2 * fixed bug with explosion graphic for player using "Murphy" graphic
3 * fixed bug with explosion graphic if player leaves explosion in time
6 * fixed bug with random value initialization when recording tapes
7 * fixed bug with playing single player tapes when team mode activated
10 * fixed little bug when trying to switch to player that does not exist
13 * added player switching (visual and quick) to R'n'D and EM game engine
14 * added setup option to select visual or quick in-game player switching
17 * added use of "Home" and "End" keys to handle element list in editor
20 * fixed bug with adding score when playing tape with EMC game engine
21 * added steel wall border for levels using EMC engine without border
22 * finally fixed delayed scrolling in EMC engine also for small levels
25 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
28 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
29 * fixed bug when displaying info element without action, but direction
32 * fixed minor graphical problems with springs smashing and slurping
33 (when using R'n'D style graphics instead of EMC style graphics)
36 * added scroll delay (as configured in setup) to EMC graphics engine
39 * improved screen redraw for EMC graphics engine (faster and smoother)
40 * when not scrolling, do not redraw the whole playfield if not needed
43 * added multi-player mode for EMC game engine (with up to four players)
46 * added android (can clone elements) from EMC engine to R'n'D engine
49 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
52 * added selectbox for initial player speed to player settings in editor
55 * version 3.1.2 created that is basically version 3.1.1, but with a
56 major bug fixed that prevented editing your own private levels
57 * version 3.1.2 released
60 * added magic ball (creates elements) from EMC engine to R'n'D engine
63 * uploaded fixed pre-release version 3.2.0-6 binary and source code
66 * fixed bug when using "CE can leave behind <trigger element>"
67 * added new change condition "(after/when) creation of <element>"
68 * added new change condition "(after/when) digging <element>"
69 * fixed bug accessing invalid gadget that caused crashes under Windows
70 * deactivated new possibility for multiple CE changes per frame
73 * uploaded pre-release (test) version 3.2.0-6 binary and source code
76 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
77 * fixed bug with not keeping CE value for moving CEs with only action
78 * changed CE action selectboxes in editor to be only reset when needed
81 * added option "use artwork from element" for custom player artwork
82 * added option "use explosion from element" for player explosions
85 * added cascaded element lists in the level editor
86 * added persistence for cascaded element lists by "editorcascade.conf"
87 * added dynamic element list with all elements used in current level
88 * added possibility for multiple CE changes per frame (experimental)
91 * uploaded pre-release (test) version 3.2.0-5 binary and source code
94 * changed "score for each 10 seconds/steps left" to "1 second/step"
95 * added own score for collecting "extra time" instead of sharing it
96 * added change events "switched by player" and "player switches <e>"
97 * added change events "snapped by player" and "player snaps <e>"
98 * added "set player artwork: <element choice>" to CE action options
99 * added change event "move of <element>"
102 * added "set player shield: off / normal / deadly" to CE action options
103 * added new player option "use level start element" in level editor
104 to set the correct focus at level start to elements from which the
105 player is created later (this did not work before for cascaded CE
106 changes resulting in creation of the player; it is now also possible
107 to create the player from a yam yam which is smashed at level start)
110 * added "set player speed: frozen (not moving)" to CE action options
111 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
114 * added new player option "block snap field" (enabled by default) to
115 make it possible to show a snapping animation like in Emerald Mine
118 * added dynamic selectboxes to custom element action settings in editor
119 * added "CE value" counter for custom elements (instead of "CE count")
120 * added option to use the last "CE value" after custom element change
121 * added option to use the "CE value" of other elements in CE actions
122 * fixed odd behaviour when pressing time orb in levels w/o time limit
123 * added checkbox "use time orb bug" for older levels that use this bug
126 * added missing configuration settings for the following elements:
127 - EL_TIMEGATE_SWITCH (time of open time gate)
128 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
129 - EL_SHIELD_NORMAL (time of shield duration)
130 - EL_SHIELD_DEADLY (time of shield duration)
131 - EL_EXTRA_TIME (time added to level time)
132 - EL_TIME_ORB_FULL (time added to level time)
135 * added "wind direction" as a movement pattern for custom elements
136 * added initial wind direction for balloon / custom elements to editor
137 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
140 * added parameters for "game of life" and "biomaze" elements to editor
143 * added level file chunk "CONF" for generic level and element settings
146 * uploaded pre-release (test) version 3.2.0-4 binary and source code
149 * skip empty level sets (with "levels: 0"; may be artwork base sets)
