2 * fixed bug with displaying wrong animation frame 0 after CE changes
5 * added selection between ECS and AGA graphics for EMC levels to setup
8 * adjusted font handling for various narrow EMC style fonts
11 * changed EM engine behaviour back to re-allow initial rolling springs
14 * fixed handling of over-large selectboxes (less error-prone now)
15 * fixed bug when creating GE with walkable element under the player
18 * added use of "Insert" and "Delete" keys to navigate element list in
19 level editor to start of custom elements or start of group elements
20 * added virtual elements to access CE value and CE score of elements:
21 - "CE value of triggering element"
22 - "CE score of triggering element"
23 - "CE value of current element"
24 - "CE score of current element"
27 * fixed "grass" to "sand" in older EM levels (up to file version V4)
30 * changed behaviour of network games with internal errors (because of
31 different client frame counters) from immediately terminating R'n'D
32 to displaying an error message requester and stopping only the game
33 (also to prevent impression of crashes under non command-line runs)
34 * fixed playing network games with the EMC engine (did not work before)
35 * fixed bug with not scrolling the screen in multi-player mode with the
36 focus on player 1 when all players are moving in different directions
37 * fixed bug with keeping pointer to gadget even after its deallocation
38 * fixed bug with allowing "focus on all players" in network games
39 * fixed bug with player focus when playing tapes from network games
42 * uploaded pre-release (test) version 3.2.0-7 binary and source code
45 * code cleanup for game action control for R'n'D and EMC game engine
48 * fixed bug in multi-player movement with focus on both players
49 * added option to control only the focussed player with all input
52 * added player focus switching to level tape recording and re-playing
55 * fixed some bugs in player focus switching in EMC and RND game engine
58 * added special Supaplex animations for Murphy digging and snapping
59 * added special Supaplex animations for Murphy being bored and sleeping
62 * added four new yam yams with explicit start direction for EMC engine
63 * fixed bug in src/libgame/text.c with printing text outside the window
66 * fixed small bug in EMC level loader (copyright sign in EM II levels)
69 * added delayed ignition of EM style dynamite when used in R'n'D engine
70 * added limited movement range to EMC engine when focus on all players
73 * fixed bug with missing (zero) score values for native Supaplex levels
76 * added "continuous snapping" (snapping many elements while holding the
77 snap key pressed, without releasing the snap key after each element)
78 as a new player setting for more compatibility with the classic games
81 * finished scrolling for "focus on all players" in EMC graphics engine
84 * level sets with "levels: 0" are ignored for levels, but not artwork
85 * fixed bug when scanning empty level group directories (endless loop)
88 * fixed bug with explosion graphic for player using "Murphy" graphic
89 * fixed bug with explosion graphic if player leaves explosion in time
90 * changed some descriptive text in setup menu to use medium-width font
91 * added key shortcut settings for switching player focus to setup menu
94 * fixed bug with random value initialization when recording tapes
95 * fixed bug with playing single player tapes when team mode activated
98 * fixed little bug when trying to switch to player that does not exist
101 * added player switching (visual and quick) to R'n'D and EM game engine
102 * added setup option to select visual or quick in-game player switching
105 * added use of "Home" and "End" keys to handle element list in editor
108 * fixed bug with adding score when playing tape with EMC game engine
109 * added steel wall border for levels using EMC engine without border
110 * finally fixed delayed scrolling in EMC engine also for small levels
113 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
116 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
117 * fixed bug when displaying info element without action, but direction
120 * fixed minor graphical problems with springs smashing and slurping
121 (when using R'n'D style graphics instead of EMC style graphics)
124 * added scroll delay (as configured in setup) to EMC graphics engine
127 * improved screen redraw for EMC graphics engine (faster and smoother)
128 * when not scrolling, do not redraw the whole playfield if not needed
131 * added multi-player mode for EMC game engine (with up to four players)
134 * added android (can clone elements) from EMC engine to R'n'D engine
137 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
140 * added selectbox for initial player speed to player settings in editor
143 * version 3.1.2 created that is basically version 3.1.1, but with a
144 major bug fixed that prevented editing your own private levels
145 * version 3.1.2 released
148 * added magic ball (creates elements) from EMC engine to R'n'D engine
151 * uploaded fixed pre-release version 3.2.0-6 binary and source code
154 * fixed bug when using "CE can leave behind <trigger element>"
155 * added new change condition "(after/when) creation of <element>"
156 * added new change condition "(after/when) digging <element>"
157 * fixed bug accessing invalid gadget that caused crashes under Windows
158 * deactivated new possibility for multiple CE changes per frame
161 * uploaded pre-release (test) version 3.2.0-6 binary and source code
164 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
165 * fixed bug with not keeping CE value for moving CEs with only action
166 * changed CE action selectboxes in editor to be only reset when needed
169 * added option "use artwork from element" for custom player artwork
