2 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
3 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
4 * fixed special handling of vertically stacked acid becoming fake acid
7 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
8 affect multiple instances of the same CE, although this kind of
9 change condition usually only affects one single custom element
12 * version number set to 3.2.1
15 * version 3.2.0 released
18 * reorganized level editor element list a bit to match engines better
21 * fixed newly introduced bug with wrongly initializing clipboard element
24 * fixed bug with displaying visible/invisible level border in editor
27 * reorganized some elements in the level editor element list
30 * fixed bug with displaying any player as "yellow" when moving into acid
31 * fixed bug with displaying running player when player stopped at border
34 * fixed bug with player exploding when moving into acid
35 * fixed bug with level settings being reset in editor and when playing
36 (some compatibility settings being set not only after level loading)
37 * fixed crash bug when number of custom graphic frames was set to zero
38 * fixed bug with teleporting player on walkable tile not working anymore
39 * added partial compatibility support for pre-release-only "CONF" chunk
40 (to make Alan Bond's "color cycle" demo work again :-) )
43 * fixed some bugs when displaying title screens from info screen menu
44 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
47 * changed file major version to 3 to reflect level file format changes
48 * uploaded pre-release (test) version 3.2.0-8 binary and source code
51 * added new chunk "NAME" to level file format for level name settings
52 * added new chunk "NOTE" to level file format for envelope settings
53 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
54 * updated magic(5) file to recognize changed and new level file chunks
55 * removed change events "change when CE value/score changes" as unneeded
58 * changed gravity (which only affects the player) from level property
59 to player property (only makes a difference in multi-player levels)
60 * added change events "change when CE value/score changes"
61 * added change events "change when CE value/score changes of <element>"
64 * added new chunk "INFO" to level file format for global level settings
65 * added all element settings from "HEAD" chunk to "CONF" chunk
66 * added all global level settings from "HEAD" chunk to "INFO" chunk
69 * changed level file format by adding two new chunks "CUSX" (for custom
70 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
71 elements, replacing the previous "GRP1" chunk); these new IFF style
72 chunks use the new and flexible "micro chunks inside chunks" technique
73 already used with the new "CONF" chunk (for normal element properties)
74 which makes it possible to easily extend the existing level format
75 (instead of using fixed-length chunks like before, which are either
76 too big due to reserved bytes for future use, or too small when those
77 reserved bytes have all been used and even more data should be stored,
78 requiring the replacement by new and larger chunks just like it went
79 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
82 * added credits pages to the "credits" section that were really missing
83 * added some missing element descriptions to the level editor
84 * added down position of switchgate switch to the level editor
85 and allowed the use of both switch positions at the same time
86 * changed use of "Insert" and "Delete" keys to navigate element list in
87 level editor to start of previous or next cascading block of elements
90 * added the possibility to view the title screen to the info screen menu
91 * fixed some minor bugs with viewing title screens
94 * fixed bug with title (cross)fading in/out when using fullscreen mode
97 * fixed bug that forced re-defining of menu settings in local graphics
98 config file which are already defined in existing base config file
99 * fixed small bug that caused door sounds playing when music is enabled
102 * added the possibility to define up to five title screens for each
103 level set that are displayed after loading using (cross)fading in/out
104 (this was added to display the various start images of the EMC sets)
107 * added "CE score gets zero [of]" to custom element trigger conditions
108 * added setup option to display element token name in level editor
111 * added compatibility code for Juergen Bonhagen's menu artwork settings
114 * fixed bug with displaying wrong animation frame 0 after CE changes
115 * fixed bug with creating invisible elements when light switch is on
118 * added selection between ECS and AGA graphics for EMC levels to setup
121 * adjusted font handling for various narrow EMC style fonts
124 * changed EM engine behaviour back to re-allow initial rolling springs
127 * fixed handling of over-large selectboxes (less error-prone now)
128 * fixed bug when creating GE with walkable element under the player
131 * added use of "Insert" and "Delete" keys to navigate element list in
132 level editor to start of custom elements or start of group elements
133 * added virtual elements to access CE value and CE score of elements:
134 - "CE value of triggering element"
135 - "CE score of triggering element"
136 - "CE value of current element"
137 - "CE score of current element"
140 * fixed "grass" to "sand" in older EM levels (up to file version V4)
143 * changed behaviour of network games with internal errors (because of
144 different client frame counters) from immediately terminating R'n'D
145 to displaying an error message requester and stopping only the game
146 (also to prevent impression of crashes under non command-line runs)
147 * fixed playing network games with the EMC engine (did not work before)
148 * fixed bug with not scrolling the screen in multi-player mode with the
149 focus on player 1 when all players are moving in different directions
150 * fixed bug with keeping pointer to gadget even after its deallocation
151 * fixed bug with allowing "focus on all players" in network games
152 * fixed bug with player focus when playing tapes from network games
155 * uploaded pre-release (test) version 3.2.0-7 binary and source code
158 * code cleanup for game action control for R'n'D and EMC game engine
161 * fixed bug in multi-player movement with focus on both players
162 * added option to control only the focussed player with all input
165 * added player focus switching to level tape recording and re-playing
168 * fixed some bugs in player focus switching in EMC and RND game engine
171 * added special Supaplex animations for Murphy digging and snapping
172 * added special Supaplex animations for Murphy being bored and sleeping
175 * added four new yam yams with explicit start direction for EMC engine
176 * fixed bug in src/libgame/text.c with printing text outside the window
179 * fixed small bug in EMC level loader (copyright sign in EM II levels)
182 * added delayed ignition of EM style dynamite when used in R'n'D engine
183 * added limited movement range to EMC engine when focus on all players
186 * fixed bug with missing (zero) score values for native Supaplex levels
189 * added "continuous snapping" (snapping many elements while holding the
190 snap key pressed, without releasing the snap key after each element)
