2 * fixed some bugs in player focus switching in EMC and RND game engine
5 * added special Supaplex animations for Murphy digging and snapping
6 * added special Supaplex animations for Murphy being bored and sleeping
9 * added four new yam yams with explicit start direction for EMC engine
12 * fixed small bug in EMC level loader (copyright sign in EM II levels)
15 * added delayed ignition of EM style dynamite when used in R'n'D engine
16 * added limited movement range to EMC engine when focus on all players
19 * fixed bug with missing (zero) score values for native Supaplex levels
22 * added "continuous snapping" (snapping many elements while holding the
23 snap key pressed, without releasing the snap key after each element)
24 as a new player setting for more compatibility with the classic games
27 * finished scrolling for "focus on all players" in EMC graphics engine
30 * level sets with "levels: 0" are ignored for levels, but not artwork
31 * fixed bug when scanning empty level group directories (endless loop)
34 * fixed bug with explosion graphic for player using "Murphy" graphic
35 * fixed bug with explosion graphic if player leaves explosion in time
36 * changed some descriptive text in setup menu to use medium-width font
37 * added key shortcut settings for switching player focus to setup menu
40 * fixed bug with random value initialization when recording tapes
41 * fixed bug with playing single player tapes when team mode activated
44 * fixed little bug when trying to switch to player that does not exist
47 * added player switching (visual and quick) to R'n'D and EM game engine
48 * added setup option to select visual or quick in-game player switching
51 * added use of "Home" and "End" keys to handle element list in editor
54 * fixed bug with adding score when playing tape with EMC game engine
55 * added steel wall border for levels using EMC engine without border
56 * finally fixed delayed scrolling in EMC engine also for small levels
59 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
62 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
63 * fixed bug when displaying info element without action, but direction
66 * fixed minor graphical problems with springs smashing and slurping
67 (when using R'n'D style graphics instead of EMC style graphics)
70 * added scroll delay (as configured in setup) to EMC graphics engine
73 * improved screen redraw for EMC graphics engine (faster and smoother)
74 * when not scrolling, do not redraw the whole playfield if not needed
77 * added multi-player mode for EMC game engine (with up to four players)
80 * added android (can clone elements) from EMC engine to R'n'D engine
83 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
86 * added selectbox for initial player speed to player settings in editor
89 * version 3.1.2 created that is basically version 3.1.1, but with a
90 major bug fixed that prevented editing your own private levels
91 * version 3.1.2 released
94 * added magic ball (creates elements) from EMC engine to R'n'D engine
97 * uploaded fixed pre-release version 3.2.0-6 binary and source code
100 * fixed bug when using "CE can leave behind <trigger element>"
101 * added new change condition "(after/when) creation of <element>"
102 * added new change condition "(after/when) digging <element>"
103 * fixed bug accessing invalid gadget that caused crashes under Windows
104 * deactivated new possibility for multiple CE changes per frame
107 * uploaded pre-release (test) version 3.2.0-6 binary and source code
110 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
111 * fixed bug with not keeping CE value for moving CEs with only action
112 * changed CE action selectboxes in editor to be only reset when needed
115 * added option "use artwork from element" for custom player artwork
116 * added option "use explosion from element" for player explosions
119 * added cascaded element lists in the level editor
120 * added persistence for cascaded element lists by "editorcascade.conf"
121 * added dynamic element list with all elements used in current level
122 * added possibility for multiple CE changes per frame (experimental)
125 * uploaded pre-release (test) version 3.2.0-5 binary and source code
128 * changed "score for each 10 seconds/steps left" to "1 second/step"
129 * added own score for collecting "extra time" instead of sharing it
130 * added change events "switched by player" and "player switches <e>"
131 * added change events "snapped by player" and "player snaps <e>"
132 * added "set player artwork: <element choice>" to CE action options
133 * added change event "move of <element>"
136 * added "set player shield: off / normal / deadly" to CE action options
137 * added new player option "use level start element" in level editor
138 to set the correct focus at level start to elements from which the
139 player is created later (this did not work before for cascaded CE
140 changes resulting in creation of the player; it is now also possible
141 to create the player from a yam yam which is smashed at level start)
144 * added "set player speed: frozen (not moving)" to CE action options
145 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
148 * added new player option "block snap field" (enabled by default) to
149 make it possible to show a snapping animation like in Emerald Mine
152 * added dynamic selectboxes to custom element action settings in editor
153 * added "CE value" counter for custom elements (instead of "CE count")
