2 * added directives "border.draw_masked.*" for menu/playfield area and
3 door areas to display overlapping/masked borders from "global.border"
6 * fixed bug with CE with move speed "not moving" not being animated
7 * when changing player artwork by CE action, reset animation frame
10 * fixed bug with not unmapping main menu screen gadgets on other screens
11 * fixed bug with un-pausing a paused game by releasing still pressed key
12 * fixed bug with not redrawing screen when toggling to/from fullscreen
13 mode while fast reloading tape (without redrawing playfield contents)
14 * fixed bug with quick-saving tape snapshot despite answering with "no"
17 * version number set to 3.2.3
20 * version 3.2.2 released
23 * fixed bug with redrawing screen in fullscreen mode after quick tape
24 reloading when using the EMC game engine
25 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
28 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
31 * added engine snapshot functionality for instant tape reloading (this
32 only works for the last tape saved using "quick save", and does not
33 work across program restarts, because it completely works in memory)
36 * version number set to 3.2.2
39 * version 3.2.1 released
42 * fixed nasty bugs with handling error message file on Mac OS X systems
45 * general code cleanup (removing many annoying "#if 0" blocks etc.)
48 * fixed bug that caused broken tapes when manually appending to tapes
49 using the "pause before death" functionality, followed by recording
50 * added setup option to disable fading of screens for faster testing
53 * code cleanup of new fading functions
56 * changed behaviour after solved game -- do not immediately stop engine
57 * added some more smooth screen fadings (game start, hall of fame etc.)
60 * fixed bug with displaying pushed CE with value/score/delay anim_mode
63 * added configurable level preview position, tile size and dimensions
64 * added configurable game panel value positions (gems, time, score etc.)
67 * fixed small bug with time displayed incorrectly when collecting CEs
70 * fixed bug with bumpy scrolling with EM engine in double player mode
73 * added compatibility code to fix "Snake Bite" style levels that were
74 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
77 * fixed bug with scrollbars inside editor when using the Windows mouse
78 enhancement tool "True X-Mouse" (which injects key events to the event
79 queue to insert selected stuff into the Windows clipboard, which gets
80 confused with the "Insert" key for jumping to the last editor cascade
81 block in the element list)
82 * added Rocks'n'Diamonds icon for use as window icon to SDL version
83 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
86 * added selection of preferred fullscreen mode to setup / graphics menu
87 (useful if default mode 800 x 600 does not match screen aspect ratio)
90 * improved down-scaling of images for better editor and preview graphics
91 * changed user data directory for Mac OS X from Unix style to new place
94 * improved level number selection in main menu and player selection in
95 setup menu (input devices section) by using standard button gadgets
96 * added support for mouse scroll wheel (caused buggy behaviour before)
97 * added support for scrolling horizontal scrollbars with mouse wheel by
98 holding "Shift" key pressed while scrolling the wheel
99 * added support for single step mouse wheel scrolling by holding "Alt"
100 key pressed while scrolling the wheel (can be combined with "Shift")
101 * changed output file "stderr.txt" on Windows platform now always to be
102 created in the R'n'D sub-directory of the personal documents directory
103 * added Windows message box to direct to "stderr.txt" after error aborts
106 * improved general scrollbar handling (when jump-scrolling scrollbars)
109 * changed scrollbars to always show last line as first after scrolling
110 (that means jumping n - 1 screen lines instead of n screen lines)
113 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
114 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
115 * fixed special handling of vertically stacked acid becoming fake acid
118 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
119 affect multiple instances of the same CE, although this kind of
120 change condition usually only affects one single custom element
123 * version number set to 3.2.1
126 * version 3.2.0 released
129 * reorganized level editor element list a bit to match engines better
132 * fixed newly introduced bug with wrongly initializing clipboard element
135 * fixed bug with displaying visible/invisible level border in editor
138 * reorganized some elements in the level editor element list
141 * fixed bug with displaying any player as "yellow" when moving into acid
142 * fixed bug with displaying running player when player stopped at border
145 * fixed bug with player exploding when moving into acid
146 * fixed bug with level settings being reset in editor and when playing
147 (some compatibility settings being set not only after level loading)
148 * fixed crash bug when number of custom graphic frames was set to zero
149 * fixed bug with teleporting player on walkable tile not working anymore
150 * added partial compatibility support for pre-release-only "CONF" chunk
151 (to make Alan Bond's "color cycle" demo work again :-) )
154 * fixed some bugs when displaying title screens from info screen menu
155 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
158 * changed file major version to 3 to reflect level file format changes
159 * uploaded pre-release (test) version 3.2.0-8 binary and source code
162 * added new chunk "NAME" to level file format for level name settings
163 * added new chunk "NOTE" to level file format for envelope settings
164 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
165 * updated magic(5) file to recognize changed and new level file chunks
166 * removed change events "change when CE value/score changes" as unneeded
169 * changed gravity (which only affects the player) from level property
170 to player property (only makes a difference in multi-player levels)
171 * added change events "change when CE value/score changes"
172 * added change events "change when CE value/score changes of <element>"
175 * added new chunk "INFO" to level file format for global level settings
176 * added all element settings from "HEAD" chunk to "CONF" chunk
177 * added all global level settings from "HEAD" chunk to "INFO" chunk
180 * changed level file format by adding two new chunks "CUSX" (for custom
181 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
182 elements, replacing the previous "GRP1" chunk); these new IFF style
183 chunks use the new and flexible "micro chunks inside chunks" technique
184 already used with the new "CONF" chunk (for normal element properties)
185 which makes it possible to easily extend the existing level format
186 (instead of using fixed-length chunks like before, which are either
187 too big due to reserved bytes for future use, or too small when those
188 reserved bytes have all been used and even more data should be stored,
189 requiring the replacement by new and larger chunks just like it went
190 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
193 * added credits pages to the "credits" section that were really missing
194 * added some missing element descriptions to the level editor
