2 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
3 affect multiple instances of the same CE, although this kind of
4 change condition usually only affects one single custom element
7 * version number set to 3.2.1
10 * version 3.2.0 released
13 * reorganized level editor element list a bit to match engines better
16 * fixed newly introduced bug with wrongly initializing clipboard element
19 * fixed bug with displaying visible/invisible level border in editor
22 * reorganized some elements in the level editor element list
25 * fixed bug with displaying any player as "yellow" when moving into acid
26 * fixed bug with displaying running player when player stopped at border
29 * fixed bug with player exploding when moving into acid
30 * fixed bug with level settings being reset in editor and when playing
31 (some compatibility settings being set not only after level loading)
32 * fixed crash bug when number of custom graphic frames was set to zero
33 * fixed bug with teleporting player on walkable tile not working anymore
34 * added partial compatibility support for pre-release-only "CONF" chunk
35 (to make Alan Bond's "color cycle" demo work again :-) )
38 * fixed some bugs when displaying title screens from info screen menu
39 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
42 * changed file major version to 3 to reflect level file format changes
43 * uploaded pre-release (test) version 3.2.0-8 binary and source code
46 * added new chunk "NAME" to level file format for level name settings
47 * added new chunk "NOTE" to level file format for envelope settings
48 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
49 * updated magic(5) file to recognize changed and new level file chunks
50 * removed change events "change when CE value/score changes" as unneeded
53 * changed gravity (which only affects the player) from level property
54 to player property (only makes a difference in multi-player levels)
55 * added change events "change when CE value/score changes"
56 * added change events "change when CE value/score changes of <element>"
59 * added new chunk "INFO" to level file format for global level settings
60 * added all element settings from "HEAD" chunk to "CONF" chunk
61 * added all global level settings from "HEAD" chunk to "INFO" chunk
64 * changed level file format by adding two new chunks "CUSX" (for custom
65 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
66 elements, replacing the previous "GRP1" chunk); these new IFF style
67 chunks use the new and flexible "micro chunks inside chunks" technique
68 already used with the new "CONF" chunk (for normal element properties)
69 which makes it possible to easily extend the existing level format
70 (instead of using fixed-length chunks like before, which are either
71 too big due to reserved bytes for future use, or too small when those
72 reserved bytes have all been used and even more data should be stored,
73 requiring the replacement by new and larger chunks just like it went
74 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
77 * added credits pages to the "credits" section that were really missing
78 * added some missing element descriptions to the level editor
79 * added down position of switchgate switch to the level editor
80 and allowed the use of both switch positions at the same time
81 * changed use of "Insert" and "Delete" keys to navigate element list in
82 level editor to start of previous or next cascading block of elements
85 * added the possibility to view the title screen to the info screen menu
86 * fixed some minor bugs with viewing title screens
89 * fixed bug with title (cross)fading in/out when using fullscreen mode
92 * fixed bug that forced re-defining of menu settings in local graphics
93 config file which are already defined in existing base config file
94 * fixed small bug that caused door sounds playing when music is enabled
97 * added the possibility to define up to five title screens for each
98 level set that are displayed after loading using (cross)fading in/out
99 (this was added to display the various start images of the EMC sets)
102 * added "CE score gets zero [of]" to custom element trigger conditions
103 * added setup option to display element token name in level editor
106 * added compatibility code for Juergen Bonhagen's menu artwork settings
109 * fixed bug with displaying wrong animation frame 0 after CE changes
110 * fixed bug with creating invisible elements when light switch is on
113 * added selection between ECS and AGA graphics for EMC levels to setup
116 * adjusted font handling for various narrow EMC style fonts
119 * changed EM engine behaviour back to re-allow initial rolling springs
122 * fixed handling of over-large selectboxes (less error-prone now)
123 * fixed bug when creating GE with walkable element under the player
126 * added use of "Insert" and "Delete" keys to navigate element list in
127 level editor to start of custom elements or start of group elements
128 * added virtual elements to access CE value and CE score of elements:
129 - "CE value of triggering element"
130 - "CE score of triggering element"
131 - "CE value of current element"
132 - "CE score of current element"
135 * fixed "grass" to "sand" in older EM levels (up to file version V4)
138 * changed behaviour of network games with internal errors (because of
139 different client frame counters) from immediately terminating R'n'D
140 to displaying an error message requester and stopping only the game
141 (also to prevent impression of crashes under non command-line runs)
142 * fixed playing network games with the EMC engine (did not work before)
143 * fixed bug with not scrolling the screen in multi-player mode with the
144 focus on player 1 when all players are moving in different directions
145 * fixed bug with keeping pointer to gadget even after its deallocation
146 * fixed bug with allowing "focus on all players" in network games
147 * fixed bug with player focus when playing tapes from network games
150 * uploaded pre-release (test) version 3.2.0-7 binary and source code
153 * code cleanup for game action control for R'n'D and EMC game engine
156 * fixed bug in multi-player movement with focus on both players
157 * added option to control only the focussed player with all input
160 * added player focus switching to level tape recording and re-playing
163 * fixed some bugs in player focus switching in EMC and RND game engine
166 * added special Supaplex animations for Murphy digging and snapping
167 * added special Supaplex animations for Murphy being bored and sleeping
170 * added four new yam yams with explicit start direction for EMC engine
171 * fixed bug in src/libgame/text.c with printing text outside the window
174 * fixed small bug in EMC level loader (copyright sign in EM II levels)
177 * added delayed ignition of EM style dynamite when used in R'n'D engine
178 * added limited movement range to EMC engine when focus on all players
181 * fixed bug with missing (zero) score values for native Supaplex levels
184 * added "continuous snapping" (snapping many elements while holding the
185 snap key pressed, without releasing the snap key after each element)
186 as a new player setting for more compatibility with the classic games
189 * finished scrolling for "focus on all players" in EMC graphics engine