154 * added option to use the last "CE value" after custom element change
155 * added option to use the "CE value" of other elements in CE actions
156 * fixed odd behaviour when pressing time orb in levels w/o time limit
157 * added checkbox "use time orb bug" for older levels that use this bug
160 * added missing configuration settings for the following elements:
161 - EL_TIMEGATE_SWITCH (time of open time gate)
162 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
163 - EL_SHIELD_NORMAL (time of shield duration)
164 - EL_SHIELD_DEADLY (time of shield duration)
165 - EL_EXTRA_TIME (time added to level time)
166 - EL_TIME_ORB_FULL (time added to level time)
169 * added "wind direction" as a movement pattern for custom elements
170 * added initial wind direction for balloon / custom elements to editor
171 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
174 * added parameters for "game of life" and "biomaze" elements to editor
177 * added level file chunk "CONF" for generic level and element settings
180 * uploaded pre-release (test) version 3.2.0-4 binary and source code
183 * skip empty level sets (with "levels: 0"; may be artwork base sets)
184 * added sound action ".page[1]" to ".page[32]" for each CE change page
187 * added image config suffix ".clone_from" to copy whole image settings
188 * fixed bug with invalid ("undefined") CE settings in old level files
191 * fixed graphical bug with smashing elements falling faster than player
194 * fixed major bug which prevented private levels from being edited
195 * fixed bug with precedence of general and special font definitions
198 * fixed graphical bug with player animation when player moves slowly
201 * uploaded pre-release (test) version 3.2.0-3 binary and source code
204 * fixed bug which prevented "global.num_toons: 0" from working
207 * major code cleanup (removed all these annoying "#if 0" blocks)
210 * added custom element actions for CE change page in level editor
213 * fixed music initialization bug in init.c (thanks to David Binderman)
214 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
215 (this bug must probably be fixed at other places, too)
218 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
219 (should be '#include <SDL.h>' instead)
222 * fixed bug which prevented "walkable from no direction" from working
223 (due to compatibility code overwriting this setting after loading)
226 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
229 * version number temporarily set to 3.1.1 (intermediate bugfix release)
230 * version 3.1.1 released
233 * changed some va_arg() arguments from 'long' to 'int', fixing problems
234 on 64-bit architecture systems with LP64 data model
237 * fixed bug with bombs not exploding when hitting the last level line
238 (introduced after the release of 3.1.0)
241 * added support for dumping small-sized level sketches from editor
244 * added recognition of "trigger element" for "change digged element to"
245 (this is not really what the "trigger element" was made for, but its
246 use may seem obvious for leaving back digged elements unchanged)
249 * fixed multiple warnings about failed joystick device initialization
252 * fixed bug with dynamite dropped on top of just dropped custom element
253 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
254 dynamite can still be dropped, but drop key must be released before
257 * fixed bug with wrong start directory when started from file browser
258 (due to this bug, R'n'D could not be started from KDE's Konqueror)
261 * fixed bug causing "change when impact" on player not working
262 * fixed wrong priority of "hitting something" over "hitting <element>"
263 * fixed wrong priority of "hit by something" over "hit by <element>"
266 * fixed graphical bug which caused the player (being Murphy) to show
267 collecting animations although the element was collected by penguin
270 * fixed two bugs causing wrong door background graphics in system.c
271 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
274 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
275 * added "no direction" to "walkable/passable from" selectbox options
278 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
279 * in tape autoplay, not only report broken, but also missing tapes
282 * uploaded pre-release (test) version 3.2.0-2 binary and source code
285 * fixed small bug with "linear" animation not working for active lamp
288 * fixed bug with moving up despite gravity due to "block last field"
289 * fixed small bug with wrong draw offset when typing name in main menu
290 * when reading user names from "passwd", ignore data after first comma
291 * when creating new "levelinfo.conf", only write some selected entries
294 * fixed displaying "imported from/by" on preview with empty string
295 * fixed ignoring draw offset for fonts used for level preview texts
298 * fixed a delay problem with SDL and too many mouse motion events
299 * added setup option "skip levels" and level skipping functionality
302 * added move speed "not moving" for non-moving CEs, but with direction
305 * fixed mapping of obsolete element token names in "editorsetup.conf"
306 * fixed bug with sound "acid.splashing" treated as a loop sound
307 * fixed some little sound bugs in native EM engine
310 * fixed small bug when dragging scrollbars to end positions
313 * added editor element descriptions written by Aaron Davidson
316 * improved fallback handling when configured artwork is not available
317 (now using default artwork instead of exiting when files not found)
