2 * changed level file format by adding two new chunks "CUSX" (for custom
3 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
4 elements, replacing the previous "GRP1" chunk); these new IFF style
5 chunks use the new and flexible "micro chunks inside chunks" technique
6 already used with the new "CONF" chunk (for normal element properties)
7 which makes it possible to easily extend the existing level format
8 (instead of using fixed-length chunks like before, which are either
9 too big due to reserved bytes for future use, or too small when those
10 reserved bytes have all been used and even more data should be stored,
11 requiring the replacement by new and larger chunks just like it went
12 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
15 * added some missing element descriptions to the level editor
16 * added down position of switchgate switch to the level editor
17 and allowed the use of both switch positions at the same time
18 * changed use of "Insert" and "Delete" keys to navigate element list in
19 level editor to start of previous or next cascading block of elements
22 * added the possibility to view the title screen to the info screen menu
23 * fixed some minor bugs with viewing title screens
26 * fixed bug with title (cross)fading in/out when using fullscreen mode
29 * fixed bug that forced re-defining of menu settings in local graphics
30 config file which are already defined in existing base config file
31 * fixed small bug that caused door sounds playing when music is enabled
34 * added the possibility to define up to five title screens for each
35 level set that are displayed after loading using (cross)fading in/out
36 (this was added to display the various start images of the EMC sets)
39 * added "CE score gets zero [of]" to custom element trigger conditions
40 * added setup option to display element token name in level editor
43 * added compatibility code for Juergen Bonhagen's menu artwork settings
46 * fixed bug with displaying wrong animation frame 0 after CE changes
47 * fixed bug with creating invisible elements when light switch is on
50 * added selection between ECS and AGA graphics for EMC levels to setup
53 * adjusted font handling for various narrow EMC style fonts
56 * changed EM engine behaviour back to re-allow initial rolling springs
59 * fixed handling of over-large selectboxes (less error-prone now)
60 * fixed bug when creating GE with walkable element under the player
63 * added use of "Insert" and "Delete" keys to navigate element list in
64 level editor to start of custom elements or start of group elements
65 * added virtual elements to access CE value and CE score of elements:
66 - "CE value of triggering element"
67 - "CE score of triggering element"
68 - "CE value of current element"
69 - "CE score of current element"
72 * fixed "grass" to "sand" in older EM levels (up to file version V4)
75 * changed behaviour of network games with internal errors (because of
76 different client frame counters) from immediately terminating R'n'D
77 to displaying an error message requester and stopping only the game
78 (also to prevent impression of crashes under non command-line runs)
79 * fixed playing network games with the EMC engine (did not work before)
80 * fixed bug with not scrolling the screen in multi-player mode with the
81 focus on player 1 when all players are moving in different directions
82 * fixed bug with keeping pointer to gadget even after its deallocation
83 * fixed bug with allowing "focus on all players" in network games
84 * fixed bug with player focus when playing tapes from network games
87 * uploaded pre-release (test) version 3.2.0-7 binary and source code
90 * code cleanup for game action control for R'n'D and EMC game engine
93 * fixed bug in multi-player movement with focus on both players
94 * added option to control only the focussed player with all input
97 * added player focus switching to level tape recording and re-playing
100 * fixed some bugs in player focus switching in EMC and RND game engine
103 * added special Supaplex animations for Murphy digging and snapping
104 * added special Supaplex animations for Murphy being bored and sleeping
107 * added four new yam yams with explicit start direction for EMC engine
108 * fixed bug in src/libgame/text.c with printing text outside the window
111 * fixed small bug in EMC level loader (copyright sign in EM II levels)
114 * added delayed ignition of EM style dynamite when used in R'n'D engine
115 * added limited movement range to EMC engine when focus on all players
118 * fixed bug with missing (zero) score values for native Supaplex levels
121 * added "continuous snapping" (snapping many elements while holding the
122 snap key pressed, without releasing the snap key after each element)
123 as a new player setting for more compatibility with the classic games
126 * finished scrolling for "focus on all players" in EMC graphics engine
129 * level sets with "levels: 0" are ignored for levels, but not artwork
130 * fixed bug when scanning empty level group directories (endless loop)
133 * fixed bug with explosion graphic for player using "Murphy" graphic
134 * fixed bug with explosion graphic if player leaves explosion in time
135 * changed some descriptive text in setup menu to use medium-width font
136 * added key shortcut settings for switching player focus to setup menu
139 * fixed bug with random value initialization when recording tapes
140 * fixed bug with playing single player tapes when team mode activated
143 * fixed little bug when trying to switch to player that does not exist
146 * added player switching (visual and quick) to R'n'D and EM game engine
147 * added setup option to select visual or quick in-game player switching
150 * added use of "Home" and "End" keys to handle element list in editor
153 * fixed bug with adding score when playing tape with EMC game engine
154 * added steel wall border for levels using EMC engine without border
155 * finally fixed delayed scrolling in EMC engine also for small levels
158 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
161 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
162 * fixed bug when displaying info element without action, but direction
165 * fixed minor graphical problems with springs smashing and slurping
166 (when using R'n'D style graphics instead of EMC style graphics)
169 * added scroll delay (as configured in setup) to EMC graphics engine
172 * improved screen redraw for EMC graphics engine (faster and smoother)