150 * added sound action ".page[1]" to ".page[32]" for each CE change page
153 * added image config suffix ".clone_from" to copy whole image settings
154 * fixed bug with invalid ("undefined") CE settings in old level files
157 * fixed graphical bug with smashing elements falling faster than player
160 * fixed major bug which prevented private levels from being edited
161 * fixed bug with precedence of general and special font definitions
164 * fixed graphical bug with player animation when player moves slowly
167 * uploaded pre-release (test) version 3.2.0-3 binary and source code
170 * fixed bug which prevented "global.num_toons: 0" from working
173 * major code cleanup (removed all these annoying "#if 0" blocks)
176 * added custom element actions for CE change page in level editor
179 * fixed music initialization bug in init.c (thanks to David Binderman)
180 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
181 (this bug must probably be fixed at other places, too)
184 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
185 (should be '#include <SDL.h>' instead)
188 * fixed bug which prevented "walkable from no direction" from working
189 (due to compatibility code overwriting this setting after loading)
192 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
195 * version number temporarily set to 3.1.1 (intermediate bugfix release)
196 * version 3.1.1 released
199 * changed some va_arg() arguments from 'long' to 'int', fixing problems
200 on 64-bit architecture systems with LP64 data model
203 * fixed bug with bombs not exploding when hitting the last level line
204 (introduced after the release of 3.1.0)
207 * added support for dumping small-sized level sketches from editor
210 * added recognition of "trigger element" for "change digged element to"
211 (this is not really what the "trigger element" was made for, but its
212 use may seem obvious for leaving back digged elements unchanged)
215 * fixed multiple warnings about failed joystick device initialization
218 * fixed bug with dynamite dropped on top of just dropped custom element
219 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
220 dynamite can still be dropped, but drop key must be released before
223 * fixed bug with wrong start directory when started from file browser
224 (due to this bug, R'n'D could not be started from KDE's Konqueror)
227 * fixed bug causing "change when impact" on player not working
228 * fixed wrong priority of "hitting something" over "hitting <element>"
229 * fixed wrong priority of "hit by something" over "hit by <element>"
232 * fixed graphical bug which caused the player (being Murphy) to show
233 collecting animations although the element was collected by penguin
236 * fixed two bugs causing wrong door background graphics in system.c
237 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
240 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
241 * added "no direction" to "walkable/passable from" selectbox options
244 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
245 * in tape autoplay, not only report broken, but also missing tapes
248 * uploaded pre-release (test) version 3.2.0-2 binary and source code
251 * fixed small bug with "linear" animation not working for active lamp
254 * fixed bug with moving up despite gravity due to "block last field"
255 * fixed small bug with wrong draw offset when typing name in main menu
256 * when reading user names from "passwd", ignore data after first comma
257 * when creating new "levelinfo.conf", only write some selected entries
260 * fixed displaying "imported from/by" on preview with empty string
261 * fixed ignoring draw offset for fonts used for level preview texts
264 * fixed a delay problem with SDL and too many mouse motion events
265 * added setup option "skip levels" and level skipping functionality
268 * added move speed "not moving" for non-moving CEs, but with direction
271 * fixed mapping of obsolete element token names in "editorsetup.conf"
272 * fixed bug with sound "acid.splashing" treated as a loop sound
273 * fixed some little sound bugs in native EM engine
276 * fixed small bug when dragging scrollbars to end positions
279 * added editor element descriptions written by Aaron Davidson
282 * improved fallback handling when configured artwork is not available
283 (now using default artwork instead of exiting when files not found)
286 * fixed bug on level selection screen when dragging scrollbar
289 * fixed bug which caused broken tapes when appending to EM engine tapes
292 * uploaded pre-release (test) version 3.2.0-1 binary and source code
295 * added code to replace changed artwork config tokens with other tokens
296 (needed for backwards compatibility, so that older tokens still work)
299 * added native R'n'D graphics for some new EMC elements in EM engine
302 * fixed some bugs in the EM engine integration code
303 * changed EM engine code to allow diagonal movement
304 * changed EM engine code to allow use of separate snap and drop keys
307 * fixed some redraw bugs when using EM engine
310 * fixed bug with not converting RND levels which are set to use native
311 engine to native level structure when loading
314 * uploaded pre-release (test) version 3.2.0-0 binary and source code
317 * version number set to 3.2.0
320 * level data now reset to defaults after attempt to load invalid file
323 * added use of "editorsetup.conf" for different level sets
326 * added auto-detection for various types of Emerald Mine level files
