2 * fixed bug that forced re-defining menu settings in each config file
5 * added the possibility to define up to five title screens for each
6 level set that are displayed after loading using (cross)fading in/out
7 (this was added to display the various start images of the EMC sets)
10 * added "CE score gets zero [of]" to custom element trigger conditions
11 * added setup option to display element token name in level editor
14 * added compatibility code for Juergen Bonhagen's menu artwork settings
17 * fixed bug with displaying wrong animation frame 0 after CE changes
18 * fixed bug with creating invisible elements when light switch is on
21 * added selection between ECS and AGA graphics for EMC levels to setup
24 * adjusted font handling for various narrow EMC style fonts
27 * changed EM engine behaviour back to re-allow initial rolling springs
30 * fixed handling of over-large selectboxes (less error-prone now)
31 * fixed bug when creating GE with walkable element under the player
34 * added use of "Insert" and "Delete" keys to navigate element list in
35 level editor to start of custom elements or start of group elements
36 * added virtual elements to access CE value and CE score of elements:
37 - "CE value of triggering element"
38 - "CE score of triggering element"
39 - "CE value of current element"
40 - "CE score of current element"
43 * fixed "grass" to "sand" in older EM levels (up to file version V4)
46 * changed behaviour of network games with internal errors (because of
47 different client frame counters) from immediately terminating R'n'D
48 to displaying an error message requester and stopping only the game
49 (also to prevent impression of crashes under non command-line runs)
50 * fixed playing network games with the EMC engine (did not work before)
51 * fixed bug with not scrolling the screen in multi-player mode with the
52 focus on player 1 when all players are moving in different directions
53 * fixed bug with keeping pointer to gadget even after its deallocation
54 * fixed bug with allowing "focus on all players" in network games
55 * fixed bug with player focus when playing tapes from network games
58 * uploaded pre-release (test) version 3.2.0-7 binary and source code
61 * code cleanup for game action control for R'n'D and EMC game engine
64 * fixed bug in multi-player movement with focus on both players
65 * added option to control only the focussed player with all input
68 * added player focus switching to level tape recording and re-playing
71 * fixed some bugs in player focus switching in EMC and RND game engine
74 * added special Supaplex animations for Murphy digging and snapping
75 * added special Supaplex animations for Murphy being bored and sleeping
78 * added four new yam yams with explicit start direction for EMC engine
79 * fixed bug in src/libgame/text.c with printing text outside the window
82 * fixed small bug in EMC level loader (copyright sign in EM II levels)
85 * added delayed ignition of EM style dynamite when used in R'n'D engine
86 * added limited movement range to EMC engine when focus on all players
89 * fixed bug with missing (zero) score values for native Supaplex levels
92 * added "continuous snapping" (snapping many elements while holding the
93 snap key pressed, without releasing the snap key after each element)
94 as a new player setting for more compatibility with the classic games
97 * finished scrolling for "focus on all players" in EMC graphics engine
100 * level sets with "levels: 0" are ignored for levels, but not artwork
101 * fixed bug when scanning empty level group directories (endless loop)
104 * fixed bug with explosion graphic for player using "Murphy" graphic
105 * fixed bug with explosion graphic if player leaves explosion in time
106 * changed some descriptive text in setup menu to use medium-width font
107 * added key shortcut settings for switching player focus to setup menu
110 * fixed bug with random value initialization when recording tapes
111 * fixed bug with playing single player tapes when team mode activated
114 * fixed little bug when trying to switch to player that does not exist
117 * added player switching (visual and quick) to R'n'D and EM game engine
118 * added setup option to select visual or quick in-game player switching
121 * added use of "Home" and "End" keys to handle element list in editor
124 * fixed bug with adding score when playing tape with EMC game engine
125 * added steel wall border for levels using EMC engine without border
126 * finally fixed delayed scrolling in EMC engine also for small levels
129 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
132 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
133 * fixed bug when displaying info element without action, but direction
136 * fixed minor graphical problems with springs smashing and slurping
137 (when using R'n'D style graphics instead of EMC style graphics)
140 * added scroll delay (as configured in setup) to EMC graphics engine
143 * improved screen redraw for EMC graphics engine (faster and smoother)
144 * when not scrolling, do not redraw the whole playfield if not needed
147 * added multi-player mode for EMC game engine (with up to four players)
150 * added android (can clone elements) from EMC engine to R'n'D engine
153 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
156 * added selectbox for initial player speed to player settings in editor
159 * version 3.1.2 created that is basically version 3.1.1, but with a
160 major bug fixed that prevented editing your own private levels
161 * version 3.1.2 released
164 * added magic ball (creates elements) from EMC engine to R'n'D engine
167 * uploaded fixed pre-release version 3.2.0-6 binary and source code
170 * fixed bug when using "CE can leave behind <trigger element>"
171 * added new change condition "(after/when) creation of <element>"
172 * added new change condition "(after/when) digging <element>"
173 * fixed bug accessing invalid gadget that caused crashes under Windows
