2 * fixed minor graphical problems with springs smashing and slurping
3 (when using R'n'D style graphics instead of EMC style graphics)
6 * added scroll delay (as configured in setup) to EMC graphics engine
9 * improved screen redraw for EMC graphics engine (faster and smoother)
10 * when not scrolling, do not redraw the whole playfield if not needed
13 * added multi-player mode for EMC game engine (with up to four players)
16 * added android (can clone elements) from EMC engine to R'n'D engine
19 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
22 * added selectbox for initial player speed to player settings in editor
25 * version 3.1.2 created that is basically version 3.1.1, but with a
26 major bug fixed that prevented editing your own private levels
27 * version 3.1.2 released
30 * added magic ball (creates elements) from EMC engine to R'n'D engine
33 * uploaded fixed pre-release version 3.2.0-6 binary and source code
36 * fixed bug when using "CE can leave behind <trigger element>"
37 * added new change condition "(after/when) creation of <element>"
38 * added new change condition "(after/when) digging <element>"
39 * fixed bug accessing invalid gadget that caused crashes under Windows
40 * deactivated new possibility for multiple CE changes per frame
43 * uploaded pre-release (test) version 3.2.0-6 binary and source code
46 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
47 * fixed bug with not keeping CE value for moving CEs with only action
48 * changed CE action selectboxes in editor to be only reset when needed
51 * added option "use artwork from element" for custom player artwork
52 * added option "use explosion from element" for player explosions
55 * added cascaded element lists in the level editor
56 * added persistence for cascaded element lists by "editorcascade.conf"
57 * added dynamic element list with all elements used in current level
58 * added possibility for multiple CE changes per frame (experimental)
61 * uploaded pre-release (test) version 3.2.0-5 binary and source code
64 * changed "score for each 10 seconds/steps left" to "1 second/step"
65 * added own score for collecting "extra time" instead of sharing it
66 * added change events "switched by player" and "player switches <e>"
67 * added change events "snapped by player" and "player snaps <e>"
68 * added "set player artwork: <element choice>" to CE action options
69 * added change event "move of <element>"
72 * added "set player shield: off / normal / deadly" to CE action options
73 * added new player option "use level start element" in level editor
74 to set the correct focus at level start to elements from which the
75 player is created later (this did not work before for cascaded CE
76 changes resulting in creation of the player; it is now also possible
77 to create the player from a yam yam which is smashed at level start)
80 * added "set player speed: frozen (not moving)" to CE action options
81 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
84 * added new player option "block snap field" (enabled by default) to
85 make it possible to show a snapping animation like in Emerald Mine
88 * added dynamic selectboxes to custom element action settings in editor
89 * added "CE value" counter for custom elements (instead of "CE count")
90 * added option to use the last "CE value" after custom element change
91 * added option to use the "CE value" of other elements in CE actions
92 * fixed odd behaviour when pressing time orb in levels w/o time limit
93 * added checkbox "use time orb bug" for older levels that use this bug
96 * added missing configuration settings for the following elements:
97 - EL_TIMEGATE_SWITCH (time of open time gate)
98 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
99 - EL_SHIELD_NORMAL (time of shield duration)
100 - EL_SHIELD_DEADLY (time of shield duration)
101 - EL_EXTRA_TIME (time added to level time)
102 - EL_TIME_ORB_FULL (time added to level time)
105 * added "wind direction" as a movement pattern for custom elements
106 * added initial wind direction for balloon / custom elements to editor
107 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
110 * added parameters for "game of life" and "biomaze" elements to editor
113 * added level file chunk "CONF" for generic level and element settings
116 * uploaded pre-release (test) version 3.2.0-4 binary and source code
119 * skip empty level sets (with "levels: 0"; may be artwork base sets)
120 * added sound action ".page[1]" to ".page[32]" for each CE change page
123 * added image config suffix ".clone_from" to copy whole image settings
124 * fixed bug with invalid ("undefined") CE settings in old level files
127 * fixed graphical bug with smashing elements falling faster than player
130 * fixed major bug which prevented private levels from being edited
131 * fixed bug with precedence of general and special font definitions
134 * fixed graphical bug with player animation when player moves slowly
137 * uploaded pre-release (test) version 3.2.0-3 binary and source code
140 * fixed bug which prevented "global.num_toons: 0" from working
143 * major code cleanup (removed all these annoying "#if 0" blocks)
146 * added custom element actions for CE change page in level editor
149 * fixed music initialization bug in init.c (thanks to David Binderman)
150 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
151 (this bug must probably be fixed at other places, too)
154 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
155 (should be '#include <SDL.h>' instead)
158 * fixed bug which prevented "walkable from no direction" from working
159 (due to compatibility code overwriting this setting after loading)
162 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
165 * version number temporarily set to 3.1.1 (intermediate bugfix release)
