2 * added "CE score gets zero [of]" to custom element trigger conditions
5 * added compatibility code for Juergen Bonhagen's menu artwork settings
8 * fixed bug with displaying wrong animation frame 0 after CE changes
9 * fixed bug with creating invisible elements when light switch is on
12 * added selection between ECS and AGA graphics for EMC levels to setup
15 * adjusted font handling for various narrow EMC style fonts
18 * changed EM engine behaviour back to re-allow initial rolling springs
21 * fixed handling of over-large selectboxes (less error-prone now)
22 * fixed bug when creating GE with walkable element under the player
25 * added use of "Insert" and "Delete" keys to navigate element list in
26 level editor to start of custom elements or start of group elements
27 * added virtual elements to access CE value and CE score of elements:
28 - "CE value of triggering element"
29 - "CE score of triggering element"
30 - "CE value of current element"
31 - "CE score of current element"
34 * fixed "grass" to "sand" in older EM levels (up to file version V4)
37 * changed behaviour of network games with internal errors (because of
38 different client frame counters) from immediately terminating R'n'D
39 to displaying an error message requester and stopping only the game
40 (also to prevent impression of crashes under non command-line runs)
41 * fixed playing network games with the EMC engine (did not work before)
42 * fixed bug with not scrolling the screen in multi-player mode with the
43 focus on player 1 when all players are moving in different directions
44 * fixed bug with keeping pointer to gadget even after its deallocation
45 * fixed bug with allowing "focus on all players" in network games
46 * fixed bug with player focus when playing tapes from network games
49 * uploaded pre-release (test) version 3.2.0-7 binary and source code
52 * code cleanup for game action control for R'n'D and EMC game engine
55 * fixed bug in multi-player movement with focus on both players
56 * added option to control only the focussed player with all input
59 * added player focus switching to level tape recording and re-playing
62 * fixed some bugs in player focus switching in EMC and RND game engine
65 * added special Supaplex animations for Murphy digging and snapping
66 * added special Supaplex animations for Murphy being bored and sleeping
69 * added four new yam yams with explicit start direction for EMC engine
70 * fixed bug in src/libgame/text.c with printing text outside the window
73 * fixed small bug in EMC level loader (copyright sign in EM II levels)
76 * added delayed ignition of EM style dynamite when used in R'n'D engine
77 * added limited movement range to EMC engine when focus on all players
80 * fixed bug with missing (zero) score values for native Supaplex levels
83 * added "continuous snapping" (snapping many elements while holding the
84 snap key pressed, without releasing the snap key after each element)
85 as a new player setting for more compatibility with the classic games
88 * finished scrolling for "focus on all players" in EMC graphics engine
91 * level sets with "levels: 0" are ignored for levels, but not artwork
92 * fixed bug when scanning empty level group directories (endless loop)
95 * fixed bug with explosion graphic for player using "Murphy" graphic
96 * fixed bug with explosion graphic if player leaves explosion in time
97 * changed some descriptive text in setup menu to use medium-width font
98 * added key shortcut settings for switching player focus to setup menu
101 * fixed bug with random value initialization when recording tapes
102 * fixed bug with playing single player tapes when team mode activated
105 * fixed little bug when trying to switch to player that does not exist
108 * added player switching (visual and quick) to R'n'D and EM game engine
109 * added setup option to select visual or quick in-game player switching
112 * added use of "Home" and "End" keys to handle element list in editor
115 * fixed bug with adding score when playing tape with EMC game engine
116 * added steel wall border for levels using EMC engine without border
117 * finally fixed delayed scrolling in EMC engine also for small levels
120 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
123 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
124 * fixed bug when displaying info element without action, but direction
127 * fixed minor graphical problems with springs smashing and slurping
128 (when using R'n'D style graphics instead of EMC style graphics)
131 * added scroll delay (as configured in setup) to EMC graphics engine
134 * improved screen redraw for EMC graphics engine (faster and smoother)
135 * when not scrolling, do not redraw the whole playfield if not needed
138 * added multi-player mode for EMC game engine (with up to four players)
141 * added android (can clone elements) from EMC engine to R'n'D engine
144 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
147 * added selectbox for initial player speed to player settings in editor
150 * version 3.1.2 created that is basically version 3.1.1, but with a
151 major bug fixed that prevented editing your own private levels
152 * version 3.1.2 released
155 * added magic ball (creates elements) from EMC engine to R'n'D engine
158 * uploaded fixed pre-release version 3.2.0-6 binary and source code
161 * fixed bug when using "CE can leave behind <trigger element>"
162 * added new change condition "(after/when) creation of <element>"
163 * added new change condition "(after/when) digging <element>"
164 * fixed bug accessing invalid gadget that caused crashes under Windows
165 * deactivated new possibility for multiple CE changes per frame
168 * uploaded pre-release (test) version 3.2.0-6 binary and source code
171 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
172 * fixed bug with not keeping CE value for moving CEs with only action
