2 * changed behaviour of network games with internal errors (because of
3 different client frame counters) from immediately terminating R'n'D
4 to displaying an error message requester and stopping only the game
5 (also to prevent impression of crashes under non command-line runs)
6 * fixed playing network games with the EMC engine (did not work before)
7 * fixed bug with not scrolling the screen in multi-player mode with the
8 focus on player 1 when all players are moving in different directions
9 * fixed bug with keeping pointer to gadget even after its deallocation
10 * fixed bug with allowing "focus on all players" in network games
11 * fixed bug with player focus when playing tapes from network games
14 * uploaded pre-release (test) version 3.2.0-7 binary and source code
17 * code cleanup for game action control for R'n'D and EMC game engine
20 * fixed bug in multi-player movement with focus on both players
21 * added option to control only the focussed player with all input
24 * added player focus switching to level tape recording and re-playing
27 * fixed some bugs in player focus switching in EMC and RND game engine
30 * added special Supaplex animations for Murphy digging and snapping
31 * added special Supaplex animations for Murphy being bored and sleeping
34 * added four new yam yams with explicit start direction for EMC engine
37 * fixed small bug in EMC level loader (copyright sign in EM II levels)
40 * added delayed ignition of EM style dynamite when used in R'n'D engine
41 * added limited movement range to EMC engine when focus on all players
44 * fixed bug with missing (zero) score values for native Supaplex levels
47 * added "continuous snapping" (snapping many elements while holding the
48 snap key pressed, without releasing the snap key after each element)
49 as a new player setting for more compatibility with the classic games
52 * finished scrolling for "focus on all players" in EMC graphics engine
55 * level sets with "levels: 0" are ignored for levels, but not artwork
56 * fixed bug when scanning empty level group directories (endless loop)
59 * fixed bug with explosion graphic for player using "Murphy" graphic
60 * fixed bug with explosion graphic if player leaves explosion in time
61 * changed some descriptive text in setup menu to use medium-width font
62 * added key shortcut settings for switching player focus to setup menu
65 * fixed bug with random value initialization when recording tapes
66 * fixed bug with playing single player tapes when team mode activated
69 * fixed little bug when trying to switch to player that does not exist
72 * added player switching (visual and quick) to R'n'D and EM game engine
73 * added setup option to select visual or quick in-game player switching
76 * added use of "Home" and "End" keys to handle element list in editor
79 * fixed bug with adding score when playing tape with EMC game engine
80 * added steel wall border for levels using EMC engine without border
81 * finally fixed delayed scrolling in EMC engine also for small levels
84 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
87 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
88 * fixed bug when displaying info element without action, but direction
91 * fixed minor graphical problems with springs smashing and slurping
92 (when using R'n'D style graphics instead of EMC style graphics)
95 * added scroll delay (as configured in setup) to EMC graphics engine
98 * improved screen redraw for EMC graphics engine (faster and smoother)
99 * when not scrolling, do not redraw the whole playfield if not needed
102 * added multi-player mode for EMC game engine (with up to four players)
105 * added android (can clone elements) from EMC engine to R'n'D engine
108 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
111 * added selectbox for initial player speed to player settings in editor
114 * version 3.1.2 created that is basically version 3.1.1, but with a
115 major bug fixed that prevented editing your own private levels
116 * version 3.1.2 released
119 * added magic ball (creates elements) from EMC engine to R'n'D engine
122 * uploaded fixed pre-release version 3.2.0-6 binary and source code
125 * fixed bug when using "CE can leave behind <trigger element>"
126 * added new change condition "(after/when) creation of <element>"
127 * added new change condition "(after/when) digging <element>"
128 * fixed bug accessing invalid gadget that caused crashes under Windows
129 * deactivated new possibility for multiple CE changes per frame
132 * uploaded pre-release (test) version 3.2.0-6 binary and source code
135 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
136 * fixed bug with not keeping CE value for moving CEs with only action
137 * changed CE action selectboxes in editor to be only reset when needed
140 * added option "use artwork from element" for custom player artwork
141 * added option "use explosion from element" for player explosions
144 * added cascaded element lists in the level editor
145 * added persistence for cascaded element lists by "editorcascade.conf"
146 * added dynamic element list with all elements used in current level
147 * added possibility for multiple CE changes per frame (experimental)
150 * uploaded pre-release (test) version 3.2.0-5 binary and source code
153 * changed "score for each 10 seconds/steps left" to "1 second/step"
154 * added own score for collecting "extra time" instead of sharing it
155 * added change events "switched by player" and "player switches <e>"
