2 * added some missing element descriptions to the level editor
5 * added the possibility to view the title screen to the info screen menu
6 * fixed some minor bugs with viewing title screens
9 * fixed bug with title (cross)fading in/out when using fullscreen mode
12 * fixed bug that forced re-defining of menu settings in local graphics
13 config file which are already defined in existing base config file
14 * fixed small bug that caused door sounds playing when music is enabled
17 * added the possibility to define up to five title screens for each
18 level set that are displayed after loading using (cross)fading in/out
19 (this was added to display the various start images of the EMC sets)
22 * added "CE score gets zero [of]" to custom element trigger conditions
23 * added setup option to display element token name in level editor
26 * added compatibility code for Juergen Bonhagen's menu artwork settings
29 * fixed bug with displaying wrong animation frame 0 after CE changes
30 * fixed bug with creating invisible elements when light switch is on
33 * added selection between ECS and AGA graphics for EMC levels to setup
36 * adjusted font handling for various narrow EMC style fonts
39 * changed EM engine behaviour back to re-allow initial rolling springs
42 * fixed handling of over-large selectboxes (less error-prone now)
43 * fixed bug when creating GE with walkable element under the player
46 * added use of "Insert" and "Delete" keys to navigate element list in
47 level editor to start of custom elements or start of group elements
48 * added virtual elements to access CE value and CE score of elements:
49 - "CE value of triggering element"
50 - "CE score of triggering element"
51 - "CE value of current element"
52 - "CE score of current element"
55 * fixed "grass" to "sand" in older EM levels (up to file version V4)
58 * changed behaviour of network games with internal errors (because of
59 different client frame counters) from immediately terminating R'n'D
60 to displaying an error message requester and stopping only the game
61 (also to prevent impression of crashes under non command-line runs)
62 * fixed playing network games with the EMC engine (did not work before)
63 * fixed bug with not scrolling the screen in multi-player mode with the
64 focus on player 1 when all players are moving in different directions
65 * fixed bug with keeping pointer to gadget even after its deallocation
66 * fixed bug with allowing "focus on all players" in network games
67 * fixed bug with player focus when playing tapes from network games
70 * uploaded pre-release (test) version 3.2.0-7 binary and source code
73 * code cleanup for game action control for R'n'D and EMC game engine
76 * fixed bug in multi-player movement with focus on both players
77 * added option to control only the focussed player with all input
80 * added player focus switching to level tape recording and re-playing
83 * fixed some bugs in player focus switching in EMC and RND game engine
86 * added special Supaplex animations for Murphy digging and snapping
87 * added special Supaplex animations for Murphy being bored and sleeping
90 * added four new yam yams with explicit start direction for EMC engine
91 * fixed bug in src/libgame/text.c with printing text outside the window
94 * fixed small bug in EMC level loader (copyright sign in EM II levels)
97 * added delayed ignition of EM style dynamite when used in R'n'D engine
98 * added limited movement range to EMC engine when focus on all players
101 * fixed bug with missing (zero) score values for native Supaplex levels
104 * added "continuous snapping" (snapping many elements while holding the
105 snap key pressed, without releasing the snap key after each element)
106 as a new player setting for more compatibility with the classic games
109 * finished scrolling for "focus on all players" in EMC graphics engine
112 * level sets with "levels: 0" are ignored for levels, but not artwork
113 * fixed bug when scanning empty level group directories (endless loop)
116 * fixed bug with explosion graphic for player using "Murphy" graphic
117 * fixed bug with explosion graphic if player leaves explosion in time
118 * changed some descriptive text in setup menu to use medium-width font
119 * added key shortcut settings for switching player focus to setup menu
122 * fixed bug with random value initialization when recording tapes
123 * fixed bug with playing single player tapes when team mode activated
126 * fixed little bug when trying to switch to player that does not exist
129 * added player switching (visual and quick) to R'n'D and EM game engine
130 * added setup option to select visual or quick in-game player switching
133 * added use of "Home" and "End" keys to handle element list in editor
136 * fixed bug with adding score when playing tape with EMC game engine
137 * added steel wall border for levels using EMC engine without border
138 * finally fixed delayed scrolling in EMC engine also for small levels
141 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
144 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
145 * fixed bug when displaying info element without action, but direction
148 * fixed minor graphical problems with springs smashing and slurping
149 (when using R'n'D style graphics instead of EMC style graphics)
152 * added scroll delay (as configured in setup) to EMC graphics engine
155 * improved screen redraw for EMC graphics engine (faster and smoother)
156 * when not scrolling, do not redraw the whole playfield if not needed
159 * added multi-player mode for EMC game engine (with up to four players)
162 * added android (can clone elements) from EMC engine to R'n'D engine
165 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
168 * added selectbox for initial player speed to player settings in editor
171 * version 3.1.2 created that is basically version 3.1.1, but with a
172 major bug fixed that prevented editing your own private levels
173 * version 3.1.2 released
176 * added magic ball (creates elements) from EMC engine to R'n'D engine
179 * uploaded fixed pre-release version 3.2.0-6 binary and source code
