2 * code cleanup for game action control for R'n'D and EMC game engine
5 * fixed bug in multi-player movement with focus on both players
6 * added option to control only the focussed player with all input
9 * added player focus switching to level tape recording and re-playing
12 * fixed some bugs in player focus switching in EMC and RND game engine
15 * added special Supaplex animations for Murphy digging and snapping
16 * added special Supaplex animations for Murphy being bored and sleeping
19 * added four new yam yams with explicit start direction for EMC engine
22 * fixed small bug in EMC level loader (copyright sign in EM II levels)
25 * added delayed ignition of EM style dynamite when used in R'n'D engine
26 * added limited movement range to EMC engine when focus on all players
29 * fixed bug with missing (zero) score values for native Supaplex levels
32 * added "continuous snapping" (snapping many elements while holding the
33 snap key pressed, without releasing the snap key after each element)
34 as a new player setting for more compatibility with the classic games
37 * finished scrolling for "focus on all players" in EMC graphics engine
40 * level sets with "levels: 0" are ignored for levels, but not artwork
41 * fixed bug when scanning empty level group directories (endless loop)
44 * fixed bug with explosion graphic for player using "Murphy" graphic
45 * fixed bug with explosion graphic if player leaves explosion in time
46 * changed some descriptive text in setup menu to use medium-width font
47 * added key shortcut settings for switching player focus to setup menu
50 * fixed bug with random value initialization when recording tapes
51 * fixed bug with playing single player tapes when team mode activated
54 * fixed little bug when trying to switch to player that does not exist
57 * added player switching (visual and quick) to R'n'D and EM game engine
58 * added setup option to select visual or quick in-game player switching
61 * added use of "Home" and "End" keys to handle element list in editor
64 * fixed bug with adding score when playing tape with EMC game engine
65 * added steel wall border for levels using EMC engine without border
66 * finally fixed delayed scrolling in EMC engine also for small levels
69 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
72 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
73 * fixed bug when displaying info element without action, but direction
76 * fixed minor graphical problems with springs smashing and slurping
77 (when using R'n'D style graphics instead of EMC style graphics)
80 * added scroll delay (as configured in setup) to EMC graphics engine
83 * improved screen redraw for EMC graphics engine (faster and smoother)
84 * when not scrolling, do not redraw the whole playfield if not needed
87 * added multi-player mode for EMC game engine (with up to four players)
90 * added android (can clone elements) from EMC engine to R'n'D engine
93 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
96 * added selectbox for initial player speed to player settings in editor
99 * version 3.1.2 created that is basically version 3.1.1, but with a
100 major bug fixed that prevented editing your own private levels
101 * version 3.1.2 released
104 * added magic ball (creates elements) from EMC engine to R'n'D engine
107 * uploaded fixed pre-release version 3.2.0-6 binary and source code
110 * fixed bug when using "CE can leave behind <trigger element>"
111 * added new change condition "(after/when) creation of <element>"
112 * added new change condition "(after/when) digging <element>"
113 * fixed bug accessing invalid gadget that caused crashes under Windows
114 * deactivated new possibility for multiple CE changes per frame
117 * uploaded pre-release (test) version 3.2.0-6 binary and source code
120 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
121 * fixed bug with not keeping CE value for moving CEs with only action
122 * changed CE action selectboxes in editor to be only reset when needed
125 * added option "use artwork from element" for custom player artwork
126 * added option "use explosion from element" for player explosions
129 * added cascaded element lists in the level editor
130 * added persistence for cascaded element lists by "editorcascade.conf"
131 * added dynamic element list with all elements used in current level
132 * added possibility for multiple CE changes per frame (experimental)
135 * uploaded pre-release (test) version 3.2.0-5 binary and source code
138 * changed "score for each 10 seconds/steps left" to "1 second/step"
139 * added own score for collecting "extra time" instead of sharing it
140 * added change events "switched by player" and "player switches <e>"
141 * added change events "snapped by player" and "player snaps <e>"
142 * added "set player artwork: <element choice>" to CE action options
143 * added change event "move of <element>"
146 * added "set player shield: off / normal / deadly" to CE action options
147 * added new player option "use level start element" in level editor
148 to set the correct focus at level start to elements from which the
149 player is created later (this did not work before for cascaded CE
150 changes resulting in creation of the player; it is now also possible
151 to create the player from a yam yam which is smashed at level start)
154 * added "set player speed: frozen (not moving)" to CE action options
155 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
158 * added new player option "block snap field" (enabled by default) to