192 * level sets with "levels: 0" are ignored for levels, but not artwork
193 * fixed bug when scanning empty level group directories (endless loop)
196 * fixed bug with explosion graphic for player using "Murphy" graphic
197 * fixed bug with explosion graphic if player leaves explosion in time
198 * changed some descriptive text in setup menu to use medium-width font
199 * added key shortcut settings for switching player focus to setup menu
202 * fixed bug with random value initialization when recording tapes
203 * fixed bug with playing single player tapes when team mode activated
206 * fixed little bug when trying to switch to player that does not exist
209 * added player switching (visual and quick) to R'n'D and EM game engine
210 * added setup option to select visual or quick in-game player switching
213 * added use of "Home" and "End" keys to handle element list in editor
216 * fixed bug with adding score when playing tape with EMC game engine
217 * added steel wall border for levels using EMC engine without border
218 * finally fixed delayed scrolling in EMC engine also for small levels
221 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
224 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
225 * fixed bug when displaying info element without action, but direction
228 * fixed minor graphical problems with springs smashing and slurping
229 (when using R'n'D style graphics instead of EMC style graphics)
232 * added scroll delay (as configured in setup) to EMC graphics engine
235 * improved screen redraw for EMC graphics engine (faster and smoother)
236 * when not scrolling, do not redraw the whole playfield if not needed
239 * added multi-player mode for EMC game engine (with up to four players)
242 * added android (can clone elements) from EMC engine to R'n'D engine
245 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
248 * added selectbox for initial player speed to player settings in editor
251 * version 3.1.2 created that is basically version 3.1.1, but with a
252 major bug fixed that prevented editing your own private levels
253 * version 3.1.2 released
256 * added magic ball (creates elements) from EMC engine to R'n'D engine
259 * uploaded fixed pre-release version 3.2.0-6 binary and source code
262 * fixed bug when using "CE can leave behind <trigger element>"
263 * added new change condition "(after/when) creation of <element>"
264 * added new change condition "(after/when) digging <element>"
265 * fixed bug accessing invalid gadget that caused crashes under Windows
266 * deactivated new possibility for multiple CE changes per frame
269 * uploaded pre-release (test) version 3.2.0-6 binary and source code
272 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
273 * fixed bug with not keeping CE value for moving CEs with only action
274 * changed CE action selectboxes in editor to be only reset when needed
277 * added option "use artwork from element" for custom player artwork
278 * added option "use explosion from element" for player explosions
281 * added cascaded element lists in the level editor
282 * added persistence for cascaded element lists by "editorcascade.conf"
283 * added dynamic element list with all elements used in current level
284 * added possibility for multiple CE changes per frame (experimental)
287 * uploaded pre-release (test) version 3.2.0-5 binary and source code
290 * changed "score for each 10 seconds/steps left" to "1 second/step"
291 * added own score for collecting "extra time" instead of sharing it
292 * added change events "switched by player" and "player switches <e>"
293 * added change events "snapped by player" and "player snaps <e>"
294 * added "set player artwork: <element choice>" to CE action options
295 * added change event "move of <element>"
298 * added "set player shield: off / normal / deadly" to CE action options
299 * added new player option "use level start element" in level editor
300 to set the correct focus at level start to elements from which the
301 player is created later (this did not work before for cascaded CE
302 changes resulting in creation of the player; it is now also possible
303 to create the player from a yam yam which is smashed at level start)
306 * added "set player speed: frozen (not moving)" to CE action options
307 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
310 * added new player option "block snap field" (enabled by default) to
311 make it possible to show a snapping animation like in Emerald Mine
314 * added dynamic selectboxes to custom element action settings in editor
315 * added "CE value" counter for custom elements (instead of "CE count")
316 * added option to use the last "CE value" after custom element change
317 * added option to use the "CE value" of other elements in CE actions
318 * fixed odd behaviour when pressing time orb in levels w/o time limit
319 * added checkbox "use time orb bug" for older levels that use this bug
322 * added missing configuration settings for the following elements:
323 - EL_TIMEGATE_SWITCH (time of open time gate)
324 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
325 - EL_SHIELD_NORMAL (time of shield duration)
326 - EL_SHIELD_DEADLY (time of shield duration)
327 - EL_EXTRA_TIME (time added to level time)
328 - EL_TIME_ORB_FULL (time added to level time)
331 * added "wind direction" as a movement pattern for custom elements
332 * added initial wind direction for balloon / custom elements to editor
333 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
336 * added parameters for "game of life" and "biomaze" elements to editor
339 * added level file chunk "CONF" for generic level and element settings
342 * uploaded pre-release (test) version 3.2.0-4 binary and source code
345 * skip empty level sets (with "levels: 0"; may be artwork base sets)
346 * added sound action ".page[1]" to ".page[32]" for each CE change page
349 * added image config suffix ".clone_from" to copy whole image settings
350 * fixed bug with invalid ("undefined") CE settings in old level files
353 * fixed graphical bug with smashing elements falling faster than player
356 * fixed major bug which prevented private levels from being edited
357 * fixed bug with precedence of general and special font definitions
360 * fixed graphical bug with player animation when player moves slowly
363 * uploaded pre-release (test) version 3.2.0-3 binary and source code
366 * fixed bug which prevented "global.num_toons: 0" from working
369 * major code cleanup (removed all these annoying "#if 0" blocks)
372 * added custom element actions for CE change page in level editor
375 * fixed music initialization bug in init.c (thanks to David Binderman)
376 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
377 (this bug must probably be fixed at other places, too)
380 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
381 (should be '#include <SDL.h>' instead)
384 * fixed bug which prevented "walkable from no direction" from working
385 (due to compatibility code overwriting this setting after loading)
388 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
391 * version number temporarily set to 3.1.1 (intermediate bugfix release)
392 * version 3.1.1 released
395 * changed some va_arg() arguments from 'long' to 'int', fixing problems
