2 * added selection between ECS and AGA graphics for EMC levels to setup
5 * adjusted font handling for various narrow EMC style fonts
8 * changed EM engine behaviour back to re-allow initial rolling springs
11 * fixed handling of over-large selectboxes (less error-prone now)
12 * fixed bug when creating GE with walkable element under the player
15 * added use of "Insert" and "Delete" keys to navigate element list in
16 level editor to start of custom elements or start of group elements
17 * added virtual elements to access CE value and CE score of elements:
18 - "CE value of triggering element"
19 - "CE score of triggering element"
20 - "CE value of current element"
21 - "CE score of current element"
24 * fixed "grass" to "sand" in older EM levels (up to file version V4)
27 * changed behaviour of network games with internal errors (because of
28 different client frame counters) from immediately terminating R'n'D
29 to displaying an error message requester and stopping only the game
30 (also to prevent impression of crashes under non command-line runs)
31 * fixed playing network games with the EMC engine (did not work before)
32 * fixed bug with not scrolling the screen in multi-player mode with the
33 focus on player 1 when all players are moving in different directions
34 * fixed bug with keeping pointer to gadget even after its deallocation
35 * fixed bug with allowing "focus on all players" in network games
36 * fixed bug with player focus when playing tapes from network games
39 * uploaded pre-release (test) version 3.2.0-7 binary and source code
42 * code cleanup for game action control for R'n'D and EMC game engine
45 * fixed bug in multi-player movement with focus on both players
46 * added option to control only the focussed player with all input
49 * added player focus switching to level tape recording and re-playing
52 * fixed some bugs in player focus switching in EMC and RND game engine
55 * added special Supaplex animations for Murphy digging and snapping
56 * added special Supaplex animations for Murphy being bored and sleeping
59 * added four new yam yams with explicit start direction for EMC engine
60 * fixed bug in src/libgame/text.c with printing text outside the window
63 * fixed small bug in EMC level loader (copyright sign in EM II levels)
66 * added delayed ignition of EM style dynamite when used in R'n'D engine
67 * added limited movement range to EMC engine when focus on all players
70 * fixed bug with missing (zero) score values for native Supaplex levels
73 * added "continuous snapping" (snapping many elements while holding the
74 snap key pressed, without releasing the snap key after each element)
75 as a new player setting for more compatibility with the classic games
78 * finished scrolling for "focus on all players" in EMC graphics engine
81 * level sets with "levels: 0" are ignored for levels, but not artwork
82 * fixed bug when scanning empty level group directories (endless loop)
85 * fixed bug with explosion graphic for player using "Murphy" graphic
86 * fixed bug with explosion graphic if player leaves explosion in time
87 * changed some descriptive text in setup menu to use medium-width font
88 * added key shortcut settings for switching player focus to setup menu
91 * fixed bug with random value initialization when recording tapes
92 * fixed bug with playing single player tapes when team mode activated
95 * fixed little bug when trying to switch to player that does not exist
98 * added player switching (visual and quick) to R'n'D and EM game engine
99 * added setup option to select visual or quick in-game player switching
102 * added use of "Home" and "End" keys to handle element list in editor
105 * fixed bug with adding score when playing tape with EMC game engine
106 * added steel wall border for levels using EMC engine without border
107 * finally fixed delayed scrolling in EMC engine also for small levels
110 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
113 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
114 * fixed bug when displaying info element without action, but direction
117 * fixed minor graphical problems with springs smashing and slurping
118 (when using R'n'D style graphics instead of EMC style graphics)
121 * added scroll delay (as configured in setup) to EMC graphics engine
124 * improved screen redraw for EMC graphics engine (faster and smoother)
125 * when not scrolling, do not redraw the whole playfield if not needed
128 * added multi-player mode for EMC game engine (with up to four players)
131 * added android (can clone elements) from EMC engine to R'n'D engine
134 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
137 * added selectbox for initial player speed to player settings in editor
140 * version 3.1.2 created that is basically version 3.1.1, but with a
141 major bug fixed that prevented editing your own private levels
142 * version 3.1.2 released
145 * added magic ball (creates elements) from EMC engine to R'n'D engine
148 * uploaded fixed pre-release version 3.2.0-6 binary and source code
151 * fixed bug when using "CE can leave behind <trigger element>"
152 * added new change condition "(after/when) creation of <element>"
153 * added new change condition "(after/when) digging <element>"
154 * fixed bug accessing invalid gadget that caused crashes under Windows
155 * deactivated new possibility for multiple CE changes per frame
158 * uploaded pre-release (test) version 3.2.0-6 binary and source code
161 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
162 * fixed bug with not keeping CE value for moving CEs with only action
163 * changed CE action selectboxes in editor to be only reset when needed
166 * added option "use artwork from element" for custom player artwork
