2 * added use of "Home" and "End" keys to handle element list in editor
5 * fixed bug with adding score when playing tape with EMC game engine
6 * added steel wall border for levels using EMC engine without border
7 * finally fixed delayed scrolling in EMC engine also for small levels
10 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
13 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
14 * fixed bug when displaying info element without action, but direction
17 * fixed minor graphical problems with springs smashing and slurping
18 (when using R'n'D style graphics instead of EMC style graphics)
21 * added scroll delay (as configured in setup) to EMC graphics engine
24 * improved screen redraw for EMC graphics engine (faster and smoother)
25 * when not scrolling, do not redraw the whole playfield if not needed
28 * added multi-player mode for EMC game engine (with up to four players)
31 * added android (can clone elements) from EMC engine to R'n'D engine
34 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
37 * added selectbox for initial player speed to player settings in editor
40 * version 3.1.2 created that is basically version 3.1.1, but with a
41 major bug fixed that prevented editing your own private levels
42 * version 3.1.2 released
45 * added magic ball (creates elements) from EMC engine to R'n'D engine
48 * uploaded fixed pre-release version 3.2.0-6 binary and source code
51 * fixed bug when using "CE can leave behind <trigger element>"
52 * added new change condition "(after/when) creation of <element>"
53 * added new change condition "(after/when) digging <element>"
54 * fixed bug accessing invalid gadget that caused crashes under Windows
55 * deactivated new possibility for multiple CE changes per frame
58 * uploaded pre-release (test) version 3.2.0-6 binary and source code
61 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
62 * fixed bug with not keeping CE value for moving CEs with only action
63 * changed CE action selectboxes in editor to be only reset when needed
66 * added option "use artwork from element" for custom player artwork
67 * added option "use explosion from element" for player explosions
70 * added cascaded element lists in the level editor
71 * added persistence for cascaded element lists by "editorcascade.conf"
72 * added dynamic element list with all elements used in current level
73 * added possibility for multiple CE changes per frame (experimental)
76 * uploaded pre-release (test) version 3.2.0-5 binary and source code
79 * changed "score for each 10 seconds/steps left" to "1 second/step"
80 * added own score for collecting "extra time" instead of sharing it
81 * added change events "switched by player" and "player switches <e>"
82 * added change events "snapped by player" and "player snaps <e>"
83 * added "set player artwork: <element choice>" to CE action options
84 * added change event "move of <element>"
87 * added "set player shield: off / normal / deadly" to CE action options
88 * added new player option "use level start element" in level editor
89 to set the correct focus at level start to elements from which the
90 player is created later (this did not work before for cascaded CE
91 changes resulting in creation of the player; it is now also possible
92 to create the player from a yam yam which is smashed at level start)
95 * added "set player speed: frozen (not moving)" to CE action options
96 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
99 * added new player option "block snap field" (enabled by default) to
100 make it possible to show a snapping animation like in Emerald Mine
103 * added dynamic selectboxes to custom element action settings in editor
104 * added "CE value" counter for custom elements (instead of "CE count")
105 * added option to use the last "CE value" after custom element change
106 * added option to use the "CE value" of other elements in CE actions
107 * fixed odd behaviour when pressing time orb in levels w/o time limit
108 * added checkbox "use time orb bug" for older levels that use this bug
111 * added missing configuration settings for the following elements:
112 - EL_TIMEGATE_SWITCH (time of open time gate)
113 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
114 - EL_SHIELD_NORMAL (time of shield duration)
115 - EL_SHIELD_DEADLY (time of shield duration)
116 - EL_EXTRA_TIME (time added to level time)
117 - EL_TIME_ORB_FULL (time added to level time)
120 * added "wind direction" as a movement pattern for custom elements
121 * added initial wind direction for balloon / custom elements to editor
122 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
125 * added parameters for "game of life" and "biomaze" elements to editor
128 * added level file chunk "CONF" for generic level and element settings
131 * uploaded pre-release (test) version 3.2.0-4 binary and source code
134 * skip empty level sets (with "levels: 0"; may be artwork base sets)
135 * added sound action ".page[1]" to ".page[32]" for each CE change page
138 * added image config suffix ".clone_from" to copy whole image settings
139 * fixed bug with invalid ("undefined") CE settings in old level files
142 * fixed graphical bug with smashing elements falling faster than player
145 * fixed major bug which prevented private levels from being edited
146 * fixed bug with precedence of general and special font definitions