396 on 64-bit architecture systems with LP64 data model
399 * fixed bug with bombs not exploding when hitting the last level line
400 (introduced after the release of 3.1.0)
403 * added support for dumping small-sized level sketches from editor
406 * added recognition of "trigger element" for "change digged element to"
407 (this is not really what the "trigger element" was made for, but its
408 use may seem obvious for leaving back digged elements unchanged)
411 * fixed multiple warnings about failed joystick device initialization
414 * fixed bug with dynamite dropped on top of just dropped custom element
415 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
416 dynamite can still be dropped, but drop key must be released before
419 * fixed bug with wrong start directory when started from file browser
420 (due to this bug, R'n'D could not be started from KDE's Konqueror)
423 * fixed bug causing "change when impact" on player not working
424 * fixed wrong priority of "hitting something" over "hitting <element>"
425 * fixed wrong priority of "hit by something" over "hit by <element>"
428 * fixed graphical bug which caused the player (being Murphy) to show
429 collecting animations although the element was collected by penguin
432 * fixed two bugs causing wrong door background graphics in system.c
433 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
436 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
437 * added "no direction" to "walkable/passable from" selectbox options
440 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
441 * in tape autoplay, not only report broken, but also missing tapes
444 * uploaded pre-release (test) version 3.2.0-2 binary and source code
447 * fixed small bug with "linear" animation not working for active lamp
450 * fixed bug with moving up despite gravity due to "block last field"
451 * fixed small bug with wrong draw offset when typing name in main menu
452 * when reading user names from "passwd", ignore data after first comma
453 * when creating new "levelinfo.conf", only write some selected entries
456 * fixed displaying "imported from/by" on preview with empty string
457 * fixed ignoring draw offset for fonts used for level preview texts
460 * fixed a delay problem with SDL and too many mouse motion events
461 * added setup option "skip levels" and level skipping functionality
464 * added move speed "not moving" for non-moving CEs, but with direction
467 * fixed mapping of obsolete element token names in "editorsetup.conf"
468 * fixed bug with sound "acid.splashing" treated as a loop sound
469 * fixed some little sound bugs in native EM engine
472 * fixed small bug when dragging scrollbars to end positions
475 * added editor element descriptions written by Aaron Davidson
478 * improved fallback handling when configured artwork is not available
479 (now using default artwork instead of exiting when files not found)
482 * fixed bug on level selection screen when dragging scrollbar
485 * fixed bug which caused broken tapes when appending to EM engine tapes
488 * uploaded pre-release (test) version 3.2.0-1 binary and source code
491 * added code to replace changed artwork config tokens with other tokens
492 (needed for backwards compatibility, so that older tokens still work)
495 * added native R'n'D graphics for some new EMC elements in EM engine
498 * fixed some bugs in the EM engine integration code
499 * changed EM engine code to allow diagonal movement
500 * changed EM engine code to allow use of separate snap and drop keys
503 * fixed some redraw bugs when using EM engine
506 * fixed bug with not converting RND levels which are set to use native
507 engine to native level structure when loading
510 * uploaded pre-release (test) version 3.2.0-0 binary and source code
513 * version number set to 3.2.0
516 * level data now reset to defaults after attempt to load invalid file
519 * added use of "editorsetup.conf" for different level sets
522 * added auto-detection for various types of Emerald Mine level files
525 * fixed bug with scrollbars getting too small when list is very large
528 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
531 * added most level editor configuration gadgets for new EMC elements
534 * added more element and graphic definitions for new EMC elements
537 * modified native EM engine to use integrated R'n'D sound system
540 * added SDL support to graphics functions in native EM engine
541 (by always using generic libgame interface functions)
544 * fixed bug in frame synchronization in native EM engine
547 * added code to convert levels between R'n'D and native EM engine
550 * new Emerald Mine engine can now play levels selected in main menu
553 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
554 (which creates scaled down graphics for level editor and preview);
555 there's still a memory leak somewhere in the artwork handling code
556 * added "scale image up" functionality to X11 version of zoom function
559 * first attempts to integrate new, native Emerald Mine Club engine
562 * fixed bug in gadget code which caused reset of CEs in level editor
563 (example: pressing 'b' [grab brush] on CE config page erased values)
564 (solution: check if gadgets in ClickOnGadget() are really mapped)
565 * improved level change detection in editor (settings now also checked)
566 * fixed bug with "can move into acid" and "don't collide with" state
569 * fixed maze runner style CEs to use the configured move delay value
572 * added Aaron Davidson's tutorial level set to the "Tutorials" section
575 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
576 * fixed the above fix because it broke level set "machine" (*sigh*)
577 * fixed random element placement in level editor to work as expected
578 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
581 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
584 * fixed bug (missing array boundary check) which caused broken tapes
585 * fixed bug (when loading level template) which caused broken levels
586 * fixed bug with new block last field code when using non-yellow player
589 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
590 * internal change of how the player blocks the last field when moving
591 * fixed blocking delay of last field for EM and SP style block delay
592 * fixed bug where the player had to wait for the usual move delay after
593 unsuccessfully trying to move, when he directly could move after that
594 * the last two changes should make original Supaplex level 93 solvable
595 * improved use of random number generator to make it less predictable
596 * fixed behaviour of slippery SP elements to let slip left, then right
599 * fixed bug with wrong door state after trying to quickload empty tape
600 * fixed waste of static memory usage of the binary, making it smaller
601 * fixed very little graphical bug in Supaplex explosion
604 * version number set to 3.1.1
607 * version 3.1.0 released
610 * fixed bug with crash when writing user levelinfo.conf the first time
613 * added option "convert LEVELDIR [NR]" to command line batch commands
614 * re-converted Supaplex levels to apply latest engine fixes
615 * changed "use graphic/sound of element" to "use graphic of element"
616 due to compatibility problems with some levels ("bug machine" etc.)