167 * added option "use explosion from element" for player explosions
170 * added cascaded element lists in the level editor
171 * added persistence for cascaded element lists by "editorcascade.conf"
172 * added dynamic element list with all elements used in current level
173 * added possibility for multiple CE changes per frame (experimental)
176 * uploaded pre-release (test) version 3.2.0-5 binary and source code
179 * changed "score for each 10 seconds/steps left" to "1 second/step"
180 * added own score for collecting "extra time" instead of sharing it
181 * added change events "switched by player" and "player switches <e>"
182 * added change events "snapped by player" and "player snaps <e>"
183 * added "set player artwork: <element choice>" to CE action options
184 * added change event "move of <element>"
187 * added "set player shield: off / normal / deadly" to CE action options
188 * added new player option "use level start element" in level editor
189 to set the correct focus at level start to elements from which the
190 player is created later (this did not work before for cascaded CE
191 changes resulting in creation of the player; it is now also possible
192 to create the player from a yam yam which is smashed at level start)
195 * added "set player speed: frozen (not moving)" to CE action options
196 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
199 * added new player option "block snap field" (enabled by default) to
200 make it possible to show a snapping animation like in Emerald Mine
203 * added dynamic selectboxes to custom element action settings in editor
204 * added "CE value" counter for custom elements (instead of "CE count")
205 * added option to use the last "CE value" after custom element change
206 * added option to use the "CE value" of other elements in CE actions
207 * fixed odd behaviour when pressing time orb in levels w/o time limit
208 * added checkbox "use time orb bug" for older levels that use this bug
211 * added missing configuration settings for the following elements:
212 - EL_TIMEGATE_SWITCH (time of open time gate)
213 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
214 - EL_SHIELD_NORMAL (time of shield duration)
215 - EL_SHIELD_DEADLY (time of shield duration)
216 - EL_EXTRA_TIME (time added to level time)
217 - EL_TIME_ORB_FULL (time added to level time)
220 * added "wind direction" as a movement pattern for custom elements
221 * added initial wind direction for balloon / custom elements to editor
222 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
225 * added parameters for "game of life" and "biomaze" elements to editor
228 * added level file chunk "CONF" for generic level and element settings
231 * uploaded pre-release (test) version 3.2.0-4 binary and source code
234 * skip empty level sets (with "levels: 0"; may be artwork base sets)
235 * added sound action ".page[1]" to ".page[32]" for each CE change page
238 * added image config suffix ".clone_from" to copy whole image settings
239 * fixed bug with invalid ("undefined") CE settings in old level files
242 * fixed graphical bug with smashing elements falling faster than player
245 * fixed major bug which prevented private levels from being edited
246 * fixed bug with precedence of general and special font definitions
249 * fixed graphical bug with player animation when player moves slowly
252 * uploaded pre-release (test) version 3.2.0-3 binary and source code
255 * fixed bug which prevented "global.num_toons: 0" from working
258 * major code cleanup (removed all these annoying "#if 0" blocks)
261 * added custom element actions for CE change page in level editor
264 * fixed music initialization bug in init.c (thanks to David Binderman)
265 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
266 (this bug must probably be fixed at other places, too)
269 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
270 (should be '#include <SDL.h>' instead)
273 * fixed bug which prevented "walkable from no direction" from working
274 (due to compatibility code overwriting this setting after loading)
277 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
280 * version number temporarily set to 3.1.1 (intermediate bugfix release)
281 * version 3.1.1 released
284 * changed some va_arg() arguments from 'long' to 'int', fixing problems
285 on 64-bit architecture systems with LP64 data model
288 * fixed bug with bombs not exploding when hitting the last level line
289 (introduced after the release of 3.1.0)
292 * added support for dumping small-sized level sketches from editor
295 * added recognition of "trigger element" for "change digged element to"
296 (this is not really what the "trigger element" was made for, but its
297 use may seem obvious for leaving back digged elements unchanged)
300 * fixed multiple warnings about failed joystick device initialization
303 * fixed bug with dynamite dropped on top of just dropped custom element
304 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
305 dynamite can still be dropped, but drop key must be released before
308 * fixed bug with wrong start directory when started from file browser
309 (due to this bug, R'n'D could not be started from KDE's Konqueror)
312 * fixed bug causing "change when impact" on player not working
313 * fixed wrong priority of "hitting something" over "hitting <element>"
314 * fixed wrong priority of "hit by something" over "hit by <element>"
317 * fixed graphical bug which caused the player (being Murphy) to show
318 collecting animations although the element was collected by penguin
321 * fixed two bugs causing wrong door background graphics in system.c
322 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
325 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
326 * added "no direction" to "walkable/passable from" selectbox options
