2 * fixed major bug which prevented private levels from being edited
5 * fixed graphical bug with player animation when player moves slowly
8 * fixed bug which prevented "global.num_toons: 0" from working
11 * major code cleanup (removed all these annoying "#if 0" blocks)
14 * added custom element actions for CE change page in level editor
17 * fixed music initialization bug in init.c (thanks to David Binderman)
18 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
19 (this bug must probably be fixed at other places, too)
22 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
23 (should be '#include <SDL.h>' instead)
26 * fixed bug which prevented "walkable from no direction" from working
27 (due to compatibility code overwriting this setting after loading)
30 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
33 * version number temporarily set to 3.1.1 (intermediate bugfix release)
34 * version 3.1.1 released
37 * changed some va_arg() arguments from 'long' to 'int', fixing problems
38 on 64-bit architecture systems with LP64 data model
41 * fixed bug with bombs not exploding when hitting the last level line
42 (introduced after the release of 3.1.0)
45 * added support for dumping small-sized level sketches from editor
48 * added recognition of "trigger element" for "change digged element to"
49 (this is not really what the "trigger element" was made for, but its
50 use may seem obvious for leaving back digged elements unchanged)
53 * fixed multiple warnings about failed joystick device initialization
56 * fixed bug with dynamite dropped on top of just dropped custom element
57 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
58 dynamite can still be dropped, but drop key must be released before
61 * fixed bug with wrong start directory when started from file browser
62 (due to this bug, R'n'D could not be started from KDE's Konqueror)
65 * fixed bug causing "change when impact" on player not working
66 * fixed wrong priority of "hitting something" over "hitting <element>"
67 * fixed wrong priority of "hit by something" over "hit by <element>"
70 * fixed graphical bug which caused the player (being Murphy) to show
71 collecting animations although the element was collected by penguin
74 * fixed two bugs causing wrong door background graphics in system.c
75 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
78 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
79 * added "no direction" to "walkable/passable from" selectbox options
82 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
83 * in tape autoplay, not only report broken, but also missing tapes
86 * uploaded pre-release (test) version 3.2.0-2 binary and source code
89 * fixed small bug with "linear" animation not working for active lamp
92 * fixed bug with moving up despite gravity due to "block last field"
93 * fixed small bug with wrong draw offset when typing name in main menu
94 * when reading user names from "passwd", ignore data after first comma
95 * when creating new "levelinfo.conf", only write some selected entries
98 * fixed displaying "imported from/by" on preview with empty string
99 * fixed ignoring draw offset for fonts used for level preview texts
102 * fixed a delay problem with SDL and too many mouse motion events
103 * added setup option "skip levels" and level skipping functionality
106 * added move speed "not moving" for non-moving CEs, but with direction
109 * fixed mapping of obsolete element token names in "editorsetup.conf"
110 * fixed bug with sound "acid.splashing" treated as a loop sound
111 * fixed some little sound bugs in native EM engine
114 * fixed small bug when dragging scrollbars to end positions
117 * added editor element descriptions written by Aaron Davidson
120 * improved fallback handling when configured artwork is not available
121 (now using default artwork instead of exiting when files not found)
124 * fixed bug on level selection screen when dragging scrollbar
127 * fixed bug which caused broken tapes when appending to EM engine tapes
130 * uploaded pre-release (test) version 3.2.0-1 binary and source code
133 * added code to replace changed artwork config tokens with other tokens
134 (needed for backwards compatibility, so that older tokens still work)
137 * added native R'n'D graphics for some new EMC elements in EM engine
140 * fixed some bugs in the EM engine integration code
141 * changed EM engine code to allow diagonal movement
142 * changed EM engine code to allow use of separate snap and drop keys
145 * fixed some redraw bugs when using EM engine
148 * fixed bug with not converting RND levels which are set to use native
149 engine to native level structure when loading
152 * uploaded pre-release (test) version 3.2.0-0 binary and source code
155 * version number set to 3.2.0
158 * level data now reset to defaults after attempt to load invalid file
161 * added use of "editorsetup.conf" for different level sets