173 * when not scrolling, do not redraw the whole playfield if not needed
176 * added multi-player mode for EMC game engine (with up to four players)
179 * added android (can clone elements) from EMC engine to R'n'D engine
182 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
185 * added selectbox for initial player speed to player settings in editor
188 * version 3.1.2 created that is basically version 3.1.1, but with a
189 major bug fixed that prevented editing your own private levels
190 * version 3.1.2 released
193 * added magic ball (creates elements) from EMC engine to R'n'D engine
196 * uploaded fixed pre-release version 3.2.0-6 binary and source code
199 * fixed bug when using "CE can leave behind <trigger element>"
200 * added new change condition "(after/when) creation of <element>"
201 * added new change condition "(after/when) digging <element>"
202 * fixed bug accessing invalid gadget that caused crashes under Windows
203 * deactivated new possibility for multiple CE changes per frame
206 * uploaded pre-release (test) version 3.2.0-6 binary and source code
209 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
210 * fixed bug with not keeping CE value for moving CEs with only action
211 * changed CE action selectboxes in editor to be only reset when needed
214 * added option "use artwork from element" for custom player artwork
215 * added option "use explosion from element" for player explosions
218 * added cascaded element lists in the level editor
219 * added persistence for cascaded element lists by "editorcascade.conf"
220 * added dynamic element list with all elements used in current level
221 * added possibility for multiple CE changes per frame (experimental)
224 * uploaded pre-release (test) version 3.2.0-5 binary and source code
227 * changed "score for each 10 seconds/steps left" to "1 second/step"
228 * added own score for collecting "extra time" instead of sharing it
229 * added change events "switched by player" and "player switches <e>"
230 * added change events "snapped by player" and "player snaps <e>"
231 * added "set player artwork: <element choice>" to CE action options
232 * added change event "move of <element>"
235 * added "set player shield: off / normal / deadly" to CE action options
236 * added new player option "use level start element" in level editor
237 to set the correct focus at level start to elements from which the
238 player is created later (this did not work before for cascaded CE
239 changes resulting in creation of the player; it is now also possible
240 to create the player from a yam yam which is smashed at level start)
243 * added "set player speed: frozen (not moving)" to CE action options
244 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
247 * added new player option "block snap field" (enabled by default) to
248 make it possible to show a snapping animation like in Emerald Mine
251 * added dynamic selectboxes to custom element action settings in editor
252 * added "CE value" counter for custom elements (instead of "CE count")
253 * added option to use the last "CE value" after custom element change
254 * added option to use the "CE value" of other elements in CE actions
255 * fixed odd behaviour when pressing time orb in levels w/o time limit
256 * added checkbox "use time orb bug" for older levels that use this bug
259 * added missing configuration settings for the following elements:
260 - EL_TIMEGATE_SWITCH (time of open time gate)
261 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
262 - EL_SHIELD_NORMAL (time of shield duration)
263 - EL_SHIELD_DEADLY (time of shield duration)
264 - EL_EXTRA_TIME (time added to level time)
265 - EL_TIME_ORB_FULL (time added to level time)
268 * added "wind direction" as a movement pattern for custom elements
269 * added initial wind direction for balloon / custom elements to editor
270 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
273 * added parameters for "game of life" and "biomaze" elements to editor
276 * added level file chunk "CONF" for generic level and element settings
279 * uploaded pre-release (test) version 3.2.0-4 binary and source code
282 * skip empty level sets (with "levels: 0"; may be artwork base sets)
283 * added sound action ".page[1]" to ".page[32]" for each CE change page
286 * added image config suffix ".clone_from" to copy whole image settings
287 * fixed bug with invalid ("undefined") CE settings in old level files
290 * fixed graphical bug with smashing elements falling faster than player
293 * fixed major bug which prevented private levels from being edited
294 * fixed bug with precedence of general and special font definitions
297 * fixed graphical bug with player animation when player moves slowly
300 * uploaded pre-release (test) version 3.2.0-3 binary and source code
303 * fixed bug which prevented "global.num_toons: 0" from working
306 * major code cleanup (removed all these annoying "#if 0" blocks)
309 * added custom element actions for CE change page in level editor
312 * fixed music initialization bug in init.c (thanks to David Binderman)
313 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
314 (this bug must probably be fixed at other places, too)
317 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
318 (should be '#include <SDL.h>' instead)
321 * fixed bug which prevented "walkable from no direction" from working
322 (due to compatibility code overwriting this setting after loading)
325 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
328 * version number temporarily set to 3.1.1 (intermediate bugfix release)
329 * version 3.1.1 released
332 * changed some va_arg() arguments from 'long' to 'int', fixing problems
333 on 64-bit architecture systems with LP64 data model
336 * fixed bug with bombs not exploding when hitting the last level line
337 (introduced after the release of 3.1.0)
340 * added support for dumping small-sized level sketches from editor
343 * added recognition of "trigger element" for "change digged element to"
344 (this is not really what the "trigger element" was made for, but its
345 use may seem obvious for leaving back digged elements unchanged)
348 * fixed multiple warnings about failed joystick device initialization
351 * fixed bug with dynamite dropped on top of just dropped custom element
352 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
353 dynamite can still be dropped, but drop key must be released before
356 * fixed bug with wrong start directory when started from file browser