149 * fixed graphical bug with player animation when player moves slowly
152 * uploaded pre-release (test) version 3.2.0-3 binary and source code
155 * fixed bug which prevented "global.num_toons: 0" from working
158 * major code cleanup (removed all these annoying "#if 0" blocks)
161 * added custom element actions for CE change page in level editor
164 * fixed music initialization bug in init.c (thanks to David Binderman)
165 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
166 (this bug must probably be fixed at other places, too)
169 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
170 (should be '#include <SDL.h>' instead)
173 * fixed bug which prevented "walkable from no direction" from working
174 (due to compatibility code overwriting this setting after loading)
177 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
180 * version number temporarily set to 3.1.1 (intermediate bugfix release)
181 * version 3.1.1 released
184 * changed some va_arg() arguments from 'long' to 'int', fixing problems
185 on 64-bit architecture systems with LP64 data model
188 * fixed bug with bombs not exploding when hitting the last level line
189 (introduced after the release of 3.1.0)
192 * added support for dumping small-sized level sketches from editor
195 * added recognition of "trigger element" for "change digged element to"
196 (this is not really what the "trigger element" was made for, but its
197 use may seem obvious for leaving back digged elements unchanged)
200 * fixed multiple warnings about failed joystick device initialization
203 * fixed bug with dynamite dropped on top of just dropped custom element
204 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
205 dynamite can still be dropped, but drop key must be released before
208 * fixed bug with wrong start directory when started from file browser
209 (due to this bug, R'n'D could not be started from KDE's Konqueror)
212 * fixed bug causing "change when impact" on player not working
213 * fixed wrong priority of "hitting something" over "hitting <element>"
214 * fixed wrong priority of "hit by something" over "hit by <element>"
217 * fixed graphical bug which caused the player (being Murphy) to show
218 collecting animations although the element was collected by penguin
221 * fixed two bugs causing wrong door background graphics in system.c
222 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
225 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
226 * added "no direction" to "walkable/passable from" selectbox options
229 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
230 * in tape autoplay, not only report broken, but also missing tapes
233 * uploaded pre-release (test) version 3.2.0-2 binary and source code
236 * fixed small bug with "linear" animation not working for active lamp
239 * fixed bug with moving up despite gravity due to "block last field"
240 * fixed small bug with wrong draw offset when typing name in main menu
241 * when reading user names from "passwd", ignore data after first comma
242 * when creating new "levelinfo.conf", only write some selected entries
245 * fixed displaying "imported from/by" on preview with empty string
246 * fixed ignoring draw offset for fonts used for level preview texts
249 * fixed a delay problem with SDL and too many mouse motion events
250 * added setup option "skip levels" and level skipping functionality
253 * added move speed "not moving" for non-moving CEs, but with direction
256 * fixed mapping of obsolete element token names in "editorsetup.conf"
257 * fixed bug with sound "acid.splashing" treated as a loop sound
258 * fixed some little sound bugs in native EM engine
261 * fixed small bug when dragging scrollbars to end positions
264 * added editor element descriptions written by Aaron Davidson
267 * improved fallback handling when configured artwork is not available
268 (now using default artwork instead of exiting when files not found)
271 * fixed bug on level selection screen when dragging scrollbar
274 * fixed bug which caused broken tapes when appending to EM engine tapes
277 * uploaded pre-release (test) version 3.2.0-1 binary and source code
280 * added code to replace changed artwork config tokens with other tokens
281 (needed for backwards compatibility, so that older tokens still work)
284 * added native R'n'D graphics for some new EMC elements in EM engine
287 * fixed some bugs in the EM engine integration code
288 * changed EM engine code to allow diagonal movement
289 * changed EM engine code to allow use of separate snap and drop keys
292 * fixed some redraw bugs when using EM engine
295 * fixed bug with not converting RND levels which are set to use native
296 engine to native level structure when loading
299 * uploaded pre-release (test) version 3.2.0-0 binary and source code
302 * version number set to 3.2.0
305 * level data now reset to defaults after attempt to load invalid file
308 * added use of "editorsetup.conf" for different level sets
311 * added auto-detection for various types of Emerald Mine level files
314 * fixed bug with scrollbars getting too small when list is very large
317 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
320 * added most level editor configuration gadgets for new EMC elements
323 * added more element and graphic definitions for new EMC elements
326 * modified native EM engine to use integrated R'n'D sound system