164 * added auto-detection for various types of Emerald Mine level files
167 * fixed bug with scrollbars getting too small when list is very large
170 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
173 * added most level editor configuration gadgets for new EMC elements
176 * added more element and graphic definitions for new EMC elements
179 * modified native EM engine to use integrated R'n'D sound system
182 * added SDL support to graphics functions in native EM engine
183 (by always using generic libgame interface functions)
186 * fixed bug in frame synchronization in native EM engine
189 * added code to convert levels between R'n'D and native EM engine
192 * new Emerald Mine engine can now play levels selected in main menu
195 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
196 (which creates scaled down graphics for level editor and preview);
197 there's still a memory leak somewhere in the artwork handling code
198 * added "scale image up" functionality to X11 version of zoom function
201 * first attempts to integrate new, native Emerald Mine Club engine
204 * fixed bug in gadget code which caused reset of CEs in level editor
205 (example: pressing 'b' [grab brush] on CE config page erased values)
206 (solution: check if gadgets in ClickOnGadget() are really mapped)
207 * improved level change detection in editor (settings now also checked)
208 * fixed bug with "can move into acid" and "don't collide with" state
211 * fixed maze runner style CEs to use the configured move delay value
214 * added Aaron Davidson's tutorial level set to the "Tutorials" section
217 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
218 * fixed the above fix because it broke level set "machine" (*sigh*)
219 * fixed random element placement in level editor to work as expected
220 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
223 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
226 * fixed bug (missing array boundary check) which caused broken tapes
227 * fixed bug (when loading level template) which caused broken levels
228 * fixed bug with new block last field code when using non-yellow player
231 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
232 * internal change of how the player blocks the last field when moving
233 * fixed blocking delay of last field for EM and SP style block delay
234 * fixed bug where the player had to wait for the usual move delay after
235 unsuccessfully trying to move, when he directly could move after that
236 * the last two changes should make original Supaplex level 93 solvable
237 * improved use of random number generator to make it less predictable
238 * fixed behaviour of slippery SP elements to let slip left, then right
241 * fixed bug with wrong door state after trying to quickload empty tape
242 * fixed waste of static memory usage of the binary, making it smaller
243 * fixed very little graphical bug in Supaplex explosion
246 * version number set to 3.1.1
249 * version 3.1.0 released
252 * fixed bug with crash when writing user levelinfo.conf the first time
255 * added option "convert LEVELDIR [NR]" to command line batch commands
256 * re-converted Supaplex levels to apply latest engine fixes
257 * changed "use graphic/sound of element" to "use graphic of element"
258 due to compatibility problems with some levels ("bug machine" etc.)
261 * fixed bug with CE change replacing player with same or other player
264 * fixed bug with opaque font in envelope with background graphic when
265 background graphic is not transparent itself
268 * added "gravity on" and "gravity off" ports for Supaplex compatibility
269 * corrected original Supaplex level loading code to use these new ports
270 * also corrected Supaplex loader to auto-count infotrons if set to zero
273 * fixed bug with missing initialization of "modified" flag for GEs
276 * fixed bug that caused endless recursion loop when relocating player
277 * fixed tape recorder bug in "step mode" when using "pause before end"
278 * fixed tape recorder bug when changing from "warp forward" mode
281 * fixed bug with "when touching" for pushed elements at last position
284 * fixed bug that caused two activated toolbox buttons in level editor
285 * fixed bug with exploding dynabomb under player due to other explosion
288 * fixed bug with creating walkable custom element under player (again)
289 * fixed bug with not copying explosion type when copying CEs in editor
290 * fixed graphical bug when drawing player in setup menu (input devices)
291 * fixed graphical bug when the player is pushing an accessible element
292 * fixed bug with classic switchable elements triggering CE changes
293 * fixed bug with entering/leaving walkable element in RelocatePlayer()
294 * fixed crash bug when CE leaves behind the trigger player element
297 * fixed bug with broken tubes after placing/exploding dynamite in them
298 * fixed bug with exploding dynamite under player due to other explosion
