2 * fixed bug with displaying any player as "yellow" when moving into acid
5 * fixed bug with player exploding when moving into acid
6 * fixed bug with level settings being reset in editor and when playing
7 (some compatibility settings being set not only after level loading)
8 * fixed crash bug when number of custom graphic frames was set to zero
9 * fixed bug with teleporting player on walkable tile not working anymore
10 * added partial compatibility support for pre-release-only "CONF" chunk
11 (to make Alan Bond's "color cycle" demo work again :-) )
14 * fixed some bugs when displaying title screens from info screen menu
17 * changed file major version to 3 to reflect level file format changes
18 * uploaded pre-release (test) version 3.2.0-8 binary and source code
21 * added new chunk "NAME" to level file format for level name settings
22 * added new chunk "NOTE" to level file format for envelope settings
23 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
24 * updated magic(5) file to recognize changed and new level file chunks
25 * removed change events "change when CE value/score changes" as unneeded
28 * changed gravity (which only affects the player) from level property
29 to player property (only makes a difference in multi-player levels)
30 * added change events "change when CE value/score changes"
31 * added change events "change when CE value/score changes of <element>"
34 * added new chunk "INFO" to level file format for global level settings
35 * added all element settings from "HEAD" chunk to "CONF" chunk
36 * added all global level settings from "HEAD" chunk to "INFO" chunk
39 * changed level file format by adding two new chunks "CUSX" (for custom
40 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
41 elements, replacing the previous "GRP1" chunk); these new IFF style
42 chunks use the new and flexible "micro chunks inside chunks" technique
43 already used with the new "CONF" chunk (for normal element properties)
44 which makes it possible to easily extend the existing level format
45 (instead of using fixed-length chunks like before, which are either
46 too big due to reserved bytes for future use, or too small when those
47 reserved bytes have all been used and even more data should be stored,
48 requiring the replacement by new and larger chunks just like it went
49 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
52 * added credits pages to the "credits" section that were really missing
53 * added some missing element descriptions to the level editor
54 * added down position of switchgate switch to the level editor
55 and allowed the use of both switch positions at the same time
56 * changed use of "Insert" and "Delete" keys to navigate element list in
57 level editor to start of previous or next cascading block of elements
60 * added the possibility to view the title screen to the info screen menu
61 * fixed some minor bugs with viewing title screens
64 * fixed bug with title (cross)fading in/out when using fullscreen mode
67 * fixed bug that forced re-defining of menu settings in local graphics
68 config file which are already defined in existing base config file
69 * fixed small bug that caused door sounds playing when music is enabled
72 * added the possibility to define up to five title screens for each
73 level set that are displayed after loading using (cross)fading in/out
74 (this was added to display the various start images of the EMC sets)
77 * added "CE score gets zero [of]" to custom element trigger conditions
78 * added setup option to display element token name in level editor
81 * added compatibility code for Juergen Bonhagen's menu artwork settings
84 * fixed bug with displaying wrong animation frame 0 after CE changes
85 * fixed bug with creating invisible elements when light switch is on
88 * added selection between ECS and AGA graphics for EMC levels to setup
91 * adjusted font handling for various narrow EMC style fonts
94 * changed EM engine behaviour back to re-allow initial rolling springs
97 * fixed handling of over-large selectboxes (less error-prone now)
98 * fixed bug when creating GE with walkable element under the player
101 * added use of "Insert" and "Delete" keys to navigate element list in
102 level editor to start of custom elements or start of group elements
103 * added virtual elements to access CE value and CE score of elements:
104 - "CE value of triggering element"
105 - "CE score of triggering element"
106 - "CE value of current element"
107 - "CE score of current element"
110 * fixed "grass" to "sand" in older EM levels (up to file version V4)
113 * changed behaviour of network games with internal errors (because of
114 different client frame counters) from immediately terminating R'n'D
115 to displaying an error message requester and stopping only the game
116 (also to prevent impression of crashes under non command-line runs)
117 * fixed playing network games with the EMC engine (did not work before)
118 * fixed bug with not scrolling the screen in multi-player mode with the
119 focus on player 1 when all players are moving in different directions
120 * fixed bug with keeping pointer to gadget even after its deallocation
121 * fixed bug with allowing "focus on all players" in network games
122 * fixed bug with player focus when playing tapes from network games
125 * uploaded pre-release (test) version 3.2.0-7 binary and source code
128 * code cleanup for game action control for R'n'D and EMC game engine
131 * fixed bug in multi-player movement with focus on both players
132 * added option to control only the focussed player with all input
135 * added player focus switching to level tape recording and re-playing
138 * fixed some bugs in player focus switching in EMC and RND game engine
141 * added special Supaplex animations for Murphy digging and snapping
142 * added special Supaplex animations for Murphy being bored and sleeping
145 * added four new yam yams with explicit start direction for EMC engine
146 * fixed bug in src/libgame/text.c with printing text outside the window
149 * fixed small bug in EMC level loader (copyright sign in EM II levels)
152 * added delayed ignition of EM style dynamite when used in R'n'D engine
153 * added limited movement range to EMC engine when focus on all players
156 * fixed bug with missing (zero) score values for native Supaplex levels
159 * added "continuous snapping" (snapping many elements while holding the
160 snap key pressed, without releasing the snap key after each element)
161 as a new player setting for more compatibility with the classic games
164 * finished scrolling for "focus on all players" in EMC graphics engine
167 * level sets with "levels: 0" are ignored for levels, but not artwork
168 * fixed bug when scanning empty level group directories (endless loop)
171 * fixed bug with explosion graphic for player using "Murphy" graphic
172 * fixed bug with explosion graphic if player leaves explosion in time
173 * changed some descriptive text in setup menu to use medium-width font
174 * added key shortcut settings for switching player focus to setup menu
