2 * added magic ball (element creator) from EMC engine to R'n'D engine
5 * uploaded fixed pre-release version 3.2.0-6 binary and source code
8 * fixed bug when using "CE can leave behind <trigger element>"
9 * added new change condition "(after/when) creation of <element>"
10 * added new change condition "(after/when) digging <element>"
11 * fixed bug accessing invalid gadget that caused crashes under Windows
12 * deactivated new possibility for multiple CE changes per frame
15 * uploaded pre-release (test) version 3.2.0-6 binary and source code
18 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
19 * fixed bug with not keeping CE value for moving CEs with only action
20 * changed CE action selectboxes in editor to be only reset when needed
23 * added option "use artwork from element" for custom player artwork
24 * added option "use explosion from element" for player explosions
27 * added cascaded element lists in the level editor
28 * added persistence for cascaded element lists by "editorcascade.conf"
29 * added dynamic element list with all elements used in current level
30 * added possibility for multiple CE changes per frame (experimental)
33 * uploaded pre-release (test) version 3.2.0-5 binary and source code
36 * changed "score for each 10 seconds/steps left" to "1 second/step"
37 * added own score for collecting "extra time" instead of sharing it
38 * added change events "switched by player" and "player switches <e>"
39 * added change events "snapped by player" and "player snaps <e>"
40 * added "set player artwork: <element choice>" to CE action options
41 * added change event "move of <element>"
44 * added "set player shield: off / normal / deadly" to CE action options
45 * added new player option "use level start element" in level editor
46 to set the correct focus at level start to elements from which the
47 player is created later (this did not work before for cascaded CE
48 changes resulting in creation of the player; it is now also possible
49 to create the player from a yam yam which is smashed at level start)
52 * added "set player speed: frozen (not moving)" to CE action options
53 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
56 * added new player option "block snap field" (enabled by default) to
57 make it possible to show a snapping animation like in Emerald Mine
60 * added dynamic selectboxes to custom element action settings in editor
61 * added "CE value" counter for custom elements (instead of "CE count")
62 * added option to use the last "CE value" after custom element change
63 * added option to use the "CE value" of other elements in CE actions
64 * fixed odd behaviour when pressing time orb in levels w/o time limit
65 * added checkbox "use time orb bug" for older levels that use this bug
68 * added missing configuration settings for the following elements:
69 - EL_TIMEGATE_SWITCH (time of open time gate)
70 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
71 - EL_SHIELD_NORMAL (time of shield duration)
72 - EL_SHIELD_DEADLY (time of shield duration)
73 - EL_EXTRA_TIME (time added to level time)
74 - EL_TIME_ORB_FULL (time added to level time)
77 * added "wind direction" as a movement pattern for custom elements
78 * added initial wind direction for balloon / custom elements to editor
79 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
82 * added parameters for "game of life" and "biomaze" elements to editor
85 * added level file chunk "CONF" for generic level and element settings
88 * uploaded pre-release (test) version 3.2.0-4 binary and source code
91 * skip empty level sets (with "levels: 0"; may be artwork base sets)
92 * added sound action ".page[1]" to ".page[32]" for each CE change page
95 * added image config suffix ".clone_from" to copy whole image settings
96 * fixed bug with invalid ("undefined") CE settings in old level files
99 * fixed graphical bug with smashing elements falling faster than player
102 * fixed major bug which prevented private levels from being edited
103 * fixed bug with precedence of general and special font definitions
106 * fixed graphical bug with player animation when player moves slowly
109 * uploaded pre-release (test) version 3.2.0-3 binary and source code
112 * fixed bug which prevented "global.num_toons: 0" from working
115 * major code cleanup (removed all these annoying "#if 0" blocks)
118 * added custom element actions for CE change page in level editor
121 * fixed music initialization bug in init.c (thanks to David Binderman)
122 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
123 (this bug must probably be fixed at other places, too)
126 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
127 (should be '#include <SDL.h>' instead)
130 * fixed bug which prevented "walkable from no direction" from working
131 (due to compatibility code overwriting this setting after loading)
134 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
137 * version number temporarily set to 3.1.1 (intermediate bugfix release)
138 * version 3.1.1 released
141 * changed some va_arg() arguments from 'long' to 'int', fixing problems