159 make it possible to show a snapping animation like in Emerald Mine
162 * added dynamic selectboxes to custom element action settings in editor
163 * added "CE value" counter for custom elements (instead of "CE count")
164 * added option to use the last "CE value" after custom element change
165 * added option to use the "CE value" of other elements in CE actions
166 * fixed odd behaviour when pressing time orb in levels w/o time limit
167 * added checkbox "use time orb bug" for older levels that use this bug
170 * added missing configuration settings for the following elements:
171 - EL_TIMEGATE_SWITCH (time of open time gate)
172 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
173 - EL_SHIELD_NORMAL (time of shield duration)
174 - EL_SHIELD_DEADLY (time of shield duration)
175 - EL_EXTRA_TIME (time added to level time)
176 - EL_TIME_ORB_FULL (time added to level time)
179 * added "wind direction" as a movement pattern for custom elements
180 * added initial wind direction for balloon / custom elements to editor
181 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
184 * added parameters for "game of life" and "biomaze" elements to editor
187 * added level file chunk "CONF" for generic level and element settings
190 * uploaded pre-release (test) version 3.2.0-4 binary and source code
193 * skip empty level sets (with "levels: 0"; may be artwork base sets)
194 * added sound action ".page[1]" to ".page[32]" for each CE change page
197 * added image config suffix ".clone_from" to copy whole image settings
198 * fixed bug with invalid ("undefined") CE settings in old level files
201 * fixed graphical bug with smashing elements falling faster than player
204 * fixed major bug which prevented private levels from being edited
205 * fixed bug with precedence of general and special font definitions
208 * fixed graphical bug with player animation when player moves slowly
211 * uploaded pre-release (test) version 3.2.0-3 binary and source code
214 * fixed bug which prevented "global.num_toons: 0" from working
217 * major code cleanup (removed all these annoying "#if 0" blocks)
220 * added custom element actions for CE change page in level editor
223 * fixed music initialization bug in init.c (thanks to David Binderman)
224 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
225 (this bug must probably be fixed at other places, too)
228 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
229 (should be '#include <SDL.h>' instead)
232 * fixed bug which prevented "walkable from no direction" from working
233 (due to compatibility code overwriting this setting after loading)
236 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
239 * version number temporarily set to 3.1.1 (intermediate bugfix release)
240 * version 3.1.1 released
243 * changed some va_arg() arguments from 'long' to 'int', fixing problems
244 on 64-bit architecture systems with LP64 data model
247 * fixed bug with bombs not exploding when hitting the last level line
248 (introduced after the release of 3.1.0)
251 * added support for dumping small-sized level sketches from editor
254 * added recognition of "trigger element" for "change digged element to"
255 (this is not really what the "trigger element" was made for, but its
256 use may seem obvious for leaving back digged elements unchanged)
259 * fixed multiple warnings about failed joystick device initialization
262 * fixed bug with dynamite dropped on top of just dropped custom element
263 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
264 dynamite can still be dropped, but drop key must be released before
267 * fixed bug with wrong start directory when started from file browser
268 (due to this bug, R'n'D could not be started from KDE's Konqueror)
271 * fixed bug causing "change when impact" on player not working
272 * fixed wrong priority of "hitting something" over "hitting <element>"
273 * fixed wrong priority of "hit by something" over "hit by <element>"
276 * fixed graphical bug which caused the player (being Murphy) to show
277 collecting animations although the element was collected by penguin
280 * fixed two bugs causing wrong door background graphics in system.c
281 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
284 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
285 * added "no direction" to "walkable/passable from" selectbox options
288 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
289 * in tape autoplay, not only report broken, but also missing tapes
292 * uploaded pre-release (test) version 3.2.0-2 binary and source code
295 * fixed small bug with "linear" animation not working for active lamp
298 * fixed bug with moving up despite gravity due to "block last field"
299 * fixed small bug with wrong draw offset when typing name in main menu
300 * when reading user names from "passwd", ignore data after first comma
301 * when creating new "levelinfo.conf", only write some selected entries
304 * fixed displaying "imported from/by" on preview with empty string
305 * fixed ignoring draw offset for fonts used for level preview texts
308 * fixed a delay problem with SDL and too many mouse motion events
309 * added setup option "skip levels" and level skipping functionality
312 * added move speed "not moving" for non-moving CEs, but with direction
315 * fixed mapping of obsolete element token names in "editorsetup.conf"
316 * fixed bug with sound "acid.splashing" treated as a loop sound
317 * fixed some little sound bugs in native EM engine
320 * fixed small bug when dragging scrollbars to end positions
323 * added editor element descriptions written by Aaron Davidson
