2 * fixed bug with title (cross)fading in/out when using fullscreen mode
5 * fixed bug that forced re-defining of menu settings in local graphics
6 config file which are already defined in existing base config file
7 * fixed small bug that caused door sounds playing when music is enabled
10 * added the possibility to define up to five title screens for each
11 level set that are displayed after loading using (cross)fading in/out
12 (this was added to display the various start images of the EMC sets)
15 * added "CE score gets zero [of]" to custom element trigger conditions
16 * added setup option to display element token name in level editor
19 * added compatibility code for Juergen Bonhagen's menu artwork settings
22 * fixed bug with displaying wrong animation frame 0 after CE changes
23 * fixed bug with creating invisible elements when light switch is on
26 * added selection between ECS and AGA graphics for EMC levels to setup
29 * adjusted font handling for various narrow EMC style fonts
32 * changed EM engine behaviour back to re-allow initial rolling springs
35 * fixed handling of over-large selectboxes (less error-prone now)
36 * fixed bug when creating GE with walkable element under the player
39 * added use of "Insert" and "Delete" keys to navigate element list in
40 level editor to start of custom elements or start of group elements
41 * added virtual elements to access CE value and CE score of elements:
42 - "CE value of triggering element"
43 - "CE score of triggering element"
44 - "CE value of current element"
45 - "CE score of current element"
48 * fixed "grass" to "sand" in older EM levels (up to file version V4)
51 * changed behaviour of network games with internal errors (because of
52 different client frame counters) from immediately terminating R'n'D
53 to displaying an error message requester and stopping only the game
54 (also to prevent impression of crashes under non command-line runs)
55 * fixed playing network games with the EMC engine (did not work before)
56 * fixed bug with not scrolling the screen in multi-player mode with the
57 focus on player 1 when all players are moving in different directions
58 * fixed bug with keeping pointer to gadget even after its deallocation
59 * fixed bug with allowing "focus on all players" in network games
60 * fixed bug with player focus when playing tapes from network games
63 * uploaded pre-release (test) version 3.2.0-7 binary and source code
66 * code cleanup for game action control for R'n'D and EMC game engine
69 * fixed bug in multi-player movement with focus on both players
70 * added option to control only the focussed player with all input
73 * added player focus switching to level tape recording and re-playing
76 * fixed some bugs in player focus switching in EMC and RND game engine
79 * added special Supaplex animations for Murphy digging and snapping
80 * added special Supaplex animations for Murphy being bored and sleeping
83 * added four new yam yams with explicit start direction for EMC engine
84 * fixed bug in src/libgame/text.c with printing text outside the window
87 * fixed small bug in EMC level loader (copyright sign in EM II levels)
90 * added delayed ignition of EM style dynamite when used in R'n'D engine
91 * added limited movement range to EMC engine when focus on all players
94 * fixed bug with missing (zero) score values for native Supaplex levels
97 * added "continuous snapping" (snapping many elements while holding the
98 snap key pressed, without releasing the snap key after each element)
99 as a new player setting for more compatibility with the classic games
102 * finished scrolling for "focus on all players" in EMC graphics engine
105 * level sets with "levels: 0" are ignored for levels, but not artwork
106 * fixed bug when scanning empty level group directories (endless loop)
109 * fixed bug with explosion graphic for player using "Murphy" graphic
110 * fixed bug with explosion graphic if player leaves explosion in time
111 * changed some descriptive text in setup menu to use medium-width font
112 * added key shortcut settings for switching player focus to setup menu
115 * fixed bug with random value initialization when recording tapes
116 * fixed bug with playing single player tapes when team mode activated
119 * fixed little bug when trying to switch to player that does not exist
122 * added player switching (visual and quick) to R'n'D and EM game engine
123 * added setup option to select visual or quick in-game player switching
126 * added use of "Home" and "End" keys to handle element list in editor
129 * fixed bug with adding score when playing tape with EMC game engine
130 * added steel wall border for levels using EMC engine without border
131 * finally fixed delayed scrolling in EMC engine also for small levels
134 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
137 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
138 * fixed bug when displaying info element without action, but direction
141 * fixed minor graphical problems with springs smashing and slurping
142 (when using R'n'D style graphics instead of EMC style graphics)
145 * added scroll delay (as configured in setup) to EMC graphics engine
148 * improved screen redraw for EMC graphics engine (faster and smoother)
149 * when not scrolling, do not redraw the whole playfield if not needed
152 * added multi-player mode for EMC game engine (with up to four players)
155 * added android (can clone elements) from EMC engine to R'n'D engine
158 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
161 * added selectbox for initial player speed to player settings in editor
164 * version 3.1.2 created that is basically version 3.1.1, but with a
165 major bug fixed that prevented editing your own private levels
166 * version 3.1.2 released
169 * added magic ball (creates elements) from EMC engine to R'n'D engine
172 * uploaded fixed pre-release version 3.2.0-6 binary and source code
175 * fixed bug when using "CE can leave behind <trigger element>"
176 * added new change condition "(after/when) creation of <element>"
