2 * fixed little bug when trying to switch to player that does not exist
5 * added player switching (visual and quick) to R'n'D and EM game engine
6 * added setup option to select visual or quick in-game player switching
9 * added use of "Home" and "End" keys to handle element list in editor
12 * fixed bug with adding score when playing tape with EMC game engine
13 * added steel wall border for levels using EMC engine without border
14 * finally fixed delayed scrolling in EMC engine also for small levels
17 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
20 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
21 * fixed bug when displaying info element without action, but direction
24 * fixed minor graphical problems with springs smashing and slurping
25 (when using R'n'D style graphics instead of EMC style graphics)
28 * added scroll delay (as configured in setup) to EMC graphics engine
31 * improved screen redraw for EMC graphics engine (faster and smoother)
32 * when not scrolling, do not redraw the whole playfield if not needed
35 * added multi-player mode for EMC game engine (with up to four players)
38 * added android (can clone elements) from EMC engine to R'n'D engine
41 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
44 * added selectbox for initial player speed to player settings in editor
47 * version 3.1.2 created that is basically version 3.1.1, but with a
48 major bug fixed that prevented editing your own private levels
49 * version 3.1.2 released
52 * added magic ball (creates elements) from EMC engine to R'n'D engine
55 * uploaded fixed pre-release version 3.2.0-6 binary and source code
58 * fixed bug when using "CE can leave behind <trigger element>"
59 * added new change condition "(after/when) creation of <element>"
60 * added new change condition "(after/when) digging <element>"
61 * fixed bug accessing invalid gadget that caused crashes under Windows
62 * deactivated new possibility for multiple CE changes per frame
65 * uploaded pre-release (test) version 3.2.0-6 binary and source code
68 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
69 * fixed bug with not keeping CE value for moving CEs with only action
70 * changed CE action selectboxes in editor to be only reset when needed
73 * added option "use artwork from element" for custom player artwork
74 * added option "use explosion from element" for player explosions
77 * added cascaded element lists in the level editor
78 * added persistence for cascaded element lists by "editorcascade.conf"
79 * added dynamic element list with all elements used in current level
80 * added possibility for multiple CE changes per frame (experimental)
83 * uploaded pre-release (test) version 3.2.0-5 binary and source code
86 * changed "score for each 10 seconds/steps left" to "1 second/step"
87 * added own score for collecting "extra time" instead of sharing it
88 * added change events "switched by player" and "player switches <e>"
89 * added change events "snapped by player" and "player snaps <e>"
90 * added "set player artwork: <element choice>" to CE action options
91 * added change event "move of <element>"
94 * added "set player shield: off / normal / deadly" to CE action options
95 * added new player option "use level start element" in level editor
96 to set the correct focus at level start to elements from which the
97 player is created later (this did not work before for cascaded CE
98 changes resulting in creation of the player; it is now also possible
99 to create the player from a yam yam which is smashed at level start)
102 * added "set player speed: frozen (not moving)" to CE action options
103 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
106 * added new player option "block snap field" (enabled by default) to
107 make it possible to show a snapping animation like in Emerald Mine
110 * added dynamic selectboxes to custom element action settings in editor
111 * added "CE value" counter for custom elements (instead of "CE count")
112 * added option to use the last "CE value" after custom element change
113 * added option to use the "CE value" of other elements in CE actions
114 * fixed odd behaviour when pressing time orb in levels w/o time limit
115 * added checkbox "use time orb bug" for older levels that use this bug
118 * added missing configuration settings for the following elements:
119 - EL_TIMEGATE_SWITCH (time of open time gate)
120 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
121 - EL_SHIELD_NORMAL (time of shield duration)
122 - EL_SHIELD_DEADLY (time of shield duration)
123 - EL_EXTRA_TIME (time added to level time)
124 - EL_TIME_ORB_FULL (time added to level time)
127 * added "wind direction" as a movement pattern for custom elements
128 * added initial wind direction for balloon / custom elements to editor
129 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
132 * added parameters for "game of life" and "biomaze" elements to editor
135 * added level file chunk "CONF" for generic level and element settings
138 * uploaded pre-release (test) version 3.2.0-4 binary and source code
141 * skip empty level sets (with "levels: 0"; may be artwork base sets)
142 * added sound action ".page[1]" to ".page[32]" for each CE change page
145 * added image config suffix ".clone_from" to copy whole image settings
146 * fixed bug with invalid ("undefined") CE settings in old level files
