2 * added compatibility code for Juergen Bonhagen's menu artwork settings
5 * fixed bug with displaying wrong animation frame 0 after CE changes
6 * fixed bug with creating invisible elements when light switch is on
9 * added selection between ECS and AGA graphics for EMC levels to setup
12 * adjusted font handling for various narrow EMC style fonts
15 * changed EM engine behaviour back to re-allow initial rolling springs
18 * fixed handling of over-large selectboxes (less error-prone now)
19 * fixed bug when creating GE with walkable element under the player
22 * added use of "Insert" and "Delete" keys to navigate element list in
23 level editor to start of custom elements or start of group elements
24 * added virtual elements to access CE value and CE score of elements:
25 - "CE value of triggering element"
26 - "CE score of triggering element"
27 - "CE value of current element"
28 - "CE score of current element"
31 * fixed "grass" to "sand" in older EM levels (up to file version V4)
34 * changed behaviour of network games with internal errors (because of
35 different client frame counters) from immediately terminating R'n'D
36 to displaying an error message requester and stopping only the game
37 (also to prevent impression of crashes under non command-line runs)
38 * fixed playing network games with the EMC engine (did not work before)
39 * fixed bug with not scrolling the screen in multi-player mode with the
40 focus on player 1 when all players are moving in different directions
41 * fixed bug with keeping pointer to gadget even after its deallocation
42 * fixed bug with allowing "focus on all players" in network games
43 * fixed bug with player focus when playing tapes from network games
46 * uploaded pre-release (test) version 3.2.0-7 binary and source code
49 * code cleanup for game action control for R'n'D and EMC game engine
52 * fixed bug in multi-player movement with focus on both players
53 * added option to control only the focussed player with all input
56 * added player focus switching to level tape recording and re-playing
59 * fixed some bugs in player focus switching in EMC and RND game engine
62 * added special Supaplex animations for Murphy digging and snapping
63 * added special Supaplex animations for Murphy being bored and sleeping
66 * added four new yam yams with explicit start direction for EMC engine
67 * fixed bug in src/libgame/text.c with printing text outside the window
70 * fixed small bug in EMC level loader (copyright sign in EM II levels)
73 * added delayed ignition of EM style dynamite when used in R'n'D engine
74 * added limited movement range to EMC engine when focus on all players
77 * fixed bug with missing (zero) score values for native Supaplex levels
80 * added "continuous snapping" (snapping many elements while holding the
81 snap key pressed, without releasing the snap key after each element)
82 as a new player setting for more compatibility with the classic games
85 * finished scrolling for "focus on all players" in EMC graphics engine
88 * level sets with "levels: 0" are ignored for levels, but not artwork
89 * fixed bug when scanning empty level group directories (endless loop)
92 * fixed bug with explosion graphic for player using "Murphy" graphic
93 * fixed bug with explosion graphic if player leaves explosion in time
94 * changed some descriptive text in setup menu to use medium-width font
95 * added key shortcut settings for switching player focus to setup menu
98 * fixed bug with random value initialization when recording tapes
99 * fixed bug with playing single player tapes when team mode activated
102 * fixed little bug when trying to switch to player that does not exist
105 * added player switching (visual and quick) to R'n'D and EM game engine
106 * added setup option to select visual or quick in-game player switching
109 * added use of "Home" and "End" keys to handle element list in editor
112 * fixed bug with adding score when playing tape with EMC game engine
113 * added steel wall border for levels using EMC engine without border
114 * finally fixed delayed scrolling in EMC engine also for small levels
117 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
120 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
121 * fixed bug when displaying info element without action, but direction
124 * fixed minor graphical problems with springs smashing and slurping
125 (when using R'n'D style graphics instead of EMC style graphics)
128 * added scroll delay (as configured in setup) to EMC graphics engine
131 * improved screen redraw for EMC graphics engine (faster and smoother)
132 * when not scrolling, do not redraw the whole playfield if not needed
135 * added multi-player mode for EMC game engine (with up to four players)
138 * added android (can clone elements) from EMC engine to R'n'D engine
141 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
144 * added selectbox for initial player speed to player settings in editor
147 * version 3.1.2 created that is basically version 3.1.1, but with a
148 major bug fixed that prevented editing your own private levels
149 * version 3.1.2 released
152 * added magic ball (creates elements) from EMC engine to R'n'D engine
155 * uploaded fixed pre-release version 3.2.0-6 binary and source code
158 * fixed bug when using "CE can leave behind <trigger element>"
159 * added new change condition "(after/when) creation of <element>"
160 * added new change condition "(after/when) digging <element>"
161 * fixed bug accessing invalid gadget that caused crashes under Windows
162 * deactivated new possibility for multiple CE changes per frame
165 * uploaded pre-release (test) version 3.2.0-6 binary and source code
168 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
169 * fixed bug with not keeping CE value for moving CEs with only action
