1229 * Changed "LoadLevel()" for real chunk support.
1231 2002-03-12 src/game.c
1232 * Fixed problem (introduced after 2.0.0 release) with penguins
1233 not getting killed by enemies
1235 2002-02-24 src/game.c, src/main.h
1236 * Added "player->is_moving"; now "player->last_move_dir" does
1237 not contain any information if the player is just moving at
1239 Before, "player->last_move_dir" was misused for this purpose
1240 for the robot stuff (robots don't kill players when they are
1241 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1242 broke tapes when walking through pipes!
1243 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1244 in a continuous movement. This fact is ignored for friends and