357 (due to this bug, R'n'D could not be started from KDE's Konqueror)
360 * fixed bug causing "change when impact" on player not working
361 * fixed wrong priority of "hitting something" over "hitting <element>"
362 * fixed wrong priority of "hit by something" over "hit by <element>"
365 * fixed graphical bug which caused the player (being Murphy) to show
366 collecting animations although the element was collected by penguin
369 * fixed two bugs causing wrong door background graphics in system.c
370 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
373 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
374 * added "no direction" to "walkable/passable from" selectbox options
377 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
378 * in tape autoplay, not only report broken, but also missing tapes
381 * uploaded pre-release (test) version 3.2.0-2 binary and source code
384 * fixed small bug with "linear" animation not working for active lamp
387 * fixed bug with moving up despite gravity due to "block last field"
388 * fixed small bug with wrong draw offset when typing name in main menu
389 * when reading user names from "passwd", ignore data after first comma
390 * when creating new "levelinfo.conf", only write some selected entries
393 * fixed displaying "imported from/by" on preview with empty string
394 * fixed ignoring draw offset for fonts used for level preview texts
397 * fixed a delay problem with SDL and too many mouse motion events
398 * added setup option "skip levels" and level skipping functionality
401 * added move speed "not moving" for non-moving CEs, but with direction
404 * fixed mapping of obsolete element token names in "editorsetup.conf"
405 * fixed bug with sound "acid.splashing" treated as a loop sound
406 * fixed some little sound bugs in native EM engine
409 * fixed small bug when dragging scrollbars to end positions
412 * added editor element descriptions written by Aaron Davidson
415 * improved fallback handling when configured artwork is not available
416 (now using default artwork instead of exiting when files not found)
419 * fixed bug on level selection screen when dragging scrollbar
422 * fixed bug which caused broken tapes when appending to EM engine tapes
425 * uploaded pre-release (test) version 3.2.0-1 binary and source code
428 * added code to replace changed artwork config tokens with other tokens
429 (needed for backwards compatibility, so that older tokens still work)
432 * added native R'n'D graphics for some new EMC elements in EM engine
435 * fixed some bugs in the EM engine integration code
436 * changed EM engine code to allow diagonal movement
437 * changed EM engine code to allow use of separate snap and drop keys
440 * fixed some redraw bugs when using EM engine
443 * fixed bug with not converting RND levels which are set to use native
444 engine to native level structure when loading
447 * uploaded pre-release (test) version 3.2.0-0 binary and source code
450 * version number set to 3.2.0
453 * level data now reset to defaults after attempt to load invalid file
456 * added use of "editorsetup.conf" for different level sets
459 * added auto-detection for various types of Emerald Mine level files
462 * fixed bug with scrollbars getting too small when list is very large
465 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
468 * added most level editor configuration gadgets for new EMC elements
471 * added more element and graphic definitions for new EMC elements
474 * modified native EM engine to use integrated R'n'D sound system
477 * added SDL support to graphics functions in native EM engine
478 (by always using generic libgame interface functions)
481 * fixed bug in frame synchronization in native EM engine
484 * added code to convert levels between R'n'D and native EM engine
487 * new Emerald Mine engine can now play levels selected in main menu
490 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
491 (which creates scaled down graphics for level editor and preview);
492 there's still a memory leak somewhere in the artwork handling code
493 * added "scale image up" functionality to X11 version of zoom function
496 * first attempts to integrate new, native Emerald Mine Club engine
499 * fixed bug in gadget code which caused reset of CEs in level editor
500 (example: pressing 'b' [grab brush] on CE config page erased values)
501 (solution: check if gadgets in ClickOnGadget() are really mapped)
502 * improved level change detection in editor (settings now also checked)
503 * fixed bug with "can move into acid" and "don't collide with" state
506 * fixed maze runner style CEs to use the configured move delay value
509 * added Aaron Davidson's tutorial level set to the "Tutorials" section
512 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
513 * fixed the above fix because it broke level set "machine" (*sigh*)
514 * fixed random element placement in level editor to work as expected
515 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
518 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
521 * fixed bug (missing array boundary check) which caused broken tapes
522 * fixed bug (when loading level template) which caused broken levels
523 * fixed bug with new block last field code when using non-yellow player
526 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
527 * internal change of how the player blocks the last field when moving
528 * fixed blocking delay of last field for EM and SP style block delay
529 * fixed bug where the player had to wait for the usual move delay after
530 unsuccessfully trying to move, when he directly could move after that
531 * the last two changes should make original Supaplex level 93 solvable
532 * improved use of random number generator to make it less predictable
533 * fixed behaviour of slippery SP elements to let slip left, then right
536 * fixed bug with wrong door state after trying to quickload empty tape
537 * fixed waste of static memory usage of the binary, making it smaller
538 * fixed very little graphical bug in Supaplex explosion
541 * version number set to 3.1.1
544 * version 3.1.0 released
547 * fixed bug with crash when writing user levelinfo.conf the first time
550 * added option "convert LEVELDIR [NR]" to command line batch commands
551 * re-converted Supaplex levels to apply latest engine fixes
552 * changed "use graphic/sound of element" to "use graphic of element"
553 due to compatibility problems with some levels ("bug machine" etc.)