173 * changed CE action selectboxes in editor to be only reset when needed
176 * added option "use artwork from element" for custom player artwork
177 * added option "use explosion from element" for player explosions
180 * added cascaded element lists in the level editor
181 * added persistence for cascaded element lists by "editorcascade.conf"
182 * added dynamic element list with all elements used in current level
183 * added possibility for multiple CE changes per frame (experimental)
186 * uploaded pre-release (test) version 3.2.0-5 binary and source code
189 * changed "score for each 10 seconds/steps left" to "1 second/step"
190 * added own score for collecting "extra time" instead of sharing it
191 * added change events "switched by player" and "player switches <e>"
192 * added change events "snapped by player" and "player snaps <e>"
193 * added "set player artwork: <element choice>" to CE action options
194 * added change event "move of <element>"
197 * added "set player shield: off / normal / deadly" to CE action options
198 * added new player option "use level start element" in level editor
199 to set the correct focus at level start to elements from which the
200 player is created later (this did not work before for cascaded CE
201 changes resulting in creation of the player; it is now also possible
202 to create the player from a yam yam which is smashed at level start)
205 * added "set player speed: frozen (not moving)" to CE action options
206 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
209 * added new player option "block snap field" (enabled by default) to
210 make it possible to show a snapping animation like in Emerald Mine
213 * added dynamic selectboxes to custom element action settings in editor
214 * added "CE value" counter for custom elements (instead of "CE count")
215 * added option to use the last "CE value" after custom element change
216 * added option to use the "CE value" of other elements in CE actions
217 * fixed odd behaviour when pressing time orb in levels w/o time limit
218 * added checkbox "use time orb bug" for older levels that use this bug
221 * added missing configuration settings for the following elements:
222 - EL_TIMEGATE_SWITCH (time of open time gate)
223 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
224 - EL_SHIELD_NORMAL (time of shield duration)
225 - EL_SHIELD_DEADLY (time of shield duration)
226 - EL_EXTRA_TIME (time added to level time)
227 - EL_TIME_ORB_FULL (time added to level time)
230 * added "wind direction" as a movement pattern for custom elements
231 * added initial wind direction for balloon / custom elements to editor
232 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
235 * added parameters for "game of life" and "biomaze" elements to editor
238 * added level file chunk "CONF" for generic level and element settings
241 * uploaded pre-release (test) version 3.2.0-4 binary and source code
244 * skip empty level sets (with "levels: 0"; may be artwork base sets)
245 * added sound action ".page[1]" to ".page[32]" for each CE change page
248 * added image config suffix ".clone_from" to copy whole image settings
249 * fixed bug with invalid ("undefined") CE settings in old level files
252 * fixed graphical bug with smashing elements falling faster than player
255 * fixed major bug which prevented private levels from being edited
256 * fixed bug with precedence of general and special font definitions
259 * fixed graphical bug with player animation when player moves slowly
262 * uploaded pre-release (test) version 3.2.0-3 binary and source code
265 * fixed bug which prevented "global.num_toons: 0" from working
268 * major code cleanup (removed all these annoying "#if 0" blocks)
271 * added custom element actions for CE change page in level editor
274 * fixed music initialization bug in init.c (thanks to David Binderman)
275 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
276 (this bug must probably be fixed at other places, too)
279 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
280 (should be '#include <SDL.h>' instead)
283 * fixed bug which prevented "walkable from no direction" from working
284 (due to compatibility code overwriting this setting after loading)
287 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
290 * version number temporarily set to 3.1.1 (intermediate bugfix release)
291 * version 3.1.1 released
294 * changed some va_arg() arguments from 'long' to 'int', fixing problems
295 on 64-bit architecture systems with LP64 data model
298 * fixed bug with bombs not exploding when hitting the last level line
299 (introduced after the release of 3.1.0)
302 * added support for dumping small-sized level sketches from editor
305 * added recognition of "trigger element" for "change digged element to"
306 (this is not really what the "trigger element" was made for, but its
307 use may seem obvious for leaving back digged elements unchanged)
310 * fixed multiple warnings about failed joystick device initialization
313 * fixed bug with dynamite dropped on top of just dropped custom element
314 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
315 dynamite can still be dropped, but drop key must be released before
318 * fixed bug with wrong start directory when started from file browser
319 (due to this bug, R'n'D could not be started from KDE's Konqueror)
322 * fixed bug causing "change when impact" on player not working
323 * fixed wrong priority of "hitting something" over "hitting <element>"
324 * fixed wrong priority of "hit by something" over "hit by <element>"
327 * fixed graphical bug which caused the player (being Murphy) to show
328 collecting animations although the element was collected by penguin
331 * fixed two bugs causing wrong door background graphics in system.c
332 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
335 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