320 * fixed bug on level selection screen when dragging scrollbar
323 * fixed bug which caused broken tapes when appending to EM engine tapes
326 * uploaded pre-release (test) version 3.2.0-1 binary and source code
329 * added code to replace changed artwork config tokens with other tokens
330 (needed for backwards compatibility, so that older tokens still work)
333 * added native R'n'D graphics for some new EMC elements in EM engine
336 * fixed some bugs in the EM engine integration code
337 * changed EM engine code to allow diagonal movement
338 * changed EM engine code to allow use of separate snap and drop keys
341 * fixed some redraw bugs when using EM engine
344 * fixed bug with not converting RND levels which are set to use native
345 engine to native level structure when loading
348 * uploaded pre-release (test) version 3.2.0-0 binary and source code
351 * version number set to 3.2.0
354 * level data now reset to defaults after attempt to load invalid file
357 * added use of "editorsetup.conf" for different level sets
360 * added auto-detection for various types of Emerald Mine level files
363 * fixed bug with scrollbars getting too small when list is very large
366 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
369 * added most level editor configuration gadgets for new EMC elements
372 * added more element and graphic definitions for new EMC elements
375 * modified native EM engine to use integrated R'n'D sound system
378 * added SDL support to graphics functions in native EM engine
379 (by always using generic libgame interface functions)
382 * fixed bug in frame synchronization in native EM engine
385 * added code to convert levels between R'n'D and native EM engine
388 * new Emerald Mine engine can now play levels selected in main menu
391 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
392 (which creates scaled down graphics for level editor and preview);
393 there's still a memory leak somewhere in the artwork handling code
394 * added "scale image up" functionality to X11 version of zoom function
397 * first attempts to integrate new, native Emerald Mine Club engine
400 * fixed bug in gadget code which caused reset of CEs in level editor
401 (example: pressing 'b' [grab brush] on CE config page erased values)
402 (solution: check if gadgets in ClickOnGadget() are really mapped)
403 * improved level change detection in editor (settings now also checked)
404 * fixed bug with "can move into acid" and "don't collide with" state
407 * fixed maze runner style CEs to use the configured move delay value
410 * added Aaron Davidson's tutorial level set to the "Tutorials" section
413 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
414 * fixed the above fix because it broke level set "machine" (*sigh*)
415 * fixed random element placement in level editor to work as expected
416 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
419 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
422 * fixed bug (missing array boundary check) which caused broken tapes
423 * fixed bug (when loading level template) which caused broken levels
424 * fixed bug with new block last field code when using non-yellow player
427 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
428 * internal change of how the player blocks the last field when moving
429 * fixed blocking delay of last field for EM and SP style block delay
430 * fixed bug where the player had to wait for the usual move delay after
431 unsuccessfully trying to move, when he directly could move after that
432 * the last two changes should make original Supaplex level 93 solvable
433 * improved use of random number generator to make it less predictable
434 * fixed behaviour of slippery SP elements to let slip left, then right
437 * fixed bug with wrong door state after trying to quickload empty tape
438 * fixed waste of static memory usage of the binary, making it smaller
439 * fixed very little graphical bug in Supaplex explosion
442 * version number set to 3.1.1
445 * version 3.1.0 released
448 * fixed bug with crash when writing user levelinfo.conf the first time
451 * added option "convert LEVELDIR [NR]" to command line batch commands
452 * re-converted Supaplex levels to apply latest engine fixes
453 * changed "use graphic/sound of element" to "use graphic of element"
454 due to compatibility problems with some levels ("bug machine" etc.)
457 * fixed bug with CE change replacing player with same or other player
460 * fixed bug with opaque font in envelope with background graphic when
461 background graphic is not transparent itself
464 * added "gravity on" and "gravity off" ports for Supaplex compatibility
465 * corrected original Supaplex level loading code to use these new ports
466 * also corrected Supaplex loader to auto-count infotrons if set to zero
469 * fixed bug with missing initialization of "modified" flag for GEs
472 * fixed bug that caused endless recursion loop when relocating player
473 * fixed tape recorder bug in "step mode" when using "pause before end"
474 * fixed tape recorder bug when changing from "warp forward" mode
477 * fixed bug with "when touching" for pushed elements at last position
480 * fixed bug that caused two activated toolbox buttons in level editor
481 * fixed bug with exploding dynabomb under player due to other explosion
484 * fixed bug with creating walkable custom element under player (again)
485 * fixed bug with not copying explosion type when copying CEs in editor