177 * fixed bug with random value initialization when recording tapes
178 * fixed bug with playing single player tapes when team mode activated
181 * fixed little bug when trying to switch to player that does not exist
184 * added player switching (visual and quick) to R'n'D and EM game engine
185 * added setup option to select visual or quick in-game player switching
188 * added use of "Home" and "End" keys to handle element list in editor
191 * fixed bug with adding score when playing tape with EMC game engine
192 * added steel wall border for levels using EMC engine without border
193 * finally fixed delayed scrolling in EMC engine also for small levels
196 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
199 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
200 * fixed bug when displaying info element without action, but direction
203 * fixed minor graphical problems with springs smashing and slurping
204 (when using R'n'D style graphics instead of EMC style graphics)
207 * added scroll delay (as configured in setup) to EMC graphics engine
210 * improved screen redraw for EMC graphics engine (faster and smoother)
211 * when not scrolling, do not redraw the whole playfield if not needed
214 * added multi-player mode for EMC game engine (with up to four players)
217 * added android (can clone elements) from EMC engine to R'n'D engine
220 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
223 * added selectbox for initial player speed to player settings in editor
226 * version 3.1.2 created that is basically version 3.1.1, but with a
227 major bug fixed that prevented editing your own private levels
228 * version 3.1.2 released
231 * added magic ball (creates elements) from EMC engine to R'n'D engine
234 * uploaded fixed pre-release version 3.2.0-6 binary and source code
237 * fixed bug when using "CE can leave behind <trigger element>"
238 * added new change condition "(after/when) creation of <element>"
239 * added new change condition "(after/when) digging <element>"
240 * fixed bug accessing invalid gadget that caused crashes under Windows
241 * deactivated new possibility for multiple CE changes per frame
244 * uploaded pre-release (test) version 3.2.0-6 binary and source code
247 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
248 * fixed bug with not keeping CE value for moving CEs with only action
249 * changed CE action selectboxes in editor to be only reset when needed
252 * added option "use artwork from element" for custom player artwork
253 * added option "use explosion from element" for player explosions
256 * added cascaded element lists in the level editor
257 * added persistence for cascaded element lists by "editorcascade.conf"
258 * added dynamic element list with all elements used in current level
259 * added possibility for multiple CE changes per frame (experimental)
262 * uploaded pre-release (test) version 3.2.0-5 binary and source code
265 * changed "score for each 10 seconds/steps left" to "1 second/step"
266 * added own score for collecting "extra time" instead of sharing it
267 * added change events "switched by player" and "player switches <e>"
268 * added change events "snapped by player" and "player snaps <e>"
269 * added "set player artwork: <element choice>" to CE action options
270 * added change event "move of <element>"
273 * added "set player shield: off / normal / deadly" to CE action options
274 * added new player option "use level start element" in level editor
275 to set the correct focus at level start to elements from which the
276 player is created later (this did not work before for cascaded CE
277 changes resulting in creation of the player; it is now also possible
278 to create the player from a yam yam which is smashed at level start)
281 * added "set player speed: frozen (not moving)" to CE action options
282 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
285 * added new player option "block snap field" (enabled by default) to
286 make it possible to show a snapping animation like in Emerald Mine
289 * added dynamic selectboxes to custom element action settings in editor
290 * added "CE value" counter for custom elements (instead of "CE count")
291 * added option to use the last "CE value" after custom element change
292 * added option to use the "CE value" of other elements in CE actions
293 * fixed odd behaviour when pressing time orb in levels w/o time limit
294 * added checkbox "use time orb bug" for older levels that use this bug
297 * added missing configuration settings for the following elements:
298 - EL_TIMEGATE_SWITCH (time of open time gate)
299 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
300 - EL_SHIELD_NORMAL (time of shield duration)
301 - EL_SHIELD_DEADLY (time of shield duration)
302 - EL_EXTRA_TIME (time added to level time)
303 - EL_TIME_ORB_FULL (time added to level time)
306 * added "wind direction" as a movement pattern for custom elements
307 * added initial wind direction for balloon / custom elements to editor
308 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
311 * added parameters for "game of life" and "biomaze" elements to editor
314 * added level file chunk "CONF" for generic level and element settings
317 * uploaded pre-release (test) version 3.2.0-4 binary and source code
320 * skip empty level sets (with "levels: 0"; may be artwork base sets)
321 * added sound action ".page[1]" to ".page[32]" for each CE change page
324 * added image config suffix ".clone_from" to copy whole image settings
325 * fixed bug with invalid ("undefined") CE settings in old level files
328 * fixed graphical bug with smashing elements falling faster than player
331 * fixed major bug which prevented private levels from being edited
332 * fixed bug with precedence of general and special font definitions
335 * fixed graphical bug with player animation when player moves slowly
338 * uploaded pre-release (test) version 3.2.0-3 binary and source code
341 * fixed bug which prevented "global.num_toons: 0" from working
344 * major code cleanup (removed all these annoying "#if 0" blocks)
347 * added custom element actions for CE change page in level editor
350 * fixed music initialization bug in init.c (thanks to David Binderman)
351 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
352 (this bug must probably be fixed at other places, too)
355 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
356 (should be '#include <SDL.h>' instead)
359 * fixed bug which prevented "walkable from no direction" from working
360 (due to compatibility code overwriting this setting after loading)
363 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
366 * version number temporarily set to 3.1.1 (intermediate bugfix release)
367 * version 3.1.1 released
370 * changed some va_arg() arguments from 'long' to 'int', fixing problems
371 on 64-bit architecture systems with LP64 data model
374 * fixed bug with bombs not exploding when hitting the last level line
375 (introduced after the release of 3.1.0)
378 * added support for dumping small-sized level sketches from editor