195 * added down position of switchgate switch to the level editor
196 and allowed the use of both switch positions at the same time
197 * changed use of "Insert" and "Delete" keys to navigate element list in
198 level editor to start of previous or next cascading block of elements
201 * added the possibility to view the title screen to the info screen menu
202 * fixed some minor bugs with viewing title screens
205 * fixed bug with title (cross)fading in/out when using fullscreen mode
208 * fixed bug that forced re-defining of menu settings in local graphics
209 config file which are already defined in existing base config file
210 * fixed small bug that caused door sounds playing when music is enabled
213 * added the possibility to define up to five title screens for each
214 level set that are displayed after loading using (cross)fading in/out
215 (this was added to display the various start images of the EMC sets)
218 * added "CE score gets zero [of]" to custom element trigger conditions
219 * added setup option to display element token name in level editor
222 * added compatibility code for Juergen Bonhagen's menu artwork settings
225 * fixed bug with displaying wrong animation frame 0 after CE changes
226 * fixed bug with creating invisible elements when light switch is on
229 * added selection between ECS and AGA graphics for EMC levels to setup
232 * adjusted font handling for various narrow EMC style fonts
235 * changed EM engine behaviour back to re-allow initial rolling springs
238 * fixed handling of over-large selectboxes (less error-prone now)
239 * fixed bug when creating GE with walkable element under the player
242 * added use of "Insert" and "Delete" keys to navigate element list in
243 level editor to start of custom elements or start of group elements
244 * added virtual elements to access CE value and CE score of elements:
245 - "CE value of triggering element"
246 - "CE score of triggering element"
247 - "CE value of current element"
248 - "CE score of current element"
251 * fixed "grass" to "sand" in older EM levels (up to file version V4)
254 * changed behaviour of network games with internal errors (because of
255 different client frame counters) from immediately terminating R'n'D
256 to displaying an error message requester and stopping only the game
257 (also to prevent impression of crashes under non command-line runs)
258 * fixed playing network games with the EMC engine (did not work before)
259 * fixed bug with not scrolling the screen in multi-player mode with the
260 focus on player 1 when all players are moving in different directions
261 * fixed bug with keeping pointer to gadget even after its deallocation
262 * fixed bug with allowing "focus on all players" in network games
263 * fixed bug with player focus when playing tapes from network games
266 * uploaded pre-release (test) version 3.2.0-7 binary and source code
269 * code cleanup for game action control for R'n'D and EMC game engine
272 * fixed bug in multi-player movement with focus on both players
273 * added option to control only the focussed player with all input
276 * added player focus switching to level tape recording and re-playing
279 * fixed some bugs in player focus switching in EMC and RND game engine
282 * added special Supaplex animations for Murphy digging and snapping
283 * added special Supaplex animations for Murphy being bored and sleeping
286 * added four new yam yams with explicit start direction for EMC engine
287 * fixed bug in src/libgame/text.c with printing text outside the window
290 * fixed small bug in EMC level loader (copyright sign in EM II levels)
293 * added delayed ignition of EM style dynamite when used in R'n'D engine
294 * added limited movement range to EMC engine when focus on all players
297 * fixed bug with missing (zero) score values for native Supaplex levels
300 * added "continuous snapping" (snapping many elements while holding the
301 snap key pressed, without releasing the snap key after each element)
302 as a new player setting for more compatibility with the classic games
305 * finished scrolling for "focus on all players" in EMC graphics engine
308 * level sets with "levels: 0" are ignored for levels, but not artwork
309 * fixed bug when scanning empty level group directories (endless loop)
312 * fixed bug with explosion graphic for player using "Murphy" graphic
313 * fixed bug with explosion graphic if player leaves explosion in time
314 * changed some descriptive text in setup menu to use medium-width font
315 * added key shortcut settings for switching player focus to setup menu
318 * fixed bug with random value initialization when recording tapes
319 * fixed bug with playing single player tapes when team mode activated
322 * fixed little bug when trying to switch to player that does not exist
325 * added player switching (visual and quick) to R'n'D and EM game engine
326 * added setup option to select visual or quick in-game player switching
329 * added use of "Home" and "End" keys to handle element list in editor
332 * fixed bug with adding score when playing tape with EMC game engine
333 * added steel wall border for levels using EMC engine without border
334 * finally fixed delayed scrolling in EMC engine also for small levels
337 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
340 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
341 * fixed bug when displaying info element without action, but direction
344 * fixed minor graphical problems with springs smashing and slurping
345 (when using R'n'D style graphics instead of EMC style graphics)
348 * added scroll delay (as configured in setup) to EMC graphics engine
351 * improved screen redraw for EMC graphics engine (faster and smoother)
352 * when not scrolling, do not redraw the whole playfield if not needed
355 * added multi-player mode for EMC game engine (with up to four players)
358 * added android (can clone elements) from EMC engine to R'n'D engine
361 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
364 * added selectbox for initial player speed to player settings in editor
367 * version 3.1.2 created that is basically version 3.1.1, but with a
368 major bug fixed that prevented editing your own private levels
369 * version 3.1.2 released
372 * added magic ball (creates elements) from EMC engine to R'n'D engine
375 * uploaded fixed pre-release version 3.2.0-6 binary and source code
378 * fixed bug when using "CE can leave behind <trigger element>"
379 * added new change condition "(after/when) creation of <element>"
380 * added new change condition "(after/when) digging <element>"
381 * fixed bug accessing invalid gadget that caused crashes under Windows
382 * deactivated new possibility for multiple CE changes per frame
385 * uploaded pre-release (test) version 3.2.0-6 binary and source code
388 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
389 * fixed bug with not keeping CE value for moving CEs with only action
390 * changed CE action selectboxes in editor to be only reset when needed
393 * added option "use artwork from element" for custom player artwork
394 * added option "use explosion from element" for player explosions
397 * added cascaded element lists in the level editor
398 * added persistence for cascaded element lists by "editorcascade.conf"
399 * added dynamic element list with all elements used in current level