299 * fixed bug with not resetting push delay under certain circumstances
302 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
303 * added network multiplayer code for Windows (thanks to Niko Böhm)
306 * added option "reachable despite gravity" for gravity movement
307 * changed gravity movement of most classic walkable and passable
308 elements back to "not reachable" (for compatibility reasons)
311 * fixed (removed) "indestructible" / "can explode" dependency in editor
312 * fixed (removed) "accessible inside" / "protected" dependency
313 * fixed (removed) "step mode" / "shield time" dependency
316 * fixed dynabombs exploding now into anything diggable
317 * fixed Supaplex style gravity movement into buggy base now impossible
318 * added pressing key "space" as valid action to select menu options
321 * added "replace when walkable" to relocate player to walkable element
322 * added "enter"/"leave" event for elements affected by relocation
323 * fixed "direct"/"indirect" change order also for "when change" event
324 * fixed graphical bug when pushing things from elements walkable inside
327 * fixed graphic bug when player is snapping while moving in old levels
328 * fixed bug when a moving custom element leaves a player element behind
329 * fixed bug with mole not disappearing when moving into acid pool
330 * fixed bug with incomplete path setting when using "--basepath" option
331 * moving CE can now leave walkable elements behind under the player
332 * when relocating, player can be set on walkable element now
333 * fixed another gravity movement bug
336 * uploaded pre-release (test) version 3.1.0-2 binary and source code
339 * added "collectible" and "removable" to extended replacement types
340 (where "removable" replaces "diggable" and "collectible" elements)
341 * added "collectible & throwable" (to throw element to the next field)
342 * fixed bug with CEs digging elements that are just about to explode
343 * changed mouse cursor now always being visible when game is paused
346 * added possibility to push/press accessible elements from a side that
348 * fixed bug with not setting actual date when appending to tape
351 * fixed bug with incorrectly initialized custom element editor graphics
354 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
355 - number of levels corrected from 18 to 17 in "levelinfo.conf"
358 * fixed bug with destroyed robot wheel still attracting robots forever
359 * fixed bug with time gate switch deactivating after robot wheel time
360 (while the time gate itself is not affected by this misbehaviour)
361 * changed behaviour of BD style amoeba to always get blocked by player
362 (before it was different when there were non-BD elements in level)
363 * fixed bug with player destroying indestructable elements with shield
366 * added option to make growing elements grow into anything diggable
367 (for the various amoeba types, biomaze and "game of life")
370 * fixed bug with movable elements not moving after left behind by CEs
371 * changed gravity movement to anything diggable, not only sand/base
372 * optionally allowing passing to walkable element, not only empty space
373 * added option "can pass to walkable element" for players
374 * finally fixed gravity movement (hopefully)
377 * fixed bug with movable elements not moving anymore after falling down
380 * fixed another bug with custom elements digging and leaving elements
381 * fixed bug with "along left/right side" and automatic start direction
382 * trigger elements now also displayed when "more custom" deactivated
383 * fixed bug with clipboard element initialized when loading new level
384 * added option "drop delay" to set delay before dropping next element
387 * uploaded pre-release (test) version 3.1.0-1 binary and source code
390 * added copy and paste functions for custom change pages
391 * enhanced graphical display and functionality of tape recorder
392 * fixed bug with custom elements digging and leaving elements
395 * added move speed faster than "very fast" for custom elements
396 * fixed bug with 3+3 style explosions and missing border content
397 * fixed little bug when copying custom elements in the editor
398 * enhanced custom element changes by more side trigger actions
401 * added option "no scrolling when relocating" for instant teleporting
402 * uploaded pre-release (test) version 3.1.0-0 binary and source code
405 * added trigger element and trigger player to use as target elements
406 * added copy and paste functions for custom and group elements
409 * fixed graphical bug when displaying explosion animations
410 * fixed bug when appending to tapes, resulting in broken tapes
411 * re-recorded a few tapes broken by fixing gravity checking bug
414 * "can move into acid" property now for all elements independently
415 * "can fall into acid" property for player stored in same bitfield now
416 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
417 * version number set to 3.1.0 (finally!)