486 * fixed graphical bug when drawing player in setup menu (input devices)
487 * fixed graphical bug when the player is pushing an accessible element
488 * fixed bug with classic switchable elements triggering CE changes
489 * fixed bug with entering/leaving walkable element in RelocatePlayer()
490 * fixed crash bug when CE leaves behind the trigger player element
493 * fixed bug with broken tubes after placing/exploding dynamite in them
494 * fixed bug with exploding dynamite under player due to other explosion
495 * fixed bug with not resetting push delay under certain circumstances
498 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
499 * added network multiplayer code for Windows (thanks to Niko Böhm)
502 * added option "reachable despite gravity" for gravity movement
503 * changed gravity movement of most classic walkable and passable
504 elements back to "not reachable" (for compatibility reasons)
507 * fixed (removed) "indestructible" / "can explode" dependency in editor
508 * fixed (removed) "accessible inside" / "protected" dependency
509 * fixed (removed) "step mode" / "shield time" dependency
512 * fixed dynabombs exploding now into anything diggable
513 * fixed Supaplex style gravity movement into buggy base now impossible
514 * added pressing key "space" as valid action to select menu options
517 * added "replace when walkable" to relocate player to walkable element
518 * added "enter"/"leave" event for elements affected by relocation
519 * fixed "direct"/"indirect" change order also for "when change" event
520 * fixed graphical bug when pushing things from elements walkable inside
523 * fixed graphic bug when player is snapping while moving in old levels
524 * fixed bug when a moving custom element leaves a player element behind
525 * fixed bug with mole not disappearing when moving into acid pool
526 * fixed bug with incomplete path setting when using "--basepath" option
527 * moving CE can now leave walkable elements behind under the player
528 * when relocating, player can be set on walkable element now
529 * fixed another gravity movement bug
532 * uploaded pre-release (test) version 3.1.0-2 binary and source code
535 * added "collectible" and "removable" to extended replacement types
536 (where "removable" replaces "diggable" and "collectible" elements)
537 * added "collectible & throwable" (to throw element to the next field)
538 * fixed bug with CEs digging elements that are just about to explode
539 * changed mouse cursor now always being visible when game is paused
542 * added possibility to push/press accessible elements from a side that
544 * fixed bug with not setting actual date when appending to tape
547 * fixed bug with incorrectly initialized custom element editor graphics
550 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
551 - number of levels corrected from 18 to 17 in "levelinfo.conf"
554 * fixed bug with destroyed robot wheel still attracting robots forever
555 * fixed bug with time gate switch deactivating after robot wheel time
556 (while the time gate itself is not affected by this misbehaviour)
557 * changed behaviour of BD style amoeba to always get blocked by player
558 (before it was different when there were non-BD elements in level)
559 * fixed bug with player destroying indestructable elements with shield
562 * added option to make growing elements grow into anything diggable
563 (for the various amoeba types, biomaze and "game of life")
566 * fixed bug with movable elements not moving after left behind by CEs
567 * changed gravity movement to anything diggable, not only sand/base
568 * optionally allowing passing to walkable element, not only empty space
569 * added option "can pass to walkable element" for players
570 * finally fixed gravity movement (hopefully)
573 * fixed bug with movable elements not moving anymore after falling down
576 * fixed another bug with custom elements digging and leaving elements
577 * fixed bug with "along left/right side" and automatic start direction
578 * trigger elements now also displayed when "more custom" deactivated
579 * fixed bug with clipboard element initialized when loading new level
580 * added option "drop delay" to set delay before dropping next element
583 * uploaded pre-release (test) version 3.1.0-1 binary and source code
586 * added copy and paste functions for custom change pages
587 * enhanced graphical display and functionality of tape recorder
588 * fixed bug with custom elements digging and leaving elements
591 * added move speed faster than "very fast" for custom elements
592 * fixed bug with 3+3 style explosions and missing border content
593 * fixed little bug when copying custom elements in the editor
594 * enhanced custom element changes by more side trigger actions
597 * added option "no scrolling when relocating" for instant teleporting
598 * uploaded pre-release (test) version 3.1.0-0 binary and source code
601 * added trigger element and trigger player to use as target elements
602 * added copy and paste functions for custom and group elements
605 * fixed graphical bug when displaying explosion animations
606 * fixed bug when appending to tapes, resulting in broken tapes
607 * re-recorded a few tapes broken by fixing gravity checking bug
610 * "can move into acid" property now for all elements independently
611 * "can fall into acid" property for player stored in same bitfield now
612 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
613 * version number set to 3.1.0 (finally!)