326 * improved fallback handling when configured artwork is not available
327 (now using default artwork instead of exiting when files not found)
330 * fixed bug on level selection screen when dragging scrollbar
333 * fixed bug which caused broken tapes when appending to EM engine tapes
336 * uploaded pre-release (test) version 3.2.0-1 binary and source code
339 * added code to replace changed artwork config tokens with other tokens
340 (needed for backwards compatibility, so that older tokens still work)
343 * added native R'n'D graphics for some new EMC elements in EM engine
346 * fixed some bugs in the EM engine integration code
347 * changed EM engine code to allow diagonal movement
348 * changed EM engine code to allow use of separate snap and drop keys
351 * fixed some redraw bugs when using EM engine
354 * fixed bug with not converting RND levels which are set to use native
355 engine to native level structure when loading
358 * uploaded pre-release (test) version 3.2.0-0 binary and source code
361 * version number set to 3.2.0
364 * level data now reset to defaults after attempt to load invalid file
367 * added use of "editorsetup.conf" for different level sets
370 * added auto-detection for various types of Emerald Mine level files
373 * fixed bug with scrollbars getting too small when list is very large
376 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
379 * added most level editor configuration gadgets for new EMC elements
382 * added more element and graphic definitions for new EMC elements
385 * modified native EM engine to use integrated R'n'D sound system
388 * added SDL support to graphics functions in native EM engine
389 (by always using generic libgame interface functions)
392 * fixed bug in frame synchronization in native EM engine
395 * added code to convert levels between R'n'D and native EM engine
398 * new Emerald Mine engine can now play levels selected in main menu
401 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
402 (which creates scaled down graphics for level editor and preview);
403 there's still a memory leak somewhere in the artwork handling code
404 * added "scale image up" functionality to X11 version of zoom function
407 * first attempts to integrate new, native Emerald Mine Club engine
410 * fixed bug in gadget code which caused reset of CEs in level editor
411 (example: pressing 'b' [grab brush] on CE config page erased values)
412 (solution: check if gadgets in ClickOnGadget() are really mapped)
413 * improved level change detection in editor (settings now also checked)
414 * fixed bug with "can move into acid" and "don't collide with" state
417 * fixed maze runner style CEs to use the configured move delay value
420 * added Aaron Davidson's tutorial level set to the "Tutorials" section
423 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
424 * fixed the above fix because it broke level set "machine" (*sigh*)
425 * fixed random element placement in level editor to work as expected
426 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
429 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
432 * fixed bug (missing array boundary check) which caused broken tapes
433 * fixed bug (when loading level template) which caused broken levels
434 * fixed bug with new block last field code when using non-yellow player
437 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
438 * internal change of how the player blocks the last field when moving
439 * fixed blocking delay of last field for EM and SP style block delay
440 * fixed bug where the player had to wait for the usual move delay after
441 unsuccessfully trying to move, when he directly could move after that
442 * the last two changes should make original Supaplex level 93 solvable
443 * improved use of random number generator to make it less predictable
444 * fixed behaviour of slippery SP elements to let slip left, then right
447 * fixed bug with wrong door state after trying to quickload empty tape
448 * fixed waste of static memory usage of the binary, making it smaller
449 * fixed very little graphical bug in Supaplex explosion
452 * version number set to 3.1.1
455 * version 3.1.0 released
458 * fixed bug with crash when writing user levelinfo.conf the first time
461 * added option "convert LEVELDIR [NR]" to command line batch commands
462 * re-converted Supaplex levels to apply latest engine fixes
463 * changed "use graphic/sound of element" to "use graphic of element"
464 due to compatibility problems with some levels ("bug machine" etc.)
467 * fixed bug with CE change replacing player with same or other player
470 * fixed bug with opaque font in envelope with background graphic when
471 background graphic is not transparent itself
474 * added "gravity on" and "gravity off" ports for Supaplex compatibility
475 * corrected original Supaplex level loading code to use these new ports
476 * also corrected Supaplex loader to auto-count infotrons if set to zero
479 * fixed bug with missing initialization of "modified" flag for GEs
482 * fixed bug that caused endless recursion loop when relocating player
483 * fixed tape recorder bug in "step mode" when using "pause before end"
484 * fixed tape recorder bug when changing from "warp forward" mode
487 * fixed bug with "when touching" for pushed elements at last position
490 * fixed bug that caused two activated toolbox buttons in level editor
491 * fixed bug with exploding dynabomb under player due to other explosion
494 * fixed bug with creating walkable custom element under player (again)