182 * fixed bug when using "CE can leave behind <trigger element>"
183 * added new change condition "(after/when) creation of <element>"
184 * added new change condition "(after/when) digging <element>"
185 * fixed bug accessing invalid gadget that caused crashes under Windows
186 * deactivated new possibility for multiple CE changes per frame
189 * uploaded pre-release (test) version 3.2.0-6 binary and source code
192 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
193 * fixed bug with not keeping CE value for moving CEs with only action
194 * changed CE action selectboxes in editor to be only reset when needed
197 * added option "use artwork from element" for custom player artwork
198 * added option "use explosion from element" for player explosions
201 * added cascaded element lists in the level editor
202 * added persistence for cascaded element lists by "editorcascade.conf"
203 * added dynamic element list with all elements used in current level
204 * added possibility for multiple CE changes per frame (experimental)
207 * uploaded pre-release (test) version 3.2.0-5 binary and source code
210 * changed "score for each 10 seconds/steps left" to "1 second/step"
211 * added own score for collecting "extra time" instead of sharing it
212 * added change events "switched by player" and "player switches <e>"
213 * added change events "snapped by player" and "player snaps <e>"
214 * added "set player artwork: <element choice>" to CE action options
215 * added change event "move of <element>"
218 * added "set player shield: off / normal / deadly" to CE action options
219 * added new player option "use level start element" in level editor
220 to set the correct focus at level start to elements from which the
221 player is created later (this did not work before for cascaded CE
222 changes resulting in creation of the player; it is now also possible
223 to create the player from a yam yam which is smashed at level start)
226 * added "set player speed: frozen (not moving)" to CE action options
227 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
230 * added new player option "block snap field" (enabled by default) to
231 make it possible to show a snapping animation like in Emerald Mine
234 * added dynamic selectboxes to custom element action settings in editor
235 * added "CE value" counter for custom elements (instead of "CE count")
236 * added option to use the last "CE value" after custom element change
237 * added option to use the "CE value" of other elements in CE actions
238 * fixed odd behaviour when pressing time orb in levels w/o time limit
239 * added checkbox "use time orb bug" for older levels that use this bug
242 * added missing configuration settings for the following elements:
243 - EL_TIMEGATE_SWITCH (time of open time gate)
244 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
245 - EL_SHIELD_NORMAL (time of shield duration)
246 - EL_SHIELD_DEADLY (time of shield duration)
247 - EL_EXTRA_TIME (time added to level time)
248 - EL_TIME_ORB_FULL (time added to level time)
251 * added "wind direction" as a movement pattern for custom elements
252 * added initial wind direction for balloon / custom elements to editor
253 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
256 * added parameters for "game of life" and "biomaze" elements to editor
259 * added level file chunk "CONF" for generic level and element settings
262 * uploaded pre-release (test) version 3.2.0-4 binary and source code
265 * skip empty level sets (with "levels: 0"; may be artwork base sets)
266 * added sound action ".page[1]" to ".page[32]" for each CE change page
269 * added image config suffix ".clone_from" to copy whole image settings
270 * fixed bug with invalid ("undefined") CE settings in old level files
273 * fixed graphical bug with smashing elements falling faster than player
276 * fixed major bug which prevented private levels from being edited
277 * fixed bug with precedence of general and special font definitions
280 * fixed graphical bug with player animation when player moves slowly
283 * uploaded pre-release (test) version 3.2.0-3 binary and source code
286 * fixed bug which prevented "global.num_toons: 0" from working
289 * major code cleanup (removed all these annoying "#if 0" blocks)
292 * added custom element actions for CE change page in level editor
295 * fixed music initialization bug in init.c (thanks to David Binderman)
296 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
297 (this bug must probably be fixed at other places, too)
300 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
301 (should be '#include <SDL.h>' instead)
304 * fixed bug which prevented "walkable from no direction" from working
305 (due to compatibility code overwriting this setting after loading)
308 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
311 * version number temporarily set to 3.1.1 (intermediate bugfix release)
312 * version 3.1.1 released
315 * changed some va_arg() arguments from 'long' to 'int', fixing problems
316 on 64-bit architecture systems with LP64 data model
319 * fixed bug with bombs not exploding when hitting the last level line
320 (introduced after the release of 3.1.0)
323 * added support for dumping small-sized level sketches from editor
326 * added recognition of "trigger element" for "change digged element to"
327 (this is not really what the "trigger element" was made for, but its
328 use may seem obvious for leaving back digged elements unchanged)
331 * fixed multiple warnings about failed joystick device initialization
334 * fixed bug with dynamite dropped on top of just dropped custom element
335 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
336 dynamite can still be dropped, but drop key must be released before
339 * fixed bug with wrong start directory when started from file browser
340 (due to this bug, R'n'D could not be started from KDE's Konqueror)
343 * fixed bug causing "change when impact" on player not working
344 * fixed wrong priority of "hitting something" over "hitting <element>"
345 * fixed wrong priority of "hit by something" over "hit by <element>"
348 * fixed graphical bug which caused the player (being Murphy) to show