174 * deactivated new possibility for multiple CE changes per frame
177 * uploaded pre-release (test) version 3.2.0-6 binary and source code
180 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
181 * fixed bug with not keeping CE value for moving CEs with only action
182 * changed CE action selectboxes in editor to be only reset when needed
185 * added option "use artwork from element" for custom player artwork
186 * added option "use explosion from element" for player explosions
189 * added cascaded element lists in the level editor
190 * added persistence for cascaded element lists by "editorcascade.conf"
191 * added dynamic element list with all elements used in current level
192 * added possibility for multiple CE changes per frame (experimental)
195 * uploaded pre-release (test) version 3.2.0-5 binary and source code
198 * changed "score for each 10 seconds/steps left" to "1 second/step"
199 * added own score for collecting "extra time" instead of sharing it
200 * added change events "switched by player" and "player switches <e>"
201 * added change events "snapped by player" and "player snaps <e>"
202 * added "set player artwork: <element choice>" to CE action options
203 * added change event "move of <element>"
206 * added "set player shield: off / normal / deadly" to CE action options
207 * added new player option "use level start element" in level editor
208 to set the correct focus at level start to elements from which the
209 player is created later (this did not work before for cascaded CE
210 changes resulting in creation of the player; it is now also possible
211 to create the player from a yam yam which is smashed at level start)
214 * added "set player speed: frozen (not moving)" to CE action options
215 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
218 * added new player option "block snap field" (enabled by default) to
219 make it possible to show a snapping animation like in Emerald Mine
222 * added dynamic selectboxes to custom element action settings in editor
223 * added "CE value" counter for custom elements (instead of "CE count")
224 * added option to use the last "CE value" after custom element change
225 * added option to use the "CE value" of other elements in CE actions
226 * fixed odd behaviour when pressing time orb in levels w/o time limit
227 * added checkbox "use time orb bug" for older levels that use this bug
230 * added missing configuration settings for the following elements:
231 - EL_TIMEGATE_SWITCH (time of open time gate)
232 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
233 - EL_SHIELD_NORMAL (time of shield duration)
234 - EL_SHIELD_DEADLY (time of shield duration)
235 - EL_EXTRA_TIME (time added to level time)
236 - EL_TIME_ORB_FULL (time added to level time)
239 * added "wind direction" as a movement pattern for custom elements
240 * added initial wind direction for balloon / custom elements to editor
241 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
244 * added parameters for "game of life" and "biomaze" elements to editor
247 * added level file chunk "CONF" for generic level and element settings
250 * uploaded pre-release (test) version 3.2.0-4 binary and source code
253 * skip empty level sets (with "levels: 0"; may be artwork base sets)
254 * added sound action ".page[1]" to ".page[32]" for each CE change page
257 * added image config suffix ".clone_from" to copy whole image settings
258 * fixed bug with invalid ("undefined") CE settings in old level files
261 * fixed graphical bug with smashing elements falling faster than player
264 * fixed major bug which prevented private levels from being edited
265 * fixed bug with precedence of general and special font definitions
268 * fixed graphical bug with player animation when player moves slowly
271 * uploaded pre-release (test) version 3.2.0-3 binary and source code
274 * fixed bug which prevented "global.num_toons: 0" from working
277 * major code cleanup (removed all these annoying "#if 0" blocks)
280 * added custom element actions for CE change page in level editor
283 * fixed music initialization bug in init.c (thanks to David Binderman)
284 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
285 (this bug must probably be fixed at other places, too)
288 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
289 (should be '#include <SDL.h>' instead)
292 * fixed bug which prevented "walkable from no direction" from working
293 (due to compatibility code overwriting this setting after loading)
296 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
299 * version number temporarily set to 3.1.1 (intermediate bugfix release)
300 * version 3.1.1 released
303 * changed some va_arg() arguments from 'long' to 'int', fixing problems
304 on 64-bit architecture systems with LP64 data model
307 * fixed bug with bombs not exploding when hitting the last level line
308 (introduced after the release of 3.1.0)
311 * added support for dumping small-sized level sketches from editor
314 * added recognition of "trigger element" for "change digged element to"
315 (this is not really what the "trigger element" was made for, but its
316 use may seem obvious for leaving back digged elements unchanged)
319 * fixed multiple warnings about failed joystick device initialization
322 * fixed bug with dynamite dropped on top of just dropped custom element
323 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
324 dynamite can still be dropped, but drop key must be released before
327 * fixed bug with wrong start directory when started from file browser
328 (due to this bug, R'n'D could not be started from KDE's Konqueror)
331 * fixed bug causing "change when impact" on player not working
332 * fixed wrong priority of "hitting something" over "hitting <element>"
333 * fixed wrong priority of "hit by something" over "hit by <element>"
336 * fixed graphical bug which caused the player (being Murphy) to show
337 collecting animations although the element was collected by penguin
340 * fixed two bugs causing wrong door background graphics in system.c