149 * fixed graphical bug with smashing elements falling faster than player
152 * fixed major bug which prevented private levels from being edited
153 * fixed bug with precedence of general and special font definitions
156 * fixed graphical bug with player animation when player moves slowly
159 * uploaded pre-release (test) version 3.2.0-3 binary and source code
162 * fixed bug which prevented "global.num_toons: 0" from working
165 * major code cleanup (removed all these annoying "#if 0" blocks)
168 * added custom element actions for CE change page in level editor
171 * fixed music initialization bug in init.c (thanks to David Binderman)
172 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
173 (this bug must probably be fixed at other places, too)
176 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
177 (should be '#include <SDL.h>' instead)
180 * fixed bug which prevented "walkable from no direction" from working
181 (due to compatibility code overwriting this setting after loading)
184 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
187 * version number temporarily set to 3.1.1 (intermediate bugfix release)
188 * version 3.1.1 released
191 * changed some va_arg() arguments from 'long' to 'int', fixing problems
192 on 64-bit architecture systems with LP64 data model
195 * fixed bug with bombs not exploding when hitting the last level line
196 (introduced after the release of 3.1.0)
199 * added support for dumping small-sized level sketches from editor
202 * added recognition of "trigger element" for "change digged element to"
203 (this is not really what the "trigger element" was made for, but its
204 use may seem obvious for leaving back digged elements unchanged)
207 * fixed multiple warnings about failed joystick device initialization
210 * fixed bug with dynamite dropped on top of just dropped custom element
211 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
212 dynamite can still be dropped, but drop key must be released before
215 * fixed bug with wrong start directory when started from file browser
216 (due to this bug, R'n'D could not be started from KDE's Konqueror)
219 * fixed bug causing "change when impact" on player not working
220 * fixed wrong priority of "hitting something" over "hitting <element>"
221 * fixed wrong priority of "hit by something" over "hit by <element>"
224 * fixed graphical bug which caused the player (being Murphy) to show
225 collecting animations although the element was collected by penguin
228 * fixed two bugs causing wrong door background graphics in system.c
229 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
232 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
233 * added "no direction" to "walkable/passable from" selectbox options
236 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
237 * in tape autoplay, not only report broken, but also missing tapes
240 * uploaded pre-release (test) version 3.2.0-2 binary and source code
243 * fixed small bug with "linear" animation not working for active lamp
246 * fixed bug with moving up despite gravity due to "block last field"
247 * fixed small bug with wrong draw offset when typing name in main menu
248 * when reading user names from "passwd", ignore data after first comma
249 * when creating new "levelinfo.conf", only write some selected entries
252 * fixed displaying "imported from/by" on preview with empty string
253 * fixed ignoring draw offset for fonts used for level preview texts
256 * fixed a delay problem with SDL and too many mouse motion events
257 * added setup option "skip levels" and level skipping functionality
260 * added move speed "not moving" for non-moving CEs, but with direction
263 * fixed mapping of obsolete element token names in "editorsetup.conf"
264 * fixed bug with sound "acid.splashing" treated as a loop sound
265 * fixed some little sound bugs in native EM engine
268 * fixed small bug when dragging scrollbars to end positions
271 * added editor element descriptions written by Aaron Davidson
274 * improved fallback handling when configured artwork is not available
275 (now using default artwork instead of exiting when files not found)
278 * fixed bug on level selection screen when dragging scrollbar
281 * fixed bug which caused broken tapes when appending to EM engine tapes
284 * uploaded pre-release (test) version 3.2.0-1 binary and source code
287 * added code to replace changed artwork config tokens with other tokens
288 (needed for backwards compatibility, so that older tokens still work)
291 * added native R'n'D graphics for some new EMC elements in EM engine
294 * fixed some bugs in the EM engine integration code
295 * changed EM engine code to allow diagonal movement
296 * changed EM engine code to allow use of separate snap and drop keys
299 * fixed some redraw bugs when using EM engine
302 * fixed bug with not converting RND levels which are set to use native
303 engine to native level structure when loading
306 * uploaded pre-release (test) version 3.2.0-0 binary and source code
309 * version number set to 3.2.0
312 * level data now reset to defaults after attempt to load invalid file
315 * added use of "editorsetup.conf" for different level sets
318 * added auto-detection for various types of Emerald Mine level files
321 * fixed bug with scrollbars getting too small when list is very large
324 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
327 * added most level editor configuration gadgets for new EMC elements