616 * changed tape recording to only record input, not programmed actions
619 * fixed totally broken (every 8th frame skipped) step-by-step recording
620 * fixed bug with requester not displayed when quick-loading interrupted
621 * added option "can fall into acid (with gravity)" for players
622 * fixed bug with player not falling when snapping down with gravity
625 * fixed bug which messed up key config when using keypad number keys
628 * fixed bug which allowed moving upwards even when gravity was active
629 * fixed bug with missing error handling when dumping levels or tapes
632 * added different colored editor graphics for Supaplex gravity tubes
635 * fixed bug that allowed solvable tapes for unsolvable levels
638 * use unlimited number of droppable elements when "count" set to zero
639 * added option to use step limit instead of time limit for level
642 * added player and change page as trigger for custom element change
645 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
648 * fixed bug with dark yamyam changing to acid when moving over acid
649 * fixed handling of levels with more than 999 seconds level time
650 (example: level 76 of "Denmine")
653 * "spring push bug" reintroduced as configurable element property
654 * fixed bug with missing properties for "mole"
655 * fixed bug that showed up when fixing the above "mole" properties bug
656 * added option "can move into acid" for all movable elements
657 * fixed graphical bug for elements moving into acid
658 * changed event handling to handle all pending events before going on
661 * fixed bug which caused all CE change pages to be ignored which had
662 the same change event, but used a different element side
663 (reported by Simon Forsberg)
665 * fixed bug which caused elements that can move and fall and that are
666 transported by a conveyor belt to continue moving into that direction
667 after leaving the conveyor belt, regardless of their own movement
668 type; only elements which can not move are transported now
669 (reported by Simon Forsberg)
671 * fixed bug which could cause an array overflow in RelocatePlayer()
672 (reported by Niko Böhm)
674 * changed Emerald Mine style "passable / over" elements to "protected"
675 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
677 * added new option to select from which side a "walkable/passable"
678 element can be entered
681 * added explosion and ignition delay for elements that can explode
684 * fixed bug which caused player not being protected against enemies
685 when a CE was "walkable / inside" and was not "indestructible"
686 * added "walkable/passable" fields to be "protected/unprotected"
687 against enemies, even if not accessible "inside" but "over/under"
690 * corrected move pattern to 32 bit and initial move direction to 8 bit
693 * added second custom element base configuration page
696 * added some special EMC mappings to Emerald Mine level loader
697 (also covering previously unknown element in level 0 of "Bondmine 8")
700 * added option to block last field when player is moving (for Supaplex)
701 * adjusted push delay of Supaplex elements
702 * removed delays for envelopes etc. when replaying with maximum speed
703 * fixed bug when dropping element on a field that just changed to empty
706 * fixed bug: infotrons can now smash yellow disks
707 * fixed bug: when gravity active, port above player can now be entered
708 * removed "one white dot" mouse pointer which irritated some people
711 * added "choice type" for group element selection
714 * fixed bug with initial invulnerability of non-yellow player
717 * added level loader for loading native Supaplex packed levels
718 (including multi-part levels like the "splvls99" levels)
721 * fixed bug which allowed creating emeralds by escaping explosions
724 * custom elements can change (limited) or leave (unlimited) elements
725 * finally added multiple matches using group elements
726 * added shortcut to dump brush (type ":DB" in editor) for use in forum
729 * added new start movement type "previous" for continued CE movement
730 * added new start movement type "random" for random CE movement start
733 * added new element "sokoban_field_player" needed for Sokoban levels
734 (thanks to Ed Booker for pointing this out!)
737 * added elements that can be digged or left behind by custom elements
740 * added group elements for multiple matches and random element creation
743 * fixed some graphical errors displayed in old levels
746 * fixed wrong double speed movement after passing closing gates
749 * added level loader for loading native Emerald Mine levels
752 * changes for "shooting" style CE movement
755 * Happy New Year! ;-)
758 * changed default snap/drop keys from left/right Shift to Control keys
761 * fixed bug with dead player getting reanimated from custom element
764 * fixed bug with wrong penguin graphics (when entering exit)
767 * fixed bug with wrong "Murphy" graphics (when digging etc.)
770 * version number set to 3.0.9
773 * version 3.0.8 released
776 * added function checked_free()
779 * fixed bug with double nut cracking sound
780 (by eliminating "default element action sound" assignment in init.c)
783 * fixed crash when no music info files are available
786 * fixed boring and sleeping sounds
789 * added "maze runner" and "maze hunter" movement types
790 * added extended collision conditions for custom elements
793 * added warnings for undefined token values in artwork config files
796 * added menu entry for level set information to the info screen
799 * fixed bug with wrong default impact sound for colored emeralds
802 * added several sub-screens for the info screen
803 * menu text now also clickable (not only blue/red sphere left of it)
806 * added configurable "bored" and "sleeping" animations for the player