166 * version 3.1.1 released
169 * changed some va_arg() arguments from 'long' to 'int', fixing problems
170 on 64-bit architecture systems with LP64 data model
173 * fixed bug with bombs not exploding when hitting the last level line
174 (introduced after the release of 3.1.0)
177 * added support for dumping small-sized level sketches from editor
180 * added recognition of "trigger element" for "change digged element to"
181 (this is not really what the "trigger element" was made for, but its
182 use may seem obvious for leaving back digged elements unchanged)
185 * fixed multiple warnings about failed joystick device initialization
188 * fixed bug with dynamite dropped on top of just dropped custom element
189 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
190 dynamite can still be dropped, but drop key must be released before
193 * fixed bug with wrong start directory when started from file browser
194 (due to this bug, R'n'D could not be started from KDE's Konqueror)
197 * fixed bug causing "change when impact" on player not working
198 * fixed wrong priority of "hitting something" over "hitting <element>"
199 * fixed wrong priority of "hit by something" over "hit by <element>"
202 * fixed graphical bug which caused the player (being Murphy) to show
203 collecting animations although the element was collected by penguin
206 * fixed two bugs causing wrong door background graphics in system.c
207 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
210 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
211 * added "no direction" to "walkable/passable from" selectbox options
214 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
215 * in tape autoplay, not only report broken, but also missing tapes
218 * uploaded pre-release (test) version 3.2.0-2 binary and source code
221 * fixed small bug with "linear" animation not working for active lamp
224 * fixed bug with moving up despite gravity due to "block last field"
225 * fixed small bug with wrong draw offset when typing name in main menu
226 * when reading user names from "passwd", ignore data after first comma
227 * when creating new "levelinfo.conf", only write some selected entries
230 * fixed displaying "imported from/by" on preview with empty string
231 * fixed ignoring draw offset for fonts used for level preview texts
234 * fixed a delay problem with SDL and too many mouse motion events
235 * added setup option "skip levels" and level skipping functionality
238 * added move speed "not moving" for non-moving CEs, but with direction
241 * fixed mapping of obsolete element token names in "editorsetup.conf"
242 * fixed bug with sound "acid.splashing" treated as a loop sound
243 * fixed some little sound bugs in native EM engine
246 * fixed small bug when dragging scrollbars to end positions
249 * added editor element descriptions written by Aaron Davidson
252 * improved fallback handling when configured artwork is not available
253 (now using default artwork instead of exiting when files not found)
256 * fixed bug on level selection screen when dragging scrollbar
259 * fixed bug which caused broken tapes when appending to EM engine tapes
262 * uploaded pre-release (test) version 3.2.0-1 binary and source code
265 * added code to replace changed artwork config tokens with other tokens
266 (needed for backwards compatibility, so that older tokens still work)
269 * added native R'n'D graphics for some new EMC elements in EM engine
272 * fixed some bugs in the EM engine integration code
273 * changed EM engine code to allow diagonal movement
274 * changed EM engine code to allow use of separate snap and drop keys
277 * fixed some redraw bugs when using EM engine
280 * fixed bug with not converting RND levels which are set to use native
281 engine to native level structure when loading
284 * uploaded pre-release (test) version 3.2.0-0 binary and source code
287 * version number set to 3.2.0
290 * level data now reset to defaults after attempt to load invalid file
293 * added use of "editorsetup.conf" for different level sets
296 * added auto-detection for various types of Emerald Mine level files
299 * fixed bug with scrollbars getting too small when list is very large
302 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
305 * added most level editor configuration gadgets for new EMC elements
308 * added more element and graphic definitions for new EMC elements
311 * modified native EM engine to use integrated R'n'D sound system
314 * added SDL support to graphics functions in native EM engine
315 (by always using generic libgame interface functions)
318 * fixed bug in frame synchronization in native EM engine
321 * added code to convert levels between R'n'D and native EM engine
324 * new Emerald Mine engine can now play levels selected in main menu
327 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
328 (which creates scaled down graphics for level editor and preview);
329 there's still a memory leak somewhere in the artwork handling code
330 * added "scale image up" functionality to X11 version of zoom function
333 * first attempts to integrate new, native Emerald Mine Club engine
336 * fixed bug in gadget code which caused reset of CEs in level editor
337 (example: pressing 'b' [grab brush] on CE config page erased values)
338 (solution: check if gadgets in ClickOnGadget() are really mapped)
339 * improved level change detection in editor (settings now also checked)
340 * fixed bug with "can move into acid" and "don't collide with" state
343 * fixed maze runner style CEs to use the configured move delay value
346 * added Aaron Davidson's tutorial level set to the "Tutorials" section
349 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
350 * fixed the above fix because it broke level set "machine" (*sigh*)