142 on 64-bit architecture systems with LP64 data model
145 * fixed bug with bombs not exploding when hitting the last level line
146 (introduced after the release of 3.1.0)
149 * added support for dumping small-sized level sketches from editor
152 * added recognition of "trigger element" for "change digged element to"
153 (this is not really what the "trigger element" was made for, but its
154 use may seem obvious for leaving back digged elements unchanged)
157 * fixed multiple warnings about failed joystick device initialization
160 * fixed bug with dynamite dropped on top of just dropped custom element
161 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
162 dynamite can still be dropped, but drop key must be released before
165 * fixed bug with wrong start directory when started from file browser
166 (due to this bug, R'n'D could not be started from KDE's Konqueror)
169 * fixed bug causing "change when impact" on player not working
170 * fixed wrong priority of "hitting something" over "hitting <element>"
171 * fixed wrong priority of "hit by something" over "hit by <element>"
174 * fixed graphical bug which caused the player (being Murphy) to show
175 collecting animations although the element was collected by penguin
178 * fixed two bugs causing wrong door background graphics in system.c
179 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
182 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
183 * added "no direction" to "walkable/passable from" selectbox options
186 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
187 * in tape autoplay, not only report broken, but also missing tapes
190 * uploaded pre-release (test) version 3.2.0-2 binary and source code
193 * fixed small bug with "linear" animation not working for active lamp
196 * fixed bug with moving up despite gravity due to "block last field"
197 * fixed small bug with wrong draw offset when typing name in main menu
198 * when reading user names from "passwd", ignore data after first comma
199 * when creating new "levelinfo.conf", only write some selected entries
202 * fixed displaying "imported from/by" on preview with empty string
203 * fixed ignoring draw offset for fonts used for level preview texts
206 * fixed a delay problem with SDL and too many mouse motion events
207 * added setup option "skip levels" and level skipping functionality
210 * added move speed "not moving" for non-moving CEs, but with direction
213 * fixed mapping of obsolete element token names in "editorsetup.conf"
214 * fixed bug with sound "acid.splashing" treated as a loop sound
215 * fixed some little sound bugs in native EM engine
218 * fixed small bug when dragging scrollbars to end positions
221 * added editor element descriptions written by Aaron Davidson
224 * improved fallback handling when configured artwork is not available
225 (now using default artwork instead of exiting when files not found)
228 * fixed bug on level selection screen when dragging scrollbar
231 * fixed bug which caused broken tapes when appending to EM engine tapes
234 * uploaded pre-release (test) version 3.2.0-1 binary and source code
237 * added code to replace changed artwork config tokens with other tokens
238 (needed for backwards compatibility, so that older tokens still work)
241 * added native R'n'D graphics for some new EMC elements in EM engine
244 * fixed some bugs in the EM engine integration code
245 * changed EM engine code to allow diagonal movement
246 * changed EM engine code to allow use of separate snap and drop keys
249 * fixed some redraw bugs when using EM engine
252 * fixed bug with not converting RND levels which are set to use native
253 engine to native level structure when loading
256 * uploaded pre-release (test) version 3.2.0-0 binary and source code
259 * version number set to 3.2.0
262 * level data now reset to defaults after attempt to load invalid file
265 * added use of "editorsetup.conf" for different level sets
268 * added auto-detection for various types of Emerald Mine level files
271 * fixed bug with scrollbars getting too small when list is very large
274 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
277 * added most level editor configuration gadgets for new EMC elements
280 * added more element and graphic definitions for new EMC elements
283 * modified native EM engine to use integrated R'n'D sound system
286 * added SDL support to graphics functions in native EM engine
287 (by always using generic libgame interface functions)
290 * fixed bug in frame synchronization in native EM engine
293 * added code to convert levels between R'n'D and native EM engine
296 * new Emerald Mine engine can now play levels selected in main menu
299 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
300 (which creates scaled down graphics for level editor and preview);
301 there's still a memory leak somewhere in the artwork handling code
302 * added "scale image up" functionality to X11 version of zoom function
305 * first attempts to integrate new, native Emerald Mine Club engine