156 * added change events "snapped by player" and "player snaps <e>"
157 * added "set player artwork: <element choice>" to CE action options
158 * added change event "move of <element>"
161 * added "set player shield: off / normal / deadly" to CE action options
162 * added new player option "use level start element" in level editor
163 to set the correct focus at level start to elements from which the
164 player is created later (this did not work before for cascaded CE
165 changes resulting in creation of the player; it is now also possible
166 to create the player from a yam yam which is smashed at level start)
169 * added "set player speed: frozen (not moving)" to CE action options
170 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
173 * added new player option "block snap field" (enabled by default) to
174 make it possible to show a snapping animation like in Emerald Mine
177 * added dynamic selectboxes to custom element action settings in editor
178 * added "CE value" counter for custom elements (instead of "CE count")
179 * added option to use the last "CE value" after custom element change
180 * added option to use the "CE value" of other elements in CE actions
181 * fixed odd behaviour when pressing time orb in levels w/o time limit
182 * added checkbox "use time orb bug" for older levels that use this bug
185 * added missing configuration settings for the following elements:
186 - EL_TIMEGATE_SWITCH (time of open time gate)
187 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
188 - EL_SHIELD_NORMAL (time of shield duration)
189 - EL_SHIELD_DEADLY (time of shield duration)
190 - EL_EXTRA_TIME (time added to level time)
191 - EL_TIME_ORB_FULL (time added to level time)
194 * added "wind direction" as a movement pattern for custom elements
195 * added initial wind direction for balloon / custom elements to editor
196 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
199 * added parameters for "game of life" and "biomaze" elements to editor
202 * added level file chunk "CONF" for generic level and element settings
205 * uploaded pre-release (test) version 3.2.0-4 binary and source code
208 * skip empty level sets (with "levels: 0"; may be artwork base sets)
209 * added sound action ".page[1]" to ".page[32]" for each CE change page
212 * added image config suffix ".clone_from" to copy whole image settings
213 * fixed bug with invalid ("undefined") CE settings in old level files
216 * fixed graphical bug with smashing elements falling faster than player
219 * fixed major bug which prevented private levels from being edited
220 * fixed bug with precedence of general and special font definitions
223 * fixed graphical bug with player animation when player moves slowly
226 * uploaded pre-release (test) version 3.2.0-3 binary and source code
229 * fixed bug which prevented "global.num_toons: 0" from working
232 * major code cleanup (removed all these annoying "#if 0" blocks)
235 * added custom element actions for CE change page in level editor
238 * fixed music initialization bug in init.c (thanks to David Binderman)
239 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
240 (this bug must probably be fixed at other places, too)
243 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
244 (should be '#include <SDL.h>' instead)
247 * fixed bug which prevented "walkable from no direction" from working
248 (due to compatibility code overwriting this setting after loading)
251 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
254 * version number temporarily set to 3.1.1 (intermediate bugfix release)
255 * version 3.1.1 released
258 * changed some va_arg() arguments from 'long' to 'int', fixing problems
259 on 64-bit architecture systems with LP64 data model
262 * fixed bug with bombs not exploding when hitting the last level line
263 (introduced after the release of 3.1.0)
266 * added support for dumping small-sized level sketches from editor
269 * added recognition of "trigger element" for "change digged element to"
270 (this is not really what the "trigger element" was made for, but its
271 use may seem obvious for leaving back digged elements unchanged)
274 * fixed multiple warnings about failed joystick device initialization
277 * fixed bug with dynamite dropped on top of just dropped custom element
278 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
279 dynamite can still be dropped, but drop key must be released before
282 * fixed bug with wrong start directory when started from file browser
283 (due to this bug, R'n'D could not be started from KDE's Konqueror)
286 * fixed bug causing "change when impact" on player not working
287 * fixed wrong priority of "hitting something" over "hitting <element>"
288 * fixed wrong priority of "hit by something" over "hit by <element>"
291 * fixed graphical bug which caused the player (being Murphy) to show
292 collecting animations although the element was collected by penguin
295 * fixed two bugs causing wrong door background graphics in system.c
296 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
299 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
300 * added "no direction" to "walkable/passable from" selectbox options
303 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
304 * in tape autoplay, not only report broken, but also missing tapes
307 * uploaded pre-release (test) version 3.2.0-2 binary and source code
310 * fixed small bug with "linear" animation not working for active lamp