400 * added possibility for multiple CE changes per frame (experimental)
403 * uploaded pre-release (test) version 3.2.0-5 binary and source code
406 * changed "score for each 10 seconds/steps left" to "1 second/step"
407 * added own score for collecting "extra time" instead of sharing it
408 * added change events "switched by player" and "player switches <e>"
409 * added change events "snapped by player" and "player snaps <e>"
410 * added "set player artwork: <element choice>" to CE action options
411 * added change event "move of <element>"
414 * added "set player shield: off / normal / deadly" to CE action options
415 * added new player option "use level start element" in level editor
416 to set the correct focus at level start to elements from which the
417 player is created later (this did not work before for cascaded CE
418 changes resulting in creation of the player; it is now also possible
419 to create the player from a yam yam which is smashed at level start)
422 * added "set player speed: frozen (not moving)" to CE action options
423 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
426 * added new player option "block snap field" (enabled by default) to
427 make it possible to show a snapping animation like in Emerald Mine
430 * added dynamic selectboxes to custom element action settings in editor
431 * added "CE value" counter for custom elements (instead of "CE count")
432 * added option to use the last "CE value" after custom element change
433 * added option to use the "CE value" of other elements in CE actions
434 * fixed odd behaviour when pressing time orb in levels w/o time limit
435 * added checkbox "use time orb bug" for older levels that use this bug
438 * added missing configuration settings for the following elements:
439 - EL_TIMEGATE_SWITCH (time of open time gate)
440 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
441 - EL_SHIELD_NORMAL (time of shield duration)
442 - EL_SHIELD_DEADLY (time of shield duration)
443 - EL_EXTRA_TIME (time added to level time)
444 - EL_TIME_ORB_FULL (time added to level time)
447 * added "wind direction" as a movement pattern for custom elements
448 * added initial wind direction for balloon / custom elements to editor
449 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
452 * added parameters for "game of life" and "biomaze" elements to editor
455 * added level file chunk "CONF" for generic level and element settings
458 * uploaded pre-release (test) version 3.2.0-4 binary and source code
461 * skip empty level sets (with "levels: 0"; may be artwork base sets)
462 * added sound action ".page[1]" to ".page[32]" for each CE change page
465 * added image config suffix ".clone_from" to copy whole image settings
466 * fixed bug with invalid ("undefined") CE settings in old level files
469 * fixed graphical bug with smashing elements falling faster than player
472 * fixed major bug which prevented private levels from being edited
473 * fixed bug with precedence of general and special font definitions
476 * fixed graphical bug with player animation when player moves slowly
479 * uploaded pre-release (test) version 3.2.0-3 binary and source code
482 * fixed bug which prevented "global.num_toons: 0" from working
485 * major code cleanup (removed all these annoying "#if 0" blocks)
488 * added custom element actions for CE change page in level editor
491 * fixed music initialization bug in init.c (thanks to David Binderman)
492 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
493 (this bug must probably be fixed at other places, too)
496 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
497 (should be '#include <SDL.h>' instead)
500 * fixed bug which prevented "walkable from no direction" from working
501 (due to compatibility code overwriting this setting after loading)
504 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
507 * version number temporarily set to 3.1.1 (intermediate bugfix release)
508 * version 3.1.1 released
511 * changed some va_arg() arguments from 'long' to 'int', fixing problems
512 on 64-bit architecture systems with LP64 data model
515 * fixed bug with bombs not exploding when hitting the last level line
516 (introduced after the release of 3.1.0)
519 * added support for dumping small-sized level sketches from editor
522 * added recognition of "trigger element" for "change digged element to"
523 (this is not really what the "trigger element" was made for, but its
524 use may seem obvious for leaving back digged elements unchanged)
527 * fixed multiple warnings about failed joystick device initialization
530 * fixed bug with dynamite dropped on top of just dropped custom element
531 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
532 dynamite can still be dropped, but drop key must be released before
535 * fixed bug with wrong start directory when started from file browser
536 (due to this bug, R'n'D could not be started from KDE's Konqueror)
539 * fixed bug causing "change when impact" on player not working
540 * fixed wrong priority of "hitting something" over "hitting <element>"
541 * fixed wrong priority of "hit by something" over "hit by <element>"
544 * fixed graphical bug which caused the player (being Murphy) to show
545 collecting animations although the element was collected by penguin
548 * fixed two bugs causing wrong door background graphics in system.c
549 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
552 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
553 * added "no direction" to "walkable/passable from" selectbox options
556 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
557 * in tape autoplay, not only report broken, but also missing tapes
560 * uploaded pre-release (test) version 3.2.0-2 binary and source code
563 * fixed small bug with "linear" animation not working for active lamp
566 * fixed bug with moving up despite gravity due to "block last field"
567 * fixed small bug with wrong draw offset when typing name in main menu
568 * when reading user names from "passwd", ignore data after first comma
569 * when creating new "levelinfo.conf", only write some selected entries
572 * fixed displaying "imported from/by" on preview with empty string
573 * fixed ignoring draw offset for fonts used for level preview texts
576 * fixed a delay problem with SDL and too many mouse motion events
577 * added setup option "skip levels" and level skipping functionality
580 * added move speed "not moving" for non-moving CEs, but with direction
583 * fixed mapping of obsolete element token names in "editorsetup.conf"
584 * fixed bug with sound "acid.splashing" treated as a loop sound
585 * fixed some little sound bugs in native EM engine
588 * fixed small bug when dragging scrollbars to end positions
591 * added editor element descriptions written by Aaron Davidson
594 * improved fallback handling when configured artwork is not available
595 (now using default artwork instead of exiting when files not found)
598 * fixed bug on level selection screen when dragging scrollbar
601 * fixed bug which caused broken tapes when appending to EM engine tapes
604 * uploaded pre-release (test) version 3.2.0-1 binary and source code
607 * added code to replace changed artwork config tokens with other tokens
608 (needed for backwards compatibility, so that older tokens still work)
611 * added native R'n'D graphics for some new EMC elements in EM engine