191 as a new player setting for more compatibility with the classic games
194 * finished scrolling for "focus on all players" in EMC graphics engine
197 * level sets with "levels: 0" are ignored for levels, but not artwork
198 * fixed bug when scanning empty level group directories (endless loop)
201 * fixed bug with explosion graphic for player using "Murphy" graphic
202 * fixed bug with explosion graphic if player leaves explosion in time
203 * changed some descriptive text in setup menu to use medium-width font
204 * added key shortcut settings for switching player focus to setup menu
207 * fixed bug with random value initialization when recording tapes
208 * fixed bug with playing single player tapes when team mode activated
211 * fixed little bug when trying to switch to player that does not exist
214 * added player switching (visual and quick) to R'n'D and EM game engine
215 * added setup option to select visual or quick in-game player switching
218 * added use of "Home" and "End" keys to handle element list in editor
221 * fixed bug with adding score when playing tape with EMC game engine
222 * added steel wall border for levels using EMC engine without border
223 * finally fixed delayed scrolling in EMC engine also for small levels
226 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
229 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
230 * fixed bug when displaying info element without action, but direction
233 * fixed minor graphical problems with springs smashing and slurping
234 (when using R'n'D style graphics instead of EMC style graphics)
237 * added scroll delay (as configured in setup) to EMC graphics engine
240 * improved screen redraw for EMC graphics engine (faster and smoother)
241 * when not scrolling, do not redraw the whole playfield if not needed
244 * added multi-player mode for EMC game engine (with up to four players)
247 * added android (can clone elements) from EMC engine to R'n'D engine
250 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
253 * added selectbox for initial player speed to player settings in editor
256 * version 3.1.2 created that is basically version 3.1.1, but with a
257 major bug fixed that prevented editing your own private levels
258 * version 3.1.2 released
261 * added magic ball (creates elements) from EMC engine to R'n'D engine
264 * uploaded fixed pre-release version 3.2.0-6 binary and source code
267 * fixed bug when using "CE can leave behind <trigger element>"
268 * added new change condition "(after/when) creation of <element>"
269 * added new change condition "(after/when) digging <element>"
270 * fixed bug accessing invalid gadget that caused crashes under Windows
271 * deactivated new possibility for multiple CE changes per frame
274 * uploaded pre-release (test) version 3.2.0-6 binary and source code
277 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
278 * fixed bug with not keeping CE value for moving CEs with only action
279 * changed CE action selectboxes in editor to be only reset when needed
282 * added option "use artwork from element" for custom player artwork
283 * added option "use explosion from element" for player explosions
286 * added cascaded element lists in the level editor
287 * added persistence for cascaded element lists by "editorcascade.conf"
288 * added dynamic element list with all elements used in current level
289 * added possibility for multiple CE changes per frame (experimental)
292 * uploaded pre-release (test) version 3.2.0-5 binary and source code
295 * changed "score for each 10 seconds/steps left" to "1 second/step"
296 * added own score for collecting "extra time" instead of sharing it
297 * added change events "switched by player" and "player switches <e>"
298 * added change events "snapped by player" and "player snaps <e>"
299 * added "set player artwork: <element choice>" to CE action options
300 * added change event "move of <element>"
303 * added "set player shield: off / normal / deadly" to CE action options
304 * added new player option "use level start element" in level editor
305 to set the correct focus at level start to elements from which the
306 player is created later (this did not work before for cascaded CE
307 changes resulting in creation of the player; it is now also possible
308 to create the player from a yam yam which is smashed at level start)
311 * added "set player speed: frozen (not moving)" to CE action options
312 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
315 * added new player option "block snap field" (enabled by default) to
316 make it possible to show a snapping animation like in Emerald Mine
319 * added dynamic selectboxes to custom element action settings in editor
320 * added "CE value" counter for custom elements (instead of "CE count")
321 * added option to use the last "CE value" after custom element change
322 * added option to use the "CE value" of other elements in CE actions
323 * fixed odd behaviour when pressing time orb in levels w/o time limit
324 * added checkbox "use time orb bug" for older levels that use this bug
327 * added missing configuration settings for the following elements:
328 - EL_TIMEGATE_SWITCH (time of open time gate)
329 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
330 - EL_SHIELD_NORMAL (time of shield duration)
331 - EL_SHIELD_DEADLY (time of shield duration)
332 - EL_EXTRA_TIME (time added to level time)
333 - EL_TIME_ORB_FULL (time added to level time)
336 * added "wind direction" as a movement pattern for custom elements
337 * added initial wind direction for balloon / custom elements to editor
338 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
341 * added parameters for "game of life" and "biomaze" elements to editor
344 * added level file chunk "CONF" for generic level and element settings
347 * uploaded pre-release (test) version 3.2.0-4 binary and source code
350 * skip empty level sets (with "levels: 0"; may be artwork base sets)
351 * added sound action ".page[1]" to ".page[32]" for each CE change page
354 * added image config suffix ".clone_from" to copy whole image settings
355 * fixed bug with invalid ("undefined") CE settings in old level files
358 * fixed graphical bug with smashing elements falling faster than player
361 * fixed major bug which prevented private levels from being edited
362 * fixed bug with precedence of general and special font definitions
365 * fixed graphical bug with player animation when player moves slowly
368 * uploaded pre-release (test) version 3.2.0-3 binary and source code
371 * fixed bug which prevented "global.num_toons: 0" from working
374 * major code cleanup (removed all these annoying "#if 0" blocks)
377 * added custom element actions for CE change page in level editor
380 * fixed music initialization bug in init.c (thanks to David Binderman)
381 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
382 (this bug must probably be fixed at other places, too)
385 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
386 (should be '#include <SDL.h>' instead)
389 * fixed bug which prevented "walkable from no direction" from working
390 (due to compatibility code overwriting this setting after loading)
393 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
396 * version number temporarily set to 3.1.1 (intermediate bugfix release)
397 * version 3.1.1 released