329 * fixed bug with scrollbars getting too small when list is very large
332 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
335 * added most level editor configuration gadgets for new EMC elements
338 * added more element and graphic definitions for new EMC elements
341 * modified native EM engine to use integrated R'n'D sound system
344 * added SDL support to graphics functions in native EM engine
345 (by always using generic libgame interface functions)
348 * fixed bug in frame synchronization in native EM engine
351 * added code to convert levels between R'n'D and native EM engine
354 * new Emerald Mine engine can now play levels selected in main menu
357 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
358 (which creates scaled down graphics for level editor and preview);
359 there's still a memory leak somewhere in the artwork handling code
360 * added "scale image up" functionality to X11 version of zoom function
363 * first attempts to integrate new, native Emerald Mine Club engine
366 * fixed bug in gadget code which caused reset of CEs in level editor
367 (example: pressing 'b' [grab brush] on CE config page erased values)
368 (solution: check if gadgets in ClickOnGadget() are really mapped)
369 * improved level change detection in editor (settings now also checked)
370 * fixed bug with "can move into acid" and "don't collide with" state
373 * fixed maze runner style CEs to use the configured move delay value
376 * added Aaron Davidson's tutorial level set to the "Tutorials" section
379 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
380 * fixed the above fix because it broke level set "machine" (*sigh*)
381 * fixed random element placement in level editor to work as expected
382 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
385 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
388 * fixed bug (missing array boundary check) which caused broken tapes
389 * fixed bug (when loading level template) which caused broken levels
390 * fixed bug with new block last field code when using non-yellow player
393 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
394 * internal change of how the player blocks the last field when moving
395 * fixed blocking delay of last field for EM and SP style block delay
396 * fixed bug where the player had to wait for the usual move delay after
397 unsuccessfully trying to move, when he directly could move after that
398 * the last two changes should make original Supaplex level 93 solvable
399 * improved use of random number generator to make it less predictable
400 * fixed behaviour of slippery SP elements to let slip left, then right
403 * fixed bug with wrong door state after trying to quickload empty tape
404 * fixed waste of static memory usage of the binary, making it smaller
405 * fixed very little graphical bug in Supaplex explosion
408 * version number set to 3.1.1
411 * version 3.1.0 released
414 * fixed bug with crash when writing user levelinfo.conf the first time
417 * added option "convert LEVELDIR [NR]" to command line batch commands
418 * re-converted Supaplex levels to apply latest engine fixes
419 * changed "use graphic/sound of element" to "use graphic of element"
420 due to compatibility problems with some levels ("bug machine" etc.)
423 * fixed bug with CE change replacing player with same or other player
426 * fixed bug with opaque font in envelope with background graphic when
427 background graphic is not transparent itself
430 * added "gravity on" and "gravity off" ports for Supaplex compatibility
431 * corrected original Supaplex level loading code to use these new ports
432 * also corrected Supaplex loader to auto-count infotrons if set to zero
435 * fixed bug with missing initialization of "modified" flag for GEs
438 * fixed bug that caused endless recursion loop when relocating player
439 * fixed tape recorder bug in "step mode" when using "pause before end"
440 * fixed tape recorder bug when changing from "warp forward" mode
443 * fixed bug with "when touching" for pushed elements at last position
446 * fixed bug that caused two activated toolbox buttons in level editor
447 * fixed bug with exploding dynabomb under player due to other explosion
450 * fixed bug with creating walkable custom element under player (again)
451 * fixed bug with not copying explosion type when copying CEs in editor
452 * fixed graphical bug when drawing player in setup menu (input devices)
453 * fixed graphical bug when the player is pushing an accessible element
454 * fixed bug with classic switchable elements triggering CE changes
455 * fixed bug with entering/leaving walkable element in RelocatePlayer()
456 * fixed crash bug when CE leaves behind the trigger player element
459 * fixed bug with broken tubes after placing/exploding dynamite in them
460 * fixed bug with exploding dynamite under player due to other explosion
461 * fixed bug with not resetting push delay under certain circumstances
464 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
465 * added network multiplayer code for Windows (thanks to Niko Böhm)
468 * added option "reachable despite gravity" for gravity movement
469 * changed gravity movement of most classic walkable and passable
470 elements back to "not reachable" (for compatibility reasons)
473 * fixed (removed) "indestructible" / "can explode" dependency in editor
474 * fixed (removed) "accessible inside" / "protected" dependency