349 collecting animations although the element was collected by penguin
352 * fixed two bugs causing wrong door background graphics in system.c
353 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
356 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
357 * added "no direction" to "walkable/passable from" selectbox options
360 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
361 * in tape autoplay, not only report broken, but also missing tapes
364 * uploaded pre-release (test) version 3.2.0-2 binary and source code
367 * fixed small bug with "linear" animation not working for active lamp
370 * fixed bug with moving up despite gravity due to "block last field"
371 * fixed small bug with wrong draw offset when typing name in main menu
372 * when reading user names from "passwd", ignore data after first comma
373 * when creating new "levelinfo.conf", only write some selected entries
376 * fixed displaying "imported from/by" on preview with empty string
377 * fixed ignoring draw offset for fonts used for level preview texts
380 * fixed a delay problem with SDL and too many mouse motion events
381 * added setup option "skip levels" and level skipping functionality
384 * added move speed "not moving" for non-moving CEs, but with direction
387 * fixed mapping of obsolete element token names in "editorsetup.conf"
388 * fixed bug with sound "acid.splashing" treated as a loop sound
389 * fixed some little sound bugs in native EM engine
392 * fixed small bug when dragging scrollbars to end positions
395 * added editor element descriptions written by Aaron Davidson
398 * improved fallback handling when configured artwork is not available
399 (now using default artwork instead of exiting when files not found)
402 * fixed bug on level selection screen when dragging scrollbar
405 * fixed bug which caused broken tapes when appending to EM engine tapes
408 * uploaded pre-release (test) version 3.2.0-1 binary and source code
411 * added code to replace changed artwork config tokens with other tokens
412 (needed for backwards compatibility, so that older tokens still work)
415 * added native R'n'D graphics for some new EMC elements in EM engine
418 * fixed some bugs in the EM engine integration code
419 * changed EM engine code to allow diagonal movement
420 * changed EM engine code to allow use of separate snap and drop keys
423 * fixed some redraw bugs when using EM engine
426 * fixed bug with not converting RND levels which are set to use native
427 engine to native level structure when loading
430 * uploaded pre-release (test) version 3.2.0-0 binary and source code
433 * version number set to 3.2.0
436 * level data now reset to defaults after attempt to load invalid file
439 * added use of "editorsetup.conf" for different level sets
442 * added auto-detection for various types of Emerald Mine level files
445 * fixed bug with scrollbars getting too small when list is very large
448 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
451 * added most level editor configuration gadgets for new EMC elements
454 * added more element and graphic definitions for new EMC elements
457 * modified native EM engine to use integrated R'n'D sound system
460 * added SDL support to graphics functions in native EM engine
461 (by always using generic libgame interface functions)
464 * fixed bug in frame synchronization in native EM engine
467 * added code to convert levels between R'n'D and native EM engine
470 * new Emerald Mine engine can now play levels selected in main menu
473 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
474 (which creates scaled down graphics for level editor and preview);
475 there's still a memory leak somewhere in the artwork handling code
476 * added "scale image up" functionality to X11 version of zoom function
479 * first attempts to integrate new, native Emerald Mine Club engine
482 * fixed bug in gadget code which caused reset of CEs in level editor
483 (example: pressing 'b' [grab brush] on CE config page erased values)
484 (solution: check if gadgets in ClickOnGadget() are really mapped)
485 * improved level change detection in editor (settings now also checked)
486 * fixed bug with "can move into acid" and "don't collide with" state
489 * fixed maze runner style CEs to use the configured move delay value
492 * added Aaron Davidson's tutorial level set to the "Tutorials" section
495 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
496 * fixed the above fix because it broke level set "machine" (*sigh*)
497 * fixed random element placement in level editor to work as expected
498 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
501 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
504 * fixed bug (missing array boundary check) which caused broken tapes
505 * fixed bug (when loading level template) which caused broken levels
506 * fixed bug with new block last field code when using non-yellow player
509 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
510 * internal change of how the player blocks the last field when moving
511 * fixed blocking delay of last field for EM and SP style block delay
512 * fixed bug where the player had to wait for the usual move delay after
513 unsuccessfully trying to move, when he directly could move after that
514 * the last two changes should make original Supaplex level 93 solvable
515 * improved use of random number generator to make it less predictable
516 * fixed behaviour of slippery SP elements to let slip left, then right
519 * fixed bug with wrong door state after trying to quickload empty tape
520 * fixed waste of static memory usage of the binary, making it smaller
521 * fixed very little graphical bug in Supaplex explosion
524 * version number set to 3.1.1
527 * version 3.1.0 released
530 * fixed bug with crash when writing user levelinfo.conf the first time
533 * added option "convert LEVELDIR [NR]" to command line batch commands
534 * re-converted Supaplex levels to apply latest engine fixes
535 * changed "use graphic/sound of element" to "use graphic of element"
536 due to compatibility problems with some levels ("bug machine" etc.)
