2 * fixed small bug in EMC level loader (copyright sign in EM II levels)
5 * added delayed ignition of EM style dynamite when used in R'n'D engine
6 * added limited movement range to EMC engine when focus on all players
9 * fixed bug with missing (zero) score values for native Supaplex levels
12 * added "continuous snapping" (snapping many elements while holding the
13 snap key pressed, without releasing the snap key after each element)
14 as a new player setting for more compatibility with the classic games
17 * finished scrolling for "focus on all players" in EMC graphics engine
20 * level sets with "levels: 0" are ignored for levels, but not artwork
21 * fixed bug when scanning empty level group directories (endless loop)
24 * fixed bug with explosion graphic for player using "Murphy" graphic
25 * fixed bug with explosion graphic if player leaves explosion in time
26 * changed some descriptive text in setup menu to use medium-width font
27 * added key shortcut settings for switching player focus to setup menu
30 * fixed bug with random value initialization when recording tapes
31 * fixed bug with playing single player tapes when team mode activated
34 * fixed little bug when trying to switch to player that does not exist
37 * added player switching (visual and quick) to R'n'D and EM game engine
38 * added setup option to select visual or quick in-game player switching
41 * added use of "Home" and "End" keys to handle element list in editor
44 * fixed bug with adding score when playing tape with EMC game engine
45 * added steel wall border for levels using EMC engine without border
46 * finally fixed delayed scrolling in EMC engine also for small levels
49 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
52 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
53 * fixed bug when displaying info element without action, but direction
56 * fixed minor graphical problems with springs smashing and slurping
57 (when using R'n'D style graphics instead of EMC style graphics)
60 * added scroll delay (as configured in setup) to EMC graphics engine
63 * improved screen redraw for EMC graphics engine (faster and smoother)
64 * when not scrolling, do not redraw the whole playfield if not needed
67 * added multi-player mode for EMC game engine (with up to four players)
70 * added android (can clone elements) from EMC engine to R'n'D engine
73 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
76 * added selectbox for initial player speed to player settings in editor
79 * version 3.1.2 created that is basically version 3.1.1, but with a
80 major bug fixed that prevented editing your own private levels
81 * version 3.1.2 released
84 * added magic ball (creates elements) from EMC engine to R'n'D engine
87 * uploaded fixed pre-release version 3.2.0-6 binary and source code
90 * fixed bug when using "CE can leave behind <trigger element>"
91 * added new change condition "(after/when) creation of <element>"
92 * added new change condition "(after/when) digging <element>"
93 * fixed bug accessing invalid gadget that caused crashes under Windows
94 * deactivated new possibility for multiple CE changes per frame
97 * uploaded pre-release (test) version 3.2.0-6 binary and source code
100 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
101 * fixed bug with not keeping CE value for moving CEs with only action
102 * changed CE action selectboxes in editor to be only reset when needed
105 * added option "use artwork from element" for custom player artwork
106 * added option "use explosion from element" for player explosions
109 * added cascaded element lists in the level editor
110 * added persistence for cascaded element lists by "editorcascade.conf"
111 * added dynamic element list with all elements used in current level
112 * added possibility for multiple CE changes per frame (experimental)
115 * uploaded pre-release (test) version 3.2.0-5 binary and source code
118 * changed "score for each 10 seconds/steps left" to "1 second/step"
119 * added own score for collecting "extra time" instead of sharing it
120 * added change events "switched by player" and "player switches <e>"
121 * added change events "snapped by player" and "player snaps <e>"
122 * added "set player artwork: <element choice>" to CE action options
123 * added change event "move of <element>"
126 * added "set player shield: off / normal / deadly" to CE action options
127 * added new player option "use level start element" in level editor
128 to set the correct focus at level start to elements from which the
129 player is created later (this did not work before for cascaded CE
130 changes resulting in creation of the player; it is now also possible
131 to create the player from a yam yam which is smashed at level start)
134 * added "set player speed: frozen (not moving)" to CE action options
135 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
138 * added new player option "block snap field" (enabled by default) to
139 make it possible to show a snapping animation like in Emerald Mine
142 * added dynamic selectboxes to custom element action settings in editor
143 * added "CE value" counter for custom elements (instead of "CE count")
144 * added option to use the last "CE value" after custom element change
145 * added option to use the "CE value" of other elements in CE actions
146 * fixed odd behaviour when pressing time orb in levels w/o time limit