400 * changed some va_arg() arguments from 'long' to 'int', fixing problems
401 on 64-bit architecture systems with LP64 data model
404 * fixed bug with bombs not exploding when hitting the last level line
405 (introduced after the release of 3.1.0)
408 * added support for dumping small-sized level sketches from editor
411 * added recognition of "trigger element" for "change digged element to"
412 (this is not really what the "trigger element" was made for, but its
413 use may seem obvious for leaving back digged elements unchanged)
416 * fixed multiple warnings about failed joystick device initialization
419 * fixed bug with dynamite dropped on top of just dropped custom element
420 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
421 dynamite can still be dropped, but drop key must be released before
424 * fixed bug with wrong start directory when started from file browser
425 (due to this bug, R'n'D could not be started from KDE's Konqueror)
428 * fixed bug causing "change when impact" on player not working
429 * fixed wrong priority of "hitting something" over "hitting <element>"
430 * fixed wrong priority of "hit by something" over "hit by <element>"
433 * fixed graphical bug which caused the player (being Murphy) to show
434 collecting animations although the element was collected by penguin
437 * fixed two bugs causing wrong door background graphics in system.c
438 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
441 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
442 * added "no direction" to "walkable/passable from" selectbox options
445 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
446 * in tape autoplay, not only report broken, but also missing tapes
449 * uploaded pre-release (test) version 3.2.0-2 binary and source code
452 * fixed small bug with "linear" animation not working for active lamp
455 * fixed bug with moving up despite gravity due to "block last field"
456 * fixed small bug with wrong draw offset when typing name in main menu
457 * when reading user names from "passwd", ignore data after first comma
458 * when creating new "levelinfo.conf", only write some selected entries
461 * fixed displaying "imported from/by" on preview with empty string
462 * fixed ignoring draw offset for fonts used for level preview texts
465 * fixed a delay problem with SDL and too many mouse motion events
466 * added setup option "skip levels" and level skipping functionality
469 * added move speed "not moving" for non-moving CEs, but with direction
472 * fixed mapping of obsolete element token names in "editorsetup.conf"
473 * fixed bug with sound "acid.splashing" treated as a loop sound
474 * fixed some little sound bugs in native EM engine
477 * fixed small bug when dragging scrollbars to end positions
480 * added editor element descriptions written by Aaron Davidson
483 * improved fallback handling when configured artwork is not available
484 (now using default artwork instead of exiting when files not found)
487 * fixed bug on level selection screen when dragging scrollbar
490 * fixed bug which caused broken tapes when appending to EM engine tapes
493 * uploaded pre-release (test) version 3.2.0-1 binary and source code
496 * added code to replace changed artwork config tokens with other tokens
497 (needed for backwards compatibility, so that older tokens still work)
500 * added native R'n'D graphics for some new EMC elements in EM engine
503 * fixed some bugs in the EM engine integration code
504 * changed EM engine code to allow diagonal movement
505 * changed EM engine code to allow use of separate snap and drop keys
508 * fixed some redraw bugs when using EM engine
511 * fixed bug with not converting RND levels which are set to use native
512 engine to native level structure when loading
515 * uploaded pre-release (test) version 3.2.0-0 binary and source code
518 * version number set to 3.2.0
521 * level data now reset to defaults after attempt to load invalid file
524 * added use of "editorsetup.conf" for different level sets
527 * added auto-detection for various types of Emerald Mine level files
530 * fixed bug with scrollbars getting too small when list is very large
533 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
536 * added most level editor configuration gadgets for new EMC elements
539 * added more element and graphic definitions for new EMC elements
542 * modified native EM engine to use integrated R'n'D sound system
545 * added SDL support to graphics functions in native EM engine
546 (by always using generic libgame interface functions)
549 * fixed bug in frame synchronization in native EM engine
552 * added code to convert levels between R'n'D and native EM engine
555 * new Emerald Mine engine can now play levels selected in main menu
558 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
559 (which creates scaled down graphics for level editor and preview);
560 there's still a memory leak somewhere in the artwork handling code
561 * added "scale image up" functionality to X11 version of zoom function
564 * first attempts to integrate new, native Emerald Mine Club engine
567 * fixed bug in gadget code which caused reset of CEs in level editor
568 (example: pressing 'b' [grab brush] on CE config page erased values)
569 (solution: check if gadgets in ClickOnGadget() are really mapped)
570 * improved level change detection in editor (settings now also checked)
571 * fixed bug with "can move into acid" and "don't collide with" state
574 * fixed maze runner style CEs to use the configured move delay value
577 * added Aaron Davidson's tutorial level set to the "Tutorials" section
580 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
581 * fixed the above fix because it broke level set "machine" (*sigh*)
582 * fixed random element placement in level editor to work as expected
583 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
586 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
589 * fixed bug (missing array boundary check) which caused broken tapes
590 * fixed bug (when loading level template) which caused broken levels
591 * fixed bug with new block last field code when using non-yellow player
594 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
595 * internal change of how the player blocks the last field when moving
596 * fixed blocking delay of last field for EM and SP style block delay
597 * fixed bug where the player had to wait for the usual move delay after
598 unsuccessfully trying to move, when he directly could move after that
599 * the last two changes should make original Supaplex level 93 solvable
600 * improved use of random number generator to make it less predictable
601 * fixed behaviour of slippery SP elements to let slip left, then right
604 * fixed bug with wrong door state after trying to quickload empty tape
605 * fixed waste of static memory usage of the binary, making it smaller
606 * fixed very little graphical bug in Supaplex explosion
609 * version number set to 3.1.1
612 * version 3.1.0 released
615 * fixed bug with crash when writing user levelinfo.conf the first time
618 * added option "convert LEVELDIR [NR]" to command line batch commands
619 * re-converted Supaplex levels to apply latest engine fixes
620 * changed "use graphic/sound of element" to "use graphic of element"
621 due to compatibility problems with some levels ("bug machine" etc.)