336 * added "no direction" to "walkable/passable from" selectbox options
339 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
340 * in tape autoplay, not only report broken, but also missing tapes
343 * uploaded pre-release (test) version 3.2.0-2 binary and source code
346 * fixed small bug with "linear" animation not working for active lamp
349 * fixed bug with moving up despite gravity due to "block last field"
350 * fixed small bug with wrong draw offset when typing name in main menu
351 * when reading user names from "passwd", ignore data after first comma
352 * when creating new "levelinfo.conf", only write some selected entries
355 * fixed displaying "imported from/by" on preview with empty string
356 * fixed ignoring draw offset for fonts used for level preview texts
359 * fixed a delay problem with SDL and too many mouse motion events
360 * added setup option "skip levels" and level skipping functionality
363 * added move speed "not moving" for non-moving CEs, but with direction
366 * fixed mapping of obsolete element token names in "editorsetup.conf"
367 * fixed bug with sound "acid.splashing" treated as a loop sound
368 * fixed some little sound bugs in native EM engine
371 * fixed small bug when dragging scrollbars to end positions
374 * added editor element descriptions written by Aaron Davidson
377 * improved fallback handling when configured artwork is not available
378 (now using default artwork instead of exiting when files not found)
381 * fixed bug on level selection screen when dragging scrollbar
384 * fixed bug which caused broken tapes when appending to EM engine tapes
387 * uploaded pre-release (test) version 3.2.0-1 binary and source code
390 * added code to replace changed artwork config tokens with other tokens
391 (needed for backwards compatibility, so that older tokens still work)
394 * added native R'n'D graphics for some new EMC elements in EM engine
397 * fixed some bugs in the EM engine integration code
398 * changed EM engine code to allow diagonal movement
399 * changed EM engine code to allow use of separate snap and drop keys
402 * fixed some redraw bugs when using EM engine
405 * fixed bug with not converting RND levels which are set to use native
406 engine to native level structure when loading
409 * uploaded pre-release (test) version 3.2.0-0 binary and source code
412 * version number set to 3.2.0
415 * level data now reset to defaults after attempt to load invalid file
418 * added use of "editorsetup.conf" for different level sets
421 * added auto-detection for various types of Emerald Mine level files
424 * fixed bug with scrollbars getting too small when list is very large
427 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
430 * added most level editor configuration gadgets for new EMC elements
433 * added more element and graphic definitions for new EMC elements
436 * modified native EM engine to use integrated R'n'D sound system
439 * added SDL support to graphics functions in native EM engine
440 (by always using generic libgame interface functions)
443 * fixed bug in frame synchronization in native EM engine
446 * added code to convert levels between R'n'D and native EM engine
449 * new Emerald Mine engine can now play levels selected in main menu
452 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
453 (which creates scaled down graphics for level editor and preview);
454 there's still a memory leak somewhere in the artwork handling code
455 * added "scale image up" functionality to X11 version of zoom function
458 * first attempts to integrate new, native Emerald Mine Club engine
461 * fixed bug in gadget code which caused reset of CEs in level editor
462 (example: pressing 'b' [grab brush] on CE config page erased values)
463 (solution: check if gadgets in ClickOnGadget() are really mapped)
464 * improved level change detection in editor (settings now also checked)
465 * fixed bug with "can move into acid" and "don't collide with" state
468 * fixed maze runner style CEs to use the configured move delay value
471 * added Aaron Davidson's tutorial level set to the "Tutorials" section
474 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
475 * fixed the above fix because it broke level set "machine" (*sigh*)
476 * fixed random element placement in level editor to work as expected
477 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
480 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
483 * fixed bug (missing array boundary check) which caused broken tapes
484 * fixed bug (when loading level template) which caused broken levels
485 * fixed bug with new block last field code when using non-yellow player
488 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
489 * internal change of how the player blocks the last field when moving
490 * fixed blocking delay of last field for EM and SP style block delay
491 * fixed bug where the player had to wait for the usual move delay after
492 unsuccessfully trying to move, when he directly could move after that
493 * the last two changes should make original Supaplex level 93 solvable
494 * improved use of random number generator to make it less predictable
495 * fixed behaviour of slippery SP elements to let slip left, then right
498 * fixed bug with wrong door state after trying to quickload empty tape
499 * fixed waste of static memory usage of the binary, making it smaller
500 * fixed very little graphical bug in Supaplex explosion
503 * version number set to 3.1.1
506 * version 3.1.0 released
509 * fixed bug with crash when writing user levelinfo.conf the first time
512 * added option "convert LEVELDIR [NR]" to command line batch commands
513 * re-converted Supaplex levels to apply latest engine fixes
514 * changed "use graphic/sound of element" to "use graphic of element"
515 due to compatibility problems with some levels ("bug machine" etc.)