147 * added checkbox "use time orb bug" for older levels that use this bug
150 * added missing configuration settings for the following elements:
151 - EL_TIMEGATE_SWITCH (time of open time gate)
152 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
153 - EL_SHIELD_NORMAL (time of shield duration)
154 - EL_SHIELD_DEADLY (time of shield duration)
155 - EL_EXTRA_TIME (time added to level time)
156 - EL_TIME_ORB_FULL (time added to level time)
159 * added "wind direction" as a movement pattern for custom elements
160 * added initial wind direction for balloon / custom elements to editor
161 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
164 * added parameters for "game of life" and "biomaze" elements to editor
167 * added level file chunk "CONF" for generic level and element settings
170 * uploaded pre-release (test) version 3.2.0-4 binary and source code
173 * skip empty level sets (with "levels: 0"; may be artwork base sets)
174 * added sound action ".page[1]" to ".page[32]" for each CE change page
177 * added image config suffix ".clone_from" to copy whole image settings
178 * fixed bug with invalid ("undefined") CE settings in old level files
181 * fixed graphical bug with smashing elements falling faster than player
184 * fixed major bug which prevented private levels from being edited
185 * fixed bug with precedence of general and special font definitions
188 * fixed graphical bug with player animation when player moves slowly
191 * uploaded pre-release (test) version 3.2.0-3 binary and source code
194 * fixed bug which prevented "global.num_toons: 0" from working
197 * major code cleanup (removed all these annoying "#if 0" blocks)
200 * added custom element actions for CE change page in level editor
203 * fixed music initialization bug in init.c (thanks to David Binderman)
204 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
205 (this bug must probably be fixed at other places, too)
208 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
209 (should be '#include <SDL.h>' instead)
212 * fixed bug which prevented "walkable from no direction" from working
213 (due to compatibility code overwriting this setting after loading)
216 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
219 * version number temporarily set to 3.1.1 (intermediate bugfix release)
220 * version 3.1.1 released
223 * changed some va_arg() arguments from 'long' to 'int', fixing problems
224 on 64-bit architecture systems with LP64 data model
227 * fixed bug with bombs not exploding when hitting the last level line
228 (introduced after the release of 3.1.0)
231 * added support for dumping small-sized level sketches from editor
234 * added recognition of "trigger element" for "change digged element to"
235 (this is not really what the "trigger element" was made for, but its
236 use may seem obvious for leaving back digged elements unchanged)
239 * fixed multiple warnings about failed joystick device initialization
242 * fixed bug with dynamite dropped on top of just dropped custom element
243 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
244 dynamite can still be dropped, but drop key must be released before
247 * fixed bug with wrong start directory when started from file browser
248 (due to this bug, R'n'D could not be started from KDE's Konqueror)
251 * fixed bug causing "change when impact" on player not working
252 * fixed wrong priority of "hitting something" over "hitting <element>"
253 * fixed wrong priority of "hit by something" over "hit by <element>"
256 * fixed graphical bug which caused the player (being Murphy) to show
257 collecting animations although the element was collected by penguin
260 * fixed two bugs causing wrong door background graphics in system.c
261 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
264 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
265 * added "no direction" to "walkable/passable from" selectbox options
268 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
269 * in tape autoplay, not only report broken, but also missing tapes
272 * uploaded pre-release (test) version 3.2.0-2 binary and source code
275 * fixed small bug with "linear" animation not working for active lamp
278 * fixed bug with moving up despite gravity due to "block last field"
279 * fixed small bug with wrong draw offset when typing name in main menu
280 * when reading user names from "passwd", ignore data after first comma
281 * when creating new "levelinfo.conf", only write some selected entries
284 * fixed displaying "imported from/by" on preview with empty string
285 * fixed ignoring draw offset for fonts used for level preview texts
288 * fixed a delay problem with SDL and too many mouse motion events
289 * added setup option "skip levels" and level skipping functionality
292 * added move speed "not moving" for non-moving CEs, but with direction
295 * fixed mapping of obsolete element token names in "editorsetup.conf"
296 * fixed bug with sound "acid.splashing" treated as a loop sound
297 * fixed some little sound bugs in native EM engine
300 * fixed small bug when dragging scrollbars to end positions
303 * added editor element descriptions written by Aaron Davidson
306 * improved fallback handling when configured artwork is not available
307 (now using default artwork instead of exiting when files not found)
310 * fixed bug on level selection screen when dragging scrollbar
313 * fixed bug which caused broken tapes when appending to EM engine tapes