381 * added recognition of "trigger element" for "change digged element to"
382 (this is not really what the "trigger element" was made for, but its
383 use may seem obvious for leaving back digged elements unchanged)
386 * fixed multiple warnings about failed joystick device initialization
389 * fixed bug with dynamite dropped on top of just dropped custom element
390 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
391 dynamite can still be dropped, but drop key must be released before
394 * fixed bug with wrong start directory when started from file browser
395 (due to this bug, R'n'D could not be started from KDE's Konqueror)
398 * fixed bug causing "change when impact" on player not working
399 * fixed wrong priority of "hitting something" over "hitting <element>"
400 * fixed wrong priority of "hit by something" over "hit by <element>"
403 * fixed graphical bug which caused the player (being Murphy) to show
404 collecting animations although the element was collected by penguin
407 * fixed two bugs causing wrong door background graphics in system.c
408 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
411 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
412 * added "no direction" to "walkable/passable from" selectbox options
415 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
416 * in tape autoplay, not only report broken, but also missing tapes
419 * uploaded pre-release (test) version 3.2.0-2 binary and source code
422 * fixed small bug with "linear" animation not working for active lamp
425 * fixed bug with moving up despite gravity due to "block last field"
426 * fixed small bug with wrong draw offset when typing name in main menu
427 * when reading user names from "passwd", ignore data after first comma
428 * when creating new "levelinfo.conf", only write some selected entries
431 * fixed displaying "imported from/by" on preview with empty string
432 * fixed ignoring draw offset for fonts used for level preview texts
435 * fixed a delay problem with SDL and too many mouse motion events
436 * added setup option "skip levels" and level skipping functionality
439 * added move speed "not moving" for non-moving CEs, but with direction
442 * fixed mapping of obsolete element token names in "editorsetup.conf"
443 * fixed bug with sound "acid.splashing" treated as a loop sound
444 * fixed some little sound bugs in native EM engine
447 * fixed small bug when dragging scrollbars to end positions
450 * added editor element descriptions written by Aaron Davidson
453 * improved fallback handling when configured artwork is not available
454 (now using default artwork instead of exiting when files not found)
457 * fixed bug on level selection screen when dragging scrollbar
460 * fixed bug which caused broken tapes when appending to EM engine tapes
463 * uploaded pre-release (test) version 3.2.0-1 binary and source code
466 * added code to replace changed artwork config tokens with other tokens
467 (needed for backwards compatibility, so that older tokens still work)
470 * added native R'n'D graphics for some new EMC elements in EM engine
473 * fixed some bugs in the EM engine integration code
474 * changed EM engine code to allow diagonal movement
475 * changed EM engine code to allow use of separate snap and drop keys
478 * fixed some redraw bugs when using EM engine
481 * fixed bug with not converting RND levels which are set to use native
482 engine to native level structure when loading
485 * uploaded pre-release (test) version 3.2.0-0 binary and source code
488 * version number set to 3.2.0
491 * level data now reset to defaults after attempt to load invalid file
494 * added use of "editorsetup.conf" for different level sets
497 * added auto-detection for various types of Emerald Mine level files
500 * fixed bug with scrollbars getting too small when list is very large
503 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
506 * added most level editor configuration gadgets for new EMC elements
509 * added more element and graphic definitions for new EMC elements
512 * modified native EM engine to use integrated R'n'D sound system
515 * added SDL support to graphics functions in native EM engine
516 (by always using generic libgame interface functions)
519 * fixed bug in frame synchronization in native EM engine
522 * added code to convert levels between R'n'D and native EM engine
525 * new Emerald Mine engine can now play levels selected in main menu
528 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
529 (which creates scaled down graphics for level editor and preview);
530 there's still a memory leak somewhere in the artwork handling code
531 * added "scale image up" functionality to X11 version of zoom function
534 * first attempts to integrate new, native Emerald Mine Club engine
537 * fixed bug in gadget code which caused reset of CEs in level editor
538 (example: pressing 'b' [grab brush] on CE config page erased values)
539 (solution: check if gadgets in ClickOnGadget() are really mapped)
540 * improved level change detection in editor (settings now also checked)
541 * fixed bug with "can move into acid" and "don't collide with" state
544 * fixed maze runner style CEs to use the configured move delay value
547 * added Aaron Davidson's tutorial level set to the "Tutorials" section
550 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
551 * fixed the above fix because it broke level set "machine" (*sigh*)
552 * fixed random element placement in level editor to work as expected
553 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
556 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
559 * fixed bug (missing array boundary check) which caused broken tapes
560 * fixed bug (when loading level template) which caused broken levels
561 * fixed bug with new block last field code when using non-yellow player
564 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
565 * internal change of how the player blocks the last field when moving
566 * fixed blocking delay of last field for EM and SP style block delay
567 * fixed bug where the player had to wait for the usual move delay after
568 unsuccessfully trying to move, when he directly could move after that
569 * the last two changes should make original Supaplex level 93 solvable
570 * improved use of random number generator to make it less predictable
571 * fixed behaviour of slippery SP elements to let slip left, then right
574 * fixed bug with wrong door state after trying to quickload empty tape
575 * fixed waste of static memory usage of the binary, making it smaller
576 * fixed very little graphical bug in Supaplex explosion
579 * version number set to 3.1.1
582 * version 3.1.0 released
585 * fixed bug with crash when writing user levelinfo.conf the first time
588 * added option "convert LEVELDIR [NR]" to command line batch commands
589 * re-converted Supaplex levels to apply latest engine fixes
590 * changed "use graphic/sound of element" to "use graphic of element"
591 due to compatibility problems with some levels ("bug machine" etc.)