614 * fixed some bugs in the EM engine integration code
615 * changed EM engine code to allow diagonal movement
616 * changed EM engine code to allow use of separate snap and drop keys
619 * fixed some redraw bugs when using EM engine
622 * fixed bug with not converting RND levels which are set to use native
623 engine to native level structure when loading
626 * uploaded pre-release (test) version 3.2.0-0 binary and source code
629 * version number set to 3.2.0
632 * level data now reset to defaults after attempt to load invalid file
635 * added use of "editorsetup.conf" for different level sets
638 * added auto-detection for various types of Emerald Mine level files
641 * fixed bug with scrollbars getting too small when list is very large
644 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
647 * added most level editor configuration gadgets for new EMC elements
650 * added more element and graphic definitions for new EMC elements
653 * modified native EM engine to use integrated R'n'D sound system
656 * added SDL support to graphics functions in native EM engine
657 (by always using generic libgame interface functions)
660 * fixed bug in frame synchronization in native EM engine
663 * added code to convert levels between R'n'D and native EM engine
666 * new Emerald Mine engine can now play levels selected in main menu
669 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
670 (which creates scaled down graphics for level editor and preview);
671 there's still a memory leak somewhere in the artwork handling code
672 * added "scale image up" functionality to X11 version of zoom function
675 * first attempts to integrate new, native Emerald Mine Club engine
678 * fixed bug in gadget code which caused reset of CEs in level editor
679 (example: pressing 'b' [grab brush] on CE config page erased values)
680 (solution: check if gadgets in ClickOnGadget() are really mapped)
681 * improved level change detection in editor (settings now also checked)
682 * fixed bug with "can move into acid" and "don't collide with" state
685 * fixed maze runner style CEs to use the configured move delay value
688 * added Aaron Davidson's tutorial level set to the "Tutorials" section
691 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
692 * fixed the above fix because it broke level set "machine" (*sigh*)
693 * fixed random element placement in level editor to work as expected
694 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
697 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
700 * fixed bug (missing array boundary check) which caused broken tapes
701 * fixed bug (when loading level template) which caused broken levels
702 * fixed bug with new block last field code when using non-yellow player
705 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
706 * internal change of how the player blocks the last field when moving
707 * fixed blocking delay of last field for EM and SP style block delay
708 * fixed bug where the player had to wait for the usual move delay after
709 unsuccessfully trying to move, when he directly could move after that
710 * the last two changes should make original Supaplex level 93 solvable
711 * improved use of random number generator to make it less predictable
712 * fixed behaviour of slippery SP elements to let slip left, then right
715 * fixed bug with wrong door state after trying to quickload empty tape
716 * fixed waste of static memory usage of the binary, making it smaller
717 * fixed very little graphical bug in Supaplex explosion
720 * version number set to 3.1.1
723 * version 3.1.0 released
726 * fixed bug with crash when writing user levelinfo.conf the first time
729 * added option "convert LEVELDIR [NR]" to command line batch commands
730 * re-converted Supaplex levels to apply latest engine fixes
731 * changed "use graphic/sound of element" to "use graphic of element"
732 due to compatibility problems with some levels ("bug machine" etc.)
735 * fixed bug with CE change replacing player with same or other player
738 * fixed bug with opaque font in envelope with background graphic when
739 background graphic is not transparent itself
742 * added "gravity on" and "gravity off" ports for Supaplex compatibility
743 * corrected original Supaplex level loading code to use these new ports
744 * also corrected Supaplex loader to auto-count infotrons if set to zero
747 * fixed bug with missing initialization of "modified" flag for GEs
750 * fixed bug that caused endless recursion loop when relocating player
751 * fixed tape recorder bug in "step mode" when using "pause before end"
752 * fixed tape recorder bug when changing from "warp forward" mode
755 * fixed bug with "when touching" for pushed elements at last position
758 * fixed bug that caused two activated toolbox buttons in level editor
759 * fixed bug with exploding dynabomb under player due to other explosion
762 * fixed bug with creating walkable custom element under player (again)
763 * fixed bug with not copying explosion type when copying CEs in editor
764 * fixed graphical bug when drawing player in setup menu (input devices)
765 * fixed graphical bug when the player is pushing an accessible element
766 * fixed bug with classic switchable elements triggering CE changes
767 * fixed bug with entering/leaving walkable element in RelocatePlayer()
768 * fixed crash bug when CE leaves behind the trigger player element
771 * fixed bug with broken tubes after placing/exploding dynamite in them
772 * fixed bug with exploding dynamite under player due to other explosion
773 * fixed bug with not resetting push delay under certain circumstances
776 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
777 * added network multiplayer code for Windows (thanks to Niko Böhm)
780 * added option "reachable despite gravity" for gravity movement
781 * changed gravity movement of most classic walkable and passable
782 elements back to "not reachable" (for compatibility reasons)
785 * fixed (removed) "indestructible" / "can explode" dependency in editor
786 * fixed (removed) "accessible inside" / "protected" dependency
787 * fixed (removed) "step mode" / "shield time" dependency
790 * fixed dynabombs exploding now into anything diggable
791 * fixed Supaplex style gravity movement into buggy base now impossible
792 * added pressing key "space" as valid action to select menu options
795 * added "replace when walkable" to relocate player to walkable element
796 * added "enter"/"leave" event for elements affected by relocation
797 * fixed "direct"/"indirect" change order also for "when change" event
798 * fixed graphical bug when pushing things from elements walkable inside
801 * fixed graphic bug when player is snapping while moving in old levels
802 * fixed bug when a moving custom element leaves a player element behind
803 * fixed bug with mole not disappearing when moving into acid pool
804 * fixed bug with incomplete path setting when using "--basepath" option
805 * moving CE can now leave walkable elements behind under the player
806 * when relocating, player can be set on walkable element now
807 * fixed another gravity movement bug
810 * uploaded pre-release (test) version 3.1.0-2 binary and source code
813 * added "collectible" and "removable" to extended replacement types
814 (where "removable" replaces "diggable" and "collectible" elements)
815 * added "collectible & throwable" (to throw element to the next field)