316 * uploaded pre-release (test) version 3.2.0-1 binary and source code
319 * added code to replace changed artwork config tokens with other tokens
320 (needed for backwards compatibility, so that older tokens still work)
323 * added native R'n'D graphics for some new EMC elements in EM engine
326 * fixed some bugs in the EM engine integration code
327 * changed EM engine code to allow diagonal movement
328 * changed EM engine code to allow use of separate snap and drop keys
331 * fixed some redraw bugs when using EM engine
334 * fixed bug with not converting RND levels which are set to use native
335 engine to native level structure when loading
338 * uploaded pre-release (test) version 3.2.0-0 binary and source code
341 * version number set to 3.2.0
344 * level data now reset to defaults after attempt to load invalid file
347 * added use of "editorsetup.conf" for different level sets
350 * added auto-detection for various types of Emerald Mine level files
353 * fixed bug with scrollbars getting too small when list is very large
356 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
359 * added most level editor configuration gadgets for new EMC elements
362 * added more element and graphic definitions for new EMC elements
365 * modified native EM engine to use integrated R'n'D sound system
368 * added SDL support to graphics functions in native EM engine
369 (by always using generic libgame interface functions)
372 * fixed bug in frame synchronization in native EM engine
375 * added code to convert levels between R'n'D and native EM engine
378 * new Emerald Mine engine can now play levels selected in main menu
381 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
382 (which creates scaled down graphics for level editor and preview);
383 there's still a memory leak somewhere in the artwork handling code
384 * added "scale image up" functionality to X11 version of zoom function
387 * first attempts to integrate new, native Emerald Mine Club engine
390 * fixed bug in gadget code which caused reset of CEs in level editor
391 (example: pressing 'b' [grab brush] on CE config page erased values)
392 (solution: check if gadgets in ClickOnGadget() are really mapped)
393 * improved level change detection in editor (settings now also checked)
394 * fixed bug with "can move into acid" and "don't collide with" state
397 * fixed maze runner style CEs to use the configured move delay value
400 * added Aaron Davidson's tutorial level set to the "Tutorials" section
403 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
404 * fixed the above fix because it broke level set "machine" (*sigh*)
405 * fixed random element placement in level editor to work as expected
406 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
409 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
412 * fixed bug (missing array boundary check) which caused broken tapes
413 * fixed bug (when loading level template) which caused broken levels
414 * fixed bug with new block last field code when using non-yellow player
417 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
418 * internal change of how the player blocks the last field when moving
419 * fixed blocking delay of last field for EM and SP style block delay
420 * fixed bug where the player had to wait for the usual move delay after
421 unsuccessfully trying to move, when he directly could move after that
422 * the last two changes should make original Supaplex level 93 solvable
423 * improved use of random number generator to make it less predictable
424 * fixed behaviour of slippery SP elements to let slip left, then right
427 * fixed bug with wrong door state after trying to quickload empty tape
428 * fixed waste of static memory usage of the binary, making it smaller
429 * fixed very little graphical bug in Supaplex explosion
432 * version number set to 3.1.1
435 * version 3.1.0 released
438 * fixed bug with crash when writing user levelinfo.conf the first time
441 * added option "convert LEVELDIR [NR]" to command line batch commands
442 * re-converted Supaplex levels to apply latest engine fixes
443 * changed "use graphic/sound of element" to "use graphic of element"
444 due to compatibility problems with some levels ("bug machine" etc.)
447 * fixed bug with CE change replacing player with same or other player
450 * fixed bug with opaque font in envelope with background graphic when
451 background graphic is not transparent itself
454 * added "gravity on" and "gravity off" ports for Supaplex compatibility
455 * corrected original Supaplex level loading code to use these new ports
456 * also corrected Supaplex loader to auto-count infotrons if set to zero
459 * fixed bug with missing initialization of "modified" flag for GEs
462 * fixed bug that caused endless recursion loop when relocating player
463 * fixed tape recorder bug in "step mode" when using "pause before end"
464 * fixed tape recorder bug when changing from "warp forward" mode
467 * fixed bug with "when touching" for pushed elements at last position
470 * fixed bug that caused two activated toolbox buttons in level editor
471 * fixed bug with exploding dynabomb under player due to other explosion
474 * fixed bug with creating walkable custom element under player (again)
475 * fixed bug with not copying explosion type when copying CEs in editor
476 * fixed graphical bug when drawing player in setup menu (input devices)