624 * fixed bug with CE change replacing player with same or other player
627 * fixed bug with opaque font in envelope with background graphic when
628 background graphic is not transparent itself
631 * added "gravity on" and "gravity off" ports for Supaplex compatibility
632 * corrected original Supaplex level loading code to use these new ports
633 * also corrected Supaplex loader to auto-count infotrons if set to zero
636 * fixed bug with missing initialization of "modified" flag for GEs
639 * fixed bug that caused endless recursion loop when relocating player
640 * fixed tape recorder bug in "step mode" when using "pause before end"
641 * fixed tape recorder bug when changing from "warp forward" mode
644 * fixed bug with "when touching" for pushed elements at last position
647 * fixed bug that caused two activated toolbox buttons in level editor
648 * fixed bug with exploding dynabomb under player due to other explosion
651 * fixed bug with creating walkable custom element under player (again)
652 * fixed bug with not copying explosion type when copying CEs in editor
653 * fixed graphical bug when drawing player in setup menu (input devices)
654 * fixed graphical bug when the player is pushing an accessible element
655 * fixed bug with classic switchable elements triggering CE changes
656 * fixed bug with entering/leaving walkable element in RelocatePlayer()
657 * fixed crash bug when CE leaves behind the trigger player element
660 * fixed bug with broken tubes after placing/exploding dynamite in them
661 * fixed bug with exploding dynamite under player due to other explosion
662 * fixed bug with not resetting push delay under certain circumstances
665 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
666 * added network multiplayer code for Windows (thanks to Niko Böhm)
669 * added option "reachable despite gravity" for gravity movement
670 * changed gravity movement of most classic walkable and passable
671 elements back to "not reachable" (for compatibility reasons)
674 * fixed (removed) "indestructible" / "can explode" dependency in editor
675 * fixed (removed) "accessible inside" / "protected" dependency
676 * fixed (removed) "step mode" / "shield time" dependency
679 * fixed dynabombs exploding now into anything diggable
680 * fixed Supaplex style gravity movement into buggy base now impossible
681 * added pressing key "space" as valid action to select menu options
684 * added "replace when walkable" to relocate player to walkable element
685 * added "enter"/"leave" event for elements affected by relocation
686 * fixed "direct"/"indirect" change order also for "when change" event
687 * fixed graphical bug when pushing things from elements walkable inside
690 * fixed graphic bug when player is snapping while moving in old levels
691 * fixed bug when a moving custom element leaves a player element behind
692 * fixed bug with mole not disappearing when moving into acid pool
693 * fixed bug with incomplete path setting when using "--basepath" option
694 * moving CE can now leave walkable elements behind under the player
695 * when relocating, player can be set on walkable element now
696 * fixed another gravity movement bug
699 * uploaded pre-release (test) version 3.1.0-2 binary and source code
702 * added "collectible" and "removable" to extended replacement types
703 (where "removable" replaces "diggable" and "collectible" elements)
704 * added "collectible & throwable" (to throw element to the next field)
705 * fixed bug with CEs digging elements that are just about to explode
706 * changed mouse cursor now always being visible when game is paused
709 * added possibility to push/press accessible elements from a side that
711 * fixed bug with not setting actual date when appending to tape
714 * fixed bug with incorrectly initialized custom element editor graphics
717 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
718 - number of levels corrected from 18 to 17 in "levelinfo.conf"
721 * fixed bug with destroyed robot wheel still attracting robots forever
722 * fixed bug with time gate switch deactivating after robot wheel time
723 (while the time gate itself is not affected by this misbehaviour)
724 * changed behaviour of BD style amoeba to always get blocked by player
725 (before it was different when there were non-BD elements in level)
726 * fixed bug with player destroying indestructable elements with shield
729 * added option to make growing elements grow into anything diggable
730 (for the various amoeba types, biomaze and "game of life")
733 * fixed bug with movable elements not moving after left behind by CEs
734 * changed gravity movement to anything diggable, not only sand/base
735 * optionally allowing passing to walkable element, not only empty space
736 * added option "can pass to walkable element" for players
737 * finally fixed gravity movement (hopefully)
740 * fixed bug with movable elements not moving anymore after falling down
743 * fixed another bug with custom elements digging and leaving elements
744 * fixed bug with "along left/right side" and automatic start direction
745 * trigger elements now also displayed when "more custom" deactivated
746 * fixed bug with clipboard element initialized when loading new level
747 * added option "drop delay" to set delay before dropping next element
750 * uploaded pre-release (test) version 3.1.0-1 binary and source code
753 * added copy and paste functions for custom change pages
754 * enhanced graphical display and functionality of tape recorder
755 * fixed bug with custom elements digging and leaving elements
758 * added move speed faster than "very fast" for custom elements
759 * fixed bug with 3+3 style explosions and missing border content
760 * fixed little bug when copying custom elements in the editor
761 * enhanced custom element changes by more side trigger actions
764 * added option "no scrolling when relocating" for instant teleporting
765 * uploaded pre-release (test) version 3.1.0-0 binary and source code
768 * added trigger element and trigger player to use as target elements
769 * added copy and paste functions for custom and group elements
772 * fixed graphical bug when displaying explosion animations
773 * fixed bug when appending to tapes, resulting in broken tapes
774 * re-recorded a few tapes broken by fixing gravity checking bug
777 * "can move into acid" property now for all elements independently
778 * "can fall into acid" property for player stored in same bitfield now
779 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
780 * version number set to 3.1.0 (finally!)