330 * added more element and graphic definitions for new EMC elements
333 * modified native EM engine to use integrated R'n'D sound system
336 * added SDL support to graphics functions in native EM engine
337 (by always using generic libgame interface functions)
340 * fixed bug in frame synchronization in native EM engine
343 * added code to convert levels between R'n'D and native EM engine
346 * new Emerald Mine engine can now play levels selected in main menu
349 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
350 (which creates scaled down graphics for level editor and preview);
351 there's still a memory leak somewhere in the artwork handling code
352 * added "scale image up" functionality to X11 version of zoom function
355 * first attempts to integrate new, native Emerald Mine Club engine
358 * fixed bug in gadget code which caused reset of CEs in level editor
359 (example: pressing 'b' [grab brush] on CE config page erased values)
360 (solution: check if gadgets in ClickOnGadget() are really mapped)
361 * improved level change detection in editor (settings now also checked)
362 * fixed bug with "can move into acid" and "don't collide with" state
365 * fixed maze runner style CEs to use the configured move delay value
368 * added Aaron Davidson's tutorial level set to the "Tutorials" section
371 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
372 * fixed the above fix because it broke level set "machine" (*sigh*)
373 * fixed random element placement in level editor to work as expected
374 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
377 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
380 * fixed bug (missing array boundary check) which caused broken tapes
381 * fixed bug (when loading level template) which caused broken levels
382 * fixed bug with new block last field code when using non-yellow player
385 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
386 * internal change of how the player blocks the last field when moving
387 * fixed blocking delay of last field for EM and SP style block delay
388 * fixed bug where the player had to wait for the usual move delay after
389 unsuccessfully trying to move, when he directly could move after that
390 * the last two changes should make original Supaplex level 93 solvable
391 * improved use of random number generator to make it less predictable
392 * fixed behaviour of slippery SP elements to let slip left, then right
395 * fixed bug with wrong door state after trying to quickload empty tape
396 * fixed waste of static memory usage of the binary, making it smaller
397 * fixed very little graphical bug in Supaplex explosion
400 * version number set to 3.1.1
403 * version 3.1.0 released
406 * fixed bug with crash when writing user levelinfo.conf the first time
409 * added option "convert LEVELDIR [NR]" to command line batch commands
410 * re-converted Supaplex levels to apply latest engine fixes
411 * changed "use graphic/sound of element" to "use graphic of element"
412 due to compatibility problems with some levels ("bug machine" etc.)
415 * fixed bug with CE change replacing player with same or other player
418 * fixed bug with opaque font in envelope with background graphic when
419 background graphic is not transparent itself
422 * added "gravity on" and "gravity off" ports for Supaplex compatibility
423 * corrected original Supaplex level loading code to use these new ports
424 * also corrected Supaplex loader to auto-count infotrons if set to zero
427 * fixed bug with missing initialization of "modified" flag for GEs
430 * fixed bug that caused endless recursion loop when relocating player
431 * fixed tape recorder bug in "step mode" when using "pause before end"
432 * fixed tape recorder bug when changing from "warp forward" mode
435 * fixed bug with "when touching" for pushed elements at last position
438 * fixed bug that caused two activated toolbox buttons in level editor
439 * fixed bug with exploding dynabomb under player due to other explosion
442 * fixed bug with creating walkable custom element under player (again)
443 * fixed bug with not copying explosion type when copying CEs in editor
444 * fixed graphical bug when drawing player in setup menu (input devices)
445 * fixed graphical bug when the player is pushing an accessible element
446 * fixed bug with classic switchable elements triggering CE changes
447 * fixed bug with entering/leaving walkable element in RelocatePlayer()
448 * fixed crash bug when CE leaves behind the trigger player element
451 * fixed bug with broken tubes after placing/exploding dynamite in them
452 * fixed bug with exploding dynamite under player due to other explosion
453 * fixed bug with not resetting push delay under certain circumstances
456 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
457 * added network multiplayer code for Windows (thanks to Niko Böhm)
460 * added option "reachable despite gravity" for gravity movement
461 * changed gravity movement of most classic walkable and passable
462 elements back to "not reachable" (for compatibility reasons)
465 * fixed (removed) "indestructible" / "can explode" dependency in editor
466 * fixed (removed) "accessible inside" / "protected" dependency
467 * fixed (removed) "step mode" / "shield time" dependency
470 * fixed dynabombs exploding now into anything diggable
471 * fixed Supaplex style gravity movement into buggy base now impossible