619 * fixed bug with CE change replacing player with same or other player
622 * fixed bug with opaque font in envelope with background graphic when
623 background graphic is not transparent itself
626 * added "gravity on" and "gravity off" ports for Supaplex compatibility
627 * corrected original Supaplex level loading code to use these new ports
628 * also corrected Supaplex loader to auto-count infotrons if set to zero
631 * fixed bug with missing initialization of "modified" flag for GEs
634 * fixed bug that caused endless recursion loop when relocating player
635 * fixed tape recorder bug in "step mode" when using "pause before end"
636 * fixed tape recorder bug when changing from "warp forward" mode
639 * fixed bug with "when touching" for pushed elements at last position
642 * fixed bug that caused two activated toolbox buttons in level editor
643 * fixed bug with exploding dynabomb under player due to other explosion
646 * fixed bug with creating walkable custom element under player (again)
647 * fixed bug with not copying explosion type when copying CEs in editor
648 * fixed graphical bug when drawing player in setup menu (input devices)
649 * fixed graphical bug when the player is pushing an accessible element
650 * fixed bug with classic switchable elements triggering CE changes
651 * fixed bug with entering/leaving walkable element in RelocatePlayer()
652 * fixed crash bug when CE leaves behind the trigger player element
655 * fixed bug with broken tubes after placing/exploding dynamite in them
656 * fixed bug with exploding dynamite under player due to other explosion
657 * fixed bug with not resetting push delay under certain circumstances
660 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
661 * added network multiplayer code for Windows (thanks to Niko Böhm)
664 * added option "reachable despite gravity" for gravity movement
665 * changed gravity movement of most classic walkable and passable
666 elements back to "not reachable" (for compatibility reasons)
669 * fixed (removed) "indestructible" / "can explode" dependency in editor
670 * fixed (removed) "accessible inside" / "protected" dependency
671 * fixed (removed) "step mode" / "shield time" dependency
674 * fixed dynabombs exploding now into anything diggable
675 * fixed Supaplex style gravity movement into buggy base now impossible
676 * added pressing key "space" as valid action to select menu options
679 * added "replace when walkable" to relocate player to walkable element
680 * added "enter"/"leave" event for elements affected by relocation
681 * fixed "direct"/"indirect" change order also for "when change" event
682 * fixed graphical bug when pushing things from elements walkable inside
685 * fixed graphic bug when player is snapping while moving in old levels
686 * fixed bug when a moving custom element leaves a player element behind
687 * fixed bug with mole not disappearing when moving into acid pool
688 * fixed bug with incomplete path setting when using "--basepath" option
689 * moving CE can now leave walkable elements behind under the player
690 * when relocating, player can be set on walkable element now
691 * fixed another gravity movement bug
694 * uploaded pre-release (test) version 3.1.0-2 binary and source code
697 * added "collectible" and "removable" to extended replacement types
698 (where "removable" replaces "diggable" and "collectible" elements)
699 * added "collectible & throwable" (to throw element to the next field)
700 * fixed bug with CEs digging elements that are just about to explode
701 * changed mouse cursor now always being visible when game is paused
704 * added possibility to push/press accessible elements from a side that
706 * fixed bug with not setting actual date when appending to tape
709 * fixed bug with incorrectly initialized custom element editor graphics
712 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
713 - number of levels corrected from 18 to 17 in "levelinfo.conf"
716 * fixed bug with destroyed robot wheel still attracting robots forever
717 * fixed bug with time gate switch deactivating after robot wheel time
718 (while the time gate itself is not affected by this misbehaviour)
719 * changed behaviour of BD style amoeba to always get blocked by player
720 (before it was different when there were non-BD elements in level)
721 * fixed bug with player destroying indestructable elements with shield
724 * added option to make growing elements grow into anything diggable
725 (for the various amoeba types, biomaze and "game of life")
728 * fixed bug with movable elements not moving after left behind by CEs
729 * changed gravity movement to anything diggable, not only sand/base
730 * optionally allowing passing to walkable element, not only empty space
731 * added option "can pass to walkable element" for players
732 * finally fixed gravity movement (hopefully)
735 * fixed bug with movable elements not moving anymore after falling down
738 * fixed another bug with custom elements digging and leaving elements
739 * fixed bug with "along left/right side" and automatic start direction
740 * trigger elements now also displayed when "more custom" deactivated
741 * fixed bug with clipboard element initialized when loading new level
742 * added option "drop delay" to set delay before dropping next element
745 * uploaded pre-release (test) version 3.1.0-1 binary and source code
748 * added copy and paste functions for custom change pages
749 * enhanced graphical display and functionality of tape recorder
750 * fixed bug with custom elements digging and leaving elements
753 * added move speed faster than "very fast" for custom elements
754 * fixed bug with 3+3 style explosions and missing border content
755 * fixed little bug when copying custom elements in the editor
756 * enhanced custom element changes by more side trigger actions
759 * added option "no scrolling when relocating" for instant teleporting
760 * uploaded pre-release (test) version 3.1.0-0 binary and source code
763 * added trigger element and trigger player to use as target elements
764 * added copy and paste functions for custom and group elements
767 * fixed graphical bug when displaying explosion animations
768 * fixed bug when appending to tapes, resulting in broken tapes
769 * re-recorded a few tapes broken by fixing gravity checking bug
772 * "can move into acid" property now for all elements independently
773 * "can fall into acid" property for player stored in same bitfield now
774 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
775 * version number set to 3.1.0 (finally!)