351 * fixed random element placement in level editor to work as expected
352 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
355 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
358 * fixed bug (missing array boundary check) which caused broken tapes
359 * fixed bug (when loading level template) which caused broken levels
360 * fixed bug with new block last field code when using non-yellow player
363 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
364 * internal change of how the player blocks the last field when moving
365 * fixed blocking delay of last field for EM and SP style block delay
366 * fixed bug where the player had to wait for the usual move delay after
367 unsuccessfully trying to move, when he directly could move after that
368 * the last two changes should make original Supaplex level 93 solvable
369 * improved use of random number generator to make it less predictable
370 * fixed behaviour of slippery SP elements to let slip left, then right
373 * fixed bug with wrong door state after trying to quickload empty tape
374 * fixed waste of static memory usage of the binary, making it smaller
375 * fixed very little graphical bug in Supaplex explosion
378 * version number set to 3.1.1
381 * version 3.1.0 released
384 * fixed bug with crash when writing user levelinfo.conf the first time
387 * added option "convert LEVELDIR [NR]" to command line batch commands
388 * re-converted Supaplex levels to apply latest engine fixes
389 * changed "use graphic/sound of element" to "use graphic of element"
390 due to compatibility problems with some levels ("bug machine" etc.)
393 * fixed bug with CE change replacing player with same or other player
396 * fixed bug with opaque font in envelope with background graphic when
397 background graphic is not transparent itself
400 * added "gravity on" and "gravity off" ports for Supaplex compatibility
401 * corrected original Supaplex level loading code to use these new ports
402 * also corrected Supaplex loader to auto-count infotrons if set to zero
405 * fixed bug with missing initialization of "modified" flag for GEs
408 * fixed bug that caused endless recursion loop when relocating player
409 * fixed tape recorder bug in "step mode" when using "pause before end"
410 * fixed tape recorder bug when changing from "warp forward" mode
413 * fixed bug with "when touching" for pushed elements at last position
416 * fixed bug that caused two activated toolbox buttons in level editor
417 * fixed bug with exploding dynabomb under player due to other explosion
420 * fixed bug with creating walkable custom element under player (again)
421 * fixed bug with not copying explosion type when copying CEs in editor
422 * fixed graphical bug when drawing player in setup menu (input devices)
423 * fixed graphical bug when the player is pushing an accessible element
424 * fixed bug with classic switchable elements triggering CE changes
425 * fixed bug with entering/leaving walkable element in RelocatePlayer()
426 * fixed crash bug when CE leaves behind the trigger player element
429 * fixed bug with broken tubes after placing/exploding dynamite in them
430 * fixed bug with exploding dynamite under player due to other explosion
431 * fixed bug with not resetting push delay under certain circumstances
434 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
435 * added network multiplayer code for Windows (thanks to Niko Böhm)
438 * added option "reachable despite gravity" for gravity movement
439 * changed gravity movement of most classic walkable and passable
440 elements back to "not reachable" (for compatibility reasons)
443 * fixed (removed) "indestructible" / "can explode" dependency in editor
444 * fixed (removed) "accessible inside" / "protected" dependency
445 * fixed (removed) "step mode" / "shield time" dependency
448 * fixed dynabombs exploding now into anything diggable
449 * fixed Supaplex style gravity movement into buggy base now impossible
450 * added pressing key "space" as valid action to select menu options
453 * added "replace when walkable" to relocate player to walkable element
454 * added "enter"/"leave" event for elements affected by relocation
455 * fixed "direct"/"indirect" change order also for "when change" event
456 * fixed graphical bug when pushing things from elements walkable inside
459 * fixed graphic bug when player is snapping while moving in old levels
460 * fixed bug when a moving custom element leaves a player element behind
461 * fixed bug with mole not disappearing when moving into acid pool
462 * fixed bug with incomplete path setting when using "--basepath" option
463 * moving CE can now leave walkable elements behind under the player
464 * when relocating, player can be set on walkable element now
465 * fixed another gravity movement bug
468 * uploaded pre-release (test) version 3.1.0-2 binary and source code
471 * added "collectible" and "removable" to extended replacement types
472 (where "removable" replaces "diggable" and "collectible" elements)
473 * added "collectible & throwable" (to throw element to the next field)
474 * fixed bug with CEs digging elements that are just about to explode
475 * changed mouse cursor now always being visible when game is paused
478 * added possibility to push/press accessible elements from a side that
480 * fixed bug with not setting actual date when appending to tape
483 * fixed bug with incorrectly initialized custom element editor graphics
486 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
487 - number of levels corrected from 18 to 17 in "levelinfo.conf"
490 * fixed bug with destroyed robot wheel still attracting robots forever
491 * fixed bug with time gate switch deactivating after robot wheel time