518 * fixed bug with CE change replacing player with same or other player
521 * fixed bug with opaque font in envelope with background graphic when
522 background graphic is not transparent itself
525 * added "gravity on" and "gravity off" ports for Supaplex compatibility
526 * corrected original Supaplex level loading code to use these new ports
527 * also corrected Supaplex loader to auto-count infotrons if set to zero
530 * fixed bug with missing initialization of "modified" flag for GEs
533 * fixed bug that caused endless recursion loop when relocating player
534 * fixed tape recorder bug in "step mode" when using "pause before end"
535 * fixed tape recorder bug when changing from "warp forward" mode
538 * fixed bug with "when touching" for pushed elements at last position
541 * fixed bug that caused two activated toolbox buttons in level editor
542 * fixed bug with exploding dynabomb under player due to other explosion
545 * fixed bug with creating walkable custom element under player (again)
546 * fixed bug with not copying explosion type when copying CEs in editor
547 * fixed graphical bug when drawing player in setup menu (input devices)
548 * fixed graphical bug when the player is pushing an accessible element
549 * fixed bug with classic switchable elements triggering CE changes
550 * fixed bug with entering/leaving walkable element in RelocatePlayer()
551 * fixed crash bug when CE leaves behind the trigger player element
554 * fixed bug with broken tubes after placing/exploding dynamite in them
555 * fixed bug with exploding dynamite under player due to other explosion
556 * fixed bug with not resetting push delay under certain circumstances
559 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
560 * added network multiplayer code for Windows (thanks to Niko Böhm)
563 * added option "reachable despite gravity" for gravity movement
564 * changed gravity movement of most classic walkable and passable
565 elements back to "not reachable" (for compatibility reasons)
568 * fixed (removed) "indestructible" / "can explode" dependency in editor
569 * fixed (removed) "accessible inside" / "protected" dependency
570 * fixed (removed) "step mode" / "shield time" dependency
573 * fixed dynabombs exploding now into anything diggable
574 * fixed Supaplex style gravity movement into buggy base now impossible
575 * added pressing key "space" as valid action to select menu options
578 * added "replace when walkable" to relocate player to walkable element
579 * added "enter"/"leave" event for elements affected by relocation
580 * fixed "direct"/"indirect" change order also for "when change" event
581 * fixed graphical bug when pushing things from elements walkable inside
584 * fixed graphic bug when player is snapping while moving in old levels
585 * fixed bug when a moving custom element leaves a player element behind
586 * fixed bug with mole not disappearing when moving into acid pool
587 * fixed bug with incomplete path setting when using "--basepath" option
588 * moving CE can now leave walkable elements behind under the player
589 * when relocating, player can be set on walkable element now
590 * fixed another gravity movement bug
593 * uploaded pre-release (test) version 3.1.0-2 binary and source code
596 * added "collectible" and "removable" to extended replacement types
597 (where "removable" replaces "diggable" and "collectible" elements)
598 * added "collectible & throwable" (to throw element to the next field)
599 * fixed bug with CEs digging elements that are just about to explode
600 * changed mouse cursor now always being visible when game is paused
603 * added possibility to push/press accessible elements from a side that
605 * fixed bug with not setting actual date when appending to tape
608 * fixed bug with incorrectly initialized custom element editor graphics
611 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
612 - number of levels corrected from 18 to 17 in "levelinfo.conf"
615 * fixed bug with destroyed robot wheel still attracting robots forever
616 * fixed bug with time gate switch deactivating after robot wheel time
617 (while the time gate itself is not affected by this misbehaviour)
618 * changed behaviour of BD style amoeba to always get blocked by player
619 (before it was different when there were non-BD elements in level)
620 * fixed bug with player destroying indestructable elements with shield
623 * added option to make growing elements grow into anything diggable
624 (for the various amoeba types, biomaze and "game of life")
627 * fixed bug with movable elements not moving after left behind by CEs
628 * changed gravity movement to anything diggable, not only sand/base
629 * optionally allowing passing to walkable element, not only empty space
630 * added option "can pass to walkable element" for players
631 * finally fixed gravity movement (hopefully)
634 * fixed bug with movable elements not moving anymore after falling down
637 * fixed another bug with custom elements digging and leaving elements
638 * fixed bug with "along left/right side" and automatic start direction
639 * trigger elements now also displayed when "more custom" deactivated
640 * fixed bug with clipboard element initialized when loading new level
641 * added option "drop delay" to set delay before dropping next element
644 * uploaded pre-release (test) version 3.1.0-1 binary and source code
647 * added copy and paste functions for custom change pages
648 * enhanced graphical display and functionality of tape recorder
649 * fixed bug with custom elements digging and leaving elements
652 * added move speed faster than "very fast" for custom elements
653 * fixed bug with 3+3 style explosions and missing border content
654 * fixed little bug when copying custom elements in the editor
655 * enhanced custom element changes by more side trigger actions
658 * added option "no scrolling when relocating" for instant teleporting
659 * uploaded pre-release (test) version 3.1.0-0 binary and source code
662 * added trigger element and trigger player to use as target elements
663 * added copy and paste functions for custom and group elements
666 * fixed graphical bug when displaying explosion animations
667 * fixed bug when appending to tapes, resulting in broken tapes
668 * re-recorded a few tapes broken by fixing gravity checking bug
671 * "can move into acid" property now for all elements independently
672 * "can fall into acid" property for player stored in same bitfield now
673 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
674 * version number set to 3.1.0 (finally!)
