2 * added "continuous snapping" (snapping many elements while holding the
3 snap key pressed, without releasing the snap key after each element)
4 as a new player setting for more compatibility with the classic games
7 * finished scrolling for "focus on all players" in EMC graphics engine
10 * level sets with "levels: 0" are ignored for levels, but not artwork
11 * fixed bug when scanning empty level group directories (endless loop)
14 * fixed bug with explosion graphic for player using "Murphy" graphic
15 * fixed bug with explosion graphic if player leaves explosion in time
16 * changed some descriptive text in setup menu to use medium-width font
17 * added key shortcut settings for switching player focus to setup menu
20 * fixed bug with random value initialization when recording tapes
21 * fixed bug with playing single player tapes when team mode activated
24 * fixed little bug when trying to switch to player that does not exist
27 * added player switching (visual and quick) to R'n'D and EM game engine
28 * added setup option to select visual or quick in-game player switching
31 * added use of "Home" and "End" keys to handle element list in editor
34 * fixed bug with adding score when playing tape with EMC game engine
35 * added steel wall border for levels using EMC engine without border
36 * finally fixed delayed scrolling in EMC engine also for small levels
39 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
42 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
43 * fixed bug when displaying info element without action, but direction
46 * fixed minor graphical problems with springs smashing and slurping
47 (when using R'n'D style graphics instead of EMC style graphics)
50 * added scroll delay (as configured in setup) to EMC graphics engine
53 * improved screen redraw for EMC graphics engine (faster and smoother)
54 * when not scrolling, do not redraw the whole playfield if not needed
57 * added multi-player mode for EMC game engine (with up to four players)
60 * added android (can clone elements) from EMC engine to R'n'D engine
63 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
66 * added selectbox for initial player speed to player settings in editor
69 * version 3.1.2 created that is basically version 3.1.1, but with a
70 major bug fixed that prevented editing your own private levels
71 * version 3.1.2 released
74 * added magic ball (creates elements) from EMC engine to R'n'D engine
77 * uploaded fixed pre-release version 3.2.0-6 binary and source code
80 * fixed bug when using "CE can leave behind <trigger element>"
81 * added new change condition "(after/when) creation of <element>"
82 * added new change condition "(after/when) digging <element>"
83 * fixed bug accessing invalid gadget that caused crashes under Windows
84 * deactivated new possibility for multiple CE changes per frame
87 * uploaded pre-release (test) version 3.2.0-6 binary and source code
90 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
91 * fixed bug with not keeping CE value for moving CEs with only action
92 * changed CE action selectboxes in editor to be only reset when needed
95 * added option "use artwork from element" for custom player artwork
96 * added option "use explosion from element" for player explosions
99 * added cascaded element lists in the level editor
100 * added persistence for cascaded element lists by "editorcascade.conf"
101 * added dynamic element list with all elements used in current level
102 * added possibility for multiple CE changes per frame (experimental)
105 * uploaded pre-release (test) version 3.2.0-5 binary and source code
108 * changed "score for each 10 seconds/steps left" to "1 second/step"
109 * added own score for collecting "extra time" instead of sharing it
110 * added change events "switched by player" and "player switches <e>"
111 * added change events "snapped by player" and "player snaps <e>"
112 * added "set player artwork: <element choice>" to CE action options
113 * added change event "move of <element>"
116 * added "set player shield: off / normal / deadly" to CE action options
117 * added new player option "use level start element" in level editor
118 to set the correct focus at level start to elements from which the
119 player is created later (this did not work before for cascaded CE
120 changes resulting in creation of the player; it is now also possible
121 to create the player from a yam yam which is smashed at level start)
124 * added "set player speed: frozen (not moving)" to CE action options
125 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
128 * added new player option "block snap field" (enabled by default) to
129 make it possible to show a snapping animation like in Emerald Mine
132 * added dynamic selectboxes to custom element action settings in editor
133 * added "CE value" counter for custom elements (instead of "CE count")
134 * added option to use the last "CE value" after custom element change
135 * added option to use the "CE value" of other elements in CE actions
136 * fixed odd behaviour when pressing time orb in levels w/o time limit
137 * added checkbox "use time orb bug" for older levels that use this bug
140 * added missing configuration settings for the following elements:
141 - EL_TIMEGATE_SWITCH (time of open time gate)
142 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