539 * fixed bug with CE change replacing player with same or other player
542 * fixed bug with opaque font in envelope with background graphic when
543 background graphic is not transparent itself
546 * added "gravity on" and "gravity off" ports for Supaplex compatibility
547 * corrected original Supaplex level loading code to use these new ports
548 * also corrected Supaplex loader to auto-count infotrons if set to zero
551 * fixed bug with missing initialization of "modified" flag for GEs
554 * fixed bug that caused endless recursion loop when relocating player
555 * fixed tape recorder bug in "step mode" when using "pause before end"
556 * fixed tape recorder bug when changing from "warp forward" mode
559 * fixed bug with "when touching" for pushed elements at last position
562 * fixed bug that caused two activated toolbox buttons in level editor
563 * fixed bug with exploding dynabomb under player due to other explosion
566 * fixed bug with creating walkable custom element under player (again)
567 * fixed bug with not copying explosion type when copying CEs in editor
568 * fixed graphical bug when drawing player in setup menu (input devices)
569 * fixed graphical bug when the player is pushing an accessible element
570 * fixed bug with classic switchable elements triggering CE changes
571 * fixed bug with entering/leaving walkable element in RelocatePlayer()
572 * fixed crash bug when CE leaves behind the trigger player element
575 * fixed bug with broken tubes after placing/exploding dynamite in them
576 * fixed bug with exploding dynamite under player due to other explosion
577 * fixed bug with not resetting push delay under certain circumstances
580 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
581 * added network multiplayer code for Windows (thanks to Niko Böhm)
584 * added option "reachable despite gravity" for gravity movement
585 * changed gravity movement of most classic walkable and passable
586 elements back to "not reachable" (for compatibility reasons)
589 * fixed (removed) "indestructible" / "can explode" dependency in editor
590 * fixed (removed) "accessible inside" / "protected" dependency
591 * fixed (removed) "step mode" / "shield time" dependency
594 * fixed dynabombs exploding now into anything diggable
595 * fixed Supaplex style gravity movement into buggy base now impossible
596 * added pressing key "space" as valid action to select menu options
599 * added "replace when walkable" to relocate player to walkable element
600 * added "enter"/"leave" event for elements affected by relocation
601 * fixed "direct"/"indirect" change order also for "when change" event
602 * fixed graphical bug when pushing things from elements walkable inside
605 * fixed graphic bug when player is snapping while moving in old levels
606 * fixed bug when a moving custom element leaves a player element behind
607 * fixed bug with mole not disappearing when moving into acid pool
608 * fixed bug with incomplete path setting when using "--basepath" option
609 * moving CE can now leave walkable elements behind under the player
610 * when relocating, player can be set on walkable element now
611 * fixed another gravity movement bug
614 * uploaded pre-release (test) version 3.1.0-2 binary and source code
617 * added "collectible" and "removable" to extended replacement types
618 (where "removable" replaces "diggable" and "collectible" elements)
619 * added "collectible & throwable" (to throw element to the next field)
620 * fixed bug with CEs digging elements that are just about to explode
621 * changed mouse cursor now always being visible when game is paused
624 * added possibility to push/press accessible elements from a side that
626 * fixed bug with not setting actual date when appending to tape
629 * fixed bug with incorrectly initialized custom element editor graphics
632 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
633 - number of levels corrected from 18 to 17 in "levelinfo.conf"
636 * fixed bug with destroyed robot wheel still attracting robots forever
637 * fixed bug with time gate switch deactivating after robot wheel time
638 (while the time gate itself is not affected by this misbehaviour)
639 * changed behaviour of BD style amoeba to always get blocked by player
640 (before it was different when there were non-BD elements in level)
641 * fixed bug with player destroying indestructable elements with shield
644 * added option to make growing elements grow into anything diggable
645 (for the various amoeba types, biomaze and "game of life")
648 * fixed bug with movable elements not moving after left behind by CEs
649 * changed gravity movement to anything diggable, not only sand/base
650 * optionally allowing passing to walkable element, not only empty space
651 * added option "can pass to walkable element" for players
652 * finally fixed gravity movement (hopefully)
655 * fixed bug with movable elements not moving anymore after falling down
658 * fixed another bug with custom elements digging and leaving elements
659 * fixed bug with "along left/right side" and automatic start direction
660 * trigger elements now also displayed when "more custom" deactivated
661 * fixed bug with clipboard element initialized when loading new level
662 * added option "drop delay" to set delay before dropping next element
665 * uploaded pre-release (test) version 3.1.0-1 binary and source code
668 * added copy and paste functions for custom change pages
669 * enhanced graphical display and functionality of tape recorder
670 * fixed bug with custom elements digging and leaving elements
673 * added move speed faster than "very fast" for custom elements
674 * fixed bug with 3+3 style explosions and missing border content
675 * fixed little bug when copying custom elements in the editor
676 * enhanced custom element changes by more side trigger actions
679 * added option "no scrolling when relocating" for instant teleporting
680 * uploaded pre-release (test) version 3.1.0-0 binary and source code
683 * added trigger element and trigger player to use as target elements
684 * added copy and paste functions for custom and group elements
687 * fixed graphical bug when displaying explosion animations
688 * fixed bug when appending to tapes, resulting in broken tapes
689 * re-recorded a few tapes broken by fixing gravity checking bug
692 * "can move into acid" property now for all elements independently
693 * "can fall into acid" property for player stored in same bitfield now
694 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
695 * version number set to 3.1.0 (finally!)