313 * fixed bug with moving up despite gravity due to "block last field"
314 * fixed small bug with wrong draw offset when typing name in main menu
315 * when reading user names from "passwd", ignore data after first comma
316 * when creating new "levelinfo.conf", only write some selected entries
319 * fixed displaying "imported from/by" on preview with empty string
320 * fixed ignoring draw offset for fonts used for level preview texts
323 * fixed a delay problem with SDL and too many mouse motion events
324 * added setup option "skip levels" and level skipping functionality
327 * added move speed "not moving" for non-moving CEs, but with direction
330 * fixed mapping of obsolete element token names in "editorsetup.conf"
331 * fixed bug with sound "acid.splashing" treated as a loop sound
332 * fixed some little sound bugs in native EM engine
335 * fixed small bug when dragging scrollbars to end positions
338 * added editor element descriptions written by Aaron Davidson
341 * improved fallback handling when configured artwork is not available
342 (now using default artwork instead of exiting when files not found)
345 * fixed bug on level selection screen when dragging scrollbar
348 * fixed bug which caused broken tapes when appending to EM engine tapes
351 * uploaded pre-release (test) version 3.2.0-1 binary and source code
354 * added code to replace changed artwork config tokens with other tokens
355 (needed for backwards compatibility, so that older tokens still work)
358 * added native R'n'D graphics for some new EMC elements in EM engine
361 * fixed some bugs in the EM engine integration code
362 * changed EM engine code to allow diagonal movement
363 * changed EM engine code to allow use of separate snap and drop keys
366 * fixed some redraw bugs when using EM engine
369 * fixed bug with not converting RND levels which are set to use native
370 engine to native level structure when loading
373 * uploaded pre-release (test) version 3.2.0-0 binary and source code
376 * version number set to 3.2.0
379 * level data now reset to defaults after attempt to load invalid file
382 * added use of "editorsetup.conf" for different level sets
385 * added auto-detection for various types of Emerald Mine level files
388 * fixed bug with scrollbars getting too small when list is very large
391 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
394 * added most level editor configuration gadgets for new EMC elements
397 * added more element and graphic definitions for new EMC elements
400 * modified native EM engine to use integrated R'n'D sound system
403 * added SDL support to graphics functions in native EM engine
404 (by always using generic libgame interface functions)
407 * fixed bug in frame synchronization in native EM engine
410 * added code to convert levels between R'n'D and native EM engine
413 * new Emerald Mine engine can now play levels selected in main menu
416 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
417 (which creates scaled down graphics for level editor and preview);
418 there's still a memory leak somewhere in the artwork handling code
419 * added "scale image up" functionality to X11 version of zoom function
422 * first attempts to integrate new, native Emerald Mine Club engine
425 * fixed bug in gadget code which caused reset of CEs in level editor
426 (example: pressing 'b' [grab brush] on CE config page erased values)
427 (solution: check if gadgets in ClickOnGadget() are really mapped)
428 * improved level change detection in editor (settings now also checked)
429 * fixed bug with "can move into acid" and "don't collide with" state
432 * fixed maze runner style CEs to use the configured move delay value
435 * added Aaron Davidson's tutorial level set to the "Tutorials" section
438 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
439 * fixed the above fix because it broke level set "machine" (*sigh*)
440 * fixed random element placement in level editor to work as expected
441 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
444 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
447 * fixed bug (missing array boundary check) which caused broken tapes
448 * fixed bug (when loading level template) which caused broken levels
449 * fixed bug with new block last field code when using non-yellow player
452 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
453 * internal change of how the player blocks the last field when moving
454 * fixed blocking delay of last field for EM and SP style block delay
455 * fixed bug where the player had to wait for the usual move delay after
456 unsuccessfully trying to move, when he directly could move after that
457 * the last two changes should make original Supaplex level 93 solvable
458 * improved use of random number generator to make it less predictable
459 * fixed behaviour of slippery SP elements to let slip left, then right
462 * fixed bug with wrong door state after trying to quickload empty tape
463 * fixed waste of static memory usage of the binary, making it smaller
464 * fixed very little graphical bug in Supaplex explosion
467 * version number set to 3.1.1
470 * version 3.1.0 released
473 * fixed bug with crash when writing user levelinfo.conf the first time
476 * added option "convert LEVELDIR [NR]" to command line batch commands
477 * re-converted Supaplex levels to apply latest engine fixes
478 * changed "use graphic/sound of element" to "use graphic of element"
479 due to compatibility problems with some levels ("bug machine" etc.)