475 * fixed (removed) "step mode" / "shield time" dependency
478 * fixed dynabombs exploding now into anything diggable
479 * fixed Supaplex style gravity movement into buggy base now impossible
480 * added pressing key "space" as valid action to select menu options
483 * added "replace when walkable" to relocate player to walkable element
484 * added "enter"/"leave" event for elements affected by relocation
485 * fixed "direct"/"indirect" change order also for "when change" event
486 * fixed graphical bug when pushing things from elements walkable inside
489 * fixed graphic bug when player is snapping while moving in old levels
490 * fixed bug when a moving custom element leaves a player element behind
491 * fixed bug with mole not disappearing when moving into acid pool
492 * fixed bug with incomplete path setting when using "--basepath" option
493 * moving CE can now leave walkable elements behind under the player
494 * when relocating, player can be set on walkable element now
495 * fixed another gravity movement bug
498 * uploaded pre-release (test) version 3.1.0-2 binary and source code
501 * added "collectible" and "removable" to extended replacement types
502 (where "removable" replaces "diggable" and "collectible" elements)
503 * added "collectible & throwable" (to throw element to the next field)
504 * fixed bug with CEs digging elements that are just about to explode
505 * changed mouse cursor now always being visible when game is paused
508 * added possibility to push/press accessible elements from a side that
510 * fixed bug with not setting actual date when appending to tape
513 * fixed bug with incorrectly initialized custom element editor graphics
516 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
517 - number of levels corrected from 18 to 17 in "levelinfo.conf"
520 * fixed bug with destroyed robot wheel still attracting robots forever
521 * fixed bug with time gate switch deactivating after robot wheel time
522 (while the time gate itself is not affected by this misbehaviour)
523 * changed behaviour of BD style amoeba to always get blocked by player
524 (before it was different when there were non-BD elements in level)
525 * fixed bug with player destroying indestructable elements with shield
528 * added option to make growing elements grow into anything diggable
529 (for the various amoeba types, biomaze and "game of life")
532 * fixed bug with movable elements not moving after left behind by CEs
533 * changed gravity movement to anything diggable, not only sand/base
534 * optionally allowing passing to walkable element, not only empty space
535 * added option "can pass to walkable element" for players
536 * finally fixed gravity movement (hopefully)
539 * fixed bug with movable elements not moving anymore after falling down
542 * fixed another bug with custom elements digging and leaving elements
543 * fixed bug with "along left/right side" and automatic start direction
544 * trigger elements now also displayed when "more custom" deactivated
545 * fixed bug with clipboard element initialized when loading new level
546 * added option "drop delay" to set delay before dropping next element
549 * uploaded pre-release (test) version 3.1.0-1 binary and source code
552 * added copy and paste functions for custom change pages
553 * enhanced graphical display and functionality of tape recorder
554 * fixed bug with custom elements digging and leaving elements
557 * added move speed faster than "very fast" for custom elements
558 * fixed bug with 3+3 style explosions and missing border content
559 * fixed little bug when copying custom elements in the editor
560 * enhanced custom element changes by more side trigger actions
563 * added option "no scrolling when relocating" for instant teleporting
564 * uploaded pre-release (test) version 3.1.0-0 binary and source code
567 * added trigger element and trigger player to use as target elements
568 * added copy and paste functions for custom and group elements
571 * fixed graphical bug when displaying explosion animations
572 * fixed bug when appending to tapes, resulting in broken tapes
573 * re-recorded a few tapes broken by fixing gravity checking bug
576 * "can move into acid" property now for all elements independently
577 * "can fall into acid" property for player stored in same bitfield now
578 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
579 * version number set to 3.1.0 (finally!)
582 * changed tape recording to only record input, not programmed actions
585 * fixed totally broken (every 8th frame skipped) step-by-step recording
586 * fixed bug with requester not displayed when quick-loading interrupted
587 * added option "can fall into acid (with gravity)" for players
588 * fixed bug with player not falling when snapping down with gravity
591 * fixed bug which messed up key config when using keypad number keys
594 * fixed bug which allowed moving upwards even when gravity was active
595 * fixed bug with missing error handling when dumping levels or tapes
598 * added different colored editor graphics for Supaplex gravity tubes
601 * fixed bug that allowed solvable tapes for unsolvable levels
604 * use unlimited number of droppable elements when "count" set to zero
605 * added option to use step limit instead of time limit for level
608 * added player and change page as trigger for custom element change
611 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