698 * changed tape recording to only record input, not programmed actions
701 * fixed totally broken (every 8th frame skipped) step-by-step recording
702 * fixed bug with requester not displayed when quick-loading interrupted
703 * added option "can fall into acid (with gravity)" for players
704 * fixed bug with player not falling when snapping down with gravity
707 * fixed bug which messed up key config when using keypad number keys
710 * fixed bug which allowed moving upwards even when gravity was active
711 * fixed bug with missing error handling when dumping levels or tapes
714 * added different colored editor graphics for Supaplex gravity tubes
717 * fixed bug that allowed solvable tapes for unsolvable levels
720 * use unlimited number of droppable elements when "count" set to zero
721 * added option to use step limit instead of time limit for level
724 * added player and change page as trigger for custom element change
727 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
730 * fixed bug with dark yamyam changing to acid when moving over acid
731 * fixed handling of levels with more than 999 seconds level time
732 (example: level 76 of "Denmine")
735 * "spring push bug" reintroduced as configurable element property
736 * fixed bug with missing properties for "mole"
737 * fixed bug that showed up when fixing the above "mole" properties bug
738 * added option "can move into acid" for all movable elements
739 * fixed graphical bug for elements moving into acid
740 * changed event handling to handle all pending events before going on
743 * fixed bug which caused all CE change pages to be ignored which had
744 the same change event, but used a different element side
745 (reported by Simon Forsberg)
747 * fixed bug which caused elements that can move and fall and that are
748 transported by a conveyor belt to continue moving into that direction
749 after leaving the conveyor belt, regardless of their own movement
750 type; only elements which can not move are transported now
751 (reported by Simon Forsberg)
753 * fixed bug which could cause an array overflow in RelocatePlayer()
754 (reported by Niko Böhm)
756 * changed Emerald Mine style "passable / over" elements to "protected"
757 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
759 * added new option to select from which side a "walkable/passable"
760 element can be entered
763 * added explosion and ignition delay for elements that can explode
766 * fixed bug which caused player not being protected against enemies
767 when a CE was "walkable / inside" and was not "indestructible"
768 * added "walkable/passable" fields to be "protected/unprotected"
769 against enemies, even if not accessible "inside" but "over/under"
772 * corrected move pattern to 32 bit and initial move direction to 8 bit
775 * added second custom element base configuration page
778 * added some special EMC mappings to Emerald Mine level loader
779 (also covering previously unknown element in level 0 of "Bondmine 8")
782 * added option to block last field when player is moving (for Supaplex)
783 * adjusted push delay of Supaplex elements
784 * removed delays for envelopes etc. when replaying with maximum speed
785 * fixed bug when dropping element on a field that just changed to empty
788 * fixed bug: infotrons can now smash yellow disks
789 * fixed bug: when gravity active, port above player can now be entered
790 * removed "one white dot" mouse pointer which irritated some people
793 * added "choice type" for group element selection
796 * fixed bug with initial invulnerability of non-yellow player
799 * added level loader for loading native Supaplex packed levels
800 (including multi-part levels like the "splvls99" levels)
803 * fixed bug which allowed creating emeralds by escaping explosions
806 * custom elements can change (limited) or leave (unlimited) elements
807 * finally added multiple matches using group elements
808 * added shortcut to dump brush (type ":DB" in editor) for use in forum
811 * added new start movement type "previous" for continued CE movement
812 * added new start movement type "random" for random CE movement start
815 * added new element "sokoban_field_player" needed for Sokoban levels
816 (thanks to Ed Booker for pointing this out!)
819 * added elements that can be digged or left behind by custom elements
822 * added group elements for multiple matches and random element creation
825 * fixed some graphical errors displayed in old levels
828 * fixed wrong double speed movement after passing closing gates
831 * added level loader for loading native Emerald Mine levels
834 * changes for "shooting" style CE movement
837 * Happy New Year! ;-)
840 * changed default snap/drop keys from left/right Shift to Control keys
843 * fixed bug with dead player getting reanimated from custom element
846 * fixed bug with wrong penguin graphics (when entering exit)
849 * fixed bug with wrong "Murphy" graphics (when digging etc.)