143 - EL_SHIELD_NORMAL (time of shield duration)
144 - EL_SHIELD_DEADLY (time of shield duration)
145 - EL_EXTRA_TIME (time added to level time)
146 - EL_TIME_ORB_FULL (time added to level time)
149 * added "wind direction" as a movement pattern for custom elements
150 * added initial wind direction for balloon / custom elements to editor
151 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
154 * added parameters for "game of life" and "biomaze" elements to editor
157 * added level file chunk "CONF" for generic level and element settings
160 * uploaded pre-release (test) version 3.2.0-4 binary and source code
163 * skip empty level sets (with "levels: 0"; may be artwork base sets)
164 * added sound action ".page[1]" to ".page[32]" for each CE change page
167 * added image config suffix ".clone_from" to copy whole image settings
168 * fixed bug with invalid ("undefined") CE settings in old level files
171 * fixed graphical bug with smashing elements falling faster than player
174 * fixed major bug which prevented private levels from being edited
175 * fixed bug with precedence of general and special font definitions
178 * fixed graphical bug with player animation when player moves slowly
181 * uploaded pre-release (test) version 3.2.0-3 binary and source code
184 * fixed bug which prevented "global.num_toons: 0" from working
187 * major code cleanup (removed all these annoying "#if 0" blocks)
190 * added custom element actions for CE change page in level editor
193 * fixed music initialization bug in init.c (thanks to David Binderman)
194 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
195 (this bug must probably be fixed at other places, too)
198 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
199 (should be '#include <SDL.h>' instead)
202 * fixed bug which prevented "walkable from no direction" from working
203 (due to compatibility code overwriting this setting after loading)
206 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
209 * version number temporarily set to 3.1.1 (intermediate bugfix release)
210 * version 3.1.1 released
213 * changed some va_arg() arguments from 'long' to 'int', fixing problems
214 on 64-bit architecture systems with LP64 data model
217 * fixed bug with bombs not exploding when hitting the last level line
218 (introduced after the release of 3.1.0)
221 * added support for dumping small-sized level sketches from editor
224 * added recognition of "trigger element" for "change digged element to"
225 (this is not really what the "trigger element" was made for, but its
226 use may seem obvious for leaving back digged elements unchanged)
229 * fixed multiple warnings about failed joystick device initialization
232 * fixed bug with dynamite dropped on top of just dropped custom element
233 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
234 dynamite can still be dropped, but drop key must be released before
237 * fixed bug with wrong start directory when started from file browser
238 (due to this bug, R'n'D could not be started from KDE's Konqueror)
241 * fixed bug causing "change when impact" on player not working
242 * fixed wrong priority of "hitting something" over "hitting <element>"
243 * fixed wrong priority of "hit by something" over "hit by <element>"
246 * fixed graphical bug which caused the player (being Murphy) to show
247 collecting animations although the element was collected by penguin
250 * fixed two bugs causing wrong door background graphics in system.c
251 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
254 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
255 * added "no direction" to "walkable/passable from" selectbox options
258 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
259 * in tape autoplay, not only report broken, but also missing tapes
262 * uploaded pre-release (test) version 3.2.0-2 binary and source code
265 * fixed small bug with "linear" animation not working for active lamp
268 * fixed bug with moving up despite gravity due to "block last field"
269 * fixed small bug with wrong draw offset when typing name in main menu
270 * when reading user names from "passwd", ignore data after first comma
271 * when creating new "levelinfo.conf", only write some selected entries
274 * fixed displaying "imported from/by" on preview with empty string
275 * fixed ignoring draw offset for fonts used for level preview texts
278 * fixed a delay problem with SDL and too many mouse motion events
279 * added setup option "skip levels" and level skipping functionality
282 * added move speed "not moving" for non-moving CEs, but with direction
285 * fixed mapping of obsolete element token names in "editorsetup.conf"
286 * fixed bug with sound "acid.splashing" treated as a loop sound
287 * fixed some little sound bugs in native EM engine
290 * fixed small bug when dragging scrollbars to end positions
293 * added editor element descriptions written by Aaron Davidson
296 * improved fallback handling when configured artwork is not available
297 (now using default artwork instead of exiting when files not found)
300 * fixed bug on level selection screen when dragging scrollbar
303 * fixed bug which caused broken tapes when appending to EM engine tapes
306 * uploaded pre-release (test) version 3.2.0-1 binary and source code
309 * added code to replace changed artwork config tokens with other tokens