170 * changed CE action selectboxes in editor to be only reset when needed
173 * added option "use artwork from element" for custom player artwork
174 * added option "use explosion from element" for player explosions
177 * added cascaded element lists in the level editor
178 * added persistence for cascaded element lists by "editorcascade.conf"
179 * added dynamic element list with all elements used in current level
180 * added possibility for multiple CE changes per frame (experimental)
183 * uploaded pre-release (test) version 3.2.0-5 binary and source code
186 * changed "score for each 10 seconds/steps left" to "1 second/step"
187 * added own score for collecting "extra time" instead of sharing it
188 * added change events "switched by player" and "player switches <e>"
189 * added change events "snapped by player" and "player snaps <e>"
190 * added "set player artwork: <element choice>" to CE action options
191 * added change event "move of <element>"
194 * added "set player shield: off / normal / deadly" to CE action options
195 * added new player option "use level start element" in level editor
196 to set the correct focus at level start to elements from which the
197 player is created later (this did not work before for cascaded CE
198 changes resulting in creation of the player; it is now also possible
199 to create the player from a yam yam which is smashed at level start)
202 * added "set player speed: frozen (not moving)" to CE action options
203 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
206 * added new player option "block snap field" (enabled by default) to
207 make it possible to show a snapping animation like in Emerald Mine
210 * added dynamic selectboxes to custom element action settings in editor
211 * added "CE value" counter for custom elements (instead of "CE count")
212 * added option to use the last "CE value" after custom element change
213 * added option to use the "CE value" of other elements in CE actions
214 * fixed odd behaviour when pressing time orb in levels w/o time limit
215 * added checkbox "use time orb bug" for older levels that use this bug
218 * added missing configuration settings for the following elements:
219 - EL_TIMEGATE_SWITCH (time of open time gate)
220 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
221 - EL_SHIELD_NORMAL (time of shield duration)
222 - EL_SHIELD_DEADLY (time of shield duration)
223 - EL_EXTRA_TIME (time added to level time)
224 - EL_TIME_ORB_FULL (time added to level time)
227 * added "wind direction" as a movement pattern for custom elements
228 * added initial wind direction for balloon / custom elements to editor
229 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
232 * added parameters for "game of life" and "biomaze" elements to editor
235 * added level file chunk "CONF" for generic level and element settings
238 * uploaded pre-release (test) version 3.2.0-4 binary and source code
241 * skip empty level sets (with "levels: 0"; may be artwork base sets)
242 * added sound action ".page[1]" to ".page[32]" for each CE change page
245 * added image config suffix ".clone_from" to copy whole image settings
246 * fixed bug with invalid ("undefined") CE settings in old level files
249 * fixed graphical bug with smashing elements falling faster than player
252 * fixed major bug which prevented private levels from being edited
253 * fixed bug with precedence of general and special font definitions
256 * fixed graphical bug with player animation when player moves slowly
259 * uploaded pre-release (test) version 3.2.0-3 binary and source code
262 * fixed bug which prevented "global.num_toons: 0" from working
265 * major code cleanup (removed all these annoying "#if 0" blocks)
268 * added custom element actions for CE change page in level editor
271 * fixed music initialization bug in init.c (thanks to David Binderman)
272 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
273 (this bug must probably be fixed at other places, too)
276 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
277 (should be '#include <SDL.h>' instead)
280 * fixed bug which prevented "walkable from no direction" from working
281 (due to compatibility code overwriting this setting after loading)
284 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
287 * version number temporarily set to 3.1.1 (intermediate bugfix release)
288 * version 3.1.1 released
291 * changed some va_arg() arguments from 'long' to 'int', fixing problems
292 on 64-bit architecture systems with LP64 data model
295 * fixed bug with bombs not exploding when hitting the last level line
296 (introduced after the release of 3.1.0)
299 * added support for dumping small-sized level sketches from editor
302 * added recognition of "trigger element" for "change digged element to"
303 (this is not really what the "trigger element" was made for, but its
304 use may seem obvious for leaving back digged elements unchanged)
307 * fixed multiple warnings about failed joystick device initialization
310 * fixed bug with dynamite dropped on top of just dropped custom element
311 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
312 dynamite can still be dropped, but drop key must be released before
315 * fixed bug with wrong start directory when started from file browser
316 (due to this bug, R'n'D could not be started from KDE's Konqueror)
319 * fixed bug causing "change when impact" on player not working
320 * fixed wrong priority of "hitting something" over "hitting <element>"
321 * fixed wrong priority of "hit by something" over "hit by <element>"
324 * fixed graphical bug which caused the player (being Murphy) to show
325 collecting animations although the element was collected by penguin
328 * fixed two bugs causing wrong door background graphics in system.c
329 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
332 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