852 * version number set to 3.0.9
855 * version 3.0.8 released
858 * added function checked_free()
861 * fixed bug with double nut cracking sound
862 (by eliminating "default element action sound" assignment in init.c)
865 * fixed crash when no music info files are available
868 * fixed boring and sleeping sounds
871 * added "maze runner" and "maze hunter" movement types
872 * added extended collision conditions for custom elements
875 * added warnings for undefined token values in artwork config files
878 * added menu entry for level set information to the info screen
881 * fixed bug with wrong default impact sound for colored emeralds
884 * added several sub-screens for the info screen
885 * menu text now also clickable (not only blue/red sphere left of it)
888 * added configurable "bored" and "sleeping" animations for the player
889 * added "awakening" sound for player when waking up after sleeping
892 * added "copy" and "exchange" functions for custom elements to editor
895 * added configurable element animations for info screen
898 * added configurable music credits for info screen
901 * finally fixed tape recording when player is created from CE change
904 * added "editorsetup.conf" for editor element list configuration
907 * added "musicinfo.conf" for menu and level music configuration
910 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
911 (that only showed up on Linux, but not on Windows systems)
914 * fixed turning movement of butterflies and fireflies (no frame reset)
915 * enhanced sniksnak turning movement (two steps instead of only one)
918 * version number set to 3.0.8
921 * version 3.0.7 released
924 * fixed reset of player animation frame when, for example,
925 walking, digging or collecting share the same animation
926 * fixed CE with "deadly when touching" exploding when touching amoeba
929 * fixed tape recording when player is created from CE element change
932 * introduced "turning..." action graphic for elements with move delay
933 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
934 * added turning animations for bug, spaceship and sniksnak
937 * prevent "extended" changed elements from delay change in same frame
940 * fixed bug when pushing element that can move away to the side
941 (like pushing falling elements, but now with moving elements)
944 * finally fixed serious bug in code for delayed element pushing (again)
947 * unavailable setup options now marked as "n/a" instead of "off"
948 * new boolean directive "latest_engine" for "levelinfo.conf": when set
949 to "true", levels are always played with the latest game engine,
950 which is desired for levels that are imported from other games; all
951 other levels are played with the engine version stored in level file
952 (which is normally the engine version the level was created with)
955 * fixed serious bug in code for delayed element pushing
956 * fixed little bug in animation frame selection for pushed elements
957 * speed-up of reading config file for verbose output
960 * added configuration option for opening and closing Supaplex exit
961 * added configuration option for moving up/down animation for Murphy
962 * fixed incorrectly displayed animation for attacking dragon
963 * fixed bug with not setting initial gravity for each new game
964 * fixed bug with teleportation of player by custom element change
965 * fixed bug with player not getting smashed by rock sometimes
968 * version number set to 3.0.7
971 * version 3.0.6 released
974 * added support for MP3 music for SDL version through SMPEG library
977 * fixed bug when initializing font graphic structure
978 * fixed bug with animation mode "pingpong" when using only 1 frame
979 * fixed bug with extended change target introduced in 3.0.5
980 * fixed bug where passing over moving element doubles player speed
981 * fixed bug with elements continuing to move into push direction
982 * fixed bug with duplicated player when dropping bomb with shield on
983 * added "switching" event for custom elements ("pressing" only once)
984 * fixed switching bug (resetting flag when not switching but not idle)
987 * fixed element tokens for certain file elements with ".active" etc.
990 * version number set to 3.0.6
993 * version 3.0.5 released
996 * now four envelope elements available
997 * font, background, animation and sound for envelope now configurable
998 * main menu doors opening/closing animation type now configurable
1001 * active/inactive sides configurable for custom element changes
1002 * new movement type "move when pushed" available for custom elements
1005 * fixed bug in multiple config pages loader code that caused crashes
1008 * enhanced (remaining low-resolution) Supaplex graphics
1011 * version number set to 3.0.5
1014 * version 3.0.4 released
1016 2003-09-12 src/tools.c
1017 * fixed bug in custom definition of crumbled element graphics
1019 2003-09-11 src/files.c
1020 * fixed bug in multiple config pages code that caused crashes
1023 * version number set to 3.0.4
1026 * version 3.0.3 released
1029 * added music to Supaplex classic level set
1031 2003-09-07 src/libgame/misc.c
1032 * added support for loading various music formats through SDL_mixer
1034 2003-09-06 (various source files)
1035 * fixed several nasty bugs that may have caused crashes on some systems
1036 * added envelope content which gets displayed when collecting envelope
1037 * added multiple change event pages for custom elements
1039 2003-08-24 src/game.c
1040 * fixed problem with player animation when snapping and moving
1042 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1043 * fixed problem with flickering when drawing toon animations
1045 2003-08-23 src/libgame/sdl.c
1046 * fixed problem with setting mouse cursor in SDL version in fullscreen
1048 2003-08-23 src/game.c
1049 * fixed bug (missing array boundary check) which could crash the game
1052 * version number set to 3.0.3
1055 * version 3.0.2 released
1057 2003-08-21 src/game.c
1058 * fixed bug with creating inaccessible elements at player position