341 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
344 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
345 * added "no direction" to "walkable/passable from" selectbox options
348 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
349 * in tape autoplay, not only report broken, but also missing tapes
352 * uploaded pre-release (test) version 3.2.0-2 binary and source code
355 * fixed small bug with "linear" animation not working for active lamp
358 * fixed bug with moving up despite gravity due to "block last field"
359 * fixed small bug with wrong draw offset when typing name in main menu
360 * when reading user names from "passwd", ignore data after first comma
361 * when creating new "levelinfo.conf", only write some selected entries
364 * fixed displaying "imported from/by" on preview with empty string
365 * fixed ignoring draw offset for fonts used for level preview texts
368 * fixed a delay problem with SDL and too many mouse motion events
369 * added setup option "skip levels" and level skipping functionality
372 * added move speed "not moving" for non-moving CEs, but with direction
375 * fixed mapping of obsolete element token names in "editorsetup.conf"
376 * fixed bug with sound "acid.splashing" treated as a loop sound
377 * fixed some little sound bugs in native EM engine
380 * fixed small bug when dragging scrollbars to end positions
383 * added editor element descriptions written by Aaron Davidson
386 * improved fallback handling when configured artwork is not available
387 (now using default artwork instead of exiting when files not found)
390 * fixed bug on level selection screen when dragging scrollbar
393 * fixed bug which caused broken tapes when appending to EM engine tapes
396 * uploaded pre-release (test) version 3.2.0-1 binary and source code
399 * added code to replace changed artwork config tokens with other tokens
400 (needed for backwards compatibility, so that older tokens still work)
403 * added native R'n'D graphics for some new EMC elements in EM engine
406 * fixed some bugs in the EM engine integration code
407 * changed EM engine code to allow diagonal movement
408 * changed EM engine code to allow use of separate snap and drop keys
411 * fixed some redraw bugs when using EM engine
414 * fixed bug with not converting RND levels which are set to use native
415 engine to native level structure when loading
418 * uploaded pre-release (test) version 3.2.0-0 binary and source code
421 * version number set to 3.2.0
424 * level data now reset to defaults after attempt to load invalid file
427 * added use of "editorsetup.conf" for different level sets
430 * added auto-detection for various types of Emerald Mine level files
433 * fixed bug with scrollbars getting too small when list is very large
436 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
439 * added most level editor configuration gadgets for new EMC elements
442 * added more element and graphic definitions for new EMC elements
445 * modified native EM engine to use integrated R'n'D sound system
448 * added SDL support to graphics functions in native EM engine
449 (by always using generic libgame interface functions)
452 * fixed bug in frame synchronization in native EM engine
455 * added code to convert levels between R'n'D and native EM engine
458 * new Emerald Mine engine can now play levels selected in main menu
461 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
462 (which creates scaled down graphics for level editor and preview);
463 there's still a memory leak somewhere in the artwork handling code
464 * added "scale image up" functionality to X11 version of zoom function
467 * first attempts to integrate new, native Emerald Mine Club engine
470 * fixed bug in gadget code which caused reset of CEs in level editor
471 (example: pressing 'b' [grab brush] on CE config page erased values)
472 (solution: check if gadgets in ClickOnGadget() are really mapped)
473 * improved level change detection in editor (settings now also checked)
474 * fixed bug with "can move into acid" and "don't collide with" state
477 * fixed maze runner style CEs to use the configured move delay value
480 * added Aaron Davidson's tutorial level set to the "Tutorials" section
483 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
484 * fixed the above fix because it broke level set "machine" (*sigh*)
485 * fixed random element placement in level editor to work as expected
486 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
489 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
492 * fixed bug (missing array boundary check) which caused broken tapes
493 * fixed bug (when loading level template) which caused broken levels
494 * fixed bug with new block last field code when using non-yellow player
497 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
498 * internal change of how the player blocks the last field when moving
499 * fixed blocking delay of last field for EM and SP style block delay
500 * fixed bug where the player had to wait for the usual move delay after
501 unsuccessfully trying to move, when he directly could move after that
502 * the last two changes should make original Supaplex level 93 solvable
503 * improved use of random number generator to make it less predictable
504 * fixed behaviour of slippery SP elements to let slip left, then right
507 * fixed bug with wrong door state after trying to quickload empty tape
508 * fixed waste of static memory usage of the binary, making it smaller
509 * fixed very little graphical bug in Supaplex explosion
512 * version number set to 3.1.1
515 * version 3.1.0 released
518 * fixed bug with crash when writing user levelinfo.conf the first time
521 * added option "convert LEVELDIR [NR]" to command line batch commands
522 * re-converted Supaplex levels to apply latest engine fixes
523 * changed "use graphic/sound of element" to "use graphic of element"
524 due to compatibility problems with some levels ("bug machine" etc.)