778 * changed tape recording to only record input, not programmed actions
781 * fixed totally broken (every 8th frame skipped) step-by-step recording
782 * fixed bug with requester not displayed when quick-loading interrupted
783 * added option "can fall into acid (with gravity)" for players
784 * fixed bug with player not falling when snapping down with gravity
787 * fixed bug which messed up key config when using keypad number keys
790 * fixed bug which allowed moving upwards even when gravity was active
791 * fixed bug with missing error handling when dumping levels or tapes
794 * added different colored editor graphics for Supaplex gravity tubes
797 * fixed bug that allowed solvable tapes for unsolvable levels
800 * use unlimited number of droppable elements when "count" set to zero
801 * added option to use step limit instead of time limit for level
804 * added player and change page as trigger for custom element change
807 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
810 * fixed bug with dark yamyam changing to acid when moving over acid
811 * fixed handling of levels with more than 999 seconds level time
812 (example: level 76 of "Denmine")
815 * "spring push bug" reintroduced as configurable element property
816 * fixed bug with missing properties for "mole"
817 * fixed bug that showed up when fixing the above "mole" properties bug
818 * added option "can move into acid" for all movable elements
819 * fixed graphical bug for elements moving into acid
820 * changed event handling to handle all pending events before going on
823 * fixed bug which caused all CE change pages to be ignored which had
824 the same change event, but used a different element side
825 (reported by Simon Forsberg)
827 * fixed bug which caused elements that can move and fall and that are
828 transported by a conveyor belt to continue moving into that direction
829 after leaving the conveyor belt, regardless of their own movement
830 type; only elements which can not move are transported now
831 (reported by Simon Forsberg)
833 * fixed bug which could cause an array overflow in RelocatePlayer()
834 (reported by Niko Böhm)
836 * changed Emerald Mine style "passable / over" elements to "protected"
837 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
839 * added new option to select from which side a "walkable/passable"
840 element can be entered
843 * added explosion and ignition delay for elements that can explode
846 * fixed bug which caused player not being protected against enemies
847 when a CE was "walkable / inside" and was not "indestructible"
848 * added "walkable/passable" fields to be "protected/unprotected"
849 against enemies, even if not accessible "inside" but "over/under"
852 * corrected move pattern to 32 bit and initial move direction to 8 bit
855 * added second custom element base configuration page
858 * added some special EMC mappings to Emerald Mine level loader
859 (also covering previously unknown element in level 0 of "Bondmine 8")
862 * added option to block last field when player is moving (for Supaplex)
863 * adjusted push delay of Supaplex elements
864 * removed delays for envelopes etc. when replaying with maximum speed
865 * fixed bug when dropping element on a field that just changed to empty
868 * fixed bug: infotrons can now smash yellow disks
869 * fixed bug: when gravity active, port above player can now be entered
870 * removed "one white dot" mouse pointer which irritated some people
873 * added "choice type" for group element selection
876 * fixed bug with initial invulnerability of non-yellow player
879 * added level loader for loading native Supaplex packed levels
880 (including multi-part levels like the "splvls99" levels)
883 * fixed bug which allowed creating emeralds by escaping explosions
886 * custom elements can change (limited) or leave (unlimited) elements
887 * finally added multiple matches using group elements
888 * added shortcut to dump brush (type ":DB" in editor) for use in forum
891 * added new start movement type "previous" for continued CE movement
892 * added new start movement type "random" for random CE movement start
895 * added new element "sokoban_field_player" needed for Sokoban levels
896 (thanks to Ed Booker for pointing this out!)