333 * added "no direction" to "walkable/passable from" selectbox options
336 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
337 * in tape autoplay, not only report broken, but also missing tapes
340 * uploaded pre-release (test) version 3.2.0-2 binary and source code
343 * fixed small bug with "linear" animation not working for active lamp
346 * fixed bug with moving up despite gravity due to "block last field"
347 * fixed small bug with wrong draw offset when typing name in main menu
348 * when reading user names from "passwd", ignore data after first comma
349 * when creating new "levelinfo.conf", only write some selected entries
352 * fixed displaying "imported from/by" on preview with empty string
353 * fixed ignoring draw offset for fonts used for level preview texts
356 * fixed a delay problem with SDL and too many mouse motion events
357 * added setup option "skip levels" and level skipping functionality
360 * added move speed "not moving" for non-moving CEs, but with direction
363 * fixed mapping of obsolete element token names in "editorsetup.conf"
364 * fixed bug with sound "acid.splashing" treated as a loop sound
365 * fixed some little sound bugs in native EM engine
368 * fixed small bug when dragging scrollbars to end positions
371 * added editor element descriptions written by Aaron Davidson
374 * improved fallback handling when configured artwork is not available
375 (now using default artwork instead of exiting when files not found)
378 * fixed bug on level selection screen when dragging scrollbar
381 * fixed bug which caused broken tapes when appending to EM engine tapes
384 * uploaded pre-release (test) version 3.2.0-1 binary and source code
387 * added code to replace changed artwork config tokens with other tokens
388 (needed for backwards compatibility, so that older tokens still work)
391 * added native R'n'D graphics for some new EMC elements in EM engine
394 * fixed some bugs in the EM engine integration code
395 * changed EM engine code to allow diagonal movement
396 * changed EM engine code to allow use of separate snap and drop keys
399 * fixed some redraw bugs when using EM engine
402 * fixed bug with not converting RND levels which are set to use native
403 engine to native level structure when loading
406 * uploaded pre-release (test) version 3.2.0-0 binary and source code
409 * version number set to 3.2.0
412 * level data now reset to defaults after attempt to load invalid file
415 * added use of "editorsetup.conf" for different level sets
418 * added auto-detection for various types of Emerald Mine level files
421 * fixed bug with scrollbars getting too small when list is very large
424 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
427 * added most level editor configuration gadgets for new EMC elements
430 * added more element and graphic definitions for new EMC elements
433 * modified native EM engine to use integrated R'n'D sound system
436 * added SDL support to graphics functions in native EM engine
437 (by always using generic libgame interface functions)
440 * fixed bug in frame synchronization in native EM engine
443 * added code to convert levels between R'n'D and native EM engine
446 * new Emerald Mine engine can now play levels selected in main menu
449 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
450 (which creates scaled down graphics for level editor and preview);
451 there's still a memory leak somewhere in the artwork handling code
452 * added "scale image up" functionality to X11 version of zoom function
455 * first attempts to integrate new, native Emerald Mine Club engine
458 * fixed bug in gadget code which caused reset of CEs in level editor
459 (example: pressing 'b' [grab brush] on CE config page erased values)
460 (solution: check if gadgets in ClickOnGadget() are really mapped)
461 * improved level change detection in editor (settings now also checked)
462 * fixed bug with "can move into acid" and "don't collide with" state
465 * fixed maze runner style CEs to use the configured move delay value
468 * added Aaron Davidson's tutorial level set to the "Tutorials" section
471 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
472 * fixed the above fix because it broke level set "machine" (*sigh*)
473 * fixed random element placement in level editor to work as expected
474 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
477 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
480 * fixed bug (missing array boundary check) which caused broken tapes
481 * fixed bug (when loading level template) which caused broken levels
482 * fixed bug with new block last field code when using non-yellow player
485 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
486 * internal change of how the player blocks the last field when moving
487 * fixed blocking delay of last field for EM and SP style block delay
488 * fixed bug where the player had to wait for the usual move delay after
489 unsuccessfully trying to move, when he directly could move after that
490 * the last two changes should make original Supaplex level 93 solvable
491 * improved use of random number generator to make it less predictable
492 * fixed behaviour of slippery SP elements to let slip left, then right
495 * fixed bug with wrong door state after trying to quickload empty tape
496 * fixed waste of static memory usage of the binary, making it smaller
497 * fixed very little graphical bug in Supaplex explosion
500 * version number set to 3.1.1
503 * version 3.1.0 released
506 * fixed bug with crash when writing user levelinfo.conf the first time
509 * added option "convert LEVELDIR [NR]" to command line batch commands
510 * re-converted Supaplex levels to apply latest engine fixes
511 * changed "use graphic/sound of element" to "use graphic of element"
512 due to compatibility problems with some levels ("bug machine" etc.)