329 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
330 * in tape autoplay, not only report broken, but also missing tapes
333 * uploaded pre-release (test) version 3.2.0-2 binary and source code
336 * fixed small bug with "linear" animation not working for active lamp
339 * fixed bug with moving up despite gravity due to "block last field"
340 * fixed small bug with wrong draw offset when typing name in main menu
341 * when reading user names from "passwd", ignore data after first comma
342 * when creating new "levelinfo.conf", only write some selected entries
345 * fixed displaying "imported from/by" on preview with empty string
346 * fixed ignoring draw offset for fonts used for level preview texts
349 * fixed a delay problem with SDL and too many mouse motion events
350 * added setup option "skip levels" and level skipping functionality
353 * added move speed "not moving" for non-moving CEs, but with direction
356 * fixed mapping of obsolete element token names in "editorsetup.conf"
357 * fixed bug with sound "acid.splashing" treated as a loop sound
358 * fixed some little sound bugs in native EM engine
361 * fixed small bug when dragging scrollbars to end positions
364 * added editor element descriptions written by Aaron Davidson
367 * improved fallback handling when configured artwork is not available
368 (now using default artwork instead of exiting when files not found)
371 * fixed bug on level selection screen when dragging scrollbar
374 * fixed bug which caused broken tapes when appending to EM engine tapes
377 * uploaded pre-release (test) version 3.2.0-1 binary and source code
380 * added code to replace changed artwork config tokens with other tokens
381 (needed for backwards compatibility, so that older tokens still work)
384 * added native R'n'D graphics for some new EMC elements in EM engine
387 * fixed some bugs in the EM engine integration code
388 * changed EM engine code to allow diagonal movement
389 * changed EM engine code to allow use of separate snap and drop keys
392 * fixed some redraw bugs when using EM engine
395 * fixed bug with not converting RND levels which are set to use native
396 engine to native level structure when loading
399 * uploaded pre-release (test) version 3.2.0-0 binary and source code
402 * version number set to 3.2.0
405 * level data now reset to defaults after attempt to load invalid file
408 * added use of "editorsetup.conf" for different level sets
411 * added auto-detection for various types of Emerald Mine level files
414 * fixed bug with scrollbars getting too small when list is very large
417 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
420 * added most level editor configuration gadgets for new EMC elements
423 * added more element and graphic definitions for new EMC elements
426 * modified native EM engine to use integrated R'n'D sound system
429 * added SDL support to graphics functions in native EM engine
430 (by always using generic libgame interface functions)
433 * fixed bug in frame synchronization in native EM engine
436 * added code to convert levels between R'n'D and native EM engine
439 * new Emerald Mine engine can now play levels selected in main menu
442 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
443 (which creates scaled down graphics for level editor and preview);
444 there's still a memory leak somewhere in the artwork handling code
445 * added "scale image up" functionality to X11 version of zoom function
448 * first attempts to integrate new, native Emerald Mine Club engine
451 * fixed bug in gadget code which caused reset of CEs in level editor
452 (example: pressing 'b' [grab brush] on CE config page erased values)
453 (solution: check if gadgets in ClickOnGadget() are really mapped)
454 * improved level change detection in editor (settings now also checked)
455 * fixed bug with "can move into acid" and "don't collide with" state
458 * fixed maze runner style CEs to use the configured move delay value
461 * added Aaron Davidson's tutorial level set to the "Tutorials" section
464 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
465 * fixed the above fix because it broke level set "machine" (*sigh*)
466 * fixed random element placement in level editor to work as expected
467 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
470 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
473 * fixed bug (missing array boundary check) which caused broken tapes
474 * fixed bug (when loading level template) which caused broken levels
475 * fixed bug with new block last field code when using non-yellow player
478 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
479 * internal change of how the player blocks the last field when moving
480 * fixed blocking delay of last field for EM and SP style block delay
481 * fixed bug where the player had to wait for the usual move delay after
482 unsuccessfully trying to move, when he directly could move after that
483 * the last two changes should make original Supaplex level 93 solvable
484 * improved use of random number generator to make it less predictable
485 * fixed behaviour of slippery SP elements to let slip left, then right
488 * fixed bug with wrong door state after trying to quickload empty tape
489 * fixed waste of static memory usage of the binary, making it smaller
490 * fixed very little graphical bug in Supaplex explosion
493 * version number set to 3.1.1
496 * version 3.1.0 released
499 * fixed bug with crash when writing user levelinfo.conf the first time
502 * added option "convert LEVELDIR [NR]" to command line batch commands
503 * re-converted Supaplex levels to apply latest engine fixes
504 * changed "use graphic/sound of element" to "use graphic of element"
505 due to compatibility problems with some levels ("bug machine" etc.)