329 * added SDL support to graphics functions in native EM engine
330 (by always using generic libgame interface functions)
333 * fixed bug in frame synchronization in native EM engine
336 * added code to convert levels between R'n'D and native EM engine
339 * new Emerald Mine engine can now play levels selected in main menu
342 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
343 (which creates scaled down graphics for level editor and preview);
344 there's still a memory leak somewhere in the artwork handling code
345 * added "scale image up" functionality to X11 version of zoom function
348 * first attempts to integrate new, native Emerald Mine Club engine
351 * fixed bug in gadget code which caused reset of CEs in level editor
352 (example: pressing 'b' [grab brush] on CE config page erased values)
353 (solution: check if gadgets in ClickOnGadget() are really mapped)
354 * improved level change detection in editor (settings now also checked)
355 * fixed bug with "can move into acid" and "don't collide with" state
358 * fixed maze runner style CEs to use the configured move delay value
361 * added Aaron Davidson's tutorial level set to the "Tutorials" section
364 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
365 * fixed the above fix because it broke level set "machine" (*sigh*)
366 * fixed random element placement in level editor to work as expected
367 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
370 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
373 * fixed bug (missing array boundary check) which caused broken tapes
374 * fixed bug (when loading level template) which caused broken levels
375 * fixed bug with new block last field code when using non-yellow player
378 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
379 * internal change of how the player blocks the last field when moving
380 * fixed blocking delay of last field for EM and SP style block delay
381 * fixed bug where the player had to wait for the usual move delay after
382 unsuccessfully trying to move, when he directly could move after that
383 * the last two changes should make original Supaplex level 93 solvable
384 * improved use of random number generator to make it less predictable
385 * fixed behaviour of slippery SP elements to let slip left, then right
388 * fixed bug with wrong door state after trying to quickload empty tape
389 * fixed waste of static memory usage of the binary, making it smaller
390 * fixed very little graphical bug in Supaplex explosion
393 * version number set to 3.1.1
396 * version 3.1.0 released
399 * fixed bug with crash when writing user levelinfo.conf the first time
402 * added option "convert LEVELDIR [NR]" to command line batch commands
403 * re-converted Supaplex levels to apply latest engine fixes
404 * changed "use graphic/sound of element" to "use graphic of element"
405 due to compatibility problems with some levels ("bug machine" etc.)
408 * fixed bug with CE change replacing player with same or other player
411 * fixed bug with opaque font in envelope with background graphic when
412 background graphic is not transparent itself
415 * added "gravity on" and "gravity off" ports for Supaplex compatibility
416 * corrected original Supaplex level loading code to use these new ports
417 * also corrected Supaplex loader to auto-count infotrons if set to zero
420 * fixed bug with missing initialization of "modified" flag for GEs
423 * fixed bug that caused endless recursion loop when relocating player
424 * fixed tape recorder bug in "step mode" when using "pause before end"
425 * fixed tape recorder bug when changing from "warp forward" mode
428 * fixed bug with "when touching" for pushed elements at last position
431 * fixed bug that caused two activated toolbox buttons in level editor
432 * fixed bug with exploding dynabomb under player due to other explosion
435 * fixed bug with creating walkable custom element under player (again)
436 * fixed bug with not copying explosion type when copying CEs in editor
437 * fixed graphical bug when drawing player in setup menu (input devices)
438 * fixed graphical bug when the player is pushing an accessible element
439 * fixed bug with classic switchable elements triggering CE changes
440 * fixed bug with entering/leaving walkable element in RelocatePlayer()
441 * fixed crash bug when CE leaves behind the trigger player element
444 * fixed bug with broken tubes after placing/exploding dynamite in them
445 * fixed bug with exploding dynamite under player due to other explosion
446 * fixed bug with not resetting push delay under certain circumstances
449 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
450 * added network multiplayer code for Windows (thanks to Niko Böhm)
453 * added option "reachable despite gravity" for gravity movement
454 * changed gravity movement of most classic walkable and passable
455 elements back to "not reachable" (for compatibility reasons)
458 * fixed (removed) "indestructible" / "can explode" dependency in editor
459 * fixed (removed) "accessible inside" / "protected" dependency
460 * fixed (removed) "step mode" / "shield time" dependency
463 * fixed dynabombs exploding now into anything diggable
464 * fixed Supaplex style gravity movement into buggy base now impossible
465 * added pressing key "space" as valid action to select menu options