170 * added option "use explosion from element" for player explosions
173 * added cascaded element lists in the level editor
174 * added persistence for cascaded element lists by "editorcascade.conf"
175 * added dynamic element list with all elements used in current level
176 * added possibility for multiple CE changes per frame (experimental)
179 * uploaded pre-release (test) version 3.2.0-5 binary and source code
182 * changed "score for each 10 seconds/steps left" to "1 second/step"
183 * added own score for collecting "extra time" instead of sharing it
184 * added change events "switched by player" and "player switches <e>"
185 * added change events "snapped by player" and "player snaps <e>"
186 * added "set player artwork: <element choice>" to CE action options
187 * added change event "move of <element>"
190 * added "set player shield: off / normal / deadly" to CE action options
191 * added new player option "use level start element" in level editor
192 to set the correct focus at level start to elements from which the
193 player is created later (this did not work before for cascaded CE
194 changes resulting in creation of the player; it is now also possible
195 to create the player from a yam yam which is smashed at level start)
198 * added "set player speed: frozen (not moving)" to CE action options
199 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
202 * added new player option "block snap field" (enabled by default) to
203 make it possible to show a snapping animation like in Emerald Mine
206 * added dynamic selectboxes to custom element action settings in editor
207 * added "CE value" counter for custom elements (instead of "CE count")
208 * added option to use the last "CE value" after custom element change
209 * added option to use the "CE value" of other elements in CE actions
210 * fixed odd behaviour when pressing time orb in levels w/o time limit
211 * added checkbox "use time orb bug" for older levels that use this bug
214 * added missing configuration settings for the following elements:
215 - EL_TIMEGATE_SWITCH (time of open time gate)
216 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
217 - EL_SHIELD_NORMAL (time of shield duration)
218 - EL_SHIELD_DEADLY (time of shield duration)
219 - EL_EXTRA_TIME (time added to level time)
220 - EL_TIME_ORB_FULL (time added to level time)
223 * added "wind direction" as a movement pattern for custom elements
224 * added initial wind direction for balloon / custom elements to editor
225 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
228 * added parameters for "game of life" and "biomaze" elements to editor
231 * added level file chunk "CONF" for generic level and element settings
234 * uploaded pre-release (test) version 3.2.0-4 binary and source code
237 * skip empty level sets (with "levels: 0"; may be artwork base sets)
238 * added sound action ".page[1]" to ".page[32]" for each CE change page
241 * added image config suffix ".clone_from" to copy whole image settings
242 * fixed bug with invalid ("undefined") CE settings in old level files
245 * fixed graphical bug with smashing elements falling faster than player
248 * fixed major bug which prevented private levels from being edited
249 * fixed bug with precedence of general and special font definitions
252 * fixed graphical bug with player animation when player moves slowly
255 * uploaded pre-release (test) version 3.2.0-3 binary and source code
258 * fixed bug which prevented "global.num_toons: 0" from working
261 * major code cleanup (removed all these annoying "#if 0" blocks)
264 * added custom element actions for CE change page in level editor
267 * fixed music initialization bug in init.c (thanks to David Binderman)
268 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
269 (this bug must probably be fixed at other places, too)
272 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
273 (should be '#include <SDL.h>' instead)
276 * fixed bug which prevented "walkable from no direction" from working
277 (due to compatibility code overwriting this setting after loading)
280 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
283 * version number temporarily set to 3.1.1 (intermediate bugfix release)
284 * version 3.1.1 released
287 * changed some va_arg() arguments from 'long' to 'int', fixing problems
288 on 64-bit architecture systems with LP64 data model
291 * fixed bug with bombs not exploding when hitting the last level line
292 (introduced after the release of 3.1.0)
295 * added support for dumping small-sized level sketches from editor
298 * added recognition of "trigger element" for "change digged element to"
299 (this is not really what the "trigger element" was made for, but its
300 use may seem obvious for leaving back digged elements unchanged)
303 * fixed multiple warnings about failed joystick device initialization
306 * fixed bug with dynamite dropped on top of just dropped custom element
307 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
308 dynamite can still be dropped, but drop key must be released before
311 * fixed bug with wrong start directory when started from file browser
312 (due to this bug, R'n'D could not be started from KDE's Konqueror)
315 * fixed bug causing "change when impact" on player not working
316 * fixed wrong priority of "hitting something" over "hitting <element>"
317 * fixed wrong priority of "hit by something" over "hit by <element>"
320 * fixed graphical bug which caused the player (being Murphy) to show
321 collecting animations although the element was collected by penguin
324 * fixed two bugs causing wrong door background graphics in system.c
325 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
328 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
329 * added "no direction" to "walkable/passable from" selectbox options