477 * fixed graphical bug when the player is pushing an accessible element
478 * fixed bug with classic switchable elements triggering CE changes
479 * fixed bug with entering/leaving walkable element in RelocatePlayer()
480 * fixed crash bug when CE leaves behind the trigger player element
483 * fixed bug with broken tubes after placing/exploding dynamite in them
484 * fixed bug with exploding dynamite under player due to other explosion
485 * fixed bug with not resetting push delay under certain circumstances
488 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
489 * added network multiplayer code for Windows (thanks to Niko Böhm)
492 * added option "reachable despite gravity" for gravity movement
493 * changed gravity movement of most classic walkable and passable
494 elements back to "not reachable" (for compatibility reasons)
497 * fixed (removed) "indestructible" / "can explode" dependency in editor
498 * fixed (removed) "accessible inside" / "protected" dependency
499 * fixed (removed) "step mode" / "shield time" dependency
502 * fixed dynabombs exploding now into anything diggable
503 * fixed Supaplex style gravity movement into buggy base now impossible
504 * added pressing key "space" as valid action to select menu options
507 * added "replace when walkable" to relocate player to walkable element
508 * added "enter"/"leave" event for elements affected by relocation
509 * fixed "direct"/"indirect" change order also for "when change" event
510 * fixed graphical bug when pushing things from elements walkable inside
513 * fixed graphic bug when player is snapping while moving in old levels
514 * fixed bug when a moving custom element leaves a player element behind
515 * fixed bug with mole not disappearing when moving into acid pool
516 * fixed bug with incomplete path setting when using "--basepath" option
517 * moving CE can now leave walkable elements behind under the player
518 * when relocating, player can be set on walkable element now
519 * fixed another gravity movement bug
522 * uploaded pre-release (test) version 3.1.0-2 binary and source code
525 * added "collectible" and "removable" to extended replacement types
526 (where "removable" replaces "diggable" and "collectible" elements)
527 * added "collectible & throwable" (to throw element to the next field)
528 * fixed bug with CEs digging elements that are just about to explode
529 * changed mouse cursor now always being visible when game is paused
532 * added possibility to push/press accessible elements from a side that
534 * fixed bug with not setting actual date when appending to tape
537 * fixed bug with incorrectly initialized custom element editor graphics
540 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
541 - number of levels corrected from 18 to 17 in "levelinfo.conf"
544 * fixed bug with destroyed robot wheel still attracting robots forever
545 * fixed bug with time gate switch deactivating after robot wheel time
546 (while the time gate itself is not affected by this misbehaviour)
547 * changed behaviour of BD style amoeba to always get blocked by player
548 (before it was different when there were non-BD elements in level)
549 * fixed bug with player destroying indestructable elements with shield
552 * added option to make growing elements grow into anything diggable
553 (for the various amoeba types, biomaze and "game of life")
556 * fixed bug with movable elements not moving after left behind by CEs
557 * changed gravity movement to anything diggable, not only sand/base
558 * optionally allowing passing to walkable element, not only empty space
559 * added option "can pass to walkable element" for players
560 * finally fixed gravity movement (hopefully)
563 * fixed bug with movable elements not moving anymore after falling down
566 * fixed another bug with custom elements digging and leaving elements
567 * fixed bug with "along left/right side" and automatic start direction
568 * trigger elements now also displayed when "more custom" deactivated
569 * fixed bug with clipboard element initialized when loading new level
570 * added option "drop delay" to set delay before dropping next element
573 * uploaded pre-release (test) version 3.1.0-1 binary and source code
576 * added copy and paste functions for custom change pages
577 * enhanced graphical display and functionality of tape recorder
578 * fixed bug with custom elements digging and leaving elements
581 * added move speed faster than "very fast" for custom elements
582 * fixed bug with 3+3 style explosions and missing border content
583 * fixed little bug when copying custom elements in the editor
584 * enhanced custom element changes by more side trigger actions
587 * added option "no scrolling when relocating" for instant teleporting
588 * uploaded pre-release (test) version 3.1.0-0 binary and source code
591 * added trigger element and trigger player to use as target elements
592 * added copy and paste functions for custom and group elements
595 * fixed graphical bug when displaying explosion animations
596 * fixed bug when appending to tapes, resulting in broken tapes
597 * re-recorded a few tapes broken by fixing gravity checking bug
600 * "can move into acid" property now for all elements independently
601 * "can fall into acid" property for player stored in same bitfield now
602 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
603 * version number set to 3.1.0 (finally!)