508 * fixed bug with CE change replacing player with same or other player
511 * fixed bug with opaque font in envelope with background graphic when
512 background graphic is not transparent itself
515 * added "gravity on" and "gravity off" ports for Supaplex compatibility
516 * corrected original Supaplex level loading code to use these new ports
517 * also corrected Supaplex loader to auto-count infotrons if set to zero
520 * fixed bug with missing initialization of "modified" flag for GEs
523 * fixed bug that caused endless recursion loop when relocating player
524 * fixed tape recorder bug in "step mode" when using "pause before end"
525 * fixed tape recorder bug when changing from "warp forward" mode
528 * fixed bug with "when touching" for pushed elements at last position
531 * fixed bug that caused two activated toolbox buttons in level editor
532 * fixed bug with exploding dynabomb under player due to other explosion
535 * fixed bug with creating walkable custom element under player (again)
536 * fixed bug with not copying explosion type when copying CEs in editor
537 * fixed graphical bug when drawing player in setup menu (input devices)
538 * fixed graphical bug when the player is pushing an accessible element
539 * fixed bug with classic switchable elements triggering CE changes
540 * fixed bug with entering/leaving walkable element in RelocatePlayer()
541 * fixed crash bug when CE leaves behind the trigger player element
544 * fixed bug with broken tubes after placing/exploding dynamite in them
545 * fixed bug with exploding dynamite under player due to other explosion
546 * fixed bug with not resetting push delay under certain circumstances
549 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
550 * added network multiplayer code for Windows (thanks to Niko Böhm)
553 * added option "reachable despite gravity" for gravity movement
554 * changed gravity movement of most classic walkable and passable
555 elements back to "not reachable" (for compatibility reasons)
558 * fixed (removed) "indestructible" / "can explode" dependency in editor
559 * fixed (removed) "accessible inside" / "protected" dependency
560 * fixed (removed) "step mode" / "shield time" dependency
563 * fixed dynabombs exploding now into anything diggable
564 * fixed Supaplex style gravity movement into buggy base now impossible
565 * added pressing key "space" as valid action to select menu options
568 * added "replace when walkable" to relocate player to walkable element
569 * added "enter"/"leave" event for elements affected by relocation
570 * fixed "direct"/"indirect" change order also for "when change" event
571 * fixed graphical bug when pushing things from elements walkable inside
574 * fixed graphic bug when player is snapping while moving in old levels
575 * fixed bug when a moving custom element leaves a player element behind
576 * fixed bug with mole not disappearing when moving into acid pool
577 * fixed bug with incomplete path setting when using "--basepath" option
578 * moving CE can now leave walkable elements behind under the player
579 * when relocating, player can be set on walkable element now
580 * fixed another gravity movement bug
583 * uploaded pre-release (test) version 3.1.0-2 binary and source code
586 * added "collectible" and "removable" to extended replacement types
587 (where "removable" replaces "diggable" and "collectible" elements)
588 * added "collectible & throwable" (to throw element to the next field)
589 * fixed bug with CEs digging elements that are just about to explode
590 * changed mouse cursor now always being visible when game is paused
593 * added possibility to push/press accessible elements from a side that
595 * fixed bug with not setting actual date when appending to tape
598 * fixed bug with incorrectly initialized custom element editor graphics
601 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
602 - number of levels corrected from 18 to 17 in "levelinfo.conf"
605 * fixed bug with destroyed robot wheel still attracting robots forever
606 * fixed bug with time gate switch deactivating after robot wheel time
607 (while the time gate itself is not affected by this misbehaviour)
608 * changed behaviour of BD style amoeba to always get blocked by player
609 (before it was different when there were non-BD elements in level)
610 * fixed bug with player destroying indestructable elements with shield
613 * added option to make growing elements grow into anything diggable
614 (for the various amoeba types, biomaze and "game of life")
617 * fixed bug with movable elements not moving after left behind by CEs
618 * changed gravity movement to anything diggable, not only sand/base
619 * optionally allowing passing to walkable element, not only empty space
620 * added option "can pass to walkable element" for players
621 * finally fixed gravity movement (hopefully)
624 * fixed bug with movable elements not moving anymore after falling down
627 * fixed another bug with custom elements digging and leaving elements
628 * fixed bug with "along left/right side" and automatic start direction
629 * trigger elements now also displayed when "more custom" deactivated
630 * fixed bug with clipboard element initialized when loading new level
631 * added option "drop delay" to set delay before dropping next element
634 * uploaded pre-release (test) version 3.1.0-1 binary and source code
637 * added copy and paste functions for custom change pages
638 * enhanced graphical display and functionality of tape recorder
639 * fixed bug with custom elements digging and leaving elements
642 * added move speed faster than "very fast" for custom elements
643 * fixed bug with 3+3 style explosions and missing border content
644 * fixed little bug when copying custom elements in the editor
645 * enhanced custom element changes by more side trigger actions
648 * added option "no scrolling when relocating" for instant teleporting
649 * uploaded pre-release (test) version 3.1.0-0 binary and source code
652 * added trigger element and trigger player to use as target elements
653 * added copy and paste functions for custom and group elements
656 * fixed graphical bug when displaying explosion animations
657 * fixed bug when appending to tapes, resulting in broken tapes
658 * re-recorded a few tapes broken by fixing gravity checking bug
661 * "can move into acid" property now for all elements independently
662 * "can fall into acid" property for player stored in same bitfield now
663 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
664 * version number set to 3.1.0 (finally!)