816 * fixed bug with CEs digging elements that are just about to explode
817 * changed mouse cursor now always being visible when game is paused
820 * added possibility to push/press accessible elements from a side that
822 * fixed bug with not setting actual date when appending to tape
825 * fixed bug with incorrectly initialized custom element editor graphics
828 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
829 - number of levels corrected from 18 to 17 in "levelinfo.conf"
832 * fixed bug with destroyed robot wheel still attracting robots forever
833 * fixed bug with time gate switch deactivating after robot wheel time
834 (while the time gate itself is not affected by this misbehaviour)
835 * changed behaviour of BD style amoeba to always get blocked by player
836 (before it was different when there were non-BD elements in level)
837 * fixed bug with player destroying indestructable elements with shield
840 * added option to make growing elements grow into anything diggable
841 (for the various amoeba types, biomaze and "game of life")
844 * fixed bug with movable elements not moving after left behind by CEs
845 * changed gravity movement to anything diggable, not only sand/base
846 * optionally allowing passing to walkable element, not only empty space
847 * added option "can pass to walkable element" for players
848 * finally fixed gravity movement (hopefully)
851 * fixed bug with movable elements not moving anymore after falling down
854 * fixed another bug with custom elements digging and leaving elements
855 * fixed bug with "along left/right side" and automatic start direction
856 * trigger elements now also displayed when "more custom" deactivated
857 * fixed bug with clipboard element initialized when loading new level
858 * added option "drop delay" to set delay before dropping next element
861 * uploaded pre-release (test) version 3.1.0-1 binary and source code
864 * added copy and paste functions for custom change pages
865 * enhanced graphical display and functionality of tape recorder
866 * fixed bug with custom elements digging and leaving elements
869 * added move speed faster than "very fast" for custom elements
870 * fixed bug with 3+3 style explosions and missing border content
871 * fixed little bug when copying custom elements in the editor
872 * enhanced custom element changes by more side trigger actions
875 * added option "no scrolling when relocating" for instant teleporting
876 * uploaded pre-release (test) version 3.1.0-0 binary and source code
879 * added trigger element and trigger player to use as target elements
880 * added copy and paste functions for custom and group elements
883 * fixed graphical bug when displaying explosion animations
884 * fixed bug when appending to tapes, resulting in broken tapes
885 * re-recorded a few tapes broken by fixing gravity checking bug
888 * "can move into acid" property now for all elements independently
889 * "can fall into acid" property for player stored in same bitfield now
890 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
891 * version number set to 3.1.0 (finally!)
894 * changed tape recording to only record input, not programmed actions
897 * fixed totally broken (every 8th frame skipped) step-by-step recording
898 * fixed bug with requester not displayed when quick-loading interrupted
899 * added option "can fall into acid (with gravity)" for players
900 * fixed bug with player not falling when snapping down with gravity
903 * fixed bug which messed up key config when using keypad number keys
906 * fixed bug which allowed moving upwards even when gravity was active
907 * fixed bug with missing error handling when dumping levels or tapes
910 * added different colored editor graphics for Supaplex gravity tubes
913 * fixed bug that allowed solvable tapes for unsolvable levels
916 * use unlimited number of droppable elements when "count" set to zero
917 * added option to use step limit instead of time limit for level
920 * added player and change page as trigger for custom element change
923 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
926 * fixed bug with dark yamyam changing to acid when moving over acid
927 * fixed handling of levels with more than 999 seconds level time
928 (example: level 76 of "Denmine")
931 * "spring push bug" reintroduced as configurable element property
932 * fixed bug with missing properties for "mole"
933 * fixed bug that showed up when fixing the above "mole" properties bug
934 * added option "can move into acid" for all movable elements
935 * fixed graphical bug for elements moving into acid
936 * changed event handling to handle all pending events before going on
939 * fixed bug which caused all CE change pages to be ignored which had
940 the same change event, but used a different element side
941 (reported by Simon Forsberg)
943 * fixed bug which caused elements that can move and fall and that are
944 transported by a conveyor belt to continue moving into that direction
945 after leaving the conveyor belt, regardless of their own movement
946 type; only elements which can not move are transported now
947 (reported by Simon Forsberg)
949 * fixed bug which could cause an array overflow in RelocatePlayer()
950 (reported by Niko Böhm)
952 * changed Emerald Mine style "passable / over" elements to "protected"
953 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
955 * added new option to select from which side a "walkable/passable"
956 element can be entered
959 * added explosion and ignition delay for elements that can explode
962 * fixed bug which caused player not being protected against enemies
963 when a CE was "walkable / inside" and was not "indestructible"
964 * added "walkable/passable" fields to be "protected/unprotected"
965 against enemies, even if not accessible "inside" but "over/under"
968 * corrected move pattern to 32 bit and initial move direction to 8 bit
971 * added second custom element base configuration page
974 * added some special EMC mappings to Emerald Mine level loader
975 (also covering previously unknown element in level 0 of "Bondmine 8")
978 * added option to block last field when player is moving (for Supaplex)
979 * adjusted push delay of Supaplex elements
980 * removed delays for envelopes etc. when replaying with maximum speed
981 * fixed bug when dropping element on a field that just changed to empty
984 * fixed bug: infotrons can now smash yellow disks
985 * fixed bug: when gravity active, port above player can now be entered
986 * removed "one white dot" mouse pointer which irritated some people
989 * added "choice type" for group element selection
992 * fixed bug with initial invulnerability of non-yellow player
995 * added level loader for loading native Supaplex packed levels
996 (including multi-part levels like the "splvls99" levels)
999 * fixed bug which allowed creating emeralds by escaping explosions
1002 * custom elements can change (limited) or leave (unlimited) elements
1003 * finally added multiple matches using group elements
1004 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1007 * added new start movement type "previous" for continued CE movement
1008 * added new start movement type "random" for random CE movement start
1011 * added new element "sokoban_field_player" needed for Sokoban levels
1012 (thanks to Ed Booker for pointing this out!)