899 * added elements that can be digged or left behind by custom elements
902 * added group elements for multiple matches and random element creation
905 * fixed some graphical errors displayed in old levels
908 * fixed wrong double speed movement after passing closing gates
911 * added level loader for loading native Emerald Mine levels
914 * changes for "shooting" style CE movement
917 * Happy New Year! ;-)
920 * changed default snap/drop keys from left/right Shift to Control keys
923 * fixed bug with dead player getting reanimated from custom element
926 * fixed bug with wrong penguin graphics (when entering exit)
929 * fixed bug with wrong "Murphy" graphics (when digging etc.)
932 * version number set to 3.0.9
935 * version 3.0.8 released
938 * added function checked_free()
941 * fixed bug with double nut cracking sound
942 (by eliminating "default element action sound" assignment in init.c)
945 * fixed crash when no music info files are available
948 * fixed boring and sleeping sounds
951 * added "maze runner" and "maze hunter" movement types
952 * added extended collision conditions for custom elements
955 * added warnings for undefined token values in artwork config files
958 * added menu entry for level set information to the info screen
961 * fixed bug with wrong default impact sound for colored emeralds
964 * added several sub-screens for the info screen
965 * menu text now also clickable (not only blue/red sphere left of it)
968 * added configurable "bored" and "sleeping" animations for the player
969 * added "awakening" sound for player when waking up after sleeping
972 * added "copy" and "exchange" functions for custom elements to editor
975 * added configurable element animations for info screen
978 * added configurable music credits for info screen
981 * finally fixed tape recording when player is created from CE change
984 * added "editorsetup.conf" for editor element list configuration
987 * added "musicinfo.conf" for menu and level music configuration
990 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
991 (that only showed up on Linux, but not on Windows systems)
994 * fixed turning movement of butterflies and fireflies (no frame reset)
995 * enhanced sniksnak turning movement (two steps instead of only one)
998 * version number set to 3.0.8
1001 * version 3.0.7 released
1004 * fixed reset of player animation frame when, for example,
1005 walking, digging or collecting share the same animation
1006 * fixed CE with "deadly when touching" exploding when touching amoeba
1009 * fixed tape recording when player is created from CE element change
1012 * introduced "turning..." action graphic for elements with move delay
1013 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1014 * added turning animations for bug, spaceship and sniksnak
1017 * prevent "extended" changed elements from delay change in same frame
1020 * fixed bug when pushing element that can move away to the side
1021 (like pushing falling elements, but now with moving elements)
1024 * finally fixed serious bug in code for delayed element pushing (again)
1027 * unavailable setup options now marked as "n/a" instead of "off"
1028 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1029 to "true", levels are always played with the latest game engine,
1030 which is desired for levels that are imported from other games; all
1031 other levels are played with the engine version stored in level file
1032 (which is normally the engine version the level was created with)
1035 * fixed serious bug in code for delayed element pushing
1036 * fixed little bug in animation frame selection for pushed elements
1037 * speed-up of reading config file for verbose output
1040 * added configuration option for opening and closing Supaplex exit
1041 * added configuration option for moving up/down animation for Murphy
1042 * fixed incorrectly displayed animation for attacking dragon
1043 * fixed bug with not setting initial gravity for each new game
1044 * fixed bug with teleportation of player by custom element change
1045 * fixed bug with player not getting smashed by rock sometimes
1048 * version number set to 3.0.7
1051 * version 3.0.6 released
1054 * added support for MP3 music for SDL version through SMPEG library
1057 * fixed bug when initializing font graphic structure
1058 * fixed bug with animation mode "pingpong" when using only 1 frame
1059 * fixed bug with extended change target introduced in 3.0.5
1060 * fixed bug where passing over moving element doubles player speed
1061 * fixed bug with elements continuing to move into push direction
1062 * fixed bug with duplicated player when dropping bomb with shield on
1063 * added "switching" event for custom elements ("pressing" only once)
1064 * fixed switching bug (resetting flag when not switching but not idle)
1067 * fixed element tokens for certain file elements with ".active" etc.
1070 * version number set to 3.0.6
1073 * version 3.0.5 released
1076 * now four envelope elements available
1077 * font, background, animation and sound for envelope now configurable
1078 * main menu doors opening/closing animation type now configurable
1081 * active/inactive sides configurable for custom element changes
1082 * new movement type "move when pushed" available for custom elements
1085 * fixed bug in multiple config pages loader code that caused crashes
1088 * enhanced (remaining low-resolution) Supaplex graphics
1091 * version number set to 3.0.5
1094 * version 3.0.4 released
1096 2003-09-12 src/tools.c
1097 * fixed bug in custom definition of crumbled element graphics
1099 2003-09-11 src/files.c
1100 * fixed bug in multiple config pages code that caused crashes
1103 * version number set to 3.0.4
1106 * version 3.0.3 released
1109 * added music to Supaplex classic level set
1111 2003-09-07 src/libgame/misc.c
1112 * added support for loading various music formats through SDL_mixer
1114 2003-09-06 (various source files)
1115 * fixed several nasty bugs that may have caused crashes on some systems
1116 * added envelope content which gets displayed when collecting envelope
1117 * added multiple change event pages for custom elements