420 * changed tape recording to only record input, not programmed actions
423 * fixed totally broken (every 8th frame skipped) step-by-step recording
424 * fixed bug with requester not displayed when quick-loading interrupted
425 * added option "can fall into acid (with gravity)" for players
426 * fixed bug with player not falling when snapping down with gravity
429 * fixed bug which messed up key config when using keypad number keys
432 * fixed bug which allowed moving upwards even when gravity was active
433 * fixed bug with missing error handling when dumping levels or tapes
436 * added different colored editor graphics for Supaplex gravity tubes
439 * fixed bug that allowed solvable tapes for unsolvable levels
442 * use unlimited number of droppable elements when "count" set to zero
443 * added option to use step limit instead of time limit for level
446 * added player and change page as trigger for custom element change
449 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
452 * fixed bug with dark yamyam changing to acid when moving over acid
453 * fixed handling of levels with more than 999 seconds level time
454 (example: level 76 of "Denmine")
457 * "spring push bug" reintroduced as configurable element property
458 * fixed bug with missing properties for "mole"
459 * fixed bug that showed up when fixing the above "mole" properties bug
460 * added option "can move into acid" for all movable elements
461 * fixed graphical bug for elements moving into acid
462 * changed event handling to handle all pending events before going on
465 * fixed bug which caused all CE change pages to be ignored which had
466 the same change event, but used a different element side
467 (reported by Simon Forsberg)
469 * fixed bug which caused elements that can move and fall and that are
470 transported by a conveyor belt to continue moving into that direction
471 after leaving the conveyor belt, regardless of their own movement
472 type; only elements which can not move are transported now
473 (reported by Simon Forsberg)
475 * fixed bug which could cause an array overflow in RelocatePlayer()
476 (reported by Niko Böhm)
478 * changed Emerald Mine style "passable / over" elements to "protected"
479 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
481 * added new option to select from which side a "walkable/passable"
482 element can be entered
485 * added explosion and ignition delay for elements that can explode
488 * fixed bug which caused player not being protected against enemies
489 when a CE was "walkable / inside" and was not "indestructible"
490 * added "walkable/passable" fields to be "protected/unprotected"
491 against enemies, even if not accessible "inside" but "over/under"
494 * corrected move pattern to 32 bit and initial move direction to 8 bit
497 * added second custom element base configuration page
500 * added some special EMC mappings to Emerald Mine level loader
501 (also covering previously unknown element in level 0 of "Bondmine 8")
504 * added option to block last field when player is moving (for Supaplex)
505 * adjusted push delay of Supaplex elements
506 * removed delays for envelopes etc. when replaying with maximum speed
507 * fixed bug when dropping element on a field that just changed to empty
510 * fixed bug: infotrons can now smash yellow disks
511 * fixed bug: when gravity active, port above player can now be entered
512 * removed "one white dot" mouse pointer which irritated some people
515 * added "choice type" for group element selection
518 * fixed bug with initial invulnerability of non-yellow player
521 * added level loader for loading native Supaplex packed levels
522 (including multi-part levels like the "splvls99" levels)
525 * fixed bug which allowed creating emeralds by escaping explosions
528 * custom elements can change (limited) or leave (unlimited) elements
529 * finally added multiple matches using group elements
530 * added shortcut to dump brush (type ":DB" in editor) for use in forum
533 * added new start movement type "previous" for continued CE movement
534 * added new start movement type "random" for random CE movement start
537 * added new element "sokoban_field_player" needed for Sokoban levels
538 (thanks to Ed Booker for pointing this out!)