495 * fixed bug with not copying explosion type when copying CEs in editor
496 * fixed graphical bug when drawing player in setup menu (input devices)
497 * fixed graphical bug when the player is pushing an accessible element
498 * fixed bug with classic switchable elements triggering CE changes
499 * fixed bug with entering/leaving walkable element in RelocatePlayer()
500 * fixed crash bug when CE leaves behind the trigger player element
503 * fixed bug with broken tubes after placing/exploding dynamite in them
504 * fixed bug with exploding dynamite under player due to other explosion
505 * fixed bug with not resetting push delay under certain circumstances
508 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
509 * added network multiplayer code for Windows (thanks to Niko Böhm)
512 * added option "reachable despite gravity" for gravity movement
513 * changed gravity movement of most classic walkable and passable
514 elements back to "not reachable" (for compatibility reasons)
517 * fixed (removed) "indestructible" / "can explode" dependency in editor
518 * fixed (removed) "accessible inside" / "protected" dependency
519 * fixed (removed) "step mode" / "shield time" dependency
522 * fixed dynabombs exploding now into anything diggable
523 * fixed Supaplex style gravity movement into buggy base now impossible
524 * added pressing key "space" as valid action to select menu options
527 * added "replace when walkable" to relocate player to walkable element
528 * added "enter"/"leave" event for elements affected by relocation
529 * fixed "direct"/"indirect" change order also for "when change" event
530 * fixed graphical bug when pushing things from elements walkable inside
533 * fixed graphic bug when player is snapping while moving in old levels
534 * fixed bug when a moving custom element leaves a player element behind
535 * fixed bug with mole not disappearing when moving into acid pool
536 * fixed bug with incomplete path setting when using "--basepath" option
537 * moving CE can now leave walkable elements behind under the player
538 * when relocating, player can be set on walkable element now
539 * fixed another gravity movement bug
542 * uploaded pre-release (test) version 3.1.0-2 binary and source code
545 * added "collectible" and "removable" to extended replacement types
546 (where "removable" replaces "diggable" and "collectible" elements)
547 * added "collectible & throwable" (to throw element to the next field)
548 * fixed bug with CEs digging elements that are just about to explode
549 * changed mouse cursor now always being visible when game is paused
552 * added possibility to push/press accessible elements from a side that
554 * fixed bug with not setting actual date when appending to tape
557 * fixed bug with incorrectly initialized custom element editor graphics
560 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
561 - number of levels corrected from 18 to 17 in "levelinfo.conf"
564 * fixed bug with destroyed robot wheel still attracting robots forever
565 * fixed bug with time gate switch deactivating after robot wheel time
566 (while the time gate itself is not affected by this misbehaviour)
567 * changed behaviour of BD style amoeba to always get blocked by player
568 (before it was different when there were non-BD elements in level)
569 * fixed bug with player destroying indestructable elements with shield
572 * added option to make growing elements grow into anything diggable
573 (for the various amoeba types, biomaze and "game of life")
576 * fixed bug with movable elements not moving after left behind by CEs
577 * changed gravity movement to anything diggable, not only sand/base
578 * optionally allowing passing to walkable element, not only empty space
579 * added option "can pass to walkable element" for players
580 * finally fixed gravity movement (hopefully)
583 * fixed bug with movable elements not moving anymore after falling down
586 * fixed another bug with custom elements digging and leaving elements
587 * fixed bug with "along left/right side" and automatic start direction
588 * trigger elements now also displayed when "more custom" deactivated
589 * fixed bug with clipboard element initialized when loading new level
590 * added option "drop delay" to set delay before dropping next element
593 * uploaded pre-release (test) version 3.1.0-1 binary and source code
596 * added copy and paste functions for custom change pages
597 * enhanced graphical display and functionality of tape recorder
598 * fixed bug with custom elements digging and leaving elements
601 * added move speed faster than "very fast" for custom elements
602 * fixed bug with 3+3 style explosions and missing border content
603 * fixed little bug when copying custom elements in the editor
604 * enhanced custom element changes by more side trigger actions
607 * added option "no scrolling when relocating" for instant teleporting
608 * uploaded pre-release (test) version 3.1.0-0 binary and source code
611 * added trigger element and trigger player to use as target elements
612 * added copy and paste functions for custom and group elements
615 * fixed graphical bug when displaying explosion animations
616 * fixed bug when appending to tapes, resulting in broken tapes
617 * re-recorded a few tapes broken by fixing gravity checking bug
620 * "can move into acid" property now for all elements independently
621 * "can fall into acid" property for player stored in same bitfield now
622 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
623 * version number set to 3.1.0 (finally!)