1015 * added elements that can be digged or left behind by custom elements
1018 * added group elements for multiple matches and random element creation
1021 * fixed some graphical errors displayed in old levels
1024 * fixed wrong double speed movement after passing closing gates
1027 * added level loader for loading native Emerald Mine levels
1030 * changes for "shooting" style CE movement
1033 * Happy New Year! ;-)
1036 * changed default snap/drop keys from left/right Shift to Control keys
1039 * fixed bug with dead player getting reanimated from custom element
1042 * fixed bug with wrong penguin graphics (when entering exit)
1045 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1048 * version number set to 3.0.9
1051 * version 3.0.8 released
1054 * added function checked_free()
1057 * fixed bug with double nut cracking sound
1058 (by eliminating "default element action sound" assignment in init.c)
1061 * fixed crash when no music info files are available
1064 * fixed boring and sleeping sounds
1067 * added "maze runner" and "maze hunter" movement types
1068 * added extended collision conditions for custom elements
1071 * added warnings for undefined token values in artwork config files
1074 * added menu entry for level set information to the info screen
1077 * fixed bug with wrong default impact sound for colored emeralds
1080 * added several sub-screens for the info screen
1081 * menu text now also clickable (not only blue/red sphere left of it)
1084 * added configurable "bored" and "sleeping" animations for the player
1085 * added "awakening" sound for player when waking up after sleeping
1088 * added "copy" and "exchange" functions for custom elements to editor
1091 * added configurable element animations for info screen
1094 * added configurable music credits for info screen
1097 * finally fixed tape recording when player is created from CE change
1100 * added "editorsetup.conf" for editor element list configuration
1103 * added "musicinfo.conf" for menu and level music configuration
1106 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1107 (that only showed up on Linux, but not on Windows systems)
1110 * fixed turning movement of butterflies and fireflies (no frame reset)
1111 * enhanced sniksnak turning movement (two steps instead of only one)
1114 * version number set to 3.0.8
1117 * version 3.0.7 released
1120 * fixed reset of player animation frame when, for example,
1121 walking, digging or collecting share the same animation
1122 * fixed CE with "deadly when touching" exploding when touching amoeba
1125 * fixed tape recording when player is created from CE element change
1128 * introduced "turning..." action graphic for elements with move delay
1129 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1130 * added turning animations for bug, spaceship and sniksnak
1133 * prevent "extended" changed elements from delay change in same frame
1136 * fixed bug when pushing element that can move away to the side
1137 (like pushing falling elements, but now with moving elements)
1140 * finally fixed serious bug in code for delayed element pushing (again)
1143 * unavailable setup options now marked as "n/a" instead of "off"
1144 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1145 to "true", levels are always played with the latest game engine,
1146 which is desired for levels that are imported from other games; all
1147 other levels are played with the engine version stored in level file
1148 (which is normally the engine version the level was created with)
1151 * fixed serious bug in code for delayed element pushing
1152 * fixed little bug in animation frame selection for pushed elements
1153 * speed-up of reading config file for verbose output
1156 * added configuration option for opening and closing Supaplex exit
1157 * added configuration option for moving up/down animation for Murphy
1158 * fixed incorrectly displayed animation for attacking dragon
1159 * fixed bug with not setting initial gravity for each new game
1160 * fixed bug with teleportation of player by custom element change
1161 * fixed bug with player not getting smashed by rock sometimes
1164 * version number set to 3.0.7
1167 * version 3.0.6 released
1170 * added support for MP3 music for SDL version through SMPEG library
1173 * fixed bug when initializing font graphic structure
1174 * fixed bug with animation mode "pingpong" when using only 1 frame
1175 * fixed bug with extended change target introduced in 3.0.5
1176 * fixed bug where passing over moving element doubles player speed
1177 * fixed bug with elements continuing to move into push direction
1178 * fixed bug with duplicated player when dropping bomb with shield on
1179 * added "switching" event for custom elements ("pressing" only once)
1180 * fixed switching bug (resetting flag when not switching but not idle)
1183 * fixed element tokens for certain file elements with ".active" etc.