541 * added elements that can be digged or left behind by custom elements
544 * added group elements for multiple matches and random element creation
547 * fixed some graphical errors displayed in old levels
550 * fixed wrong double speed movement after passing closing gates
553 * added level loader for loading native Emerald Mine levels
556 * changes for "shooting" style CE movement
559 * Happy New Year! ;-)
562 * changed default snap/drop keys from left/right Shift to Control keys
565 * fixed bug with dead player getting reanimated from custom element
568 * fixed bug with wrong penguin graphics (when entering exit)
571 * fixed bug with wrong "Murphy" graphics (when digging etc.)
574 * version number set to 3.0.9
577 * version 3.0.8 released
580 * added function checked_free()
583 * fixed bug with double nut cracking sound
584 (by eliminating "default element action sound" assignment in init.c)
587 * fixed crash when no music info files are available
590 * fixed boring and sleeping sounds
593 * added "maze runner" and "maze hunter" movement types
594 * added extended collision conditions for custom elements
597 * added warnings for undefined token values in artwork config files
600 * added menu entry for level set information to the info screen
603 * fixed bug with wrong default impact sound for colored emeralds
606 * added several sub-screens for the info screen
607 * menu text now also clickable (not only blue/red sphere left of it)
610 * added configurable "bored" and "sleeping" animations for the player
611 * added "awakening" sound for player when waking up after sleeping
614 * added "copy" and "exchange" functions for custom elements to editor
617 * added configurable element animations for info screen
620 * added configurable music credits for info screen
623 * finally fixed tape recording when player is created from CE change
626 * added "editorsetup.conf" for editor element list configuration
629 * added "musicinfo.conf" for menu and level music configuration
632 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
633 (that only showed up on Linux, but not on Windows systems)
636 * fixed turning movement of butterflies and fireflies (no frame reset)
637 * enhanced sniksnak turning movement (two steps instead of only one)
640 * version number set to 3.0.8
643 * version 3.0.7 released
646 * fixed reset of player animation frame when, for example,
647 walking, digging or collecting share the same animation
648 * fixed CE with "deadly when touching" exploding when touching amoeba
651 * fixed tape recording when player is created from CE element change
654 * introduced "turning..." action graphic for elements with move delay
655 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
656 * added turning animations for bug, spaceship and sniksnak
659 * prevent "extended" changed elements from delay change in same frame
662 * fixed bug when pushing element that can move away to the side
663 (like pushing falling elements, but now with moving elements)
666 * finally fixed serious bug in code for delayed element pushing (again)
669 * unavailable setup options now marked as "n/a" instead of "off"
670 * new boolean directive "latest_engine" for "levelinfo.conf": when set
671 to "true", levels are always played with the latest game engine,
672 which is desired for levels that are imported from other games; all
673 other levels are played with the engine version stored in level file
674 (which is normally the engine version the level was created with)
677 * fixed serious bug in code for delayed element pushing
678 * fixed little bug in animation frame selection for pushed elements
679 * speed-up of reading config file for verbose output
682 * added configuration option for opening and closing Supaplex exit
683 * added configuration option for moving up/down animation for Murphy
684 * fixed incorrectly displayed animation for attacking dragon
685 * fixed bug with not setting initial gravity for each new game
686 * fixed bug with teleportation of player by custom element change
687 * fixed bug with player not getting smashed by rock sometimes
690 * version number set to 3.0.7
693 * version 3.0.6 released
696 * added support for MP3 music for SDL version through SMPEG library
699 * fixed bug when initializing font graphic structure
700 * fixed bug with animation mode "pingpong" when using only 1 frame
701 * fixed bug with extended change target introduced in 3.0.5
702 * fixed bug where passing over moving element doubles player speed
703 * fixed bug with elements continuing to move into push direction
704 * fixed bug with duplicated player when dropping bomb with shield on
705 * added "switching" event for custom elements ("pressing" only once)
706 * fixed switching bug (resetting flag when not switching but not idle)
709 * fixed element tokens for certain file elements with ".active" etc.