492 (while the time gate itself is not affected by this misbehaviour)
493 * changed behaviour of BD style amoeba to always get blocked by player
494 (before it was different when there were non-BD elements in level)
495 * fixed bug with player destroying indestructable elements with shield
498 * added option to make growing elements grow into anything diggable
499 (for the various amoeba types, biomaze and "game of life")
502 * fixed bug with movable elements not moving after left behind by CEs
503 * changed gravity movement to anything diggable, not only sand/base
504 * optionally allowing passing to walkable element, not only empty space
505 * added option "can pass to walkable element" for players
506 * finally fixed gravity movement (hopefully)
509 * fixed bug with movable elements not moving anymore after falling down
512 * fixed another bug with custom elements digging and leaving elements
513 * fixed bug with "along left/right side" and automatic start direction
514 * trigger elements now also displayed when "more custom" deactivated
515 * fixed bug with clipboard element initialized when loading new level
516 * added option "drop delay" to set delay before dropping next element
519 * uploaded pre-release (test) version 3.1.0-1 binary and source code
522 * added copy and paste functions for custom change pages
523 * enhanced graphical display and functionality of tape recorder
524 * fixed bug with custom elements digging and leaving elements
527 * added move speed faster than "very fast" for custom elements
528 * fixed bug with 3+3 style explosions and missing border content
529 * fixed little bug when copying custom elements in the editor
530 * enhanced custom element changes by more side trigger actions
533 * added option "no scrolling when relocating" for instant teleporting
534 * uploaded pre-release (test) version 3.1.0-0 binary and source code
537 * added trigger element and trigger player to use as target elements
538 * added copy and paste functions for custom and group elements
541 * fixed graphical bug when displaying explosion animations
542 * fixed bug when appending to tapes, resulting in broken tapes
543 * re-recorded a few tapes broken by fixing gravity checking bug
546 * "can move into acid" property now for all elements independently
547 * "can fall into acid" property for player stored in same bitfield now
548 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
549 * version number set to 3.1.0 (finally!)
552 * changed tape recording to only record input, not programmed actions
555 * fixed totally broken (every 8th frame skipped) step-by-step recording
556 * fixed bug with requester not displayed when quick-loading interrupted
557 * added option "can fall into acid (with gravity)" for players
558 * fixed bug with player not falling when snapping down with gravity
561 * fixed bug which messed up key config when using keypad number keys
564 * fixed bug which allowed moving upwards even when gravity was active
565 * fixed bug with missing error handling when dumping levels or tapes
568 * added different colored editor graphics for Supaplex gravity tubes
571 * fixed bug that allowed solvable tapes for unsolvable levels
574 * use unlimited number of droppable elements when "count" set to zero
575 * added option to use step limit instead of time limit for level
578 * added player and change page as trigger for custom element change
581 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
584 * fixed bug with dark yamyam changing to acid when moving over acid
585 * fixed handling of levels with more than 999 seconds level time
586 (example: level 76 of "Denmine")
589 * "spring push bug" reintroduced as configurable element property
590 * fixed bug with missing properties for "mole"
591 * fixed bug that showed up when fixing the above "mole" properties bug
592 * added option "can move into acid" for all movable elements
593 * fixed graphical bug for elements moving into acid
594 * changed event handling to handle all pending events before going on
597 * fixed bug which caused all CE change pages to be ignored which had
598 the same change event, but used a different element side
599 (reported by Simon Forsberg)
601 * fixed bug which caused elements that can move and fall and that are
602 transported by a conveyor belt to continue moving into that direction
603 after leaving the conveyor belt, regardless of their own movement
604 type; only elements which can not move are transported now
605 (reported by Simon Forsberg)
607 * fixed bug which could cause an array overflow in RelocatePlayer()
608 (reported by Niko Böhm)
610 * changed Emerald Mine style "passable / over" elements to "protected"
611 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
613 * added new option to select from which side a "walkable/passable"
614 element can be entered
617 * added explosion and ignition delay for elements that can explode
620 * fixed bug which caused player not being protected against enemies
621 when a CE was "walkable / inside" and was not "indestructible"
622 * added "walkable/passable" fields to be "protected/unprotected"
623 against enemies, even if not accessible "inside" but "over/under"
626 * corrected move pattern to 32 bit and initial move direction to 8 bit
629 * added second custom element base configuration page
632 * added some special EMC mappings to Emerald Mine level loader
633 (also covering previously unknown element in level 0 of "Bondmine 8")
636 * added option to block last field when player is moving (for Supaplex)
637 * adjusted push delay of Supaplex elements
638 * removed delays for envelopes etc. when replaying with maximum speed
639 * fixed bug when dropping element on a field that just changed to empty
642 * fixed bug: infotrons can now smash yellow disks
