2 * fixed bug when scanning empty level group directories (endless loop)
5 * fixed bug with explosion graphic for player using "Murphy" graphic
6 * fixed bug with explosion graphic if player leaves explosion in time
7 * changed some descriptive text in setup menu to use medium-width font
8 * added key shortcut settings for switching player focus to setup menu
11 * fixed bug with random value initialization when recording tapes
12 * fixed bug with playing single player tapes when team mode activated
15 * fixed little bug when trying to switch to player that does not exist
18 * added player switching (visual and quick) to R'n'D and EM game engine
19 * added setup option to select visual or quick in-game player switching
22 * added use of "Home" and "End" keys to handle element list in editor
25 * fixed bug with adding score when playing tape with EMC game engine
26 * added steel wall border for levels using EMC engine without border
27 * finally fixed delayed scrolling in EMC engine also for small levels
30 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
33 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
34 * fixed bug when displaying info element without action, but direction
37 * fixed minor graphical problems with springs smashing and slurping
38 (when using R'n'D style graphics instead of EMC style graphics)
41 * added scroll delay (as configured in setup) to EMC graphics engine
44 * improved screen redraw for EMC graphics engine (faster and smoother)
45 * when not scrolling, do not redraw the whole playfield if not needed
48 * added multi-player mode for EMC game engine (with up to four players)
51 * added android (can clone elements) from EMC engine to R'n'D engine
54 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
57 * added selectbox for initial player speed to player settings in editor
60 * version 3.1.2 created that is basically version 3.1.1, but with a
61 major bug fixed that prevented editing your own private levels
62 * version 3.1.2 released
65 * added magic ball (creates elements) from EMC engine to R'n'D engine
68 * uploaded fixed pre-release version 3.2.0-6 binary and source code
71 * fixed bug when using "CE can leave behind <trigger element>"
72 * added new change condition "(after/when) creation of <element>"
73 * added new change condition "(after/when) digging <element>"
74 * fixed bug accessing invalid gadget that caused crashes under Windows
75 * deactivated new possibility for multiple CE changes per frame
78 * uploaded pre-release (test) version 3.2.0-6 binary and source code
81 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
82 * fixed bug with not keeping CE value for moving CEs with only action
83 * changed CE action selectboxes in editor to be only reset when needed
86 * added option "use artwork from element" for custom player artwork
87 * added option "use explosion from element" for player explosions
90 * added cascaded element lists in the level editor
91 * added persistence for cascaded element lists by "editorcascade.conf"
92 * added dynamic element list with all elements used in current level
93 * added possibility for multiple CE changes per frame (experimental)
96 * uploaded pre-release (test) version 3.2.0-5 binary and source code
99 * changed "score for each 10 seconds/steps left" to "1 second/step"
100 * added own score for collecting "extra time" instead of sharing it
101 * added change events "switched by player" and "player switches <e>"
102 * added change events "snapped by player" and "player snaps <e>"
103 * added "set player artwork: <element choice>" to CE action options
104 * added change event "move of <element>"
107 * added "set player shield: off / normal / deadly" to CE action options
108 * added new player option "use level start element" in level editor
109 to set the correct focus at level start to elements from which the
110 player is created later (this did not work before for cascaded CE
111 changes resulting in creation of the player; it is now also possible
112 to create the player from a yam yam which is smashed at level start)
115 * added "set player speed: frozen (not moving)" to CE action options
116 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
119 * added new player option "block snap field" (enabled by default) to
120 make it possible to show a snapping animation like in Emerald Mine
123 * added dynamic selectboxes to custom element action settings in editor
124 * added "CE value" counter for custom elements (instead of "CE count")
125 * added option to use the last "CE value" after custom element change
126 * added option to use the "CE value" of other elements in CE actions
127 * fixed odd behaviour when pressing time orb in levels w/o time limit
128 * added checkbox "use time orb bug" for older levels that use this bug
131 * added missing configuration settings for the following elements:
132 - EL_TIMEGATE_SWITCH (time of open time gate)
133 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
134 - EL_SHIELD_NORMAL (time of shield duration)
135 - EL_SHIELD_DEADLY (time of shield duration)
136 - EL_EXTRA_TIME (time added to level time)
137 - EL_TIME_ORB_FULL (time added to level time)
140 * added "wind direction" as a movement pattern for custom elements