527 * fixed bug with CE change replacing player with same or other player
530 * fixed bug with opaque font in envelope with background graphic when
531 background graphic is not transparent itself
534 * added "gravity on" and "gravity off" ports for Supaplex compatibility
535 * corrected original Supaplex level loading code to use these new ports
536 * also corrected Supaplex loader to auto-count infotrons if set to zero
539 * fixed bug with missing initialization of "modified" flag for GEs
542 * fixed bug that caused endless recursion loop when relocating player
543 * fixed tape recorder bug in "step mode" when using "pause before end"
544 * fixed tape recorder bug when changing from "warp forward" mode
547 * fixed bug with "when touching" for pushed elements at last position
550 * fixed bug that caused two activated toolbox buttons in level editor
551 * fixed bug with exploding dynabomb under player due to other explosion
554 * fixed bug with creating walkable custom element under player (again)
555 * fixed bug with not copying explosion type when copying CEs in editor
556 * fixed graphical bug when drawing player in setup menu (input devices)
557 * fixed graphical bug when the player is pushing an accessible element
558 * fixed bug with classic switchable elements triggering CE changes
559 * fixed bug with entering/leaving walkable element in RelocatePlayer()
560 * fixed crash bug when CE leaves behind the trigger player element
563 * fixed bug with broken tubes after placing/exploding dynamite in them
564 * fixed bug with exploding dynamite under player due to other explosion
565 * fixed bug with not resetting push delay under certain circumstances
568 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
569 * added network multiplayer code for Windows (thanks to Niko Böhm)
572 * added option "reachable despite gravity" for gravity movement
573 * changed gravity movement of most classic walkable and passable
574 elements back to "not reachable" (for compatibility reasons)
577 * fixed (removed) "indestructible" / "can explode" dependency in editor
578 * fixed (removed) "accessible inside" / "protected" dependency
579 * fixed (removed) "step mode" / "shield time" dependency
582 * fixed dynabombs exploding now into anything diggable
583 * fixed Supaplex style gravity movement into buggy base now impossible
584 * added pressing key "space" as valid action to select menu options
587 * added "replace when walkable" to relocate player to walkable element
588 * added "enter"/"leave" event for elements affected by relocation
589 * fixed "direct"/"indirect" change order also for "when change" event
590 * fixed graphical bug when pushing things from elements walkable inside
593 * fixed graphic bug when player is snapping while moving in old levels
594 * fixed bug when a moving custom element leaves a player element behind
595 * fixed bug with mole not disappearing when moving into acid pool
596 * fixed bug with incomplete path setting when using "--basepath" option
597 * moving CE can now leave walkable elements behind under the player
598 * when relocating, player can be set on walkable element now
599 * fixed another gravity movement bug
602 * uploaded pre-release (test) version 3.1.0-2 binary and source code
605 * added "collectible" and "removable" to extended replacement types
606 (where "removable" replaces "diggable" and "collectible" elements)
607 * added "collectible & throwable" (to throw element to the next field)
608 * fixed bug with CEs digging elements that are just about to explode
609 * changed mouse cursor now always being visible when game is paused
612 * added possibility to push/press accessible elements from a side that
614 * fixed bug with not setting actual date when appending to tape
617 * fixed bug with incorrectly initialized custom element editor graphics
620 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
621 - number of levels corrected from 18 to 17 in "levelinfo.conf"
624 * fixed bug with destroyed robot wheel still attracting robots forever
625 * fixed bug with time gate switch deactivating after robot wheel time
626 (while the time gate itself is not affected by this misbehaviour)
627 * changed behaviour of BD style amoeba to always get blocked by player
628 (before it was different when there were non-BD elements in level)
629 * fixed bug with player destroying indestructable elements with shield
632 * added option to make growing elements grow into anything diggable
633 (for the various amoeba types, biomaze and "game of life")
636 * fixed bug with movable elements not moving after left behind by CEs
637 * changed gravity movement to anything diggable, not only sand/base
638 * optionally allowing passing to walkable element, not only empty space
639 * added option "can pass to walkable element" for players
640 * finally fixed gravity movement (hopefully)
643 * fixed bug with movable elements not moving anymore after falling down
646 * fixed another bug with custom elements digging and leaving elements
647 * fixed bug with "along left/right side" and automatic start direction
648 * trigger elements now also displayed when "more custom" deactivated
649 * fixed bug with clipboard element initialized when loading new level
650 * added option "drop delay" to set delay before dropping next element
653 * uploaded pre-release (test) version 3.1.0-1 binary and source code
656 * added copy and paste functions for custom change pages
657 * enhanced graphical display and functionality of tape recorder
658 * fixed bug with custom elements digging and leaving elements
661 * added move speed faster than "very fast" for custom elements
662 * fixed bug with 3+3 style explosions and missing border content
663 * fixed little bug when copying custom elements in the editor
664 * enhanced custom element changes by more side trigger actions
667 * added option "no scrolling when relocating" for instant teleporting
668 * uploaded pre-release (test) version 3.1.0-0 binary and source code
671 * added trigger element and trigger player to use as target elements
672 * added copy and paste functions for custom and group elements
675 * fixed graphical bug when displaying explosion animations
676 * fixed bug when appending to tapes, resulting in broken tapes
677 * re-recorded a few tapes broken by fixing gravity checking bug
680 * "can move into acid" property now for all elements independently
681 * "can fall into acid" property for player stored in same bitfield now
682 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
683 * version number set to 3.1.0 (finally!)