515 * fixed bug with CE change replacing player with same or other player
518 * fixed bug with opaque font in envelope with background graphic when
519 background graphic is not transparent itself
522 * added "gravity on" and "gravity off" ports for Supaplex compatibility
523 * corrected original Supaplex level loading code to use these new ports
524 * also corrected Supaplex loader to auto-count infotrons if set to zero
527 * fixed bug with missing initialization of "modified" flag for GEs
530 * fixed bug that caused endless recursion loop when relocating player
531 * fixed tape recorder bug in "step mode" when using "pause before end"
532 * fixed tape recorder bug when changing from "warp forward" mode
535 * fixed bug with "when touching" for pushed elements at last position
538 * fixed bug that caused two activated toolbox buttons in level editor
539 * fixed bug with exploding dynabomb under player due to other explosion
542 * fixed bug with creating walkable custom element under player (again)
543 * fixed bug with not copying explosion type when copying CEs in editor
544 * fixed graphical bug when drawing player in setup menu (input devices)
545 * fixed graphical bug when the player is pushing an accessible element
546 * fixed bug with classic switchable elements triggering CE changes
547 * fixed bug with entering/leaving walkable element in RelocatePlayer()
548 * fixed crash bug when CE leaves behind the trigger player element
551 * fixed bug with broken tubes after placing/exploding dynamite in them
552 * fixed bug with exploding dynamite under player due to other explosion
553 * fixed bug with not resetting push delay under certain circumstances
556 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
557 * added network multiplayer code for Windows (thanks to Niko Böhm)
560 * added option "reachable despite gravity" for gravity movement
561 * changed gravity movement of most classic walkable and passable
562 elements back to "not reachable" (for compatibility reasons)
565 * fixed (removed) "indestructible" / "can explode" dependency in editor
566 * fixed (removed) "accessible inside" / "protected" dependency
567 * fixed (removed) "step mode" / "shield time" dependency
570 * fixed dynabombs exploding now into anything diggable
571 * fixed Supaplex style gravity movement into buggy base now impossible
572 * added pressing key "space" as valid action to select menu options
575 * added "replace when walkable" to relocate player to walkable element
576 * added "enter"/"leave" event for elements affected by relocation
577 * fixed "direct"/"indirect" change order also for "when change" event
578 * fixed graphical bug when pushing things from elements walkable inside
581 * fixed graphic bug when player is snapping while moving in old levels
582 * fixed bug when a moving custom element leaves a player element behind
583 * fixed bug with mole not disappearing when moving into acid pool
584 * fixed bug with incomplete path setting when using "--basepath" option
585 * moving CE can now leave walkable elements behind under the player
586 * when relocating, player can be set on walkable element now
587 * fixed another gravity movement bug
590 * uploaded pre-release (test) version 3.1.0-2 binary and source code
593 * added "collectible" and "removable" to extended replacement types
594 (where "removable" replaces "diggable" and "collectible" elements)
595 * added "collectible & throwable" (to throw element to the next field)
596 * fixed bug with CEs digging elements that are just about to explode
597 * changed mouse cursor now always being visible when game is paused
600 * added possibility to push/press accessible elements from a side that
602 * fixed bug with not setting actual date when appending to tape
605 * fixed bug with incorrectly initialized custom element editor graphics
608 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
609 - number of levels corrected from 18 to 17 in "levelinfo.conf"
612 * fixed bug with destroyed robot wheel still attracting robots forever
613 * fixed bug with time gate switch deactivating after robot wheel time
614 (while the time gate itself is not affected by this misbehaviour)
615 * changed behaviour of BD style amoeba to always get blocked by player
616 (before it was different when there were non-BD elements in level)
617 * fixed bug with player destroying indestructable elements with shield
620 * added option to make growing elements grow into anything diggable
621 (for the various amoeba types, biomaze and "game of life")
624 * fixed bug with movable elements not moving after left behind by CEs
625 * changed gravity movement to anything diggable, not only sand/base
626 * optionally allowing passing to walkable element, not only empty space
627 * added option "can pass to walkable element" for players
628 * finally fixed gravity movement (hopefully)
631 * fixed bug with movable elements not moving anymore after falling down
634 * fixed another bug with custom elements digging and leaving elements
635 * fixed bug with "along left/right side" and automatic start direction
636 * trigger elements now also displayed when "more custom" deactivated
637 * fixed bug with clipboard element initialized when loading new level
638 * added option "drop delay" to set delay before dropping next element
641 * uploaded pre-release (test) version 3.1.0-1 binary and source code
644 * added copy and paste functions for custom change pages
645 * enhanced graphical display and functionality of tape recorder
646 * fixed bug with custom elements digging and leaving elements
649 * added move speed faster than "very fast" for custom elements
650 * fixed bug with 3+3 style explosions and missing border content
651 * fixed little bug when copying custom elements in the editor
652 * enhanced custom element changes by more side trigger actions
655 * added option "no scrolling when relocating" for instant teleporting
656 * uploaded pre-release (test) version 3.1.0-0 binary and source code
659 * added trigger element and trigger player to use as target elements
660 * added copy and paste functions for custom and group elements
663 * fixed graphical bug when displaying explosion animations
664 * fixed bug when appending to tapes, resulting in broken tapes
665 * re-recorded a few tapes broken by fixing gravity checking bug
668 * "can move into acid" property now for all elements independently
669 * "can fall into acid" property for player stored in same bitfield now
670 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
671 * version number set to 3.1.0 (finally!)
