2 * fixed bug with displaying wrong animation frame 0 after CE changes
3 * fixed bug with creating invisible elements when light switch is on
6 * added selection between ECS and AGA graphics for EMC levels to setup
9 * adjusted font handling for various narrow EMC style fonts
12 * changed EM engine behaviour back to re-allow initial rolling springs
15 * fixed handling of over-large selectboxes (less error-prone now)
16 * fixed bug when creating GE with walkable element under the player
19 * added use of "Insert" and "Delete" keys to navigate element list in
20 level editor to start of custom elements or start of group elements
21 * added virtual elements to access CE value and CE score of elements:
22 - "CE value of triggering element"
23 - "CE score of triggering element"
24 - "CE value of current element"
25 - "CE score of current element"
28 * fixed "grass" to "sand" in older EM levels (up to file version V4)
31 * changed behaviour of network games with internal errors (because of
32 different client frame counters) from immediately terminating R'n'D
33 to displaying an error message requester and stopping only the game
34 (also to prevent impression of crashes under non command-line runs)
35 * fixed playing network games with the EMC engine (did not work before)
36 * fixed bug with not scrolling the screen in multi-player mode with the
37 focus on player 1 when all players are moving in different directions
38 * fixed bug with keeping pointer to gadget even after its deallocation
39 * fixed bug with allowing "focus on all players" in network games
40 * fixed bug with player focus when playing tapes from network games
43 * uploaded pre-release (test) version 3.2.0-7 binary and source code
46 * code cleanup for game action control for R'n'D and EMC game engine
49 * fixed bug in multi-player movement with focus on both players
50 * added option to control only the focussed player with all input
53 * added player focus switching to level tape recording and re-playing
56 * fixed some bugs in player focus switching in EMC and RND game engine
59 * added special Supaplex animations for Murphy digging and snapping
60 * added special Supaplex animations for Murphy being bored and sleeping
63 * added four new yam yams with explicit start direction for EMC engine
64 * fixed bug in src/libgame/text.c with printing text outside the window
67 * fixed small bug in EMC level loader (copyright sign in EM II levels)
70 * added delayed ignition of EM style dynamite when used in R'n'D engine
71 * added limited movement range to EMC engine when focus on all players
74 * fixed bug with missing (zero) score values for native Supaplex levels
77 * added "continuous snapping" (snapping many elements while holding the
78 snap key pressed, without releasing the snap key after each element)
79 as a new player setting for more compatibility with the classic games
82 * finished scrolling for "focus on all players" in EMC graphics engine
85 * level sets with "levels: 0" are ignored for levels, but not artwork
86 * fixed bug when scanning empty level group directories (endless loop)
89 * fixed bug with explosion graphic for player using "Murphy" graphic
90 * fixed bug with explosion graphic if player leaves explosion in time
91 * changed some descriptive text in setup menu to use medium-width font
92 * added key shortcut settings for switching player focus to setup menu
95 * fixed bug with random value initialization when recording tapes
96 * fixed bug with playing single player tapes when team mode activated
99 * fixed little bug when trying to switch to player that does not exist
102 * added player switching (visual and quick) to R'n'D and EM game engine
103 * added setup option to select visual or quick in-game player switching
106 * added use of "Home" and "End" keys to handle element list in editor
109 * fixed bug with adding score when playing tape with EMC game engine
110 * added steel wall border for levels using EMC engine without border
111 * finally fixed delayed scrolling in EMC engine also for small levels
114 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
117 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
118 * fixed bug when displaying info element without action, but direction
121 * fixed minor graphical problems with springs smashing and slurping
122 (when using R'n'D style graphics instead of EMC style graphics)
125 * added scroll delay (as configured in setup) to EMC graphics engine
128 * improved screen redraw for EMC graphics engine (faster and smoother)
129 * when not scrolling, do not redraw the whole playfield if not needed
132 * added multi-player mode for EMC game engine (with up to four players)
135 * added android (can clone elements) from EMC engine to R'n'D engine
138 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
141 * added selectbox for initial player speed to player settings in editor
144 * version 3.1.2 created that is basically version 3.1.1, but with a
145 major bug fixed that prevented editing your own private levels
146 * version 3.1.2 released
149 * added magic ball (creates elements) from EMC engine to R'n'D engine
152 * uploaded fixed pre-release version 3.2.0-6 binary and source code
155 * fixed bug when using "CE can leave behind <trigger element>"
156 * added new change condition "(after/when) creation of <element>"
157 * added new change condition "(after/when) digging <element>"
158 * fixed bug accessing invalid gadget that caused crashes under Windows
159 * deactivated new possibility for multiple CE changes per frame
162 * uploaded pre-release (test) version 3.2.0-6 binary and source code
165 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
166 * fixed bug with not keeping CE value for moving CEs with only action
167 * changed CE action selectboxes in editor to be only reset when needed