308 * fixed bug in gadget code which caused reset of CEs in level editor
309 (example: pressing 'b' [grab brush] on CE config page erased values)
310 (solution: check if gadgets in ClickOnGadget() are really mapped)
311 * improved level change detection in editor (settings now also checked)
312 * fixed bug with "can move into acid" and "don't collide with" state
315 * fixed maze runner style CEs to use the configured move delay value
318 * added Aaron Davidson's tutorial level set to the "Tutorials" section
321 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
322 * fixed the above fix because it broke level set "machine" (*sigh*)
323 * fixed random element placement in level editor to work as expected
324 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
327 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
330 * fixed bug (missing array boundary check) which caused broken tapes
331 * fixed bug (when loading level template) which caused broken levels
332 * fixed bug with new block last field code when using non-yellow player
335 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
336 * internal change of how the player blocks the last field when moving
337 * fixed blocking delay of last field for EM and SP style block delay
338 * fixed bug where the player had to wait for the usual move delay after
339 unsuccessfully trying to move, when he directly could move after that
340 * the last two changes should make original Supaplex level 93 solvable
341 * improved use of random number generator to make it less predictable
342 * fixed behaviour of slippery SP elements to let slip left, then right
345 * fixed bug with wrong door state after trying to quickload empty tape
346 * fixed waste of static memory usage of the binary, making it smaller
347 * fixed very little graphical bug in Supaplex explosion
350 * version number set to 3.1.1
353 * version 3.1.0 released
356 * fixed bug with crash when writing user levelinfo.conf the first time
359 * added option "convert LEVELDIR [NR]" to command line batch commands
360 * re-converted Supaplex levels to apply latest engine fixes
361 * changed "use graphic/sound of element" to "use graphic of element"
362 due to compatibility problems with some levels ("bug machine" etc.)
365 * fixed bug with CE change replacing player with same or other player
368 * fixed bug with opaque font in envelope with background graphic when
369 background graphic is not transparent itself
372 * added "gravity on" and "gravity off" ports for Supaplex compatibility
373 * corrected original Supaplex level loading code to use these new ports
374 * also corrected Supaplex loader to auto-count infotrons if set to zero
377 * fixed bug with missing initialization of "modified" flag for GEs
380 * fixed bug that caused endless recursion loop when relocating player
381 * fixed tape recorder bug in "step mode" when using "pause before end"
382 * fixed tape recorder bug when changing from "warp forward" mode
385 * fixed bug with "when touching" for pushed elements at last position
388 * fixed bug that caused two activated toolbox buttons in level editor
389 * fixed bug with exploding dynabomb under player due to other explosion
392 * fixed bug with creating walkable custom element under player (again)
393 * fixed bug with not copying explosion type when copying CEs in editor
394 * fixed graphical bug when drawing player in setup menu (input devices)
395 * fixed graphical bug when the player is pushing an accessible element
396 * fixed bug with classic switchable elements triggering CE changes
397 * fixed bug with entering/leaving walkable element in RelocatePlayer()
398 * fixed crash bug when CE leaves behind the trigger player element
401 * fixed bug with broken tubes after placing/exploding dynamite in them
402 * fixed bug with exploding dynamite under player due to other explosion
403 * fixed bug with not resetting push delay under certain circumstances
406 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
407 * added network multiplayer code for Windows (thanks to Niko Böhm)
410 * added option "reachable despite gravity" for gravity movement
411 * changed gravity movement of most classic walkable and passable
412 elements back to "not reachable" (for compatibility reasons)
415 * fixed (removed) "indestructible" / "can explode" dependency in editor
416 * fixed (removed) "accessible inside" / "protected" dependency
417 * fixed (removed) "step mode" / "shield time" dependency
420 * fixed dynabombs exploding now into anything diggable
421 * fixed Supaplex style gravity movement into buggy base now impossible
422 * added pressing key "space" as valid action to select menu options
425 * added "replace when walkable" to relocate player to walkable element
426 * added "enter"/"leave" event for elements affected by relocation
427 * fixed "direct"/"indirect" change order also for "when change" event
428 * fixed graphical bug when pushing things from elements walkable inside
431 * fixed graphic bug when player is snapping while moving in old levels
432 * fixed bug when a moving custom element leaves a player element behind