310 (needed for backwards compatibility, so that older tokens still work)
313 * added native R'n'D graphics for some new EMC elements in EM engine
316 * fixed some bugs in the EM engine integration code
317 * changed EM engine code to allow diagonal movement
318 * changed EM engine code to allow use of separate snap and drop keys
321 * fixed some redraw bugs when using EM engine
324 * fixed bug with not converting RND levels which are set to use native
325 engine to native level structure when loading
328 * uploaded pre-release (test) version 3.2.0-0 binary and source code
331 * version number set to 3.2.0
334 * level data now reset to defaults after attempt to load invalid file
337 * added use of "editorsetup.conf" for different level sets
340 * added auto-detection for various types of Emerald Mine level files
343 * fixed bug with scrollbars getting too small when list is very large
346 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
349 * added most level editor configuration gadgets for new EMC elements
352 * added more element and graphic definitions for new EMC elements
355 * modified native EM engine to use integrated R'n'D sound system
358 * added SDL support to graphics functions in native EM engine
359 (by always using generic libgame interface functions)
362 * fixed bug in frame synchronization in native EM engine
365 * added code to convert levels between R'n'D and native EM engine
368 * new Emerald Mine engine can now play levels selected in main menu
371 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
372 (which creates scaled down graphics for level editor and preview);
373 there's still a memory leak somewhere in the artwork handling code
374 * added "scale image up" functionality to X11 version of zoom function
377 * first attempts to integrate new, native Emerald Mine Club engine
380 * fixed bug in gadget code which caused reset of CEs in level editor
381 (example: pressing 'b' [grab brush] on CE config page erased values)
382 (solution: check if gadgets in ClickOnGadget() are really mapped)
383 * improved level change detection in editor (settings now also checked)
384 * fixed bug with "can move into acid" and "don't collide with" state
387 * fixed maze runner style CEs to use the configured move delay value
390 * added Aaron Davidson's tutorial level set to the "Tutorials" section
393 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
394 * fixed the above fix because it broke level set "machine" (*sigh*)
395 * fixed random element placement in level editor to work as expected
396 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
399 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
402 * fixed bug (missing array boundary check) which caused broken tapes
403 * fixed bug (when loading level template) which caused broken levels
404 * fixed bug with new block last field code when using non-yellow player
407 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
408 * internal change of how the player blocks the last field when moving
409 * fixed blocking delay of last field for EM and SP style block delay
410 * fixed bug where the player had to wait for the usual move delay after
411 unsuccessfully trying to move, when he directly could move after that
412 * the last two changes should make original Supaplex level 93 solvable
413 * improved use of random number generator to make it less predictable
414 * fixed behaviour of slippery SP elements to let slip left, then right
417 * fixed bug with wrong door state after trying to quickload empty tape
418 * fixed waste of static memory usage of the binary, making it smaller
419 * fixed very little graphical bug in Supaplex explosion
422 * version number set to 3.1.1
425 * version 3.1.0 released
428 * fixed bug with crash when writing user levelinfo.conf the first time
431 * added option "convert LEVELDIR [NR]" to command line batch commands
432 * re-converted Supaplex levels to apply latest engine fixes
433 * changed "use graphic/sound of element" to "use graphic of element"
434 due to compatibility problems with some levels ("bug machine" etc.)
437 * fixed bug with CE change replacing player with same or other player
440 * fixed bug with opaque font in envelope with background graphic when
441 background graphic is not transparent itself
444 * added "gravity on" and "gravity off" ports for Supaplex compatibility
445 * corrected original Supaplex level loading code to use these new ports
446 * also corrected Supaplex loader to auto-count infotrons if set to zero
449 * fixed bug with missing initialization of "modified" flag for GEs
452 * fixed bug that caused endless recursion loop when relocating player
453 * fixed tape recorder bug in "step mode" when using "pause before end"
454 * fixed tape recorder bug when changing from "warp forward" mode
457 * fixed bug with "when touching" for pushed elements at last position
460 * fixed bug that caused two activated toolbox buttons in level editor
461 * fixed bug with exploding dynabomb under player due to other explosion
464 * fixed bug with creating walkable custom element under player (again)
465 * fixed bug with not copying explosion type when copying CEs in editor
466 * fixed graphical bug when drawing player in setup menu (input devices)
467 * fixed graphical bug when the player is pushing an accessible element