170 * added option "use artwork from element" for custom player artwork
171 * added option "use explosion from element" for player explosions
174 * added cascaded element lists in the level editor
175 * added persistence for cascaded element lists by "editorcascade.conf"
176 * added dynamic element list with all elements used in current level
177 * added possibility for multiple CE changes per frame (experimental)
180 * uploaded pre-release (test) version 3.2.0-5 binary and source code
183 * changed "score for each 10 seconds/steps left" to "1 second/step"
184 * added own score for collecting "extra time" instead of sharing it
185 * added change events "switched by player" and "player switches <e>"
186 * added change events "snapped by player" and "player snaps <e>"
187 * added "set player artwork: <element choice>" to CE action options
188 * added change event "move of <element>"
191 * added "set player shield: off / normal / deadly" to CE action options
192 * added new player option "use level start element" in level editor
193 to set the correct focus at level start to elements from which the
194 player is created later (this did not work before for cascaded CE
195 changes resulting in creation of the player; it is now also possible
196 to create the player from a yam yam which is smashed at level start)
199 * added "set player speed: frozen (not moving)" to CE action options
200 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
203 * added new player option "block snap field" (enabled by default) to
204 make it possible to show a snapping animation like in Emerald Mine
207 * added dynamic selectboxes to custom element action settings in editor
208 * added "CE value" counter for custom elements (instead of "CE count")
209 * added option to use the last "CE value" after custom element change
210 * added option to use the "CE value" of other elements in CE actions
211 * fixed odd behaviour when pressing time orb in levels w/o time limit
212 * added checkbox "use time orb bug" for older levels that use this bug
215 * added missing configuration settings for the following elements:
216 - EL_TIMEGATE_SWITCH (time of open time gate)
217 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
218 - EL_SHIELD_NORMAL (time of shield duration)
219 - EL_SHIELD_DEADLY (time of shield duration)
220 - EL_EXTRA_TIME (time added to level time)
221 - EL_TIME_ORB_FULL (time added to level time)
224 * added "wind direction" as a movement pattern for custom elements
225 * added initial wind direction for balloon / custom elements to editor
226 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
229 * added parameters for "game of life" and "biomaze" elements to editor
232 * added level file chunk "CONF" for generic level and element settings
235 * uploaded pre-release (test) version 3.2.0-4 binary and source code
238 * skip empty level sets (with "levels: 0"; may be artwork base sets)
239 * added sound action ".page[1]" to ".page[32]" for each CE change page
242 * added image config suffix ".clone_from" to copy whole image settings
243 * fixed bug with invalid ("undefined") CE settings in old level files
246 * fixed graphical bug with smashing elements falling faster than player
249 * fixed major bug which prevented private levels from being edited
250 * fixed bug with precedence of general and special font definitions
253 * fixed graphical bug with player animation when player moves slowly
256 * uploaded pre-release (test) version 3.2.0-3 binary and source code
259 * fixed bug which prevented "global.num_toons: 0" from working
262 * major code cleanup (removed all these annoying "#if 0" blocks)
265 * added custom element actions for CE change page in level editor
268 * fixed music initialization bug in init.c (thanks to David Binderman)
269 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
270 (this bug must probably be fixed at other places, too)
273 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
274 (should be '#include <SDL.h>' instead)
277 * fixed bug which prevented "walkable from no direction" from working
278 (due to compatibility code overwriting this setting after loading)
281 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
284 * version number temporarily set to 3.1.1 (intermediate bugfix release)
285 * version 3.1.1 released
288 * changed some va_arg() arguments from 'long' to 'int', fixing problems
289 on 64-bit architecture systems with LP64 data model
292 * fixed bug with bombs not exploding when hitting the last level line
293 (introduced after the release of 3.1.0)
296 * added support for dumping small-sized level sketches from editor
299 * added recognition of "trigger element" for "change digged element to"
300 (this is not really what the "trigger element" was made for, but its
301 use may seem obvious for leaving back digged elements unchanged)
304 * fixed multiple warnings about failed joystick device initialization
307 * fixed bug with dynamite dropped on top of just dropped custom element
308 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
309 dynamite can still be dropped, but drop key must be released before
312 * fixed bug with wrong start directory when started from file browser
313 (due to this bug, R'n'D could not be started from KDE's Konqueror)
316 * fixed bug causing "change when impact" on player not working
317 * fixed wrong priority of "hitting something" over "hitting <element>"
318 * fixed wrong priority of "hit by something" over "hit by <element>"
321 * fixed graphical bug which caused the player (being Murphy) to show
322 collecting animations although the element was collected by penguin
325 * fixed two bugs causing wrong door background graphics in system.c
326 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
329 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