332 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
333 * in tape autoplay, not only report broken, but also missing tapes
336 * uploaded pre-release (test) version 3.2.0-2 binary and source code
339 * fixed small bug with "linear" animation not working for active lamp
342 * fixed bug with moving up despite gravity due to "block last field"
343 * fixed small bug with wrong draw offset when typing name in main menu
344 * when reading user names from "passwd", ignore data after first comma
345 * when creating new "levelinfo.conf", only write some selected entries
348 * fixed displaying "imported from/by" on preview with empty string
349 * fixed ignoring draw offset for fonts used for level preview texts
352 * fixed a delay problem with SDL and too many mouse motion events
353 * added setup option "skip levels" and level skipping functionality
356 * added move speed "not moving" for non-moving CEs, but with direction
359 * fixed mapping of obsolete element token names in "editorsetup.conf"
360 * fixed bug with sound "acid.splashing" treated as a loop sound
361 * fixed some little sound bugs in native EM engine
364 * fixed small bug when dragging scrollbars to end positions
367 * added editor element descriptions written by Aaron Davidson
370 * improved fallback handling when configured artwork is not available
371 (now using default artwork instead of exiting when files not found)
374 * fixed bug on level selection screen when dragging scrollbar
377 * fixed bug which caused broken tapes when appending to EM engine tapes
380 * uploaded pre-release (test) version 3.2.0-1 binary and source code
383 * added code to replace changed artwork config tokens with other tokens
384 (needed for backwards compatibility, so that older tokens still work)
387 * added native R'n'D graphics for some new EMC elements in EM engine
390 * fixed some bugs in the EM engine integration code
391 * changed EM engine code to allow diagonal movement
392 * changed EM engine code to allow use of separate snap and drop keys
395 * fixed some redraw bugs when using EM engine
398 * fixed bug with not converting RND levels which are set to use native
399 engine to native level structure when loading
402 * uploaded pre-release (test) version 3.2.0-0 binary and source code
405 * version number set to 3.2.0
408 * level data now reset to defaults after attempt to load invalid file
411 * added use of "editorsetup.conf" for different level sets
414 * added auto-detection for various types of Emerald Mine level files
417 * fixed bug with scrollbars getting too small when list is very large
420 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
423 * added most level editor configuration gadgets for new EMC elements
426 * added more element and graphic definitions for new EMC elements
429 * modified native EM engine to use integrated R'n'D sound system
432 * added SDL support to graphics functions in native EM engine
433 (by always using generic libgame interface functions)
436 * fixed bug in frame synchronization in native EM engine
439 * added code to convert levels between R'n'D and native EM engine
442 * new Emerald Mine engine can now play levels selected in main menu
445 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
446 (which creates scaled down graphics for level editor and preview);
447 there's still a memory leak somewhere in the artwork handling code
448 * added "scale image up" functionality to X11 version of zoom function
451 * first attempts to integrate new, native Emerald Mine Club engine
454 * fixed bug in gadget code which caused reset of CEs in level editor
455 (example: pressing 'b' [grab brush] on CE config page erased values)
456 (solution: check if gadgets in ClickOnGadget() are really mapped)
457 * improved level change detection in editor (settings now also checked)
458 * fixed bug with "can move into acid" and "don't collide with" state
461 * fixed maze runner style CEs to use the configured move delay value
464 * added Aaron Davidson's tutorial level set to the "Tutorials" section
467 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
468 * fixed the above fix because it broke level set "machine" (*sigh*)
469 * fixed random element placement in level editor to work as expected
470 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
473 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
476 * fixed bug (missing array boundary check) which caused broken tapes
477 * fixed bug (when loading level template) which caused broken levels
478 * fixed bug with new block last field code when using non-yellow player
481 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
482 * internal change of how the player blocks the last field when moving
483 * fixed blocking delay of last field for EM and SP style block delay
484 * fixed bug where the player had to wait for the usual move delay after
485 unsuccessfully trying to move, when he directly could move after that
486 * the last two changes should make original Supaplex level 93 solvable
487 * improved use of random number generator to make it less predictable
488 * fixed behaviour of slippery SP elements to let slip left, then right
491 * fixed bug with wrong door state after trying to quickload empty tape
492 * fixed waste of static memory usage of the binary, making it smaller
493 * fixed very little graphical bug in Supaplex explosion
496 * version number set to 3.1.1
499 * version 3.1.0 released
502 * fixed bug with crash when writing user levelinfo.conf the first time
505 * added option "convert LEVELDIR [NR]" to command line batch commands
506 * re-converted Supaplex levels to apply latest engine fixes
507 * changed "use graphic/sound of element" to "use graphic of element"
508 due to compatibility problems with some levels ("bug machine" etc.)