468 * fixed bug with classic switchable elements triggering CE changes
469 * fixed bug with entering/leaving walkable element in RelocatePlayer()
470 * fixed crash bug when CE leaves behind the trigger player element
473 * fixed bug with broken tubes after placing/exploding dynamite in them
474 * fixed bug with exploding dynamite under player due to other explosion
475 * fixed bug with not resetting push delay under certain circumstances
478 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
479 * added network multiplayer code for Windows (thanks to Niko Böhm)
482 * added option "reachable despite gravity" for gravity movement
483 * changed gravity movement of most classic walkable and passable
484 elements back to "not reachable" (for compatibility reasons)
487 * fixed (removed) "indestructible" / "can explode" dependency in editor
488 * fixed (removed) "accessible inside" / "protected" dependency
489 * fixed (removed) "step mode" / "shield time" dependency
492 * fixed dynabombs exploding now into anything diggable
493 * fixed Supaplex style gravity movement into buggy base now impossible
494 * added pressing key "space" as valid action to select menu options
497 * added "replace when walkable" to relocate player to walkable element
498 * added "enter"/"leave" event for elements affected by relocation
499 * fixed "direct"/"indirect" change order also for "when change" event
500 * fixed graphical bug when pushing things from elements walkable inside
503 * fixed graphic bug when player is snapping while moving in old levels
504 * fixed bug when a moving custom element leaves a player element behind
505 * fixed bug with mole not disappearing when moving into acid pool
506 * fixed bug with incomplete path setting when using "--basepath" option
507 * moving CE can now leave walkable elements behind under the player
508 * when relocating, player can be set on walkable element now
509 * fixed another gravity movement bug
512 * uploaded pre-release (test) version 3.1.0-2 binary and source code
515 * added "collectible" and "removable" to extended replacement types
516 (where "removable" replaces "diggable" and "collectible" elements)
517 * added "collectible & throwable" (to throw element to the next field)
518 * fixed bug with CEs digging elements that are just about to explode
519 * changed mouse cursor now always being visible when game is paused
522 * added possibility to push/press accessible elements from a side that
524 * fixed bug with not setting actual date when appending to tape
527 * fixed bug with incorrectly initialized custom element editor graphics
530 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
531 - number of levels corrected from 18 to 17 in "levelinfo.conf"
534 * fixed bug with destroyed robot wheel still attracting robots forever
535 * fixed bug with time gate switch deactivating after robot wheel time
536 (while the time gate itself is not affected by this misbehaviour)
537 * changed behaviour of BD style amoeba to always get blocked by player
538 (before it was different when there were non-BD elements in level)
539 * fixed bug with player destroying indestructable elements with shield
542 * added option to make growing elements grow into anything diggable
543 (for the various amoeba types, biomaze and "game of life")
546 * fixed bug with movable elements not moving after left behind by CEs
547 * changed gravity movement to anything diggable, not only sand/base
548 * optionally allowing passing to walkable element, not only empty space
549 * added option "can pass to walkable element" for players
550 * finally fixed gravity movement (hopefully)
553 * fixed bug with movable elements not moving anymore after falling down
556 * fixed another bug with custom elements digging and leaving elements
557 * fixed bug with "along left/right side" and automatic start direction
558 * trigger elements now also displayed when "more custom" deactivated
559 * fixed bug with clipboard element initialized when loading new level
560 * added option "drop delay" to set delay before dropping next element
563 * uploaded pre-release (test) version 3.1.0-1 binary and source code
566 * added copy and paste functions for custom change pages
567 * enhanced graphical display and functionality of tape recorder
568 * fixed bug with custom elements digging and leaving elements
571 * added move speed faster than "very fast" for custom elements
572 * fixed bug with 3+3 style explosions and missing border content
573 * fixed little bug when copying custom elements in the editor
574 * enhanced custom element changes by more side trigger actions
577 * added option "no scrolling when relocating" for instant teleporting
578 * uploaded pre-release (test) version 3.1.0-0 binary and source code
581 * added trigger element and trigger player to use as target elements
582 * added copy and paste functions for custom and group elements
585 * fixed graphical bug when displaying explosion animations
586 * fixed bug when appending to tapes, resulting in broken tapes
587 * re-recorded a few tapes broken by fixing gravity checking bug
590 * "can move into acid" property now for all elements independently
591 * "can fall into acid" property for player stored in same bitfield now
592 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
593 * version number set to 3.1.0 (finally!)