807 * added "awakening" sound for player when waking up after sleeping
810 * added "copy" and "exchange" functions for custom elements to editor
813 * added configurable element animations for info screen
816 * added configurable music credits for info screen
819 * finally fixed tape recording when player is created from CE change
822 * added "editorsetup.conf" for editor element list configuration
825 * added "musicinfo.conf" for menu and level music configuration
828 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
829 (that only showed up on Linux, but not on Windows systems)
832 * fixed turning movement of butterflies and fireflies (no frame reset)
833 * enhanced sniksnak turning movement (two steps instead of only one)
836 * version number set to 3.0.8
839 * version 3.0.7 released
842 * fixed reset of player animation frame when, for example,
843 walking, digging or collecting share the same animation
844 * fixed CE with "deadly when touching" exploding when touching amoeba
847 * fixed tape recording when player is created from CE element change
850 * introduced "turning..." action graphic for elements with move delay
851 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
852 * added turning animations for bug, spaceship and sniksnak
855 * prevent "extended" changed elements from delay change in same frame
858 * fixed bug when pushing element that can move away to the side
859 (like pushing falling elements, but now with moving elements)
862 * finally fixed serious bug in code for delayed element pushing (again)
865 * unavailable setup options now marked as "n/a" instead of "off"
866 * new boolean directive "latest_engine" for "levelinfo.conf": when set
867 to "true", levels are always played with the latest game engine,
868 which is desired for levels that are imported from other games; all
869 other levels are played with the engine version stored in level file
870 (which is normally the engine version the level was created with)
873 * fixed serious bug in code for delayed element pushing
874 * fixed little bug in animation frame selection for pushed elements
875 * speed-up of reading config file for verbose output
878 * added configuration option for opening and closing Supaplex exit
879 * added configuration option for moving up/down animation for Murphy
880 * fixed incorrectly displayed animation for attacking dragon
881 * fixed bug with not setting initial gravity for each new game
882 * fixed bug with teleportation of player by custom element change
883 * fixed bug with player not getting smashed by rock sometimes
886 * version number set to 3.0.7
889 * version 3.0.6 released
892 * added support for MP3 music for SDL version through SMPEG library
895 * fixed bug when initializing font graphic structure
896 * fixed bug with animation mode "pingpong" when using only 1 frame
897 * fixed bug with extended change target introduced in 3.0.5
898 * fixed bug where passing over moving element doubles player speed
899 * fixed bug with elements continuing to move into push direction
900 * fixed bug with duplicated player when dropping bomb with shield on
901 * added "switching" event for custom elements ("pressing" only once)
902 * fixed switching bug (resetting flag when not switching but not idle)
905 * fixed element tokens for certain file elements with ".active" etc.
908 * version number set to 3.0.6
911 * version 3.0.5 released
914 * now four envelope elements available
915 * font, background, animation and sound for envelope now configurable
916 * main menu doors opening/closing animation type now configurable
919 * active/inactive sides configurable for custom element changes
920 * new movement type "move when pushed" available for custom elements
923 * fixed bug in multiple config pages loader code that caused crashes
926 * enhanced (remaining low-resolution) Supaplex graphics
929 * version number set to 3.0.5
932 * version 3.0.4 released
934 2003-09-12 src/tools.c
935 * fixed bug in custom definition of crumbled element graphics
937 2003-09-11 src/files.c
938 * fixed bug in multiple config pages code that caused crashes
941 * version number set to 3.0.4
944 * version 3.0.3 released
947 * added music to Supaplex classic level set
949 2003-09-07 src/libgame/misc.c
950 * added support for loading various music formats through SDL_mixer
952 2003-09-06 (various source files)
953 * fixed several nasty bugs that may have caused crashes on some systems
954 * added envelope content which gets displayed when collecting envelope
955 * added multiple change event pages for custom elements
957 2003-08-24 src/game.c
958 * fixed problem with player animation when snapping and moving
960 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
961 * fixed problem with flickering when drawing toon animations
963 2003-08-23 src/libgame/sdl.c
964 * fixed problem with setting mouse cursor in SDL version in fullscreen
966 2003-08-23 src/game.c
967 * fixed bug (missing array boundary check) which could crash the game
970 * version number set to 3.0.3
973 * version 3.0.2 released
975 2003-08-21 src/game.c
976 * fixed bug with creating inaccessible elements at player position
978 2003-08-20 src/init.c
979 * fixed bug with not finding current level artwork directory
981 2003-08-20 src/files.c
982 * fixed bug with choosing wrong engine version when playing tapes
983 * fixed bug with messing up custom element properties in 3.0.0 levels
986 * version number set to 3.0.2
989 * version 3.0.1 released
991 2003-08-17 (no source files affected)
992 * changed all "classic" PCX image files with 16 colors or less to
993 256 color (8 bit) storage format, because the Allegro game library
994 cannot handle PCX files with less than 256 colors (contributed
995 graphics are not affected and might look wrong in the DOS version)