141 * added initial wind direction for balloon / custom elements to editor
142 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
145 * added parameters for "game of life" and "biomaze" elements to editor
148 * added level file chunk "CONF" for generic level and element settings
151 * uploaded pre-release (test) version 3.2.0-4 binary and source code
154 * skip empty level sets (with "levels: 0"; may be artwork base sets)
155 * added sound action ".page[1]" to ".page[32]" for each CE change page
158 * added image config suffix ".clone_from" to copy whole image settings
159 * fixed bug with invalid ("undefined") CE settings in old level files
162 * fixed graphical bug with smashing elements falling faster than player
165 * fixed major bug which prevented private levels from being edited
166 * fixed bug with precedence of general and special font definitions
169 * fixed graphical bug with player animation when player moves slowly
172 * uploaded pre-release (test) version 3.2.0-3 binary and source code
175 * fixed bug which prevented "global.num_toons: 0" from working
178 * major code cleanup (removed all these annoying "#if 0" blocks)
181 * added custom element actions for CE change page in level editor
184 * fixed music initialization bug in init.c (thanks to David Binderman)
185 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
186 (this bug must probably be fixed at other places, too)
189 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
190 (should be '#include <SDL.h>' instead)
193 * fixed bug which prevented "walkable from no direction" from working
194 (due to compatibility code overwriting this setting after loading)
197 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
200 * version number temporarily set to 3.1.1 (intermediate bugfix release)
201 * version 3.1.1 released
204 * changed some va_arg() arguments from 'long' to 'int', fixing problems
205 on 64-bit architecture systems with LP64 data model
208 * fixed bug with bombs not exploding when hitting the last level line
209 (introduced after the release of 3.1.0)
212 * added support for dumping small-sized level sketches from editor
215 * added recognition of "trigger element" for "change digged element to"
216 (this is not really what the "trigger element" was made for, but its
217 use may seem obvious for leaving back digged elements unchanged)
220 * fixed multiple warnings about failed joystick device initialization
223 * fixed bug with dynamite dropped on top of just dropped custom element
224 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
225 dynamite can still be dropped, but drop key must be released before
228 * fixed bug with wrong start directory when started from file browser
229 (due to this bug, R'n'D could not be started from KDE's Konqueror)
232 * fixed bug causing "change when impact" on player not working
233 * fixed wrong priority of "hitting something" over "hitting <element>"
234 * fixed wrong priority of "hit by something" over "hit by <element>"
237 * fixed graphical bug which caused the player (being Murphy) to show
238 collecting animations although the element was collected by penguin
241 * fixed two bugs causing wrong door background graphics in system.c
242 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
245 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
246 * added "no direction" to "walkable/passable from" selectbox options
249 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
250 * in tape autoplay, not only report broken, but also missing tapes
253 * uploaded pre-release (test) version 3.2.0-2 binary and source code
256 * fixed small bug with "linear" animation not working for active lamp
259 * fixed bug with moving up despite gravity due to "block last field"
260 * fixed small bug with wrong draw offset when typing name in main menu
261 * when reading user names from "passwd", ignore data after first comma
262 * when creating new "levelinfo.conf", only write some selected entries
265 * fixed displaying "imported from/by" on preview with empty string
266 * fixed ignoring draw offset for fonts used for level preview texts
269 * fixed a delay problem with SDL and too many mouse motion events
270 * added setup option "skip levels" and level skipping functionality
273 * added move speed "not moving" for non-moving CEs, but with direction
276 * fixed mapping of obsolete element token names in "editorsetup.conf"
277 * fixed bug with sound "acid.splashing" treated as a loop sound
278 * fixed some little sound bugs in native EM engine
281 * fixed small bug when dragging scrollbars to end positions
284 * added editor element descriptions written by Aaron Davidson
287 * improved fallback handling when configured artwork is not available
288 (now using default artwork instead of exiting when files not found)
291 * fixed bug on level selection screen when dragging scrollbar
294 * fixed bug which caused broken tapes when appending to EM engine tapes
297 * uploaded pre-release (test) version 3.2.0-1 binary and source code
300 * added code to replace changed artwork config tokens with other tokens
301 (needed for backwards compatibility, so that older tokens still work)
304 * added native R'n'D graphics for some new EMC elements in EM engine