626 * changed tape recording to only record input, not programmed actions
629 * fixed totally broken (every 8th frame skipped) step-by-step recording
630 * fixed bug with requester not displayed when quick-loading interrupted
631 * added option "can fall into acid (with gravity)" for players
632 * fixed bug with player not falling when snapping down with gravity
635 * fixed bug which messed up key config when using keypad number keys
638 * fixed bug which allowed moving upwards even when gravity was active
639 * fixed bug with missing error handling when dumping levels or tapes
642 * added different colored editor graphics for Supaplex gravity tubes
645 * fixed bug that allowed solvable tapes for unsolvable levels
648 * use unlimited number of droppable elements when "count" set to zero
649 * added option to use step limit instead of time limit for level
652 * added player and change page as trigger for custom element change
655 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
658 * fixed bug with dark yamyam changing to acid when moving over acid
659 * fixed handling of levels with more than 999 seconds level time
660 (example: level 76 of "Denmine")
663 * "spring push bug" reintroduced as configurable element property
664 * fixed bug with missing properties for "mole"
665 * fixed bug that showed up when fixing the above "mole" properties bug
666 * added option "can move into acid" for all movable elements
667 * fixed graphical bug for elements moving into acid
668 * changed event handling to handle all pending events before going on
671 * fixed bug which caused all CE change pages to be ignored which had
672 the same change event, but used a different element side
673 (reported by Simon Forsberg)
675 * fixed bug which caused elements that can move and fall and that are
676 transported by a conveyor belt to continue moving into that direction
677 after leaving the conveyor belt, regardless of their own movement
678 type; only elements which can not move are transported now
679 (reported by Simon Forsberg)
681 * fixed bug which could cause an array overflow in RelocatePlayer()
682 (reported by Niko Böhm)
684 * changed Emerald Mine style "passable / over" elements to "protected"
685 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
687 * added new option to select from which side a "walkable/passable"
688 element can be entered
691 * added explosion and ignition delay for elements that can explode
694 * fixed bug which caused player not being protected against enemies
695 when a CE was "walkable / inside" and was not "indestructible"
696 * added "walkable/passable" fields to be "protected/unprotected"
697 against enemies, even if not accessible "inside" but "over/under"
700 * corrected move pattern to 32 bit and initial move direction to 8 bit
703 * added second custom element base configuration page
706 * added some special EMC mappings to Emerald Mine level loader
707 (also covering previously unknown element in level 0 of "Bondmine 8")
710 * added option to block last field when player is moving (for Supaplex)
711 * adjusted push delay of Supaplex elements
712 * removed delays for envelopes etc. when replaying with maximum speed
713 * fixed bug when dropping element on a field that just changed to empty
716 * fixed bug: infotrons can now smash yellow disks
717 * fixed bug: when gravity active, port above player can now be entered
718 * removed "one white dot" mouse pointer which irritated some people
721 * added "choice type" for group element selection
724 * fixed bug with initial invulnerability of non-yellow player
727 * added level loader for loading native Supaplex packed levels
728 (including multi-part levels like the "splvls99" levels)
731 * fixed bug which allowed creating emeralds by escaping explosions
734 * custom elements can change (limited) or leave (unlimited) elements
735 * finally added multiple matches using group elements
736 * added shortcut to dump brush (type ":DB" in editor) for use in forum
739 * added new start movement type "previous" for continued CE movement
740 * added new start movement type "random" for random CE movement start
743 * added new element "sokoban_field_player" needed for Sokoban levels
744 (thanks to Ed Booker for pointing this out!)
747 * added elements that can be digged or left behind by custom elements
750 * added group elements for multiple matches and random element creation
753 * fixed some graphical errors displayed in old levels
756 * fixed wrong double speed movement after passing closing gates
759 * added level loader for loading native Emerald Mine levels
762 * changes for "shooting" style CE movement
765 * Happy New Year! ;-)
768 * changed default snap/drop keys from left/right Shift to Control keys
771 * fixed bug with dead player getting reanimated from custom element
774 * fixed bug with wrong penguin graphics (when entering exit)
777 * fixed bug with wrong "Murphy" graphics (when digging etc.)
780 * version number set to 3.0.9
783 * version 3.0.8 released
786 * added function checked_free()
789 * fixed bug with double nut cracking sound
790 (by eliminating "default element action sound" assignment in init.c)
793 * fixed crash when no music info files are available
796 * fixed boring and sleeping sounds
799 * added "maze runner" and "maze hunter" movement types
800 * added extended collision conditions for custom elements
803 * added warnings for undefined token values in artwork config files
806 * added menu entry for level set information to the info screen
809 * fixed bug with wrong default impact sound for colored emeralds
812 * added several sub-screens for the info screen
813 * menu text now also clickable (not only blue/red sphere left of it)
816 * added configurable "bored" and "sleeping" animations for the player