667 * changed tape recording to only record input, not programmed actions
670 * fixed totally broken (every 8th frame skipped) step-by-step recording
671 * fixed bug with requester not displayed when quick-loading interrupted
672 * added option "can fall into acid (with gravity)" for players
673 * fixed bug with player not falling when snapping down with gravity
676 * fixed bug which messed up key config when using keypad number keys
679 * fixed bug which allowed moving upwards even when gravity was active
680 * fixed bug with missing error handling when dumping levels or tapes
683 * added different colored editor graphics for Supaplex gravity tubes
686 * fixed bug that allowed solvable tapes for unsolvable levels
689 * use unlimited number of droppable elements when "count" set to zero
690 * added option to use step limit instead of time limit for level
693 * added player and change page as trigger for custom element change
696 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
699 * fixed bug with dark yamyam changing to acid when moving over acid
700 * fixed handling of levels with more than 999 seconds level time
701 (example: level 76 of "Denmine")
704 * "spring push bug" reintroduced as configurable element property
705 * fixed bug with missing properties for "mole"
706 * fixed bug that showed up when fixing the above "mole" properties bug
707 * added option "can move into acid" for all movable elements
708 * fixed graphical bug for elements moving into acid
709 * changed event handling to handle all pending events before going on
712 * fixed bug which caused all CE change pages to be ignored which had
713 the same change event, but used a different element side
714 (reported by Simon Forsberg)
716 * fixed bug which caused elements that can move and fall and that are
717 transported by a conveyor belt to continue moving into that direction
718 after leaving the conveyor belt, regardless of their own movement
719 type; only elements which can not move are transported now
720 (reported by Simon Forsberg)
722 * fixed bug which could cause an array overflow in RelocatePlayer()
723 (reported by Niko Böhm)
725 * changed Emerald Mine style "passable / over" elements to "protected"
726 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
728 * added new option to select from which side a "walkable/passable"
729 element can be entered
732 * added explosion and ignition delay for elements that can explode
735 * fixed bug which caused player not being protected against enemies
736 when a CE was "walkable / inside" and was not "indestructible"
737 * added "walkable/passable" fields to be "protected/unprotected"
738 against enemies, even if not accessible "inside" but "over/under"
741 * corrected move pattern to 32 bit and initial move direction to 8 bit
744 * added second custom element base configuration page
747 * added some special EMC mappings to Emerald Mine level loader
748 (also covering previously unknown element in level 0 of "Bondmine 8")
751 * added option to block last field when player is moving (for Supaplex)
752 * adjusted push delay of Supaplex elements
753 * removed delays for envelopes etc. when replaying with maximum speed
754 * fixed bug when dropping element on a field that just changed to empty
757 * fixed bug: infotrons can now smash yellow disks
758 * fixed bug: when gravity active, port above player can now be entered
759 * removed "one white dot" mouse pointer which irritated some people
762 * added "choice type" for group element selection
765 * fixed bug with initial invulnerability of non-yellow player
768 * added level loader for loading native Supaplex packed levels
769 (including multi-part levels like the "splvls99" levels)
772 * fixed bug which allowed creating emeralds by escaping explosions
775 * custom elements can change (limited) or leave (unlimited) elements
776 * finally added multiple matches using group elements
777 * added shortcut to dump brush (type ":DB" in editor) for use in forum
780 * added new start movement type "previous" for continued CE movement
781 * added new start movement type "random" for random CE movement start
784 * added new element "sokoban_field_player" needed for Sokoban levels
785 (thanks to Ed Booker for pointing this out!)
788 * added elements that can be digged or left behind by custom elements
791 * added group elements for multiple matches and random element creation
794 * fixed some graphical errors displayed in old levels
797 * fixed wrong double speed movement after passing closing gates
800 * added level loader for loading native Emerald Mine levels
803 * changes for "shooting" style CE movement
806 * Happy New Year! ;-)
809 * changed default snap/drop keys from left/right Shift to Control keys
812 * fixed bug with dead player getting reanimated from custom element
815 * fixed bug with wrong penguin graphics (when entering exit)
818 * fixed bug with wrong "Murphy" graphics (when digging etc.)