482 * fixed bug with CE change replacing player with same or other player
485 * fixed bug with opaque font in envelope with background graphic when
486 background graphic is not transparent itself
489 * added "gravity on" and "gravity off" ports for Supaplex compatibility
490 * corrected original Supaplex level loading code to use these new ports
491 * also corrected Supaplex loader to auto-count infotrons if set to zero
494 * fixed bug with missing initialization of "modified" flag for GEs
497 * fixed bug that caused endless recursion loop when relocating player
498 * fixed tape recorder bug in "step mode" when using "pause before end"
499 * fixed tape recorder bug when changing from "warp forward" mode
502 * fixed bug with "when touching" for pushed elements at last position
505 * fixed bug that caused two activated toolbox buttons in level editor
506 * fixed bug with exploding dynabomb under player due to other explosion
509 * fixed bug with creating walkable custom element under player (again)
510 * fixed bug with not copying explosion type when copying CEs in editor
511 * fixed graphical bug when drawing player in setup menu (input devices)
512 * fixed graphical bug when the player is pushing an accessible element
513 * fixed bug with classic switchable elements triggering CE changes
514 * fixed bug with entering/leaving walkable element in RelocatePlayer()
515 * fixed crash bug when CE leaves behind the trigger player element
518 * fixed bug with broken tubes after placing/exploding dynamite in them
519 * fixed bug with exploding dynamite under player due to other explosion
520 * fixed bug with not resetting push delay under certain circumstances
523 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
524 * added network multiplayer code for Windows (thanks to Niko Böhm)
527 * added option "reachable despite gravity" for gravity movement
528 * changed gravity movement of most classic walkable and passable
529 elements back to "not reachable" (for compatibility reasons)
532 * fixed (removed) "indestructible" / "can explode" dependency in editor
533 * fixed (removed) "accessible inside" / "protected" dependency
534 * fixed (removed) "step mode" / "shield time" dependency
537 * fixed dynabombs exploding now into anything diggable
538 * fixed Supaplex style gravity movement into buggy base now impossible
539 * added pressing key "space" as valid action to select menu options
542 * added "replace when walkable" to relocate player to walkable element
543 * added "enter"/"leave" event for elements affected by relocation
544 * fixed "direct"/"indirect" change order also for "when change" event
545 * fixed graphical bug when pushing things from elements walkable inside
548 * fixed graphic bug when player is snapping while moving in old levels
549 * fixed bug when a moving custom element leaves a player element behind
550 * fixed bug with mole not disappearing when moving into acid pool
551 * fixed bug with incomplete path setting when using "--basepath" option
552 * moving CE can now leave walkable elements behind under the player
553 * when relocating, player can be set on walkable element now
554 * fixed another gravity movement bug
557 * uploaded pre-release (test) version 3.1.0-2 binary and source code
560 * added "collectible" and "removable" to extended replacement types
561 (where "removable" replaces "diggable" and "collectible" elements)
562 * added "collectible & throwable" (to throw element to the next field)
563 * fixed bug with CEs digging elements that are just about to explode
564 * changed mouse cursor now always being visible when game is paused
567 * added possibility to push/press accessible elements from a side that
569 * fixed bug with not setting actual date when appending to tape
572 * fixed bug with incorrectly initialized custom element editor graphics
575 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
576 - number of levels corrected from 18 to 17 in "levelinfo.conf"
579 * fixed bug with destroyed robot wheel still attracting robots forever
580 * fixed bug with time gate switch deactivating after robot wheel time
581 (while the time gate itself is not affected by this misbehaviour)
582 * changed behaviour of BD style amoeba to always get blocked by player
583 (before it was different when there were non-BD elements in level)
584 * fixed bug with player destroying indestructable elements with shield
587 * added option to make growing elements grow into anything diggable
588 (for the various amoeba types, biomaze and "game of life")
591 * fixed bug with movable elements not moving after left behind by CEs
592 * changed gravity movement to anything diggable, not only sand/base
593 * optionally allowing passing to walkable element, not only empty space
594 * added option "can pass to walkable element" for players
595 * finally fixed gravity movement (hopefully)
598 * fixed bug with movable elements not moving anymore after falling down
601 * fixed another bug with custom elements digging and leaving elements
602 * fixed bug with "along left/right side" and automatic start direction
603 * trigger elements now also displayed when "more custom" deactivated
604 * fixed bug with clipboard element initialized when loading new level
605 * added option "drop delay" to set delay before dropping next element
608 * uploaded pre-release (test) version 3.1.0-1 binary and source code
611 * added copy and paste functions for custom change pages
612 * enhanced graphical display and functionality of tape recorder
613 * fixed bug with custom elements digging and leaving elements
616 * added move speed faster than "very fast" for custom elements
617 * fixed bug with 3+3 style explosions and missing border content
618 * fixed little bug when copying custom elements in the editor
619 * enhanced custom element changes by more side trigger actions
622 * added option "no scrolling when relocating" for instant teleporting
623 * uploaded pre-release (test) version 3.1.0-0 binary and source code
626 * added trigger element and trigger player to use as target elements
627 * added copy and paste functions for custom and group elements
630 * fixed graphical bug when displaying explosion animations
631 * fixed bug when appending to tapes, resulting in broken tapes
632 * re-recorded a few tapes broken by fixing gravity checking bug
635 * "can move into acid" property now for all elements independently
636 * "can fall into acid" property for player stored in same bitfield now
637 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
638 * version number set to 3.1.0 (finally!)