643 * fixed bug: when gravity active, port above player can now be entered
644 * removed "one white dot" mouse pointer which irritated some people
647 * added "choice type" for group element selection
650 * fixed bug with initial invulnerability of non-yellow player
653 * added level loader for loading native Supaplex packed levels
654 (including multi-part levels like the "splvls99" levels)
657 * fixed bug which allowed creating emeralds by escaping explosions
660 * custom elements can change (limited) or leave (unlimited) elements
661 * finally added multiple matches using group elements
662 * added shortcut to dump brush (type ":DB" in editor) for use in forum
665 * added new start movement type "previous" for continued CE movement
666 * added new start movement type "random" for random CE movement start
669 * added new element "sokoban_field_player" needed for Sokoban levels
670 (thanks to Ed Booker for pointing this out!)
673 * added elements that can be digged or left behind by custom elements
676 * added group elements for multiple matches and random element creation
679 * fixed some graphical errors displayed in old levels
682 * fixed wrong double speed movement after passing closing gates
685 * added level loader for loading native Emerald Mine levels
688 * changes for "shooting" style CE movement
691 * Happy New Year! ;-)
694 * changed default snap/drop keys from left/right Shift to Control keys
697 * fixed bug with dead player getting reanimated from custom element
700 * fixed bug with wrong penguin graphics (when entering exit)
703 * fixed bug with wrong "Murphy" graphics (when digging etc.)
706 * version number set to 3.0.9
709 * version 3.0.8 released
712 * added function checked_free()
715 * fixed bug with double nut cracking sound
716 (by eliminating "default element action sound" assignment in init.c)
719 * fixed crash when no music info files are available
722 * fixed boring and sleeping sounds
725 * added "maze runner" and "maze hunter" movement types
726 * added extended collision conditions for custom elements
729 * added warnings for undefined token values in artwork config files
732 * added menu entry for level set information to the info screen
735 * fixed bug with wrong default impact sound for colored emeralds
738 * added several sub-screens for the info screen
739 * menu text now also clickable (not only blue/red sphere left of it)
742 * added configurable "bored" and "sleeping" animations for the player
743 * added "awakening" sound for player when waking up after sleeping
746 * added "copy" and "exchange" functions for custom elements to editor
749 * added configurable element animations for info screen
752 * added configurable music credits for info screen
755 * finally fixed tape recording when player is created from CE change
758 * added "editorsetup.conf" for editor element list configuration
761 * added "musicinfo.conf" for menu and level music configuration
764 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
765 (that only showed up on Linux, but not on Windows systems)
768 * fixed turning movement of butterflies and fireflies (no frame reset)
769 * enhanced sniksnak turning movement (two steps instead of only one)
772 * version number set to 3.0.8
775 * version 3.0.7 released
778 * fixed reset of player animation frame when, for example,
779 walking, digging or collecting share the same animation
780 * fixed CE with "deadly when touching" exploding when touching amoeba
783 * fixed tape recording when player is created from CE element change
786 * introduced "turning..." action graphic for elements with move delay
787 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
788 * added turning animations for bug, spaceship and sniksnak
791 * prevent "extended" changed elements from delay change in same frame
794 * fixed bug when pushing element that can move away to the side
795 (like pushing falling elements, but now with moving elements)
798 * finally fixed serious bug in code for delayed element pushing (again)
801 * unavailable setup options now marked as "n/a" instead of "off"
802 * new boolean directive "latest_engine" for "levelinfo.conf": when set
803 to "true", levels are always played with the latest game engine,
804 which is desired for levels that are imported from other games; all
805 other levels are played with the engine version stored in level file
806 (which is normally the engine version the level was created with)
809 * fixed serious bug in code for delayed element pushing
810 * fixed little bug in animation frame selection for pushed elements
811 * speed-up of reading config file for verbose output
814 * added configuration option for opening and closing Supaplex exit
815 * added configuration option for moving up/down animation for Murphy
816 * fixed incorrectly displayed animation for attacking dragon
817 * fixed bug with not setting initial gravity for each new game
818 * fixed bug with teleportation of player by custom element change
819 * fixed bug with player not getting smashed by rock sometimes
822 * version number set to 3.0.7
825 * version 3.0.6 released
828 * added support for MP3 music for SDL version through SMPEG library
831 * fixed bug when initializing font graphic structure
832 * fixed bug with animation mode "pingpong" when using only 1 frame
833 * fixed bug with extended change target introduced in 3.0.5
834 * fixed bug where passing over moving element doubles player speed
835 * fixed bug with elements continuing to move into push direction
836 * fixed bug with duplicated player when dropping bomb with shield on
837 * added "switching" event for custom elements ("pressing" only once)
838 * fixed switching bug (resetting flag when not switching but not idle)
841 * fixed element tokens for certain file elements with ".active" etc.