821 * version number set to 3.0.9
824 * version 3.0.8 released
827 * added function checked_free()
830 * fixed bug with double nut cracking sound
831 (by eliminating "default element action sound" assignment in init.c)
834 * fixed crash when no music info files are available
837 * fixed boring and sleeping sounds
840 * added "maze runner" and "maze hunter" movement types
841 * added extended collision conditions for custom elements
844 * added warnings for undefined token values in artwork config files
847 * added menu entry for level set information to the info screen
850 * fixed bug with wrong default impact sound for colored emeralds
853 * added several sub-screens for the info screen
854 * menu text now also clickable (not only blue/red sphere left of it)
857 * added configurable "bored" and "sleeping" animations for the player
858 * added "awakening" sound for player when waking up after sleeping
861 * added "copy" and "exchange" functions for custom elements to editor
864 * added configurable element animations for info screen
867 * added configurable music credits for info screen
870 * finally fixed tape recording when player is created from CE change
873 * added "editorsetup.conf" for editor element list configuration
876 * added "musicinfo.conf" for menu and level music configuration
879 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
880 (that only showed up on Linux, but not on Windows systems)
883 * fixed turning movement of butterflies and fireflies (no frame reset)
884 * enhanced sniksnak turning movement (two steps instead of only one)
887 * version number set to 3.0.8
890 * version 3.0.7 released
893 * fixed reset of player animation frame when, for example,
894 walking, digging or collecting share the same animation
895 * fixed CE with "deadly when touching" exploding when touching amoeba
898 * fixed tape recording when player is created from CE element change
901 * introduced "turning..." action graphic for elements with move delay
902 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
903 * added turning animations for bug, spaceship and sniksnak
906 * prevent "extended" changed elements from delay change in same frame
909 * fixed bug when pushing element that can move away to the side
910 (like pushing falling elements, but now with moving elements)
913 * finally fixed serious bug in code for delayed element pushing (again)
916 * unavailable setup options now marked as "n/a" instead of "off"
917 * new boolean directive "latest_engine" for "levelinfo.conf": when set
918 to "true", levels are always played with the latest game engine,
919 which is desired for levels that are imported from other games; all
920 other levels are played with the engine version stored in level file
921 (which is normally the engine version the level was created with)
924 * fixed serious bug in code for delayed element pushing
925 * fixed little bug in animation frame selection for pushed elements
926 * speed-up of reading config file for verbose output
929 * added configuration option for opening and closing Supaplex exit
930 * added configuration option for moving up/down animation for Murphy
931 * fixed incorrectly displayed animation for attacking dragon
932 * fixed bug with not setting initial gravity for each new game
933 * fixed bug with teleportation of player by custom element change
934 * fixed bug with player not getting smashed by rock sometimes
937 * version number set to 3.0.7
940 * version 3.0.6 released
943 * added support for MP3 music for SDL version through SMPEG library
946 * fixed bug when initializing font graphic structure
947 * fixed bug with animation mode "pingpong" when using only 1 frame
948 * fixed bug with extended change target introduced in 3.0.5
949 * fixed bug where passing over moving element doubles player speed
950 * fixed bug with elements continuing to move into push direction
951 * fixed bug with duplicated player when dropping bomb with shield on
952 * added "switching" event for custom elements ("pressing" only once)
953 * fixed switching bug (resetting flag when not switching but not idle)
956 * fixed element tokens for certain file elements with ".active" etc.
959 * version number set to 3.0.6
962 * version 3.0.5 released
965 * now four envelope elements available
966 * font, background, animation and sound for envelope now configurable
967 * main menu doors opening/closing animation type now configurable
970 * active/inactive sides configurable for custom element changes
971 * new movement type "move when pushed" available for custom elements
974 * fixed bug in multiple config pages loader code that caused crashes
977 * enhanced (remaining low-resolution) Supaplex graphics
980 * version number set to 3.0.5
983 * version 3.0.4 released
985 2003-09-12 src/tools.c
986 * fixed bug in custom definition of crumbled element graphics
988 2003-09-11 src/files.c
989 * fixed bug in multiple config pages code that caused crashes
992 * version number set to 3.0.4
995 * version 3.0.3 released
998 * added music to Supaplex classic level set
1000 2003-09-07 src/libgame/misc.c
1001 * added support for loading various music formats through SDL_mixer
1003 2003-09-06 (various source files)
1004 * fixed several nasty bugs that may have caused crashes on some systems
1005 * added envelope content which gets displayed when collecting envelope
1006 * added multiple change event pages for custom elements
1008 2003-08-24 src/game.c
1009 * fixed problem with player animation when snapping and moving
1011 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1012 * fixed problem with flickering when drawing toon animations
1014 2003-08-23 src/libgame/sdl.c
1015 * fixed problem with setting mouse cursor in SDL version in fullscreen
1017 2003-08-23 src/game.c
1018 * fixed bug (missing array boundary check) which could crash the game
1021 * version number set to 3.0.3
1024 * version 3.0.2 released
1026 2003-08-21 src/game.c
1027 * fixed bug with creating inaccessible elements at player position