712 * version number set to 3.0.6
715 * version 3.0.5 released
718 * now four envelope elements available
719 * font, background, animation and sound for envelope now configurable
720 * main menu doors opening/closing animation type now configurable
723 * active/inactive sides configurable for custom element changes
724 * new movement type "move when pushed" available for custom elements
727 * fixed bug in multiple config pages loader code that caused crashes
730 * enhanced (remaining low-resolution) Supaplex graphics
733 * version number set to 3.0.5
736 * version 3.0.4 released
738 2003-09-12 src/tools.c
739 * fixed bug in custom definition of crumbled element graphics
741 2003-09-11 src/files.c
742 * fixed bug in multiple config pages code that caused crashes
745 * version number set to 3.0.4
748 * version 3.0.3 released
751 * added music to Supaplex classic level set
753 2003-09-07 src/libgame/misc.c
754 * added support for loading various music formats through SDL_mixer
756 2003-09-06 (various source files)
757 * fixed several nasty bugs that may have caused crashes on some systems
758 * added envelope content which gets displayed when collecting envelope
759 * added multiple change event pages for custom elements
761 2003-08-24 src/game.c
762 * fixed problem with player animation when snapping and moving
764 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
765 * fixed problem with flickering when drawing toon animations
767 2003-08-23 src/libgame/sdl.c
768 * fixed problem with setting mouse cursor in SDL version in fullscreen
770 2003-08-23 src/game.c
771 * fixed bug (missing array boundary check) which could crash the game
774 * version number set to 3.0.3
777 * version 3.0.2 released
779 2003-08-21 src/game.c
780 * fixed bug with creating inaccessible elements at player position
782 2003-08-20 src/init.c
783 * fixed bug with not finding current level artwork directory
785 2003-08-20 src/files.c
786 * fixed bug with choosing wrong engine version when playing tapes
787 * fixed bug with messing up custom element properties in 3.0.0 levels
790 * version number set to 3.0.2
793 * version 3.0.1 released
795 2003-08-17 (no source files affected)
796 * changed all "classic" PCX image files with 16 colors or less to
797 256 color (8 bit) storage format, because the Allegro game library
798 cannot handle PCX files with less than 256 colors (contributed
799 graphics are not affected and might look wrong in the DOS version)
801 2003-08-16 src/init.c
802 * fixed bug which (for example) crashed the level editor when defining
803 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
804 (only set to default) -- invalid graphics now set to default graphic
806 2003-08-16 src/init.c
807 * fixed graphical bug of player digging/collecting/snapping element
808 when no corresponding graphic/animation is defined for this action,
809 resulting in player being drawn as EL_EMPTY (which should only be
810 done to elements being collected, but not to the player)
812 2003-08-16 src/game.c
813 * fixed small graphical bug of player not totally moving into exit
815 2003-08-16 src/libgame/setup.c
816 * fixed bug with wrong MS-DOS 8.3 filename conversion
818 2003-08-16 src/tools.c
819 * fixed bug with invisible mouse cursor when pressing ESC while playing
821 2003-08-16 (various source files)
822 * added another 128 custom elements (disabled in editor by default)
824 2003-08-16 src/editor.c
825 * fixed NULL string bug causing Solaris to crash in sprintf()
827 2003-08-16 src/screen.c
828 * fixed drawing over scrollbar on level selection with custom fonts
830 2003-08-15 src/game.c
831 * cleanup of simple sounds / loop sounds / music settings
833 2003-08-08 (various source files)
834 * added custom element property for dropping collected elements
836 2003-08-08 src/conf_gfx.c
837 * fixed bug with missing graphic for active red disk bomb
839 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
840 * extended variable "level.gravity" to "level.initial_gravity" and
841 "game.current_gravity" to prevent level setting from being changed
842 by playing the level (keeping the runtime value after playing)
844 * fixed graphics bug when digging element that has 'crumbled' graphic
845 definition, but not 'diggable' graphic definition
848 * version number set to 3.0.1
851 * version 3.0.0 released
854 * various bug fixes; among others:
855 - fixed bug with pushing spring over empty space
856 - fixed bug with leaving tube while placing dynamite
857 - fixed bug with explosion of smashed penguins
858 - allow Murphy player graphic in levels with non-Supaplex elements
862 * I have forgotten to document changes for some time
865 * pre-release version 2.2.0rc1 released
868 * version number set to 2.1.2
871 * version 2.1.1 released
874 * version number set to 2.1.1
877 * version 2.1.0 released
880 * version number set to 2.1.0
882 2002-04-03 to 2002-05-19 (various source files)
883 * graphics, sounds and music now fully configurable
884 * bug fixed that prevented walking through tubes when gravity on
886 2002-04-02 src/events.c, src/editor.c
887 * Make Escape key less aggressive when playing or when editing level.