177 * added new change condition "(after/when) digging <element>"
178 * fixed bug accessing invalid gadget that caused crashes under Windows
179 * deactivated new possibility for multiple CE changes per frame
182 * uploaded pre-release (test) version 3.2.0-6 binary and source code
185 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
186 * fixed bug with not keeping CE value for moving CEs with only action
187 * changed CE action selectboxes in editor to be only reset when needed
190 * added option "use artwork from element" for custom player artwork
191 * added option "use explosion from element" for player explosions
194 * added cascaded element lists in the level editor
195 * added persistence for cascaded element lists by "editorcascade.conf"
196 * added dynamic element list with all elements used in current level
197 * added possibility for multiple CE changes per frame (experimental)
200 * uploaded pre-release (test) version 3.2.0-5 binary and source code
203 * changed "score for each 10 seconds/steps left" to "1 second/step"
204 * added own score for collecting "extra time" instead of sharing it
205 * added change events "switched by player" and "player switches <e>"
206 * added change events "snapped by player" and "player snaps <e>"
207 * added "set player artwork: <element choice>" to CE action options
208 * added change event "move of <element>"
211 * added "set player shield: off / normal / deadly" to CE action options
212 * added new player option "use level start element" in level editor
213 to set the correct focus at level start to elements from which the
214 player is created later (this did not work before for cascaded CE
215 changes resulting in creation of the player; it is now also possible
216 to create the player from a yam yam which is smashed at level start)
219 * added "set player speed: frozen (not moving)" to CE action options
220 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
223 * added new player option "block snap field" (enabled by default) to
224 make it possible to show a snapping animation like in Emerald Mine
227 * added dynamic selectboxes to custom element action settings in editor
228 * added "CE value" counter for custom elements (instead of "CE count")
229 * added option to use the last "CE value" after custom element change
230 * added option to use the "CE value" of other elements in CE actions
231 * fixed odd behaviour when pressing time orb in levels w/o time limit
232 * added checkbox "use time orb bug" for older levels that use this bug
235 * added missing configuration settings for the following elements:
236 - EL_TIMEGATE_SWITCH (time of open time gate)
237 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
238 - EL_SHIELD_NORMAL (time of shield duration)
239 - EL_SHIELD_DEADLY (time of shield duration)
240 - EL_EXTRA_TIME (time added to level time)
241 - EL_TIME_ORB_FULL (time added to level time)
244 * added "wind direction" as a movement pattern for custom elements
245 * added initial wind direction for balloon / custom elements to editor
246 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
249 * added parameters for "game of life" and "biomaze" elements to editor
252 * added level file chunk "CONF" for generic level and element settings
255 * uploaded pre-release (test) version 3.2.0-4 binary and source code
258 * skip empty level sets (with "levels: 0"; may be artwork base sets)
259 * added sound action ".page[1]" to ".page[32]" for each CE change page
262 * added image config suffix ".clone_from" to copy whole image settings
263 * fixed bug with invalid ("undefined") CE settings in old level files
266 * fixed graphical bug with smashing elements falling faster than player
269 * fixed major bug which prevented private levels from being edited
270 * fixed bug with precedence of general and special font definitions
273 * fixed graphical bug with player animation when player moves slowly
276 * uploaded pre-release (test) version 3.2.0-3 binary and source code
279 * fixed bug which prevented "global.num_toons: 0" from working
282 * major code cleanup (removed all these annoying "#if 0" blocks)
285 * added custom element actions for CE change page in level editor
288 * fixed music initialization bug in init.c (thanks to David Binderman)
289 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
290 (this bug must probably be fixed at other places, too)
293 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
294 (should be '#include <SDL.h>' instead)
297 * fixed bug which prevented "walkable from no direction" from working
298 (due to compatibility code overwriting this setting after loading)
301 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
304 * version number temporarily set to 3.1.1 (intermediate bugfix release)
305 * version 3.1.1 released
308 * changed some va_arg() arguments from 'long' to 'int', fixing problems
309 on 64-bit architecture systems with LP64 data model
312 * fixed bug with bombs not exploding when hitting the last level line
313 (introduced after the release of 3.1.0)
316 * added support for dumping small-sized level sketches from editor
319 * added recognition of "trigger element" for "change digged element to"
320 (this is not really what the "trigger element" was made for, but its
321 use may seem obvious for leaving back digged elements unchanged)
324 * fixed multiple warnings about failed joystick device initialization
327 * fixed bug with dynamite dropped on top of just dropped custom element
328 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
329 dynamite can still be dropped, but drop key must be released before
332 * fixed bug with wrong start directory when started from file browser
333 (due to this bug, R'n'D could not be started from KDE's Konqueror)
336 * fixed bug causing "change when impact" on player not working
337 * fixed wrong priority of "hitting something" over "hitting <element>"
338 * fixed wrong priority of "hit by something" over "hit by <element>"
341 * fixed graphical bug which caused the player (being Murphy) to show
342 collecting animations although the element was collected by penguin