783 * changed tape recording to only record input, not programmed actions
786 * fixed totally broken (every 8th frame skipped) step-by-step recording
787 * fixed bug with requester not displayed when quick-loading interrupted
788 * added option "can fall into acid (with gravity)" for players
789 * fixed bug with player not falling when snapping down with gravity
792 * fixed bug which messed up key config when using keypad number keys
795 * fixed bug which allowed moving upwards even when gravity was active
796 * fixed bug with missing error handling when dumping levels or tapes
799 * added different colored editor graphics for Supaplex gravity tubes
802 * fixed bug that allowed solvable tapes for unsolvable levels
805 * use unlimited number of droppable elements when "count" set to zero
806 * added option to use step limit instead of time limit for level
809 * added player and change page as trigger for custom element change
812 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
815 * fixed bug with dark yamyam changing to acid when moving over acid
816 * fixed handling of levels with more than 999 seconds level time
817 (example: level 76 of "Denmine")
820 * "spring push bug" reintroduced as configurable element property
821 * fixed bug with missing properties for "mole"
822 * fixed bug that showed up when fixing the above "mole" properties bug
823 * added option "can move into acid" for all movable elements
824 * fixed graphical bug for elements moving into acid
825 * changed event handling to handle all pending events before going on
828 * fixed bug which caused all CE change pages to be ignored which had
829 the same change event, but used a different element side
830 (reported by Simon Forsberg)
832 * fixed bug which caused elements that can move and fall and that are
833 transported by a conveyor belt to continue moving into that direction
834 after leaving the conveyor belt, regardless of their own movement
835 type; only elements which can not move are transported now
836 (reported by Simon Forsberg)
838 * fixed bug which could cause an array overflow in RelocatePlayer()
839 (reported by Niko Böhm)
841 * changed Emerald Mine style "passable / over" elements to "protected"
842 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
844 * added new option to select from which side a "walkable/passable"
845 element can be entered
848 * added explosion and ignition delay for elements that can explode
851 * fixed bug which caused player not being protected against enemies
852 when a CE was "walkable / inside" and was not "indestructible"
853 * added "walkable/passable" fields to be "protected/unprotected"
854 against enemies, even if not accessible "inside" but "over/under"
857 * corrected move pattern to 32 bit and initial move direction to 8 bit
860 * added second custom element base configuration page
863 * added some special EMC mappings to Emerald Mine level loader
864 (also covering previously unknown element in level 0 of "Bondmine 8")
867 * added option to block last field when player is moving (for Supaplex)
868 * adjusted push delay of Supaplex elements
869 * removed delays for envelopes etc. when replaying with maximum speed
870 * fixed bug when dropping element on a field that just changed to empty
873 * fixed bug: infotrons can now smash yellow disks
874 * fixed bug: when gravity active, port above player can now be entered
875 * removed "one white dot" mouse pointer which irritated some people
878 * added "choice type" for group element selection
881 * fixed bug with initial invulnerability of non-yellow player
884 * added level loader for loading native Supaplex packed levels
885 (including multi-part levels like the "splvls99" levels)
888 * fixed bug which allowed creating emeralds by escaping explosions
891 * custom elements can change (limited) or leave (unlimited) elements
892 * finally added multiple matches using group elements
893 * added shortcut to dump brush (type ":DB" in editor) for use in forum
896 * added new start movement type "previous" for continued CE movement
897 * added new start movement type "random" for random CE movement start
900 * added new element "sokoban_field_player" needed for Sokoban levels
901 (thanks to Ed Booker for pointing this out!)