888 This can be configured as an option in the setup menu. (Default is
889 "less aggressive" which means "ask user if something can be lost"
890 when pressing the Escape key.)
892 2002-04-02 src/screen.c
893 * Added "graphics setup" screen.
895 2002-04-01 src/screen.c
896 * Changed "choose level" setup screen stuff to be more generic (to
897 make it easier to add more "choose from generic tree" setup screens).
899 2002-04-01 src/config.c, src/timestamp.h
900 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
901 automatically gets created by "src/Makefile" and contains an actual
902 compile-time timestamp to identify development versions of the game).
904 2002-03-31 src/tape.c, src/events.c
905 * Added quick game/tape save/load functions to tape stuff which can be
906 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
907 loads previously recorded tape and directly goes into recording mode
908 from the end of the tape (therefore appending to the tape).
910 2002-03-31 src/tape.c
911 * Added "index mark" function to tape recorder. When playing or
912 recording, "eject" button changes to "index" button. Setting index
913 mark is not yet implemented, but pressing index button when playing
914 allows very quick advancing to end of tape (when normal playing),
915 very fast forward mode (when playing with normal fast forward) or
916 very fast reaching of "pause before end of tape" (when playing with
917 "pause before end" playing mode).
919 2002-03-30 src/cartoons.c
920 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
922 2002-03-29 src/screen.c
923 * Changed setup screen stuff to be more generic (to make it easier
924 to add more setup screens).
926 2002-03-23 src/main.c, src/main.h
927 * Various changes due to the introduction of the new libgame files
928 "setup.c" and "joystick.c".
930 2002-03-23 src/files.c
931 * Generic parts of "src/files.c" (mainly setup and level directory
932 stuff) moved to new libgame file "src/libgame/setup.c".
934 2002-03-23 src/joystick.c
935 * File "src/joystick.c" moved to libgame source tree, with
936 correspondig changes.
938 2002-03-22 src/screens.c
939 * "HandleChooseLevel()": Another bug in level series navigation fixed.
940 (Wrong level series information displayed when entering main group.)
942 2002-03-22 src/editor.c
943 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
945 2002-03-22 src/editor.c
946 * Changed behaviour of "Escape" key in level editor to be more
947 intuitive: When in "Element Properties" or "Level Info" mode,
948 return to "Drawing Mode" instead of leaving the level editor.
950 2002-03-21 src/game.c, src/editor.c, src/files.c
951 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
952 gems (emeralds, diamonds, ...) slipping down from normal wall,
953 steel wall and growing wall (as in E.M.C. style levels). Although
954 the behaviour of contributed and private levels wasn't changed (due
955 to the use of "level.game_version"; see previous entry), editing
956 those levels will (of course) change the behaviour accordingly.
958 This change seems a bit too hard after thinking about it, because
959 the EM style behaviour is not the "expected" behaviour (gems would
960 normally only slip down from "rounded" walls). Therefore this was
961 now changed to an element property for gem style elements, with the
962 default setting "off" (which means: no special EM style behaviour).
963 To fix older converted levels, this flag is set to "on" for pre-2.0
964 levels that are neither contributed nor private levels.
966 2002-03-20 src/files.h
967 * Corrected settings for "level.game_version" depending of level type.
968 (Contributed and private levels always get played with game engine
969 version they were created with, while converted levels always get
970 played with the most recent version of the game engine, to let new
971 corrections of the emulation behaviour take effect.)