556 * fixed bug with CE change replacing player with same or other player
559 * fixed bug with opaque font in envelope with background graphic when
560 background graphic is not transparent itself
563 * added "gravity on" and "gravity off" ports for Supaplex compatibility
564 * corrected original Supaplex level loading code to use these new ports
565 * also corrected Supaplex loader to auto-count infotrons if set to zero
568 * fixed bug with missing initialization of "modified" flag for GEs
571 * fixed bug that caused endless recursion loop when relocating player
572 * fixed tape recorder bug in "step mode" when using "pause before end"
573 * fixed tape recorder bug when changing from "warp forward" mode
576 * fixed bug with "when touching" for pushed elements at last position
579 * fixed bug that caused two activated toolbox buttons in level editor
580 * fixed bug with exploding dynabomb under player due to other explosion
583 * fixed bug with creating walkable custom element under player (again)
584 * fixed bug with not copying explosion type when copying CEs in editor
585 * fixed graphical bug when drawing player in setup menu (input devices)
586 * fixed graphical bug when the player is pushing an accessible element
587 * fixed bug with classic switchable elements triggering CE changes
588 * fixed bug with entering/leaving walkable element in RelocatePlayer()
589 * fixed crash bug when CE leaves behind the trigger player element
592 * fixed bug with broken tubes after placing/exploding dynamite in them
593 * fixed bug with exploding dynamite under player due to other explosion
594 * fixed bug with not resetting push delay under certain circumstances
597 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
598 * added network multiplayer code for Windows (thanks to Niko Böhm)
601 * added option "reachable despite gravity" for gravity movement
602 * changed gravity movement of most classic walkable and passable
603 elements back to "not reachable" (for compatibility reasons)
606 * fixed (removed) "indestructible" / "can explode" dependency in editor
607 * fixed (removed) "accessible inside" / "protected" dependency
608 * fixed (removed) "step mode" / "shield time" dependency
611 * fixed dynabombs exploding now into anything diggable
612 * fixed Supaplex style gravity movement into buggy base now impossible
613 * added pressing key "space" as valid action to select menu options
616 * added "replace when walkable" to relocate player to walkable element
617 * added "enter"/"leave" event for elements affected by relocation
618 * fixed "direct"/"indirect" change order also for "when change" event
619 * fixed graphical bug when pushing things from elements walkable inside
622 * fixed graphic bug when player is snapping while moving in old levels
623 * fixed bug when a moving custom element leaves a player element behind
624 * fixed bug with mole not disappearing when moving into acid pool
625 * fixed bug with incomplete path setting when using "--basepath" option
626 * moving CE can now leave walkable elements behind under the player
627 * when relocating, player can be set on walkable element now
628 * fixed another gravity movement bug
631 * uploaded pre-release (test) version 3.1.0-2 binary and source code
634 * added "collectible" and "removable" to extended replacement types
635 (where "removable" replaces "diggable" and "collectible" elements)
636 * added "collectible & throwable" (to throw element to the next field)
637 * fixed bug with CEs digging elements that are just about to explode
638 * changed mouse cursor now always being visible when game is paused
641 * added possibility to push/press accessible elements from a side that
643 * fixed bug with not setting actual date when appending to tape
646 * fixed bug with incorrectly initialized custom element editor graphics
649 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
650 - number of levels corrected from 18 to 17 in "levelinfo.conf"
653 * fixed bug with destroyed robot wheel still attracting robots forever
654 * fixed bug with time gate switch deactivating after robot wheel time
655 (while the time gate itself is not affected by this misbehaviour)
656 * changed behaviour of BD style amoeba to always get blocked by player
657 (before it was different when there were non-BD elements in level)
658 * fixed bug with player destroying indestructable elements with shield
661 * added option to make growing elements grow into anything diggable
662 (for the various amoeba types, biomaze and "game of life")
665 * fixed bug with movable elements not moving after left behind by CEs
666 * changed gravity movement to anything diggable, not only sand/base
667 * optionally allowing passing to walkable element, not only empty space
668 * added option "can pass to walkable element" for players
669 * finally fixed gravity movement (hopefully)
672 * fixed bug with movable elements not moving anymore after falling down
675 * fixed another bug with custom elements digging and leaving elements
676 * fixed bug with "along left/right side" and automatic start direction
677 * trigger elements now also displayed when "more custom" deactivated
678 * fixed bug with clipboard element initialized when loading new level
679 * added option "drop delay" to set delay before dropping next element
682 * uploaded pre-release (test) version 3.1.0-1 binary and source code
685 * added copy and paste functions for custom change pages
686 * enhanced graphical display and functionality of tape recorder
687 * fixed bug with custom elements digging and leaving elements
690 * added move speed faster than "very fast" for custom elements
691 * fixed bug with 3+3 style explosions and missing border content
692 * fixed little bug when copying custom elements in the editor
693 * enhanced custom element changes by more side trigger actions
696 * added option "no scrolling when relocating" for instant teleporting
697 * uploaded pre-release (test) version 3.1.0-0 binary and source code
700 * added trigger element and trigger player to use as target elements
701 * added copy and paste functions for custom and group elements
704 * fixed graphical bug when displaying explosion animations
705 * fixed bug when appending to tapes, resulting in broken tapes
706 * re-recorded a few tapes broken by fixing gravity checking bug
709 * "can move into acid" property now for all elements independently
710 * "can fall into acid" property for player stored in same bitfield now
711 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
712 * version number set to 3.1.0 (finally!)