677 * changed tape recording to only record input, not programmed actions
680 * fixed totally broken (every 8th frame skipped) step-by-step recording
681 * fixed bug with requester not displayed when quick-loading interrupted
682 * added option "can fall into acid (with gravity)" for players
683 * fixed bug with player not falling when snapping down with gravity
686 * fixed bug which messed up key config when using keypad number keys
689 * fixed bug which allowed moving upwards even when gravity was active
690 * fixed bug with missing error handling when dumping levels or tapes
693 * added different colored editor graphics for Supaplex gravity tubes
696 * fixed bug that allowed solvable tapes for unsolvable levels
699 * use unlimited number of droppable elements when "count" set to zero
700 * added option to use step limit instead of time limit for level
703 * added player and change page as trigger for custom element change
706 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
709 * fixed bug with dark yamyam changing to acid when moving over acid
710 * fixed handling of levels with more than 999 seconds level time
711 (example: level 76 of "Denmine")
714 * "spring push bug" reintroduced as configurable element property
715 * fixed bug with missing properties for "mole"
716 * fixed bug that showed up when fixing the above "mole" properties bug
717 * added option "can move into acid" for all movable elements
718 * fixed graphical bug for elements moving into acid
719 * changed event handling to handle all pending events before going on
722 * fixed bug which caused all CE change pages to be ignored which had
723 the same change event, but used a different element side
724 (reported by Simon Forsberg)
726 * fixed bug which caused elements that can move and fall and that are
727 transported by a conveyor belt to continue moving into that direction
728 after leaving the conveyor belt, regardless of their own movement
729 type; only elements which can not move are transported now
730 (reported by Simon Forsberg)
732 * fixed bug which could cause an array overflow in RelocatePlayer()
733 (reported by Niko Böhm)
735 * changed Emerald Mine style "passable / over" elements to "protected"
736 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
738 * added new option to select from which side a "walkable/passable"
739 element can be entered
742 * added explosion and ignition delay for elements that can explode
745 * fixed bug which caused player not being protected against enemies
746 when a CE was "walkable / inside" and was not "indestructible"
747 * added "walkable/passable" fields to be "protected/unprotected"
748 against enemies, even if not accessible "inside" but "over/under"
751 * corrected move pattern to 32 bit and initial move direction to 8 bit
754 * added second custom element base configuration page
757 * added some special EMC mappings to Emerald Mine level loader
758 (also covering previously unknown element in level 0 of "Bondmine 8")
761 * added option to block last field when player is moving (for Supaplex)
762 * adjusted push delay of Supaplex elements
763 * removed delays for envelopes etc. when replaying with maximum speed
764 * fixed bug when dropping element on a field that just changed to empty
767 * fixed bug: infotrons can now smash yellow disks
768 * fixed bug: when gravity active, port above player can now be entered
769 * removed "one white dot" mouse pointer which irritated some people
772 * added "choice type" for group element selection
775 * fixed bug with initial invulnerability of non-yellow player
778 * added level loader for loading native Supaplex packed levels
779 (including multi-part levels like the "splvls99" levels)
782 * fixed bug which allowed creating emeralds by escaping explosions
785 * custom elements can change (limited) or leave (unlimited) elements
786 * finally added multiple matches using group elements
787 * added shortcut to dump brush (type ":DB" in editor) for use in forum
790 * added new start movement type "previous" for continued CE movement
791 * added new start movement type "random" for random CE movement start
794 * added new element "sokoban_field_player" needed for Sokoban levels
795 (thanks to Ed Booker for pointing this out!)
798 * added elements that can be digged or left behind by custom elements
801 * added group elements for multiple matches and random element creation
804 * fixed some graphical errors displayed in old levels
807 * fixed wrong double speed movement after passing closing gates
810 * added level loader for loading native Emerald Mine levels
813 * changes for "shooting" style CE movement
816 * Happy New Year! ;-)
819 * changed default snap/drop keys from left/right Shift to Control keys
822 * fixed bug with dead player getting reanimated from custom element
825 * fixed bug with wrong penguin graphics (when entering exit)
828 * fixed bug with wrong "Murphy" graphics (when digging etc.)