973 2002-03-20 src/main.h
974 * Added "#include <time.h>". This seems to be needed by "tape.c" for
975 compiling the SDL version on some systems.
976 Thanks to the several people who pointed this out.
979 * Version number set to 2.0.2.
982 * Version 2.0.1 released.
984 2002-03-18 src/screens.c
985 * "HandleChooseLevel()": Small bug in level series navigation fixed.
987 2002-03-18 src/files.c [src/libgame/misc.c]
988 * Moved some common functions from src/files.c to src/libgame/misc.c.
990 2002-03-18 src/files.c [src/libgame/misc.c]
991 * Changed permissions for new directories and saved files (especially
992 score files) according to suggestions of Debian users and mantainers.
993 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
995 2002-03-17 src/files.c
996 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
997 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
998 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
999 for levels and "TAPE" for tapes). Old "cookie" style format is
1000 still supported for reading. New level and tape files are written
1003 * New IFF chunk "VERS" contains version numbers for file and game
1004 (where "game version" is the version of the program that wrote the
1005 file, and "file version" is a version number to distinguish files
1006 with different format, for example after adding new features).
1008 2002-03-15 src/screen.c
1009 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1010 (Before, you heard a mixture of the in-game music and the
1011 hall-of-fame music.)
1013 2002-03-14 src/events.c
1014 * Function "DumpTape()" (files.c) now available by pressing 't' from
1015 main menu (when in DEBUG mode).
1017 2002-03-14 src/game.c
1018 * "GameWon()": When game was won playing a tape, now there is no delay
1019 raising the score and no corresponding sound is played.
1021 2002-03-14 src/files.c
1022 * Changed "LoadTape()" for real chunk support and also adjusted
1023 "SaveTape()" accordingly.
1025 2002-03-14 src/game.c, src/tape.c, src/files.c
1026 * Important changes to tape format: The old tape format stored all
1027 actions with a real effect with a corresponding delay between the
1028 stored actions. This had some major disadvantages (for example,
1029 push delays had to be ignored, pressing a button for some seconds
1030 mutated to several single button presses because of the non-action
1031 delays between two action frames etc.). The new tape format just
1032 stupidly records all device actions and replays them later. I really
1033 don't know why I haven't solved it that way before?! Old-style tapes
1034 (with tape file version less than 2.0) get converted to the new
1035 format on-the-fly when loading and can therefore still be played;
1036 only some minor parts of the old-style tape handling code was needed.
1037 (A perfect conversion is not possible, because there is information
1038 missing about the device actions between two action frames.)
1040 2002-03-14 src/files.c
1041 * New function "DumpTape()" to dump the contents of the current tape
1042 in a human readable format.
1044 2002-03-14 src/game.c
1045 * Small tape bug fixed: When automatically advancing to next level
1046 after a game was won, the tape from the previous level still was
1047 loaded as a tape for the new level.
1049 2002-03-14 src/tape.c
1050 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1051 tape, cartoons did not get completely removed because
1052 StopAnimation() was not called.
1054 2002-03-13 src/files.c
1055 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1056 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1057 size even when using 16-bit elements). Added new chunk "CNT2" for
1058 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1059 chunk even when content was 16-bit element). "CNT2" should now be
1060 able to store content for arbitrary elements (up to eight blocks of
1061 3 x 3 element arrays). All "CNT2" elements will always be stored as
1062 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1064 2002-03-13 src/files.c
1065 * Changed "LoadLevel()" for real chunk support.
1067 2002-03-12 src/game.c
1068 * Fixed problem (introduced after 2.0.0 release) with penguins
1069 not getting killed by enemies
1071 2002-02-24 src/game.c, src/main.h
1072 * Added "player->is_moving"; now "player->last_move_dir" does
1073 not contain any information if the player is just moving at
1075 Before, "player->last_move_dir" was misused for this purpose
1076 for the robot stuff (robots don't kill players when they are
1077 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1078 broke tapes when walking through pipes!
1079 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1080 in a continuous movement. This fact is ignored for friends and