472 * added pressing key "space" as valid action to select menu options
475 * added "replace when walkable" to relocate player to walkable element
476 * added "enter"/"leave" event for elements affected by relocation
477 * fixed "direct"/"indirect" change order also for "when change" event
478 * fixed graphical bug when pushing things from elements walkable inside
481 * fixed graphic bug when player is snapping while moving in old levels
482 * fixed bug when a moving custom element leaves a player element behind
483 * fixed bug with mole not disappearing when moving into acid pool
484 * fixed bug with incomplete path setting when using "--basepath" option
485 * moving CE can now leave walkable elements behind under the player
486 * when relocating, player can be set on walkable element now
487 * fixed another gravity movement bug
490 * uploaded pre-release (test) version 3.1.0-2 binary and source code
493 * added "collectible" and "removable" to extended replacement types
494 (where "removable" replaces "diggable" and "collectible" elements)
495 * added "collectible & throwable" (to throw element to the next field)
496 * fixed bug with CEs digging elements that are just about to explode
497 * changed mouse cursor now always being visible when game is paused
500 * added possibility to push/press accessible elements from a side that
502 * fixed bug with not setting actual date when appending to tape
505 * fixed bug with incorrectly initialized custom element editor graphics
508 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
509 - number of levels corrected from 18 to 17 in "levelinfo.conf"
512 * fixed bug with destroyed robot wheel still attracting robots forever
513 * fixed bug with time gate switch deactivating after robot wheel time
514 (while the time gate itself is not affected by this misbehaviour)
515 * changed behaviour of BD style amoeba to always get blocked by player
516 (before it was different when there were non-BD elements in level)
517 * fixed bug with player destroying indestructable elements with shield
520 * added option to make growing elements grow into anything diggable
521 (for the various amoeba types, biomaze and "game of life")
524 * fixed bug with movable elements not moving after left behind by CEs
525 * changed gravity movement to anything diggable, not only sand/base
526 * optionally allowing passing to walkable element, not only empty space
527 * added option "can pass to walkable element" for players
528 * finally fixed gravity movement (hopefully)
531 * fixed bug with movable elements not moving anymore after falling down
534 * fixed another bug with custom elements digging and leaving elements
535 * fixed bug with "along left/right side" and automatic start direction
536 * trigger elements now also displayed when "more custom" deactivated
537 * fixed bug with clipboard element initialized when loading new level
538 * added option "drop delay" to set delay before dropping next element
541 * uploaded pre-release (test) version 3.1.0-1 binary and source code
544 * added copy and paste functions for custom change pages
545 * enhanced graphical display and functionality of tape recorder
546 * fixed bug with custom elements digging and leaving elements
549 * added move speed faster than "very fast" for custom elements
550 * fixed bug with 3+3 style explosions and missing border content
551 * fixed little bug when copying custom elements in the editor
552 * enhanced custom element changes by more side trigger actions
555 * added option "no scrolling when relocating" for instant teleporting
556 * uploaded pre-release (test) version 3.1.0-0 binary and source code
559 * added trigger element and trigger player to use as target elements
560 * added copy and paste functions for custom and group elements
563 * fixed graphical bug when displaying explosion animations
564 * fixed bug when appending to tapes, resulting in broken tapes
565 * re-recorded a few tapes broken by fixing gravity checking bug
568 * "can move into acid" property now for all elements independently
569 * "can fall into acid" property for player stored in same bitfield now
570 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
571 * version number set to 3.1.0 (finally!)
574 * changed tape recording to only record input, not programmed actions
577 * fixed totally broken (every 8th frame skipped) step-by-step recording
578 * fixed bug with requester not displayed when quick-loading interrupted
579 * added option "can fall into acid (with gravity)" for players
580 * fixed bug with player not falling when snapping down with gravity
583 * fixed bug which messed up key config when using keypad number keys
586 * fixed bug which allowed moving upwards even when gravity was active
587 * fixed bug with missing error handling when dumping levels or tapes
590 * added different colored editor graphics for Supaplex gravity tubes
593 * fixed bug that allowed solvable tapes for unsolvable levels
596 * use unlimited number of droppable elements when "count" set to zero
597 * added option to use step limit instead of time limit for level
600 * added player and change page as trigger for custom element change
603 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
606 * fixed bug with dark yamyam changing to acid when moving over acid
607 * fixed handling of levels with more than 999 seconds level time