468 * added "replace when walkable" to relocate player to walkable element
469 * added "enter"/"leave" event for elements affected by relocation
470 * fixed "direct"/"indirect" change order also for "when change" event
471 * fixed graphical bug when pushing things from elements walkable inside
474 * fixed graphic bug when player is snapping while moving in old levels
475 * fixed bug when a moving custom element leaves a player element behind
476 * fixed bug with mole not disappearing when moving into acid pool
477 * fixed bug with incomplete path setting when using "--basepath" option
478 * moving CE can now leave walkable elements behind under the player
479 * when relocating, player can be set on walkable element now
480 * fixed another gravity movement bug
483 * uploaded pre-release (test) version 3.1.0-2 binary and source code
486 * added "collectible" and "removable" to extended replacement types
487 (where "removable" replaces "diggable" and "collectible" elements)
488 * added "collectible & throwable" (to throw element to the next field)
489 * fixed bug with CEs digging elements that are just about to explode
490 * changed mouse cursor now always being visible when game is paused
493 * added possibility to push/press accessible elements from a side that
495 * fixed bug with not setting actual date when appending to tape
498 * fixed bug with incorrectly initialized custom element editor graphics
501 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
502 - number of levels corrected from 18 to 17 in "levelinfo.conf"
505 * fixed bug with destroyed robot wheel still attracting robots forever
506 * fixed bug with time gate switch deactivating after robot wheel time
507 (while the time gate itself is not affected by this misbehaviour)
508 * changed behaviour of BD style amoeba to always get blocked by player
509 (before it was different when there were non-BD elements in level)
510 * fixed bug with player destroying indestructable elements with shield
513 * added option to make growing elements grow into anything diggable
514 (for the various amoeba types, biomaze and "game of life")
517 * fixed bug with movable elements not moving after left behind by CEs
518 * changed gravity movement to anything diggable, not only sand/base
519 * optionally allowing passing to walkable element, not only empty space
520 * added option "can pass to walkable element" for players
521 * finally fixed gravity movement (hopefully)
524 * fixed bug with movable elements not moving anymore after falling down
527 * fixed another bug with custom elements digging and leaving elements
528 * fixed bug with "along left/right side" and automatic start direction
529 * trigger elements now also displayed when "more custom" deactivated
530 * fixed bug with clipboard element initialized when loading new level
531 * added option "drop delay" to set delay before dropping next element
534 * uploaded pre-release (test) version 3.1.0-1 binary and source code
537 * added copy and paste functions for custom change pages
538 * enhanced graphical display and functionality of tape recorder
539 * fixed bug with custom elements digging and leaving elements
542 * added move speed faster than "very fast" for custom elements
543 * fixed bug with 3+3 style explosions and missing border content
544 * fixed little bug when copying custom elements in the editor
545 * enhanced custom element changes by more side trigger actions
548 * added option "no scrolling when relocating" for instant teleporting
549 * uploaded pre-release (test) version 3.1.0-0 binary and source code
552 * added trigger element and trigger player to use as target elements
553 * added copy and paste functions for custom and group elements
556 * fixed graphical bug when displaying explosion animations
557 * fixed bug when appending to tapes, resulting in broken tapes
558 * re-recorded a few tapes broken by fixing gravity checking bug
561 * "can move into acid" property now for all elements independently
562 * "can fall into acid" property for player stored in same bitfield now
563 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
564 * version number set to 3.1.0 (finally!)
567 * changed tape recording to only record input, not programmed actions
570 * fixed totally broken (every 8th frame skipped) step-by-step recording
571 * fixed bug with requester not displayed when quick-loading interrupted
572 * added option "can fall into acid (with gravity)" for players
573 * fixed bug with player not falling when snapping down with gravity
576 * fixed bug which messed up key config when using keypad number keys
579 * fixed bug which allowed moving upwards even when gravity was active
580 * fixed bug with missing error handling when dumping levels or tapes
583 * added different colored editor graphics for Supaplex gravity tubes
586 * fixed bug that allowed solvable tapes for unsolvable levels
589 * use unlimited number of droppable elements when "count" set to zero
590 * added option to use step limit instead of time limit for level
593 * added player and change page as trigger for custom element change
596 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
599 * fixed bug with dark yamyam changing to acid when moving over acid
600 * fixed handling of levels with more than 999 seconds level time
601 (example: level 76 of "Denmine")
604 * "spring push bug" reintroduced as configurable element property