511 * fixed bug with CE change replacing player with same or other player
514 * fixed bug with opaque font in envelope with background graphic when
515 background graphic is not transparent itself
518 * added "gravity on" and "gravity off" ports for Supaplex compatibility
519 * corrected original Supaplex level loading code to use these new ports
520 * also corrected Supaplex loader to auto-count infotrons if set to zero
523 * fixed bug with missing initialization of "modified" flag for GEs
526 * fixed bug that caused endless recursion loop when relocating player
527 * fixed tape recorder bug in "step mode" when using "pause before end"
528 * fixed tape recorder bug when changing from "warp forward" mode
531 * fixed bug with "when touching" for pushed elements at last position
534 * fixed bug that caused two activated toolbox buttons in level editor
535 * fixed bug with exploding dynabomb under player due to other explosion
538 * fixed bug with creating walkable custom element under player (again)
539 * fixed bug with not copying explosion type when copying CEs in editor
540 * fixed graphical bug when drawing player in setup menu (input devices)
541 * fixed graphical bug when the player is pushing an accessible element
542 * fixed bug with classic switchable elements triggering CE changes
543 * fixed bug with entering/leaving walkable element in RelocatePlayer()
544 * fixed crash bug when CE leaves behind the trigger player element
547 * fixed bug with broken tubes after placing/exploding dynamite in them
548 * fixed bug with exploding dynamite under player due to other explosion
549 * fixed bug with not resetting push delay under certain circumstances
552 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
553 * added network multiplayer code for Windows (thanks to Niko Böhm)
556 * added option "reachable despite gravity" for gravity movement
557 * changed gravity movement of most classic walkable and passable
558 elements back to "not reachable" (for compatibility reasons)
561 * fixed (removed) "indestructible" / "can explode" dependency in editor
562 * fixed (removed) "accessible inside" / "protected" dependency
563 * fixed (removed) "step mode" / "shield time" dependency
566 * fixed dynabombs exploding now into anything diggable
567 * fixed Supaplex style gravity movement into buggy base now impossible
568 * added pressing key "space" as valid action to select menu options
571 * added "replace when walkable" to relocate player to walkable element
572 * added "enter"/"leave" event for elements affected by relocation
573 * fixed "direct"/"indirect" change order also for "when change" event
574 * fixed graphical bug when pushing things from elements walkable inside
577 * fixed graphic bug when player is snapping while moving in old levels
578 * fixed bug when a moving custom element leaves a player element behind
579 * fixed bug with mole not disappearing when moving into acid pool
580 * fixed bug with incomplete path setting when using "--basepath" option
581 * moving CE can now leave walkable elements behind under the player
582 * when relocating, player can be set on walkable element now
583 * fixed another gravity movement bug
586 * uploaded pre-release (test) version 3.1.0-2 binary and source code
589 * added "collectible" and "removable" to extended replacement types
590 (where "removable" replaces "diggable" and "collectible" elements)
591 * added "collectible & throwable" (to throw element to the next field)
592 * fixed bug with CEs digging elements that are just about to explode
593 * changed mouse cursor now always being visible when game is paused
596 * added possibility to push/press accessible elements from a side that
598 * fixed bug with not setting actual date when appending to tape
601 * fixed bug with incorrectly initialized custom element editor graphics
604 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
605 - number of levels corrected from 18 to 17 in "levelinfo.conf"
608 * fixed bug with destroyed robot wheel still attracting robots forever
609 * fixed bug with time gate switch deactivating after robot wheel time
610 (while the time gate itself is not affected by this misbehaviour)
611 * changed behaviour of BD style amoeba to always get blocked by player
612 (before it was different when there were non-BD elements in level)
613 * fixed bug with player destroying indestructable elements with shield
616 * added option to make growing elements grow into anything diggable
617 (for the various amoeba types, biomaze and "game of life")
620 * fixed bug with movable elements not moving after left behind by CEs
621 * changed gravity movement to anything diggable, not only sand/base
622 * optionally allowing passing to walkable element, not only empty space
623 * added option "can pass to walkable element" for players
624 * finally fixed gravity movement (hopefully)
627 * fixed bug with movable elements not moving anymore after falling down
630 * fixed another bug with custom elements digging and leaving elements
631 * fixed bug with "along left/right side" and automatic start direction
632 * trigger elements now also displayed when "more custom" deactivated
633 * fixed bug with clipboard element initialized when loading new level
634 * added option "drop delay" to set delay before dropping next element
637 * uploaded pre-release (test) version 3.1.0-1 binary and source code
640 * added copy and paste functions for custom change pages
641 * enhanced graphical display and functionality of tape recorder
642 * fixed bug with custom elements digging and leaving elements
645 * added move speed faster than "very fast" for custom elements
646 * fixed bug with 3+3 style explosions and missing border content
647 * fixed little bug when copying custom elements in the editor
648 * enhanced custom element changes by more side trigger actions
651 * added option "no scrolling when relocating" for instant teleporting
652 * uploaded pre-release (test) version 3.1.0-0 binary and source code
655 * added trigger element and trigger player to use as target elements
656 * added copy and paste functions for custom and group elements
659 * fixed graphical bug when displaying explosion animations
660 * fixed bug when appending to tapes, resulting in broken tapes
661 * re-recorded a few tapes broken by fixing gravity checking bug
664 * "can move into acid" property now for all elements independently
665 * "can fall into acid" property for player stored in same bitfield now
666 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
667 * version number set to 3.1.0 (finally!)