608 (example: level 76 of "Denmine")
611 * "spring push bug" reintroduced as configurable element property
612 * fixed bug with missing properties for "mole"
613 * fixed bug that showed up when fixing the above "mole" properties bug
614 * added option "can move into acid" for all movable elements
615 * fixed graphical bug for elements moving into acid
616 * changed event handling to handle all pending events before going on
619 * fixed bug which caused all CE change pages to be ignored which had
620 the same change event, but used a different element side
621 (reported by Simon Forsberg)
623 * fixed bug which caused elements that can move and fall and that are
624 transported by a conveyor belt to continue moving into that direction
625 after leaving the conveyor belt, regardless of their own movement
626 type; only elements which can not move are transported now
627 (reported by Simon Forsberg)
629 * fixed bug which could cause an array overflow in RelocatePlayer()
630 (reported by Niko Böhm)
632 * changed Emerald Mine style "passable / over" elements to "protected"
633 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
635 * added new option to select from which side a "walkable/passable"
636 element can be entered
639 * added explosion and ignition delay for elements that can explode
642 * fixed bug which caused player not being protected against enemies
643 when a CE was "walkable / inside" and was not "indestructible"
644 * added "walkable/passable" fields to be "protected/unprotected"
645 against enemies, even if not accessible "inside" but "over/under"
648 * corrected move pattern to 32 bit and initial move direction to 8 bit
651 * added second custom element base configuration page
654 * added some special EMC mappings to Emerald Mine level loader
655 (also covering previously unknown element in level 0 of "Bondmine 8")
658 * added option to block last field when player is moving (for Supaplex)
659 * adjusted push delay of Supaplex elements
660 * removed delays for envelopes etc. when replaying with maximum speed
661 * fixed bug when dropping element on a field that just changed to empty
664 * fixed bug: infotrons can now smash yellow disks
665 * fixed bug: when gravity active, port above player can now be entered
666 * removed "one white dot" mouse pointer which irritated some people
669 * added "choice type" for group element selection
672 * fixed bug with initial invulnerability of non-yellow player
675 * added level loader for loading native Supaplex packed levels
676 (including multi-part levels like the "splvls99" levels)
679 * fixed bug which allowed creating emeralds by escaping explosions
682 * custom elements can change (limited) or leave (unlimited) elements
683 * finally added multiple matches using group elements
684 * added shortcut to dump brush (type ":DB" in editor) for use in forum
687 * added new start movement type "previous" for continued CE movement
688 * added new start movement type "random" for random CE movement start
691 * added new element "sokoban_field_player" needed for Sokoban levels
692 (thanks to Ed Booker for pointing this out!)
695 * added elements that can be digged or left behind by custom elements
698 * added group elements for multiple matches and random element creation
701 * fixed some graphical errors displayed in old levels
704 * fixed wrong double speed movement after passing closing gates
707 * added level loader for loading native Emerald Mine levels
710 * changes for "shooting" style CE movement
713 * Happy New Year! ;-)
716 * changed default snap/drop keys from left/right Shift to Control keys
719 * fixed bug with dead player getting reanimated from custom element
722 * fixed bug with wrong penguin graphics (when entering exit)
725 * fixed bug with wrong "Murphy" graphics (when digging etc.)
728 * version number set to 3.0.9
731 * version 3.0.8 released
734 * added function checked_free()
737 * fixed bug with double nut cracking sound
738 (by eliminating "default element action sound" assignment in init.c)
741 * fixed crash when no music info files are available
744 * fixed boring and sleeping sounds
747 * added "maze runner" and "maze hunter" movement types
748 * added extended collision conditions for custom elements
751 * added warnings for undefined token values in artwork config files
754 * added menu entry for level set information to the info screen
757 * fixed bug with wrong default impact sound for colored emeralds
760 * added several sub-screens for the info screen
761 * menu text now also clickable (not only blue/red sphere left of it)
764 * added configurable "bored" and "sleeping" animations for the player
765 * added "awakening" sound for player when waking up after sleeping
768 * added "copy" and "exchange" functions for custom elements to editor
771 * added configurable element animations for info screen
774 * added configurable music credits for info screen
777 * finally fixed tape recording when player is created from CE change
780 * added "editorsetup.conf" for editor element list configuration
783 * added "musicinfo.conf" for menu and level music configuration
786 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
787 (that only showed up on Linux, but not on Windows systems)
790 * fixed turning movement of butterflies and fireflies (no frame reset)
791 * enhanced sniksnak turning movement (two steps instead of only one)
794 * version number set to 3.0.8