606 * changed tape recording to only record input, not programmed actions
609 * fixed totally broken (every 8th frame skipped) step-by-step recording
610 * fixed bug with requester not displayed when quick-loading interrupted
611 * added option "can fall into acid (with gravity)" for players
612 * fixed bug with player not falling when snapping down with gravity
615 * fixed bug which messed up key config when using keypad number keys
618 * fixed bug which allowed moving upwards even when gravity was active
619 * fixed bug with missing error handling when dumping levels or tapes
622 * added different colored editor graphics for Supaplex gravity tubes
625 * fixed bug that allowed solvable tapes for unsolvable levels
628 * use unlimited number of droppable elements when "count" set to zero
629 * added option to use step limit instead of time limit for level
632 * added player and change page as trigger for custom element change
635 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
638 * fixed bug with dark yamyam changing to acid when moving over acid
639 * fixed handling of levels with more than 999 seconds level time
640 (example: level 76 of "Denmine")
643 * "spring push bug" reintroduced as configurable element property
644 * fixed bug with missing properties for "mole"
645 * fixed bug that showed up when fixing the above "mole" properties bug
646 * added option "can move into acid" for all movable elements
647 * fixed graphical bug for elements moving into acid
648 * changed event handling to handle all pending events before going on
651 * fixed bug which caused all CE change pages to be ignored which had
652 the same change event, but used a different element side
653 (reported by Simon Forsberg)
655 * fixed bug which caused elements that can move and fall and that are
656 transported by a conveyor belt to continue moving into that direction
657 after leaving the conveyor belt, regardless of their own movement
658 type; only elements which can not move are transported now
659 (reported by Simon Forsberg)
661 * fixed bug which could cause an array overflow in RelocatePlayer()
662 (reported by Niko Böhm)
664 * changed Emerald Mine style "passable / over" elements to "protected"
665 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
667 * added new option to select from which side a "walkable/passable"
668 element can be entered
671 * added explosion and ignition delay for elements that can explode
674 * fixed bug which caused player not being protected against enemies
675 when a CE was "walkable / inside" and was not "indestructible"
676 * added "walkable/passable" fields to be "protected/unprotected"
677 against enemies, even if not accessible "inside" but "over/under"
680 * corrected move pattern to 32 bit and initial move direction to 8 bit
683 * added second custom element base configuration page
686 * added some special EMC mappings to Emerald Mine level loader
687 (also covering previously unknown element in level 0 of "Bondmine 8")
690 * added option to block last field when player is moving (for Supaplex)
691 * adjusted push delay of Supaplex elements
692 * removed delays for envelopes etc. when replaying with maximum speed
693 * fixed bug when dropping element on a field that just changed to empty
696 * fixed bug: infotrons can now smash yellow disks
697 * fixed bug: when gravity active, port above player can now be entered
698 * removed "one white dot" mouse pointer which irritated some people
701 * added "choice type" for group element selection
704 * fixed bug with initial invulnerability of non-yellow player
707 * added level loader for loading native Supaplex packed levels
708 (including multi-part levels like the "splvls99" levels)
711 * fixed bug which allowed creating emeralds by escaping explosions
714 * custom elements can change (limited) or leave (unlimited) elements
715 * finally added multiple matches using group elements
716 * added shortcut to dump brush (type ":DB" in editor) for use in forum
719 * added new start movement type "previous" for continued CE movement
720 * added new start movement type "random" for random CE movement start
723 * added new element "sokoban_field_player" needed for Sokoban levels
724 (thanks to Ed Booker for pointing this out!)
727 * added elements that can be digged or left behind by custom elements
730 * added group elements for multiple matches and random element creation
733 * fixed some graphical errors displayed in old levels
736 * fixed wrong double speed movement after passing closing gates
739 * added level loader for loading native Emerald Mine levels
742 * changes for "shooting" style CE movement
745 * Happy New Year! ;-)
748 * changed default snap/drop keys from left/right Shift to Control keys
751 * fixed bug with dead player getting reanimated from custom element
754 * fixed bug with wrong penguin graphics (when entering exit)
757 * fixed bug with wrong "Murphy" graphics (when digging etc.)
760 * version number set to 3.0.9
763 * version 3.0.8 released
766 * added function checked_free()
769 * fixed bug with double nut cracking sound
770 (by eliminating "default element action sound" assignment in init.c)
773 * fixed crash when no music info files are available
776 * fixed boring and sleeping sounds
779 * added "maze runner" and "maze hunter" movement types
780 * added extended collision conditions for custom elements
783 * added warnings for undefined token values in artwork config files
786 * added menu entry for level set information to the info screen
789 * fixed bug with wrong default impact sound for colored emeralds
792 * added several sub-screens for the info screen
793 * menu text now also clickable (not only blue/red sphere left of it)
796 * added configurable "bored" and "sleeping" animations for the player