594 * fixed bug with CE change replacing player with same or other player
597 * fixed bug with opaque font in envelope with background graphic when
598 background graphic is not transparent itself
601 * added "gravity on" and "gravity off" ports for Supaplex compatibility
602 * corrected original Supaplex level loading code to use these new ports
603 * also corrected Supaplex loader to auto-count infotrons if set to zero
606 * fixed bug with missing initialization of "modified" flag for GEs
609 * fixed bug that caused endless recursion loop when relocating player
610 * fixed tape recorder bug in "step mode" when using "pause before end"
611 * fixed tape recorder bug when changing from "warp forward" mode
614 * fixed bug with "when touching" for pushed elements at last position
617 * fixed bug that caused two activated toolbox buttons in level editor
618 * fixed bug with exploding dynabomb under player due to other explosion
621 * fixed bug with creating walkable custom element under player (again)
622 * fixed bug with not copying explosion type when copying CEs in editor
623 * fixed graphical bug when drawing player in setup menu (input devices)
624 * fixed graphical bug when the player is pushing an accessible element
625 * fixed bug with classic switchable elements triggering CE changes
626 * fixed bug with entering/leaving walkable element in RelocatePlayer()
627 * fixed crash bug when CE leaves behind the trigger player element
630 * fixed bug with broken tubes after placing/exploding dynamite in them
631 * fixed bug with exploding dynamite under player due to other explosion
632 * fixed bug with not resetting push delay under certain circumstances
635 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
636 * added network multiplayer code for Windows (thanks to Niko Böhm)
639 * added option "reachable despite gravity" for gravity movement
640 * changed gravity movement of most classic walkable and passable
641 elements back to "not reachable" (for compatibility reasons)
644 * fixed (removed) "indestructible" / "can explode" dependency in editor
645 * fixed (removed) "accessible inside" / "protected" dependency
646 * fixed (removed) "step mode" / "shield time" dependency
649 * fixed dynabombs exploding now into anything diggable
650 * fixed Supaplex style gravity movement into buggy base now impossible
651 * added pressing key "space" as valid action to select menu options
654 * added "replace when walkable" to relocate player to walkable element
655 * added "enter"/"leave" event for elements affected by relocation
656 * fixed "direct"/"indirect" change order also for "when change" event
657 * fixed graphical bug when pushing things from elements walkable inside
660 * fixed graphic bug when player is snapping while moving in old levels
661 * fixed bug when a moving custom element leaves a player element behind
662 * fixed bug with mole not disappearing when moving into acid pool
663 * fixed bug with incomplete path setting when using "--basepath" option
664 * moving CE can now leave walkable elements behind under the player
665 * when relocating, player can be set on walkable element now
666 * fixed another gravity movement bug
669 * uploaded pre-release (test) version 3.1.0-2 binary and source code
672 * added "collectible" and "removable" to extended replacement types
673 (where "removable" replaces "diggable" and "collectible" elements)
674 * added "collectible & throwable" (to throw element to the next field)
675 * fixed bug with CEs digging elements that are just about to explode
676 * changed mouse cursor now always being visible when game is paused
679 * added possibility to push/press accessible elements from a side that
681 * fixed bug with not setting actual date when appending to tape
684 * fixed bug with incorrectly initialized custom element editor graphics
687 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
688 - number of levels corrected from 18 to 17 in "levelinfo.conf"
691 * fixed bug with destroyed robot wheel still attracting robots forever
692 * fixed bug with time gate switch deactivating after robot wheel time
693 (while the time gate itself is not affected by this misbehaviour)
694 * changed behaviour of BD style amoeba to always get blocked by player
695 (before it was different when there were non-BD elements in level)
696 * fixed bug with player destroying indestructable elements with shield
699 * added option to make growing elements grow into anything diggable
700 (for the various amoeba types, biomaze and "game of life")
703 * fixed bug with movable elements not moving after left behind by CEs
704 * changed gravity movement to anything diggable, not only sand/base
705 * optionally allowing passing to walkable element, not only empty space
706 * added option "can pass to walkable element" for players
707 * finally fixed gravity movement (hopefully)
710 * fixed bug with movable elements not moving anymore after falling down
713 * fixed another bug with custom elements digging and leaving elements
714 * fixed bug with "along left/right side" and automatic start direction
715 * trigger elements now also displayed when "more custom" deactivated
716 * fixed bug with clipboard element initialized when loading new level
717 * added option "drop delay" to set delay before dropping next element
720 * uploaded pre-release (test) version 3.1.0-1 binary and source code
723 * added copy and paste functions for custom change pages
724 * enhanced graphical display and functionality of tape recorder
725 * fixed bug with custom elements digging and leaving elements
728 * added move speed faster than "very fast" for custom elements
729 * fixed bug with 3+3 style explosions and missing border content
730 * fixed little bug when copying custom elements in the editor
731 * enhanced custom element changes by more side trigger actions
734 * added option "no scrolling when relocating" for instant teleporting
735 * uploaded pre-release (test) version 3.1.0-0 binary and source code
738 * added trigger element and trigger player to use as target elements
739 * added copy and paste functions for custom and group elements
742 * fixed graphical bug when displaying explosion animations
743 * fixed bug when appending to tapes, resulting in broken tapes
744 * re-recorded a few tapes broken by fixing gravity checking bug
747 * "can move into acid" property now for all elements independently
748 * "can fall into acid" property for player stored in same bitfield now
749 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
750 * version number set to 3.1.0 (finally!)