844 * version number set to 3.0.6
847 * version 3.0.5 released
850 * now four envelope elements available
851 * font, background, animation and sound for envelope now configurable
852 * main menu doors opening/closing animation type now configurable
855 * active/inactive sides configurable for custom element changes
856 * new movement type "move when pushed" available for custom elements
859 * fixed bug in multiple config pages loader code that caused crashes
862 * enhanced (remaining low-resolution) Supaplex graphics
865 * version number set to 3.0.5
868 * version 3.0.4 released
870 2003-09-12 src/tools.c
871 * fixed bug in custom definition of crumbled element graphics
873 2003-09-11 src/files.c
874 * fixed bug in multiple config pages code that caused crashes
877 * version number set to 3.0.4
880 * version 3.0.3 released
883 * added music to Supaplex classic level set
885 2003-09-07 src/libgame/misc.c
886 * added support for loading various music formats through SDL_mixer
888 2003-09-06 (various source files)
889 * fixed several nasty bugs that may have caused crashes on some systems
890 * added envelope content which gets displayed when collecting envelope
891 * added multiple change event pages for custom elements
893 2003-08-24 src/game.c
894 * fixed problem with player animation when snapping and moving
896 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
897 * fixed problem with flickering when drawing toon animations
899 2003-08-23 src/libgame/sdl.c
900 * fixed problem with setting mouse cursor in SDL version in fullscreen
902 2003-08-23 src/game.c
903 * fixed bug (missing array boundary check) which could crash the game
906 * version number set to 3.0.3
909 * version 3.0.2 released
911 2003-08-21 src/game.c
912 * fixed bug with creating inaccessible elements at player position
914 2003-08-20 src/init.c
915 * fixed bug with not finding current level artwork directory
917 2003-08-20 src/files.c
918 * fixed bug with choosing wrong engine version when playing tapes
919 * fixed bug with messing up custom element properties in 3.0.0 levels
922 * version number set to 3.0.2
925 * version 3.0.1 released
927 2003-08-17 (no source files affected)
928 * changed all "classic" PCX image files with 16 colors or less to
929 256 color (8 bit) storage format, because the Allegro game library
930 cannot handle PCX files with less than 256 colors (contributed
931 graphics are not affected and might look wrong in the DOS version)
933 2003-08-16 src/init.c
934 * fixed bug which (for example) crashed the level editor when defining
935 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
936 (only set to default) -- invalid graphics now set to default graphic
938 2003-08-16 src/init.c
939 * fixed graphical bug of player digging/collecting/snapping element
940 when no corresponding graphic/animation is defined for this action,
941 resulting in player being drawn as EL_EMPTY (which should only be
942 done to elements being collected, but not to the player)
944 2003-08-16 src/game.c
945 * fixed small graphical bug of player not totally moving into exit
947 2003-08-16 src/libgame/setup.c
948 * fixed bug with wrong MS-DOS 8.3 filename conversion
950 2003-08-16 src/tools.c
951 * fixed bug with invisible mouse cursor when pressing ESC while playing
953 2003-08-16 (various source files)
954 * added another 128 custom elements (disabled in editor by default)
956 2003-08-16 src/editor.c
957 * fixed NULL string bug causing Solaris to crash in sprintf()
959 2003-08-16 src/screen.c
960 * fixed drawing over scrollbar on level selection with custom fonts
962 2003-08-15 src/game.c
963 * cleanup of simple sounds / loop sounds / music settings
965 2003-08-08 (various source files)
966 * added custom element property for dropping collected elements
968 2003-08-08 src/conf_gfx.c
969 * fixed bug with missing graphic for active red disk bomb
971 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
972 * extended variable "level.gravity" to "level.initial_gravity" and
973 "game.current_gravity" to prevent level setting from being changed
974 by playing the level (keeping the runtime value after playing)