904 * added elements that can be digged or left behind by custom elements
907 * added group elements for multiple matches and random element creation
910 * fixed some graphical errors displayed in old levels
913 * fixed wrong double speed movement after passing closing gates
916 * added level loader for loading native Emerald Mine levels
919 * changes for "shooting" style CE movement
922 * Happy New Year! ;-)
925 * changed default snap/drop keys from left/right Shift to Control keys
928 * fixed bug with dead player getting reanimated from custom element
931 * fixed bug with wrong penguin graphics (when entering exit)
934 * fixed bug with wrong "Murphy" graphics (when digging etc.)
937 * version number set to 3.0.9
940 * version 3.0.8 released
943 * added function checked_free()
946 * fixed bug with double nut cracking sound
947 (by eliminating "default element action sound" assignment in init.c)
950 * fixed crash when no music info files are available
953 * fixed boring and sleeping sounds
956 * added "maze runner" and "maze hunter" movement types
957 * added extended collision conditions for custom elements
960 * added warnings for undefined token values in artwork config files
963 * added menu entry for level set information to the info screen
966 * fixed bug with wrong default impact sound for colored emeralds
969 * added several sub-screens for the info screen
970 * menu text now also clickable (not only blue/red sphere left of it)
973 * added configurable "bored" and "sleeping" animations for the player
974 * added "awakening" sound for player when waking up after sleeping
977 * added "copy" and "exchange" functions for custom elements to editor
980 * added configurable element animations for info screen
983 * added configurable music credits for info screen
986 * finally fixed tape recording when player is created from CE change
989 * added "editorsetup.conf" for editor element list configuration
992 * added "musicinfo.conf" for menu and level music configuration
995 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
996 (that only showed up on Linux, but not on Windows systems)
999 * fixed turning movement of butterflies and fireflies (no frame reset)
1000 * enhanced sniksnak turning movement (two steps instead of only one)
1003 * version number set to 3.0.8
1006 * version 3.0.7 released
1009 * fixed reset of player animation frame when, for example,
1010 walking, digging or collecting share the same animation
1011 * fixed CE with "deadly when touching" exploding when touching amoeba
1014 * fixed tape recording when player is created from CE element change
1017 * introduced "turning..." action graphic for elements with move delay
1018 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1019 * added turning animations for bug, spaceship and sniksnak
1022 * prevent "extended" changed elements from delay change in same frame
1025 * fixed bug when pushing element that can move away to the side
1026 (like pushing falling elements, but now with moving elements)
1029 * finally fixed serious bug in code for delayed element pushing (again)
1032 * unavailable setup options now marked as "n/a" instead of "off"
1033 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1034 to "true", levels are always played with the latest game engine,
1035 which is desired for levels that are imported from other games; all
1036 other levels are played with the engine version stored in level file
1037 (which is normally the engine version the level was created with)
1040 * fixed serious bug in code for delayed element pushing
1041 * fixed little bug in animation frame selection for pushed elements
1042 * speed-up of reading config file for verbose output
1045 * added configuration option for opening and closing Supaplex exit
1046 * added configuration option for moving up/down animation for Murphy
1047 * fixed incorrectly displayed animation for attacking dragon
1048 * fixed bug with not setting initial gravity for each new game
1049 * fixed bug with teleportation of player by custom element change
1050 * fixed bug with player not getting smashed by rock sometimes
1053 * version number set to 3.0.7
1056 * version 3.0.6 released
1059 * added support for MP3 music for SDL version through SMPEG library
1062 * fixed bug when initializing font graphic structure
1063 * fixed bug with animation mode "pingpong" when using only 1 frame
1064 * fixed bug with extended change target introduced in 3.0.5
1065 * fixed bug where passing over moving element doubles player speed
1066 * fixed bug with elements continuing to move into push direction
1067 * fixed bug with duplicated player when dropping bomb with shield on
1068 * added "switching" event for custom elements ("pressing" only once)
1069 * fixed switching bug (resetting flag when not switching but not idle)
1072 * fixed element tokens for certain file elements with ".active" etc.
1075 * version number set to 3.0.6
1078 * version 3.0.5 released
1081 * now four envelope elements available
1082 * font, background, animation and sound for envelope now configurable
1083 * main menu doors opening/closing animation type now configurable
1086 * active/inactive sides configurable for custom element changes
1087 * new movement type "move when pushed" available for custom elements
1090 * fixed bug in multiple config pages loader code that caused crashes
1093 * enhanced (remaining low-resolution) Supaplex graphics
1096 * version number set to 3.0.5
1099 * version 3.0.4 released
1101 2003-09-12 src/tools.c
1102 * fixed bug in custom definition of crumbled element graphics
1104 2003-09-11 src/files.c
1105 * fixed bug in multiple config pages code that caused crashes
1108 * version number set to 3.0.4
1111 * version 3.0.3 released
1114 * added music to Supaplex classic level set
1116 2003-09-07 src/libgame/misc.c
1117 * added support for loading various music formats through SDL_mixer
1119 2003-09-06 (various source files)
1120 * fixed several nasty bugs that may have caused crashes on some systems
1121 * added envelope content which gets displayed when collecting envelope
1122 * added multiple change event pages for custom elements