307 * fixed some bugs in the EM engine integration code
308 * changed EM engine code to allow diagonal movement
309 * changed EM engine code to allow use of separate snap and drop keys
312 * fixed some redraw bugs when using EM engine
315 * fixed bug with not converting RND levels which are set to use native
316 engine to native level structure when loading
319 * uploaded pre-release (test) version 3.2.0-0 binary and source code
322 * version number set to 3.2.0
325 * level data now reset to defaults after attempt to load invalid file
328 * added use of "editorsetup.conf" for different level sets
331 * added auto-detection for various types of Emerald Mine level files
334 * fixed bug with scrollbars getting too small when list is very large
337 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
340 * added most level editor configuration gadgets for new EMC elements
343 * added more element and graphic definitions for new EMC elements
346 * modified native EM engine to use integrated R'n'D sound system
349 * added SDL support to graphics functions in native EM engine
350 (by always using generic libgame interface functions)
353 * fixed bug in frame synchronization in native EM engine
356 * added code to convert levels between R'n'D and native EM engine
359 * new Emerald Mine engine can now play levels selected in main menu
362 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
363 (which creates scaled down graphics for level editor and preview);
364 there's still a memory leak somewhere in the artwork handling code
365 * added "scale image up" functionality to X11 version of zoom function
368 * first attempts to integrate new, native Emerald Mine Club engine
371 * fixed bug in gadget code which caused reset of CEs in level editor
372 (example: pressing 'b' [grab brush] on CE config page erased values)
373 (solution: check if gadgets in ClickOnGadget() are really mapped)
374 * improved level change detection in editor (settings now also checked)
375 * fixed bug with "can move into acid" and "don't collide with" state
378 * fixed maze runner style CEs to use the configured move delay value
381 * added Aaron Davidson's tutorial level set to the "Tutorials" section
384 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
385 * fixed the above fix because it broke level set "machine" (*sigh*)
386 * fixed random element placement in level editor to work as expected
387 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
390 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
393 * fixed bug (missing array boundary check) which caused broken tapes
394 * fixed bug (when loading level template) which caused broken levels
395 * fixed bug with new block last field code when using non-yellow player
398 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
399 * internal change of how the player blocks the last field when moving
400 * fixed blocking delay of last field for EM and SP style block delay
401 * fixed bug where the player had to wait for the usual move delay after
402 unsuccessfully trying to move, when he directly could move after that
403 * the last two changes should make original Supaplex level 93 solvable
404 * improved use of random number generator to make it less predictable
405 * fixed behaviour of slippery SP elements to let slip left, then right
408 * fixed bug with wrong door state after trying to quickload empty tape
409 * fixed waste of static memory usage of the binary, making it smaller
410 * fixed very little graphical bug in Supaplex explosion
413 * version number set to 3.1.1
416 * version 3.1.0 released
419 * fixed bug with crash when writing user levelinfo.conf the first time
422 * added option "convert LEVELDIR [NR]" to command line batch commands
423 * re-converted Supaplex levels to apply latest engine fixes
424 * changed "use graphic/sound of element" to "use graphic of element"
425 due to compatibility problems with some levels ("bug machine" etc.)
428 * fixed bug with CE change replacing player with same or other player
431 * fixed bug with opaque font in envelope with background graphic when
432 background graphic is not transparent itself
435 * added "gravity on" and "gravity off" ports for Supaplex compatibility
436 * corrected original Supaplex level loading code to use these new ports
437 * also corrected Supaplex loader to auto-count infotrons if set to zero
440 * fixed bug with missing initialization of "modified" flag for GEs
443 * fixed bug that caused endless recursion loop when relocating player
444 * fixed tape recorder bug in "step mode" when using "pause before end"
445 * fixed tape recorder bug when changing from "warp forward" mode
448 * fixed bug with "when touching" for pushed elements at last position
451 * fixed bug that caused two activated toolbox buttons in level editor
452 * fixed bug with exploding dynabomb under player due to other explosion
455 * fixed bug with creating walkable custom element under player (again)
456 * fixed bug with not copying explosion type when copying CEs in editor
457 * fixed graphical bug when drawing player in setup menu (input devices)
458 * fixed graphical bug when the player is pushing an accessible element
459 * fixed bug with classic switchable elements triggering CE changes