1119 2003-08-24 src/game.c
1120 * fixed problem with player animation when snapping and moving
1122 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1123 * fixed problem with flickering when drawing toon animations
1125 2003-08-23 src/libgame/sdl.c
1126 * fixed problem with setting mouse cursor in SDL version in fullscreen
1128 2003-08-23 src/game.c
1129 * fixed bug (missing array boundary check) which could crash the game
1132 * version number set to 3.0.3
1135 * version 3.0.2 released
1137 2003-08-21 src/game.c
1138 * fixed bug with creating inaccessible elements at player position
1140 2003-08-20 src/init.c
1141 * fixed bug with not finding current level artwork directory
1143 2003-08-20 src/files.c
1144 * fixed bug with choosing wrong engine version when playing tapes
1145 * fixed bug with messing up custom element properties in 3.0.0 levels
1148 * version number set to 3.0.2
1151 * version 3.0.1 released
1153 2003-08-17 (no source files affected)
1154 * changed all "classic" PCX image files with 16 colors or less to
1155 256 color (8 bit) storage format, because the Allegro game library
1156 cannot handle PCX files with less than 256 colors (contributed
1157 graphics are not affected and might look wrong in the DOS version)
1159 2003-08-16 src/init.c
1160 * fixed bug which (for example) crashed the level editor when defining
1161 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1162 (only set to default) -- invalid graphics now set to default graphic
1164 2003-08-16 src/init.c
1165 * fixed graphical bug of player digging/collecting/snapping element
1166 when no corresponding graphic/animation is defined for this action,
1167 resulting in player being drawn as EL_EMPTY (which should only be
1168 done to elements being collected, but not to the player)
1170 2003-08-16 src/game.c
1171 * fixed small graphical bug of player not totally moving into exit
1173 2003-08-16 src/libgame/setup.c
1174 * fixed bug with wrong MS-DOS 8.3 filename conversion
1176 2003-08-16 src/tools.c
1177 * fixed bug with invisible mouse cursor when pressing ESC while playing
1179 2003-08-16 (various source files)
1180 * added another 128 custom elements (disabled in editor by default)
1182 2003-08-16 src/editor.c
1183 * fixed NULL string bug causing Solaris to crash in sprintf()
1185 2003-08-16 src/screen.c
1186 * fixed drawing over scrollbar on level selection with custom fonts
1188 2003-08-15 src/game.c
1189 * cleanup of simple sounds / loop sounds / music settings
1191 2003-08-08 (various source files)
1192 * added custom element property for dropping collected elements
1194 2003-08-08 src/conf_gfx.c
1195 * fixed bug with missing graphic for active red disk bomb
1197 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1198 * extended variable "level.gravity" to "level.initial_gravity" and
1199 "game.current_gravity" to prevent level setting from being changed
1200 by playing the level (keeping the runtime value after playing)
1202 * fixed graphics bug when digging element that has 'crumbled' graphic
1203 definition, but not 'diggable' graphic definition
1206 * version number set to 3.0.1
1209 * version 3.0.0 released
1212 * various bug fixes; among others:
1213 - fixed bug with pushing spring over empty space
1214 - fixed bug with leaving tube while placing dynamite
1215 - fixed bug with explosion of smashed penguins
1216 - allow Murphy player graphic in levels with non-Supaplex elements
1220 * I have forgotten to document changes for some time
1223 * pre-release version 2.2.0rc1 released
1226 * version number set to 2.1.2
1229 * version 2.1.1 released
1232 * version number set to 2.1.1
1235 * version 2.1.0 released
1238 * version number set to 2.1.0
1240 2002-04-03 to 2002-05-19 (various source files)
1241 * graphics, sounds and music now fully configurable
1242 * bug fixed that prevented walking through tubes when gravity on
1244 2002-04-02 src/events.c, src/editor.c
1245 * Make Escape key less aggressive when playing or when editing level.
1246 This can be configured as an option in the setup menu. (Default is
1247 "less aggressive" which means "ask user if something can be lost"
1248 when pressing the Escape key.)
1250 2002-04-02 src/screen.c
1251 * Added "graphics setup" screen.
1253 2002-04-01 src/screen.c
1254 * Changed "choose level" setup screen stuff to be more generic (to
1255 make it easier to add more "choose from generic tree" setup screens).
1257 2002-04-01 src/config.c, src/timestamp.h
1258 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1259 automatically gets created by "src/Makefile" and contains an actual
1260 compile-time timestamp to identify development versions of the game).
1262 2002-03-31 src/tape.c, src/events.c
1263 * Added quick game/tape save/load functions to tape stuff which can be
1264 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1265 loads previously recorded tape and directly goes into recording mode
1266 from the end of the tape (therefore appending to the tape).
1268 2002-03-31 src/tape.c
1269 * Added "index mark" function to tape recorder. When playing or
1270 recording, "eject" button changes to "index" button. Setting index
1271 mark is not yet implemented, but pressing index button when playing
1272 allows very quick advancing to end of tape (when normal playing),
1273 very fast forward mode (when playing with normal fast forward) or
1274 very fast reaching of "pause before end of tape" (when playing with
1275 "pause before end" playing mode).
1277 2002-03-30 src/cartoons.c
1278 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1280 2002-03-29 src/screen.c
1281 * Changed setup screen stuff to be more generic (to make it easier
1282 to add more setup screens).
1284 2002-03-23 src/main.c, src/main.h
1285 * Various changes due to the introduction of the new libgame files
1286 "setup.c" and "joystick.c".
1288 2002-03-23 src/files.c
1289 * Generic parts of "src/files.c" (mainly setup and level directory
1290 stuff) moved to new libgame file "src/libgame/setup.c".
1292 2002-03-23 src/joystick.c
1293 * File "src/joystick.c" moved to libgame source tree, with
1294 correspondig changes.