817 * added "awakening" sound for player when waking up after sleeping
820 * added "copy" and "exchange" functions for custom elements to editor
823 * added configurable element animations for info screen
826 * added configurable music credits for info screen
829 * finally fixed tape recording when player is created from CE change
832 * added "editorsetup.conf" for editor element list configuration
835 * added "musicinfo.conf" for menu and level music configuration
838 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
839 (that only showed up on Linux, but not on Windows systems)
842 * fixed turning movement of butterflies and fireflies (no frame reset)
843 * enhanced sniksnak turning movement (two steps instead of only one)
846 * version number set to 3.0.8
849 * version 3.0.7 released
852 * fixed reset of player animation frame when, for example,
853 walking, digging or collecting share the same animation
854 * fixed CE with "deadly when touching" exploding when touching amoeba
857 * fixed tape recording when player is created from CE element change
860 * introduced "turning..." action graphic for elements with move delay
861 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
862 * added turning animations for bug, spaceship and sniksnak
865 * prevent "extended" changed elements from delay change in same frame
868 * fixed bug when pushing element that can move away to the side
869 (like pushing falling elements, but now with moving elements)
872 * finally fixed serious bug in code for delayed element pushing (again)
875 * unavailable setup options now marked as "n/a" instead of "off"
876 * new boolean directive "latest_engine" for "levelinfo.conf": when set
877 to "true", levels are always played with the latest game engine,
878 which is desired for levels that are imported from other games; all
879 other levels are played with the engine version stored in level file
880 (which is normally the engine version the level was created with)
883 * fixed serious bug in code for delayed element pushing
884 * fixed little bug in animation frame selection for pushed elements
885 * speed-up of reading config file for verbose output
888 * added configuration option for opening and closing Supaplex exit
889 * added configuration option for moving up/down animation for Murphy
890 * fixed incorrectly displayed animation for attacking dragon
891 * fixed bug with not setting initial gravity for each new game
892 * fixed bug with teleportation of player by custom element change
893 * fixed bug with player not getting smashed by rock sometimes
896 * version number set to 3.0.7
899 * version 3.0.6 released
902 * added support for MP3 music for SDL version through SMPEG library
905 * fixed bug when initializing font graphic structure
906 * fixed bug with animation mode "pingpong" when using only 1 frame
907 * fixed bug with extended change target introduced in 3.0.5
908 * fixed bug where passing over moving element doubles player speed
909 * fixed bug with elements continuing to move into push direction
910 * fixed bug with duplicated player when dropping bomb with shield on
911 * added "switching" event for custom elements ("pressing" only once)
912 * fixed switching bug (resetting flag when not switching but not idle)
915 * fixed element tokens for certain file elements with ".active" etc.
918 * version number set to 3.0.6
921 * version 3.0.5 released
924 * now four envelope elements available
925 * font, background, animation and sound for envelope now configurable
926 * main menu doors opening/closing animation type now configurable
929 * active/inactive sides configurable for custom element changes
930 * new movement type "move when pushed" available for custom elements
933 * fixed bug in multiple config pages loader code that caused crashes
936 * enhanced (remaining low-resolution) Supaplex graphics
939 * version number set to 3.0.5
942 * version 3.0.4 released
944 2003-09-12 src/tools.c
945 * fixed bug in custom definition of crumbled element graphics
947 2003-09-11 src/files.c
948 * fixed bug in multiple config pages code that caused crashes
951 * version number set to 3.0.4
954 * version 3.0.3 released
957 * added music to Supaplex classic level set
959 2003-09-07 src/libgame/misc.c
960 * added support for loading various music formats through SDL_mixer
962 2003-09-06 (various source files)
963 * fixed several nasty bugs that may have caused crashes on some systems
964 * added envelope content which gets displayed when collecting envelope
965 * added multiple change event pages for custom elements
967 2003-08-24 src/game.c
968 * fixed problem with player animation when snapping and moving
970 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
971 * fixed problem with flickering when drawing toon animations
973 2003-08-23 src/libgame/sdl.c
974 * fixed problem with setting mouse cursor in SDL version in fullscreen
976 2003-08-23 src/game.c
977 * fixed bug (missing array boundary check) which could crash the game
980 * version number set to 3.0.3
983 * version 3.0.2 released
985 2003-08-21 src/game.c
986 * fixed bug with creating inaccessible elements at player position
988 2003-08-20 src/init.c
989 * fixed bug with not finding current level artwork directory
991 2003-08-20 src/files.c
992 * fixed bug with choosing wrong engine version when playing tapes
993 * fixed bug with messing up custom element properties in 3.0.0 levels
996 * version number set to 3.0.2
999 * version 3.0.1 released
1001 2003-08-17 (no source files affected)
1002 * changed all "classic" PCX image files with 16 colors or less to
1003 256 color (8 bit) storage format, because the Allegro game library
1004 cannot handle PCX files with less than 256 colors (contributed
1005 graphics are not affected and might look wrong in the DOS version)