345 * fixed two bugs causing wrong door background graphics in system.c
346 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
349 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
350 * added "no direction" to "walkable/passable from" selectbox options
353 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
354 * in tape autoplay, not only report broken, but also missing tapes
357 * uploaded pre-release (test) version 3.2.0-2 binary and source code
360 * fixed small bug with "linear" animation not working for active lamp
363 * fixed bug with moving up despite gravity due to "block last field"
364 * fixed small bug with wrong draw offset when typing name in main menu
365 * when reading user names from "passwd", ignore data after first comma
366 * when creating new "levelinfo.conf", only write some selected entries
369 * fixed displaying "imported from/by" on preview with empty string
370 * fixed ignoring draw offset for fonts used for level preview texts
373 * fixed a delay problem with SDL and too many mouse motion events
374 * added setup option "skip levels" and level skipping functionality
377 * added move speed "not moving" for non-moving CEs, but with direction
380 * fixed mapping of obsolete element token names in "editorsetup.conf"
381 * fixed bug with sound "acid.splashing" treated as a loop sound
382 * fixed some little sound bugs in native EM engine
385 * fixed small bug when dragging scrollbars to end positions
388 * added editor element descriptions written by Aaron Davidson
391 * improved fallback handling when configured artwork is not available
392 (now using default artwork instead of exiting when files not found)
395 * fixed bug on level selection screen when dragging scrollbar
398 * fixed bug which caused broken tapes when appending to EM engine tapes
401 * uploaded pre-release (test) version 3.2.0-1 binary and source code
404 * added code to replace changed artwork config tokens with other tokens
405 (needed for backwards compatibility, so that older tokens still work)
408 * added native R'n'D graphics for some new EMC elements in EM engine
411 * fixed some bugs in the EM engine integration code
412 * changed EM engine code to allow diagonal movement
413 * changed EM engine code to allow use of separate snap and drop keys
416 * fixed some redraw bugs when using EM engine
419 * fixed bug with not converting RND levels which are set to use native
420 engine to native level structure when loading
423 * uploaded pre-release (test) version 3.2.0-0 binary and source code
426 * version number set to 3.2.0
429 * level data now reset to defaults after attempt to load invalid file
432 * added use of "editorsetup.conf" for different level sets
435 * added auto-detection for various types of Emerald Mine level files
438 * fixed bug with scrollbars getting too small when list is very large
441 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
444 * added most level editor configuration gadgets for new EMC elements
447 * added more element and graphic definitions for new EMC elements
450 * modified native EM engine to use integrated R'n'D sound system
453 * added SDL support to graphics functions in native EM engine
454 (by always using generic libgame interface functions)
457 * fixed bug in frame synchronization in native EM engine
460 * added code to convert levels between R'n'D and native EM engine
463 * new Emerald Mine engine can now play levels selected in main menu
466 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
467 (which creates scaled down graphics for level editor and preview);
468 there's still a memory leak somewhere in the artwork handling code
469 * added "scale image up" functionality to X11 version of zoom function
472 * first attempts to integrate new, native Emerald Mine Club engine
475 * fixed bug in gadget code which caused reset of CEs in level editor
476 (example: pressing 'b' [grab brush] on CE config page erased values)
477 (solution: check if gadgets in ClickOnGadget() are really mapped)
478 * improved level change detection in editor (settings now also checked)
479 * fixed bug with "can move into acid" and "don't collide with" state
482 * fixed maze runner style CEs to use the configured move delay value
485 * added Aaron Davidson's tutorial level set to the "Tutorials" section
488 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
489 * fixed the above fix because it broke level set "machine" (*sigh*)
490 * fixed random element placement in level editor to work as expected
491 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
494 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
497 * fixed bug (missing array boundary check) which caused broken tapes
498 * fixed bug (when loading level template) which caused broken levels
499 * fixed bug with new block last field code when using non-yellow player
502 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
503 * internal change of how the player blocks the last field when moving
504 * fixed blocking delay of last field for EM and SP style block delay
505 * fixed bug where the player had to wait for the usual move delay after
506 unsuccessfully trying to move, when he directly could move after that
507 * the last two changes should make original Supaplex level 93 solvable
508 * improved use of random number generator to make it less predictable
509 * fixed behaviour of slippery SP elements to let slip left, then right
512 * fixed bug with wrong door state after trying to quickload empty tape
513 * fixed waste of static memory usage of the binary, making it smaller
514 * fixed very little graphical bug in Supaplex explosion
517 * version number set to 3.1.1
520 * version 3.1.0 released
523 * fixed bug with crash when writing user levelinfo.conf the first time
526 * added option "convert LEVELDIR [NR]" to command line batch commands
527 * re-converted Supaplex levels to apply latest engine fixes
528 * changed "use graphic/sound of element" to "use graphic of element"
529 due to compatibility problems with some levels ("bug machine" etc.)