1296 2002-03-22 src/screens.c
1297 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1298 (Wrong level series information displayed when entering main group.)
1300 2002-03-22 src/editor.c
1301 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1303 2002-03-22 src/editor.c
1304 * Changed behaviour of "Escape" key in level editor to be more
1305 intuitive: When in "Element Properties" or "Level Info" mode,
1306 return to "Drawing Mode" instead of leaving the level editor.
1308 2002-03-21 src/game.c, src/editor.c, src/files.c
1309 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1310 gems (emeralds, diamonds, ...) slipping down from normal wall,
1311 steel wall and growing wall (as in E.M.C. style levels). Although
1312 the behaviour of contributed and private levels wasn't changed (due
1313 to the use of "level.game_version"; see previous entry), editing
1314 those levels will (of course) change the behaviour accordingly.
1316 This change seems a bit too hard after thinking about it, because
1317 the EM style behaviour is not the "expected" behaviour (gems would
1318 normally only slip down from "rounded" walls). Therefore this was
1319 now changed to an element property for gem style elements, with the
1320 default setting "off" (which means: no special EM style behaviour).
1321 To fix older converted levels, this flag is set to "on" for pre-2.0
1322 levels that are neither contributed nor private levels.
1324 2002-03-20 src/files.h
1325 * Corrected settings for "level.game_version" depending of level type.
1326 (Contributed and private levels always get played with game engine
1327 version they were created with, while converted levels always get
1328 played with the most recent version of the game engine, to let new
1329 corrections of the emulation behaviour take effect.)
1331 2002-03-20 src/main.h
1332 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1333 compiling the SDL version on some systems.
1334 Thanks to the several people who pointed this out.
1337 * Version number set to 2.0.2.
1340 * Version 2.0.1 released.
1342 2002-03-18 src/screens.c
1343 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1345 2002-03-18 src/files.c [src/libgame/misc.c]
1346 * Moved some common functions from src/files.c to src/libgame/misc.c.
1348 2002-03-18 src/files.c [src/libgame/misc.c]
1349 * Changed permissions for new directories and saved files (especially
1350 score files) according to suggestions of Debian users and mantainers.
1351 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1353 2002-03-17 src/files.c
1354 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1355 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1356 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1357 for levels and "TAPE" for tapes). Old "cookie" style format is
1358 still supported for reading. New level and tape files are written
1361 * New IFF chunk "VERS" contains version numbers for file and game
1362 (where "game version" is the version of the program that wrote the
1363 file, and "file version" is a version number to distinguish files
1364 with different format, for example after adding new features).
1366 2002-03-15 src/screen.c
1367 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1368 (Before, you heard a mixture of the in-game music and the
1369 hall-of-fame music.)
1371 2002-03-14 src/events.c
1372 * Function "DumpTape()" (files.c) now available by pressing 't' from
1373 main menu (when in DEBUG mode).
1375 2002-03-14 src/game.c
1376 * "GameWon()": When game was won playing a tape, now there is no delay
1377 raising the score and no corresponding sound is played.
1379 2002-03-14 src/files.c
1380 * Changed "LoadTape()" for real chunk support and also adjusted
1381 "SaveTape()" accordingly.
1383 2002-03-14 src/game.c, src/tape.c, src/files.c
1384 * Important changes to tape format: The old tape format stored all
1385 actions with a real effect with a corresponding delay between the
1386 stored actions. This had some major disadvantages (for example,
1387 push delays had to be ignored, pressing a button for some seconds
1388 mutated to several single button presses because of the non-action
1389 delays between two action frames etc.). The new tape format just
1390 stupidly records all device actions and replays them later. I really
1391 don't know why I haven't solved it that way before?! Old-style tapes
1392 (with tape file version less than 2.0) get converted to the new
1393 format on-the-fly when loading and can therefore still be played;
1394 only some minor parts of the old-style tape handling code was needed.
1395 (A perfect conversion is not possible, because there is information
1396 missing about the device actions between two action frames.)
1398 2002-03-14 src/files.c
1399 * New function "DumpTape()" to dump the contents of the current tape
1400 in a human readable format.
1402 2002-03-14 src/game.c
1403 * Small tape bug fixed: When automatically advancing to next level
1404 after a game was won, the tape from the previous level still was
1405 loaded as a tape for the new level.
1407 2002-03-14 src/tape.c
1408 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1409 tape, cartoons did not get completely removed because
1410 StopAnimation() was not called.
1412 2002-03-13 src/files.c
1413 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1414 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1415 size even when using 16-bit elements). Added new chunk "CNT2" for
1416 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1417 chunk even when content was 16-bit element). "CNT2" should now be
1418 able to store content for arbitrary elements (up to eight blocks of
1419 3 x 3 element arrays). All "CNT2" elements will always be stored as
1420 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1422 2002-03-13 src/files.c
1423 * Changed "LoadLevel()" for real chunk support.
1425 2002-03-12 src/game.c
1426 * Fixed problem (introduced after 2.0.0 release) with penguins
1427 not getting killed by enemies
1429 2002-02-24 src/game.c, src/main.h
1430 * Added "player->is_moving"; now "player->last_move_dir" does
1431 not contain any information if the player is just moving at
1433 Before, "player->last_move_dir" was misused for this purpose
1434 for the robot stuff (robots don't kill players when they are
1435 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1436 broke tapes when walking through pipes!
1437 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1438 in a continuous movement. This fact is ignored for friends and