605 * fixed bug with missing properties for "mole"
606 * fixed bug that showed up when fixing the above "mole" properties bug
607 * added option "can move into acid" for all movable elements
608 * fixed graphical bug for elements moving into acid
609 * changed event handling to handle all pending events before going on
612 * fixed bug which caused all CE change pages to be ignored which had
613 the same change event, but used a different element side
614 (reported by Simon Forsberg)
616 * fixed bug which caused elements that can move and fall and that are
617 transported by a conveyor belt to continue moving into that direction
618 after leaving the conveyor belt, regardless of their own movement
619 type; only elements which can not move are transported now
620 (reported by Simon Forsberg)
622 * fixed bug which could cause an array overflow in RelocatePlayer()
623 (reported by Niko Böhm)
625 * changed Emerald Mine style "passable / over" elements to "protected"
626 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
628 * added new option to select from which side a "walkable/passable"
629 element can be entered
632 * added explosion and ignition delay for elements that can explode
635 * fixed bug which caused player not being protected against enemies
636 when a CE was "walkable / inside" and was not "indestructible"
637 * added "walkable/passable" fields to be "protected/unprotected"
638 against enemies, even if not accessible "inside" but "over/under"
641 * corrected move pattern to 32 bit and initial move direction to 8 bit
644 * added second custom element base configuration page
647 * added some special EMC mappings to Emerald Mine level loader
648 (also covering previously unknown element in level 0 of "Bondmine 8")
651 * added option to block last field when player is moving (for Supaplex)
652 * adjusted push delay of Supaplex elements
653 * removed delays for envelopes etc. when replaying with maximum speed
654 * fixed bug when dropping element on a field that just changed to empty
657 * fixed bug: infotrons can now smash yellow disks
658 * fixed bug: when gravity active, port above player can now be entered
659 * removed "one white dot" mouse pointer which irritated some people
662 * added "choice type" for group element selection
665 * fixed bug with initial invulnerability of non-yellow player
668 * added level loader for loading native Supaplex packed levels
669 (including multi-part levels like the "splvls99" levels)
672 * fixed bug which allowed creating emeralds by escaping explosions
675 * custom elements can change (limited) or leave (unlimited) elements
676 * finally added multiple matches using group elements
677 * added shortcut to dump brush (type ":DB" in editor) for use in forum
680 * added new start movement type "previous" for continued CE movement
681 * added new start movement type "random" for random CE movement start
684 * added new element "sokoban_field_player" needed for Sokoban levels
685 (thanks to Ed Booker for pointing this out!)
688 * added elements that can be digged or left behind by custom elements
691 * added group elements for multiple matches and random element creation
694 * fixed some graphical errors displayed in old levels
697 * fixed wrong double speed movement after passing closing gates
700 * added level loader for loading native Emerald Mine levels
703 * changes for "shooting" style CE movement
706 * Happy New Year! ;-)
709 * changed default snap/drop keys from left/right Shift to Control keys
712 * fixed bug with dead player getting reanimated from custom element
715 * fixed bug with wrong penguin graphics (when entering exit)
718 * fixed bug with wrong "Murphy" graphics (when digging etc.)
721 * version number set to 3.0.9
724 * version 3.0.8 released
727 * added function checked_free()
730 * fixed bug with double nut cracking sound
731 (by eliminating "default element action sound" assignment in init.c)
734 * fixed crash when no music info files are available
737 * fixed boring and sleeping sounds
740 * added "maze runner" and "maze hunter" movement types
741 * added extended collision conditions for custom elements
744 * added warnings for undefined token values in artwork config files
747 * added menu entry for level set information to the info screen
750 * fixed bug with wrong default impact sound for colored emeralds
753 * added several sub-screens for the info screen
754 * menu text now also clickable (not only blue/red sphere left of it)
757 * added configurable "bored" and "sleeping" animations for the player
758 * added "awakening" sound for player when waking up after sleeping
761 * added "copy" and "exchange" functions for custom elements to editor
764 * added configurable element animations for info screen
767 * added configurable music credits for info screen
770 * finally fixed tape recording when player is created from CE change
773 * added "editorsetup.conf" for editor element list configuration
776 * added "musicinfo.conf" for menu and level music configuration
779 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
780 (that only showed up on Linux, but not on Windows systems)
783 * fixed turning movement of butterflies and fireflies (no frame reset)
784 * enhanced sniksnak turning movement (two steps instead of only one)
787 * version number set to 3.0.8
790 * version 3.0.7 released