614 * fixed bug with dark yamyam changing to acid when moving over acid
615 * fixed handling of levels with more than 999 seconds level time
616 (example: level 76 of "Denmine")
619 * "spring push bug" reintroduced as configurable element property
620 * fixed bug with missing properties for "mole"
621 * fixed bug that showed up when fixing the above "mole" properties bug
622 * added option "can move into acid" for all movable elements
623 * fixed graphical bug for elements moving into acid
624 * changed event handling to handle all pending events before going on
627 * fixed bug which caused all CE change pages to be ignored which had
628 the same change event, but used a different element side
629 (reported by Simon Forsberg)
631 * fixed bug which caused elements that can move and fall and that are
632 transported by a conveyor belt to continue moving into that direction
633 after leaving the conveyor belt, regardless of their own movement
634 type; only elements which can not move are transported now
635 (reported by Simon Forsberg)
637 * fixed bug which could cause an array overflow in RelocatePlayer()
638 (reported by Niko Böhm)
640 * changed Emerald Mine style "passable / over" elements to "protected"
641 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
643 * added new option to select from which side a "walkable/passable"
644 element can be entered
647 * added explosion and ignition delay for elements that can explode
650 * fixed bug which caused player not being protected against enemies
651 when a CE was "walkable / inside" and was not "indestructible"
652 * added "walkable/passable" fields to be "protected/unprotected"
653 against enemies, even if not accessible "inside" but "over/under"
656 * corrected move pattern to 32 bit and initial move direction to 8 bit
659 * added second custom element base configuration page
662 * added some special EMC mappings to Emerald Mine level loader
663 (also covering previously unknown element in level 0 of "Bondmine 8")
666 * added option to block last field when player is moving (for Supaplex)
667 * adjusted push delay of Supaplex elements
668 * removed delays for envelopes etc. when replaying with maximum speed
669 * fixed bug when dropping element on a field that just changed to empty
672 * fixed bug: infotrons can now smash yellow disks
673 * fixed bug: when gravity active, port above player can now be entered
674 * removed "one white dot" mouse pointer which irritated some people
677 * added "choice type" for group element selection
680 * fixed bug with initial invulnerability of non-yellow player
683 * added level loader for loading native Supaplex packed levels
684 (including multi-part levels like the "splvls99" levels)
687 * fixed bug which allowed creating emeralds by escaping explosions
690 * custom elements can change (limited) or leave (unlimited) elements
691 * finally added multiple matches using group elements
692 * added shortcut to dump brush (type ":DB" in editor) for use in forum
695 * added new start movement type "previous" for continued CE movement
696 * added new start movement type "random" for random CE movement start
699 * added new element "sokoban_field_player" needed for Sokoban levels
700 (thanks to Ed Booker for pointing this out!)
703 * added elements that can be digged or left behind by custom elements
706 * added group elements for multiple matches and random element creation
709 * fixed some graphical errors displayed in old levels
712 * fixed wrong double speed movement after passing closing gates
715 * added level loader for loading native Emerald Mine levels
718 * changes for "shooting" style CE movement
721 * Happy New Year! ;-)
724 * changed default snap/drop keys from left/right Shift to Control keys
727 * fixed bug with dead player getting reanimated from custom element
730 * fixed bug with wrong penguin graphics (when entering exit)
733 * fixed bug with wrong "Murphy" graphics (when digging etc.)
736 * version number set to 3.0.9
739 * version 3.0.8 released
742 * added function checked_free()
745 * fixed bug with double nut cracking sound
746 (by eliminating "default element action sound" assignment in init.c)
749 * fixed crash when no music info files are available
752 * fixed boring and sleeping sounds
755 * added "maze runner" and "maze hunter" movement types
756 * added extended collision conditions for custom elements
759 * added warnings for undefined token values in artwork config files
762 * added menu entry for level set information to the info screen
765 * fixed bug with wrong default impact sound for colored emeralds
768 * added several sub-screens for the info screen
769 * menu text now also clickable (not only blue/red sphere left of it)
772 * added configurable "bored" and "sleeping" animations for the player
773 * added "awakening" sound for player when waking up after sleeping
776 * added "copy" and "exchange" functions for custom elements to editor
779 * added configurable element animations for info screen
782 * added configurable music credits for info screen
785 * finally fixed tape recording when player is created from CE change
788 * added "editorsetup.conf" for editor element list configuration
791 * added "musicinfo.conf" for menu and level music configuration
794 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
795 (that only showed up on Linux, but not on Windows systems)
798 * fixed turning movement of butterflies and fireflies (no frame reset)