797 * version 3.0.7 released
800 * fixed reset of player animation frame when, for example,
801 walking, digging or collecting share the same animation
802 * fixed CE with "deadly when touching" exploding when touching amoeba
805 * fixed tape recording when player is created from CE element change
808 * introduced "turning..." action graphic for elements with move delay
809 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
810 * added turning animations for bug, spaceship and sniksnak
813 * prevent "extended" changed elements from delay change in same frame
816 * fixed bug when pushing element that can move away to the side
817 (like pushing falling elements, but now with moving elements)
820 * finally fixed serious bug in code for delayed element pushing (again)
823 * unavailable setup options now marked as "n/a" instead of "off"
824 * new boolean directive "latest_engine" for "levelinfo.conf": when set
825 to "true", levels are always played with the latest game engine,
826 which is desired for levels that are imported from other games; all
827 other levels are played with the engine version stored in level file
828 (which is normally the engine version the level was created with)
831 * fixed serious bug in code for delayed element pushing
832 * fixed little bug in animation frame selection for pushed elements
833 * speed-up of reading config file for verbose output
836 * added configuration option for opening and closing Supaplex exit
837 * added configuration option for moving up/down animation for Murphy
838 * fixed incorrectly displayed animation for attacking dragon
839 * fixed bug with not setting initial gravity for each new game
840 * fixed bug with teleportation of player by custom element change
841 * fixed bug with player not getting smashed by rock sometimes
844 * version number set to 3.0.7
847 * version 3.0.6 released
850 * added support for MP3 music for SDL version through SMPEG library
853 * fixed bug when initializing font graphic structure
854 * fixed bug with animation mode "pingpong" when using only 1 frame
855 * fixed bug with extended change target introduced in 3.0.5
856 * fixed bug where passing over moving element doubles player speed
857 * fixed bug with elements continuing to move into push direction
858 * fixed bug with duplicated player when dropping bomb with shield on
859 * added "switching" event for custom elements ("pressing" only once)
860 * fixed switching bug (resetting flag when not switching but not idle)
863 * fixed element tokens for certain file elements with ".active" etc.
866 * version number set to 3.0.6
869 * version 3.0.5 released
872 * now four envelope elements available
873 * font, background, animation and sound for envelope now configurable
874 * main menu doors opening/closing animation type now configurable
877 * active/inactive sides configurable for custom element changes
878 * new movement type "move when pushed" available for custom elements
881 * fixed bug in multiple config pages loader code that caused crashes
884 * enhanced (remaining low-resolution) Supaplex graphics
887 * version number set to 3.0.5
890 * version 3.0.4 released
892 2003-09-12 src/tools.c
893 * fixed bug in custom definition of crumbled element graphics
895 2003-09-11 src/files.c
896 * fixed bug in multiple config pages code that caused crashes
899 * version number set to 3.0.4
902 * version 3.0.3 released
905 * added music to Supaplex classic level set
907 2003-09-07 src/libgame/misc.c
908 * added support for loading various music formats through SDL_mixer
910 2003-09-06 (various source files)
911 * fixed several nasty bugs that may have caused crashes on some systems
912 * added envelope content which gets displayed when collecting envelope
913 * added multiple change event pages for custom elements
915 2003-08-24 src/game.c
916 * fixed problem with player animation when snapping and moving
918 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
919 * fixed problem with flickering when drawing toon animations
921 2003-08-23 src/libgame/sdl.c
922 * fixed problem with setting mouse cursor in SDL version in fullscreen
924 2003-08-23 src/game.c
925 * fixed bug (missing array boundary check) which could crash the game
928 * version number set to 3.0.3
931 * version 3.0.2 released
933 2003-08-21 src/game.c
934 * fixed bug with creating inaccessible elements at player position
936 2003-08-20 src/init.c
937 * fixed bug with not finding current level artwork directory
939 2003-08-20 src/files.c
940 * fixed bug with choosing wrong engine version when playing tapes
941 * fixed bug with messing up custom element properties in 3.0.0 levels
944 * version number set to 3.0.2
947 * version 3.0.1 released
949 2003-08-17 (no source files affected)
950 * changed all "classic" PCX image files with 16 colors or less to
951 256 color (8 bit) storage format, because the Allegro game library
952 cannot handle PCX files with less than 256 colors (contributed
953 graphics are not affected and might look wrong in the DOS version)
955 2003-08-16 src/init.c
956 * fixed bug which (for example) crashed the level editor when defining
957 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
958 (only set to default) -- invalid graphics now set to default graphic
960 2003-08-16 src/init.c
961 * fixed graphical bug of player digging/collecting/snapping element
962 when no corresponding graphic/animation is defined for this action,