596 * changed tape recording to only record input, not programmed actions
599 * fixed totally broken (every 8th frame skipped) step-by-step recording
600 * fixed bug with requester not displayed when quick-loading interrupted
601 * added option "can fall into acid (with gravity)" for players
602 * fixed bug with player not falling when snapping down with gravity
605 * fixed bug which messed up key config when using keypad number keys
608 * fixed bug which allowed moving upwards even when gravity was active
609 * fixed bug with missing error handling when dumping levels or tapes
612 * added different colored editor graphics for Supaplex gravity tubes
615 * fixed bug that allowed solvable tapes for unsolvable levels
618 * use unlimited number of droppable elements when "count" set to zero
619 * added option to use step limit instead of time limit for level
622 * added player and change page as trigger for custom element change
625 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
628 * fixed bug with dark yamyam changing to acid when moving over acid
629 * fixed handling of levels with more than 999 seconds level time
630 (example: level 76 of "Denmine")
633 * "spring push bug" reintroduced as configurable element property
634 * fixed bug with missing properties for "mole"
635 * fixed bug that showed up when fixing the above "mole" properties bug
636 * added option "can move into acid" for all movable elements
637 * fixed graphical bug for elements moving into acid
638 * changed event handling to handle all pending events before going on
641 * fixed bug which caused all CE change pages to be ignored which had
642 the same change event, but used a different element side
643 (reported by Simon Forsberg)
645 * fixed bug which caused elements that can move and fall and that are
646 transported by a conveyor belt to continue moving into that direction
647 after leaving the conveyor belt, regardless of their own movement
648 type; only elements which can not move are transported now
649 (reported by Simon Forsberg)
651 * fixed bug which could cause an array overflow in RelocatePlayer()
652 (reported by Niko Böhm)
654 * changed Emerald Mine style "passable / over" elements to "protected"
655 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
657 * added new option to select from which side a "walkable/passable"
658 element can be entered
661 * added explosion and ignition delay for elements that can explode
664 * fixed bug which caused player not being protected against enemies
665 when a CE was "walkable / inside" and was not "indestructible"
666 * added "walkable/passable" fields to be "protected/unprotected"
667 against enemies, even if not accessible "inside" but "over/under"
670 * corrected move pattern to 32 bit and initial move direction to 8 bit
673 * added second custom element base configuration page
676 * added some special EMC mappings to Emerald Mine level loader
677 (also covering previously unknown element in level 0 of "Bondmine 8")
680 * added option to block last field when player is moving (for Supaplex)
681 * adjusted push delay of Supaplex elements
682 * removed delays for envelopes etc. when replaying with maximum speed
683 * fixed bug when dropping element on a field that just changed to empty
686 * fixed bug: infotrons can now smash yellow disks
687 * fixed bug: when gravity active, port above player can now be entered
688 * removed "one white dot" mouse pointer which irritated some people
691 * added "choice type" for group element selection
694 * fixed bug with initial invulnerability of non-yellow player
697 * added level loader for loading native Supaplex packed levels
698 (including multi-part levels like the "splvls99" levels)
701 * fixed bug which allowed creating emeralds by escaping explosions
704 * custom elements can change (limited) or leave (unlimited) elements
705 * finally added multiple matches using group elements
706 * added shortcut to dump brush (type ":DB" in editor) for use in forum
709 * added new start movement type "previous" for continued CE movement
710 * added new start movement type "random" for random CE movement start
713 * added new element "sokoban_field_player" needed for Sokoban levels
714 (thanks to Ed Booker for pointing this out!)
717 * added elements that can be digged or left behind by custom elements
720 * added group elements for multiple matches and random element creation
723 * fixed some graphical errors displayed in old levels
726 * fixed wrong double speed movement after passing closing gates
729 * added level loader for loading native Emerald Mine levels
732 * changes for "shooting" style CE movement
735 * Happy New Year! ;-)
738 * changed default snap/drop keys from left/right Shift to Control keys
741 * fixed bug with dead player getting reanimated from custom element
744 * fixed bug with wrong penguin graphics (when entering exit)
747 * fixed bug with wrong "Murphy" graphics (when digging etc.)
750 * version number set to 3.0.9
753 * version 3.0.8 released
756 * added function checked_free()
759 * fixed bug with double nut cracking sound
760 (by eliminating "default element action sound" assignment in init.c)
763 * fixed crash when no music info files are available
766 * fixed boring and sleeping sounds
769 * added "maze runner" and "maze hunter" movement types
770 * added extended collision conditions for custom elements
773 * added warnings for undefined token values in artwork config files
776 * added menu entry for level set information to the info screen
779 * fixed bug with wrong default impact sound for colored emeralds
782 * added several sub-screens for the info screen
783 * menu text now also clickable (not only blue/red sphere left of it)
786 * added configurable "bored" and "sleeping" animations for the player