460 * fixed bug with entering/leaving walkable element in RelocatePlayer()
461 * fixed crash bug when CE leaves behind the trigger player element
464 * fixed bug with broken tubes after placing/exploding dynamite in them
465 * fixed bug with exploding dynamite under player due to other explosion
466 * fixed bug with not resetting push delay under certain circumstances
469 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
470 * added network multiplayer code for Windows (thanks to Niko Böhm)
473 * added option "reachable despite gravity" for gravity movement
474 * changed gravity movement of most classic walkable and passable
475 elements back to "not reachable" (for compatibility reasons)
478 * fixed (removed) "indestructible" / "can explode" dependency in editor
479 * fixed (removed) "accessible inside" / "protected" dependency
480 * fixed (removed) "step mode" / "shield time" dependency
483 * fixed dynabombs exploding now into anything diggable
484 * fixed Supaplex style gravity movement into buggy base now impossible
485 * added pressing key "space" as valid action to select menu options
488 * added "replace when walkable" to relocate player to walkable element
489 * added "enter"/"leave" event for elements affected by relocation
490 * fixed "direct"/"indirect" change order also for "when change" event
491 * fixed graphical bug when pushing things from elements walkable inside
494 * fixed graphic bug when player is snapping while moving in old levels
495 * fixed bug when a moving custom element leaves a player element behind
496 * fixed bug with mole not disappearing when moving into acid pool
497 * fixed bug with incomplete path setting when using "--basepath" option
498 * moving CE can now leave walkable elements behind under the player
499 * when relocating, player can be set on walkable element now
500 * fixed another gravity movement bug
503 * uploaded pre-release (test) version 3.1.0-2 binary and source code
506 * added "collectible" and "removable" to extended replacement types
507 (where "removable" replaces "diggable" and "collectible" elements)
508 * added "collectible & throwable" (to throw element to the next field)
509 * fixed bug with CEs digging elements that are just about to explode
510 * changed mouse cursor now always being visible when game is paused
513 * added possibility to push/press accessible elements from a side that
515 * fixed bug with not setting actual date when appending to tape
518 * fixed bug with incorrectly initialized custom element editor graphics
521 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
522 - number of levels corrected from 18 to 17 in "levelinfo.conf"
525 * fixed bug with destroyed robot wheel still attracting robots forever
526 * fixed bug with time gate switch deactivating after robot wheel time
527 (while the time gate itself is not affected by this misbehaviour)
528 * changed behaviour of BD style amoeba to always get blocked by player
529 (before it was different when there were non-BD elements in level)
530 * fixed bug with player destroying indestructable elements with shield
533 * added option to make growing elements grow into anything diggable
534 (for the various amoeba types, biomaze and "game of life")
537 * fixed bug with movable elements not moving after left behind by CEs
538 * changed gravity movement to anything diggable, not only sand/base
539 * optionally allowing passing to walkable element, not only empty space
540 * added option "can pass to walkable element" for players
541 * finally fixed gravity movement (hopefully)
544 * fixed bug with movable elements not moving anymore after falling down
547 * fixed another bug with custom elements digging and leaving elements
548 * fixed bug with "along left/right side" and automatic start direction
549 * trigger elements now also displayed when "more custom" deactivated
550 * fixed bug with clipboard element initialized when loading new level
551 * added option "drop delay" to set delay before dropping next element
554 * uploaded pre-release (test) version 3.1.0-1 binary and source code
557 * added copy and paste functions for custom change pages
558 * enhanced graphical display and functionality of tape recorder
559 * fixed bug with custom elements digging and leaving elements
562 * added move speed faster than "very fast" for custom elements
563 * fixed bug with 3+3 style explosions and missing border content
564 * fixed little bug when copying custom elements in the editor
565 * enhanced custom element changes by more side trigger actions
568 * added option "no scrolling when relocating" for instant teleporting
569 * uploaded pre-release (test) version 3.1.0-0 binary and source code
572 * added trigger element and trigger player to use as target elements
573 * added copy and paste functions for custom and group elements
576 * fixed graphical bug when displaying explosion animations
577 * fixed bug when appending to tapes, resulting in broken tapes
578 * re-recorded a few tapes broken by fixing gravity checking bug
581 * "can move into acid" property now for all elements independently
582 * "can fall into acid" property for player stored in same bitfield now
583 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
584 * version number set to 3.1.0 (finally!)