532 * fixed bug with CE change replacing player with same or other player
535 * fixed bug with opaque font in envelope with background graphic when
536 background graphic is not transparent itself
539 * added "gravity on" and "gravity off" ports for Supaplex compatibility
540 * corrected original Supaplex level loading code to use these new ports
541 * also corrected Supaplex loader to auto-count infotrons if set to zero
544 * fixed bug with missing initialization of "modified" flag for GEs
547 * fixed bug that caused endless recursion loop when relocating player
548 * fixed tape recorder bug in "step mode" when using "pause before end"
549 * fixed tape recorder bug when changing from "warp forward" mode
552 * fixed bug with "when touching" for pushed elements at last position
555 * fixed bug that caused two activated toolbox buttons in level editor
556 * fixed bug with exploding dynabomb under player due to other explosion
559 * fixed bug with creating walkable custom element under player (again)
560 * fixed bug with not copying explosion type when copying CEs in editor
561 * fixed graphical bug when drawing player in setup menu (input devices)
562 * fixed graphical bug when the player is pushing an accessible element
563 * fixed bug with classic switchable elements triggering CE changes
564 * fixed bug with entering/leaving walkable element in RelocatePlayer()
565 * fixed crash bug when CE leaves behind the trigger player element
568 * fixed bug with broken tubes after placing/exploding dynamite in them
569 * fixed bug with exploding dynamite under player due to other explosion
570 * fixed bug with not resetting push delay under certain circumstances
573 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
574 * added network multiplayer code for Windows (thanks to Niko Böhm)
577 * added option "reachable despite gravity" for gravity movement
578 * changed gravity movement of most classic walkable and passable
579 elements back to "not reachable" (for compatibility reasons)
582 * fixed (removed) "indestructible" / "can explode" dependency in editor
583 * fixed (removed) "accessible inside" / "protected" dependency
584 * fixed (removed) "step mode" / "shield time" dependency
587 * fixed dynabombs exploding now into anything diggable
588 * fixed Supaplex style gravity movement into buggy base now impossible
589 * added pressing key "space" as valid action to select menu options
592 * added "replace when walkable" to relocate player to walkable element
593 * added "enter"/"leave" event for elements affected by relocation
594 * fixed "direct"/"indirect" change order also for "when change" event
595 * fixed graphical bug when pushing things from elements walkable inside
598 * fixed graphic bug when player is snapping while moving in old levels
599 * fixed bug when a moving custom element leaves a player element behind
600 * fixed bug with mole not disappearing when moving into acid pool
601 * fixed bug with incomplete path setting when using "--basepath" option
602 * moving CE can now leave walkable elements behind under the player
603 * when relocating, player can be set on walkable element now
604 * fixed another gravity movement bug
607 * uploaded pre-release (test) version 3.1.0-2 binary and source code
610 * added "collectible" and "removable" to extended replacement types
611 (where "removable" replaces "diggable" and "collectible" elements)
612 * added "collectible & throwable" (to throw element to the next field)
613 * fixed bug with CEs digging elements that are just about to explode
614 * changed mouse cursor now always being visible when game is paused
617 * added possibility to push/press accessible elements from a side that
619 * fixed bug with not setting actual date when appending to tape
622 * fixed bug with incorrectly initialized custom element editor graphics
625 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
626 - number of levels corrected from 18 to 17 in "levelinfo.conf"
629 * fixed bug with destroyed robot wheel still attracting robots forever
630 * fixed bug with time gate switch deactivating after robot wheel time
631 (while the time gate itself is not affected by this misbehaviour)
632 * changed behaviour of BD style amoeba to always get blocked by player
633 (before it was different when there were non-BD elements in level)
634 * fixed bug with player destroying indestructable elements with shield
637 * added option to make growing elements grow into anything diggable
638 (for the various amoeba types, biomaze and "game of life")
641 * fixed bug with movable elements not moving after left behind by CEs
642 * changed gravity movement to anything diggable, not only sand/base
643 * optionally allowing passing to walkable element, not only empty space
644 * added option "can pass to walkable element" for players
645 * finally fixed gravity movement (hopefully)
648 * fixed bug with movable elements not moving anymore after falling down
651 * fixed another bug with custom elements digging and leaving elements
652 * fixed bug with "along left/right side" and automatic start direction
653 * trigger elements now also displayed when "more custom" deactivated
654 * fixed bug with clipboard element initialized when loading new level
655 * added option "drop delay" to set delay before dropping next element
658 * uploaded pre-release (test) version 3.1.0-1 binary and source code
661 * added copy and paste functions for custom change pages
662 * enhanced graphical display and functionality of tape recorder
663 * fixed bug with custom elements digging and leaving elements
666 * added move speed faster than "very fast" for custom elements
667 * fixed bug with 3+3 style explosions and missing border content
668 * fixed little bug when copying custom elements in the editor
669 * enhanced custom element changes by more side trigger actions
672 * added option "no scrolling when relocating" for instant teleporting
673 * uploaded pre-release (test) version 3.1.0-0 binary and source code
676 * added trigger element and trigger player to use as target elements
677 * added copy and paste functions for custom and group elements
680 * fixed graphical bug when displaying explosion animations
681 * fixed bug when appending to tapes, resulting in broken tapes
682 * re-recorded a few tapes broken by fixing gravity checking bug
685 * "can move into acid" property now for all elements independently
686 * "can fall into acid" property for player stored in same bitfield now
687 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
688 * version number set to 3.1.0 (finally!)