831 * version number set to 3.0.9
834 * version 3.0.8 released
837 * added function checked_free()
840 * fixed bug with double nut cracking sound
841 (by eliminating "default element action sound" assignment in init.c)
844 * fixed crash when no music info files are available
847 * fixed boring and sleeping sounds
850 * added "maze runner" and "maze hunter" movement types
851 * added extended collision conditions for custom elements
854 * added warnings for undefined token values in artwork config files
857 * added menu entry for level set information to the info screen
860 * fixed bug with wrong default impact sound for colored emeralds
863 * added several sub-screens for the info screen
864 * menu text now also clickable (not only blue/red sphere left of it)
867 * added configurable "bored" and "sleeping" animations for the player
868 * added "awakening" sound for player when waking up after sleeping
871 * added "copy" and "exchange" functions for custom elements to editor
874 * added configurable element animations for info screen
877 * added configurable music credits for info screen
880 * finally fixed tape recording when player is created from CE change
883 * added "editorsetup.conf" for editor element list configuration
886 * added "musicinfo.conf" for menu and level music configuration
889 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
890 (that only showed up on Linux, but not on Windows systems)
893 * fixed turning movement of butterflies and fireflies (no frame reset)
894 * enhanced sniksnak turning movement (two steps instead of only one)
897 * version number set to 3.0.8
900 * version 3.0.7 released
903 * fixed reset of player animation frame when, for example,
904 walking, digging or collecting share the same animation
905 * fixed CE with "deadly when touching" exploding when touching amoeba
908 * fixed tape recording when player is created from CE element change
911 * introduced "turning..." action graphic for elements with move delay
912 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
913 * added turning animations for bug, spaceship and sniksnak
916 * prevent "extended" changed elements from delay change in same frame
919 * fixed bug when pushing element that can move away to the side
920 (like pushing falling elements, but now with moving elements)
923 * finally fixed serious bug in code for delayed element pushing (again)
926 * unavailable setup options now marked as "n/a" instead of "off"
927 * new boolean directive "latest_engine" for "levelinfo.conf": when set
928 to "true", levels are always played with the latest game engine,
929 which is desired for levels that are imported from other games; all
930 other levels are played with the engine version stored in level file
931 (which is normally the engine version the level was created with)
934 * fixed serious bug in code for delayed element pushing
935 * fixed little bug in animation frame selection for pushed elements
936 * speed-up of reading config file for verbose output
939 * added configuration option for opening and closing Supaplex exit
940 * added configuration option for moving up/down animation for Murphy
941 * fixed incorrectly displayed animation for attacking dragon
942 * fixed bug with not setting initial gravity for each new game
943 * fixed bug with teleportation of player by custom element change
944 * fixed bug with player not getting smashed by rock sometimes
947 * version number set to 3.0.7
950 * version 3.0.6 released
953 * added support for MP3 music for SDL version through SMPEG library
956 * fixed bug when initializing font graphic structure
957 * fixed bug with animation mode "pingpong" when using only 1 frame
958 * fixed bug with extended change target introduced in 3.0.5
959 * fixed bug where passing over moving element doubles player speed
960 * fixed bug with elements continuing to move into push direction
961 * fixed bug with duplicated player when dropping bomb with shield on
962 * added "switching" event for custom elements ("pressing" only once)
963 * fixed switching bug (resetting flag when not switching but not idle)
966 * fixed element tokens for certain file elements with ".active" etc.
969 * version number set to 3.0.6
972 * version 3.0.5 released
975 * now four envelope elements available
976 * font, background, animation and sound for envelope now configurable
977 * main menu doors opening/closing animation type now configurable
980 * active/inactive sides configurable for custom element changes
981 * new movement type "move when pushed" available for custom elements
984 * fixed bug in multiple config pages loader code that caused crashes
987 * enhanced (remaining low-resolution) Supaplex graphics
990 * version number set to 3.0.5
993 * version 3.0.4 released
995 2003-09-12 src/tools.c
996 * fixed bug in custom definition of crumbled element graphics
998 2003-09-11 src/files.c
999 * fixed bug in multiple config pages code that caused crashes
1002 * version number set to 3.0.4
1005 * version 3.0.3 released
1008 * added music to Supaplex classic level set
1010 2003-09-07 src/libgame/misc.c
1011 * added support for loading various music formats through SDL_mixer
1013 2003-09-06 (various source files)
1014 * fixed several nasty bugs that may have caused crashes on some systems
1015 * added envelope content which gets displayed when collecting envelope
1016 * added multiple change event pages for custom elements
1018 2003-08-24 src/game.c
1019 * fixed problem with player animation when snapping and moving
1021 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1022 * fixed problem with flickering when drawing toon animations
1024 2003-08-23 src/libgame/sdl.c
1025 * fixed problem with setting mouse cursor in SDL version in fullscreen
1027 2003-08-23 src/game.c
1028 * fixed bug (missing array boundary check) which could crash the game
1031 * version number set to 3.0.3
1034 * version 3.0.2 released
1036 2003-08-21 src/game.c
1037 * fixed bug with creating inaccessible elements at player position