976 * fixed graphics bug when digging element that has 'crumbled' graphic
977 definition, but not 'diggable' graphic definition
980 * version number set to 3.0.1
983 * version 3.0.0 released
986 * various bug fixes; among others:
987 - fixed bug with pushing spring over empty space
988 - fixed bug with leaving tube while placing dynamite
989 - fixed bug with explosion of smashed penguins
990 - allow Murphy player graphic in levels with non-Supaplex elements
994 * I have forgotten to document changes for some time
997 * pre-release version 2.2.0rc1 released
1000 * version number set to 2.1.2
1003 * version 2.1.1 released
1006 * version number set to 2.1.1
1009 * version 2.1.0 released
1012 * version number set to 2.1.0
1014 2002-04-03 to 2002-05-19 (various source files)
1015 * graphics, sounds and music now fully configurable
1016 * bug fixed that prevented walking through tubes when gravity on
1018 2002-04-02 src/events.c, src/editor.c
1019 * Make Escape key less aggressive when playing or when editing level.
1020 This can be configured as an option in the setup menu. (Default is
1021 "less aggressive" which means "ask user if something can be lost"
1022 when pressing the Escape key.)
1024 2002-04-02 src/screen.c
1025 * Added "graphics setup" screen.
1027 2002-04-01 src/screen.c
1028 * Changed "choose level" setup screen stuff to be more generic (to
1029 make it easier to add more "choose from generic tree" setup screens).
1031 2002-04-01 src/config.c, src/timestamp.h
1032 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1033 automatically gets created by "src/Makefile" and contains an actual
1034 compile-time timestamp to identify development versions of the game).
1036 2002-03-31 src/tape.c, src/events.c
1037 * Added quick game/tape save/load functions to tape stuff which can be
1038 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1039 loads previously recorded tape and directly goes into recording mode
1040 from the end of the tape (therefore appending to the tape).
1042 2002-03-31 src/tape.c
1043 * Added "index mark" function to tape recorder. When playing or
1044 recording, "eject" button changes to "index" button. Setting index
1045 mark is not yet implemented, but pressing index button when playing
1046 allows very quick advancing to end of tape (when normal playing),
1047 very fast forward mode (when playing with normal fast forward) or
1048 very fast reaching of "pause before end of tape" (when playing with
1049 "pause before end" playing mode).
1051 2002-03-30 src/cartoons.c
1052 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1054 2002-03-29 src/screen.c
1055 * Changed setup screen stuff to be more generic (to make it easier
1056 to add more setup screens).
1058 2002-03-23 src/main.c, src/main.h
1059 * Various changes due to the introduction of the new libgame files
1060 "setup.c" and "joystick.c".
1062 2002-03-23 src/files.c
1063 * Generic parts of "src/files.c" (mainly setup and level directory
1064 stuff) moved to new libgame file "src/libgame/setup.c".
1066 2002-03-23 src/joystick.c
1067 * File "src/joystick.c" moved to libgame source tree, with
1068 correspondig changes.
1070 2002-03-22 src/screens.c
1071 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1072 (Wrong level series information displayed when entering main group.)
1074 2002-03-22 src/editor.c
1075 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1077 2002-03-22 src/editor.c
1078 * Changed behaviour of "Escape" key in level editor to be more
1079 intuitive: When in "Element Properties" or "Level Info" mode,
1080 return to "Drawing Mode" instead of leaving the level editor.
1082 2002-03-21 src/game.c, src/editor.c, src/files.c
1083 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1084 gems (emeralds, diamonds, ...) slipping down from normal wall,
1085 steel wall and growing wall (as in E.M.C. style levels). Although
1086 the behaviour of contributed and private levels wasn't changed (due
1087 to the use of "level.game_version"; see previous entry), editing
1088 those levels will (of course) change the behaviour accordingly.