1186 * version number set to 3.0.6
1189 * version 3.0.5 released
1192 * now four envelope elements available
1193 * font, background, animation and sound for envelope now configurable
1194 * main menu doors opening/closing animation type now configurable
1197 * active/inactive sides configurable for custom element changes
1198 * new movement type "move when pushed" available for custom elements
1201 * fixed bug in multiple config pages loader code that caused crashes
1204 * enhanced (remaining low-resolution) Supaplex graphics
1207 * version number set to 3.0.5
1210 * version 3.0.4 released
1212 2003-09-12 src/tools.c
1213 * fixed bug in custom definition of crumbled element graphics
1215 2003-09-11 src/files.c
1216 * fixed bug in multiple config pages code that caused crashes
1219 * version number set to 3.0.4
1222 * version 3.0.3 released
1225 * added music to Supaplex classic level set
1227 2003-09-07 src/libgame/misc.c
1228 * added support for loading various music formats through SDL_mixer
1230 2003-09-06 (various source files)
1231 * fixed several nasty bugs that may have caused crashes on some systems
1232 * added envelope content which gets displayed when collecting envelope
1233 * added multiple change event pages for custom elements
1235 2003-08-24 src/game.c
1236 * fixed problem with player animation when snapping and moving
1238 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1239 * fixed problem with flickering when drawing toon animations
1241 2003-08-23 src/libgame/sdl.c
1242 * fixed problem with setting mouse cursor in SDL version in fullscreen
1244 2003-08-23 src/game.c
1245 * fixed bug (missing array boundary check) which could crash the game
1248 * version number set to 3.0.3
1251 * version 3.0.2 released
1253 2003-08-21 src/game.c
1254 * fixed bug with creating inaccessible elements at player position
1256 2003-08-20 src/init.c
1257 * fixed bug with not finding current level artwork directory
1259 2003-08-20 src/files.c
1260 * fixed bug with choosing wrong engine version when playing tapes
1261 * fixed bug with messing up custom element properties in 3.0.0 levels
1264 * version number set to 3.0.2
1267 * version 3.0.1 released
1269 2003-08-17 (no source files affected)
1270 * changed all "classic" PCX image files with 16 colors or less to
1271 256 color (8 bit) storage format, because the Allegro game library
1272 cannot handle PCX files with less than 256 colors (contributed
1273 graphics are not affected and might look wrong in the DOS version)
1275 2003-08-16 src/init.c
1276 * fixed bug which (for example) crashed the level editor when defining
1277 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1278 (only set to default) -- invalid graphics now set to default graphic
1280 2003-08-16 src/init.c
1281 * fixed graphical bug of player digging/collecting/snapping element
1282 when no corresponding graphic/animation is defined for this action,
1283 resulting in player being drawn as EL_EMPTY (which should only be
1284 done to elements being collected, but not to the player)
1286 2003-08-16 src/game.c
1287 * fixed small graphical bug of player not totally moving into exit
1289 2003-08-16 src/libgame/setup.c
1290 * fixed bug with wrong MS-DOS 8.3 filename conversion
1292 2003-08-16 src/tools.c
1293 * fixed bug with invisible mouse cursor when pressing ESC while playing
1295 2003-08-16 (various source files)
1296 * added another 128 custom elements (disabled in editor by default)
1298 2003-08-16 src/editor.c
1299 * fixed NULL string bug causing Solaris to crash in sprintf()
1301 2003-08-16 src/screen.c
1302 * fixed drawing over scrollbar on level selection with custom fonts
1304 2003-08-15 src/game.c
1305 * cleanup of simple sounds / loop sounds / music settings
1307 2003-08-08 (various source files)
1308 * added custom element property for dropping collected elements
1310 2003-08-08 src/conf_gfx.c
1311 * fixed bug with missing graphic for active red disk bomb
1313 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1314 * extended variable "level.gravity" to "level.initial_gravity" and
1315 "game.current_gravity" to prevent level setting from being changed
1316 by playing the level (keeping the runtime value after playing)
1318 * fixed graphics bug when digging element that has 'crumbled' graphic
1319 definition, but not 'diggable' graphic definition
1322 * version number set to 3.0.1
1325 * version 3.0.0 released
1328 * various bug fixes; among others:
1329 - fixed bug with pushing spring over empty space
1330 - fixed bug with leaving tube while placing dynamite
1331 - fixed bug with explosion of smashed penguins
1332 - allow Murphy player graphic in levels with non-Supaplex elements
1336 * I have forgotten to document changes for some time
1339 * pre-release version 2.2.0rc1 released
1342 * version number set to 2.1.2
1345 * version 2.1.1 released
1348 * version number set to 2.1.1
1351 * version 2.1.0 released
1354 * version number set to 2.1.0
1356 2002-04-03 to 2002-05-19 (various source files)
1357 * graphics, sounds and music now fully configurable
1358 * bug fixed that prevented walking through tubes when gravity on
1360 2002-04-02 src/events.c, src/editor.c
1361 * Make Escape key less aggressive when playing or when editing level.
1362 This can be configured as an option in the setup menu. (Default is
1363 "less aggressive" which means "ask user if something can be lost"
1364 when pressing the Escape key.)
1366 2002-04-02 src/screen.c
1367 * Added "graphics setup" screen.
1369 2002-04-01 src/screen.c
1370 * Changed "choose level" setup screen stuff to be more generic (to
1371 make it easier to add more "choose from generic tree" setup screens).
1373 2002-04-01 src/config.c, src/timestamp.h
1374 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1375 automatically gets created by "src/Makefile" and contains an actual
1376 compile-time timestamp to identify development versions of the game).
1378 2002-03-31 src/tape.c, src/events.c
1379 * Added quick game/tape save/load functions to tape stuff which can be
1380 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1381 loads previously recorded tape and directly goes into recording mode
1382 from the end of the tape (therefore appending to the tape).
1384 2002-03-31 src/tape.c
1385 * Added "index mark" function to tape recorder. When playing or
1386 recording, "eject" button changes to "index" button. Setting index
1387 mark is not yet implemented, but pressing index button when playing
1388 allows very quick advancing to end of tape (when normal playing),
1389 very fast forward mode (when playing with normal fast forward) or
1390 very fast reaching of "pause before end of tape" (when playing with
1391 "pause before end" playing mode).
1393 2002-03-30 src/cartoons.c
1394 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1396 2002-03-29 src/screen.c
1397 * Changed setup screen stuff to be more generic (to make it easier
1398 to add more setup screens).
1400 2002-03-23 src/main.c, src/main.h
1401 * Various changes due to the introduction of the new libgame files
1402 "setup.c" and "joystick.c".