997 2003-08-16 src/init.c
998 * fixed bug which (for example) crashed the level editor when defining
999 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1000 (only set to default) -- invalid graphics now set to default graphic
1002 2003-08-16 src/init.c
1003 * fixed graphical bug of player digging/collecting/snapping element
1004 when no corresponding graphic/animation is defined for this action,
1005 resulting in player being drawn as EL_EMPTY (which should only be
1006 done to elements being collected, but not to the player)
1008 2003-08-16 src/game.c
1009 * fixed small graphical bug of player not totally moving into exit
1011 2003-08-16 src/libgame/setup.c
1012 * fixed bug with wrong MS-DOS 8.3 filename conversion
1014 2003-08-16 src/tools.c
1015 * fixed bug with invisible mouse cursor when pressing ESC while playing
1017 2003-08-16 (various source files)
1018 * added another 128 custom elements (disabled in editor by default)
1020 2003-08-16 src/editor.c
1021 * fixed NULL string bug causing Solaris to crash in sprintf()
1023 2003-08-16 src/screen.c
1024 * fixed drawing over scrollbar on level selection with custom fonts
1026 2003-08-15 src/game.c
1027 * cleanup of simple sounds / loop sounds / music settings
1029 2003-08-08 (various source files)
1030 * added custom element property for dropping collected elements
1032 2003-08-08 src/conf_gfx.c
1033 * fixed bug with missing graphic for active red disk bomb
1035 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1036 * extended variable "level.gravity" to "level.initial_gravity" and
1037 "game.current_gravity" to prevent level setting from being changed
1038 by playing the level (keeping the runtime value after playing)
1040 * fixed graphics bug when digging element that has 'crumbled' graphic
1041 definition, but not 'diggable' graphic definition
1044 * version number set to 3.0.1
1047 * version 3.0.0 released
1050 * various bug fixes; among others:
1051 - fixed bug with pushing spring over empty space
1052 - fixed bug with leaving tube while placing dynamite
1053 - fixed bug with explosion of smashed penguins
1054 - allow Murphy player graphic in levels with non-Supaplex elements
1058 * I have forgotten to document changes for some time
1061 * pre-release version 2.2.0rc1 released
1064 * version number set to 2.1.2
1067 * version 2.1.1 released
1070 * version number set to 2.1.1
1073 * version 2.1.0 released
1076 * version number set to 2.1.0
1078 2002-04-03 to 2002-05-19 (various source files)
1079 * graphics, sounds and music now fully configurable
1080 * bug fixed that prevented walking through tubes when gravity on
1082 2002-04-02 src/events.c, src/editor.c
1083 * Make Escape key less aggressive when playing or when editing level.
1084 This can be configured as an option in the setup menu. (Default is
1085 "less aggressive" which means "ask user if something can be lost"
1086 when pressing the Escape key.)
1088 2002-04-02 src/screen.c
1089 * Added "graphics setup" screen.
1091 2002-04-01 src/screen.c
1092 * Changed "choose level" setup screen stuff to be more generic (to
1093 make it easier to add more "choose from generic tree" setup screens).
1095 2002-04-01 src/config.c, src/timestamp.h
1096 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1097 automatically gets created by "src/Makefile" and contains an actual
1098 compile-time timestamp to identify development versions of the game).
1100 2002-03-31 src/tape.c, src/events.c
1101 * Added quick game/tape save/load functions to tape stuff which can be
1102 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1103 loads previously recorded tape and directly goes into recording mode
1104 from the end of the tape (therefore appending to the tape).
1106 2002-03-31 src/tape.c
1107 * Added "index mark" function to tape recorder. When playing or
1108 recording, "eject" button changes to "index" button. Setting index
1109 mark is not yet implemented, but pressing index button when playing
1110 allows very quick advancing to end of tape (when normal playing),
1111 very fast forward mode (when playing with normal fast forward) or
1112 very fast reaching of "pause before end of tape" (when playing with
1113 "pause before end" playing mode).
1115 2002-03-30 src/cartoons.c
1116 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1118 2002-03-29 src/screen.c
1119 * Changed setup screen stuff to be more generic (to make it easier
1120 to add more setup screens).
1122 2002-03-23 src/main.c, src/main.h
1123 * Various changes due to the introduction of the new libgame files
1124 "setup.c" and "joystick.c".
1126 2002-03-23 src/files.c
1127 * Generic parts of "src/files.c" (mainly setup and level directory
1128 stuff) moved to new libgame file "src/libgame/setup.c".
1130 2002-03-23 src/joystick.c
1131 * File "src/joystick.c" moved to libgame source tree, with
1132 correspondig changes.
1134 2002-03-22 src/screens.c
1135 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1136 (Wrong level series information displayed when entering main group.)
1138 2002-03-22 src/editor.c
1139 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1141 2002-03-22 src/editor.c
1142 * Changed behaviour of "Escape" key in level editor to be more
1143 intuitive: When in "Element Properties" or "Level Info" mode,
1144 return to "Drawing Mode" instead of leaving the level editor.
1146 2002-03-21 src/game.c, src/editor.c, src/files.c
1147 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1148 gems (emeralds, diamonds, ...) slipping down from normal wall,
1149 steel wall and growing wall (as in E.M.C. style levels). Although
1150 the behaviour of contributed and private levels wasn't changed (due
1151 to the use of "level.game_version"; see previous entry), editing
1152 those levels will (of course) change the behaviour accordingly.