797 * added "awakening" sound for player when waking up after sleeping
800 * added "copy" and "exchange" functions for custom elements to editor
803 * added configurable element animations for info screen
806 * added configurable music credits for info screen
809 * finally fixed tape recording when player is created from CE change
812 * added "editorsetup.conf" for editor element list configuration
815 * added "musicinfo.conf" for menu and level music configuration
818 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
819 (that only showed up on Linux, but not on Windows systems)
822 * fixed turning movement of butterflies and fireflies (no frame reset)
823 * enhanced sniksnak turning movement (two steps instead of only one)
826 * version number set to 3.0.8
829 * version 3.0.7 released
832 * fixed reset of player animation frame when, for example,
833 walking, digging or collecting share the same animation
834 * fixed CE with "deadly when touching" exploding when touching amoeba
837 * fixed tape recording when player is created from CE element change
840 * introduced "turning..." action graphic for elements with move delay
841 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
842 * added turning animations for bug, spaceship and sniksnak
845 * prevent "extended" changed elements from delay change in same frame
848 * fixed bug when pushing element that can move away to the side
849 (like pushing falling elements, but now with moving elements)
852 * finally fixed serious bug in code for delayed element pushing (again)
855 * unavailable setup options now marked as "n/a" instead of "off"
856 * new boolean directive "latest_engine" for "levelinfo.conf": when set
857 to "true", levels are always played with the latest game engine,
858 which is desired for levels that are imported from other games; all
859 other levels are played with the engine version stored in level file
860 (which is normally the engine version the level was created with)
863 * fixed serious bug in code for delayed element pushing
864 * fixed little bug in animation frame selection for pushed elements
865 * speed-up of reading config file for verbose output
868 * added configuration option for opening and closing Supaplex exit
869 * added configuration option for moving up/down animation for Murphy
870 * fixed incorrectly displayed animation for attacking dragon
871 * fixed bug with not setting initial gravity for each new game
872 * fixed bug with teleportation of player by custom element change
873 * fixed bug with player not getting smashed by rock sometimes
876 * version number set to 3.0.7
879 * version 3.0.6 released
882 * added support for MP3 music for SDL version through SMPEG library
885 * fixed bug when initializing font graphic structure
886 * fixed bug with animation mode "pingpong" when using only 1 frame
887 * fixed bug with extended change target introduced in 3.0.5
888 * fixed bug where passing over moving element doubles player speed
889 * fixed bug with elements continuing to move into push direction
890 * fixed bug with duplicated player when dropping bomb with shield on
891 * added "switching" event for custom elements ("pressing" only once)
892 * fixed switching bug (resetting flag when not switching but not idle)
895 * fixed element tokens for certain file elements with ".active" etc.
898 * version number set to 3.0.6
901 * version 3.0.5 released
904 * now four envelope elements available
905 * font, background, animation and sound for envelope now configurable
906 * main menu doors opening/closing animation type now configurable
909 * active/inactive sides configurable for custom element changes
910 * new movement type "move when pushed" available for custom elements
913 * fixed bug in multiple config pages loader code that caused crashes
916 * enhanced (remaining low-resolution) Supaplex graphics
919 * version number set to 3.0.5
922 * version 3.0.4 released
924 2003-09-12 src/tools.c
925 * fixed bug in custom definition of crumbled element graphics
927 2003-09-11 src/files.c
928 * fixed bug in multiple config pages code that caused crashes
931 * version number set to 3.0.4
934 * version 3.0.3 released
937 * added music to Supaplex classic level set
939 2003-09-07 src/libgame/misc.c
940 * added support for loading various music formats through SDL_mixer
942 2003-09-06 (various source files)
943 * fixed several nasty bugs that may have caused crashes on some systems
944 * added envelope content which gets displayed when collecting envelope
945 * added multiple change event pages for custom elements
947 2003-08-24 src/game.c
948 * fixed problem with player animation when snapping and moving
950 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
951 * fixed problem with flickering when drawing toon animations
953 2003-08-23 src/libgame/sdl.c
954 * fixed problem with setting mouse cursor in SDL version in fullscreen
956 2003-08-23 src/game.c
957 * fixed bug (missing array boundary check) which could crash the game
960 * version number set to 3.0.3
963 * version 3.0.2 released
965 2003-08-21 src/game.c
966 * fixed bug with creating inaccessible elements at player position
968 2003-08-20 src/init.c
969 * fixed bug with not finding current level artwork directory
971 2003-08-20 src/files.c
972 * fixed bug with choosing wrong engine version when playing tapes
973 * fixed bug with messing up custom element properties in 3.0.0 levels
976 * version number set to 3.0.2
979 * version 3.0.1 released
981 2003-08-17 (no source files affected)
982 * changed all "classic" PCX image files with 16 colors or less to
983 256 color (8 bit) storage format, because the Allegro game library
984 cannot handle PCX files with less than 256 colors (contributed
985 graphics are not affected and might look wrong in the DOS version)