1039 2003-08-20 src/init.c
1040 * fixed bug with not finding current level artwork directory
1042 2003-08-20 src/files.c
1043 * fixed bug with choosing wrong engine version when playing tapes
1044 * fixed bug with messing up custom element properties in 3.0.0 levels
1047 * version number set to 3.0.2
1050 * version 3.0.1 released
1052 2003-08-17 (no source files affected)
1053 * changed all "classic" PCX image files with 16 colors or less to
1054 256 color (8 bit) storage format, because the Allegro game library
1055 cannot handle PCX files with less than 256 colors (contributed
1056 graphics are not affected and might look wrong in the DOS version)
1058 2003-08-16 src/init.c
1059 * fixed bug which (for example) crashed the level editor when defining
1060 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1061 (only set to default) -- invalid graphics now set to default graphic
1063 2003-08-16 src/init.c
1064 * fixed graphical bug of player digging/collecting/snapping element
1065 when no corresponding graphic/animation is defined for this action,
1066 resulting in player being drawn as EL_EMPTY (which should only be
1067 done to elements being collected, but not to the player)
1069 2003-08-16 src/game.c
1070 * fixed small graphical bug of player not totally moving into exit
1072 2003-08-16 src/libgame/setup.c
1073 * fixed bug with wrong MS-DOS 8.3 filename conversion
1075 2003-08-16 src/tools.c
1076 * fixed bug with invisible mouse cursor when pressing ESC while playing
1078 2003-08-16 (various source files)
1079 * added another 128 custom elements (disabled in editor by default)
1081 2003-08-16 src/editor.c
1082 * fixed NULL string bug causing Solaris to crash in sprintf()
1084 2003-08-16 src/screen.c
1085 * fixed drawing over scrollbar on level selection with custom fonts
1087 2003-08-15 src/game.c
1088 * cleanup of simple sounds / loop sounds / music settings
1090 2003-08-08 (various source files)
1091 * added custom element property for dropping collected elements
1093 2003-08-08 src/conf_gfx.c
1094 * fixed bug with missing graphic for active red disk bomb
1096 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1097 * extended variable "level.gravity" to "level.initial_gravity" and
1098 "game.current_gravity" to prevent level setting from being changed
1099 by playing the level (keeping the runtime value after playing)
1101 * fixed graphics bug when digging element that has 'crumbled' graphic
1102 definition, but not 'diggable' graphic definition
1105 * version number set to 3.0.1
1108 * version 3.0.0 released
1111 * various bug fixes; among others:
1112 - fixed bug with pushing spring over empty space
1113 - fixed bug with leaving tube while placing dynamite
1114 - fixed bug with explosion of smashed penguins
1115 - allow Murphy player graphic in levels with non-Supaplex elements
1119 * I have forgotten to document changes for some time
1122 * pre-release version 2.2.0rc1 released
1125 * version number set to 2.1.2
1128 * version 2.1.1 released
1131 * version number set to 2.1.1
1134 * version 2.1.0 released
1137 * version number set to 2.1.0
1139 2002-04-03 to 2002-05-19 (various source files)
1140 * graphics, sounds and music now fully configurable
1141 * bug fixed that prevented walking through tubes when gravity on
1143 2002-04-02 src/events.c, src/editor.c
1144 * Make Escape key less aggressive when playing or when editing level.
1145 This can be configured as an option in the setup menu. (Default is
1146 "less aggressive" which means "ask user if something can be lost"
1147 when pressing the Escape key.)
1149 2002-04-02 src/screen.c
1150 * Added "graphics setup" screen.
1152 2002-04-01 src/screen.c
1153 * Changed "choose level" setup screen stuff to be more generic (to
1154 make it easier to add more "choose from generic tree" setup screens).
1156 2002-04-01 src/config.c, src/timestamp.h
1157 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1158 automatically gets created by "src/Makefile" and contains an actual
1159 compile-time timestamp to identify development versions of the game).
1161 2002-03-31 src/tape.c, src/events.c
1162 * Added quick game/tape save/load functions to tape stuff which can be
1163 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1164 loads previously recorded tape and directly goes into recording mode
1165 from the end of the tape (therefore appending to the tape).
1167 2002-03-31 src/tape.c
1168 * Added "index mark" function to tape recorder. When playing or
1169 recording, "eject" button changes to "index" button. Setting index
1170 mark is not yet implemented, but pressing index button when playing
1171 allows very quick advancing to end of tape (when normal playing),
1172 very fast forward mode (when playing with normal fast forward) or
1173 very fast reaching of "pause before end of tape" (when playing with
1174 "pause before end" playing mode).
1176 2002-03-30 src/cartoons.c
1177 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1179 2002-03-29 src/screen.c
1180 * Changed setup screen stuff to be more generic (to make it easier
1181 to add more setup screens).
1183 2002-03-23 src/main.c, src/main.h
1184 * Various changes due to the introduction of the new libgame files
1185 "setup.c" and "joystick.c".
1187 2002-03-23 src/files.c
1188 * Generic parts of "src/files.c" (mainly setup and level directory
1189 stuff) moved to new libgame file "src/libgame/setup.c".
1191 2002-03-23 src/joystick.c
1192 * File "src/joystick.c" moved to libgame source tree, with
1193 correspondig changes.
1195 2002-03-22 src/screens.c
1196 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1197 (Wrong level series information displayed when entering main group.)
1199 2002-03-22 src/editor.c
1200 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1202 2002-03-22 src/editor.c
1203 * Changed behaviour of "Escape" key in level editor to be more
1204 intuitive: When in "Element Properties" or "Level Info" mode,
1205 return to "Drawing Mode" instead of leaving the level editor.