799 * enhanced sniksnak turning movement (two steps instead of only one)
802 * version number set to 3.0.8
805 * version 3.0.7 released
808 * fixed reset of player animation frame when, for example,
809 walking, digging or collecting share the same animation
810 * fixed CE with "deadly when touching" exploding when touching amoeba
813 * fixed tape recording when player is created from CE element change
816 * introduced "turning..." action graphic for elements with move delay
817 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
818 * added turning animations for bug, spaceship and sniksnak
821 * prevent "extended" changed elements from delay change in same frame
824 * fixed bug when pushing element that can move away to the side
825 (like pushing falling elements, but now with moving elements)
828 * finally fixed serious bug in code for delayed element pushing (again)
831 * unavailable setup options now marked as "n/a" instead of "off"
832 * new boolean directive "latest_engine" for "levelinfo.conf": when set
833 to "true", levels are always played with the latest game engine,
834 which is desired for levels that are imported from other games; all
835 other levels are played with the engine version stored in level file
836 (which is normally the engine version the level was created with)
839 * fixed serious bug in code for delayed element pushing
840 * fixed little bug in animation frame selection for pushed elements
841 * speed-up of reading config file for verbose output
844 * added configuration option for opening and closing Supaplex exit
845 * added configuration option for moving up/down animation for Murphy
846 * fixed incorrectly displayed animation for attacking dragon
847 * fixed bug with not setting initial gravity for each new game
848 * fixed bug with teleportation of player by custom element change
849 * fixed bug with player not getting smashed by rock sometimes
852 * version number set to 3.0.7
855 * version 3.0.6 released
858 * added support for MP3 music for SDL version through SMPEG library
861 * fixed bug when initializing font graphic structure
862 * fixed bug with animation mode "pingpong" when using only 1 frame
863 * fixed bug with extended change target introduced in 3.0.5
864 * fixed bug where passing over moving element doubles player speed
865 * fixed bug with elements continuing to move into push direction
866 * fixed bug with duplicated player when dropping bomb with shield on
867 * added "switching" event for custom elements ("pressing" only once)
868 * fixed switching bug (resetting flag when not switching but not idle)
871 * fixed element tokens for certain file elements with ".active" etc.
874 * version number set to 3.0.6
877 * version 3.0.5 released
880 * now four envelope elements available
881 * font, background, animation and sound for envelope now configurable
882 * main menu doors opening/closing animation type now configurable
885 * active/inactive sides configurable for custom element changes
886 * new movement type "move when pushed" available for custom elements
889 * fixed bug in multiple config pages loader code that caused crashes
892 * enhanced (remaining low-resolution) Supaplex graphics
895 * version number set to 3.0.5
898 * version 3.0.4 released
900 2003-09-12 src/tools.c
901 * fixed bug in custom definition of crumbled element graphics
903 2003-09-11 src/files.c
904 * fixed bug in multiple config pages code that caused crashes
907 * version number set to 3.0.4
910 * version 3.0.3 released
913 * added music to Supaplex classic level set
915 2003-09-07 src/libgame/misc.c
916 * added support for loading various music formats through SDL_mixer
918 2003-09-06 (various source files)
919 * fixed several nasty bugs that may have caused crashes on some systems
920 * added envelope content which gets displayed when collecting envelope
921 * added multiple change event pages for custom elements
923 2003-08-24 src/game.c
924 * fixed problem with player animation when snapping and moving
926 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
927 * fixed problem with flickering when drawing toon animations
929 2003-08-23 src/libgame/sdl.c
930 * fixed problem with setting mouse cursor in SDL version in fullscreen
932 2003-08-23 src/game.c
933 * fixed bug (missing array boundary check) which could crash the game
936 * version number set to 3.0.3
939 * version 3.0.2 released
941 2003-08-21 src/game.c
942 * fixed bug with creating inaccessible elements at player position
944 2003-08-20 src/init.c
945 * fixed bug with not finding current level artwork directory
947 2003-08-20 src/files.c
948 * fixed bug with choosing wrong engine version when playing tapes
949 * fixed bug with messing up custom element properties in 3.0.0 levels
952 * version number set to 3.0.2
955 * version 3.0.1 released
957 2003-08-17 (no source files affected)
958 * changed all "classic" PCX image files with 16 colors or less to
959 256 color (8 bit) storage format, because the Allegro game library
960 cannot handle PCX files with less than 256 colors (contributed
961 graphics are not affected and might look wrong in the DOS version)
963 2003-08-16 src/init.c
964 * fixed bug which (for example) crashed the level editor when defining
965 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
966 (only set to default) -- invalid graphics now set to default graphic
968 2003-08-16 src/init.c
969 * fixed graphical bug of player digging/collecting/snapping element