686 * changed tape recording to only record input, not programmed actions
689 * fixed totally broken (every 8th frame skipped) step-by-step recording
690 * fixed bug with requester not displayed when quick-loading interrupted
691 * added option "can fall into acid (with gravity)" for players
692 * fixed bug with player not falling when snapping down with gravity
695 * fixed bug which messed up key config when using keypad number keys
698 * fixed bug which allowed moving upwards even when gravity was active
699 * fixed bug with missing error handling when dumping levels or tapes
702 * added different colored editor graphics for Supaplex gravity tubes
705 * fixed bug that allowed solvable tapes for unsolvable levels
708 * use unlimited number of droppable elements when "count" set to zero
709 * added option to use step limit instead of time limit for level
712 * added player and change page as trigger for custom element change
715 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
718 * fixed bug with dark yamyam changing to acid when moving over acid
719 * fixed handling of levels with more than 999 seconds level time
720 (example: level 76 of "Denmine")
723 * "spring push bug" reintroduced as configurable element property
724 * fixed bug with missing properties for "mole"
725 * fixed bug that showed up when fixing the above "mole" properties bug
726 * added option "can move into acid" for all movable elements
727 * fixed graphical bug for elements moving into acid
728 * changed event handling to handle all pending events before going on
731 * fixed bug which caused all CE change pages to be ignored which had
732 the same change event, but used a different element side
733 (reported by Simon Forsberg)
735 * fixed bug which caused elements that can move and fall and that are
736 transported by a conveyor belt to continue moving into that direction
737 after leaving the conveyor belt, regardless of their own movement
738 type; only elements which can not move are transported now
739 (reported by Simon Forsberg)
741 * fixed bug which could cause an array overflow in RelocatePlayer()
742 (reported by Niko Böhm)
744 * changed Emerald Mine style "passable / over" elements to "protected"
745 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
747 * added new option to select from which side a "walkable/passable"
748 element can be entered
751 * added explosion and ignition delay for elements that can explode
754 * fixed bug which caused player not being protected against enemies
755 when a CE was "walkable / inside" and was not "indestructible"
756 * added "walkable/passable" fields to be "protected/unprotected"
757 against enemies, even if not accessible "inside" but "over/under"
760 * corrected move pattern to 32 bit and initial move direction to 8 bit
763 * added second custom element base configuration page
766 * added some special EMC mappings to Emerald Mine level loader
767 (also covering previously unknown element in level 0 of "Bondmine 8")
770 * added option to block last field when player is moving (for Supaplex)
771 * adjusted push delay of Supaplex elements
772 * removed delays for envelopes etc. when replaying with maximum speed
773 * fixed bug when dropping element on a field that just changed to empty
776 * fixed bug: infotrons can now smash yellow disks
777 * fixed bug: when gravity active, port above player can now be entered
778 * removed "one white dot" mouse pointer which irritated some people
781 * added "choice type" for group element selection
784 * fixed bug with initial invulnerability of non-yellow player
787 * added level loader for loading native Supaplex packed levels
788 (including multi-part levels like the "splvls99" levels)
791 * fixed bug which allowed creating emeralds by escaping explosions
794 * custom elements can change (limited) or leave (unlimited) elements
795 * finally added multiple matches using group elements
796 * added shortcut to dump brush (type ":DB" in editor) for use in forum
799 * added new start movement type "previous" for continued CE movement
800 * added new start movement type "random" for random CE movement start
803 * added new element "sokoban_field_player" needed for Sokoban levels
804 (thanks to Ed Booker for pointing this out!)
807 * added elements that can be digged or left behind by custom elements
810 * added group elements for multiple matches and random element creation
813 * fixed some graphical errors displayed in old levels
816 * fixed wrong double speed movement after passing closing gates
819 * added level loader for loading native Emerald Mine levels
822 * changes for "shooting" style CE movement
825 * Happy New Year! ;-)
828 * changed default snap/drop keys from left/right Shift to Control keys
831 * fixed bug with dead player getting reanimated from custom element
834 * fixed bug with wrong penguin graphics (when entering exit)
837 * fixed bug with wrong "Murphy" graphics (when digging etc.)