330 * added "no direction" to "walkable/passable from" selectbox options
333 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
334 * in tape autoplay, not only report broken, but also missing tapes
337 * uploaded pre-release (test) version 3.2.0-2 binary and source code
340 * fixed small bug with "linear" animation not working for active lamp
343 * fixed bug with moving up despite gravity due to "block last field"
344 * fixed small bug with wrong draw offset when typing name in main menu
345 * when reading user names from "passwd", ignore data after first comma
346 * when creating new "levelinfo.conf", only write some selected entries
349 * fixed displaying "imported from/by" on preview with empty string
350 * fixed ignoring draw offset for fonts used for level preview texts
353 * fixed a delay problem with SDL and too many mouse motion events
354 * added setup option "skip levels" and level skipping functionality
357 * added move speed "not moving" for non-moving CEs, but with direction
360 * fixed mapping of obsolete element token names in "editorsetup.conf"
361 * fixed bug with sound "acid.splashing" treated as a loop sound
362 * fixed some little sound bugs in native EM engine
365 * fixed small bug when dragging scrollbars to end positions
368 * added editor element descriptions written by Aaron Davidson
371 * improved fallback handling when configured artwork is not available
372 (now using default artwork instead of exiting when files not found)
375 * fixed bug on level selection screen when dragging scrollbar
378 * fixed bug which caused broken tapes when appending to EM engine tapes
381 * uploaded pre-release (test) version 3.2.0-1 binary and source code
384 * added code to replace changed artwork config tokens with other tokens
385 (needed for backwards compatibility, so that older tokens still work)
388 * added native R'n'D graphics for some new EMC elements in EM engine
391 * fixed some bugs in the EM engine integration code
392 * changed EM engine code to allow diagonal movement
393 * changed EM engine code to allow use of separate snap and drop keys
396 * fixed some redraw bugs when using EM engine
399 * fixed bug with not converting RND levels which are set to use native
400 engine to native level structure when loading
403 * uploaded pre-release (test) version 3.2.0-0 binary and source code
406 * version number set to 3.2.0
409 * level data now reset to defaults after attempt to load invalid file
412 * added use of "editorsetup.conf" for different level sets
415 * added auto-detection for various types of Emerald Mine level files
418 * fixed bug with scrollbars getting too small when list is very large
421 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
424 * added most level editor configuration gadgets for new EMC elements
427 * added more element and graphic definitions for new EMC elements
430 * modified native EM engine to use integrated R'n'D sound system
433 * added SDL support to graphics functions in native EM engine
434 (by always using generic libgame interface functions)
437 * fixed bug in frame synchronization in native EM engine
440 * added code to convert levels between R'n'D and native EM engine
443 * new Emerald Mine engine can now play levels selected in main menu
446 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
447 (which creates scaled down graphics for level editor and preview);
448 there's still a memory leak somewhere in the artwork handling code
449 * added "scale image up" functionality to X11 version of zoom function
452 * first attempts to integrate new, native Emerald Mine Club engine
455 * fixed bug in gadget code which caused reset of CEs in level editor
456 (example: pressing 'b' [grab brush] on CE config page erased values)
457 (solution: check if gadgets in ClickOnGadget() are really mapped)
458 * improved level change detection in editor (settings now also checked)
459 * fixed bug with "can move into acid" and "don't collide with" state
462 * fixed maze runner style CEs to use the configured move delay value
465 * added Aaron Davidson's tutorial level set to the "Tutorials" section
468 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
469 * fixed the above fix because it broke level set "machine" (*sigh*)
470 * fixed random element placement in level editor to work as expected
471 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
474 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
477 * fixed bug (missing array boundary check) which caused broken tapes
478 * fixed bug (when loading level template) which caused broken levels
479 * fixed bug with new block last field code when using non-yellow player
482 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
483 * internal change of how the player blocks the last field when moving
484 * fixed blocking delay of last field for EM and SP style block delay
485 * fixed bug where the player had to wait for the usual move delay after
486 unsuccessfully trying to move, when he directly could move after that
487 * the last two changes should make original Supaplex level 93 solvable
488 * improved use of random number generator to make it less predictable
489 * fixed behaviour of slippery SP elements to let slip left, then right
492 * fixed bug with wrong door state after trying to quickload empty tape
493 * fixed waste of static memory usage of the binary, making it smaller
494 * fixed very little graphical bug in Supaplex explosion
497 * version number set to 3.1.1
500 * version 3.1.0 released
503 * fixed bug with crash when writing user levelinfo.conf the first time
506 * added option "convert LEVELDIR [NR]" to command line batch commands
507 * re-converted Supaplex levels to apply latest engine fixes
508 * changed "use graphic/sound of element" to "use graphic of element"
509 due to compatibility problems with some levels ("bug machine" etc.)