691 * changed tape recording to only record input, not programmed actions
694 * fixed totally broken (every 8th frame skipped) step-by-step recording
695 * fixed bug with requester not displayed when quick-loading interrupted
696 * added option "can fall into acid (with gravity)" for players
697 * fixed bug with player not falling when snapping down with gravity
700 * fixed bug which messed up key config when using keypad number keys
703 * fixed bug which allowed moving upwards even when gravity was active
704 * fixed bug with missing error handling when dumping levels or tapes
707 * added different colored editor graphics for Supaplex gravity tubes
710 * fixed bug that allowed solvable tapes for unsolvable levels
713 * use unlimited number of droppable elements when "count" set to zero
714 * added option to use step limit instead of time limit for level
717 * added player and change page as trigger for custom element change
720 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
723 * fixed bug with dark yamyam changing to acid when moving over acid
724 * fixed handling of levels with more than 999 seconds level time
725 (example: level 76 of "Denmine")
728 * "spring push bug" reintroduced as configurable element property
729 * fixed bug with missing properties for "mole"
730 * fixed bug that showed up when fixing the above "mole" properties bug
731 * added option "can move into acid" for all movable elements
732 * fixed graphical bug for elements moving into acid
733 * changed event handling to handle all pending events before going on
736 * fixed bug which caused all CE change pages to be ignored which had
737 the same change event, but used a different element side
738 (reported by Simon Forsberg)
740 * fixed bug which caused elements that can move and fall and that are
741 transported by a conveyor belt to continue moving into that direction
742 after leaving the conveyor belt, regardless of their own movement
743 type; only elements which can not move are transported now
744 (reported by Simon Forsberg)
746 * fixed bug which could cause an array overflow in RelocatePlayer()
747 (reported by Niko Böhm)
749 * changed Emerald Mine style "passable / over" elements to "protected"
750 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
752 * added new option to select from which side a "walkable/passable"
753 element can be entered
756 * added explosion and ignition delay for elements that can explode
759 * fixed bug which caused player not being protected against enemies
760 when a CE was "walkable / inside" and was not "indestructible"
761 * added "walkable/passable" fields to be "protected/unprotected"
762 against enemies, even if not accessible "inside" but "over/under"
765 * corrected move pattern to 32 bit and initial move direction to 8 bit
768 * added second custom element base configuration page
771 * added some special EMC mappings to Emerald Mine level loader
772 (also covering previously unknown element in level 0 of "Bondmine 8")
775 * added option to block last field when player is moving (for Supaplex)
776 * adjusted push delay of Supaplex elements
777 * removed delays for envelopes etc. when replaying with maximum speed
778 * fixed bug when dropping element on a field that just changed to empty
781 * fixed bug: infotrons can now smash yellow disks
782 * fixed bug: when gravity active, port above player can now be entered
783 * removed "one white dot" mouse pointer which irritated some people
786 * added "choice type" for group element selection
789 * fixed bug with initial invulnerability of non-yellow player
792 * added level loader for loading native Supaplex packed levels
793 (including multi-part levels like the "splvls99" levels)
796 * fixed bug which allowed creating emeralds by escaping explosions
799 * custom elements can change (limited) or leave (unlimited) elements
800 * finally added multiple matches using group elements
801 * added shortcut to dump brush (type ":DB" in editor) for use in forum
804 * added new start movement type "previous" for continued CE movement
805 * added new start movement type "random" for random CE movement start
808 * added new element "sokoban_field_player" needed for Sokoban levels
809 (thanks to Ed Booker for pointing this out!)
812 * added elements that can be digged or left behind by custom elements
815 * added group elements for multiple matches and random element creation
818 * fixed some graphical errors displayed in old levels
821 * fixed wrong double speed movement after passing closing gates
824 * added level loader for loading native Emerald Mine levels
827 * changes for "shooting" style CE movement
830 * Happy New Year! ;-)
833 * changed default snap/drop keys from left/right Shift to Control keys
836 * fixed bug with dead player getting reanimated from custom element
839 * fixed bug with wrong penguin graphics (when entering exit)
842 * fixed bug with wrong "Murphy" graphics (when digging etc.)