987 2003-08-16 src/init.c
988 * fixed bug which (for example) crashed the level editor when defining
989 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
990 (only set to default) -- invalid graphics now set to default graphic
992 2003-08-16 src/init.c
993 * fixed graphical bug of player digging/collecting/snapping element
994 when no corresponding graphic/animation is defined for this action,
995 resulting in player being drawn as EL_EMPTY (which should only be
996 done to elements being collected, but not to the player)
998 2003-08-16 src/game.c
999 * fixed small graphical bug of player not totally moving into exit
1001 2003-08-16 src/libgame/setup.c
1002 * fixed bug with wrong MS-DOS 8.3 filename conversion
1004 2003-08-16 src/tools.c
1005 * fixed bug with invisible mouse cursor when pressing ESC while playing
1007 2003-08-16 (various source files)
1008 * added another 128 custom elements (disabled in editor by default)
1010 2003-08-16 src/editor.c
1011 * fixed NULL string bug causing Solaris to crash in sprintf()
1013 2003-08-16 src/screen.c
1014 * fixed drawing over scrollbar on level selection with custom fonts
1016 2003-08-15 src/game.c
1017 * cleanup of simple sounds / loop sounds / music settings
1019 2003-08-08 (various source files)
1020 * added custom element property for dropping collected elements
1022 2003-08-08 src/conf_gfx.c
1023 * fixed bug with missing graphic for active red disk bomb
1025 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1026 * extended variable "level.gravity" to "level.initial_gravity" and
1027 "game.current_gravity" to prevent level setting from being changed
1028 by playing the level (keeping the runtime value after playing)
1030 * fixed graphics bug when digging element that has 'crumbled' graphic
1031 definition, but not 'diggable' graphic definition
1034 * version number set to 3.0.1
1037 * version 3.0.0 released
1040 * various bug fixes; among others:
1041 - fixed bug with pushing spring over empty space
1042 - fixed bug with leaving tube while placing dynamite
1043 - fixed bug with explosion of smashed penguins
1044 - allow Murphy player graphic in levels with non-Supaplex elements
1048 * I have forgotten to document changes for some time
1051 * pre-release version 2.2.0rc1 released
1054 * version number set to 2.1.2
1057 * version 2.1.1 released
1060 * version number set to 2.1.1
1063 * version 2.1.0 released
1066 * version number set to 2.1.0
1068 2002-04-03 to 2002-05-19 (various source files)
1069 * graphics, sounds and music now fully configurable
1070 * bug fixed that prevented walking through tubes when gravity on
1072 2002-04-02 src/events.c, src/editor.c
1073 * Make Escape key less aggressive when playing or when editing level.
1074 This can be configured as an option in the setup menu. (Default is
1075 "less aggressive" which means "ask user if something can be lost"
1076 when pressing the Escape key.)
1078 2002-04-02 src/screen.c
1079 * Added "graphics setup" screen.
1081 2002-04-01 src/screen.c
1082 * Changed "choose level" setup screen stuff to be more generic (to
1083 make it easier to add more "choose from generic tree" setup screens).
1085 2002-04-01 src/config.c, src/timestamp.h
1086 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1087 automatically gets created by "src/Makefile" and contains an actual
1088 compile-time timestamp to identify development versions of the game).
1090 2002-03-31 src/tape.c, src/events.c
1091 * Added quick game/tape save/load functions to tape stuff which can be
1092 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1093 loads previously recorded tape and directly goes into recording mode
1094 from the end of the tape (therefore appending to the tape).
1096 2002-03-31 src/tape.c
1097 * Added "index mark" function to tape recorder. When playing or
1098 recording, "eject" button changes to "index" button. Setting index
1099 mark is not yet implemented, but pressing index button when playing
1100 allows very quick advancing to end of tape (when normal playing),
1101 very fast forward mode (when playing with normal fast forward) or
1102 very fast reaching of "pause before end of tape" (when playing with
1103 "pause before end" playing mode).
1105 2002-03-30 src/cartoons.c
1106 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1108 2002-03-29 src/screen.c
1109 * Changed setup screen stuff to be more generic (to make it easier
1110 to add more setup screens).
1112 2002-03-23 src/main.c, src/main.h
1113 * Various changes due to the introduction of the new libgame files
1114 "setup.c" and "joystick.c".
1116 2002-03-23 src/files.c
1117 * Generic parts of "src/files.c" (mainly setup and level directory
1118 stuff) moved to new libgame file "src/libgame/setup.c".
1120 2002-03-23 src/joystick.c
1121 * File "src/joystick.c" moved to libgame source tree, with
1122 correspondig changes.
1124 2002-03-22 src/screens.c
1125 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1126 (Wrong level series information displayed when entering main group.)
1128 2002-03-22 src/editor.c
1129 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1131 2002-03-22 src/editor.c
1132 * Changed behaviour of "Escape" key in level editor to be more
1133 intuitive: When in "Element Properties" or "Level Info" mode,
1134 return to "Drawing Mode" instead of leaving the level editor.
1136 2002-03-21 src/game.c, src/editor.c, src/files.c
1137 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1138 gems (emeralds, diamonds, ...) slipping down from normal wall,
1139 steel wall and growing wall (as in E.M.C. style levels). Although
1140 the behaviour of contributed and private levels wasn't changed (due
1141 to the use of "level.game_version"; see previous entry), editing
1142 those levels will (of course) change the behaviour accordingly.