1060 2003-08-20 src/init.c
1061 * fixed bug with not finding current level artwork directory
1063 2003-08-20 src/files.c
1064 * fixed bug with choosing wrong engine version when playing tapes
1065 * fixed bug with messing up custom element properties in 3.0.0 levels
1068 * version number set to 3.0.2
1071 * version 3.0.1 released
1073 2003-08-17 (no source files affected)
1074 * changed all "classic" PCX image files with 16 colors or less to
1075 256 color (8 bit) storage format, because the Allegro game library
1076 cannot handle PCX files with less than 256 colors (contributed
1077 graphics are not affected and might look wrong in the DOS version)
1079 2003-08-16 src/init.c
1080 * fixed bug which (for example) crashed the level editor when defining
1081 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1082 (only set to default) -- invalid graphics now set to default graphic
1084 2003-08-16 src/init.c
1085 * fixed graphical bug of player digging/collecting/snapping element
1086 when no corresponding graphic/animation is defined for this action,
1087 resulting in player being drawn as EL_EMPTY (which should only be
1088 done to elements being collected, but not to the player)
1090 2003-08-16 src/game.c
1091 * fixed small graphical bug of player not totally moving into exit
1093 2003-08-16 src/libgame/setup.c
1094 * fixed bug with wrong MS-DOS 8.3 filename conversion
1096 2003-08-16 src/tools.c
1097 * fixed bug with invisible mouse cursor when pressing ESC while playing
1099 2003-08-16 (various source files)
1100 * added another 128 custom elements (disabled in editor by default)
1102 2003-08-16 src/editor.c
1103 * fixed NULL string bug causing Solaris to crash in sprintf()
1105 2003-08-16 src/screen.c
1106 * fixed drawing over scrollbar on level selection with custom fonts
1108 2003-08-15 src/game.c
1109 * cleanup of simple sounds / loop sounds / music settings
1111 2003-08-08 (various source files)
1112 * added custom element property for dropping collected elements
1114 2003-08-08 src/conf_gfx.c
1115 * fixed bug with missing graphic for active red disk bomb
1117 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1118 * extended variable "level.gravity" to "level.initial_gravity" and
1119 "game.current_gravity" to prevent level setting from being changed
1120 by playing the level (keeping the runtime value after playing)
1122 * fixed graphics bug when digging element that has 'crumbled' graphic
1123 definition, but not 'diggable' graphic definition
1126 * version number set to 3.0.1
1129 * version 3.0.0 released
1132 * various bug fixes; among others:
1133 - fixed bug with pushing spring over empty space
1134 - fixed bug with leaving tube while placing dynamite
1135 - fixed bug with explosion of smashed penguins
1136 - allow Murphy player graphic in levels with non-Supaplex elements
1140 * I have forgotten to document changes for some time
1143 * pre-release version 2.2.0rc1 released
1146 * version number set to 2.1.2
1149 * version 2.1.1 released
1152 * version number set to 2.1.1
1155 * version 2.1.0 released
1158 * version number set to 2.1.0
1160 2002-04-03 to 2002-05-19 (various source files)
1161 * graphics, sounds and music now fully configurable
1162 * bug fixed that prevented walking through tubes when gravity on
1164 2002-04-02 src/events.c, src/editor.c
1165 * Make Escape key less aggressive when playing or when editing level.
1166 This can be configured as an option in the setup menu. (Default is
1167 "less aggressive" which means "ask user if something can be lost"
1168 when pressing the Escape key.)
1170 2002-04-02 src/screen.c
1171 * Added "graphics setup" screen.
1173 2002-04-01 src/screen.c
1174 * Changed "choose level" setup screen stuff to be more generic (to
1175 make it easier to add more "choose from generic tree" setup screens).
1177 2002-04-01 src/config.c, src/timestamp.h
1178 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1179 automatically gets created by "src/Makefile" and contains an actual
1180 compile-time timestamp to identify development versions of the game).
1182 2002-03-31 src/tape.c, src/events.c
1183 * Added quick game/tape save/load functions to tape stuff which can be
1184 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1185 loads previously recorded tape and directly goes into recording mode
1186 from the end of the tape (therefore appending to the tape).
1188 2002-03-31 src/tape.c
1189 * Added "index mark" function to tape recorder. When playing or
1190 recording, "eject" button changes to "index" button. Setting index
1191 mark is not yet implemented, but pressing index button when playing
1192 allows very quick advancing to end of tape (when normal playing),
1193 very fast forward mode (when playing with normal fast forward) or
1194 very fast reaching of "pause before end of tape" (when playing with
1195 "pause before end" playing mode).
1197 2002-03-30 src/cartoons.c
1198 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1200 2002-03-29 src/screen.c
1201 * Changed setup screen stuff to be more generic (to make it easier
1202 to add more setup screens).
1204 2002-03-23 src/main.c, src/main.h
1205 * Various changes due to the introduction of the new libgame files
1206 "setup.c" and "joystick.c".
1208 2002-03-23 src/files.c
1209 * Generic parts of "src/files.c" (mainly setup and level directory
1210 stuff) moved to new libgame file "src/libgame/setup.c".
1212 2002-03-23 src/joystick.c
1213 * File "src/joystick.c" moved to libgame source tree, with
1214 correspondig changes.
1216 2002-03-22 src/screens.c
1217 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1218 (Wrong level series information displayed when entering main group.)
1220 2002-03-22 src/editor.c
1221 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1223 2002-03-22 src/editor.c
1224 * Changed behaviour of "Escape" key in level editor to be more
1225 intuitive: When in "Element Properties" or "Level Info" mode,
1226 return to "Drawing Mode" instead of leaving the level editor.