674 * changed tape recording to only record input, not programmed actions
677 * fixed totally broken (every 8th frame skipped) step-by-step recording
678 * fixed bug with requester not displayed when quick-loading interrupted
679 * added option "can fall into acid (with gravity)" for players
680 * fixed bug with player not falling when snapping down with gravity
683 * fixed bug which messed up key config when using keypad number keys
686 * fixed bug which allowed moving upwards even when gravity was active
687 * fixed bug with missing error handling when dumping levels or tapes
690 * added different colored editor graphics for Supaplex gravity tubes
693 * fixed bug that allowed solvable tapes for unsolvable levels
696 * use unlimited number of droppable elements when "count" set to zero
697 * added option to use step limit instead of time limit for level
700 * added player and change page as trigger for custom element change
703 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
706 * fixed bug with dark yamyam changing to acid when moving over acid
707 * fixed handling of levels with more than 999 seconds level time
708 (example: level 76 of "Denmine")
711 * "spring push bug" reintroduced as configurable element property
712 * fixed bug with missing properties for "mole"
713 * fixed bug that showed up when fixing the above "mole" properties bug
714 * added option "can move into acid" for all movable elements
715 * fixed graphical bug for elements moving into acid
716 * changed event handling to handle all pending events before going on
719 * fixed bug which caused all CE change pages to be ignored which had
720 the same change event, but used a different element side
721 (reported by Simon Forsberg)
723 * fixed bug which caused elements that can move and fall and that are
724 transported by a conveyor belt to continue moving into that direction
725 after leaving the conveyor belt, regardless of their own movement
726 type; only elements which can not move are transported now
727 (reported by Simon Forsberg)
729 * fixed bug which could cause an array overflow in RelocatePlayer()
730 (reported by Niko Böhm)
732 * changed Emerald Mine style "passable / over" elements to "protected"
733 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
735 * added new option to select from which side a "walkable/passable"
736 element can be entered
739 * added explosion and ignition delay for elements that can explode
742 * fixed bug which caused player not being protected against enemies
743 when a CE was "walkable / inside" and was not "indestructible"
744 * added "walkable/passable" fields to be "protected/unprotected"
745 against enemies, even if not accessible "inside" but "over/under"
748 * corrected move pattern to 32 bit and initial move direction to 8 bit
751 * added second custom element base configuration page
754 * added some special EMC mappings to Emerald Mine level loader
755 (also covering previously unknown element in level 0 of "Bondmine 8")
758 * added option to block last field when player is moving (for Supaplex)
759 * adjusted push delay of Supaplex elements
760 * removed delays for envelopes etc. when replaying with maximum speed
761 * fixed bug when dropping element on a field that just changed to empty
764 * fixed bug: infotrons can now smash yellow disks
765 * fixed bug: when gravity active, port above player can now be entered
766 * removed "one white dot" mouse pointer which irritated some people
769 * added "choice type" for group element selection
772 * fixed bug with initial invulnerability of non-yellow player
775 * added level loader for loading native Supaplex packed levels
776 (including multi-part levels like the "splvls99" levels)
779 * fixed bug which allowed creating emeralds by escaping explosions
782 * custom elements can change (limited) or leave (unlimited) elements
783 * finally added multiple matches using group elements
784 * added shortcut to dump brush (type ":DB" in editor) for use in forum
787 * added new start movement type "previous" for continued CE movement
788 * added new start movement type "random" for random CE movement start
791 * added new element "sokoban_field_player" needed for Sokoban levels
792 (thanks to Ed Booker for pointing this out!)
795 * added elements that can be digged or left behind by custom elements
798 * added group elements for multiple matches and random element creation
801 * fixed some graphical errors displayed in old levels
804 * fixed wrong double speed movement after passing closing gates
807 * added level loader for loading native Emerald Mine levels
810 * changes for "shooting" style CE movement
813 * Happy New Year! ;-)
816 * changed default snap/drop keys from left/right Shift to Control keys
819 * fixed bug with dead player getting reanimated from custom element
822 * fixed bug with wrong penguin graphics (when entering exit)
825 * fixed bug with wrong "Murphy" graphics (when digging etc.)