787 * added "awakening" sound for player when waking up after sleeping
790 * added "copy" and "exchange" functions for custom elements to editor
793 * added configurable element animations for info screen
796 * added configurable music credits for info screen
799 * finally fixed tape recording when player is created from CE change
802 * added "editorsetup.conf" for editor element list configuration
805 * added "musicinfo.conf" for menu and level music configuration
808 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
809 (that only showed up on Linux, but not on Windows systems)
812 * fixed turning movement of butterflies and fireflies (no frame reset)
813 * enhanced sniksnak turning movement (two steps instead of only one)
816 * version number set to 3.0.8
819 * version 3.0.7 released
822 * fixed reset of player animation frame when, for example,
823 walking, digging or collecting share the same animation
824 * fixed CE with "deadly when touching" exploding when touching amoeba
827 * fixed tape recording when player is created from CE element change
830 * introduced "turning..." action graphic for elements with move delay
831 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
832 * added turning animations for bug, spaceship and sniksnak
835 * prevent "extended" changed elements from delay change in same frame
838 * fixed bug when pushing element that can move away to the side
839 (like pushing falling elements, but now with moving elements)
842 * finally fixed serious bug in code for delayed element pushing (again)
845 * unavailable setup options now marked as "n/a" instead of "off"
846 * new boolean directive "latest_engine" for "levelinfo.conf": when set
847 to "true", levels are always played with the latest game engine,
848 which is desired for levels that are imported from other games; all
849 other levels are played with the engine version stored in level file
850 (which is normally the engine version the level was created with)
853 * fixed serious bug in code for delayed element pushing
854 * fixed little bug in animation frame selection for pushed elements
855 * speed-up of reading config file for verbose output
858 * added configuration option for opening and closing Supaplex exit
859 * added configuration option for moving up/down animation for Murphy
860 * fixed incorrectly displayed animation for attacking dragon
861 * fixed bug with not setting initial gravity for each new game
862 * fixed bug with teleportation of player by custom element change
863 * fixed bug with player not getting smashed by rock sometimes
866 * version number set to 3.0.7
869 * version 3.0.6 released
872 * added support for MP3 music for SDL version through SMPEG library
875 * fixed bug when initializing font graphic structure
876 * fixed bug with animation mode "pingpong" when using only 1 frame
877 * fixed bug with extended change target introduced in 3.0.5
878 * fixed bug where passing over moving element doubles player speed
879 * fixed bug with elements continuing to move into push direction
880 * fixed bug with duplicated player when dropping bomb with shield on
881 * added "switching" event for custom elements ("pressing" only once)
882 * fixed switching bug (resetting flag when not switching but not idle)
885 * fixed element tokens for certain file elements with ".active" etc.
888 * version number set to 3.0.6
891 * version 3.0.5 released
894 * now four envelope elements available
895 * font, background, animation and sound for envelope now configurable
896 * main menu doors opening/closing animation type now configurable
899 * active/inactive sides configurable for custom element changes
900 * new movement type "move when pushed" available for custom elements
903 * fixed bug in multiple config pages loader code that caused crashes
906 * enhanced (remaining low-resolution) Supaplex graphics
909 * version number set to 3.0.5
912 * version 3.0.4 released
914 2003-09-12 src/tools.c
915 * fixed bug in custom definition of crumbled element graphics
917 2003-09-11 src/files.c
918 * fixed bug in multiple config pages code that caused crashes
921 * version number set to 3.0.4
924 * version 3.0.3 released
927 * added music to Supaplex classic level set
929 2003-09-07 src/libgame/misc.c
930 * added support for loading various music formats through SDL_mixer
932 2003-09-06 (various source files)
933 * fixed several nasty bugs that may have caused crashes on some systems
934 * added envelope content which gets displayed when collecting envelope
935 * added multiple change event pages for custom elements
937 2003-08-24 src/game.c
938 * fixed problem with player animation when snapping and moving
940 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
941 * fixed problem with flickering when drawing toon animations
943 2003-08-23 src/libgame/sdl.c
944 * fixed problem with setting mouse cursor in SDL version in fullscreen
946 2003-08-23 src/game.c
947 * fixed bug (missing array boundary check) which could crash the game
950 * version number set to 3.0.3
953 * version 3.0.2 released
955 2003-08-21 src/game.c
956 * fixed bug with creating inaccessible elements at player position
958 2003-08-20 src/init.c
959 * fixed bug with not finding current level artwork directory
961 2003-08-20 src/files.c
962 * fixed bug with choosing wrong engine version when playing tapes
963 * fixed bug with messing up custom element properties in 3.0.0 levels
966 * version number set to 3.0.2
969 * version 3.0.1 released
971 2003-08-17 (no source files affected)
972 * changed all "classic" PCX image files with 16 colors or less to
973 256 color (8 bit) storage format, because the Allegro game library
974 cannot handle PCX files with less than 256 colors (contributed
975 graphics are not affected and might look wrong in the DOS version)