1228 2002-03-21 src/game.c, src/editor.c, src/files.c
1229 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1230 gems (emeralds, diamonds, ...) slipping down from normal wall,
1231 steel wall and growing wall (as in E.M.C. style levels). Although
1232 the behaviour of contributed and private levels wasn't changed (due
1233 to the use of "level.game_version"; see previous entry), editing
1234 those levels will (of course) change the behaviour accordingly.
1236 This change seems a bit too hard after thinking about it, because
1237 the EM style behaviour is not the "expected" behaviour (gems would
1238 normally only slip down from "rounded" walls). Therefore this was
1239 now changed to an element property for gem style elements, with the
1240 default setting "off" (which means: no special EM style behaviour).
1241 To fix older converted levels, this flag is set to "on" for pre-2.0
1242 levels that are neither contributed nor private levels.
1244 2002-03-20 src/files.h
1245 * Corrected settings for "level.game_version" depending of level type.
1246 (Contributed and private levels always get played with game engine
1247 version they were created with, while converted levels always get
1248 played with the most recent version of the game engine, to let new
1249 corrections of the emulation behaviour take effect.)
1251 2002-03-20 src/main.h
1252 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1253 compiling the SDL version on some systems.
1254 Thanks to the several people who pointed this out.
1257 * Version number set to 2.0.2.
1260 * Version 2.0.1 released.
1262 2002-03-18 src/screens.c
1263 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1265 2002-03-18 src/files.c [src/libgame/misc.c]
1266 * Moved some common functions from src/files.c to src/libgame/misc.c.
1268 2002-03-18 src/files.c [src/libgame/misc.c]
1269 * Changed permissions for new directories and saved files (especially
1270 score files) according to suggestions of Debian users and mantainers.
1271 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1273 2002-03-17 src/files.c
1274 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1275 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1276 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1277 for levels and "TAPE" for tapes). Old "cookie" style format is
1278 still supported for reading. New level and tape files are written
1281 * New IFF chunk "VERS" contains version numbers for file and game
1282 (where "game version" is the version of the program that wrote the
1283 file, and "file version" is a version number to distinguish files
1284 with different format, for example after adding new features).
1286 2002-03-15 src/screen.c
1287 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1288 (Before, you heard a mixture of the in-game music and the
1289 hall-of-fame music.)
1291 2002-03-14 src/events.c
1292 * Function "DumpTape()" (files.c) now available by pressing 't' from
1293 main menu (when in DEBUG mode).
1295 2002-03-14 src/game.c
1296 * "GameWon()": When game was won playing a tape, now there is no delay
1297 raising the score and no corresponding sound is played.
1299 2002-03-14 src/files.c
1300 * Changed "LoadTape()" for real chunk support and also adjusted
1301 "SaveTape()" accordingly.
1303 2002-03-14 src/game.c, src/tape.c, src/files.c
1304 * Important changes to tape format: The old tape format stored all
1305 actions with a real effect with a corresponding delay between the
1306 stored actions. This had some major disadvantages (for example,
1307 push delays had to be ignored, pressing a button for some seconds
1308 mutated to several single button presses because of the non-action
1309 delays between two action frames etc.). The new tape format just
1310 stupidly records all device actions and replays them later. I really
1311 don't know why I haven't solved it that way before?! Old-style tapes
1312 (with tape file version less than 2.0) get converted to the new
1313 format on-the-fly when loading and can therefore still be played;
1314 only some minor parts of the old-style tape handling code was needed.
1315 (A perfect conversion is not possible, because there is information
1316 missing about the device actions between two action frames.)
1318 2002-03-14 src/files.c
1319 * New function "DumpTape()" to dump the contents of the current tape
1320 in a human readable format.
1322 2002-03-14 src/game.c
1323 * Small tape bug fixed: When automatically advancing to next level
1324 after a game was won, the tape from the previous level still was
1325 loaded as a tape for the new level.
1327 2002-03-14 src/tape.c
1328 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1329 tape, cartoons did not get completely removed because
1330 StopAnimation() was not called.
1332 2002-03-13 src/files.c
1333 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1334 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1335 size even when using 16-bit elements). Added new chunk "CNT2" for
1336 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1337 chunk even when content was 16-bit element). "CNT2" should now be
1338 able to store content for arbitrary elements (up to eight blocks of
1339 3 x 3 element arrays). All "CNT2" elements will always be stored as
1340 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1342 2002-03-13 src/files.c
1343 * Changed "LoadLevel()" for real chunk support.
1345 2002-03-12 src/game.c
1346 * Fixed problem (introduced after 2.0.0 release) with penguins
1347 not getting killed by enemies
1349 2002-02-24 src/game.c, src/main.h
1350 * Added "player->is_moving"; now "player->last_move_dir" does
1351 not contain any information if the player is just moving at
1353 Before, "player->last_move_dir" was misused for this purpose
1354 for the robot stuff (robots don't kill players when they are
1355 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1356 broke tapes when walking through pipes!
1357 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1358 in a continuous movement. This fact is ignored for friends and