828 * version number set to 3.0.9
831 * version 3.0.8 released
834 * added function checked_free()
837 * fixed bug with double nut cracking sound
838 (by eliminating "default element action sound" assignment in init.c)
841 * fixed crash when no music info files are available
844 * fixed boring and sleeping sounds
847 * added "maze runner" and "maze hunter" movement types
848 * added extended collision conditions for custom elements
851 * added warnings for undefined token values in artwork config files
854 * added menu entry for level set information to the info screen
857 * fixed bug with wrong default impact sound for colored emeralds
860 * added several sub-screens for the info screen
861 * menu text now also clickable (not only blue/red sphere left of it)
864 * added configurable "bored" and "sleeping" animations for the player
865 * added "awakening" sound for player when waking up after sleeping
868 * added "copy" and "exchange" functions for custom elements to editor
871 * added configurable element animations for info screen
874 * added configurable music credits for info screen
877 * finally fixed tape recording when player is created from CE change
880 * added "editorsetup.conf" for editor element list configuration
883 * added "musicinfo.conf" for menu and level music configuration
886 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
887 (that only showed up on Linux, but not on Windows systems)
890 * fixed turning movement of butterflies and fireflies (no frame reset)
891 * enhanced sniksnak turning movement (two steps instead of only one)
894 * version number set to 3.0.8
897 * version 3.0.7 released
900 * fixed reset of player animation frame when, for example,
901 walking, digging or collecting share the same animation
902 * fixed CE with "deadly when touching" exploding when touching amoeba
905 * fixed tape recording when player is created from CE element change
908 * introduced "turning..." action graphic for elements with move delay
909 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
910 * added turning animations for bug, spaceship and sniksnak
913 * prevent "extended" changed elements from delay change in same frame
916 * fixed bug when pushing element that can move away to the side
917 (like pushing falling elements, but now with moving elements)
920 * finally fixed serious bug in code for delayed element pushing (again)
923 * unavailable setup options now marked as "n/a" instead of "off"
924 * new boolean directive "latest_engine" for "levelinfo.conf": when set
925 to "true", levels are always played with the latest game engine,
926 which is desired for levels that are imported from other games; all
927 other levels are played with the engine version stored in level file
928 (which is normally the engine version the level was created with)
931 * fixed serious bug in code for delayed element pushing
932 * fixed little bug in animation frame selection for pushed elements
933 * speed-up of reading config file for verbose output
936 * added configuration option for opening and closing Supaplex exit
937 * added configuration option for moving up/down animation for Murphy
938 * fixed incorrectly displayed animation for attacking dragon
939 * fixed bug with not setting initial gravity for each new game
940 * fixed bug with teleportation of player by custom element change
941 * fixed bug with player not getting smashed by rock sometimes
944 * version number set to 3.0.7
947 * version 3.0.6 released
950 * added support for MP3 music for SDL version through SMPEG library
953 * fixed bug when initializing font graphic structure
954 * fixed bug with animation mode "pingpong" when using only 1 frame
955 * fixed bug with extended change target introduced in 3.0.5
956 * fixed bug where passing over moving element doubles player speed
957 * fixed bug with elements continuing to move into push direction
958 * fixed bug with duplicated player when dropping bomb with shield on
959 * added "switching" event for custom elements ("pressing" only once)
960 * fixed switching bug (resetting flag when not switching but not idle)
963 * fixed element tokens for certain file elements with ".active" etc.
966 * version number set to 3.0.6
969 * version 3.0.5 released
972 * now four envelope elements available
973 * font, background, animation and sound for envelope now configurable
974 * main menu doors opening/closing animation type now configurable
977 * active/inactive sides configurable for custom element changes
978 * new movement type "move when pushed" available for custom elements
981 * fixed bug in multiple config pages loader code that caused crashes
984 * enhanced (remaining low-resolution) Supaplex graphics
987 * version number set to 3.0.5
990 * version 3.0.4 released
992 2003-09-12 src/tools.c
993 * fixed bug in custom definition of crumbled element graphics
995 2003-09-11 src/files.c
996 * fixed bug in multiple config pages code that caused crashes
999 * version number set to 3.0.4
1002 * version 3.0.3 released
1005 * added music to Supaplex classic level set
1007 2003-09-07 src/libgame/misc.c
1008 * added support for loading various music formats through SDL_mixer
1010 2003-09-06 (various source files)
1011 * fixed several nasty bugs that may have caused crashes on some systems
1012 * added envelope content which gets displayed when collecting envelope
1013 * added multiple change event pages for custom elements
1015 2003-08-24 src/game.c
1016 * fixed problem with player animation when snapping and moving
1018 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1019 * fixed problem with flickering when drawing toon animations
1021 2003-08-23 src/libgame/sdl.c
1022 * fixed problem with setting mouse cursor in SDL version in fullscreen
1024 2003-08-23 src/game.c
1025 * fixed bug (missing array boundary check) which could crash the game
1028 * version number set to 3.0.3
1031 * version 3.0.2 released
1033 2003-08-21 src/game.c
1034 * fixed bug with creating inaccessible elements at player position