1144 This change seems a bit too hard after thinking about it, because
1145 the EM style behaviour is not the "expected" behaviour (gems would
1146 normally only slip down from "rounded" walls). Therefore this was
1147 now changed to an element property for gem style elements, with the
1148 default setting "off" (which means: no special EM style behaviour).
1149 To fix older converted levels, this flag is set to "on" for pre-2.0
1150 levels that are neither contributed nor private levels.
1152 2002-03-20 src/files.h
1153 * Corrected settings for "level.game_version" depending of level type.
1154 (Contributed and private levels always get played with game engine
1155 version they were created with, while converted levels always get
1156 played with the most recent version of the game engine, to let new
1157 corrections of the emulation behaviour take effect.)
1159 2002-03-20 src/main.h
1160 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1161 compiling the SDL version on some systems.
1162 Thanks to the several people who pointed this out.
1165 * Version number set to 2.0.2.
1168 * Version 2.0.1 released.
1170 2002-03-18 src/screens.c
1171 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1173 2002-03-18 src/files.c [src/libgame/misc.c]
1174 * Moved some common functions from src/files.c to src/libgame/misc.c.
1176 2002-03-18 src/files.c [src/libgame/misc.c]
1177 * Changed permissions for new directories and saved files (especially
1178 score files) according to suggestions of Debian users and mantainers.
1179 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1181 2002-03-17 src/files.c
1182 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1183 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1184 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1185 for levels and "TAPE" for tapes). Old "cookie" style format is
1186 still supported for reading. New level and tape files are written
1189 * New IFF chunk "VERS" contains version numbers for file and game
1190 (where "game version" is the version of the program that wrote the
1191 file, and "file version" is a version number to distinguish files
1192 with different format, for example after adding new features).
1194 2002-03-15 src/screen.c
1195 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1196 (Before, you heard a mixture of the in-game music and the
1197 hall-of-fame music.)
1199 2002-03-14 src/events.c
1200 * Function "DumpTape()" (files.c) now available by pressing 't' from
1201 main menu (when in DEBUG mode).
1203 2002-03-14 src/game.c
1204 * "GameWon()": When game was won playing a tape, now there is no delay
1205 raising the score and no corresponding sound is played.
1207 2002-03-14 src/files.c
1208 * Changed "LoadTape()" for real chunk support and also adjusted
1209 "SaveTape()" accordingly.
1211 2002-03-14 src/game.c, src/tape.c, src/files.c
1212 * Important changes to tape format: The old tape format stored all
1213 actions with a real effect with a corresponding delay between the
1214 stored actions. This had some major disadvantages (for example,
1215 push delays had to be ignored, pressing a button for some seconds
1216 mutated to several single button presses because of the non-action
1217 delays between two action frames etc.). The new tape format just
1218 stupidly records all device actions and replays them later. I really
1219 don't know why I haven't solved it that way before?! Old-style tapes
1220 (with tape file version less than 2.0) get converted to the new
1221 format on-the-fly when loading and can therefore still be played;
1222 only some minor parts of the old-style tape handling code was needed.
1223 (A perfect conversion is not possible, because there is information
1224 missing about the device actions between two action frames.)
1226 2002-03-14 src/files.c
1227 * New function "DumpTape()" to dump the contents of the current tape
1228 in a human readable format.
1230 2002-03-14 src/game.c
1231 * Small tape bug fixed: When automatically advancing to next level
1232 after a game was won, the tape from the previous level still was
1233 loaded as a tape for the new level.
1235 2002-03-14 src/tape.c
1236 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1237 tape, cartoons did not get completely removed because
1238 StopAnimation() was not called.
1240 2002-03-13 src/files.c
1241 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1242 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1243 size even when using 16-bit elements). Added new chunk "CNT2" for
1244 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1245 chunk even when content was 16-bit element). "CNT2" should now be
1246 able to store content for arbitrary elements (up to eight blocks of
1247 3 x 3 element arrays). All "CNT2" elements will always be stored as
1248 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1250 2002-03-13 src/files.c
1251 * Changed "LoadLevel()" for real chunk support.
1253 2002-03-12 src/game.c
1254 * Fixed problem (introduced after 2.0.0 release) with penguins
1255 not getting killed by enemies
1257 2002-02-24 src/game.c, src/main.h
1258 * Added "player->is_moving"; now "player->last_move_dir" does
1259 not contain any information if the player is just moving at
1261 Before, "player->last_move_dir" was misused for this purpose
1262 for the robot stuff (robots don't kill players when they are
1263 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1264 broke tapes when walking through pipes!
1265 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1266 in a continuous movement. This fact is ignored for friends and