641 * changed tape recording to only record input, not programmed actions
644 * fixed totally broken (every 8th frame skipped) step-by-step recording
645 * fixed bug with requester not displayed when quick-loading interrupted
646 * added option "can fall into acid (with gravity)" for players
647 * fixed bug with player not falling when snapping down with gravity
650 * fixed bug which messed up key config when using keypad number keys
653 * fixed bug which allowed moving upwards even when gravity was active
654 * fixed bug with missing error handling when dumping levels or tapes
657 * added different colored editor graphics for Supaplex gravity tubes
660 * fixed bug that allowed solvable tapes for unsolvable levels
663 * use unlimited number of droppable elements when "count" set to zero
664 * added option to use step limit instead of time limit for level
667 * added player and change page as trigger for custom element change
670 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
673 * fixed bug with dark yamyam changing to acid when moving over acid
674 * fixed handling of levels with more than 999 seconds level time
675 (example: level 76 of "Denmine")
678 * "spring push bug" reintroduced as configurable element property
679 * fixed bug with missing properties for "mole"
680 * fixed bug that showed up when fixing the above "mole" properties bug
681 * added option "can move into acid" for all movable elements
682 * fixed graphical bug for elements moving into acid
683 * changed event handling to handle all pending events before going on
686 * fixed bug which caused all CE change pages to be ignored which had
687 the same change event, but used a different element side
688 (reported by Simon Forsberg)
690 * fixed bug which caused elements that can move and fall and that are
691 transported by a conveyor belt to continue moving into that direction
692 after leaving the conveyor belt, regardless of their own movement
693 type; only elements which can not move are transported now
694 (reported by Simon Forsberg)
696 * fixed bug which could cause an array overflow in RelocatePlayer()
697 (reported by Niko Böhm)
699 * changed Emerald Mine style "passable / over" elements to "protected"
700 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
702 * added new option to select from which side a "walkable/passable"
703 element can be entered
706 * added explosion and ignition delay for elements that can explode
709 * fixed bug which caused player not being protected against enemies
710 when a CE was "walkable / inside" and was not "indestructible"
711 * added "walkable/passable" fields to be "protected/unprotected"
712 against enemies, even if not accessible "inside" but "over/under"
715 * corrected move pattern to 32 bit and initial move direction to 8 bit
718 * added second custom element base configuration page
721 * added some special EMC mappings to Emerald Mine level loader
722 (also covering previously unknown element in level 0 of "Bondmine 8")
725 * added option to block last field when player is moving (for Supaplex)
726 * adjusted push delay of Supaplex elements
727 * removed delays for envelopes etc. when replaying with maximum speed
728 * fixed bug when dropping element on a field that just changed to empty
731 * fixed bug: infotrons can now smash yellow disks
732 * fixed bug: when gravity active, port above player can now be entered
733 * removed "one white dot" mouse pointer which irritated some people
736 * added "choice type" for group element selection
739 * fixed bug with initial invulnerability of non-yellow player
742 * added level loader for loading native Supaplex packed levels
743 (including multi-part levels like the "splvls99" levels)
746 * fixed bug which allowed creating emeralds by escaping explosions
749 * custom elements can change (limited) or leave (unlimited) elements
750 * finally added multiple matches using group elements
751 * added shortcut to dump brush (type ":DB" in editor) for use in forum
754 * added new start movement type "previous" for continued CE movement
755 * added new start movement type "random" for random CE movement start
758 * added new element "sokoban_field_player" needed for Sokoban levels
759 (thanks to Ed Booker for pointing this out!)
762 * added elements that can be digged or left behind by custom elements
765 * added group elements for multiple matches and random element creation
768 * fixed some graphical errors displayed in old levels
771 * fixed wrong double speed movement after passing closing gates
774 * added level loader for loading native Emerald Mine levels
777 * changes for "shooting" style CE movement
780 * Happy New Year! ;-)
783 * changed default snap/drop keys from left/right Shift to Control keys
786 * fixed bug with dead player getting reanimated from custom element
789 * fixed bug with wrong penguin graphics (when entering exit)
792 * fixed bug with wrong "Murphy" graphics (when digging etc.)