715 * changed tape recording to only record input, not programmed actions
718 * fixed totally broken (every 8th frame skipped) step-by-step recording
719 * fixed bug with requester not displayed when quick-loading interrupted
720 * added option "can fall into acid (with gravity)" for players
721 * fixed bug with player not falling when snapping down with gravity
724 * fixed bug which messed up key config when using keypad number keys
727 * fixed bug which allowed moving upwards even when gravity was active
728 * fixed bug with missing error handling when dumping levels or tapes
731 * added different colored editor graphics for Supaplex gravity tubes
734 * fixed bug that allowed solvable tapes for unsolvable levels
737 * use unlimited number of droppable elements when "count" set to zero
738 * added option to use step limit instead of time limit for level
741 * added player and change page as trigger for custom element change
744 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
747 * fixed bug with dark yamyam changing to acid when moving over acid
748 * fixed handling of levels with more than 999 seconds level time
749 (example: level 76 of "Denmine")
752 * "spring push bug" reintroduced as configurable element property
753 * fixed bug with missing properties for "mole"
754 * fixed bug that showed up when fixing the above "mole" properties bug
755 * added option "can move into acid" for all movable elements
756 * fixed graphical bug for elements moving into acid
757 * changed event handling to handle all pending events before going on
760 * fixed bug which caused all CE change pages to be ignored which had
761 the same change event, but used a different element side
762 (reported by Simon Forsberg)
764 * fixed bug which caused elements that can move and fall and that are
765 transported by a conveyor belt to continue moving into that direction
766 after leaving the conveyor belt, regardless of their own movement
767 type; only elements which can not move are transported now
768 (reported by Simon Forsberg)
770 * fixed bug which could cause an array overflow in RelocatePlayer()
771 (reported by Niko Böhm)
773 * changed Emerald Mine style "passable / over" elements to "protected"
774 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
776 * added new option to select from which side a "walkable/passable"
777 element can be entered
780 * added explosion and ignition delay for elements that can explode
783 * fixed bug which caused player not being protected against enemies
784 when a CE was "walkable / inside" and was not "indestructible"
785 * added "walkable/passable" fields to be "protected/unprotected"
786 against enemies, even if not accessible "inside" but "over/under"
789 * corrected move pattern to 32 bit and initial move direction to 8 bit
792 * added second custom element base configuration page
795 * added some special EMC mappings to Emerald Mine level loader
796 (also covering previously unknown element in level 0 of "Bondmine 8")
799 * added option to block last field when player is moving (for Supaplex)
800 * adjusted push delay of Supaplex elements
801 * removed delays for envelopes etc. when replaying with maximum speed
802 * fixed bug when dropping element on a field that just changed to empty
805 * fixed bug: infotrons can now smash yellow disks
806 * fixed bug: when gravity active, port above player can now be entered
807 * removed "one white dot" mouse pointer which irritated some people
810 * added "choice type" for group element selection
813 * fixed bug with initial invulnerability of non-yellow player
816 * added level loader for loading native Supaplex packed levels
817 (including multi-part levels like the "splvls99" levels)
820 * fixed bug which allowed creating emeralds by escaping explosions
823 * custom elements can change (limited) or leave (unlimited) elements
824 * finally added multiple matches using group elements
825 * added shortcut to dump brush (type ":DB" in editor) for use in forum
828 * added new start movement type "previous" for continued CE movement
829 * added new start movement type "random" for random CE movement start
832 * added new element "sokoban_field_player" needed for Sokoban levels
833 (thanks to Ed Booker for pointing this out!)
836 * added elements that can be digged or left behind by custom elements
839 * added group elements for multiple matches and random element creation
842 * fixed some graphical errors displayed in old levels
845 * fixed wrong double speed movement after passing closing gates
848 * added level loader for loading native Emerald Mine levels
851 * changes for "shooting" style CE movement
854 * Happy New Year! ;-)
857 * changed default snap/drop keys from left/right Shift to Control keys
860 * fixed bug with dead player getting reanimated from custom element
863 * fixed bug with wrong penguin graphics (when entering exit)
866 * fixed bug with wrong "Murphy" graphics (when digging etc.)