512 * fixed bug with CE change replacing player with same or other player
515 * fixed bug with opaque font in envelope with background graphic when
516 background graphic is not transparent itself
519 * added "gravity on" and "gravity off" ports for Supaplex compatibility
520 * corrected original Supaplex level loading code to use these new ports
521 * also corrected Supaplex loader to auto-count infotrons if set to zero
524 * fixed bug with missing initialization of "modified" flag for GEs
527 * fixed bug that caused endless recursion loop when relocating player
528 * fixed tape recorder bug in "step mode" when using "pause before end"
529 * fixed tape recorder bug when changing from "warp forward" mode
532 * fixed bug with "when touching" for pushed elements at last position
535 * fixed bug that caused two activated toolbox buttons in level editor
536 * fixed bug with exploding dynabomb under player due to other explosion
539 * fixed bug with creating walkable custom element under player (again)
540 * fixed bug with not copying explosion type when copying CEs in editor
541 * fixed graphical bug when drawing player in setup menu (input devices)
542 * fixed graphical bug when the player is pushing an accessible element
543 * fixed bug with classic switchable elements triggering CE changes
544 * fixed bug with entering/leaving walkable element in RelocatePlayer()
545 * fixed crash bug when CE leaves behind the trigger player element
548 * fixed bug with broken tubes after placing/exploding dynamite in them
549 * fixed bug with exploding dynamite under player due to other explosion
550 * fixed bug with not resetting push delay under certain circumstances
553 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
554 * added network multiplayer code for Windows (thanks to Niko Böhm)
557 * added option "reachable despite gravity" for gravity movement
558 * changed gravity movement of most classic walkable and passable
559 elements back to "not reachable" (for compatibility reasons)
562 * fixed (removed) "indestructible" / "can explode" dependency in editor
563 * fixed (removed) "accessible inside" / "protected" dependency
564 * fixed (removed) "step mode" / "shield time" dependency
567 * fixed dynabombs exploding now into anything diggable
568 * fixed Supaplex style gravity movement into buggy base now impossible
569 * added pressing key "space" as valid action to select menu options
572 * added "replace when walkable" to relocate player to walkable element
573 * added "enter"/"leave" event for elements affected by relocation
574 * fixed "direct"/"indirect" change order also for "when change" event
575 * fixed graphical bug when pushing things from elements walkable inside
578 * fixed graphic bug when player is snapping while moving in old levels
579 * fixed bug when a moving custom element leaves a player element behind
580 * fixed bug with mole not disappearing when moving into acid pool
581 * fixed bug with incomplete path setting when using "--basepath" option
582 * moving CE can now leave walkable elements behind under the player
583 * when relocating, player can be set on walkable element now
584 * fixed another gravity movement bug
587 * uploaded pre-release (test) version 3.1.0-2 binary and source code
590 * added "collectible" and "removable" to extended replacement types
591 (where "removable" replaces "diggable" and "collectible" elements)
592 * added "collectible & throwable" (to throw element to the next field)
593 * fixed bug with CEs digging elements that are just about to explode
594 * changed mouse cursor now always being visible when game is paused
597 * added possibility to push/press accessible elements from a side that
599 * fixed bug with not setting actual date when appending to tape
602 * fixed bug with incorrectly initialized custom element editor graphics
605 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
606 - number of levels corrected from 18 to 17 in "levelinfo.conf"
609 * fixed bug with destroyed robot wheel still attracting robots forever
610 * fixed bug with time gate switch deactivating after robot wheel time
611 (while the time gate itself is not affected by this misbehaviour)
612 * changed behaviour of BD style amoeba to always get blocked by player
613 (before it was different when there were non-BD elements in level)
614 * fixed bug with player destroying indestructable elements with shield
617 * added option to make growing elements grow into anything diggable
618 (for the various amoeba types, biomaze and "game of life")
621 * fixed bug with movable elements not moving after left behind by CEs
622 * changed gravity movement to anything diggable, not only sand/base
623 * optionally allowing passing to walkable element, not only empty space
624 * added option "can pass to walkable element" for players
625 * finally fixed gravity movement (hopefully)
628 * fixed bug with movable elements not moving anymore after falling down
631 * fixed another bug with custom elements digging and leaving elements
632 * fixed bug with "along left/right side" and automatic start direction
633 * trigger elements now also displayed when "more custom" deactivated
634 * fixed bug with clipboard element initialized when loading new level
635 * added option "drop delay" to set delay before dropping next element
638 * uploaded pre-release (test) version 3.1.0-1 binary and source code
641 * added copy and paste functions for custom change pages
642 * enhanced graphical display and functionality of tape recorder
643 * fixed bug with custom elements digging and leaving elements
646 * added move speed faster than "very fast" for custom elements
647 * fixed bug with 3+3 style explosions and missing border content
648 * fixed little bug when copying custom elements in the editor
649 * enhanced custom element changes by more side trigger actions
652 * added option "no scrolling when relocating" for instant teleporting
653 * uploaded pre-release (test) version 3.1.0-0 binary and source code
656 * added trigger element and trigger player to use as target elements
657 * added copy and paste functions for custom and group elements
660 * fixed graphical bug when displaying explosion animations
661 * fixed bug when appending to tapes, resulting in broken tapes
662 * re-recorded a few tapes broken by fixing gravity checking bug
665 * "can move into acid" property now for all elements independently
666 * "can fall into acid" property for player stored in same bitfield now
667 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
668 * version number set to 3.1.0 (finally!)