840 * version number set to 3.0.9
843 * version 3.0.8 released
846 * added function checked_free()
849 * fixed bug with double nut cracking sound
850 (by eliminating "default element action sound" assignment in init.c)
853 * fixed crash when no music info files are available
856 * fixed boring and sleeping sounds
859 * added "maze runner" and "maze hunter" movement types
860 * added extended collision conditions for custom elements
863 * added warnings for undefined token values in artwork config files
866 * added menu entry for level set information to the info screen
869 * fixed bug with wrong default impact sound for colored emeralds
872 * added several sub-screens for the info screen
873 * menu text now also clickable (not only blue/red sphere left of it)
876 * added configurable "bored" and "sleeping" animations for the player
877 * added "awakening" sound for player when waking up after sleeping
880 * added "copy" and "exchange" functions for custom elements to editor
883 * added configurable element animations for info screen
886 * added configurable music credits for info screen
889 * finally fixed tape recording when player is created from CE change
892 * added "editorsetup.conf" for editor element list configuration
895 * added "musicinfo.conf" for menu and level music configuration
898 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
899 (that only showed up on Linux, but not on Windows systems)
902 * fixed turning movement of butterflies and fireflies (no frame reset)
903 * enhanced sniksnak turning movement (two steps instead of only one)
906 * version number set to 3.0.8
909 * version 3.0.7 released
912 * fixed reset of player animation frame when, for example,
913 walking, digging or collecting share the same animation
914 * fixed CE with "deadly when touching" exploding when touching amoeba
917 * fixed tape recording when player is created from CE element change
920 * introduced "turning..." action graphic for elements with move delay
921 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
922 * added turning animations for bug, spaceship and sniksnak
925 * prevent "extended" changed elements from delay change in same frame
928 * fixed bug when pushing element that can move away to the side
929 (like pushing falling elements, but now with moving elements)
932 * finally fixed serious bug in code for delayed element pushing (again)
935 * unavailable setup options now marked as "n/a" instead of "off"
936 * new boolean directive "latest_engine" for "levelinfo.conf": when set
937 to "true", levels are always played with the latest game engine,
938 which is desired for levels that are imported from other games; all
939 other levels are played with the engine version stored in level file
940 (which is normally the engine version the level was created with)
943 * fixed serious bug in code for delayed element pushing
944 * fixed little bug in animation frame selection for pushed elements
945 * speed-up of reading config file for verbose output
948 * added configuration option for opening and closing Supaplex exit
949 * added configuration option for moving up/down animation for Murphy
950 * fixed incorrectly displayed animation for attacking dragon
951 * fixed bug with not setting initial gravity for each new game
952 * fixed bug with teleportation of player by custom element change
953 * fixed bug with player not getting smashed by rock sometimes
956 * version number set to 3.0.7
959 * version 3.0.6 released
962 * added support for MP3 music for SDL version through SMPEG library
965 * fixed bug when initializing font graphic structure
966 * fixed bug with animation mode "pingpong" when using only 1 frame
967 * fixed bug with extended change target introduced in 3.0.5
968 * fixed bug where passing over moving element doubles player speed
969 * fixed bug with elements continuing to move into push direction
970 * fixed bug with duplicated player when dropping bomb with shield on
971 * added "switching" event for custom elements ("pressing" only once)
972 * fixed switching bug (resetting flag when not switching but not idle)
975 * fixed element tokens for certain file elements with ".active" etc.
978 * version number set to 3.0.6
981 * version 3.0.5 released
984 * now four envelope elements available
985 * font, background, animation and sound for envelope now configurable
986 * main menu doors opening/closing animation type now configurable
989 * active/inactive sides configurable for custom element changes
990 * new movement type "move when pushed" available for custom elements
993 * fixed bug in multiple config pages loader code that caused crashes
996 * enhanced (remaining low-resolution) Supaplex graphics
999 * version number set to 3.0.5
1002 * version 3.0.4 released
1004 2003-09-12 src/tools.c
1005 * fixed bug in custom definition of crumbled element graphics
1007 2003-09-11 src/files.c
1008 * fixed bug in multiple config pages code that caused crashes
1011 * version number set to 3.0.4
1014 * version 3.0.3 released
1017 * added music to Supaplex classic level set
1019 2003-09-07 src/libgame/misc.c
1020 * added support for loading various music formats through SDL_mixer
1022 2003-09-06 (various source files)
1023 * fixed several nasty bugs that may have caused crashes on some systems
1024 * added envelope content which gets displayed when collecting envelope
1025 * added multiple change event pages for custom elements
1027 2003-08-24 src/game.c
1028 * fixed problem with player animation when snapping and moving
1030 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1031 * fixed problem with flickering when drawing toon animations
1033 2003-08-23 src/libgame/sdl.c
1034 * fixed problem with setting mouse cursor in SDL version in fullscreen
1036 2003-08-23 src/game.c
1037 * fixed bug (missing array boundary check) which could crash the game
1040 * version number set to 3.0.3
1043 * version 3.0.2 released
1045 2003-08-21 src/game.c
1046 * fixed bug with creating inaccessible elements at player position