793 * fixed reset of player animation frame when, for example,
794 walking, digging or collecting share the same animation
795 * fixed CE with "deadly when touching" exploding when touching amoeba
798 * fixed tape recording when player is created from CE element change
801 * introduced "turning..." action graphic for elements with move delay
802 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
803 * added turning animations for bug, spaceship and sniksnak
806 * prevent "extended" changed elements from delay change in same frame
809 * fixed bug when pushing element that can move away to the side
810 (like pushing falling elements, but now with moving elements)
813 * finally fixed serious bug in code for delayed element pushing (again)
816 * unavailable setup options now marked as "n/a" instead of "off"
817 * new boolean directive "latest_engine" for "levelinfo.conf": when set
818 to "true", levels are always played with the latest game engine,
819 which is desired for levels that are imported from other games; all
820 other levels are played with the engine version stored in level file
821 (which is normally the engine version the level was created with)
824 * fixed serious bug in code for delayed element pushing
825 * fixed little bug in animation frame selection for pushed elements
826 * speed-up of reading config file for verbose output
829 * added configuration option for opening and closing Supaplex exit
830 * added configuration option for moving up/down animation for Murphy
831 * fixed incorrectly displayed animation for attacking dragon
832 * fixed bug with not setting initial gravity for each new game
833 * fixed bug with teleportation of player by custom element change
834 * fixed bug with player not getting smashed by rock sometimes
837 * version number set to 3.0.7
840 * version 3.0.6 released
843 * added support for MP3 music for SDL version through SMPEG library
846 * fixed bug when initializing font graphic structure
847 * fixed bug with animation mode "pingpong" when using only 1 frame
848 * fixed bug with extended change target introduced in 3.0.5
849 * fixed bug where passing over moving element doubles player speed
850 * fixed bug with elements continuing to move into push direction
851 * fixed bug with duplicated player when dropping bomb with shield on
852 * added "switching" event for custom elements ("pressing" only once)
853 * fixed switching bug (resetting flag when not switching but not idle)
856 * fixed element tokens for certain file elements with ".active" etc.
859 * version number set to 3.0.6
862 * version 3.0.5 released
865 * now four envelope elements available
866 * font, background, animation and sound for envelope now configurable
867 * main menu doors opening/closing animation type now configurable
870 * active/inactive sides configurable for custom element changes
871 * new movement type "move when pushed" available for custom elements
874 * fixed bug in multiple config pages loader code that caused crashes
877 * enhanced (remaining low-resolution) Supaplex graphics
880 * version number set to 3.0.5
883 * version 3.0.4 released
885 2003-09-12 src/tools.c
886 * fixed bug in custom definition of crumbled element graphics
888 2003-09-11 src/files.c
889 * fixed bug in multiple config pages code that caused crashes
892 * version number set to 3.0.4
895 * version 3.0.3 released
898 * added music to Supaplex classic level set
900 2003-09-07 src/libgame/misc.c
901 * added support for loading various music formats through SDL_mixer
903 2003-09-06 (various source files)
904 * fixed several nasty bugs that may have caused crashes on some systems
905 * added envelope content which gets displayed when collecting envelope
906 * added multiple change event pages for custom elements
908 2003-08-24 src/game.c
909 * fixed problem with player animation when snapping and moving
911 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
912 * fixed problem with flickering when drawing toon animations
914 2003-08-23 src/libgame/sdl.c
915 * fixed problem with setting mouse cursor in SDL version in fullscreen
917 2003-08-23 src/game.c
918 * fixed bug (missing array boundary check) which could crash the game
921 * version number set to 3.0.3
924 * version 3.0.2 released
926 2003-08-21 src/game.c
927 * fixed bug with creating inaccessible elements at player position
929 2003-08-20 src/init.c
930 * fixed bug with not finding current level artwork directory
932 2003-08-20 src/files.c
933 * fixed bug with choosing wrong engine version when playing tapes
934 * fixed bug with messing up custom element properties in 3.0.0 levels
937 * version number set to 3.0.2
940 * version 3.0.1 released
942 2003-08-17 (no source files affected)
943 * changed all "classic" PCX image files with 16 colors or less to
944 256 color (8 bit) storage format, because the Allegro game library
945 cannot handle PCX files with less than 256 colors (contributed
946 graphics are not affected and might look wrong in the DOS version)
948 2003-08-16 src/init.c
949 * fixed bug which (for example) crashed the level editor when defining
950 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
951 (only set to default) -- invalid graphics now set to default graphic
953 2003-08-16 src/init.c
954 * fixed graphical bug of player digging/collecting/snapping element
955 when no corresponding graphic/animation is defined for this action,