671 * changed tape recording to only record input, not programmed actions
674 * fixed totally broken (every 8th frame skipped) step-by-step recording
675 * fixed bug with requester not displayed when quick-loading interrupted
676 * added option "can fall into acid (with gravity)" for players
677 * fixed bug with player not falling when snapping down with gravity
680 * fixed bug which messed up key config when using keypad number keys
683 * fixed bug which allowed moving upwards even when gravity was active
684 * fixed bug with missing error handling when dumping levels or tapes
687 * added different colored editor graphics for Supaplex gravity tubes
690 * fixed bug that allowed solvable tapes for unsolvable levels
693 * use unlimited number of droppable elements when "count" set to zero
694 * added option to use step limit instead of time limit for level
697 * added player and change page as trigger for custom element change
700 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
703 * fixed bug with dark yamyam changing to acid when moving over acid
704 * fixed handling of levels with more than 999 seconds level time
705 (example: level 76 of "Denmine")
708 * "spring push bug" reintroduced as configurable element property
709 * fixed bug with missing properties for "mole"
710 * fixed bug that showed up when fixing the above "mole" properties bug
711 * added option "can move into acid" for all movable elements
712 * fixed graphical bug for elements moving into acid
713 * changed event handling to handle all pending events before going on
716 * fixed bug which caused all CE change pages to be ignored which had
717 the same change event, but used a different element side
718 (reported by Simon Forsberg)
720 * fixed bug which caused elements that can move and fall and that are
721 transported by a conveyor belt to continue moving into that direction
722 after leaving the conveyor belt, regardless of their own movement
723 type; only elements which can not move are transported now
724 (reported by Simon Forsberg)
726 * fixed bug which could cause an array overflow in RelocatePlayer()
727 (reported by Niko Böhm)
729 * changed Emerald Mine style "passable / over" elements to "protected"
730 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
732 * added new option to select from which side a "walkable/passable"
733 element can be entered
736 * added explosion and ignition delay for elements that can explode
739 * fixed bug which caused player not being protected against enemies
740 when a CE was "walkable / inside" and was not "indestructible"
741 * added "walkable/passable" fields to be "protected/unprotected"
742 against enemies, even if not accessible "inside" but "over/under"
745 * corrected move pattern to 32 bit and initial move direction to 8 bit
748 * added second custom element base configuration page
751 * added some special EMC mappings to Emerald Mine level loader
752 (also covering previously unknown element in level 0 of "Bondmine 8")
755 * added option to block last field when player is moving (for Supaplex)
756 * adjusted push delay of Supaplex elements
757 * removed delays for envelopes etc. when replaying with maximum speed
758 * fixed bug when dropping element on a field that just changed to empty
761 * fixed bug: infotrons can now smash yellow disks
762 * fixed bug: when gravity active, port above player can now be entered
763 * removed "one white dot" mouse pointer which irritated some people
766 * added "choice type" for group element selection
769 * fixed bug with initial invulnerability of non-yellow player
772 * added level loader for loading native Supaplex packed levels
773 (including multi-part levels like the "splvls99" levels)
776 * fixed bug which allowed creating emeralds by escaping explosions
779 * custom elements can change (limited) or leave (unlimited) elements
780 * finally added multiple matches using group elements
781 * added shortcut to dump brush (type ":DB" in editor) for use in forum
784 * added new start movement type "previous" for continued CE movement
785 * added new start movement type "random" for random CE movement start
788 * added new element "sokoban_field_player" needed for Sokoban levels
789 (thanks to Ed Booker for pointing this out!)
792 * added elements that can be digged or left behind by custom elements
795 * added group elements for multiple matches and random element creation
798 * fixed some graphical errors displayed in old levels
801 * fixed wrong double speed movement after passing closing gates
804 * added level loader for loading native Emerald Mine levels
807 * changes for "shooting" style CE movement
810 * Happy New Year! ;-)
813 * changed default snap/drop keys from left/right Shift to Control keys
816 * fixed bug with dead player getting reanimated from custom element
819 * fixed bug with wrong penguin graphics (when entering exit)
822 * fixed bug with wrong "Murphy" graphics (when digging etc.)