1090 This change seems a bit too hard after thinking about it, because
1091 the EM style behaviour is not the "expected" behaviour (gems would
1092 normally only slip down from "rounded" walls). Therefore this was
1093 now changed to an element property for gem style elements, with the
1094 default setting "off" (which means: no special EM style behaviour).
1095 To fix older converted levels, this flag is set to "on" for pre-2.0
1096 levels that are neither contributed nor private levels.
1098 2002-03-20 src/files.h
1099 * Corrected settings for "level.game_version" depending of level type.
1100 (Contributed and private levels always get played with game engine
1101 version they were created with, while converted levels always get
1102 played with the most recent version of the game engine, to let new
1103 corrections of the emulation behaviour take effect.)
1105 2002-03-20 src/main.h
1106 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1107 compiling the SDL version on some systems.
1108 Thanks to the several people who pointed this out.
1111 * Version number set to 2.0.2.
1114 * Version 2.0.1 released.
1116 2002-03-18 src/screens.c
1117 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1119 2002-03-18 src/files.c [src/libgame/misc.c]
1120 * Moved some common functions from src/files.c to src/libgame/misc.c.
1122 2002-03-18 src/files.c [src/libgame/misc.c]
1123 * Changed permissions for new directories and saved files (especially
1124 score files) according to suggestions of Debian users and mantainers.
1125 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1127 2002-03-17 src/files.c
1128 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1129 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1130 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1131 for levels and "TAPE" for tapes). Old "cookie" style format is
1132 still supported for reading. New level and tape files are written
1135 * New IFF chunk "VERS" contains version numbers for file and game
1136 (where "game version" is the version of the program that wrote the
1137 file, and "file version" is a version number to distinguish files
1138 with different format, for example after adding new features).
1140 2002-03-15 src/screen.c
1141 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1142 (Before, you heard a mixture of the in-game music and the
1143 hall-of-fame music.)
1145 2002-03-14 src/events.c
1146 * Function "DumpTape()" (files.c) now available by pressing 't' from
1147 main menu (when in DEBUG mode).
1149 2002-03-14 src/game.c
1150 * "GameWon()": When game was won playing a tape, now there is no delay
1151 raising the score and no corresponding sound is played.
1153 2002-03-14 src/files.c
1154 * Changed "LoadTape()" for real chunk support and also adjusted
1155 "SaveTape()" accordingly.
1157 2002-03-14 src/game.c, src/tape.c, src/files.c
1158 * Important changes to tape format: The old tape format stored all
1159 actions with a real effect with a corresponding delay between the
1160 stored actions. This had some major disadvantages (for example,
1161 push delays had to be ignored, pressing a button for some seconds
1162 mutated to several single button presses because of the non-action
1163 delays between two action frames etc.). The new tape format just
1164 stupidly records all device actions and replays them later. I really
1165 don't know why I haven't solved it that way before?! Old-style tapes
1166 (with tape file version less than 2.0) get converted to the new
1167 format on-the-fly when loading and can therefore still be played;
1168 only some minor parts of the old-style tape handling code was needed.
1169 (A perfect conversion is not possible, because there is information
1170 missing about the device actions between two action frames.)
1172 2002-03-14 src/files.c
1173 * New function "DumpTape()" to dump the contents of the current tape
1174 in a human readable format.
1176 2002-03-14 src/game.c
1177 * Small tape bug fixed: When automatically advancing to next level
1178 after a game was won, the tape from the previous level still was
1179 loaded as a tape for the new level.
1181 2002-03-14 src/tape.c
1182 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1183 tape, cartoons did not get completely removed because
1184 StopAnimation() was not called.
1186 2002-03-13 src/files.c
1187 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1188 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1189 size even when using 16-bit elements). Added new chunk "CNT2" for
1190 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1191 chunk even when content was 16-bit element). "CNT2" should now be
1192 able to store content for arbitrary elements (up to eight blocks of
1193 3 x 3 element arrays). All "CNT2" elements will always be stored as
1194 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1196 2002-03-13 src/files.c
1197 * Changed "LoadLevel()" for real chunk support.
1199 2002-03-12 src/game.c
1200 * Fixed problem (introduced after 2.0.0 release) with penguins
1201 not getting killed by enemies
1203 2002-02-24 src/game.c, src/main.h
1204 * Added "player->is_moving"; now "player->last_move_dir" does
1205 not contain any information if the player is just moving at
1207 Before, "player->last_move_dir" was misused for this purpose
1208 for the robot stuff (robots don't kill players when they are
1209 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1210 broke tapes when walking through pipes!
1211 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1212 in a continuous movement. This fact is ignored for friends and