963 resulting in player being drawn as EL_EMPTY (which should only be
964 done to elements being collected, but not to the player)
966 2003-08-16 src/game.c
967 * fixed small graphical bug of player not totally moving into exit
969 2003-08-16 src/libgame/setup.c
970 * fixed bug with wrong MS-DOS 8.3 filename conversion
972 2003-08-16 src/tools.c
973 * fixed bug with invisible mouse cursor when pressing ESC while playing
975 2003-08-16 (various source files)
976 * added another 128 custom elements (disabled in editor by default)
978 2003-08-16 src/editor.c
979 * fixed NULL string bug causing Solaris to crash in sprintf()
981 2003-08-16 src/screen.c
982 * fixed drawing over scrollbar on level selection with custom fonts
984 2003-08-15 src/game.c
985 * cleanup of simple sounds / loop sounds / music settings
987 2003-08-08 (various source files)
988 * added custom element property for dropping collected elements
990 2003-08-08 src/conf_gfx.c
991 * fixed bug with missing graphic for active red disk bomb
993 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
994 * extended variable "level.gravity" to "level.initial_gravity" and
995 "game.current_gravity" to prevent level setting from being changed
996 by playing the level (keeping the runtime value after playing)
998 * fixed graphics bug when digging element that has 'crumbled' graphic
999 definition, but not 'diggable' graphic definition
1002 * version number set to 3.0.1
1005 * version 3.0.0 released
1008 * various bug fixes; among others:
1009 - fixed bug with pushing spring over empty space
1010 - fixed bug with leaving tube while placing dynamite
1011 - fixed bug with explosion of smashed penguins
1012 - allow Murphy player graphic in levels with non-Supaplex elements
1016 * I have forgotten to document changes for some time
1019 * pre-release version 2.2.0rc1 released
1022 * version number set to 2.1.2
1025 * version 2.1.1 released
1028 * version number set to 2.1.1
1031 * version 2.1.0 released
1034 * version number set to 2.1.0
1036 2002-04-03 to 2002-05-19 (various source files)
1037 * graphics, sounds and music now fully configurable
1038 * bug fixed that prevented walking through tubes when gravity on
1040 2002-04-02 src/events.c, src/editor.c
1041 * Make Escape key less aggressive when playing or when editing level.
1042 This can be configured as an option in the setup menu. (Default is
1043 "less aggressive" which means "ask user if something can be lost"
1044 when pressing the Escape key.)
1046 2002-04-02 src/screen.c
1047 * Added "graphics setup" screen.
1049 2002-04-01 src/screen.c
1050 * Changed "choose level" setup screen stuff to be more generic (to
1051 make it easier to add more "choose from generic tree" setup screens).
1053 2002-04-01 src/config.c, src/timestamp.h
1054 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1055 automatically gets created by "src/Makefile" and contains an actual
1056 compile-time timestamp to identify development versions of the game).
1058 2002-03-31 src/tape.c, src/events.c
1059 * Added quick game/tape save/load functions to tape stuff which can be
1060 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1061 loads previously recorded tape and directly goes into recording mode
1062 from the end of the tape (therefore appending to the tape).
1064 2002-03-31 src/tape.c
1065 * Added "index mark" function to tape recorder. When playing or
1066 recording, "eject" button changes to "index" button. Setting index
1067 mark is not yet implemented, but pressing index button when playing
1068 allows very quick advancing to end of tape (when normal playing),
1069 very fast forward mode (when playing with normal fast forward) or
1070 very fast reaching of "pause before end of tape" (when playing with
1071 "pause before end" playing mode).
1073 2002-03-30 src/cartoons.c
1074 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1076 2002-03-29 src/screen.c
1077 * Changed setup screen stuff to be more generic (to make it easier
1078 to add more setup screens).
1080 2002-03-23 src/main.c, src/main.h
1081 * Various changes due to the introduction of the new libgame files
1082 "setup.c" and "joystick.c".
1084 2002-03-23 src/files.c
1085 * Generic parts of "src/files.c" (mainly setup and level directory
1086 stuff) moved to new libgame file "src/libgame/setup.c".
1088 2002-03-23 src/joystick.c
1089 * File "src/joystick.c" moved to libgame source tree, with
1090 correspondig changes.
1092 2002-03-22 src/screens.c
1093 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1094 (Wrong level series information displayed when entering main group.)
1096 2002-03-22 src/editor.c
1097 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1099 2002-03-22 src/editor.c
1100 * Changed behaviour of "Escape" key in level editor to be more
1101 intuitive: When in "Element Properties" or "Level Info" mode,
1102 return to "Drawing Mode" instead of leaving the level editor.
1104 2002-03-21 src/game.c, src/editor.c, src/files.c
1105 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1106 gems (emeralds, diamonds, ...) slipping down from normal wall,
1107 steel wall and growing wall (as in E.M.C. style levels). Although
1108 the behaviour of contributed and private levels wasn't changed (due
1109 to the use of "level.game_version"; see previous entry), editing
1110 those levels will (of course) change the behaviour accordingly.