825 * version number set to 3.0.9
828 * version 3.0.8 released
831 * added function checked_free()
834 * fixed bug with double nut cracking sound
835 (by eliminating "default element action sound" assignment in init.c)
838 * fixed crash when no music info files are available
841 * fixed boring and sleeping sounds
844 * added "maze runner" and "maze hunter" movement types
845 * added extended collision conditions for custom elements
848 * added warnings for undefined token values in artwork config files
851 * added menu entry for level set information to the info screen
854 * fixed bug with wrong default impact sound for colored emeralds
857 * added several sub-screens for the info screen
858 * menu text now also clickable (not only blue/red sphere left of it)
861 * added configurable "bored" and "sleeping" animations for the player
862 * added "awakening" sound for player when waking up after sleeping
865 * added "copy" and "exchange" functions for custom elements to editor
868 * added configurable element animations for info screen
871 * added configurable music credits for info screen
874 * finally fixed tape recording when player is created from CE change
877 * added "editorsetup.conf" for editor element list configuration
880 * added "musicinfo.conf" for menu and level music configuration
883 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
884 (that only showed up on Linux, but not on Windows systems)
887 * fixed turning movement of butterflies and fireflies (no frame reset)
888 * enhanced sniksnak turning movement (two steps instead of only one)
891 * version number set to 3.0.8
894 * version 3.0.7 released
897 * fixed reset of player animation frame when, for example,
898 walking, digging or collecting share the same animation
899 * fixed CE with "deadly when touching" exploding when touching amoeba
902 * fixed tape recording when player is created from CE element change
905 * introduced "turning..." action graphic for elements with move delay
906 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
907 * added turning animations for bug, spaceship and sniksnak
910 * prevent "extended" changed elements from delay change in same frame
913 * fixed bug when pushing element that can move away to the side
914 (like pushing falling elements, but now with moving elements)
917 * finally fixed serious bug in code for delayed element pushing (again)
920 * unavailable setup options now marked as "n/a" instead of "off"
921 * new boolean directive "latest_engine" for "levelinfo.conf": when set
922 to "true", levels are always played with the latest game engine,
923 which is desired for levels that are imported from other games; all
924 other levels are played with the engine version stored in level file
925 (which is normally the engine version the level was created with)
928 * fixed serious bug in code for delayed element pushing
929 * fixed little bug in animation frame selection for pushed elements
930 * speed-up of reading config file for verbose output
933 * added configuration option for opening and closing Supaplex exit
934 * added configuration option for moving up/down animation for Murphy
935 * fixed incorrectly displayed animation for attacking dragon
936 * fixed bug with not setting initial gravity for each new game
937 * fixed bug with teleportation of player by custom element change
938 * fixed bug with player not getting smashed by rock sometimes
941 * version number set to 3.0.7
944 * version 3.0.6 released
947 * added support for MP3 music for SDL version through SMPEG library
950 * fixed bug when initializing font graphic structure
951 * fixed bug with animation mode "pingpong" when using only 1 frame
952 * fixed bug with extended change target introduced in 3.0.5
953 * fixed bug where passing over moving element doubles player speed
954 * fixed bug with elements continuing to move into push direction
955 * fixed bug with duplicated player when dropping bomb with shield on
956 * added "switching" event for custom elements ("pressing" only once)
957 * fixed switching bug (resetting flag when not switching but not idle)
960 * fixed element tokens for certain file elements with ".active" etc.
963 * version number set to 3.0.6
966 * version 3.0.5 released
969 * now four envelope elements available
970 * font, background, animation and sound for envelope now configurable
971 * main menu doors opening/closing animation type now configurable
974 * active/inactive sides configurable for custom element changes
975 * new movement type "move when pushed" available for custom elements
978 * fixed bug in multiple config pages loader code that caused crashes
981 * enhanced (remaining low-resolution) Supaplex graphics
984 * version number set to 3.0.5
987 * version 3.0.4 released
989 2003-09-12 src/tools.c
990 * fixed bug in custom definition of crumbled element graphics
992 2003-09-11 src/files.c
993 * fixed bug in multiple config pages code that caused crashes
996 * version number set to 3.0.4
999 * version 3.0.3 released
1002 * added music to Supaplex classic level set
1004 2003-09-07 src/libgame/misc.c
1005 * added support for loading various music formats through SDL_mixer
1007 2003-09-06 (various source files)
1008 * fixed several nasty bugs that may have caused crashes on some systems
1009 * added envelope content which gets displayed when collecting envelope
1010 * added multiple change event pages for custom elements
1012 2003-08-24 src/game.c
1013 * fixed problem with player animation when snapping and moving
1015 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1016 * fixed problem with flickering when drawing toon animations
1018 2003-08-23 src/libgame/sdl.c
1019 * fixed problem with setting mouse cursor in SDL version in fullscreen
1021 2003-08-23 src/game.c
1022 * fixed bug (missing array boundary check) which could crash the game
1025 * version number set to 3.0.3
1028 * version 3.0.2 released
1030 2003-08-21 src/game.c
1031 * fixed bug with creating inaccessible elements at player position