1154 This change seems a bit too hard after thinking about it, because
1155 the EM style behaviour is not the "expected" behaviour (gems would
1156 normally only slip down from "rounded" walls). Therefore this was
1157 now changed to an element property for gem style elements, with the
1158 default setting "off" (which means: no special EM style behaviour).
1159 To fix older converted levels, this flag is set to "on" for pre-2.0
1160 levels that are neither contributed nor private levels.
1162 2002-03-20 src/files.h
1163 * Corrected settings for "level.game_version" depending of level type.
1164 (Contributed and private levels always get played with game engine
1165 version they were created with, while converted levels always get
1166 played with the most recent version of the game engine, to let new
1167 corrections of the emulation behaviour take effect.)
1169 2002-03-20 src/main.h
1170 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1171 compiling the SDL version on some systems.
1172 Thanks to the several people who pointed this out.
1175 * Version number set to 2.0.2.
1178 * Version 2.0.1 released.
1180 2002-03-18 src/screens.c
1181 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1183 2002-03-18 src/files.c [src/libgame/misc.c]
1184 * Moved some common functions from src/files.c to src/libgame/misc.c.
1186 2002-03-18 src/files.c [src/libgame/misc.c]
1187 * Changed permissions for new directories and saved files (especially
1188 score files) according to suggestions of Debian users and mantainers.
1189 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1191 2002-03-17 src/files.c
1192 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1193 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1194 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1195 for levels and "TAPE" for tapes). Old "cookie" style format is
1196 still supported for reading. New level and tape files are written
1199 * New IFF chunk "VERS" contains version numbers for file and game
1200 (where "game version" is the version of the program that wrote the
1201 file, and "file version" is a version number to distinguish files
1202 with different format, for example after adding new features).
1204 2002-03-15 src/screen.c
1205 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1206 (Before, you heard a mixture of the in-game music and the
1207 hall-of-fame music.)
1209 2002-03-14 src/events.c
1210 * Function "DumpTape()" (files.c) now available by pressing 't' from
1211 main menu (when in DEBUG mode).
1213 2002-03-14 src/game.c
1214 * "GameWon()": When game was won playing a tape, now there is no delay
1215 raising the score and no corresponding sound is played.
1217 2002-03-14 src/files.c
1218 * Changed "LoadTape()" for real chunk support and also adjusted
1219 "SaveTape()" accordingly.
1221 2002-03-14 src/game.c, src/tape.c, src/files.c
1222 * Important changes to tape format: The old tape format stored all
1223 actions with a real effect with a corresponding delay between the
1224 stored actions. This had some major disadvantages (for example,
1225 push delays had to be ignored, pressing a button for some seconds
1226 mutated to several single button presses because of the non-action
1227 delays between two action frames etc.). The new tape format just
1228 stupidly records all device actions and replays them later. I really
1229 don't know why I haven't solved it that way before?! Old-style tapes
1230 (with tape file version less than 2.0) get converted to the new
1231 format on-the-fly when loading and can therefore still be played;
1232 only some minor parts of the old-style tape handling code was needed.
1233 (A perfect conversion is not possible, because there is information
1234 missing about the device actions between two action frames.)
1236 2002-03-14 src/files.c
1237 * New function "DumpTape()" to dump the contents of the current tape
1238 in a human readable format.
1240 2002-03-14 src/game.c
1241 * Small tape bug fixed: When automatically advancing to next level
1242 after a game was won, the tape from the previous level still was
1243 loaded as a tape for the new level.
1245 2002-03-14 src/tape.c
1246 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1247 tape, cartoons did not get completely removed because
1248 StopAnimation() was not called.
1250 2002-03-13 src/files.c
1251 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1252 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1253 size even when using 16-bit elements). Added new chunk "CNT2" for
1254 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1255 chunk even when content was 16-bit element). "CNT2" should now be
1256 able to store content for arbitrary elements (up to eight blocks of
1257 3 x 3 element arrays). All "CNT2" elements will always be stored as
1258 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1260 2002-03-13 src/files.c
1261 * Changed "LoadLevel()" for real chunk support.
1263 2002-03-12 src/game.c
1264 * Fixed problem (introduced after 2.0.0 release) with penguins
1265 not getting killed by enemies
1267 2002-02-24 src/game.c, src/main.h
1268 * Added "player->is_moving"; now "player->last_move_dir" does
1269 not contain any information if the player is just moving at
1271 Before, "player->last_move_dir" was misused for this purpose
1272 for the robot stuff (robots don't kill players when they are
1273 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1274 broke tapes when walking through pipes!
1275 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1276 in a continuous movement. This fact is ignored for friends and