845 * version number set to 3.0.9
848 * version 3.0.8 released
851 * added function checked_free()
854 * fixed bug with double nut cracking sound
855 (by eliminating "default element action sound" assignment in init.c)
858 * fixed crash when no music info files are available
861 * fixed boring and sleeping sounds
864 * added "maze runner" and "maze hunter" movement types
865 * added extended collision conditions for custom elements
868 * added warnings for undefined token values in artwork config files
871 * added menu entry for level set information to the info screen
874 * fixed bug with wrong default impact sound for colored emeralds
877 * added several sub-screens for the info screen
878 * menu text now also clickable (not only blue/red sphere left of it)
881 * added configurable "bored" and "sleeping" animations for the player
882 * added "awakening" sound for player when waking up after sleeping
885 * added "copy" and "exchange" functions for custom elements to editor
888 * added configurable element animations for info screen
891 * added configurable music credits for info screen
894 * finally fixed tape recording when player is created from CE change
897 * added "editorsetup.conf" for editor element list configuration
900 * added "musicinfo.conf" for menu and level music configuration
903 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
904 (that only showed up on Linux, but not on Windows systems)
907 * fixed turning movement of butterflies and fireflies (no frame reset)
908 * enhanced sniksnak turning movement (two steps instead of only one)
911 * version number set to 3.0.8
914 * version 3.0.7 released
917 * fixed reset of player animation frame when, for example,
918 walking, digging or collecting share the same animation
919 * fixed CE with "deadly when touching" exploding when touching amoeba
922 * fixed tape recording when player is created from CE element change
925 * introduced "turning..." action graphic for elements with move delay
926 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
927 * added turning animations for bug, spaceship and sniksnak
930 * prevent "extended" changed elements from delay change in same frame
933 * fixed bug when pushing element that can move away to the side
934 (like pushing falling elements, but now with moving elements)
937 * finally fixed serious bug in code for delayed element pushing (again)
940 * unavailable setup options now marked as "n/a" instead of "off"
941 * new boolean directive "latest_engine" for "levelinfo.conf": when set
942 to "true", levels are always played with the latest game engine,
943 which is desired for levels that are imported from other games; all
944 other levels are played with the engine version stored in level file
945 (which is normally the engine version the level was created with)
948 * fixed serious bug in code for delayed element pushing
949 * fixed little bug in animation frame selection for pushed elements
950 * speed-up of reading config file for verbose output
953 * added configuration option for opening and closing Supaplex exit
954 * added configuration option for moving up/down animation for Murphy
955 * fixed incorrectly displayed animation for attacking dragon
956 * fixed bug with not setting initial gravity for each new game
957 * fixed bug with teleportation of player by custom element change
958 * fixed bug with player not getting smashed by rock sometimes
961 * version number set to 3.0.7
964 * version 3.0.6 released
967 * added support for MP3 music for SDL version through SMPEG library
970 * fixed bug when initializing font graphic structure
971 * fixed bug with animation mode "pingpong" when using only 1 frame
972 * fixed bug with extended change target introduced in 3.0.5
973 * fixed bug where passing over moving element doubles player speed
974 * fixed bug with elements continuing to move into push direction
975 * fixed bug with duplicated player when dropping bomb with shield on
976 * added "switching" event for custom elements ("pressing" only once)
977 * fixed switching bug (resetting flag when not switching but not idle)
980 * fixed element tokens for certain file elements with ".active" etc.
983 * version number set to 3.0.6
986 * version 3.0.5 released
989 * now four envelope elements available
990 * font, background, animation and sound for envelope now configurable
991 * main menu doors opening/closing animation type now configurable
994 * active/inactive sides configurable for custom element changes
995 * new movement type "move when pushed" available for custom elements
998 * fixed bug in multiple config pages loader code that caused crashes
1001 * enhanced (remaining low-resolution) Supaplex graphics
1004 * version number set to 3.0.5
1007 * version 3.0.4 released
1009 2003-09-12 src/tools.c
1010 * fixed bug in custom definition of crumbled element graphics
1012 2003-09-11 src/files.c
1013 * fixed bug in multiple config pages code that caused crashes
1016 * version number set to 3.0.4
1019 * version 3.0.3 released
1022 * added music to Supaplex classic level set
1024 2003-09-07 src/libgame/misc.c
1025 * added support for loading various music formats through SDL_mixer
1027 2003-09-06 (various source files)
1028 * fixed several nasty bugs that may have caused crashes on some systems
1029 * added envelope content which gets displayed when collecting envelope
1030 * added multiple change event pages for custom elements
1032 2003-08-24 src/game.c
1033 * fixed problem with player animation when snapping and moving
1035 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1036 * fixed problem with flickering when drawing toon animations
1038 2003-08-23 src/libgame/sdl.c
1039 * fixed problem with setting mouse cursor in SDL version in fullscreen
1041 2003-08-23 src/game.c
1042 * fixed bug (missing array boundary check) which could crash the game
1045 * version number set to 3.0.3
1048 * version 3.0.2 released
1050 2003-08-21 src/game.c
1051 * fixed bug with creating inaccessible elements at player position