1033 2003-08-20 src/init.c
1034 * fixed bug with not finding current level artwork directory
1036 2003-08-20 src/files.c
1037 * fixed bug with choosing wrong engine version when playing tapes
1038 * fixed bug with messing up custom element properties in 3.0.0 levels
1041 * version number set to 3.0.2
1044 * version 3.0.1 released
1046 2003-08-17 (no source files affected)
1047 * changed all "classic" PCX image files with 16 colors or less to
1048 256 color (8 bit) storage format, because the Allegro game library
1049 cannot handle PCX files with less than 256 colors (contributed
1050 graphics are not affected and might look wrong in the DOS version)
1052 2003-08-16 src/init.c
1053 * fixed bug which (for example) crashed the level editor when defining
1054 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1055 (only set to default) -- invalid graphics now set to default graphic
1057 2003-08-16 src/init.c
1058 * fixed graphical bug of player digging/collecting/snapping element
1059 when no corresponding graphic/animation is defined for this action,
1060 resulting in player being drawn as EL_EMPTY (which should only be
1061 done to elements being collected, but not to the player)
1063 2003-08-16 src/game.c
1064 * fixed small graphical bug of player not totally moving into exit
1066 2003-08-16 src/libgame/setup.c
1067 * fixed bug with wrong MS-DOS 8.3 filename conversion
1069 2003-08-16 src/tools.c
1070 * fixed bug with invisible mouse cursor when pressing ESC while playing
1072 2003-08-16 (various source files)
1073 * added another 128 custom elements (disabled in editor by default)
1075 2003-08-16 src/editor.c
1076 * fixed NULL string bug causing Solaris to crash in sprintf()
1078 2003-08-16 src/screen.c
1079 * fixed drawing over scrollbar on level selection with custom fonts
1081 2003-08-15 src/game.c
1082 * cleanup of simple sounds / loop sounds / music settings
1084 2003-08-08 (various source files)
1085 * added custom element property for dropping collected elements
1087 2003-08-08 src/conf_gfx.c
1088 * fixed bug with missing graphic for active red disk bomb
1090 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1091 * extended variable "level.gravity" to "level.initial_gravity" and
1092 "game.current_gravity" to prevent level setting from being changed
1093 by playing the level (keeping the runtime value after playing)
1095 * fixed graphics bug when digging element that has 'crumbled' graphic
1096 definition, but not 'diggable' graphic definition
1099 * version number set to 3.0.1
1102 * version 3.0.0 released
1105 * various bug fixes; among others:
1106 - fixed bug with pushing spring over empty space
1107 - fixed bug with leaving tube while placing dynamite
1108 - fixed bug with explosion of smashed penguins
1109 - allow Murphy player graphic in levels with non-Supaplex elements
1113 * I have forgotten to document changes for some time
1116 * pre-release version 2.2.0rc1 released
1119 * version number set to 2.1.2
1122 * version 2.1.1 released
1125 * version number set to 2.1.1
1128 * version 2.1.0 released
1131 * version number set to 2.1.0
1133 2002-04-03 to 2002-05-19 (various source files)
1134 * graphics, sounds and music now fully configurable
1135 * bug fixed that prevented walking through tubes when gravity on
1137 2002-04-02 src/events.c, src/editor.c
1138 * Make Escape key less aggressive when playing or when editing level.
1139 This can be configured as an option in the setup menu. (Default is
1140 "less aggressive" which means "ask user if something can be lost"
1141 when pressing the Escape key.)
1143 2002-04-02 src/screen.c
1144 * Added "graphics setup" screen.
1146 2002-04-01 src/screen.c
1147 * Changed "choose level" setup screen stuff to be more generic (to
1148 make it easier to add more "choose from generic tree" setup screens).
1150 2002-04-01 src/config.c, src/timestamp.h
1151 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1152 automatically gets created by "src/Makefile" and contains an actual
1153 compile-time timestamp to identify development versions of the game).
1155 2002-03-31 src/tape.c, src/events.c
1156 * Added quick game/tape save/load functions to tape stuff which can be
1157 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1158 loads previously recorded tape and directly goes into recording mode
1159 from the end of the tape (therefore appending to the tape).
1161 2002-03-31 src/tape.c
1162 * Added "index mark" function to tape recorder. When playing or
1163 recording, "eject" button changes to "index" button. Setting index
1164 mark is not yet implemented, but pressing index button when playing
1165 allows very quick advancing to end of tape (when normal playing),
1166 very fast forward mode (when playing with normal fast forward) or
1167 very fast reaching of "pause before end of tape" (when playing with
1168 "pause before end" playing mode).
1170 2002-03-30 src/cartoons.c
1171 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1173 2002-03-29 src/screen.c
1174 * Changed setup screen stuff to be more generic (to make it easier
1175 to add more setup screens).
1177 2002-03-23 src/main.c, src/main.h
1178 * Various changes due to the introduction of the new libgame files
1179 "setup.c" and "joystick.c".
1181 2002-03-23 src/files.c
1182 * Generic parts of "src/files.c" (mainly setup and level directory
1183 stuff) moved to new libgame file "src/libgame/setup.c".
1185 2002-03-23 src/joystick.c
1186 * File "src/joystick.c" moved to libgame source tree, with
1187 correspondig changes.
1189 2002-03-22 src/screens.c
1190 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1191 (Wrong level series information displayed when entering main group.)
1193 2002-03-22 src/editor.c
1194 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1196 2002-03-22 src/editor.c
1197 * Changed behaviour of "Escape" key in level editor to be more
1198 intuitive: When in "Element Properties" or "Level Info" mode,
1199 return to "Drawing Mode" instead of leaving the level editor.