1404 2002-03-23 src/files.c
1405 * Generic parts of "src/files.c" (mainly setup and level directory
1406 stuff) moved to new libgame file "src/libgame/setup.c".
1408 2002-03-23 src/joystick.c
1409 * File "src/joystick.c" moved to libgame source tree, with
1410 correspondig changes.
1412 2002-03-22 src/screens.c
1413 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1414 (Wrong level series information displayed when entering main group.)
1416 2002-03-22 src/editor.c
1417 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1419 2002-03-22 src/editor.c
1420 * Changed behaviour of "Escape" key in level editor to be more
1421 intuitive: When in "Element Properties" or "Level Info" mode,
1422 return to "Drawing Mode" instead of leaving the level editor.
1424 2002-03-21 src/game.c, src/editor.c, src/files.c
1425 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1426 gems (emeralds, diamonds, ...) slipping down from normal wall,
1427 steel wall and growing wall (as in E.M.C. style levels). Although
1428 the behaviour of contributed and private levels wasn't changed (due
1429 to the use of "level.game_version"; see previous entry), editing
1430 those levels will (of course) change the behaviour accordingly.
1432 This change seems a bit too hard after thinking about it, because
1433 the EM style behaviour is not the "expected" behaviour (gems would
1434 normally only slip down from "rounded" walls). Therefore this was
1435 now changed to an element property for gem style elements, with the
1436 default setting "off" (which means: no special EM style behaviour).
1437 To fix older converted levels, this flag is set to "on" for pre-2.0
1438 levels that are neither contributed nor private levels.
1440 2002-03-20 src/files.h
1441 * Corrected settings for "level.game_version" depending of level type.
1442 (Contributed and private levels always get played with game engine
1443 version they were created with, while converted levels always get
1444 played with the most recent version of the game engine, to let new
1445 corrections of the emulation behaviour take effect.)
1447 2002-03-20 src/main.h
1448 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1449 compiling the SDL version on some systems.
1450 Thanks to the several people who pointed this out.
1453 * Version number set to 2.0.2.
1456 * Version 2.0.1 released.
1458 2002-03-18 src/screens.c
1459 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1461 2002-03-18 src/files.c [src/libgame/misc.c]
1462 * Moved some common functions from src/files.c to src/libgame/misc.c.
1464 2002-03-18 src/files.c [src/libgame/misc.c]
1465 * Changed permissions for new directories and saved files (especially
1466 score files) according to suggestions of Debian users and mantainers.
1467 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1469 2002-03-17 src/files.c
1470 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1471 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1472 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1473 for levels and "TAPE" for tapes). Old "cookie" style format is
1474 still supported for reading. New level and tape files are written
1477 * New IFF chunk "VERS" contains version numbers for file and game
1478 (where "game version" is the version of the program that wrote the
1479 file, and "file version" is a version number to distinguish files
1480 with different format, for example after adding new features).
1482 2002-03-15 src/screen.c
1483 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1484 (Before, you heard a mixture of the in-game music and the
1485 hall-of-fame music.)
1487 2002-03-14 src/events.c
1488 * Function "DumpTape()" (files.c) now available by pressing 't' from
1489 main menu (when in DEBUG mode).
1491 2002-03-14 src/game.c
1492 * "GameWon()": When game was won playing a tape, now there is no delay
1493 raising the score and no corresponding sound is played.
1495 2002-03-14 src/files.c
1496 * Changed "LoadTape()" for real chunk support and also adjusted
1497 "SaveTape()" accordingly.
1499 2002-03-14 src/game.c, src/tape.c, src/files.c
1500 * Important changes to tape format: The old tape format stored all
1501 actions with a real effect with a corresponding delay between the
1502 stored actions. This had some major disadvantages (for example,
1503 push delays had to be ignored, pressing a button for some seconds
1504 mutated to several single button presses because of the non-action
1505 delays between two action frames etc.). The new tape format just
1506 stupidly records all device actions and replays them later. I really
1507 don't know why I haven't solved it that way before?! Old-style tapes
1508 (with tape file version less than 2.0) get converted to the new
1509 format on-the-fly when loading and can therefore still be played;
1510 only some minor parts of the old-style tape handling code was needed.
1511 (A perfect conversion is not possible, because there is information
1512 missing about the device actions between two action frames.)
1514 2002-03-14 src/files.c
1515 * New function "DumpTape()" to dump the contents of the current tape
1516 in a human readable format.
1518 2002-03-14 src/game.c
1519 * Small tape bug fixed: When automatically advancing to next level
1520 after a game was won, the tape from the previous level still was
1521 loaded as a tape for the new level.
1523 2002-03-14 src/tape.c
1524 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1525 tape, cartoons did not get completely removed because
1526 StopAnimation() was not called.
1528 2002-03-13 src/files.c
1529 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1530 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1531 size even when using 16-bit elements). Added new chunk "CNT2" for
1532 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1533 chunk even when content was 16-bit element). "CNT2" should now be
1534 able to store content for arbitrary elements (up to eight blocks of
1535 3 x 3 element arrays). All "CNT2" elements will always be stored as
1536 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1538 2002-03-13 src/files.c
1539 * Changed "LoadLevel()" for real chunk support.
1541 2002-03-12 src/game.c
1542 * Fixed problem (introduced after 2.0.0 release) with penguins
1543 not getting killed by enemies
1545 2002-02-24 src/game.c, src/main.h
1546 * Added "player->is_moving"; now "player->last_move_dir" does
1547 not contain any information if the player is just moving at
1549 Before, "player->last_move_dir" was misused for this purpose
1550 for the robot stuff (robots don't kill players when they are
1551 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1552 broke tapes when walking through pipes!
1553 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1554 in a continuous movement. This fact is ignored for friends and