670 * changed tape recording to only record input, not programmed actions
673 * fixed totally broken (every 8th frame skipped) step-by-step recording
674 * fixed bug with requester not displayed when quick-loading interrupted
675 * added option "can fall into acid (with gravity)" for players
676 * fixed bug with player not falling when snapping down with gravity
679 * fixed bug which messed up key config when using keypad number keys
682 * fixed bug which allowed moving upwards even when gravity was active
683 * fixed bug with missing error handling when dumping levels or tapes
686 * added different colored editor graphics for Supaplex gravity tubes
689 * fixed bug that allowed solvable tapes for unsolvable levels
692 * use unlimited number of droppable elements when "count" set to zero
693 * added option to use step limit instead of time limit for level
696 * added player and change page as trigger for custom element change
699 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
702 * fixed bug with dark yamyam changing to acid when moving over acid
703 * fixed handling of levels with more than 999 seconds level time
704 (example: level 76 of "Denmine")
707 * "spring push bug" reintroduced as configurable element property
708 * fixed bug with missing properties for "mole"
709 * fixed bug that showed up when fixing the above "mole" properties bug
710 * added option "can move into acid" for all movable elements
711 * fixed graphical bug for elements moving into acid
712 * changed event handling to handle all pending events before going on
715 * fixed bug which caused all CE change pages to be ignored which had
716 the same change event, but used a different element side
717 (reported by Simon Forsberg)
719 * fixed bug which caused elements that can move and fall and that are
720 transported by a conveyor belt to continue moving into that direction
721 after leaving the conveyor belt, regardless of their own movement
722 type; only elements which can not move are transported now
723 (reported by Simon Forsberg)
725 * fixed bug which could cause an array overflow in RelocatePlayer()
726 (reported by Niko Böhm)
728 * changed Emerald Mine style "passable / over" elements to "protected"
729 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
731 * added new option to select from which side a "walkable/passable"
732 element can be entered
735 * added explosion and ignition delay for elements that can explode
738 * fixed bug which caused player not being protected against enemies
739 when a CE was "walkable / inside" and was not "indestructible"
740 * added "walkable/passable" fields to be "protected/unprotected"
741 against enemies, even if not accessible "inside" but "over/under"
744 * corrected move pattern to 32 bit and initial move direction to 8 bit
747 * added second custom element base configuration page
750 * added some special EMC mappings to Emerald Mine level loader
751 (also covering previously unknown element in level 0 of "Bondmine 8")
754 * added option to block last field when player is moving (for Supaplex)
755 * adjusted push delay of Supaplex elements
756 * removed delays for envelopes etc. when replaying with maximum speed
757 * fixed bug when dropping element on a field that just changed to empty
760 * fixed bug: infotrons can now smash yellow disks
761 * fixed bug: when gravity active, port above player can now be entered
762 * removed "one white dot" mouse pointer which irritated some people
765 * added "choice type" for group element selection
768 * fixed bug with initial invulnerability of non-yellow player
771 * added level loader for loading native Supaplex packed levels
772 (including multi-part levels like the "splvls99" levels)
775 * fixed bug which allowed creating emeralds by escaping explosions
778 * custom elements can change (limited) or leave (unlimited) elements
779 * finally added multiple matches using group elements
780 * added shortcut to dump brush (type ":DB" in editor) for use in forum
783 * added new start movement type "previous" for continued CE movement
784 * added new start movement type "random" for random CE movement start
787 * added new element "sokoban_field_player" needed for Sokoban levels
788 (thanks to Ed Booker for pointing this out!)
791 * added elements that can be digged or left behind by custom elements
794 * added group elements for multiple matches and random element creation
797 * fixed some graphical errors displayed in old levels
800 * fixed wrong double speed movement after passing closing gates
803 * added level loader for loading native Emerald Mine levels
806 * changes for "shooting" style CE movement
809 * Happy New Year! ;-)
812 * changed default snap/drop keys from left/right Shift to Control keys
815 * fixed bug with dead player getting reanimated from custom element
818 * fixed bug with wrong penguin graphics (when entering exit)
821 * fixed bug with wrong "Murphy" graphics (when digging etc.)