1048 2003-08-20 src/init.c
1049 * fixed bug with not finding current level artwork directory
1051 2003-08-20 src/files.c
1052 * fixed bug with choosing wrong engine version when playing tapes
1053 * fixed bug with messing up custom element properties in 3.0.0 levels
1056 * version number set to 3.0.2
1059 * version 3.0.1 released
1061 2003-08-17 (no source files affected)
1062 * changed all "classic" PCX image files with 16 colors or less to
1063 256 color (8 bit) storage format, because the Allegro game library
1064 cannot handle PCX files with less than 256 colors (contributed
1065 graphics are not affected and might look wrong in the DOS version)
1067 2003-08-16 src/init.c
1068 * fixed bug which (for example) crashed the level editor when defining
1069 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1070 (only set to default) -- invalid graphics now set to default graphic
1072 2003-08-16 src/init.c
1073 * fixed graphical bug of player digging/collecting/snapping element
1074 when no corresponding graphic/animation is defined for this action,
1075 resulting in player being drawn as EL_EMPTY (which should only be
1076 done to elements being collected, but not to the player)
1078 2003-08-16 src/game.c
1079 * fixed small graphical bug of player not totally moving into exit
1081 2003-08-16 src/libgame/setup.c
1082 * fixed bug with wrong MS-DOS 8.3 filename conversion
1084 2003-08-16 src/tools.c
1085 * fixed bug with invisible mouse cursor when pressing ESC while playing
1087 2003-08-16 (various source files)
1088 * added another 128 custom elements (disabled in editor by default)
1090 2003-08-16 src/editor.c
1091 * fixed NULL string bug causing Solaris to crash in sprintf()
1093 2003-08-16 src/screen.c
1094 * fixed drawing over scrollbar on level selection with custom fonts
1096 2003-08-15 src/game.c
1097 * cleanup of simple sounds / loop sounds / music settings
1099 2003-08-08 (various source files)
1100 * added custom element property for dropping collected elements
1102 2003-08-08 src/conf_gfx.c
1103 * fixed bug with missing graphic for active red disk bomb
1105 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1106 * extended variable "level.gravity" to "level.initial_gravity" and
1107 "game.current_gravity" to prevent level setting from being changed
1108 by playing the level (keeping the runtime value after playing)
1110 * fixed graphics bug when digging element that has 'crumbled' graphic
1111 definition, but not 'diggable' graphic definition
1114 * version number set to 3.0.1
1117 * version 3.0.0 released
1120 * various bug fixes; among others:
1121 - fixed bug with pushing spring over empty space
1122 - fixed bug with leaving tube while placing dynamite
1123 - fixed bug with explosion of smashed penguins
1124 - allow Murphy player graphic in levels with non-Supaplex elements
1128 * I have forgotten to document changes for some time
1131 * pre-release version 2.2.0rc1 released
1134 * version number set to 2.1.2
1137 * version 2.1.1 released
1140 * version number set to 2.1.1
1143 * version 2.1.0 released
1146 * version number set to 2.1.0
1148 2002-04-03 to 2002-05-19 (various source files)
1149 * graphics, sounds and music now fully configurable
1150 * bug fixed that prevented walking through tubes when gravity on
1152 2002-04-02 src/events.c, src/editor.c
1153 * Make Escape key less aggressive when playing or when editing level.
1154 This can be configured as an option in the setup menu. (Default is
1155 "less aggressive" which means "ask user if something can be lost"
1156 when pressing the Escape key.)
1158 2002-04-02 src/screen.c
1159 * Added "graphics setup" screen.
1161 2002-04-01 src/screen.c
1162 * Changed "choose level" setup screen stuff to be more generic (to
1163 make it easier to add more "choose from generic tree" setup screens).
1165 2002-04-01 src/config.c, src/timestamp.h
1166 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1167 automatically gets created by "src/Makefile" and contains an actual
1168 compile-time timestamp to identify development versions of the game).
1170 2002-03-31 src/tape.c, src/events.c
1171 * Added quick game/tape save/load functions to tape stuff which can be
1172 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1173 loads previously recorded tape and directly goes into recording mode
1174 from the end of the tape (therefore appending to the tape).
1176 2002-03-31 src/tape.c
1177 * Added "index mark" function to tape recorder. When playing or
1178 recording, "eject" button changes to "index" button. Setting index
1179 mark is not yet implemented, but pressing index button when playing
1180 allows very quick advancing to end of tape (when normal playing),
1181 very fast forward mode (when playing with normal fast forward) or
1182 very fast reaching of "pause before end of tape" (when playing with
1183 "pause before end" playing mode).
1185 2002-03-30 src/cartoons.c
1186 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1188 2002-03-29 src/screen.c
1189 * Changed setup screen stuff to be more generic (to make it easier
1190 to add more setup screens).
1192 2002-03-23 src/main.c, src/main.h
1193 * Various changes due to the introduction of the new libgame files
1194 "setup.c" and "joystick.c".
1196 2002-03-23 src/files.c
1197 * Generic parts of "src/files.c" (mainly setup and level directory
1198 stuff) moved to new libgame file "src/libgame/setup.c".
1200 2002-03-23 src/joystick.c
1201 * File "src/joystick.c" moved to libgame source tree, with
1202 correspondig changes.
1204 2002-03-22 src/screens.c
1205 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1206 (Wrong level series information displayed when entering main group.)
1208 2002-03-22 src/editor.c
1209 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1211 2002-03-22 src/editor.c
1212 * Changed behaviour of "Escape" key in level editor to be more
1213 intuitive: When in "Element Properties" or "Level Info" mode,
1214 return to "Drawing Mode" instead of leaving the level editor.