869 * version number set to 3.0.9
872 * version 3.0.8 released
875 * added function checked_free()
878 * fixed bug with double nut cracking sound
879 (by eliminating "default element action sound" assignment in init.c)
882 * fixed crash when no music info files are available
885 * fixed boring and sleeping sounds
888 * added "maze runner" and "maze hunter" movement types
889 * added extended collision conditions for custom elements
892 * added warnings for undefined token values in artwork config files
895 * added menu entry for level set information to the info screen
898 * fixed bug with wrong default impact sound for colored emeralds
901 * added several sub-screens for the info screen
902 * menu text now also clickable (not only blue/red sphere left of it)
905 * added configurable "bored" and "sleeping" animations for the player
906 * added "awakening" sound for player when waking up after sleeping
909 * added "copy" and "exchange" functions for custom elements to editor
912 * added configurable element animations for info screen
915 * added configurable music credits for info screen
918 * finally fixed tape recording when player is created from CE change
921 * added "editorsetup.conf" for editor element list configuration
924 * added "musicinfo.conf" for menu and level music configuration
927 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
928 (that only showed up on Linux, but not on Windows systems)
931 * fixed turning movement of butterflies and fireflies (no frame reset)
932 * enhanced sniksnak turning movement (two steps instead of only one)
935 * version number set to 3.0.8
938 * version 3.0.7 released
941 * fixed reset of player animation frame when, for example,
942 walking, digging or collecting share the same animation
943 * fixed CE with "deadly when touching" exploding when touching amoeba
946 * fixed tape recording when player is created from CE element change
949 * introduced "turning..." action graphic for elements with move delay
950 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
951 * added turning animations for bug, spaceship and sniksnak
954 * prevent "extended" changed elements from delay change in same frame
957 * fixed bug when pushing element that can move away to the side
958 (like pushing falling elements, but now with moving elements)
961 * finally fixed serious bug in code for delayed element pushing (again)
964 * unavailable setup options now marked as "n/a" instead of "off"
965 * new boolean directive "latest_engine" for "levelinfo.conf": when set
966 to "true", levels are always played with the latest game engine,
967 which is desired for levels that are imported from other games; all
968 other levels are played with the engine version stored in level file
969 (which is normally the engine version the level was created with)
972 * fixed serious bug in code for delayed element pushing
973 * fixed little bug in animation frame selection for pushed elements
974 * speed-up of reading config file for verbose output
977 * added configuration option for opening and closing Supaplex exit
978 * added configuration option for moving up/down animation for Murphy
979 * fixed incorrectly displayed animation for attacking dragon
980 * fixed bug with not setting initial gravity for each new game
981 * fixed bug with teleportation of player by custom element change
982 * fixed bug with player not getting smashed by rock sometimes
985 * version number set to 3.0.7
988 * version 3.0.6 released
991 * added support for MP3 music for SDL version through SMPEG library
994 * fixed bug when initializing font graphic structure
995 * fixed bug with animation mode "pingpong" when using only 1 frame
996 * fixed bug with extended change target introduced in 3.0.5
997 * fixed bug where passing over moving element doubles player speed
998 * fixed bug with elements continuing to move into push direction
999 * fixed bug with duplicated player when dropping bomb with shield on
1000 * added "switching" event for custom elements ("pressing" only once)
1001 * fixed switching bug (resetting flag when not switching but not idle)
1004 * fixed element tokens for certain file elements with ".active" etc.
1007 * version number set to 3.0.6
1010 * version 3.0.5 released
1013 * now four envelope elements available
1014 * font, background, animation and sound for envelope now configurable
1015 * main menu doors opening/closing animation type now configurable
1018 * active/inactive sides configurable for custom element changes
1019 * new movement type "move when pushed" available for custom elements
1022 * fixed bug in multiple config pages loader code that caused crashes
1025 * enhanced (remaining low-resolution) Supaplex graphics
1028 * version number set to 3.0.5
1031 * version 3.0.4 released
1033 2003-09-12 src/tools.c
1034 * fixed bug in custom definition of crumbled element graphics
1036 2003-09-11 src/files.c
1037 * fixed bug in multiple config pages code that caused crashes
1040 * version number set to 3.0.4
1043 * version 3.0.3 released
1046 * added music to Supaplex classic level set
1048 2003-09-07 src/libgame/misc.c
1049 * added support for loading various music formats through SDL_mixer
1051 2003-09-06 (various source files)
1052 * fixed several nasty bugs that may have caused crashes on some systems
1053 * added envelope content which gets displayed when collecting envelope
1054 * added multiple change event pages for custom elements
1056 2003-08-24 src/game.c
1057 * fixed problem with player animation when snapping and moving
1059 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1060 * fixed problem with flickering when drawing toon animations
1062 2003-08-23 src/libgame/sdl.c
1063 * fixed problem with setting mouse cursor in SDL version in fullscreen
1065 2003-08-23 src/game.c
1066 * fixed bug (missing array boundary check) which could crash the game
1069 * version number set to 3.0.3
1072 * version 3.0.2 released
1074 2003-08-21 src/game.c
1075 * fixed bug with creating inaccessible elements at player position