1029 2003-08-20 src/init.c
1030 * fixed bug with not finding current level artwork directory
1032 2003-08-20 src/files.c
1033 * fixed bug with choosing wrong engine version when playing tapes
1034 * fixed bug with messing up custom element properties in 3.0.0 levels
1037 * version number set to 3.0.2
1040 * version 3.0.1 released
1042 2003-08-17 (no source files affected)
1043 * changed all "classic" PCX image files with 16 colors or less to
1044 256 color (8 bit) storage format, because the Allegro game library
1045 cannot handle PCX files with less than 256 colors (contributed
1046 graphics are not affected and might look wrong in the DOS version)
1048 2003-08-16 src/init.c
1049 * fixed bug which (for example) crashed the level editor when defining
1050 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1051 (only set to default) -- invalid graphics now set to default graphic
1053 2003-08-16 src/init.c
1054 * fixed graphical bug of player digging/collecting/snapping element
1055 when no corresponding graphic/animation is defined for this action,
1056 resulting in player being drawn as EL_EMPTY (which should only be
1057 done to elements being collected, but not to the player)
1059 2003-08-16 src/game.c
1060 * fixed small graphical bug of player not totally moving into exit
1062 2003-08-16 src/libgame/setup.c
1063 * fixed bug with wrong MS-DOS 8.3 filename conversion
1065 2003-08-16 src/tools.c
1066 * fixed bug with invisible mouse cursor when pressing ESC while playing
1068 2003-08-16 (various source files)
1069 * added another 128 custom elements (disabled in editor by default)
1071 2003-08-16 src/editor.c
1072 * fixed NULL string bug causing Solaris to crash in sprintf()
1074 2003-08-16 src/screen.c
1075 * fixed drawing over scrollbar on level selection with custom fonts
1077 2003-08-15 src/game.c
1078 * cleanup of simple sounds / loop sounds / music settings
1080 2003-08-08 (various source files)
1081 * added custom element property for dropping collected elements
1083 2003-08-08 src/conf_gfx.c
1084 * fixed bug with missing graphic for active red disk bomb
1086 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1087 * extended variable "level.gravity" to "level.initial_gravity" and
1088 "game.current_gravity" to prevent level setting from being changed
1089 by playing the level (keeping the runtime value after playing)
1091 * fixed graphics bug when digging element that has 'crumbled' graphic
1092 definition, but not 'diggable' graphic definition
1095 * version number set to 3.0.1
1098 * version 3.0.0 released
1101 * various bug fixes; among others:
1102 - fixed bug with pushing spring over empty space
1103 - fixed bug with leaving tube while placing dynamite
1104 - fixed bug with explosion of smashed penguins
1105 - allow Murphy player graphic in levels with non-Supaplex elements
1109 * I have forgotten to document changes for some time
1112 * pre-release version 2.2.0rc1 released
1115 * version number set to 2.1.2
1118 * version 2.1.1 released
1121 * version number set to 2.1.1
1124 * version 2.1.0 released
1127 * version number set to 2.1.0
1129 2002-04-03 to 2002-05-19 (various source files)
1130 * graphics, sounds and music now fully configurable
1131 * bug fixed that prevented walking through tubes when gravity on
1133 2002-04-02 src/events.c, src/editor.c
1134 * Make Escape key less aggressive when playing or when editing level.
1135 This can be configured as an option in the setup menu. (Default is
1136 "less aggressive" which means "ask user if something can be lost"
1137 when pressing the Escape key.)
1139 2002-04-02 src/screen.c
1140 * Added "graphics setup" screen.
1142 2002-04-01 src/screen.c
1143 * Changed "choose level" setup screen stuff to be more generic (to
1144 make it easier to add more "choose from generic tree" setup screens).
1146 2002-04-01 src/config.c, src/timestamp.h
1147 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1148 automatically gets created by "src/Makefile" and contains an actual
1149 compile-time timestamp to identify development versions of the game).
1151 2002-03-31 src/tape.c, src/events.c
1152 * Added quick game/tape save/load functions to tape stuff which can be
1153 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1154 loads previously recorded tape and directly goes into recording mode
1155 from the end of the tape (therefore appending to the tape).
1157 2002-03-31 src/tape.c
1158 * Added "index mark" function to tape recorder. When playing or
1159 recording, "eject" button changes to "index" button. Setting index
1160 mark is not yet implemented, but pressing index button when playing
1161 allows very quick advancing to end of tape (when normal playing),
1162 very fast forward mode (when playing with normal fast forward) or
1163 very fast reaching of "pause before end of tape" (when playing with
1164 "pause before end" playing mode).
1166 2002-03-30 src/cartoons.c
1167 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1169 2002-03-29 src/screen.c
1170 * Changed setup screen stuff to be more generic (to make it easier
1171 to add more setup screens).
1173 2002-03-23 src/main.c, src/main.h
1174 * Various changes due to the introduction of the new libgame files
1175 "setup.c" and "joystick.c".
1177 2002-03-23 src/files.c
1178 * Generic parts of "src/files.c" (mainly setup and level directory
1179 stuff) moved to new libgame file "src/libgame/setup.c".
1181 2002-03-23 src/joystick.c
1182 * File "src/joystick.c" moved to libgame source tree, with
1183 correspondig changes.
1185 2002-03-22 src/screens.c
1186 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1187 (Wrong level series information displayed when entering main group.)
1189 2002-03-22 src/editor.c
1190 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1192 2002-03-22 src/editor.c
1193 * Changed behaviour of "Escape" key in level editor to be more
1194 intuitive: When in "Element Properties" or "Level Info" mode,
1195 return to "Drawing Mode" instead of leaving the level editor.