1124 2003-08-24 src/game.c
1125 * fixed problem with player animation when snapping and moving
1127 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1128 * fixed problem with flickering when drawing toon animations
1130 2003-08-23 src/libgame/sdl.c
1131 * fixed problem with setting mouse cursor in SDL version in fullscreen
1133 2003-08-23 src/game.c
1134 * fixed bug (missing array boundary check) which could crash the game
1137 * version number set to 3.0.3
1140 * version 3.0.2 released
1142 2003-08-21 src/game.c
1143 * fixed bug with creating inaccessible elements at player position
1145 2003-08-20 src/init.c
1146 * fixed bug with not finding current level artwork directory
1148 2003-08-20 src/files.c
1149 * fixed bug with choosing wrong engine version when playing tapes
1150 * fixed bug with messing up custom element properties in 3.0.0 levels
1153 * version number set to 3.0.2
1156 * version 3.0.1 released
1158 2003-08-17 (no source files affected)
1159 * changed all "classic" PCX image files with 16 colors or less to
1160 256 color (8 bit) storage format, because the Allegro game library
1161 cannot handle PCX files with less than 256 colors (contributed
1162 graphics are not affected and might look wrong in the DOS version)
1164 2003-08-16 src/init.c
1165 * fixed bug which (for example) crashed the level editor when defining
1166 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1167 (only set to default) -- invalid graphics now set to default graphic
1169 2003-08-16 src/init.c
1170 * fixed graphical bug of player digging/collecting/snapping element
1171 when no corresponding graphic/animation is defined for this action,
1172 resulting in player being drawn as EL_EMPTY (which should only be
1173 done to elements being collected, but not to the player)
1175 2003-08-16 src/game.c
1176 * fixed small graphical bug of player not totally moving into exit
1178 2003-08-16 src/libgame/setup.c
1179 * fixed bug with wrong MS-DOS 8.3 filename conversion
1181 2003-08-16 src/tools.c
1182 * fixed bug with invisible mouse cursor when pressing ESC while playing
1184 2003-08-16 (various source files)
1185 * added another 128 custom elements (disabled in editor by default)
1187 2003-08-16 src/editor.c
1188 * fixed NULL string bug causing Solaris to crash in sprintf()
1190 2003-08-16 src/screen.c
1191 * fixed drawing over scrollbar on level selection with custom fonts
1193 2003-08-15 src/game.c
1194 * cleanup of simple sounds / loop sounds / music settings
1196 2003-08-08 (various source files)
1197 * added custom element property for dropping collected elements
1199 2003-08-08 src/conf_gfx.c
1200 * fixed bug with missing graphic for active red disk bomb
1202 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1203 * extended variable "level.gravity" to "level.initial_gravity" and
1204 "game.current_gravity" to prevent level setting from being changed
1205 by playing the level (keeping the runtime value after playing)
1207 * fixed graphics bug when digging element that has 'crumbled' graphic
1208 definition, but not 'diggable' graphic definition
1211 * version number set to 3.0.1
1214 * version 3.0.0 released
1217 * various bug fixes; among others:
1218 - fixed bug with pushing spring over empty space
1219 - fixed bug with leaving tube while placing dynamite
1220 - fixed bug with explosion of smashed penguins
1221 - allow Murphy player graphic in levels with non-Supaplex elements
1225 * I have forgotten to document changes for some time
1228 * pre-release version 2.2.0rc1 released
1231 * version number set to 2.1.2
1234 * version 2.1.1 released
1237 * version number set to 2.1.1
1240 * version 2.1.0 released
1243 * version number set to 2.1.0
1245 2002-04-03 to 2002-05-19 (various source files)
1246 * graphics, sounds and music now fully configurable
1247 * bug fixed that prevented walking through tubes when gravity on
1249 2002-04-02 src/events.c, src/editor.c
1250 * Make Escape key less aggressive when playing or when editing level.
1251 This can be configured as an option in the setup menu. (Default is
1252 "less aggressive" which means "ask user if something can be lost"
1253 when pressing the Escape key.)
1255 2002-04-02 src/screen.c
1256 * Added "graphics setup" screen.
1258 2002-04-01 src/screen.c
1259 * Changed "choose level" setup screen stuff to be more generic (to
1260 make it easier to add more "choose from generic tree" setup screens).
1262 2002-04-01 src/config.c, src/timestamp.h
1263 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1264 automatically gets created by "src/Makefile" and contains an actual
1265 compile-time timestamp to identify development versions of the game).
1267 2002-03-31 src/tape.c, src/events.c
1268 * Added quick game/tape save/load functions to tape stuff which can be
1269 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1270 loads previously recorded tape and directly goes into recording mode
1271 from the end of the tape (therefore appending to the tape).
1273 2002-03-31 src/tape.c
1274 * Added "index mark" function to tape recorder. When playing or
1275 recording, "eject" button changes to "index" button. Setting index
1276 mark is not yet implemented, but pressing index button when playing
1277 allows very quick advancing to end of tape (when normal playing),
1278 very fast forward mode (when playing with normal fast forward) or
1279 very fast reaching of "pause before end of tape" (when playing with
1280 "pause before end" playing mode).
1282 2002-03-30 src/cartoons.c
1283 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1285 2002-03-29 src/screen.c
1286 * Changed setup screen stuff to be more generic (to make it easier
1287 to add more setup screens).
1289 2002-03-23 src/main.c, src/main.h
1290 * Various changes due to the introduction of the new libgame files
1291 "setup.c" and "joystick.c".
1293 2002-03-23 src/files.c
1294 * Generic parts of "src/files.c" (mainly setup and level directory
1295 stuff) moved to new libgame file "src/libgame/setup.c".
1297 2002-03-23 src/joystick.c
1298 * File "src/joystick.c" moved to libgame source tree, with
1299 correspondig changes.