753 * changed tape recording to only record input, not programmed actions
756 * fixed totally broken (every 8th frame skipped) step-by-step recording
757 * fixed bug with requester not displayed when quick-loading interrupted
758 * added option "can fall into acid (with gravity)" for players
759 * fixed bug with player not falling when snapping down with gravity
762 * fixed bug which messed up key config when using keypad number keys
765 * fixed bug which allowed moving upwards even when gravity was active
766 * fixed bug with missing error handling when dumping levels or tapes
769 * added different colored editor graphics for Supaplex gravity tubes
772 * fixed bug that allowed solvable tapes for unsolvable levels
775 * use unlimited number of droppable elements when "count" set to zero
776 * added option to use step limit instead of time limit for level
779 * added player and change page as trigger for custom element change
782 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
785 * fixed bug with dark yamyam changing to acid when moving over acid
786 * fixed handling of levels with more than 999 seconds level time
787 (example: level 76 of "Denmine")
790 * "spring push bug" reintroduced as configurable element property
791 * fixed bug with missing properties for "mole"
792 * fixed bug that showed up when fixing the above "mole" properties bug
793 * added option "can move into acid" for all movable elements
794 * fixed graphical bug for elements moving into acid
795 * changed event handling to handle all pending events before going on
798 * fixed bug which caused all CE change pages to be ignored which had
799 the same change event, but used a different element side
800 (reported by Simon Forsberg)
802 * fixed bug which caused elements that can move and fall and that are
803 transported by a conveyor belt to continue moving into that direction
804 after leaving the conveyor belt, regardless of their own movement
805 type; only elements which can not move are transported now
806 (reported by Simon Forsberg)
808 * fixed bug which could cause an array overflow in RelocatePlayer()
809 (reported by Niko Böhm)
811 * changed Emerald Mine style "passable / over" elements to "protected"
812 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
814 * added new option to select from which side a "walkable/passable"
815 element can be entered
818 * added explosion and ignition delay for elements that can explode
821 * fixed bug which caused player not being protected against enemies
822 when a CE was "walkable / inside" and was not "indestructible"
823 * added "walkable/passable" fields to be "protected/unprotected"
824 against enemies, even if not accessible "inside" but "over/under"
827 * corrected move pattern to 32 bit and initial move direction to 8 bit
830 * added second custom element base configuration page
833 * added some special EMC mappings to Emerald Mine level loader
834 (also covering previously unknown element in level 0 of "Bondmine 8")
837 * added option to block last field when player is moving (for Supaplex)
838 * adjusted push delay of Supaplex elements
839 * removed delays for envelopes etc. when replaying with maximum speed
840 * fixed bug when dropping element on a field that just changed to empty
843 * fixed bug: infotrons can now smash yellow disks
844 * fixed bug: when gravity active, port above player can now be entered
845 * removed "one white dot" mouse pointer which irritated some people
848 * added "choice type" for group element selection
851 * fixed bug with initial invulnerability of non-yellow player
854 * added level loader for loading native Supaplex packed levels
855 (including multi-part levels like the "splvls99" levels)
858 * fixed bug which allowed creating emeralds by escaping explosions
861 * custom elements can change (limited) or leave (unlimited) elements
862 * finally added multiple matches using group elements
863 * added shortcut to dump brush (type ":DB" in editor) for use in forum
866 * added new start movement type "previous" for continued CE movement
867 * added new start movement type "random" for random CE movement start
870 * added new element "sokoban_field_player" needed for Sokoban levels
871 (thanks to Ed Booker for pointing this out!)
874 * added elements that can be digged or left behind by custom elements
877 * added group elements for multiple matches and random element creation
880 * fixed some graphical errors displayed in old levels
883 * fixed wrong double speed movement after passing closing gates
886 * added level loader for loading native Emerald Mine levels
889 * changes for "shooting" style CE movement
892 * Happy New Year! ;-)
895 * changed default snap/drop keys from left/right Shift to Control keys
898 * fixed bug with dead player getting reanimated from custom element
901 * fixed bug with wrong penguin graphics (when entering exit)
904 * fixed bug with wrong "Murphy" graphics (when digging etc.)