1053 2003-08-20 src/init.c
1054 * fixed bug with not finding current level artwork directory
1056 2003-08-20 src/files.c
1057 * fixed bug with choosing wrong engine version when playing tapes
1058 * fixed bug with messing up custom element properties in 3.0.0 levels
1061 * version number set to 3.0.2
1064 * version 3.0.1 released
1066 2003-08-17 (no source files affected)
1067 * changed all "classic" PCX image files with 16 colors or less to
1068 256 color (8 bit) storage format, because the Allegro game library
1069 cannot handle PCX files with less than 256 colors (contributed
1070 graphics are not affected and might look wrong in the DOS version)
1072 2003-08-16 src/init.c
1073 * fixed bug which (for example) crashed the level editor when defining
1074 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1075 (only set to default) -- invalid graphics now set to default graphic
1077 2003-08-16 src/init.c
1078 * fixed graphical bug of player digging/collecting/snapping element
1079 when no corresponding graphic/animation is defined for this action,
1080 resulting in player being drawn as EL_EMPTY (which should only be
1081 done to elements being collected, but not to the player)
1083 2003-08-16 src/game.c
1084 * fixed small graphical bug of player not totally moving into exit
1086 2003-08-16 src/libgame/setup.c
1087 * fixed bug with wrong MS-DOS 8.3 filename conversion
1089 2003-08-16 src/tools.c
1090 * fixed bug with invisible mouse cursor when pressing ESC while playing
1092 2003-08-16 (various source files)
1093 * added another 128 custom elements (disabled in editor by default)
1095 2003-08-16 src/editor.c
1096 * fixed NULL string bug causing Solaris to crash in sprintf()
1098 2003-08-16 src/screen.c
1099 * fixed drawing over scrollbar on level selection with custom fonts
1101 2003-08-15 src/game.c
1102 * cleanup of simple sounds / loop sounds / music settings
1104 2003-08-08 (various source files)
1105 * added custom element property for dropping collected elements
1107 2003-08-08 src/conf_gfx.c
1108 * fixed bug with missing graphic for active red disk bomb
1110 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1111 * extended variable "level.gravity" to "level.initial_gravity" and
1112 "game.current_gravity" to prevent level setting from being changed
1113 by playing the level (keeping the runtime value after playing)
1115 * fixed graphics bug when digging element that has 'crumbled' graphic
1116 definition, but not 'diggable' graphic definition
1119 * version number set to 3.0.1
1122 * version 3.0.0 released
1125 * various bug fixes; among others:
1126 - fixed bug with pushing spring over empty space
1127 - fixed bug with leaving tube while placing dynamite
1128 - fixed bug with explosion of smashed penguins
1129 - allow Murphy player graphic in levels with non-Supaplex elements
1133 * I have forgotten to document changes for some time
1136 * pre-release version 2.2.0rc1 released
1139 * version number set to 2.1.2
1142 * version 2.1.1 released
1145 * version number set to 2.1.1
1148 * version 2.1.0 released
1151 * version number set to 2.1.0
1153 2002-04-03 to 2002-05-19 (various source files)
1154 * graphics, sounds and music now fully configurable
1155 * bug fixed that prevented walking through tubes when gravity on
1157 2002-04-02 src/events.c, src/editor.c
1158 * Make Escape key less aggressive when playing or when editing level.
1159 This can be configured as an option in the setup menu. (Default is
1160 "less aggressive" which means "ask user if something can be lost"
1161 when pressing the Escape key.)
1163 2002-04-02 src/screen.c
1164 * Added "graphics setup" screen.
1166 2002-04-01 src/screen.c
1167 * Changed "choose level" setup screen stuff to be more generic (to
1168 make it easier to add more "choose from generic tree" setup screens).
1170 2002-04-01 src/config.c, src/timestamp.h
1171 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1172 automatically gets created by "src/Makefile" and contains an actual
1173 compile-time timestamp to identify development versions of the game).
1175 2002-03-31 src/tape.c, src/events.c
1176 * Added quick game/tape save/load functions to tape stuff which can be
1177 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1178 loads previously recorded tape and directly goes into recording mode
1179 from the end of the tape (therefore appending to the tape).
1181 2002-03-31 src/tape.c
1182 * Added "index mark" function to tape recorder. When playing or
1183 recording, "eject" button changes to "index" button. Setting index
1184 mark is not yet implemented, but pressing index button when playing
1185 allows very quick advancing to end of tape (when normal playing),
1186 very fast forward mode (when playing with normal fast forward) or
1187 very fast reaching of "pause before end of tape" (when playing with
1188 "pause before end" playing mode).
1190 2002-03-30 src/cartoons.c
1191 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1193 2002-03-29 src/screen.c
1194 * Changed setup screen stuff to be more generic (to make it easier
1195 to add more setup screens).
1197 2002-03-23 src/main.c, src/main.h
1198 * Various changes due to the introduction of the new libgame files
1199 "setup.c" and "joystick.c".
1201 2002-03-23 src/files.c
1202 * Generic parts of "src/files.c" (mainly setup and level directory
1203 stuff) moved to new libgame file "src/libgame/setup.c".
1205 2002-03-23 src/joystick.c
1206 * File "src/joystick.c" moved to libgame source tree, with
1207 correspondig changes.
1209 2002-03-22 src/screens.c
1210 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1211 (Wrong level series information displayed when entering main group.)
1213 2002-03-22 src/editor.c
1214 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1216 2002-03-22 src/editor.c
1217 * Changed behaviour of "Escape" key in level editor to be more
1218 intuitive: When in "Element Properties" or "Level Info" mode,
1219 return to "Drawing Mode" instead of leaving the level editor.