1036 2003-08-20 src/init.c
1037 * fixed bug with not finding current level artwork directory
1039 2003-08-20 src/files.c
1040 * fixed bug with choosing wrong engine version when playing tapes
1041 * fixed bug with messing up custom element properties in 3.0.0 levels
1044 * version number set to 3.0.2
1047 * version 3.0.1 released
1049 2003-08-17 (no source files affected)
1050 * changed all "classic" PCX image files with 16 colors or less to
1051 256 color (8 bit) storage format, because the Allegro game library
1052 cannot handle PCX files with less than 256 colors (contributed
1053 graphics are not affected and might look wrong in the DOS version)
1055 2003-08-16 src/init.c
1056 * fixed bug which (for example) crashed the level editor when defining
1057 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1058 (only set to default) -- invalid graphics now set to default graphic
1060 2003-08-16 src/init.c
1061 * fixed graphical bug of player digging/collecting/snapping element
1062 when no corresponding graphic/animation is defined for this action,
1063 resulting in player being drawn as EL_EMPTY (which should only be
1064 done to elements being collected, but not to the player)
1066 2003-08-16 src/game.c
1067 * fixed small graphical bug of player not totally moving into exit
1069 2003-08-16 src/libgame/setup.c
1070 * fixed bug with wrong MS-DOS 8.3 filename conversion
1072 2003-08-16 src/tools.c
1073 * fixed bug with invisible mouse cursor when pressing ESC while playing
1075 2003-08-16 (various source files)
1076 * added another 128 custom elements (disabled in editor by default)
1078 2003-08-16 src/editor.c
1079 * fixed NULL string bug causing Solaris to crash in sprintf()
1081 2003-08-16 src/screen.c
1082 * fixed drawing over scrollbar on level selection with custom fonts
1084 2003-08-15 src/game.c
1085 * cleanup of simple sounds / loop sounds / music settings
1087 2003-08-08 (various source files)
1088 * added custom element property for dropping collected elements
1090 2003-08-08 src/conf_gfx.c
1091 * fixed bug with missing graphic for active red disk bomb
1093 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1094 * extended variable "level.gravity" to "level.initial_gravity" and
1095 "game.current_gravity" to prevent level setting from being changed
1096 by playing the level (keeping the runtime value after playing)
1098 * fixed graphics bug when digging element that has 'crumbled' graphic
1099 definition, but not 'diggable' graphic definition
1102 * version number set to 3.0.1
1105 * version 3.0.0 released
1108 * various bug fixes; among others:
1109 - fixed bug with pushing spring over empty space
1110 - fixed bug with leaving tube while placing dynamite
1111 - fixed bug with explosion of smashed penguins
1112 - allow Murphy player graphic in levels with non-Supaplex elements
1116 * I have forgotten to document changes for some time
1119 * pre-release version 2.2.0rc1 released
1122 * version number set to 2.1.2
1125 * version 2.1.1 released
1128 * version number set to 2.1.1
1131 * version 2.1.0 released
1134 * version number set to 2.1.0
1136 2002-04-03 to 2002-05-19 (various source files)
1137 * graphics, sounds and music now fully configurable
1138 * bug fixed that prevented walking through tubes when gravity on
1140 2002-04-02 src/events.c, src/editor.c
1141 * Make Escape key less aggressive when playing or when editing level.
1142 This can be configured as an option in the setup menu. (Default is
1143 "less aggressive" which means "ask user if something can be lost"
1144 when pressing the Escape key.)
1146 2002-04-02 src/screen.c
1147 * Added "graphics setup" screen.
1149 2002-04-01 src/screen.c
1150 * Changed "choose level" setup screen stuff to be more generic (to
1151 make it easier to add more "choose from generic tree" setup screens).
1153 2002-04-01 src/config.c, src/timestamp.h
1154 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1155 automatically gets created by "src/Makefile" and contains an actual
1156 compile-time timestamp to identify development versions of the game).
1158 2002-03-31 src/tape.c, src/events.c
1159 * Added quick game/tape save/load functions to tape stuff which can be
1160 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1161 loads previously recorded tape and directly goes into recording mode
1162 from the end of the tape (therefore appending to the tape).
1164 2002-03-31 src/tape.c
1165 * Added "index mark" function to tape recorder. When playing or
1166 recording, "eject" button changes to "index" button. Setting index
1167 mark is not yet implemented, but pressing index button when playing
1168 allows very quick advancing to end of tape (when normal playing),
1169 very fast forward mode (when playing with normal fast forward) or
1170 very fast reaching of "pause before end of tape" (when playing with
1171 "pause before end" playing mode).
1173 2002-03-30 src/cartoons.c
1174 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1176 2002-03-29 src/screen.c
1177 * Changed setup screen stuff to be more generic (to make it easier
1178 to add more setup screens).
1180 2002-03-23 src/main.c, src/main.h
1181 * Various changes due to the introduction of the new libgame files
1182 "setup.c" and "joystick.c".
1184 2002-03-23 src/files.c
1185 * Generic parts of "src/files.c" (mainly setup and level directory
1186 stuff) moved to new libgame file "src/libgame/setup.c".
1188 2002-03-23 src/joystick.c
1189 * File "src/joystick.c" moved to libgame source tree, with
1190 correspondig changes.
1192 2002-03-22 src/screens.c
1193 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1194 (Wrong level series information displayed when entering main group.)
1196 2002-03-22 src/editor.c
1197 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1199 2002-03-22 src/editor.c
1200 * Changed behaviour of "Escape" key in level editor to be more
1201 intuitive: When in "Element Properties" or "Level Info" mode,
1202 return to "Drawing Mode" instead of leaving the level editor.