824 * version number set to 3.0.9
827 * version 3.0.8 released
830 * added function checked_free()
833 * fixed bug with double nut cracking sound
834 (by eliminating "default element action sound" assignment in init.c)
837 * fixed crash when no music info files are available
840 * fixed boring and sleeping sounds
843 * added "maze runner" and "maze hunter" movement types
844 * added extended collision conditions for custom elements
847 * added warnings for undefined token values in artwork config files
850 * added menu entry for level set information to the info screen
853 * fixed bug with wrong default impact sound for colored emeralds
856 * added several sub-screens for the info screen
857 * menu text now also clickable (not only blue/red sphere left of it)
860 * added configurable "bored" and "sleeping" animations for the player
861 * added "awakening" sound for player when waking up after sleeping
864 * added "copy" and "exchange" functions for custom elements to editor
867 * added configurable element animations for info screen
870 * added configurable music credits for info screen
873 * finally fixed tape recording when player is created from CE change
876 * added "editorsetup.conf" for editor element list configuration
879 * added "musicinfo.conf" for menu and level music configuration
882 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
883 (that only showed up on Linux, but not on Windows systems)
886 * fixed turning movement of butterflies and fireflies (no frame reset)
887 * enhanced sniksnak turning movement (two steps instead of only one)
890 * version number set to 3.0.8
893 * version 3.0.7 released
896 * fixed reset of player animation frame when, for example,
897 walking, digging or collecting share the same animation
898 * fixed CE with "deadly when touching" exploding when touching amoeba
901 * fixed tape recording when player is created from CE element change
904 * introduced "turning..." action graphic for elements with move delay
905 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
906 * added turning animations for bug, spaceship and sniksnak
909 * prevent "extended" changed elements from delay change in same frame
912 * fixed bug when pushing element that can move away to the side
913 (like pushing falling elements, but now with moving elements)
916 * finally fixed serious bug in code for delayed element pushing (again)
919 * unavailable setup options now marked as "n/a" instead of "off"
920 * new boolean directive "latest_engine" for "levelinfo.conf": when set
921 to "true", levels are always played with the latest game engine,
922 which is desired for levels that are imported from other games; all
923 other levels are played with the engine version stored in level file
924 (which is normally the engine version the level was created with)
927 * fixed serious bug in code for delayed element pushing
928 * fixed little bug in animation frame selection for pushed elements
929 * speed-up of reading config file for verbose output
932 * added configuration option for opening and closing Supaplex exit
933 * added configuration option for moving up/down animation for Murphy
934 * fixed incorrectly displayed animation for attacking dragon
935 * fixed bug with not setting initial gravity for each new game
936 * fixed bug with teleportation of player by custom element change
937 * fixed bug with player not getting smashed by rock sometimes
940 * version number set to 3.0.7
943 * version 3.0.6 released
946 * added support for MP3 music for SDL version through SMPEG library
949 * fixed bug when initializing font graphic structure
950 * fixed bug with animation mode "pingpong" when using only 1 frame
951 * fixed bug with extended change target introduced in 3.0.5
952 * fixed bug where passing over moving element doubles player speed
953 * fixed bug with elements continuing to move into push direction
954 * fixed bug with duplicated player when dropping bomb with shield on
955 * added "switching" event for custom elements ("pressing" only once)
956 * fixed switching bug (resetting flag when not switching but not idle)
959 * fixed element tokens for certain file elements with ".active" etc.
962 * version number set to 3.0.6
965 * version 3.0.5 released
968 * now four envelope elements available
969 * font, background, animation and sound for envelope now configurable
970 * main menu doors opening/closing animation type now configurable
973 * active/inactive sides configurable for custom element changes
974 * new movement type "move when pushed" available for custom elements
977 * fixed bug in multiple config pages loader code that caused crashes
980 * enhanced (remaining low-resolution) Supaplex graphics
983 * version number set to 3.0.5
986 * version 3.0.4 released
988 2003-09-12 src/tools.c
989 * fixed bug in custom definition of crumbled element graphics
991 2003-09-11 src/files.c
992 * fixed bug in multiple config pages code that caused crashes
995 * version number set to 3.0.4
998 * version 3.0.3 released
1001 * added music to Supaplex classic level set
1003 2003-09-07 src/libgame/misc.c
1004 * added support for loading various music formats through SDL_mixer
1006 2003-09-06 (various source files)
1007 * fixed several nasty bugs that may have caused crashes on some systems
1008 * added envelope content which gets displayed when collecting envelope
1009 * added multiple change event pages for custom elements
1011 2003-08-24 src/game.c
1012 * fixed problem with player animation when snapping and moving
1014 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1015 * fixed problem with flickering when drawing toon animations
1017 2003-08-23 src/libgame/sdl.c
1018 * fixed problem with setting mouse cursor in SDL version in fullscreen
1020 2003-08-23 src/game.c
1021 * fixed bug (missing array boundary check) which could crash the game
1024 * version number set to 3.0.3
1027 * version 3.0.2 released
1029 2003-08-21 src/game.c
1030 * fixed bug with creating inaccessible elements at player position