1007 2003-08-16 src/init.c
1008 * fixed bug which (for example) crashed the level editor when defining
1009 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1010 (only set to default) -- invalid graphics now set to default graphic
1012 2003-08-16 src/init.c
1013 * fixed graphical bug of player digging/collecting/snapping element
1014 when no corresponding graphic/animation is defined for this action,
1015 resulting in player being drawn as EL_EMPTY (which should only be
1016 done to elements being collected, but not to the player)
1018 2003-08-16 src/game.c
1019 * fixed small graphical bug of player not totally moving into exit
1021 2003-08-16 src/libgame/setup.c
1022 * fixed bug with wrong MS-DOS 8.3 filename conversion
1024 2003-08-16 src/tools.c
1025 * fixed bug with invisible mouse cursor when pressing ESC while playing
1027 2003-08-16 (various source files)
1028 * added another 128 custom elements (disabled in editor by default)
1030 2003-08-16 src/editor.c
1031 * fixed NULL string bug causing Solaris to crash in sprintf()
1033 2003-08-16 src/screen.c
1034 * fixed drawing over scrollbar on level selection with custom fonts
1036 2003-08-15 src/game.c
1037 * cleanup of simple sounds / loop sounds / music settings
1039 2003-08-08 (various source files)
1040 * added custom element property for dropping collected elements
1042 2003-08-08 src/conf_gfx.c
1043 * fixed bug with missing graphic for active red disk bomb
1045 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1046 * extended variable "level.gravity" to "level.initial_gravity" and
1047 "game.current_gravity" to prevent level setting from being changed
1048 by playing the level (keeping the runtime value after playing)
1050 * fixed graphics bug when digging element that has 'crumbled' graphic
1051 definition, but not 'diggable' graphic definition
1054 * version number set to 3.0.1
1057 * version 3.0.0 released
1060 * various bug fixes; among others:
1061 - fixed bug with pushing spring over empty space
1062 - fixed bug with leaving tube while placing dynamite
1063 - fixed bug with explosion of smashed penguins
1064 - allow Murphy player graphic in levels with non-Supaplex elements
1068 * I have forgotten to document changes for some time
1071 * pre-release version 2.2.0rc1 released
1074 * version number set to 2.1.2
1077 * version 2.1.1 released
1080 * version number set to 2.1.1
1083 * version 2.1.0 released
1086 * version number set to 2.1.0
1088 2002-04-03 to 2002-05-19 (various source files)
1089 * graphics, sounds and music now fully configurable
1090 * bug fixed that prevented walking through tubes when gravity on
1092 2002-04-02 src/events.c, src/editor.c
1093 * Make Escape key less aggressive when playing or when editing level.
1094 This can be configured as an option in the setup menu. (Default is
1095 "less aggressive" which means "ask user if something can be lost"
1096 when pressing the Escape key.)
1098 2002-04-02 src/screen.c
1099 * Added "graphics setup" screen.
1101 2002-04-01 src/screen.c
1102 * Changed "choose level" setup screen stuff to be more generic (to
1103 make it easier to add more "choose from generic tree" setup screens).
1105 2002-04-01 src/config.c, src/timestamp.h
1106 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1107 automatically gets created by "src/Makefile" and contains an actual
1108 compile-time timestamp to identify development versions of the game).
1110 2002-03-31 src/tape.c, src/events.c
1111 * Added quick game/tape save/load functions to tape stuff which can be
1112 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1113 loads previously recorded tape and directly goes into recording mode
1114 from the end of the tape (therefore appending to the tape).
1116 2002-03-31 src/tape.c
1117 * Added "index mark" function to tape recorder. When playing or
1118 recording, "eject" button changes to "index" button. Setting index
1119 mark is not yet implemented, but pressing index button when playing
1120 allows very quick advancing to end of tape (when normal playing),
1121 very fast forward mode (when playing with normal fast forward) or
1122 very fast reaching of "pause before end of tape" (when playing with
1123 "pause before end" playing mode).
1125 2002-03-30 src/cartoons.c
1126 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1128 2002-03-29 src/screen.c
1129 * Changed setup screen stuff to be more generic (to make it easier
1130 to add more setup screens).
1132 2002-03-23 src/main.c, src/main.h
1133 * Various changes due to the introduction of the new libgame files
1134 "setup.c" and "joystick.c".
1136 2002-03-23 src/files.c
1137 * Generic parts of "src/files.c" (mainly setup and level directory
1138 stuff) moved to new libgame file "src/libgame/setup.c".
1140 2002-03-23 src/joystick.c
1141 * File "src/joystick.c" moved to libgame source tree, with
1142 correspondig changes.
1144 2002-03-22 src/screens.c
1145 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1146 (Wrong level series information displayed when entering main group.)
1148 2002-03-22 src/editor.c
1149 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1151 2002-03-22 src/editor.c
1152 * Changed behaviour of "Escape" key in level editor to be more
1153 intuitive: When in "Element Properties" or "Level Info" mode,
1154 return to "Drawing Mode" instead of leaving the level editor.
1156 2002-03-21 src/game.c, src/editor.c, src/files.c
1157 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1158 gems (emeralds, diamonds, ...) slipping down from normal wall,
1159 steel wall and growing wall (as in E.M.C. style levels). Although
1160 the behaviour of contributed and private levels wasn't changed (due
1161 to the use of "level.game_version"; see previous entry), editing
1162 those levels will (of course) change the behaviour accordingly.