907 * version number set to 3.0.9
910 * version 3.0.8 released
913 * added function checked_free()
916 * fixed bug with double nut cracking sound
917 (by eliminating "default element action sound" assignment in init.c)
920 * fixed crash when no music info files are available
923 * fixed boring and sleeping sounds
926 * added "maze runner" and "maze hunter" movement types
927 * added extended collision conditions for custom elements
930 * added warnings for undefined token values in artwork config files
933 * added menu entry for level set information to the info screen
936 * fixed bug with wrong default impact sound for colored emeralds
939 * added several sub-screens for the info screen
940 * menu text now also clickable (not only blue/red sphere left of it)
943 * added configurable "bored" and "sleeping" animations for the player
944 * added "awakening" sound for player when waking up after sleeping
947 * added "copy" and "exchange" functions for custom elements to editor
950 * added configurable element animations for info screen
953 * added configurable music credits for info screen
956 * finally fixed tape recording when player is created from CE change
959 * added "editorsetup.conf" for editor element list configuration
962 * added "musicinfo.conf" for menu and level music configuration
965 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
966 (that only showed up on Linux, but not on Windows systems)
969 * fixed turning movement of butterflies and fireflies (no frame reset)
970 * enhanced sniksnak turning movement (two steps instead of only one)
973 * version number set to 3.0.8
976 * version 3.0.7 released
979 * fixed reset of player animation frame when, for example,
980 walking, digging or collecting share the same animation
981 * fixed CE with "deadly when touching" exploding when touching amoeba
984 * fixed tape recording when player is created from CE element change
987 * introduced "turning..." action graphic for elements with move delay
988 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
989 * added turning animations for bug, spaceship and sniksnak
992 * prevent "extended" changed elements from delay change in same frame
995 * fixed bug when pushing element that can move away to the side
996 (like pushing falling elements, but now with moving elements)
999 * finally fixed serious bug in code for delayed element pushing (again)
1002 * unavailable setup options now marked as "n/a" instead of "off"
1003 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1004 to "true", levels are always played with the latest game engine,
1005 which is desired for levels that are imported from other games; all
1006 other levels are played with the engine version stored in level file
1007 (which is normally the engine version the level was created with)
1010 * fixed serious bug in code for delayed element pushing
1011 * fixed little bug in animation frame selection for pushed elements
1012 * speed-up of reading config file for verbose output
1015 * added configuration option for opening and closing Supaplex exit
1016 * added configuration option for moving up/down animation for Murphy
1017 * fixed incorrectly displayed animation for attacking dragon
1018 * fixed bug with not setting initial gravity for each new game
1019 * fixed bug with teleportation of player by custom element change
1020 * fixed bug with player not getting smashed by rock sometimes
1023 * version number set to 3.0.7
1026 * version 3.0.6 released
1029 * added support for MP3 music for SDL version through SMPEG library
1032 * fixed bug when initializing font graphic structure
1033 * fixed bug with animation mode "pingpong" when using only 1 frame
1034 * fixed bug with extended change target introduced in 3.0.5
1035 * fixed bug where passing over moving element doubles player speed
1036 * fixed bug with elements continuing to move into push direction
1037 * fixed bug with duplicated player when dropping bomb with shield on
1038 * added "switching" event for custom elements ("pressing" only once)
1039 * fixed switching bug (resetting flag when not switching but not idle)
1042 * fixed element tokens for certain file elements with ".active" etc.
1045 * version number set to 3.0.6
1048 * version 3.0.5 released
1051 * now four envelope elements available
1052 * font, background, animation and sound for envelope now configurable
1053 * main menu doors opening/closing animation type now configurable
1056 * active/inactive sides configurable for custom element changes
1057 * new movement type "move when pushed" available for custom elements
1060 * fixed bug in multiple config pages loader code that caused crashes
1063 * enhanced (remaining low-resolution) Supaplex graphics
1066 * version number set to 3.0.5
1069 * version 3.0.4 released
1071 2003-09-12 src/tools.c
1072 * fixed bug in custom definition of crumbled element graphics
1074 2003-09-11 src/files.c
1075 * fixed bug in multiple config pages code that caused crashes
1078 * version number set to 3.0.4
1081 * version 3.0.3 released
1084 * added music to Supaplex classic level set
1086 2003-09-07 src/libgame/misc.c
1087 * added support for loading various music formats through SDL_mixer
1089 2003-09-06 (various source files)
1090 * fixed several nasty bugs that may have caused crashes on some systems
1091 * added envelope content which gets displayed when collecting envelope
1092 * added multiple change event pages for custom elements
1094 2003-08-24 src/game.c
1095 * fixed problem with player animation when snapping and moving
1097 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1098 * fixed problem with flickering when drawing toon animations
1100 2003-08-23 src/libgame/sdl.c
1101 * fixed problem with setting mouse cursor in SDL version in fullscreen
1103 2003-08-23 src/game.c
1104 * fixed bug (missing array boundary check) which could crash the game