587 * changed tape recording to only record input, not programmed actions
590 * fixed totally broken (every 8th frame skipped) step-by-step recording
591 * fixed bug with requester not displayed when quick-loading interrupted
592 * added option "can fall into acid (with gravity)" for players
593 * fixed bug with player not falling when snapping down with gravity
596 * fixed bug which messed up key config when using keypad number keys
599 * fixed bug which allowed moving upwards even when gravity was active
600 * fixed bug with missing error handling when dumping levels or tapes
603 * added different colored editor graphics for Supaplex gravity tubes
606 * fixed bug that allowed solvable tapes for unsolvable levels
609 * use unlimited number of droppable elements when "count" set to zero
610 * added option to use step limit instead of time limit for level
613 * added player and change page as trigger for custom element change
616 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
619 * fixed bug with dark yamyam changing to acid when moving over acid
620 * fixed handling of levels with more than 999 seconds level time
621 (example: level 76 of "Denmine")
624 * "spring push bug" reintroduced as configurable element property
625 * fixed bug with missing properties for "mole"
626 * fixed bug that showed up when fixing the above "mole" properties bug
627 * added option "can move into acid" for all movable elements
628 * fixed graphical bug for elements moving into acid
629 * changed event handling to handle all pending events before going on
632 * fixed bug which caused all CE change pages to be ignored which had
633 the same change event, but used a different element side
634 (reported by Simon Forsberg)
636 * fixed bug which caused elements that can move and fall and that are
637 transported by a conveyor belt to continue moving into that direction
638 after leaving the conveyor belt, regardless of their own movement
639 type; only elements which can not move are transported now
640 (reported by Simon Forsberg)
642 * fixed bug which could cause an array overflow in RelocatePlayer()
643 (reported by Niko Böhm)
645 * changed Emerald Mine style "passable / over" elements to "protected"
646 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
648 * added new option to select from which side a "walkable/passable"
649 element can be entered
652 * added explosion and ignition delay for elements that can explode
655 * fixed bug which caused player not being protected against enemies
656 when a CE was "walkable / inside" and was not "indestructible"
657 * added "walkable/passable" fields to be "protected/unprotected"
658 against enemies, even if not accessible "inside" but "over/under"
661 * corrected move pattern to 32 bit and initial move direction to 8 bit
664 * added second custom element base configuration page
667 * added some special EMC mappings to Emerald Mine level loader
668 (also covering previously unknown element in level 0 of "Bondmine 8")
671 * added option to block last field when player is moving (for Supaplex)
672 * adjusted push delay of Supaplex elements
673 * removed delays for envelopes etc. when replaying with maximum speed
674 * fixed bug when dropping element on a field that just changed to empty
677 * fixed bug: infotrons can now smash yellow disks
678 * fixed bug: when gravity active, port above player can now be entered
679 * removed "one white dot" mouse pointer which irritated some people
682 * added "choice type" for group element selection
685 * fixed bug with initial invulnerability of non-yellow player
688 * added level loader for loading native Supaplex packed levels
689 (including multi-part levels like the "splvls99" levels)
692 * fixed bug which allowed creating emeralds by escaping explosions
695 * custom elements can change (limited) or leave (unlimited) elements
696 * finally added multiple matches using group elements
697 * added shortcut to dump brush (type ":DB" in editor) for use in forum
700 * added new start movement type "previous" for continued CE movement
701 * added new start movement type "random" for random CE movement start
704 * added new element "sokoban_field_player" needed for Sokoban levels
705 (thanks to Ed Booker for pointing this out!)
708 * added elements that can be digged or left behind by custom elements
711 * added group elements for multiple matches and random element creation
714 * fixed some graphical errors displayed in old levels
717 * fixed wrong double speed movement after passing closing gates
720 * added level loader for loading native Emerald Mine levels
723 * changes for "shooting" style CE movement
726 * Happy New Year! ;-)
729 * changed default snap/drop keys from left/right Shift to Control keys
732 * fixed bug with dead player getting reanimated from custom element
735 * fixed bug with wrong penguin graphics (when entering exit)
738 * fixed bug with wrong "Murphy" graphics (when digging etc.)
741 * version number set to 3.0.9
744 * version 3.0.8 released
747 * added function checked_free()
750 * fixed bug with double nut cracking sound
751 (by eliminating "default element action sound" assignment in init.c)
754 * fixed crash when no music info files are available
757 * fixed boring and sleeping sounds
760 * added "maze runner" and "maze hunter" movement types
761 * added extended collision conditions for custom elements
764 * added warnings for undefined token values in artwork config files
767 * added menu entry for level set information to the info screen
770 * fixed bug with wrong default impact sound for colored emeralds
773 * added several sub-screens for the info screen
774 * menu text now also clickable (not only blue/red sphere left of it)
777 * added configurable "bored" and "sleeping" animations for the player