1207 2002-03-21 src/game.c, src/editor.c, src/files.c
1208 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1209 gems (emeralds, diamonds, ...) slipping down from normal wall,
1210 steel wall and growing wall (as in E.M.C. style levels). Although
1211 the behaviour of contributed and private levels wasn't changed (due
1212 to the use of "level.game_version"; see previous entry), editing
1213 those levels will (of course) change the behaviour accordingly.
1215 This change seems a bit too hard after thinking about it, because
1216 the EM style behaviour is not the "expected" behaviour (gems would
1217 normally only slip down from "rounded" walls). Therefore this was
1218 now changed to an element property for gem style elements, with the
1219 default setting "off" (which means: no special EM style behaviour).
1220 To fix older converted levels, this flag is set to "on" for pre-2.0
1221 levels that are neither contributed nor private levels.
1223 2002-03-20 src/files.h
1224 * Corrected settings for "level.game_version" depending of level type.
1225 (Contributed and private levels always get played with game engine
1226 version they were created with, while converted levels always get
1227 played with the most recent version of the game engine, to let new
1228 corrections of the emulation behaviour take effect.)
1230 2002-03-20 src/main.h
1231 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1232 compiling the SDL version on some systems.
1233 Thanks to the several people who pointed this out.
1236 * Version number set to 2.0.2.
1239 * Version 2.0.1 released.
1241 2002-03-18 src/screens.c
1242 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1244 2002-03-18 src/files.c [src/libgame/misc.c]
1245 * Moved some common functions from src/files.c to src/libgame/misc.c.
1247 2002-03-18 src/files.c [src/libgame/misc.c]
1248 * Changed permissions for new directories and saved files (especially
1249 score files) according to suggestions of Debian users and mantainers.
1250 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1252 2002-03-17 src/files.c
1253 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1254 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1255 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1256 for levels and "TAPE" for tapes). Old "cookie" style format is
1257 still supported for reading. New level and tape files are written
1260 * New IFF chunk "VERS" contains version numbers for file and game
1261 (where "game version" is the version of the program that wrote the
1262 file, and "file version" is a version number to distinguish files
1263 with different format, for example after adding new features).
1265 2002-03-15 src/screen.c
1266 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1267 (Before, you heard a mixture of the in-game music and the
1268 hall-of-fame music.)
1270 2002-03-14 src/events.c
1271 * Function "DumpTape()" (files.c) now available by pressing 't' from
1272 main menu (when in DEBUG mode).
1274 2002-03-14 src/game.c
1275 * "GameWon()": When game was won playing a tape, now there is no delay
1276 raising the score and no corresponding sound is played.
1278 2002-03-14 src/files.c
1279 * Changed "LoadTape()" for real chunk support and also adjusted
1280 "SaveTape()" accordingly.
1282 2002-03-14 src/game.c, src/tape.c, src/files.c
1283 * Important changes to tape format: The old tape format stored all
1284 actions with a real effect with a corresponding delay between the
1285 stored actions. This had some major disadvantages (for example,
1286 push delays had to be ignored, pressing a button for some seconds
1287 mutated to several single button presses because of the non-action
1288 delays between two action frames etc.). The new tape format just
1289 stupidly records all device actions and replays them later. I really
1290 don't know why I haven't solved it that way before?! Old-style tapes
1291 (with tape file version less than 2.0) get converted to the new
1292 format on-the-fly when loading and can therefore still be played;
1293 only some minor parts of the old-style tape handling code was needed.
1294 (A perfect conversion is not possible, because there is information
1295 missing about the device actions between two action frames.)
1297 2002-03-14 src/files.c
1298 * New function "DumpTape()" to dump the contents of the current tape
1299 in a human readable format.
1301 2002-03-14 src/game.c
1302 * Small tape bug fixed: When automatically advancing to next level
1303 after a game was won, the tape from the previous level still was
1304 loaded as a tape for the new level.
1306 2002-03-14 src/tape.c
1307 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1308 tape, cartoons did not get completely removed because
1309 StopAnimation() was not called.
1311 2002-03-13 src/files.c
1312 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1313 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1314 size even when using 16-bit elements). Added new chunk "CNT2" for
1315 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1316 chunk even when content was 16-bit element). "CNT2" should now be
1317 able to store content for arbitrary elements (up to eight blocks of
1318 3 x 3 element arrays). All "CNT2" elements will always be stored as
1319 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1321 2002-03-13 src/files.c
1322 * Changed "LoadLevel()" for real chunk support.
1324 2002-03-12 src/game.c
1325 * Fixed problem (introduced after 2.0.0 release) with penguins
1326 not getting killed by enemies
1328 2002-02-24 src/game.c, src/main.h
1329 * Added "player->is_moving"; now "player->last_move_dir" does
1330 not contain any information if the player is just moving at
1332 Before, "player->last_move_dir" was misused for this purpose
1333 for the robot stuff (robots don't kill players when they are
1334 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1335 broke tapes when walking through pipes!
1336 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1337 in a continuous movement. This fact is ignored for friends and