970 when no corresponding graphic/animation is defined for this action,
971 resulting in player being drawn as EL_EMPTY (which should only be
972 done to elements being collected, but not to the player)
974 2003-08-16 src/game.c
975 * fixed small graphical bug of player not totally moving into exit
977 2003-08-16 src/libgame/setup.c
978 * fixed bug with wrong MS-DOS 8.3 filename conversion
980 2003-08-16 src/tools.c
981 * fixed bug with invisible mouse cursor when pressing ESC while playing
983 2003-08-16 (various source files)
984 * added another 128 custom elements (disabled in editor by default)
986 2003-08-16 src/editor.c
987 * fixed NULL string bug causing Solaris to crash in sprintf()
989 2003-08-16 src/screen.c
990 * fixed drawing over scrollbar on level selection with custom fonts
992 2003-08-15 src/game.c
993 * cleanup of simple sounds / loop sounds / music settings
995 2003-08-08 (various source files)
996 * added custom element property for dropping collected elements
998 2003-08-08 src/conf_gfx.c
999 * fixed bug with missing graphic for active red disk bomb
1001 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1002 * extended variable "level.gravity" to "level.initial_gravity" and
1003 "game.current_gravity" to prevent level setting from being changed
1004 by playing the level (keeping the runtime value after playing)
1006 * fixed graphics bug when digging element that has 'crumbled' graphic
1007 definition, but not 'diggable' graphic definition
1010 * version number set to 3.0.1
1013 * version 3.0.0 released
1016 * various bug fixes; among others:
1017 - fixed bug with pushing spring over empty space
1018 - fixed bug with leaving tube while placing dynamite
1019 - fixed bug with explosion of smashed penguins
1020 - allow Murphy player graphic in levels with non-Supaplex elements
1024 * I have forgotten to document changes for some time
1027 * pre-release version 2.2.0rc1 released
1030 * version number set to 2.1.2
1033 * version 2.1.1 released
1036 * version number set to 2.1.1
1039 * version 2.1.0 released
1042 * version number set to 2.1.0
1044 2002-04-03 to 2002-05-19 (various source files)
1045 * graphics, sounds and music now fully configurable
1046 * bug fixed that prevented walking through tubes when gravity on
1048 2002-04-02 src/events.c, src/editor.c
1049 * Make Escape key less aggressive when playing or when editing level.
1050 This can be configured as an option in the setup menu. (Default is
1051 "less aggressive" which means "ask user if something can be lost"
1052 when pressing the Escape key.)
1054 2002-04-02 src/screen.c
1055 * Added "graphics setup" screen.
1057 2002-04-01 src/screen.c
1058 * Changed "choose level" setup screen stuff to be more generic (to
1059 make it easier to add more "choose from generic tree" setup screens).
1061 2002-04-01 src/config.c, src/timestamp.h
1062 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1063 automatically gets created by "src/Makefile" and contains an actual
1064 compile-time timestamp to identify development versions of the game).
1066 2002-03-31 src/tape.c, src/events.c
1067 * Added quick game/tape save/load functions to tape stuff which can be
1068 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1069 loads previously recorded tape and directly goes into recording mode
1070 from the end of the tape (therefore appending to the tape).
1072 2002-03-31 src/tape.c
1073 * Added "index mark" function to tape recorder. When playing or
1074 recording, "eject" button changes to "index" button. Setting index
1075 mark is not yet implemented, but pressing index button when playing
1076 allows very quick advancing to end of tape (when normal playing),
1077 very fast forward mode (when playing with normal fast forward) or
1078 very fast reaching of "pause before end of tape" (when playing with
1079 "pause before end" playing mode).
1081 2002-03-30 src/cartoons.c
1082 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1084 2002-03-29 src/screen.c
1085 * Changed setup screen stuff to be more generic (to make it easier
1086 to add more setup screens).
1088 2002-03-23 src/main.c, src/main.h
1089 * Various changes due to the introduction of the new libgame files
1090 "setup.c" and "joystick.c".
1092 2002-03-23 src/files.c
1093 * Generic parts of "src/files.c" (mainly setup and level directory
1094 stuff) moved to new libgame file "src/libgame/setup.c".
1096 2002-03-23 src/joystick.c
1097 * File "src/joystick.c" moved to libgame source tree, with
1098 correspondig changes.
1100 2002-03-22 src/screens.c
1101 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1102 (Wrong level series information displayed when entering main group.)
1104 2002-03-22 src/editor.c
1105 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1107 2002-03-22 src/editor.c
1108 * Changed behaviour of "Escape" key in level editor to be more
1109 intuitive: When in "Element Properties" or "Level Info" mode,
1110 return to "Drawing Mode" instead of leaving the level editor.
1112 2002-03-21 src/game.c, src/editor.c, src/files.c
1113 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1114 gems (emeralds, diamonds, ...) slipping down from normal wall,
1115 steel wall and growing wall (as in E.M.C. style levels). Although
1116 the behaviour of contributed and private levels wasn't changed (due
1117 to the use of "level.game_version"; see previous entry), editing
1118 those levels will (of course) change the behaviour accordingly.