1216 2002-03-21 src/game.c, src/editor.c, src/files.c
1217 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1218 gems (emeralds, diamonds, ...) slipping down from normal wall,
1219 steel wall and growing wall (as in E.M.C. style levels). Although
1220 the behaviour of contributed and private levels wasn't changed (due
1221 to the use of "level.game_version"; see previous entry), editing
1222 those levels will (of course) change the behaviour accordingly.
1224 This change seems a bit too hard after thinking about it, because
1225 the EM style behaviour is not the "expected" behaviour (gems would
1226 normally only slip down from "rounded" walls). Therefore this was
1227 now changed to an element property for gem style elements, with the
1228 default setting "off" (which means: no special EM style behaviour).
1229 To fix older converted levels, this flag is set to "on" for pre-2.0
1230 levels that are neither contributed nor private levels.
1232 2002-03-20 src/files.h
1233 * Corrected settings for "level.game_version" depending of level type.
1234 (Contributed and private levels always get played with game engine
1235 version they were created with, while converted levels always get
1236 played with the most recent version of the game engine, to let new
1237 corrections of the emulation behaviour take effect.)
1239 2002-03-20 src/main.h
1240 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1241 compiling the SDL version on some systems.
1242 Thanks to the several people who pointed this out.
1245 * Version number set to 2.0.2.
1248 * Version 2.0.1 released.
1250 2002-03-18 src/screens.c
1251 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1253 2002-03-18 src/files.c [src/libgame/misc.c]
1254 * Moved some common functions from src/files.c to src/libgame/misc.c.
1256 2002-03-18 src/files.c [src/libgame/misc.c]
1257 * Changed permissions for new directories and saved files (especially
1258 score files) according to suggestions of Debian users and mantainers.
1259 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1261 2002-03-17 src/files.c
1262 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1263 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1264 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1265 for levels and "TAPE" for tapes). Old "cookie" style format is
1266 still supported for reading. New level and tape files are written
1269 * New IFF chunk "VERS" contains version numbers for file and game
1270 (where "game version" is the version of the program that wrote the
1271 file, and "file version" is a version number to distinguish files
1272 with different format, for example after adding new features).
1274 2002-03-15 src/screen.c
1275 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1276 (Before, you heard a mixture of the in-game music and the
1277 hall-of-fame music.)
1279 2002-03-14 src/events.c
1280 * Function "DumpTape()" (files.c) now available by pressing 't' from
1281 main menu (when in DEBUG mode).
1283 2002-03-14 src/game.c
1284 * "GameWon()": When game was won playing a tape, now there is no delay
1285 raising the score and no corresponding sound is played.
1287 2002-03-14 src/files.c
1288 * Changed "LoadTape()" for real chunk support and also adjusted
1289 "SaveTape()" accordingly.
1291 2002-03-14 src/game.c, src/tape.c, src/files.c
1292 * Important changes to tape format: The old tape format stored all
1293 actions with a real effect with a corresponding delay between the
1294 stored actions. This had some major disadvantages (for example,
1295 push delays had to be ignored, pressing a button for some seconds
1296 mutated to several single button presses because of the non-action
1297 delays between two action frames etc.). The new tape format just
1298 stupidly records all device actions and replays them later. I really
1299 don't know why I haven't solved it that way before?! Old-style tapes
1300 (with tape file version less than 2.0) get converted to the new
1301 format on-the-fly when loading and can therefore still be played;
1302 only some minor parts of the old-style tape handling code was needed.
1303 (A perfect conversion is not possible, because there is information
1304 missing about the device actions between two action frames.)
1306 2002-03-14 src/files.c
1307 * New function "DumpTape()" to dump the contents of the current tape
1308 in a human readable format.
1310 2002-03-14 src/game.c
1311 * Small tape bug fixed: When automatically advancing to next level
1312 after a game was won, the tape from the previous level still was
1313 loaded as a tape for the new level.
1315 2002-03-14 src/tape.c
1316 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1317 tape, cartoons did not get completely removed because
1318 StopAnimation() was not called.
1320 2002-03-13 src/files.c
1321 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1322 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1323 size even when using 16-bit elements). Added new chunk "CNT2" for
1324 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1325 chunk even when content was 16-bit element). "CNT2" should now be
1326 able to store content for arbitrary elements (up to eight blocks of
1327 3 x 3 element arrays). All "CNT2" elements will always be stored as
1328 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1330 2002-03-13 src/files.c
1331 * Changed "LoadLevel()" for real chunk support.
1333 2002-03-12 src/game.c
1334 * Fixed problem (introduced after 2.0.0 release) with penguins
1335 not getting killed by enemies
1337 2002-02-24 src/game.c, src/main.h
1338 * Added "player->is_moving"; now "player->last_move_dir" does
1339 not contain any information if the player is just moving at
1341 Before, "player->last_move_dir" was misused for this purpose
1342 for the robot stuff (robots don't kill players when they are
1343 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1344 broke tapes when walking through pipes!
1345 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1346 in a continuous movement. This fact is ignored for friends and