1197 2002-03-21 src/game.c, src/editor.c, src/files.c
1198 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1199 gems (emeralds, diamonds, ...) slipping down from normal wall,
1200 steel wall and growing wall (as in E.M.C. style levels). Although
1201 the behaviour of contributed and private levels wasn't changed (due
1202 to the use of "level.game_version"; see previous entry), editing
1203 those levels will (of course) change the behaviour accordingly.
1205 This change seems a bit too hard after thinking about it, because
1206 the EM style behaviour is not the "expected" behaviour (gems would
1207 normally only slip down from "rounded" walls). Therefore this was
1208 now changed to an element property for gem style elements, with the
1209 default setting "off" (which means: no special EM style behaviour).
1210 To fix older converted levels, this flag is set to "on" for pre-2.0
1211 levels that are neither contributed nor private levels.
1213 2002-03-20 src/files.h
1214 * Corrected settings for "level.game_version" depending of level type.
1215 (Contributed and private levels always get played with game engine
1216 version they were created with, while converted levels always get
1217 played with the most recent version of the game engine, to let new
1218 corrections of the emulation behaviour take effect.)
1220 2002-03-20 src/main.h
1221 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1222 compiling the SDL version on some systems.
1223 Thanks to the several people who pointed this out.
1226 * Version number set to 2.0.2.
1229 * Version 2.0.1 released.
1231 2002-03-18 src/screens.c
1232 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1234 2002-03-18 src/files.c [src/libgame/misc.c]
1235 * Moved some common functions from src/files.c to src/libgame/misc.c.
1237 2002-03-18 src/files.c [src/libgame/misc.c]
1238 * Changed permissions for new directories and saved files (especially
1239 score files) according to suggestions of Debian users and mantainers.
1240 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1242 2002-03-17 src/files.c
1243 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1244 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1245 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1246 for levels and "TAPE" for tapes). Old "cookie" style format is
1247 still supported for reading. New level and tape files are written
1250 * New IFF chunk "VERS" contains version numbers for file and game
1251 (where "game version" is the version of the program that wrote the
1252 file, and "file version" is a version number to distinguish files
1253 with different format, for example after adding new features).
1255 2002-03-15 src/screen.c
1256 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1257 (Before, you heard a mixture of the in-game music and the
1258 hall-of-fame music.)
1260 2002-03-14 src/events.c
1261 * Function "DumpTape()" (files.c) now available by pressing 't' from
1262 main menu (when in DEBUG mode).
1264 2002-03-14 src/game.c
1265 * "GameWon()": When game was won playing a tape, now there is no delay
1266 raising the score and no corresponding sound is played.
1268 2002-03-14 src/files.c
1269 * Changed "LoadTape()" for real chunk support and also adjusted
1270 "SaveTape()" accordingly.
1272 2002-03-14 src/game.c, src/tape.c, src/files.c
1273 * Important changes to tape format: The old tape format stored all
1274 actions with a real effect with a corresponding delay between the
1275 stored actions. This had some major disadvantages (for example,
1276 push delays had to be ignored, pressing a button for some seconds
1277 mutated to several single button presses because of the non-action
1278 delays between two action frames etc.). The new tape format just
1279 stupidly records all device actions and replays them later. I really
1280 don't know why I haven't solved it that way before?! Old-style tapes
1281 (with tape file version less than 2.0) get converted to the new
1282 format on-the-fly when loading and can therefore still be played;
1283 only some minor parts of the old-style tape handling code was needed.
1284 (A perfect conversion is not possible, because there is information
1285 missing about the device actions between two action frames.)
1287 2002-03-14 src/files.c
1288 * New function "DumpTape()" to dump the contents of the current tape
1289 in a human readable format.
1291 2002-03-14 src/game.c
1292 * Small tape bug fixed: When automatically advancing to next level
1293 after a game was won, the tape from the previous level still was
1294 loaded as a tape for the new level.
1296 2002-03-14 src/tape.c
1297 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1298 tape, cartoons did not get completely removed because
1299 StopAnimation() was not called.
1301 2002-03-13 src/files.c
1302 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1303 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1304 size even when using 16-bit elements). Added new chunk "CNT2" for
1305 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1306 chunk even when content was 16-bit element). "CNT2" should now be
1307 able to store content for arbitrary elements (up to eight blocks of
1308 3 x 3 element arrays). All "CNT2" elements will always be stored as
1309 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1311 2002-03-13 src/files.c
1312 * Changed "LoadLevel()" for real chunk support.
1314 2002-03-12 src/game.c
1315 * Fixed problem (introduced after 2.0.0 release) with penguins
1316 not getting killed by enemies
1318 2002-02-24 src/game.c, src/main.h
1319 * Added "player->is_moving"; now "player->last_move_dir" does
1320 not contain any information if the player is just moving at
1322 Before, "player->last_move_dir" was misused for this purpose
1323 for the robot stuff (robots don't kill players when they are
1324 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1325 broke tapes when walking through pipes!
1326 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1327 in a continuous movement. This fact is ignored for friends and