778 * added "awakening" sound for player when waking up after sleeping
781 * added "copy" and "exchange" functions for custom elements to editor
784 * added configurable element animations for info screen
787 * added configurable music credits for info screen
790 * finally fixed tape recording when player is created from CE change
793 * added "editorsetup.conf" for editor element list configuration
796 * added "musicinfo.conf" for menu and level music configuration
799 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
800 (that only showed up on Linux, but not on Windows systems)
803 * fixed turning movement of butterflies and fireflies (no frame reset)
804 * enhanced sniksnak turning movement (two steps instead of only one)
807 * version number set to 3.0.8
810 * version 3.0.7 released
813 * fixed reset of player animation frame when, for example,
814 walking, digging or collecting share the same animation
815 * fixed CE with "deadly when touching" exploding when touching amoeba
818 * fixed tape recording when player is created from CE element change
821 * introduced "turning..." action graphic for elements with move delay
822 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
823 * added turning animations for bug, spaceship and sniksnak
826 * prevent "extended" changed elements from delay change in same frame
829 * fixed bug when pushing element that can move away to the side
830 (like pushing falling elements, but now with moving elements)
833 * finally fixed serious bug in code for delayed element pushing (again)
836 * unavailable setup options now marked as "n/a" instead of "off"
837 * new boolean directive "latest_engine" for "levelinfo.conf": when set
838 to "true", levels are always played with the latest game engine,
839 which is desired for levels that are imported from other games; all
840 other levels are played with the engine version stored in level file
841 (which is normally the engine version the level was created with)
844 * fixed serious bug in code for delayed element pushing
845 * fixed little bug in animation frame selection for pushed elements
846 * speed-up of reading config file for verbose output
849 * added configuration option for opening and closing Supaplex exit
850 * added configuration option for moving up/down animation for Murphy
851 * fixed incorrectly displayed animation for attacking dragon
852 * fixed bug with not setting initial gravity for each new game
853 * fixed bug with teleportation of player by custom element change
854 * fixed bug with player not getting smashed by rock sometimes
857 * version number set to 3.0.7
860 * version 3.0.6 released
863 * added support for MP3 music for SDL version through SMPEG library
866 * fixed bug when initializing font graphic structure
867 * fixed bug with animation mode "pingpong" when using only 1 frame
868 * fixed bug with extended change target introduced in 3.0.5
869 * fixed bug where passing over moving element doubles player speed
870 * fixed bug with elements continuing to move into push direction
871 * fixed bug with duplicated player when dropping bomb with shield on
872 * added "switching" event for custom elements ("pressing" only once)
873 * fixed switching bug (resetting flag when not switching but not idle)
876 * fixed element tokens for certain file elements with ".active" etc.
879 * version number set to 3.0.6
882 * version 3.0.5 released
885 * now four envelope elements available
886 * font, background, animation and sound for envelope now configurable
887 * main menu doors opening/closing animation type now configurable
890 * active/inactive sides configurable for custom element changes
891 * new movement type "move when pushed" available for custom elements
894 * fixed bug in multiple config pages loader code that caused crashes
897 * enhanced (remaining low-resolution) Supaplex graphics
900 * version number set to 3.0.5
903 * version 3.0.4 released
905 2003-09-12 src/tools.c
906 * fixed bug in custom definition of crumbled element graphics
908 2003-09-11 src/files.c
909 * fixed bug in multiple config pages code that caused crashes
912 * version number set to 3.0.4
915 * version 3.0.3 released
918 * added music to Supaplex classic level set
920 2003-09-07 src/libgame/misc.c
921 * added support for loading various music formats through SDL_mixer
923 2003-09-06 (various source files)
924 * fixed several nasty bugs that may have caused crashes on some systems
925 * added envelope content which gets displayed when collecting envelope
926 * added multiple change event pages for custom elements
928 2003-08-24 src/game.c
929 * fixed problem with player animation when snapping and moving
931 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
932 * fixed problem with flickering when drawing toon animations
934 2003-08-23 src/libgame/sdl.c
935 * fixed problem with setting mouse cursor in SDL version in fullscreen
937 2003-08-23 src/game.c
938 * fixed bug (missing array boundary check) which could crash the game
941 * version number set to 3.0.3
944 * version 3.0.2 released
946 2003-08-21 src/game.c
947 * fixed bug with creating inaccessible elements at player position
949 2003-08-20 src/init.c
950 * fixed bug with not finding current level artwork directory
952 2003-08-20 src/files.c
953 * fixed bug with choosing wrong engine version when playing tapes
954 * fixed bug with messing up custom element properties in 3.0.0 levels
957 * version number set to 3.0.2
960 * version 3.0.1 released
962 2003-08-17 (no source files affected)
963 * changed all "classic" PCX image files with 16 colors or less to
964 256 color (8 bit) storage format, because the Allegro game library
965 cannot handle PCX files with less than 256 colors (contributed
966 graphics are not affected and might look wrong in the DOS version)