1204 2002-03-21 src/game.c, src/editor.c, src/files.c
1205 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1206 gems (emeralds, diamonds, ...) slipping down from normal wall,
1207 steel wall and growing wall (as in E.M.C. style levels). Although
1208 the behaviour of contributed and private levels wasn't changed (due
1209 to the use of "level.game_version"; see previous entry), editing
1210 those levels will (of course) change the behaviour accordingly.
1212 This change seems a bit too hard after thinking about it, because
1213 the EM style behaviour is not the "expected" behaviour (gems would
1214 normally only slip down from "rounded" walls). Therefore this was
1215 now changed to an element property for gem style elements, with the
1216 default setting "off" (which means: no special EM style behaviour).
1217 To fix older converted levels, this flag is set to "on" for pre-2.0
1218 levels that are neither contributed nor private levels.
1220 2002-03-20 src/files.h
1221 * Corrected settings for "level.game_version" depending of level type.
1222 (Contributed and private levels always get played with game engine
1223 version they were created with, while converted levels always get
1224 played with the most recent version of the game engine, to let new
1225 corrections of the emulation behaviour take effect.)
1227 2002-03-20 src/main.h
1228 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1229 compiling the SDL version on some systems.
1230 Thanks to the several people who pointed this out.
1233 * Version number set to 2.0.2.
1236 * Version 2.0.1 released.
1238 2002-03-18 src/screens.c
1239 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1241 2002-03-18 src/files.c [src/libgame/misc.c]
1242 * Moved some common functions from src/files.c to src/libgame/misc.c.
1244 2002-03-18 src/files.c [src/libgame/misc.c]
1245 * Changed permissions for new directories and saved files (especially
1246 score files) according to suggestions of Debian users and mantainers.
1247 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1249 2002-03-17 src/files.c
1250 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1251 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1252 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1253 for levels and "TAPE" for tapes). Old "cookie" style format is
1254 still supported for reading. New level and tape files are written
1257 * New IFF chunk "VERS" contains version numbers for file and game
1258 (where "game version" is the version of the program that wrote the
1259 file, and "file version" is a version number to distinguish files
1260 with different format, for example after adding new features).
1262 2002-03-15 src/screen.c
1263 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1264 (Before, you heard a mixture of the in-game music and the
1265 hall-of-fame music.)
1267 2002-03-14 src/events.c
1268 * Function "DumpTape()" (files.c) now available by pressing 't' from
1269 main menu (when in DEBUG mode).
1271 2002-03-14 src/game.c
1272 * "GameWon()": When game was won playing a tape, now there is no delay
1273 raising the score and no corresponding sound is played.
1275 2002-03-14 src/files.c
1276 * Changed "LoadTape()" for real chunk support and also adjusted
1277 "SaveTape()" accordingly.
1279 2002-03-14 src/game.c, src/tape.c, src/files.c
1280 * Important changes to tape format: The old tape format stored all
1281 actions with a real effect with a corresponding delay between the
1282 stored actions. This had some major disadvantages (for example,
1283 push delays had to be ignored, pressing a button for some seconds
1284 mutated to several single button presses because of the non-action
1285 delays between two action frames etc.). The new tape format just
1286 stupidly records all device actions and replays them later. I really
1287 don't know why I haven't solved it that way before?! Old-style tapes
1288 (with tape file version less than 2.0) get converted to the new
1289 format on-the-fly when loading and can therefore still be played;
1290 only some minor parts of the old-style tape handling code was needed.
1291 (A perfect conversion is not possible, because there is information
1292 missing about the device actions between two action frames.)
1294 2002-03-14 src/files.c
1295 * New function "DumpTape()" to dump the contents of the current tape
1296 in a human readable format.
1298 2002-03-14 src/game.c
1299 * Small tape bug fixed: When automatically advancing to next level
1300 after a game was won, the tape from the previous level still was
1301 loaded as a tape for the new level.
1303 2002-03-14 src/tape.c
1304 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1305 tape, cartoons did not get completely removed because
1306 StopAnimation() was not called.
1308 2002-03-13 src/files.c
1309 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1310 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1311 size even when using 16-bit elements). Added new chunk "CNT2" for
1312 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1313 chunk even when content was 16-bit element). "CNT2" should now be
1314 able to store content for arbitrary elements (up to eight blocks of
1315 3 x 3 element arrays). All "CNT2" elements will always be stored as
1316 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1318 2002-03-13 src/files.c
1319 * Changed "LoadLevel()" for real chunk support.
1321 2002-03-12 src/game.c
1322 * Fixed problem (introduced after 2.0.0 release) with penguins
1323 not getting killed by enemies
1325 2002-02-24 src/game.c, src/main.h
1326 * Added "player->is_moving"; now "player->last_move_dir" does
1327 not contain any information if the player is just moving at
1329 Before, "player->last_move_dir" was misused for this purpose
1330 for the robot stuff (robots don't kill players when they are
1331 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1332 broke tapes when walking through pipes!
1333 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1334 in a continuous movement. This fact is ignored for friends and