1107 * version number set to 3.0.3
1110 * version 3.0.2 released
1112 2003-08-21 src/game.c
1113 * fixed bug with creating inaccessible elements at player position
1115 2003-08-20 src/init.c
1116 * fixed bug with not finding current level artwork directory
1118 2003-08-20 src/files.c
1119 * fixed bug with choosing wrong engine version when playing tapes
1120 * fixed bug with messing up custom element properties in 3.0.0 levels
1123 * version number set to 3.0.2
1126 * version 3.0.1 released
1128 2003-08-17 (no source files affected)
1129 * changed all "classic" PCX image files with 16 colors or less to
1130 256 color (8 bit) storage format, because the Allegro game library
1131 cannot handle PCX files with less than 256 colors (contributed
1132 graphics are not affected and might look wrong in the DOS version)
1134 2003-08-16 src/init.c
1135 * fixed bug which (for example) crashed the level editor when defining
1136 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1137 (only set to default) -- invalid graphics now set to default graphic
1139 2003-08-16 src/init.c
1140 * fixed graphical bug of player digging/collecting/snapping element
1141 when no corresponding graphic/animation is defined for this action,
1142 resulting in player being drawn as EL_EMPTY (which should only be
1143 done to elements being collected, but not to the player)
1145 2003-08-16 src/game.c
1146 * fixed small graphical bug of player not totally moving into exit
1148 2003-08-16 src/libgame/setup.c
1149 * fixed bug with wrong MS-DOS 8.3 filename conversion
1151 2003-08-16 src/tools.c
1152 * fixed bug with invisible mouse cursor when pressing ESC while playing
1154 2003-08-16 (various source files)
1155 * added another 128 custom elements (disabled in editor by default)
1157 2003-08-16 src/editor.c
1158 * fixed NULL string bug causing Solaris to crash in sprintf()
1160 2003-08-16 src/screen.c
1161 * fixed drawing over scrollbar on level selection with custom fonts
1163 2003-08-15 src/game.c
1164 * cleanup of simple sounds / loop sounds / music settings
1166 2003-08-08 (various source files)
1167 * added custom element property for dropping collected elements
1169 2003-08-08 src/conf_gfx.c
1170 * fixed bug with missing graphic for active red disk bomb
1172 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1173 * extended variable "level.gravity" to "level.initial_gravity" and
1174 "game.current_gravity" to prevent level setting from being changed
1175 by playing the level (keeping the runtime value after playing)
1177 * fixed graphics bug when digging element that has 'crumbled' graphic
1178 definition, but not 'diggable' graphic definition
1181 * version number set to 3.0.1
1184 * version 3.0.0 released
1187 * various bug fixes; among others:
1188 - fixed bug with pushing spring over empty space
1189 - fixed bug with leaving tube while placing dynamite
1190 - fixed bug with explosion of smashed penguins
1191 - allow Murphy player graphic in levels with non-Supaplex elements
1195 * I have forgotten to document changes for some time
1198 * pre-release version 2.2.0rc1 released
1201 * version number set to 2.1.2
1204 * version 2.1.1 released
1207 * version number set to 2.1.1
1210 * version 2.1.0 released
1213 * version number set to 2.1.0
1215 2002-04-03 to 2002-05-19 (various source files)
1216 * graphics, sounds and music now fully configurable
1217 * bug fixed that prevented walking through tubes when gravity on
1219 2002-04-02 src/events.c, src/editor.c
1220 * Make Escape key less aggressive when playing or when editing level.
1221 This can be configured as an option in the setup menu. (Default is
1222 "less aggressive" which means "ask user if something can be lost"
1223 when pressing the Escape key.)
1225 2002-04-02 src/screen.c
1226 * Added "graphics setup" screen.
1228 2002-04-01 src/screen.c
1229 * Changed "choose level" setup screen stuff to be more generic (to
1230 make it easier to add more "choose from generic tree" setup screens).
1232 2002-04-01 src/config.c, src/timestamp.h
1233 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1234 automatically gets created by "src/Makefile" and contains an actual
1235 compile-time timestamp to identify development versions of the game).
1237 2002-03-31 src/tape.c, src/events.c
1238 * Added quick game/tape save/load functions to tape stuff which can be
1239 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1240 loads previously recorded tape and directly goes into recording mode
1241 from the end of the tape (therefore appending to the tape).
1243 2002-03-31 src/tape.c
1244 * Added "index mark" function to tape recorder. When playing or
1245 recording, "eject" button changes to "index" button. Setting index
1246 mark is not yet implemented, but pressing index button when playing
1247 allows very quick advancing to end of tape (when normal playing),
1248 very fast forward mode (when playing with normal fast forward) or
1249 very fast reaching of "pause before end of tape" (when playing with
1250 "pause before end" playing mode).
1252 2002-03-30 src/cartoons.c
1253 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1255 2002-03-29 src/screen.c
1256 * Changed setup screen stuff to be more generic (to make it easier
1257 to add more setup screens).
1259 2002-03-23 src/main.c, src/main.h
1260 * Various changes due to the introduction of the new libgame files
1261 "setup.c" and "joystick.c".
1263 2002-03-23 src/files.c
1264 * Generic parts of "src/files.c" (mainly setup and level directory
1265 stuff) moved to new libgame file "src/libgame/setup.c".
1267 2002-03-23 src/joystick.c
1268 * File "src/joystick.c" moved to libgame source tree, with
1269 correspondig changes.
1271 2002-03-22 src/screens.c
1272 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1273 (Wrong level series information displayed when entering main group.)