1032 2003-08-20 src/init.c
1033 * fixed bug with not finding current level artwork directory
1035 2003-08-20 src/files.c
1036 * fixed bug with choosing wrong engine version when playing tapes
1037 * fixed bug with messing up custom element properties in 3.0.0 levels
1040 * version number set to 3.0.2
1043 * version 3.0.1 released
1045 2003-08-17 (no source files affected)
1046 * changed all "classic" PCX image files with 16 colors or less to
1047 256 color (8 bit) storage format, because the Allegro game library
1048 cannot handle PCX files with less than 256 colors (contributed
1049 graphics are not affected and might look wrong in the DOS version)
1051 2003-08-16 src/init.c
1052 * fixed bug which (for example) crashed the level editor when defining
1053 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1054 (only set to default) -- invalid graphics now set to default graphic
1056 2003-08-16 src/init.c
1057 * fixed graphical bug of player digging/collecting/snapping element
1058 when no corresponding graphic/animation is defined for this action,
1059 resulting in player being drawn as EL_EMPTY (which should only be
1060 done to elements being collected, but not to the player)
1062 2003-08-16 src/game.c
1063 * fixed small graphical bug of player not totally moving into exit
1065 2003-08-16 src/libgame/setup.c
1066 * fixed bug with wrong MS-DOS 8.3 filename conversion
1068 2003-08-16 src/tools.c
1069 * fixed bug with invisible mouse cursor when pressing ESC while playing
1071 2003-08-16 (various source files)
1072 * added another 128 custom elements (disabled in editor by default)
1074 2003-08-16 src/editor.c
1075 * fixed NULL string bug causing Solaris to crash in sprintf()
1077 2003-08-16 src/screen.c
1078 * fixed drawing over scrollbar on level selection with custom fonts
1080 2003-08-15 src/game.c
1081 * cleanup of simple sounds / loop sounds / music settings
1083 2003-08-08 (various source files)
1084 * added custom element property for dropping collected elements
1086 2003-08-08 src/conf_gfx.c
1087 * fixed bug with missing graphic for active red disk bomb
1089 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1090 * extended variable "level.gravity" to "level.initial_gravity" and
1091 "game.current_gravity" to prevent level setting from being changed
1092 by playing the level (keeping the runtime value after playing)
1094 * fixed graphics bug when digging element that has 'crumbled' graphic
1095 definition, but not 'diggable' graphic definition
1098 * version number set to 3.0.1
1101 * version 3.0.0 released
1104 * various bug fixes; among others:
1105 - fixed bug with pushing spring over empty space
1106 - fixed bug with leaving tube while placing dynamite
1107 - fixed bug with explosion of smashed penguins
1108 - allow Murphy player graphic in levels with non-Supaplex elements
1112 * I have forgotten to document changes for some time
1115 * pre-release version 2.2.0rc1 released
1118 * version number set to 2.1.2
1121 * version 2.1.1 released
1124 * version number set to 2.1.1
1127 * version 2.1.0 released
1130 * version number set to 2.1.0
1132 2002-04-03 to 2002-05-19 (various source files)
1133 * graphics, sounds and music now fully configurable
1134 * bug fixed that prevented walking through tubes when gravity on
1136 2002-04-02 src/events.c, src/editor.c
1137 * Make Escape key less aggressive when playing or when editing level.
1138 This can be configured as an option in the setup menu. (Default is
1139 "less aggressive" which means "ask user if something can be lost"
1140 when pressing the Escape key.)
1142 2002-04-02 src/screen.c
1143 * Added "graphics setup" screen.
1145 2002-04-01 src/screen.c
1146 * Changed "choose level" setup screen stuff to be more generic (to
1147 make it easier to add more "choose from generic tree" setup screens).
1149 2002-04-01 src/config.c, src/timestamp.h
1150 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1151 automatically gets created by "src/Makefile" and contains an actual
1152 compile-time timestamp to identify development versions of the game).
1154 2002-03-31 src/tape.c, src/events.c
1155 * Added quick game/tape save/load functions to tape stuff which can be
1156 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1157 loads previously recorded tape and directly goes into recording mode
1158 from the end of the tape (therefore appending to the tape).
1160 2002-03-31 src/tape.c
1161 * Added "index mark" function to tape recorder. When playing or
1162 recording, "eject" button changes to "index" button. Setting index
1163 mark is not yet implemented, but pressing index button when playing
1164 allows very quick advancing to end of tape (when normal playing),
1165 very fast forward mode (when playing with normal fast forward) or
1166 very fast reaching of "pause before end of tape" (when playing with
1167 "pause before end" playing mode).
1169 2002-03-30 src/cartoons.c
1170 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1172 2002-03-29 src/screen.c
1173 * Changed setup screen stuff to be more generic (to make it easier
1174 to add more setup screens).
1176 2002-03-23 src/main.c, src/main.h
1177 * Various changes due to the introduction of the new libgame files
1178 "setup.c" and "joystick.c".
1180 2002-03-23 src/files.c
1181 * Generic parts of "src/files.c" (mainly setup and level directory
1182 stuff) moved to new libgame file "src/libgame/setup.c".
1184 2002-03-23 src/joystick.c
1185 * File "src/joystick.c" moved to libgame source tree, with
1186 correspondig changes.
1188 2002-03-22 src/screens.c
1189 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1190 (Wrong level series information displayed when entering main group.)
1192 2002-03-22 src/editor.c
1193 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1195 2002-03-22 src/editor.c
1196 * Changed behaviour of "Escape" key in level editor to be more
1197 intuitive: When in "Element Properties" or "Level Info" mode,
1198 return to "Drawing Mode" instead of leaving the level editor.