977 2003-08-16 src/init.c
978 * fixed bug which (for example) crashed the level editor when defining
979 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
980 (only set to default) -- invalid graphics now set to default graphic
982 2003-08-16 src/init.c
983 * fixed graphical bug of player digging/collecting/snapping element
984 when no corresponding graphic/animation is defined for this action,
985 resulting in player being drawn as EL_EMPTY (which should only be
986 done to elements being collected, but not to the player)
988 2003-08-16 src/game.c
989 * fixed small graphical bug of player not totally moving into exit
991 2003-08-16 src/libgame/setup.c
992 * fixed bug with wrong MS-DOS 8.3 filename conversion
994 2003-08-16 src/tools.c
995 * fixed bug with invisible mouse cursor when pressing ESC while playing
997 2003-08-16 (various source files)
998 * added another 128 custom elements (disabled in editor by default)
1000 2003-08-16 src/editor.c
1001 * fixed NULL string bug causing Solaris to crash in sprintf()
1003 2003-08-16 src/screen.c
1004 * fixed drawing over scrollbar on level selection with custom fonts
1006 2003-08-15 src/game.c
1007 * cleanup of simple sounds / loop sounds / music settings
1009 2003-08-08 (various source files)
1010 * added custom element property for dropping collected elements
1012 2003-08-08 src/conf_gfx.c
1013 * fixed bug with missing graphic for active red disk bomb
1015 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1016 * extended variable "level.gravity" to "level.initial_gravity" and
1017 "game.current_gravity" to prevent level setting from being changed
1018 by playing the level (keeping the runtime value after playing)
1020 * fixed graphics bug when digging element that has 'crumbled' graphic
1021 definition, but not 'diggable' graphic definition
1024 * version number set to 3.0.1
1027 * version 3.0.0 released
1030 * various bug fixes; among others:
1031 - fixed bug with pushing spring over empty space
1032 - fixed bug with leaving tube while placing dynamite
1033 - fixed bug with explosion of smashed penguins
1034 - allow Murphy player graphic in levels with non-Supaplex elements
1038 * I have forgotten to document changes for some time
1041 * pre-release version 2.2.0rc1 released
1044 * version number set to 2.1.2
1047 * version 2.1.1 released
1050 * version number set to 2.1.1
1053 * version 2.1.0 released
1056 * version number set to 2.1.0
1058 2002-04-03 to 2002-05-19 (various source files)
1059 * graphics, sounds and music now fully configurable
1060 * bug fixed that prevented walking through tubes when gravity on
1062 2002-04-02 src/events.c, src/editor.c
1063 * Make Escape key less aggressive when playing or when editing level.
1064 This can be configured as an option in the setup menu. (Default is
1065 "less aggressive" which means "ask user if something can be lost"
1066 when pressing the Escape key.)
1068 2002-04-02 src/screen.c
1069 * Added "graphics setup" screen.
1071 2002-04-01 src/screen.c
1072 * Changed "choose level" setup screen stuff to be more generic (to
1073 make it easier to add more "choose from generic tree" setup screens).
1075 2002-04-01 src/config.c, src/timestamp.h
1076 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1077 automatically gets created by "src/Makefile" and contains an actual
1078 compile-time timestamp to identify development versions of the game).
1080 2002-03-31 src/tape.c, src/events.c
1081 * Added quick game/tape save/load functions to tape stuff which can be
1082 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1083 loads previously recorded tape and directly goes into recording mode
1084 from the end of the tape (therefore appending to the tape).
1086 2002-03-31 src/tape.c
1087 * Added "index mark" function to tape recorder. When playing or
1088 recording, "eject" button changes to "index" button. Setting index
1089 mark is not yet implemented, but pressing index button when playing
1090 allows very quick advancing to end of tape (when normal playing),
1091 very fast forward mode (when playing with normal fast forward) or
1092 very fast reaching of "pause before end of tape" (when playing with
1093 "pause before end" playing mode).
1095 2002-03-30 src/cartoons.c
1096 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1098 2002-03-29 src/screen.c
1099 * Changed setup screen stuff to be more generic (to make it easier
1100 to add more setup screens).
1102 2002-03-23 src/main.c, src/main.h
1103 * Various changes due to the introduction of the new libgame files
1104 "setup.c" and "joystick.c".
1106 2002-03-23 src/files.c
1107 * Generic parts of "src/files.c" (mainly setup and level directory
1108 stuff) moved to new libgame file "src/libgame/setup.c".
1110 2002-03-23 src/joystick.c
1111 * File "src/joystick.c" moved to libgame source tree, with
1112 correspondig changes.
1114 2002-03-22 src/screens.c
1115 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1116 (Wrong level series information displayed when entering main group.)
1118 2002-03-22 src/editor.c
1119 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1121 2002-03-22 src/editor.c
1122 * Changed behaviour of "Escape" key in level editor to be more
1123 intuitive: When in "Element Properties" or "Level Info" mode,
1124 return to "Drawing Mode" instead of leaving the level editor.
1126 2002-03-21 src/game.c, src/editor.c, src/files.c
1127 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1128 gems (emeralds, diamonds, ...) slipping down from normal wall,
1129 steel wall and growing wall (as in E.M.C. style levels). Although
1130 the behaviour of contributed and private levels wasn't changed (due
1131 to the use of "level.game_version"; see previous entry), editing
1132 those levels will (of course) change the behaviour accordingly.