795 * version number set to 3.0.9
798 * version 3.0.8 released
801 * added function checked_free()
804 * fixed bug with double nut cracking sound
805 (by eliminating "default element action sound" assignment in init.c)
808 * fixed crash when no music info files are available
811 * fixed boring and sleeping sounds
814 * added "maze runner" and "maze hunter" movement types
815 * added extended collision conditions for custom elements
818 * added warnings for undefined token values in artwork config files
821 * added menu entry for level set information to the info screen
824 * fixed bug with wrong default impact sound for colored emeralds
827 * added several sub-screens for the info screen
828 * menu text now also clickable (not only blue/red sphere left of it)
831 * added configurable "bored" and "sleeping" animations for the player
832 * added "awakening" sound for player when waking up after sleeping
835 * added "copy" and "exchange" functions for custom elements to editor
838 * added configurable element animations for info screen
841 * added configurable music credits for info screen
844 * finally fixed tape recording when player is created from CE change
847 * added "editorsetup.conf" for editor element list configuration
850 * added "musicinfo.conf" for menu and level music configuration
853 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
854 (that only showed up on Linux, but not on Windows systems)
857 * fixed turning movement of butterflies and fireflies (no frame reset)
858 * enhanced sniksnak turning movement (two steps instead of only one)
861 * version number set to 3.0.8
864 * version 3.0.7 released
867 * fixed reset of player animation frame when, for example,
868 walking, digging or collecting share the same animation
869 * fixed CE with "deadly when touching" exploding when touching amoeba
872 * fixed tape recording when player is created from CE element change
875 * introduced "turning..." action graphic for elements with move delay
876 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
877 * added turning animations for bug, spaceship and sniksnak
880 * prevent "extended" changed elements from delay change in same frame
883 * fixed bug when pushing element that can move away to the side
884 (like pushing falling elements, but now with moving elements)
887 * finally fixed serious bug in code for delayed element pushing (again)
890 * unavailable setup options now marked as "n/a" instead of "off"
891 * new boolean directive "latest_engine" for "levelinfo.conf": when set
892 to "true", levels are always played with the latest game engine,
893 which is desired for levels that are imported from other games; all
894 other levels are played with the engine version stored in level file
895 (which is normally the engine version the level was created with)
898 * fixed serious bug in code for delayed element pushing
899 * fixed little bug in animation frame selection for pushed elements
900 * speed-up of reading config file for verbose output
903 * added configuration option for opening and closing Supaplex exit
904 * added configuration option for moving up/down animation for Murphy
905 * fixed incorrectly displayed animation for attacking dragon
906 * fixed bug with not setting initial gravity for each new game
907 * fixed bug with teleportation of player by custom element change
908 * fixed bug with player not getting smashed by rock sometimes
911 * version number set to 3.0.7
914 * version 3.0.6 released
917 * added support for MP3 music for SDL version through SMPEG library
920 * fixed bug when initializing font graphic structure
921 * fixed bug with animation mode "pingpong" when using only 1 frame
922 * fixed bug with extended change target introduced in 3.0.5
923 * fixed bug where passing over moving element doubles player speed
924 * fixed bug with elements continuing to move into push direction
925 * fixed bug with duplicated player when dropping bomb with shield on
926 * added "switching" event for custom elements ("pressing" only once)
927 * fixed switching bug (resetting flag when not switching but not idle)
930 * fixed element tokens for certain file elements with ".active" etc.
933 * version number set to 3.0.6
936 * version 3.0.5 released
939 * now four envelope elements available
940 * font, background, animation and sound for envelope now configurable
941 * main menu doors opening/closing animation type now configurable
944 * active/inactive sides configurable for custom element changes
945 * new movement type "move when pushed" available for custom elements
948 * fixed bug in multiple config pages loader code that caused crashes
951 * enhanced (remaining low-resolution) Supaplex graphics
954 * version number set to 3.0.5
957 * version 3.0.4 released
959 2003-09-12 src/tools.c
960 * fixed bug in custom definition of crumbled element graphics
962 2003-09-11 src/files.c
963 * fixed bug in multiple config pages code that caused crashes
966 * version number set to 3.0.4
969 * version 3.0.3 released
972 * added music to Supaplex classic level set
974 2003-09-07 src/libgame/misc.c
975 * added support for loading various music formats through SDL_mixer
977 2003-09-06 (various source files)
978 * fixed several nasty bugs that may have caused crashes on some systems
979 * added envelope content which gets displayed when collecting envelope
980 * added multiple change event pages for custom elements
982 2003-08-24 src/game.c
983 * fixed problem with player animation when snapping and moving
985 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
986 * fixed problem with flickering when drawing toon animations
988 2003-08-23 src/libgame/sdl.c
989 * fixed problem with setting mouse cursor in SDL version in fullscreen
991 2003-08-23 src/game.c
992 * fixed bug (missing array boundary check) which could crash the game
995 * version number set to 3.0.3
998 * version 3.0.2 released
1000 2003-08-21 src/game.c
1001 * fixed bug with creating inaccessible elements at player position