1200 2002-03-21 src/game.c, src/editor.c, src/files.c
1201 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1202 gems (emeralds, diamonds, ...) slipping down from normal wall,
1203 steel wall and growing wall (as in E.M.C. style levels). Although
1204 the behaviour of contributed and private levels wasn't changed (due
1205 to the use of "level.game_version"; see previous entry), editing
1206 those levels will (of course) change the behaviour accordingly.
1208 This change seems a bit too hard after thinking about it, because
1209 the EM style behaviour is not the "expected" behaviour (gems would
1210 normally only slip down from "rounded" walls). Therefore this was
1211 now changed to an element property for gem style elements, with the
1212 default setting "off" (which means: no special EM style behaviour).
1213 To fix older converted levels, this flag is set to "on" for pre-2.0
1214 levels that are neither contributed nor private levels.
1216 2002-03-20 src/files.h
1217 * Corrected settings for "level.game_version" depending of level type.
1218 (Contributed and private levels always get played with game engine
1219 version they were created with, while converted levels always get
1220 played with the most recent version of the game engine, to let new
1221 corrections of the emulation behaviour take effect.)
1223 2002-03-20 src/main.h
1224 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1225 compiling the SDL version on some systems.
1226 Thanks to the several people who pointed this out.
1229 * Version number set to 2.0.2.
1232 * Version 2.0.1 released.
1234 2002-03-18 src/screens.c
1235 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1237 2002-03-18 src/files.c [src/libgame/misc.c]
1238 * Moved some common functions from src/files.c to src/libgame/misc.c.
1240 2002-03-18 src/files.c [src/libgame/misc.c]
1241 * Changed permissions for new directories and saved files (especially
1242 score files) according to suggestions of Debian users and mantainers.
1243 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1245 2002-03-17 src/files.c
1246 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1247 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1248 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1249 for levels and "TAPE" for tapes). Old "cookie" style format is
1250 still supported for reading. New level and tape files are written
1253 * New IFF chunk "VERS" contains version numbers for file and game
1254 (where "game version" is the version of the program that wrote the
1255 file, and "file version" is a version number to distinguish files
1256 with different format, for example after adding new features).
1258 2002-03-15 src/screen.c
1259 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1260 (Before, you heard a mixture of the in-game music and the
1261 hall-of-fame music.)
1263 2002-03-14 src/events.c
1264 * Function "DumpTape()" (files.c) now available by pressing 't' from
1265 main menu (when in DEBUG mode).
1267 2002-03-14 src/game.c
1268 * "GameWon()": When game was won playing a tape, now there is no delay
1269 raising the score and no corresponding sound is played.
1271 2002-03-14 src/files.c
1272 * Changed "LoadTape()" for real chunk support and also adjusted
1273 "SaveTape()" accordingly.
1275 2002-03-14 src/game.c, src/tape.c, src/files.c
1276 * Important changes to tape format: The old tape format stored all
1277 actions with a real effect with a corresponding delay between the
1278 stored actions. This had some major disadvantages (for example,
1279 push delays had to be ignored, pressing a button for some seconds
1280 mutated to several single button presses because of the non-action
1281 delays between two action frames etc.). The new tape format just
1282 stupidly records all device actions and replays them later. I really
1283 don't know why I haven't solved it that way before?! Old-style tapes
1284 (with tape file version less than 2.0) get converted to the new
1285 format on-the-fly when loading and can therefore still be played;
1286 only some minor parts of the old-style tape handling code was needed.
1287 (A perfect conversion is not possible, because there is information
1288 missing about the device actions between two action frames.)
1290 2002-03-14 src/files.c
1291 * New function "DumpTape()" to dump the contents of the current tape
1292 in a human readable format.
1294 2002-03-14 src/game.c
1295 * Small tape bug fixed: When automatically advancing to next level
1296 after a game was won, the tape from the previous level still was
1297 loaded as a tape for the new level.
1299 2002-03-14 src/tape.c
1300 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1301 tape, cartoons did not get completely removed because
1302 StopAnimation() was not called.
1304 2002-03-13 src/files.c
1305 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1306 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1307 size even when using 16-bit elements). Added new chunk "CNT2" for
1308 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1309 chunk even when content was 16-bit element). "CNT2" should now be
1310 able to store content for arbitrary elements (up to eight blocks of
1311 3 x 3 element arrays). All "CNT2" elements will always be stored as
1312 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1314 2002-03-13 src/files.c
1315 * Changed "LoadLevel()" for real chunk support.
1317 2002-03-12 src/game.c
1318 * Fixed problem (introduced after 2.0.0 release) with penguins
1319 not getting killed by enemies
1321 2002-02-24 src/game.c, src/main.h
1322 * Added "player->is_moving"; now "player->last_move_dir" does
1323 not contain any information if the player is just moving at
1325 Before, "player->last_move_dir" was misused for this purpose
1326 for the robot stuff (robots don't kill players when they are
1327 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1328 broke tapes when walking through pipes!
1329 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1330 in a continuous movement. This fact is ignored for friends and