1164 This change seems a bit too hard after thinking about it, because
1165 the EM style behaviour is not the "expected" behaviour (gems would
1166 normally only slip down from "rounded" walls). Therefore this was
1167 now changed to an element property for gem style elements, with the
1168 default setting "off" (which means: no special EM style behaviour).
1169 To fix older converted levels, this flag is set to "on" for pre-2.0
1170 levels that are neither contributed nor private levels.
1172 2002-03-20 src/files.h
1173 * Corrected settings for "level.game_version" depending of level type.
1174 (Contributed and private levels always get played with game engine
1175 version they were created with, while converted levels always get
1176 played with the most recent version of the game engine, to let new
1177 corrections of the emulation behaviour take effect.)
1179 2002-03-20 src/main.h
1180 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1181 compiling the SDL version on some systems.
1182 Thanks to the several people who pointed this out.
1185 * Version number set to 2.0.2.
1188 * Version 2.0.1 released.
1190 2002-03-18 src/screens.c
1191 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1193 2002-03-18 src/files.c [src/libgame/misc.c]
1194 * Moved some common functions from src/files.c to src/libgame/misc.c.
1196 2002-03-18 src/files.c [src/libgame/misc.c]
1197 * Changed permissions for new directories and saved files (especially
1198 score files) according to suggestions of Debian users and mantainers.
1199 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1201 2002-03-17 src/files.c
1202 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1203 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1204 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1205 for levels and "TAPE" for tapes). Old "cookie" style format is
1206 still supported for reading. New level and tape files are written
1209 * New IFF chunk "VERS" contains version numbers for file and game
1210 (where "game version" is the version of the program that wrote the
1211 file, and "file version" is a version number to distinguish files
1212 with different format, for example after adding new features).
1214 2002-03-15 src/screen.c
1215 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1216 (Before, you heard a mixture of the in-game music and the
1217 hall-of-fame music.)
1219 2002-03-14 src/events.c
1220 * Function "DumpTape()" (files.c) now available by pressing 't' from
1221 main menu (when in DEBUG mode).
1223 2002-03-14 src/game.c
1224 * "GameWon()": When game was won playing a tape, now there is no delay
1225 raising the score and no corresponding sound is played.
1227 2002-03-14 src/files.c
1228 * Changed "LoadTape()" for real chunk support and also adjusted
1229 "SaveTape()" accordingly.
1231 2002-03-14 src/game.c, src/tape.c, src/files.c
1232 * Important changes to tape format: The old tape format stored all
1233 actions with a real effect with a corresponding delay between the
1234 stored actions. This had some major disadvantages (for example,
1235 push delays had to be ignored, pressing a button for some seconds
1236 mutated to several single button presses because of the non-action
1237 delays between two action frames etc.). The new tape format just
1238 stupidly records all device actions and replays them later. I really
1239 don't know why I haven't solved it that way before?! Old-style tapes
1240 (with tape file version less than 2.0) get converted to the new
1241 format on-the-fly when loading and can therefore still be played;
1242 only some minor parts of the old-style tape handling code was needed.
1243 (A perfect conversion is not possible, because there is information
1244 missing about the device actions between two action frames.)
1246 2002-03-14 src/files.c
1247 * New function "DumpTape()" to dump the contents of the current tape
1248 in a human readable format.
1250 2002-03-14 src/game.c
1251 * Small tape bug fixed: When automatically advancing to next level
1252 after a game was won, the tape from the previous level still was
1253 loaded as a tape for the new level.
1255 2002-03-14 src/tape.c
1256 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1257 tape, cartoons did not get completely removed because
1258 StopAnimation() was not called.
1260 2002-03-13 src/files.c
1261 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1262 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1263 size even when using 16-bit elements). Added new chunk "CNT2" for
1264 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1265 chunk even when content was 16-bit element). "CNT2" should now be
1266 able to store content for arbitrary elements (up to eight blocks of
1267 3 x 3 element arrays). All "CNT2" elements will always be stored as
1268 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1270 2002-03-13 src/files.c
1271 * Changed "LoadLevel()" for real chunk support.
1273 2002-03-12 src/game.c
1274 * Fixed problem (introduced after 2.0.0 release) with penguins
1275 not getting killed by enemies
1277 2002-02-24 src/game.c, src/main.h
1278 * Added "player->is_moving"; now "player->last_move_dir" does
1279 not contain any information if the player is just moving at
1281 Before, "player->last_move_dir" was misused for this purpose
1282 for the robot stuff (robots don't kill players when they are
1283 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1284 broke tapes when walking through pipes!
1285 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1286 in a continuous movement. This fact is ignored for friends and