1003 2003-08-20 src/init.c
1004 * fixed bug with not finding current level artwork directory
1006 2003-08-20 src/files.c
1007 * fixed bug with choosing wrong engine version when playing tapes
1008 * fixed bug with messing up custom element properties in 3.0.0 levels
1011 * version number set to 3.0.2
1014 * version 3.0.1 released
1016 2003-08-17 (no source files affected)
1017 * changed all "classic" PCX image files with 16 colors or less to
1018 256 color (8 bit) storage format, because the Allegro game library
1019 cannot handle PCX files with less than 256 colors (contributed
1020 graphics are not affected and might look wrong in the DOS version)
1022 2003-08-16 src/init.c
1023 * fixed bug which (for example) crashed the level editor when defining
1024 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1025 (only set to default) -- invalid graphics now set to default graphic
1027 2003-08-16 src/init.c
1028 * fixed graphical bug of player digging/collecting/snapping element
1029 when no corresponding graphic/animation is defined for this action,
1030 resulting in player being drawn as EL_EMPTY (which should only be
1031 done to elements being collected, but not to the player)
1033 2003-08-16 src/game.c
1034 * fixed small graphical bug of player not totally moving into exit
1036 2003-08-16 src/libgame/setup.c
1037 * fixed bug with wrong MS-DOS 8.3 filename conversion
1039 2003-08-16 src/tools.c
1040 * fixed bug with invisible mouse cursor when pressing ESC while playing
1042 2003-08-16 (various source files)
1043 * added another 128 custom elements (disabled in editor by default)
1045 2003-08-16 src/editor.c
1046 * fixed NULL string bug causing Solaris to crash in sprintf()
1048 2003-08-16 src/screen.c
1049 * fixed drawing over scrollbar on level selection with custom fonts
1051 2003-08-15 src/game.c
1052 * cleanup of simple sounds / loop sounds / music settings
1054 2003-08-08 (various source files)
1055 * added custom element property for dropping collected elements
1057 2003-08-08 src/conf_gfx.c
1058 * fixed bug with missing graphic for active red disk bomb
1060 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1061 * extended variable "level.gravity" to "level.initial_gravity" and
1062 "game.current_gravity" to prevent level setting from being changed
1063 by playing the level (keeping the runtime value after playing)
1065 * fixed graphics bug when digging element that has 'crumbled' graphic
1066 definition, but not 'diggable' graphic definition
1069 * version number set to 3.0.1
1072 * version 3.0.0 released
1075 * various bug fixes; among others:
1076 - fixed bug with pushing spring over empty space
1077 - fixed bug with leaving tube while placing dynamite
1078 - fixed bug with explosion of smashed penguins
1079 - allow Murphy player graphic in levels with non-Supaplex elements
1083 * I have forgotten to document changes for some time
1086 * pre-release version 2.2.0rc1 released
1089 * version number set to 2.1.2
1092 * version 2.1.1 released
1095 * version number set to 2.1.1
1098 * version 2.1.0 released
1101 * version number set to 2.1.0
1103 2002-04-03 to 2002-05-19 (various source files)
1104 * graphics, sounds and music now fully configurable
1105 * bug fixed that prevented walking through tubes when gravity on
1107 2002-04-02 src/events.c, src/editor.c
1108 * Make Escape key less aggressive when playing or when editing level.
1109 This can be configured as an option in the setup menu. (Default is
1110 "less aggressive" which means "ask user if something can be lost"
1111 when pressing the Escape key.)
1113 2002-04-02 src/screen.c
1114 * Added "graphics setup" screen.
1116 2002-04-01 src/screen.c
1117 * Changed "choose level" setup screen stuff to be more generic (to
1118 make it easier to add more "choose from generic tree" setup screens).
1120 2002-04-01 src/config.c, src/timestamp.h
1121 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1122 automatically gets created by "src/Makefile" and contains an actual
1123 compile-time timestamp to identify development versions of the game).
1125 2002-03-31 src/tape.c, src/events.c
1126 * Added quick game/tape save/load functions to tape stuff which can be
1127 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1128 loads previously recorded tape and directly goes into recording mode
1129 from the end of the tape (therefore appending to the tape).
1131 2002-03-31 src/tape.c
1132 * Added "index mark" function to tape recorder. When playing or
1133 recording, "eject" button changes to "index" button. Setting index
1134 mark is not yet implemented, but pressing index button when playing
1135 allows very quick advancing to end of tape (when normal playing),
1136 very fast forward mode (when playing with normal fast forward) or
1137 very fast reaching of "pause before end of tape" (when playing with
1138 "pause before end" playing mode).
1140 2002-03-30 src/cartoons.c
1141 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1143 2002-03-29 src/screen.c
1144 * Changed setup screen stuff to be more generic (to make it easier
1145 to add more setup screens).
1147 2002-03-23 src/main.c, src/main.h
1148 * Various changes due to the introduction of the new libgame files
1149 "setup.c" and "joystick.c".
1151 2002-03-23 src/files.c
1152 * Generic parts of "src/files.c" (mainly setup and level directory
1153 stuff) moved to new libgame file "src/libgame/setup.c".
1155 2002-03-23 src/joystick.c
1156 * File "src/joystick.c" moved to libgame source tree, with
1157 correspondig changes.
1159 2002-03-22 src/screens.c
1160 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1161 (Wrong level series information displayed when entering main group.)
1163 2002-03-22 src/editor.c
1164 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1166 2002-03-22 src/editor.c
1167 * Changed behaviour of "Escape" key in level editor to be more
1168 intuitive: When in "Element Properties" or "Level Info" mode,
1169 return to "Drawing Mode" instead of leaving the level editor.