1275 2002-03-22 src/editor.c
1276 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1278 2002-03-22 src/editor.c
1279 * Changed behaviour of "Escape" key in level editor to be more
1280 intuitive: When in "Element Properties" or "Level Info" mode,
1281 return to "Drawing Mode" instead of leaving the level editor.
1283 2002-03-21 src/game.c, src/editor.c, src/files.c
1284 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1285 gems (emeralds, diamonds, ...) slipping down from normal wall,
1286 steel wall and growing wall (as in E.M.C. style levels). Although
1287 the behaviour of contributed and private levels wasn't changed (due
1288 to the use of "level.game_version"; see previous entry), editing
1289 those levels will (of course) change the behaviour accordingly.
1291 This change seems a bit too hard after thinking about it, because
1292 the EM style behaviour is not the "expected" behaviour (gems would
1293 normally only slip down from "rounded" walls). Therefore this was
1294 now changed to an element property for gem style elements, with the
1295 default setting "off" (which means: no special EM style behaviour).
1296 To fix older converted levels, this flag is set to "on" for pre-2.0
1297 levels that are neither contributed nor private levels.
1299 2002-03-20 src/files.h
1300 * Corrected settings for "level.game_version" depending of level type.
1301 (Contributed and private levels always get played with game engine
1302 version they were created with, while converted levels always get
1303 played with the most recent version of the game engine, to let new
1304 corrections of the emulation behaviour take effect.)
1306 2002-03-20 src/main.h
1307 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1308 compiling the SDL version on some systems.
1309 Thanks to the several people who pointed this out.
1312 * Version number set to 2.0.2.
1315 * Version 2.0.1 released.
1317 2002-03-18 src/screens.c
1318 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1320 2002-03-18 src/files.c [src/libgame/misc.c]
1321 * Moved some common functions from src/files.c to src/libgame/misc.c.
1323 2002-03-18 src/files.c [src/libgame/misc.c]
1324 * Changed permissions for new directories and saved files (especially
1325 score files) according to suggestions of Debian users and mantainers.
1326 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1328 2002-03-17 src/files.c
1329 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1330 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1331 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1332 for levels and "TAPE" for tapes). Old "cookie" style format is
1333 still supported for reading. New level and tape files are written
1336 * New IFF chunk "VERS" contains version numbers for file and game
1337 (where "game version" is the version of the program that wrote the
1338 file, and "file version" is a version number to distinguish files
1339 with different format, for example after adding new features).
1341 2002-03-15 src/screen.c
1342 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1343 (Before, you heard a mixture of the in-game music and the
1344 hall-of-fame music.)
1346 2002-03-14 src/events.c
1347 * Function "DumpTape()" (files.c) now available by pressing 't' from
1348 main menu (when in DEBUG mode).
1350 2002-03-14 src/game.c
1351 * "GameWon()": When game was won playing a tape, now there is no delay
1352 raising the score and no corresponding sound is played.
1354 2002-03-14 src/files.c
1355 * Changed "LoadTape()" for real chunk support and also adjusted
1356 "SaveTape()" accordingly.
1358 2002-03-14 src/game.c, src/tape.c, src/files.c
1359 * Important changes to tape format: The old tape format stored all
1360 actions with a real effect with a corresponding delay between the
1361 stored actions. This had some major disadvantages (for example,
1362 push delays had to be ignored, pressing a button for some seconds
1363 mutated to several single button presses because of the non-action
1364 delays between two action frames etc.). The new tape format just
1365 stupidly records all device actions and replays them later. I really
1366 don't know why I haven't solved it that way before?! Old-style tapes
1367 (with tape file version less than 2.0) get converted to the new
1368 format on-the-fly when loading and can therefore still be played;
1369 only some minor parts of the old-style tape handling code was needed.
1370 (A perfect conversion is not possible, because there is information
1371 missing about the device actions between two action frames.)
1373 2002-03-14 src/files.c
1374 * New function "DumpTape()" to dump the contents of the current tape
1375 in a human readable format.
1377 2002-03-14 src/game.c
1378 * Small tape bug fixed: When automatically advancing to next level
1379 after a game was won, the tape from the previous level still was
1380 loaded as a tape for the new level.
1382 2002-03-14 src/tape.c
1383 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1384 tape, cartoons did not get completely removed because
1385 StopAnimation() was not called.
1387 2002-03-13 src/files.c
1388 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1389 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1390 size even when using 16-bit elements). Added new chunk "CNT2" for
1391 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1392 chunk even when content was 16-bit element). "CNT2" should now be
1393 able to store content for arbitrary elements (up to eight blocks of
1394 3 x 3 element arrays). All "CNT2" elements will always be stored as
1395 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1397 2002-03-13 src/files.c
1398 * Changed "LoadLevel()" for real chunk support.
1400 2002-03-12 src/game.c
1401 * Fixed problem (introduced after 2.0.0 release) with penguins
1402 not getting killed by enemies
1404 2002-02-24 src/game.c, src/main.h
1405 * Added "player->is_moving"; now "player->last_move_dir" does
1406 not contain any information if the player is just moving at
1408 Before, "player->last_move_dir" was misused for this purpose
1409 for the robot stuff (robots don't kill players when they are
1410 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1411 broke tapes when walking through pipes!
1412 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1413 in a continuous movement. This fact is ignored for friends and