1077 2003-08-20 src/init.c
1078 * fixed bug with not finding current level artwork directory
1080 2003-08-20 src/files.c
1081 * fixed bug with choosing wrong engine version when playing tapes
1082 * fixed bug with messing up custom element properties in 3.0.0 levels
1085 * version number set to 3.0.2
1088 * version 3.0.1 released
1090 2003-08-17 (no source files affected)
1091 * changed all "classic" PCX image files with 16 colors or less to
1092 256 color (8 bit) storage format, because the Allegro game library
1093 cannot handle PCX files with less than 256 colors (contributed
1094 graphics are not affected and might look wrong in the DOS version)
1096 2003-08-16 src/init.c
1097 * fixed bug which (for example) crashed the level editor when defining
1098 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1099 (only set to default) -- invalid graphics now set to default graphic
1101 2003-08-16 src/init.c
1102 * fixed graphical bug of player digging/collecting/snapping element
1103 when no corresponding graphic/animation is defined for this action,
1104 resulting in player being drawn as EL_EMPTY (which should only be
1105 done to elements being collected, but not to the player)
1107 2003-08-16 src/game.c
1108 * fixed small graphical bug of player not totally moving into exit
1110 2003-08-16 src/libgame/setup.c
1111 * fixed bug with wrong MS-DOS 8.3 filename conversion
1113 2003-08-16 src/tools.c
1114 * fixed bug with invisible mouse cursor when pressing ESC while playing
1116 2003-08-16 (various source files)
1117 * added another 128 custom elements (disabled in editor by default)
1119 2003-08-16 src/editor.c
1120 * fixed NULL string bug causing Solaris to crash in sprintf()
1122 2003-08-16 src/screen.c
1123 * fixed drawing over scrollbar on level selection with custom fonts
1125 2003-08-15 src/game.c
1126 * cleanup of simple sounds / loop sounds / music settings
1128 2003-08-08 (various source files)
1129 * added custom element property for dropping collected elements
1131 2003-08-08 src/conf_gfx.c
1132 * fixed bug with missing graphic for active red disk bomb
1134 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1135 * extended variable "level.gravity" to "level.initial_gravity" and
1136 "game.current_gravity" to prevent level setting from being changed
1137 by playing the level (keeping the runtime value after playing)
1139 * fixed graphics bug when digging element that has 'crumbled' graphic
1140 definition, but not 'diggable' graphic definition
1143 * version number set to 3.0.1
1146 * version 3.0.0 released
1149 * various bug fixes; among others:
1150 - fixed bug with pushing spring over empty space
1151 - fixed bug with leaving tube while placing dynamite
1152 - fixed bug with explosion of smashed penguins
1153 - allow Murphy player graphic in levels with non-Supaplex elements
1157 * I have forgotten to document changes for some time
1160 * pre-release version 2.2.0rc1 released
1163 * version number set to 2.1.2
1166 * version 2.1.1 released
1169 * version number set to 2.1.1
1172 * version 2.1.0 released
1175 * version number set to 2.1.0
1177 2002-04-03 to 2002-05-19 (various source files)
1178 * graphics, sounds and music now fully configurable
1179 * bug fixed that prevented walking through tubes when gravity on
1181 2002-04-02 src/events.c, src/editor.c
1182 * Make Escape key less aggressive when playing or when editing level.
1183 This can be configured as an option in the setup menu. (Default is
1184 "less aggressive" which means "ask user if something can be lost"
1185 when pressing the Escape key.)
1187 2002-04-02 src/screen.c
1188 * Added "graphics setup" screen.
1190 2002-04-01 src/screen.c
1191 * Changed "choose level" setup screen stuff to be more generic (to
1192 make it easier to add more "choose from generic tree" setup screens).
1194 2002-04-01 src/config.c, src/timestamp.h
1195 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1196 automatically gets created by "src/Makefile" and contains an actual
1197 compile-time timestamp to identify development versions of the game).
1199 2002-03-31 src/tape.c, src/events.c
1200 * Added quick game/tape save/load functions to tape stuff which can be
1201 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1202 loads previously recorded tape and directly goes into recording mode
1203 from the end of the tape (therefore appending to the tape).
1205 2002-03-31 src/tape.c
1206 * Added "index mark" function to tape recorder. When playing or
1207 recording, "eject" button changes to "index" button. Setting index
1208 mark is not yet implemented, but pressing index button when playing
1209 allows very quick advancing to end of tape (when normal playing),
1210 very fast forward mode (when playing with normal fast forward) or
1211 very fast reaching of "pause before end of tape" (when playing with
1212 "pause before end" playing mode).
1214 2002-03-30 src/cartoons.c
1215 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1217 2002-03-29 src/screen.c
1218 * Changed setup screen stuff to be more generic (to make it easier
1219 to add more setup screens).
1221 2002-03-23 src/main.c, src/main.h
1222 * Various changes due to the introduction of the new libgame files
1223 "setup.c" and "joystick.c".
1225 2002-03-23 src/files.c
1226 * Generic parts of "src/files.c" (mainly setup and level directory
1227 stuff) moved to new libgame file "src/libgame/setup.c".
1229 2002-03-23 src/joystick.c
1230 * File "src/joystick.c" moved to libgame source tree, with
1231 correspondig changes.
1233 2002-03-22 src/screens.c
1234 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1235 (Wrong level series information displayed when entering main group.)
1237 2002-03-22 src/editor.c
1238 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1240 2002-03-22 src/editor.c
1241 * Changed behaviour of "Escape" key in level editor to be more
1242 intuitive: When in "Element Properties" or "Level Info" mode,
1243 return to "Drawing Mode" instead of leaving the level editor.