968 2003-08-16 src/init.c
969 * fixed bug which (for example) crashed the level editor when defining
970 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
971 (only set to default) -- invalid graphics now set to default graphic
973 2003-08-16 src/init.c
974 * fixed graphical bug of player digging/collecting/snapping element
975 when no corresponding graphic/animation is defined for this action,
976 resulting in player being drawn as EL_EMPTY (which should only be
977 done to elements being collected, but not to the player)
979 2003-08-16 src/game.c
980 * fixed small graphical bug of player not totally moving into exit
982 2003-08-16 src/libgame/setup.c
983 * fixed bug with wrong MS-DOS 8.3 filename conversion
985 2003-08-16 src/tools.c
986 * fixed bug with invisible mouse cursor when pressing ESC while playing
988 2003-08-16 (various source files)
989 * added another 128 custom elements (disabled in editor by default)
991 2003-08-16 src/editor.c
992 * fixed NULL string bug causing Solaris to crash in sprintf()
994 2003-08-16 src/screen.c
995 * fixed drawing over scrollbar on level selection with custom fonts
997 2003-08-15 src/game.c
998 * cleanup of simple sounds / loop sounds / music settings
1000 2003-08-08 (various source files)
1001 * added custom element property for dropping collected elements
1003 2003-08-08 src/conf_gfx.c
1004 * fixed bug with missing graphic for active red disk bomb
1006 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1007 * extended variable "level.gravity" to "level.initial_gravity" and
1008 "game.current_gravity" to prevent level setting from being changed
1009 by playing the level (keeping the runtime value after playing)
1011 * fixed graphics bug when digging element that has 'crumbled' graphic
1012 definition, but not 'diggable' graphic definition
1015 * version number set to 3.0.1
1018 * version 3.0.0 released
1021 * various bug fixes; among others:
1022 - fixed bug with pushing spring over empty space
1023 - fixed bug with leaving tube while placing dynamite
1024 - fixed bug with explosion of smashed penguins
1025 - allow Murphy player graphic in levels with non-Supaplex elements
1029 * I have forgotten to document changes for some time
1032 * pre-release version 2.2.0rc1 released
1035 * version number set to 2.1.2
1038 * version 2.1.1 released
1041 * version number set to 2.1.1
1044 * version 2.1.0 released
1047 * version number set to 2.1.0
1049 2002-04-03 to 2002-05-19 (various source files)
1050 * graphics, sounds and music now fully configurable
1051 * bug fixed that prevented walking through tubes when gravity on
1053 2002-04-02 src/events.c, src/editor.c
1054 * Make Escape key less aggressive when playing or when editing level.
1055 This can be configured as an option in the setup menu. (Default is
1056 "less aggressive" which means "ask user if something can be lost"
1057 when pressing the Escape key.)
1059 2002-04-02 src/screen.c
1060 * Added "graphics setup" screen.
1062 2002-04-01 src/screen.c
1063 * Changed "choose level" setup screen stuff to be more generic (to
1064 make it easier to add more "choose from generic tree" setup screens).
1066 2002-04-01 src/config.c, src/timestamp.h
1067 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1068 automatically gets created by "src/Makefile" and contains an actual
1069 compile-time timestamp to identify development versions of the game).
1071 2002-03-31 src/tape.c, src/events.c
1072 * Added quick game/tape save/load functions to tape stuff which can be
1073 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1074 loads previously recorded tape and directly goes into recording mode
1075 from the end of the tape (therefore appending to the tape).
1077 2002-03-31 src/tape.c
1078 * Added "index mark" function to tape recorder. When playing or
1079 recording, "eject" button changes to "index" button. Setting index
1080 mark is not yet implemented, but pressing index button when playing
1081 allows very quick advancing to end of tape (when normal playing),
1082 very fast forward mode (when playing with normal fast forward) or
1083 very fast reaching of "pause before end of tape" (when playing with
1084 "pause before end" playing mode).
1086 2002-03-30 src/cartoons.c
1087 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1089 2002-03-29 src/screen.c
1090 * Changed setup screen stuff to be more generic (to make it easier
1091 to add more setup screens).
1093 2002-03-23 src/main.c, src/main.h
1094 * Various changes due to the introduction of the new libgame files
1095 "setup.c" and "joystick.c".
1097 2002-03-23 src/files.c
1098 * Generic parts of "src/files.c" (mainly setup and level directory
1099 stuff) moved to new libgame file "src/libgame/setup.c".
1101 2002-03-23 src/joystick.c
1102 * File "src/joystick.c" moved to libgame source tree, with
1103 correspondig changes.
1105 2002-03-22 src/screens.c
1106 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1107 (Wrong level series information displayed when entering main group.)
1109 2002-03-22 src/editor.c
1110 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1112 2002-03-22 src/editor.c
1113 * Changed behaviour of "Escape" key in level editor to be more
1114 intuitive: When in "Element Properties" or "Level Info" mode,
1115 return to "Drawing Mode" instead of leaving the level editor.
1117 2002-03-21 src/game.c, src/editor.c, src/files.c
1118 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1119 gems (emeralds, diamonds, ...) slipping down from normal wall,
1120 steel wall and growing wall (as in E.M.C. style levels). Although
1121 the behaviour of contributed and private levels wasn't changed (due
1122 to the use of "level.game_version"; see previous entry), editing
1123 those levels will (of course) change the behaviour accordingly.