956 resulting in player being drawn as EL_EMPTY (which should only be
957 done to elements being collected, but not to the player)
959 2003-08-16 src/game.c
960 * fixed small graphical bug of player not totally moving into exit
962 2003-08-16 src/libgame/setup.c
963 * fixed bug with wrong MS-DOS 8.3 filename conversion
965 2003-08-16 src/tools.c
966 * fixed bug with invisible mouse cursor when pressing ESC while playing
968 2003-08-16 (various source files)
969 * added another 128 custom elements (disabled in editor by default)
971 2003-08-16 src/editor.c
972 * fixed NULL string bug causing Solaris to crash in sprintf()
974 2003-08-16 src/screen.c
975 * fixed drawing over scrollbar on level selection with custom fonts
977 2003-08-15 src/game.c
978 * cleanup of simple sounds / loop sounds / music settings
980 2003-08-08 (various source files)
981 * added custom element property for dropping collected elements
983 2003-08-08 src/conf_gfx.c
984 * fixed bug with missing graphic for active red disk bomb
986 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
987 * extended variable "level.gravity" to "level.initial_gravity" and
988 "game.current_gravity" to prevent level setting from being changed
989 by playing the level (keeping the runtime value after playing)
991 * fixed graphics bug when digging element that has 'crumbled' graphic
992 definition, but not 'diggable' graphic definition
995 * version number set to 3.0.1
998 * version 3.0.0 released
1001 * various bug fixes; among others:
1002 - fixed bug with pushing spring over empty space
1003 - fixed bug with leaving tube while placing dynamite
1004 - fixed bug with explosion of smashed penguins
1005 - allow Murphy player graphic in levels with non-Supaplex elements
1009 * I have forgotten to document changes for some time
1012 * pre-release version 2.2.0rc1 released
1015 * version number set to 2.1.2
1018 * version 2.1.1 released
1021 * version number set to 2.1.1
1024 * version 2.1.0 released
1027 * version number set to 2.1.0
1029 2002-04-03 to 2002-05-19 (various source files)
1030 * graphics, sounds and music now fully configurable
1031 * bug fixed that prevented walking through tubes when gravity on
1033 2002-04-02 src/events.c, src/editor.c
1034 * Make Escape key less aggressive when playing or when editing level.
1035 This can be configured as an option in the setup menu. (Default is
1036 "less aggressive" which means "ask user if something can be lost"
1037 when pressing the Escape key.)
1039 2002-04-02 src/screen.c
1040 * Added "graphics setup" screen.
1042 2002-04-01 src/screen.c
1043 * Changed "choose level" setup screen stuff to be more generic (to
1044 make it easier to add more "choose from generic tree" setup screens).
1046 2002-04-01 src/config.c, src/timestamp.h
1047 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1048 automatically gets created by "src/Makefile" and contains an actual
1049 compile-time timestamp to identify development versions of the game).
1051 2002-03-31 src/tape.c, src/events.c
1052 * Added quick game/tape save/load functions to tape stuff which can be
1053 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1054 loads previously recorded tape and directly goes into recording mode
1055 from the end of the tape (therefore appending to the tape).
1057 2002-03-31 src/tape.c
1058 * Added "index mark" function to tape recorder. When playing or
1059 recording, "eject" button changes to "index" button. Setting index
1060 mark is not yet implemented, but pressing index button when playing
1061 allows very quick advancing to end of tape (when normal playing),
1062 very fast forward mode (when playing with normal fast forward) or
1063 very fast reaching of "pause before end of tape" (when playing with
1064 "pause before end" playing mode).
1066 2002-03-30 src/cartoons.c
1067 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1069 2002-03-29 src/screen.c
1070 * Changed setup screen stuff to be more generic (to make it easier
1071 to add more setup screens).
1073 2002-03-23 src/main.c, src/main.h
1074 * Various changes due to the introduction of the new libgame files
1075 "setup.c" and "joystick.c".
1077 2002-03-23 src/files.c
1078 * Generic parts of "src/files.c" (mainly setup and level directory
1079 stuff) moved to new libgame file "src/libgame/setup.c".
1081 2002-03-23 src/joystick.c
1082 * File "src/joystick.c" moved to libgame source tree, with
1083 correspondig changes.
1085 2002-03-22 src/screens.c
1086 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1087 (Wrong level series information displayed when entering main group.)
1089 2002-03-22 src/editor.c
1090 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1092 2002-03-22 src/editor.c
1093 * Changed behaviour of "Escape" key in level editor to be more
1094 intuitive: When in "Element Properties" or "Level Info" mode,
1095 return to "Drawing Mode" instead of leaving the level editor.
1097 2002-03-21 src/game.c, src/editor.c, src/files.c
1098 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1099 gems (emeralds, diamonds, ...) slipping down from normal wall,
1100 steel wall and growing wall (as in E.M.C. style levels). Although
1101 the behaviour of contributed and private levels wasn't changed (due
1102 to the use of "level.game_version"; see previous entry), editing
1103 those levels will (of course) change the behaviour accordingly.