1120 This change seems a bit too hard after thinking about it, because
1121 the EM style behaviour is not the "expected" behaviour (gems would
1122 normally only slip down from "rounded" walls). Therefore this was
1123 now changed to an element property for gem style elements, with the
1124 default setting "off" (which means: no special EM style behaviour).
1125 To fix older converted levels, this flag is set to "on" for pre-2.0
1126 levels that are neither contributed nor private levels.
1128 2002-03-20 src/files.h
1129 * Corrected settings for "level.game_version" depending of level type.
1130 (Contributed and private levels always get played with game engine
1131 version they were created with, while converted levels always get
1132 played with the most recent version of the game engine, to let new
1133 corrections of the emulation behaviour take effect.)
1135 2002-03-20 src/main.h
1136 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1137 compiling the SDL version on some systems.
1138 Thanks to the several people who pointed this out.
1141 * Version number set to 2.0.2.
1144 * Version 2.0.1 released.
1146 2002-03-18 src/screens.c
1147 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1149 2002-03-18 src/files.c [src/libgame/misc.c]
1150 * Moved some common functions from src/files.c to src/libgame/misc.c.
1152 2002-03-18 src/files.c [src/libgame/misc.c]
1153 * Changed permissions for new directories and saved files (especially
1154 score files) according to suggestions of Debian users and mantainers.
1155 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1157 2002-03-17 src/files.c
1158 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1159 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1160 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1161 for levels and "TAPE" for tapes). Old "cookie" style format is
1162 still supported for reading. New level and tape files are written
1165 * New IFF chunk "VERS" contains version numbers for file and game
1166 (where "game version" is the version of the program that wrote the
1167 file, and "file version" is a version number to distinguish files
1168 with different format, for example after adding new features).
1170 2002-03-15 src/screen.c
1171 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1172 (Before, you heard a mixture of the in-game music and the
1173 hall-of-fame music.)
1175 2002-03-14 src/events.c
1176 * Function "DumpTape()" (files.c) now available by pressing 't' from
1177 main menu (when in DEBUG mode).
1179 2002-03-14 src/game.c
1180 * "GameWon()": When game was won playing a tape, now there is no delay
1181 raising the score and no corresponding sound is played.
1183 2002-03-14 src/files.c
1184 * Changed "LoadTape()" for real chunk support and also adjusted
1185 "SaveTape()" accordingly.
1187 2002-03-14 src/game.c, src/tape.c, src/files.c
1188 * Important changes to tape format: The old tape format stored all
1189 actions with a real effect with a corresponding delay between the
1190 stored actions. This had some major disadvantages (for example,
1191 push delays had to be ignored, pressing a button for some seconds
1192 mutated to several single button presses because of the non-action
1193 delays between two action frames etc.). The new tape format just
1194 stupidly records all device actions and replays them later. I really
1195 don't know why I haven't solved it that way before?! Old-style tapes
1196 (with tape file version less than 2.0) get converted to the new
1197 format on-the-fly when loading and can therefore still be played;
1198 only some minor parts of the old-style tape handling code was needed.
1199 (A perfect conversion is not possible, because there is information
1200 missing about the device actions between two action frames.)
1202 2002-03-14 src/files.c
1203 * New function "DumpTape()" to dump the contents of the current tape
1204 in a human readable format.
1206 2002-03-14 src/game.c
1207 * Small tape bug fixed: When automatically advancing to next level
1208 after a game was won, the tape from the previous level still was
1209 loaded as a tape for the new level.
1211 2002-03-14 src/tape.c
1212 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1213 tape, cartoons did not get completely removed because
1214 StopAnimation() was not called.
1216 2002-03-13 src/files.c
1217 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1218 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1219 size even when using 16-bit elements). Added new chunk "CNT2" for
1220 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1221 chunk even when content was 16-bit element). "CNT2" should now be
1222 able to store content for arbitrary elements (up to eight blocks of
1223 3 x 3 element arrays). All "CNT2" elements will always be stored as
1224 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1226 2002-03-13 src/files.c
1227 * Changed "LoadLevel()" for real chunk support.
1229 2002-03-12 src/game.c
1230 * Fixed problem (introduced after 2.0.0 release) with penguins
1231 not getting killed by enemies
1233 2002-02-24 src/game.c, src/main.h
1234 * Added "player->is_moving"; now "player->last_move_dir" does
1235 not contain any information if the player is just moving at
1237 Before, "player->last_move_dir" was misused for this purpose
1238 for the robot stuff (robots don't kill players when they are
1239 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1240 broke tapes when walking through pipes!
1241 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1242 in a continuous movement. This fact is ignored for friends and