1201 2002-03-21 src/game.c, src/editor.c, src/files.c
1202 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1203 gems (emeralds, diamonds, ...) slipping down from normal wall,
1204 steel wall and growing wall (as in E.M.C. style levels). Although
1205 the behaviour of contributed and private levels wasn't changed (due
1206 to the use of "level.game_version"; see previous entry), editing
1207 those levels will (of course) change the behaviour accordingly.
1209 This change seems a bit too hard after thinking about it, because
1210 the EM style behaviour is not the "expected" behaviour (gems would
1211 normally only slip down from "rounded" walls). Therefore this was
1212 now changed to an element property for gem style elements, with the
1213 default setting "off" (which means: no special EM style behaviour).
1214 To fix older converted levels, this flag is set to "on" for pre-2.0
1215 levels that are neither contributed nor private levels.
1217 2002-03-20 src/files.h
1218 * Corrected settings for "level.game_version" depending of level type.
1219 (Contributed and private levels always get played with game engine
1220 version they were created with, while converted levels always get
1221 played with the most recent version of the game engine, to let new
1222 corrections of the emulation behaviour take effect.)
1224 2002-03-20 src/main.h
1225 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1226 compiling the SDL version on some systems.
1227 Thanks to the several people who pointed this out.
1230 * Version number set to 2.0.2.
1233 * Version 2.0.1 released.
1235 2002-03-18 src/screens.c
1236 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1238 2002-03-18 src/files.c [src/libgame/misc.c]
1239 * Moved some common functions from src/files.c to src/libgame/misc.c.
1241 2002-03-18 src/files.c [src/libgame/misc.c]
1242 * Changed permissions for new directories and saved files (especially
1243 score files) according to suggestions of Debian users and mantainers.
1244 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1246 2002-03-17 src/files.c
1247 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1248 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1249 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1250 for levels and "TAPE" for tapes). Old "cookie" style format is
1251 still supported for reading. New level and tape files are written
1254 * New IFF chunk "VERS" contains version numbers for file and game
1255 (where "game version" is the version of the program that wrote the
1256 file, and "file version" is a version number to distinguish files
1257 with different format, for example after adding new features).
1259 2002-03-15 src/screen.c
1260 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1261 (Before, you heard a mixture of the in-game music and the
1262 hall-of-fame music.)
1264 2002-03-14 src/events.c
1265 * Function "DumpTape()" (files.c) now available by pressing 't' from
1266 main menu (when in DEBUG mode).
1268 2002-03-14 src/game.c
1269 * "GameWon()": When game was won playing a tape, now there is no delay
1270 raising the score and no corresponding sound is played.
1272 2002-03-14 src/files.c
1273 * Changed "LoadTape()" for real chunk support and also adjusted
1274 "SaveTape()" accordingly.
1276 2002-03-14 src/game.c, src/tape.c, src/files.c
1277 * Important changes to tape format: The old tape format stored all
1278 actions with a real effect with a corresponding delay between the
1279 stored actions. This had some major disadvantages (for example,
1280 push delays had to be ignored, pressing a button for some seconds
1281 mutated to several single button presses because of the non-action
1282 delays between two action frames etc.). The new tape format just
1283 stupidly records all device actions and replays them later. I really
1284 don't know why I haven't solved it that way before?! Old-style tapes
1285 (with tape file version less than 2.0) get converted to the new
1286 format on-the-fly when loading and can therefore still be played;
1287 only some minor parts of the old-style tape handling code was needed.
1288 (A perfect conversion is not possible, because there is information
1289 missing about the device actions between two action frames.)
1291 2002-03-14 src/files.c
1292 * New function "DumpTape()" to dump the contents of the current tape
1293 in a human readable format.
1295 2002-03-14 src/game.c
1296 * Small tape bug fixed: When automatically advancing to next level
1297 after a game was won, the tape from the previous level still was
1298 loaded as a tape for the new level.
1300 2002-03-14 src/tape.c
1301 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1302 tape, cartoons did not get completely removed because
1303 StopAnimation() was not called.
1305 2002-03-13 src/files.c
1306 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1307 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1308 size even when using 16-bit elements). Added new chunk "CNT2" for
1309 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1310 chunk even when content was 16-bit element). "CNT2" should now be
1311 able to store content for arbitrary elements (up to eight blocks of
1312 3 x 3 element arrays). All "CNT2" elements will always be stored as
1313 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1315 2002-03-13 src/files.c
1316 * Changed "LoadLevel()" for real chunk support.
1318 2002-03-12 src/game.c
1319 * Fixed problem (introduced after 2.0.0 release) with penguins
1320 not getting killed by enemies
1322 2002-02-24 src/game.c, src/main.h
1323 * Added "player->is_moving"; now "player->last_move_dir" does
1324 not contain any information if the player is just moving at
1326 Before, "player->last_move_dir" was misused for this purpose
1327 for the robot stuff (robots don't kill players when they are
1328 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1329 broke tapes when walking through pipes!
1330 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1331 in a continuous movement. This fact is ignored for friends and