1105 This change seems a bit too hard after thinking about it, because
1106 the EM style behaviour is not the "expected" behaviour (gems would
1107 normally only slip down from "rounded" walls). Therefore this was
1108 now changed to an element property for gem style elements, with the
1109 default setting "off" (which means: no special EM style behaviour).
1110 To fix older converted levels, this flag is set to "on" for pre-2.0
1111 levels that are neither contributed nor private levels.
1113 2002-03-20 src/files.h
1114 * Corrected settings for "level.game_version" depending of level type.
1115 (Contributed and private levels always get played with game engine
1116 version they were created with, while converted levels always get
1117 played with the most recent version of the game engine, to let new
1118 corrections of the emulation behaviour take effect.)
1120 2002-03-20 src/main.h
1121 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1122 compiling the SDL version on some systems.
1123 Thanks to the several people who pointed this out.
1126 * Version number set to 2.0.2.
1129 * Version 2.0.1 released.
1131 2002-03-18 src/screens.c
1132 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1134 2002-03-18 src/files.c [src/libgame/misc.c]
1135 * Moved some common functions from src/files.c to src/libgame/misc.c.
1137 2002-03-18 src/files.c [src/libgame/misc.c]
1138 * Changed permissions for new directories and saved files (especially
1139 score files) according to suggestions of Debian users and mantainers.
1140 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1142 2002-03-17 src/files.c
1143 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1144 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1145 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1146 for levels and "TAPE" for tapes). Old "cookie" style format is
1147 still supported for reading. New level and tape files are written
1150 * New IFF chunk "VERS" contains version numbers for file and game
1151 (where "game version" is the version of the program that wrote the
1152 file, and "file version" is a version number to distinguish files
1153 with different format, for example after adding new features).
1155 2002-03-15 src/screen.c
1156 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1157 (Before, you heard a mixture of the in-game music and the
1158 hall-of-fame music.)
1160 2002-03-14 src/events.c
1161 * Function "DumpTape()" (files.c) now available by pressing 't' from
1162 main menu (when in DEBUG mode).
1164 2002-03-14 src/game.c
1165 * "GameWon()": When game was won playing a tape, now there is no delay
1166 raising the score and no corresponding sound is played.
1168 2002-03-14 src/files.c
1169 * Changed "LoadTape()" for real chunk support and also adjusted
1170 "SaveTape()" accordingly.
1172 2002-03-14 src/game.c, src/tape.c, src/files.c
1173 * Important changes to tape format: The old tape format stored all
1174 actions with a real effect with a corresponding delay between the
1175 stored actions. This had some major disadvantages (for example,
1176 push delays had to be ignored, pressing a button for some seconds
1177 mutated to several single button presses because of the non-action
1178 delays between two action frames etc.). The new tape format just
1179 stupidly records all device actions and replays them later. I really
1180 don't know why I haven't solved it that way before?! Old-style tapes
1181 (with tape file version less than 2.0) get converted to the new
1182 format on-the-fly when loading and can therefore still be played;
1183 only some minor parts of the old-style tape handling code was needed.
1184 (A perfect conversion is not possible, because there is information
1185 missing about the device actions between two action frames.)
1187 2002-03-14 src/files.c
1188 * New function "DumpTape()" to dump the contents of the current tape
1189 in a human readable format.
1191 2002-03-14 src/game.c
1192 * Small tape bug fixed: When automatically advancing to next level
1193 after a game was won, the tape from the previous level still was
1194 loaded as a tape for the new level.
1196 2002-03-14 src/tape.c
1197 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1198 tape, cartoons did not get completely removed because
1199 StopAnimation() was not called.
1201 2002-03-13 src/files.c
1202 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1203 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1204 size even when using 16-bit elements). Added new chunk "CNT2" for
1205 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1206 chunk even when content was 16-bit element). "CNT2" should now be
1207 able to store content for arbitrary elements (up to eight blocks of
1208 3 x 3 element arrays). All "CNT2" elements will always be stored as
1209 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1211 2002-03-13 src/files.c
1212 * Changed "LoadLevel()" for real chunk support.
1214 2002-03-12 src/game.c
1215 * Fixed problem (introduced after 2.0.0 release) with penguins
1216 not getting killed by enemies
1218 2002-02-24 src/game.c, src/main.h
1219 * Added "player->is_moving"; now "player->last_move_dir" does
1220 not contain any information if the player is just moving at
1222 Before, "player->last_move_dir" was misused for this purpose
1223 for the robot stuff (robots don't kill players when they are
1224 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1225 broke tapes when walking through pipes!
1226 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1227 in a continuous movement. This fact is ignored for friends and