1125 This change seems a bit too hard after thinking about it, because
1126 the EM style behaviour is not the "expected" behaviour (gems would
1127 normally only slip down from "rounded" walls). Therefore this was
1128 now changed to an element property for gem style elements, with the
1129 default setting "off" (which means: no special EM style behaviour).
1130 To fix older converted levels, this flag is set to "on" for pre-2.0
1131 levels that are neither contributed nor private levels.
1133 2002-03-20 src/files.h
1134 * Corrected settings for "level.game_version" depending of level type.
1135 (Contributed and private levels always get played with game engine
1136 version they were created with, while converted levels always get
1137 played with the most recent version of the game engine, to let new
1138 corrections of the emulation behaviour take effect.)
1140 2002-03-20 src/main.h
1141 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1142 compiling the SDL version on some systems.
1143 Thanks to the several people who pointed this out.
1146 * Version number set to 2.0.2.
1149 * Version 2.0.1 released.
1151 2002-03-18 src/screens.c
1152 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1154 2002-03-18 src/files.c [src/libgame/misc.c]
1155 * Moved some common functions from src/files.c to src/libgame/misc.c.
1157 2002-03-18 src/files.c [src/libgame/misc.c]
1158 * Changed permissions for new directories and saved files (especially
1159 score files) according to suggestions of Debian users and mantainers.
1160 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1162 2002-03-17 src/files.c
1163 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1164 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1165 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1166 for levels and "TAPE" for tapes). Old "cookie" style format is
1167 still supported for reading. New level and tape files are written
1170 * New IFF chunk "VERS" contains version numbers for file and game
1171 (where "game version" is the version of the program that wrote the
1172 file, and "file version" is a version number to distinguish files
1173 with different format, for example after adding new features).
1175 2002-03-15 src/screen.c
1176 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1177 (Before, you heard a mixture of the in-game music and the
1178 hall-of-fame music.)
1180 2002-03-14 src/events.c
1181 * Function "DumpTape()" (files.c) now available by pressing 't' from
1182 main menu (when in DEBUG mode).
1184 2002-03-14 src/game.c
1185 * "GameWon()": When game was won playing a tape, now there is no delay
1186 raising the score and no corresponding sound is played.
1188 2002-03-14 src/files.c
1189 * Changed "LoadTape()" for real chunk support and also adjusted
1190 "SaveTape()" accordingly.
1192 2002-03-14 src/game.c, src/tape.c, src/files.c
1193 * Important changes to tape format: The old tape format stored all
1194 actions with a real effect with a corresponding delay between the
1195 stored actions. This had some major disadvantages (for example,
1196 push delays had to be ignored, pressing a button for some seconds
1197 mutated to several single button presses because of the non-action
1198 delays between two action frames etc.). The new tape format just
1199 stupidly records all device actions and replays them later. I really
1200 don't know why I haven't solved it that way before?! Old-style tapes
1201 (with tape file version less than 2.0) get converted to the new
1202 format on-the-fly when loading and can therefore still be played;
1203 only some minor parts of the old-style tape handling code was needed.
1204 (A perfect conversion is not possible, because there is information
1205 missing about the device actions between two action frames.)
1207 2002-03-14 src/files.c
1208 * New function "DumpTape()" to dump the contents of the current tape
1209 in a human readable format.
1211 2002-03-14 src/game.c
1212 * Small tape bug fixed: When automatically advancing to next level
1213 after a game was won, the tape from the previous level still was
1214 loaded as a tape for the new level.
1216 2002-03-14 src/tape.c
1217 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1218 tape, cartoons did not get completely removed because
1219 StopAnimation() was not called.
1221 2002-03-13 src/files.c
1222 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1223 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1224 size even when using 16-bit elements). Added new chunk "CNT2" for
1225 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1226 chunk even when content was 16-bit element). "CNT2" should now be
1227 able to store content for arbitrary elements (up to eight blocks of
1228 3 x 3 element arrays). All "CNT2" elements will always be stored as
1229 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1231 2002-03-13 src/files.c
1232 * Changed "LoadLevel()" for real chunk support.
1234 2002-03-12 src/game.c
1235 * Fixed problem (introduced after 2.0.0 release) with penguins
1236 not getting killed by enemies
1238 2002-02-24 src/game.c, src/main.h
1239 * Added "player->is_moving"; now "player->last_move_dir" does
1240 not contain any information if the player is just moving at
1242 Before, "player->last_move_dir" was misused for this purpose
1243 for the robot stuff (robots don't kill players when they are
1244 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1245 broke tapes when walking through pipes!
1246 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1247 in a continuous movement. This fact is ignored for friends and