1134 This change seems a bit too hard after thinking about it, because
1135 the EM style behaviour is not the "expected" behaviour (gems would
1136 normally only slip down from "rounded" walls). Therefore this was
1137 now changed to an element property for gem style elements, with the
1138 default setting "off" (which means: no special EM style behaviour).
1139 To fix older converted levels, this flag is set to "on" for pre-2.0
1140 levels that are neither contributed nor private levels.
1142 2002-03-20 src/files.h
1143 * Corrected settings for "level.game_version" depending of level type.
1144 (Contributed and private levels always get played with game engine
1145 version they were created with, while converted levels always get
1146 played with the most recent version of the game engine, to let new
1147 corrections of the emulation behaviour take effect.)
1149 2002-03-20 src/main.h
1150 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1151 compiling the SDL version on some systems.
1152 Thanks to the several people who pointed this out.
1155 * Version number set to 2.0.2.
1158 * Version 2.0.1 released.
1160 2002-03-18 src/screens.c
1161 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1163 2002-03-18 src/files.c [src/libgame/misc.c]
1164 * Moved some common functions from src/files.c to src/libgame/misc.c.
1166 2002-03-18 src/files.c [src/libgame/misc.c]
1167 * Changed permissions for new directories and saved files (especially
1168 score files) according to suggestions of Debian users and mantainers.
1169 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1171 2002-03-17 src/files.c
1172 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1173 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1174 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1175 for levels and "TAPE" for tapes). Old "cookie" style format is
1176 still supported for reading. New level and tape files are written
1179 * New IFF chunk "VERS" contains version numbers for file and game
1180 (where "game version" is the version of the program that wrote the
1181 file, and "file version" is a version number to distinguish files
1182 with different format, for example after adding new features).
1184 2002-03-15 src/screen.c
1185 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1186 (Before, you heard a mixture of the in-game music and the
1187 hall-of-fame music.)
1189 2002-03-14 src/events.c
1190 * Function "DumpTape()" (files.c) now available by pressing 't' from
1191 main menu (when in DEBUG mode).
1193 2002-03-14 src/game.c
1194 * "GameWon()": When game was won playing a tape, now there is no delay
1195 raising the score and no corresponding sound is played.
1197 2002-03-14 src/files.c
1198 * Changed "LoadTape()" for real chunk support and also adjusted
1199 "SaveTape()" accordingly.
1201 2002-03-14 src/game.c, src/tape.c, src/files.c
1202 * Important changes to tape format: The old tape format stored all
1203 actions with a real effect with a corresponding delay between the
1204 stored actions. This had some major disadvantages (for example,
1205 push delays had to be ignored, pressing a button for some seconds
1206 mutated to several single button presses because of the non-action
1207 delays between two action frames etc.). The new tape format just
1208 stupidly records all device actions and replays them later. I really
1209 don't know why I haven't solved it that way before?! Old-style tapes
1210 (with tape file version less than 2.0) get converted to the new
1211 format on-the-fly when loading and can therefore still be played;
1212 only some minor parts of the old-style tape handling code was needed.
1213 (A perfect conversion is not possible, because there is information
1214 missing about the device actions between two action frames.)
1216 2002-03-14 src/files.c
1217 * New function "DumpTape()" to dump the contents of the current tape
1218 in a human readable format.
1220 2002-03-14 src/game.c
1221 * Small tape bug fixed: When automatically advancing to next level
1222 after a game was won, the tape from the previous level still was
1223 loaded as a tape for the new level.
1225 2002-03-14 src/tape.c
1226 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1227 tape, cartoons did not get completely removed because
1228 StopAnimation() was not called.
1230 2002-03-13 src/files.c
1231 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1232 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1233 size even when using 16-bit elements). Added new chunk "CNT2" for
1234 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1235 chunk even when content was 16-bit element). "CNT2" should now be
1236 able to store content for arbitrary elements (up to eight blocks of
1237 3 x 3 element arrays). All "CNT2" elements will always be stored as
1238 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1240 2002-03-13 src/files.c
1241 * Changed "LoadLevel()" for real chunk support.
1243 2002-03-12 src/game.c
1244 * Fixed problem (introduced after 2.0.0 release) with penguins
1245 not getting killed by enemies
1247 2002-02-24 src/game.c, src/main.h
1248 * Added "player->is_moving"; now "player->last_move_dir" does
1249 not contain any information if the player is just moving at
1251 Before, "player->last_move_dir" was misused for this purpose
1252 for the robot stuff (robots don't kill players when they are
1253 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1254 broke tapes when walking through pipes!
1255 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1256 in a continuous movement. This fact is ignored for friends and