1245 2002-03-21 src/game.c, src/editor.c, src/files.c
1246 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1247 gems (emeralds, diamonds, ...) slipping down from normal wall,
1248 steel wall and growing wall (as in E.M.C. style levels). Although
1249 the behaviour of contributed and private levels wasn't changed (due
1250 to the use of "level.game_version"; see previous entry), editing
1251 those levels will (of course) change the behaviour accordingly.
1253 This change seems a bit too hard after thinking about it, because
1254 the EM style behaviour is not the "expected" behaviour (gems would
1255 normally only slip down from "rounded" walls). Therefore this was
1256 now changed to an element property for gem style elements, with the
1257 default setting "off" (which means: no special EM style behaviour).
1258 To fix older converted levels, this flag is set to "on" for pre-2.0
1259 levels that are neither contributed nor private levels.
1261 2002-03-20 src/files.h
1262 * Corrected settings for "level.game_version" depending of level type.
1263 (Contributed and private levels always get played with game engine
1264 version they were created with, while converted levels always get
1265 played with the most recent version of the game engine, to let new
1266 corrections of the emulation behaviour take effect.)
1268 2002-03-20 src/main.h
1269 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1270 compiling the SDL version on some systems.
1271 Thanks to the several people who pointed this out.
1274 * Version number set to 2.0.2.
1277 * Version 2.0.1 released.
1279 2002-03-18 src/screens.c
1280 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1282 2002-03-18 src/files.c [src/libgame/misc.c]
1283 * Moved some common functions from src/files.c to src/libgame/misc.c.
1285 2002-03-18 src/files.c [src/libgame/misc.c]
1286 * Changed permissions for new directories and saved files (especially
1287 score files) according to suggestions of Debian users and mantainers.
1288 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1290 2002-03-17 src/files.c
1291 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1292 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1293 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1294 for levels and "TAPE" for tapes). Old "cookie" style format is
1295 still supported for reading. New level and tape files are written
1298 * New IFF chunk "VERS" contains version numbers for file and game
1299 (where "game version" is the version of the program that wrote the
1300 file, and "file version" is a version number to distinguish files
1301 with different format, for example after adding new features).
1303 2002-03-15 src/screen.c
1304 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1305 (Before, you heard a mixture of the in-game music and the
1306 hall-of-fame music.)
1308 2002-03-14 src/events.c
1309 * Function "DumpTape()" (files.c) now available by pressing 't' from
1310 main menu (when in DEBUG mode).
1312 2002-03-14 src/game.c
1313 * "GameWon()": When game was won playing a tape, now there is no delay
1314 raising the score and no corresponding sound is played.
1316 2002-03-14 src/files.c
1317 * Changed "LoadTape()" for real chunk support and also adjusted
1318 "SaveTape()" accordingly.
1320 2002-03-14 src/game.c, src/tape.c, src/files.c
1321 * Important changes to tape format: The old tape format stored all
1322 actions with a real effect with a corresponding delay between the
1323 stored actions. This had some major disadvantages (for example,
1324 push delays had to be ignored, pressing a button for some seconds
1325 mutated to several single button presses because of the non-action
1326 delays between two action frames etc.). The new tape format just
1327 stupidly records all device actions and replays them later. I really
1328 don't know why I haven't solved it that way before?! Old-style tapes
1329 (with tape file version less than 2.0) get converted to the new
1330 format on-the-fly when loading and can therefore still be played;
1331 only some minor parts of the old-style tape handling code was needed.
1332 (A perfect conversion is not possible, because there is information
1333 missing about the device actions between two action frames.)
1335 2002-03-14 src/files.c
1336 * New function "DumpTape()" to dump the contents of the current tape
1337 in a human readable format.
1339 2002-03-14 src/game.c
1340 * Small tape bug fixed: When automatically advancing to next level
1341 after a game was won, the tape from the previous level still was
1342 loaded as a tape for the new level.
1344 2002-03-14 src/tape.c
1345 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1346 tape, cartoons did not get completely removed because
1347 StopAnimation() was not called.
1349 2002-03-13 src/files.c
1350 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1351 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1352 size even when using 16-bit elements). Added new chunk "CNT2" for
1353 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1354 chunk even when content was 16-bit element). "CNT2" should now be
1355 able to store content for arbitrary elements (up to eight blocks of
1356 3 x 3 element arrays). All "CNT2" elements will always be stored as
1357 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1359 2002-03-13 src/files.c
1360 * Changed "LoadLevel()" for real chunk support.
1362 2002-03-12 src/game.c
1363 * Fixed problem (introduced after 2.0.0 release) with penguins
1364 not getting killed by enemies
1366 2002-02-24 src/game.c, src/main.h
1367 * Added "player->is_moving"; now "player->last_move_dir" does
1368 not contain any information if the player is just moving at
1370 Before, "player->last_move_dir" was misused for this purpose
1371 for the robot stuff (robots don't kill players when they are
1372 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1373 broke tapes when walking through pipes!
1374 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1375 in a continuous movement. This fact is ignored for friends and