1112 This change seems a bit too hard after thinking about it, because
1113 the EM style behaviour is not the "expected" behaviour (gems would
1114 normally only slip down from "rounded" walls). Therefore this was
1115 now changed to an element property for gem style elements, with the
1116 default setting "off" (which means: no special EM style behaviour).
1117 To fix older converted levels, this flag is set to "on" for pre-2.0
1118 levels that are neither contributed nor private levels.
1120 2002-03-20 src/files.h
1121 * Corrected settings for "level.game_version" depending of level type.
1122 (Contributed and private levels always get played with game engine
1123 version they were created with, while converted levels always get
1124 played with the most recent version of the game engine, to let new
1125 corrections of the emulation behaviour take effect.)
1127 2002-03-20 src/main.h
1128 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1129 compiling the SDL version on some systems.
1130 Thanks to the several people who pointed this out.
1133 * Version number set to 2.0.2.
1136 * Version 2.0.1 released.
1138 2002-03-18 src/screens.c
1139 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1141 2002-03-18 src/files.c [src/libgame/misc.c]
1142 * Moved some common functions from src/files.c to src/libgame/misc.c.
1144 2002-03-18 src/files.c [src/libgame/misc.c]
1145 * Changed permissions for new directories and saved files (especially
1146 score files) according to suggestions of Debian users and mantainers.
1147 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1149 2002-03-17 src/files.c
1150 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1151 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1152 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1153 for levels and "TAPE" for tapes). Old "cookie" style format is
1154 still supported for reading. New level and tape files are written
1157 * New IFF chunk "VERS" contains version numbers for file and game
1158 (where "game version" is the version of the program that wrote the
1159 file, and "file version" is a version number to distinguish files
1160 with different format, for example after adding new features).
1162 2002-03-15 src/screen.c
1163 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1164 (Before, you heard a mixture of the in-game music and the
1165 hall-of-fame music.)
1167 2002-03-14 src/events.c
1168 * Function "DumpTape()" (files.c) now available by pressing 't' from
1169 main menu (when in DEBUG mode).
1171 2002-03-14 src/game.c
1172 * "GameWon()": When game was won playing a tape, now there is no delay
1173 raising the score and no corresponding sound is played.
1175 2002-03-14 src/files.c
1176 * Changed "LoadTape()" for real chunk support and also adjusted
1177 "SaveTape()" accordingly.
1179 2002-03-14 src/game.c, src/tape.c, src/files.c
1180 * Important changes to tape format: The old tape format stored all
1181 actions with a real effect with a corresponding delay between the
1182 stored actions. This had some major disadvantages (for example,
1183 push delays had to be ignored, pressing a button for some seconds
1184 mutated to several single button presses because of the non-action
1185 delays between two action frames etc.). The new tape format just
1186 stupidly records all device actions and replays them later. I really
1187 don't know why I haven't solved it that way before?! Old-style tapes
1188 (with tape file version less than 2.0) get converted to the new
1189 format on-the-fly when loading and can therefore still be played;
1190 only some minor parts of the old-style tape handling code was needed.
1191 (A perfect conversion is not possible, because there is information
1192 missing about the device actions between two action frames.)
1194 2002-03-14 src/files.c
1195 * New function "DumpTape()" to dump the contents of the current tape
1196 in a human readable format.
1198 2002-03-14 src/game.c
1199 * Small tape bug fixed: When automatically advancing to next level
1200 after a game was won, the tape from the previous level still was
1201 loaded as a tape for the new level.
1203 2002-03-14 src/tape.c
1204 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1205 tape, cartoons did not get completely removed because
1206 StopAnimation() was not called.
1208 2002-03-13 src/files.c
1209 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1210 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1211 size even when using 16-bit elements). Added new chunk "CNT2" for
1212 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1213 chunk even when content was 16-bit element). "CNT2" should now be
1214 able to store content for arbitrary elements (up to eight blocks of
1215 3 x 3 element arrays). All "CNT2" elements will always be stored as
1216 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1218 2002-03-13 src/files.c
1219 * Changed "LoadLevel()" for real chunk support.
1221 2002-03-12 src/game.c
1222 * Fixed problem (introduced after 2.0.0 release) with penguins
1223 not getting killed by enemies
1225 2002-02-24 src/game.c, src/main.h
1226 * Added "player->is_moving"; now "player->last_move_dir" does
1227 not contain any information if the player is just moving at
1229 Before, "player->last_move_dir" was misused for this purpose
1230 for the robot stuff (robots don't kill players when they are
1231 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1232 broke tapes when walking through pipes!
1233 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1234 in a continuous movement. This fact is ignored for friends and