1221 2002-03-21 src/game.c, src/editor.c, src/files.c
1222 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1223 gems (emeralds, diamonds, ...) slipping down from normal wall,
1224 steel wall and growing wall (as in E.M.C. style levels). Although
1225 the behaviour of contributed and private levels wasn't changed (due
1226 to the use of "level.game_version"; see previous entry), editing
1227 those levels will (of course) change the behaviour accordingly.
1229 This change seems a bit too hard after thinking about it, because
1230 the EM style behaviour is not the "expected" behaviour (gems would
1231 normally only slip down from "rounded" walls). Therefore this was
1232 now changed to an element property for gem style elements, with the
1233 default setting "off" (which means: no special EM style behaviour).
1234 To fix older converted levels, this flag is set to "on" for pre-2.0
1235 levels that are neither contributed nor private levels.
1237 2002-03-20 src/files.h
1238 * Corrected settings for "level.game_version" depending of level type.
1239 (Contributed and private levels always get played with game engine
1240 version they were created with, while converted levels always get
1241 played with the most recent version of the game engine, to let new
1242 corrections of the emulation behaviour take effect.)
1244 2002-03-20 src/main.h
1245 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1246 compiling the SDL version on some systems.
1247 Thanks to the several people who pointed this out.
1250 * Version number set to 2.0.2.
1253 * Version 2.0.1 released.
1255 2002-03-18 src/screens.c
1256 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1258 2002-03-18 src/files.c [src/libgame/misc.c]
1259 * Moved some common functions from src/files.c to src/libgame/misc.c.
1261 2002-03-18 src/files.c [src/libgame/misc.c]
1262 * Changed permissions for new directories and saved files (especially
1263 score files) according to suggestions of Debian users and mantainers.
1264 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1266 2002-03-17 src/files.c
1267 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1268 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1269 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1270 for levels and "TAPE" for tapes). Old "cookie" style format is
1271 still supported for reading. New level and tape files are written
1274 * New IFF chunk "VERS" contains version numbers for file and game
1275 (where "game version" is the version of the program that wrote the
1276 file, and "file version" is a version number to distinguish files
1277 with different format, for example after adding new features).
1279 2002-03-15 src/screen.c
1280 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1281 (Before, you heard a mixture of the in-game music and the
1282 hall-of-fame music.)
1284 2002-03-14 src/events.c
1285 * Function "DumpTape()" (files.c) now available by pressing 't' from
1286 main menu (when in DEBUG mode).
1288 2002-03-14 src/game.c
1289 * "GameWon()": When game was won playing a tape, now there is no delay
1290 raising the score and no corresponding sound is played.
1292 2002-03-14 src/files.c
1293 * Changed "LoadTape()" for real chunk support and also adjusted
1294 "SaveTape()" accordingly.
1296 2002-03-14 src/game.c, src/tape.c, src/files.c
1297 * Important changes to tape format: The old tape format stored all
1298 actions with a real effect with a corresponding delay between the
1299 stored actions. This had some major disadvantages (for example,
1300 push delays had to be ignored, pressing a button for some seconds
1301 mutated to several single button presses because of the non-action
1302 delays between two action frames etc.). The new tape format just
1303 stupidly records all device actions and replays them later. I really
1304 don't know why I haven't solved it that way before?! Old-style tapes
1305 (with tape file version less than 2.0) get converted to the new
1306 format on-the-fly when loading and can therefore still be played;
1307 only some minor parts of the old-style tape handling code was needed.
1308 (A perfect conversion is not possible, because there is information
1309 missing about the device actions between two action frames.)
1311 2002-03-14 src/files.c
1312 * New function "DumpTape()" to dump the contents of the current tape
1313 in a human readable format.
1315 2002-03-14 src/game.c
1316 * Small tape bug fixed: When automatically advancing to next level
1317 after a game was won, the tape from the previous level still was
1318 loaded as a tape for the new level.
1320 2002-03-14 src/tape.c
1321 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1322 tape, cartoons did not get completely removed because
1323 StopAnimation() was not called.
1325 2002-03-13 src/files.c
1326 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1327 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1328 size even when using 16-bit elements). Added new chunk "CNT2" for
1329 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1330 chunk even when content was 16-bit element). "CNT2" should now be
1331 able to store content for arbitrary elements (up to eight blocks of
1332 3 x 3 element arrays). All "CNT2" elements will always be stored as
1333 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1335 2002-03-13 src/files.c
1336 * Changed "LoadLevel()" for real chunk support.
1338 2002-03-12 src/game.c
1339 * Fixed problem (introduced after 2.0.0 release) with penguins
1340 not getting killed by enemies
1342 2002-02-24 src/game.c, src/main.h
1343 * Added "player->is_moving"; now "player->last_move_dir" does
1344 not contain any information if the player is just moving at
1346 Before, "player->last_move_dir" was misused for this purpose
1347 for the robot stuff (robots don't kill players when they are
1348 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1349 broke tapes when walking through pipes!
1350 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1351 in a continuous movement. This fact is ignored for friends and