1171 2002-03-21 src/game.c, src/editor.c, src/files.c
1172 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1173 gems (emeralds, diamonds, ...) slipping down from normal wall,
1174 steel wall and growing wall (as in E.M.C. style levels). Although
1175 the behaviour of contributed and private levels wasn't changed (due
1176 to the use of "level.game_version"; see previous entry), editing
1177 those levels will (of course) change the behaviour accordingly.
1179 This change seems a bit too hard after thinking about it, because
1180 the EM style behaviour is not the "expected" behaviour (gems would
1181 normally only slip down from "rounded" walls). Therefore this was
1182 now changed to an element property for gem style elements, with the
1183 default setting "off" (which means: no special EM style behaviour).
1184 To fix older converted levels, this flag is set to "on" for pre-2.0
1185 levels that are neither contributed nor private levels.
1187 2002-03-20 src/files.h
1188 * Corrected settings for "level.game_version" depending of level type.
1189 (Contributed and private levels always get played with game engine
1190 version they were created with, while converted levels always get
1191 played with the most recent version of the game engine, to let new
1192 corrections of the emulation behaviour take effect.)
1194 2002-03-20 src/main.h
1195 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1196 compiling the SDL version on some systems.
1197 Thanks to the several people who pointed this out.
1200 * Version number set to 2.0.2.
1203 * Version 2.0.1 released.
1205 2002-03-18 src/screens.c
1206 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1208 2002-03-18 src/files.c [src/libgame/misc.c]
1209 * Moved some common functions from src/files.c to src/libgame/misc.c.
1211 2002-03-18 src/files.c [src/libgame/misc.c]
1212 * Changed permissions for new directories and saved files (especially
1213 score files) according to suggestions of Debian users and mantainers.
1214 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1216 2002-03-17 src/files.c
1217 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1218 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1219 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1220 for levels and "TAPE" for tapes). Old "cookie" style format is
1221 still supported for reading. New level and tape files are written
1224 * New IFF chunk "VERS" contains version numbers for file and game
1225 (where "game version" is the version of the program that wrote the
1226 file, and "file version" is a version number to distinguish files
1227 with different format, for example after adding new features).
1229 2002-03-15 src/screen.c
1230 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1231 (Before, you heard a mixture of the in-game music and the
1232 hall-of-fame music.)
1234 2002-03-14 src/events.c
1235 * Function "DumpTape()" (files.c) now available by pressing 't' from
1236 main menu (when in DEBUG mode).
1238 2002-03-14 src/game.c
1239 * "GameWon()": When game was won playing a tape, now there is no delay
1240 raising the score and no corresponding sound is played.
1242 2002-03-14 src/files.c
1243 * Changed "LoadTape()" for real chunk support and also adjusted
1244 "SaveTape()" accordingly.
1246 2002-03-14 src/game.c, src/tape.c, src/files.c
1247 * Important changes to tape format: The old tape format stored all
1248 actions with a real effect with a corresponding delay between the
1249 stored actions. This had some major disadvantages (for example,
1250 push delays had to be ignored, pressing a button for some seconds
1251 mutated to several single button presses because of the non-action
1252 delays between two action frames etc.). The new tape format just
1253 stupidly records all device actions and replays them later. I really
1254 don't know why I haven't solved it that way before?! Old-style tapes
1255 (with tape file version less than 2.0) get converted to the new
1256 format on-the-fly when loading and can therefore still be played;
1257 only some minor parts of the old-style tape handling code was needed.
1258 (A perfect conversion is not possible, because there is information
1259 missing about the device actions between two action frames.)
1261 2002-03-14 src/files.c
1262 * New function "DumpTape()" to dump the contents of the current tape
1263 in a human readable format.
1265 2002-03-14 src/game.c
1266 * Small tape bug fixed: When automatically advancing to next level
1267 after a game was won, the tape from the previous level still was
1268 loaded as a tape for the new level.
1270 2002-03-14 src/tape.c
1271 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1272 tape, cartoons did not get completely removed because
1273 StopAnimation() was not called.
1275 2002-03-13 src/files.c
1276 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1277 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1278 size even when using 16-bit elements). Added new chunk "CNT2" for
1279 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1280 chunk even when content was 16-bit element). "CNT2" should now be
1281 able to store content for arbitrary elements (up to eight blocks of
1282 3 x 3 element arrays). All "CNT2" elements will always be stored as
1283 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1285 2002-03-13 src/files.c
1286 * Changed "LoadLevel()" for real chunk support.
1288 2002-03-12 src/game.c
1289 * Fixed problem (introduced after 2.0.0 release) with penguins
1290 not getting killed by enemies
1292 2002-02-24 src/game.c, src/main.h
1293 * Added "player->is_moving"; now "player->last_move_dir" does
1294 not contain any information if the player is just moving at
1296 Before, "player->last_move_dir" was misused for this purpose
1297 for the robot stuff (robots don't kill players when they are
1298 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1299 broke tapes when walking through pipes!
1300 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1301 in a continuous movement. This fact is ignored for friends and