1301 2002-03-22 src/screens.c
1302 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1303 (Wrong level series information displayed when entering main group.)
1305 2002-03-22 src/editor.c
1306 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1308 2002-03-22 src/editor.c
1309 * Changed behaviour of "Escape" key in level editor to be more
1310 intuitive: When in "Element Properties" or "Level Info" mode,
1311 return to "Drawing Mode" instead of leaving the level editor.
1313 2002-03-21 src/game.c, src/editor.c, src/files.c
1314 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1315 gems (emeralds, diamonds, ...) slipping down from normal wall,
1316 steel wall and growing wall (as in E.M.C. style levels). Although
1317 the behaviour of contributed and private levels wasn't changed (due
1318 to the use of "level.game_version"; see previous entry), editing
1319 those levels will (of course) change the behaviour accordingly.
1321 This change seems a bit too hard after thinking about it, because
1322 the EM style behaviour is not the "expected" behaviour (gems would
1323 normally only slip down from "rounded" walls). Therefore this was
1324 now changed to an element property for gem style elements, with the
1325 default setting "off" (which means: no special EM style behaviour).
1326 To fix older converted levels, this flag is set to "on" for pre-2.0
1327 levels that are neither contributed nor private levels.
1329 2002-03-20 src/files.h
1330 * Corrected settings for "level.game_version" depending of level type.
1331 (Contributed and private levels always get played with game engine
1332 version they were created with, while converted levels always get
1333 played with the most recent version of the game engine, to let new
1334 corrections of the emulation behaviour take effect.)
1336 2002-03-20 src/main.h
1337 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1338 compiling the SDL version on some systems.
1339 Thanks to the several people who pointed this out.
1342 * Version number set to 2.0.2.
1345 * Version 2.0.1 released.
1347 2002-03-18 src/screens.c
1348 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1350 2002-03-18 src/files.c [src/libgame/misc.c]
1351 * Moved some common functions from src/files.c to src/libgame/misc.c.
1353 2002-03-18 src/files.c [src/libgame/misc.c]
1354 * Changed permissions for new directories and saved files (especially
1355 score files) according to suggestions of Debian users and mantainers.
1356 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1358 2002-03-17 src/files.c
1359 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1360 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1361 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1362 for levels and "TAPE" for tapes). Old "cookie" style format is
1363 still supported for reading. New level and tape files are written
1366 * New IFF chunk "VERS" contains version numbers for file and game
1367 (where "game version" is the version of the program that wrote the
1368 file, and "file version" is a version number to distinguish files
1369 with different format, for example after adding new features).
1371 2002-03-15 src/screen.c
1372 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1373 (Before, you heard a mixture of the in-game music and the
1374 hall-of-fame music.)
1376 2002-03-14 src/events.c
1377 * Function "DumpTape()" (files.c) now available by pressing 't' from
1378 main menu (when in DEBUG mode).
1380 2002-03-14 src/game.c
1381 * "GameWon()": When game was won playing a tape, now there is no delay
1382 raising the score and no corresponding sound is played.
1384 2002-03-14 src/files.c
1385 * Changed "LoadTape()" for real chunk support and also adjusted
1386 "SaveTape()" accordingly.
1388 2002-03-14 src/game.c, src/tape.c, src/files.c
1389 * Important changes to tape format: The old tape format stored all
1390 actions with a real effect with a corresponding delay between the
1391 stored actions. This had some major disadvantages (for example,
1392 push delays had to be ignored, pressing a button for some seconds
1393 mutated to several single button presses because of the non-action
1394 delays between two action frames etc.). The new tape format just
1395 stupidly records all device actions and replays them later. I really
1396 don't know why I haven't solved it that way before?! Old-style tapes
1397 (with tape file version less than 2.0) get converted to the new
1398 format on-the-fly when loading and can therefore still be played;
1399 only some minor parts of the old-style tape handling code was needed.
1400 (A perfect conversion is not possible, because there is information
1401 missing about the device actions between two action frames.)
1403 2002-03-14 src/files.c
1404 * New function "DumpTape()" to dump the contents of the current tape
1405 in a human readable format.
1407 2002-03-14 src/game.c
1408 * Small tape bug fixed: When automatically advancing to next level
1409 after a game was won, the tape from the previous level still was
1410 loaded as a tape for the new level.
1412 2002-03-14 src/tape.c
1413 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1414 tape, cartoons did not get completely removed because
1415 StopAnimation() was not called.
1417 2002-03-13 src/files.c
1418 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1419 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1420 size even when using 16-bit elements). Added new chunk "CNT2" for
1421 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1422 chunk even when content was 16-bit element). "CNT2" should now be
1423 able to store content for arbitrary elements (up to eight blocks of
1424 3 x 3 element arrays). All "CNT2" elements will always be stored as
1425 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1427 2002-03-13 src/files.c
1428 * Changed "LoadLevel()" for real chunk support.
1430 2002-03-12 src/game.c
1431 * Fixed problem (introduced after 2.0.0 release) with penguins
1432 not getting killed by enemies
1434 2002-02-24 src/game.c, src/main.h
1435 * Added "player->is_moving"; now "player->last_move_dir" does
1436 not contain any information if the player is just moving at
1438 Before, "player->last_move_dir" was misused for this purpose
1439 for the robot stuff (robots don't kill players when they are
1440 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1441 broke tapes when walking through pipes!
1442 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1443 in a continuous movement. This fact is ignored for friends and