433 * fixed bug with mole not disappearing when moving into acid pool
434 * fixed bug with incomplete path setting when using "--basepath" option
435 * moving CE can now leave walkable elements behind under the player
436 * when relocating, player can be set on walkable element now
437 * fixed another gravity movement bug
440 * uploaded pre-release (test) version 3.1.0-2 binary and source code
443 * added "collectible" and "removable" to extended replacement types
444 (where "removable" replaces "diggable" and "collectible" elements)
445 * added "collectible & throwable" (to throw element to the next field)
446 * fixed bug with CEs digging elements that are just about to explode
447 * changed mouse cursor now always being visible when game is paused
450 * added possibility to push/press accessible elements from a side that
452 * fixed bug with not setting actual date when appending to tape
455 * fixed bug with incorrectly initialized custom element editor graphics
458 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
459 - number of levels corrected from 18 to 17 in "levelinfo.conf"
462 * fixed bug with destroyed robot wheel still attracting robots forever
463 * fixed bug with time gate switch deactivating after robot wheel time
464 (while the time gate itself is not affected by this misbehaviour)
465 * changed behaviour of BD style amoeba to always get blocked by player
466 (before it was different when there were non-BD elements in level)
467 * fixed bug with player destroying indestructable elements with shield
470 * added option to make growing elements grow into anything diggable
471 (for the various amoeba types, biomaze and "game of life")
474 * fixed bug with movable elements not moving after left behind by CEs
475 * changed gravity movement to anything diggable, not only sand/base
476 * optionally allowing passing to walkable element, not only empty space
477 * added option "can pass to walkable element" for players
478 * finally fixed gravity movement (hopefully)
481 * fixed bug with movable elements not moving anymore after falling down
484 * fixed another bug with custom elements digging and leaving elements
485 * fixed bug with "along left/right side" and automatic start direction
486 * trigger elements now also displayed when "more custom" deactivated
487 * fixed bug with clipboard element initialized when loading new level
488 * added option "drop delay" to set delay before dropping next element
491 * uploaded pre-release (test) version 3.1.0-1 binary and source code
494 * added copy and paste functions for custom change pages
495 * enhanced graphical display and functionality of tape recorder
496 * fixed bug with custom elements digging and leaving elements
499 * added move speed faster than "very fast" for custom elements
500 * fixed bug with 3+3 style explosions and missing border content
501 * fixed little bug when copying custom elements in the editor
502 * enhanced custom element changes by more side trigger actions
505 * added option "no scrolling when relocating" for instant teleporting
506 * uploaded pre-release (test) version 3.1.0-0 binary and source code
509 * added trigger element and trigger player to use as target elements
510 * added copy and paste functions for custom and group elements
513 * fixed graphical bug when displaying explosion animations
514 * fixed bug when appending to tapes, resulting in broken tapes
515 * re-recorded a few tapes broken by fixing gravity checking bug
518 * "can move into acid" property now for all elements independently
519 * "can fall into acid" property for player stored in same bitfield now
520 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
521 * version number set to 3.1.0 (finally!)
524 * changed tape recording to only record input, not programmed actions
527 * fixed totally broken (every 8th frame skipped) step-by-step recording
528 * fixed bug with requester not displayed when quick-loading interrupted
529 * added option "can fall into acid (with gravity)" for players
530 * fixed bug with player not falling when snapping down with gravity
533 * fixed bug which messed up key config when using keypad number keys
536 * fixed bug which allowed moving upwards even when gravity was active
537 * fixed bug with missing error handling when dumping levels or tapes
540 * added different colored editor graphics for Supaplex gravity tubes
543 * fixed bug that allowed solvable tapes for unsolvable levels
546 * use unlimited number of droppable elements when "count" set to zero
547 * added option to use step limit instead of time limit for level
550 * added player and change page as trigger for custom element change
553 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
556 * fixed bug with dark yamyam changing to acid when moving over acid
557 * fixed handling of levels with more than 999 seconds level time
558 (example: level 76 of "Denmine")
561 * "spring push bug" reintroduced as configurable element property
562 * fixed bug with missing properties for "mole"
563 * fixed bug that showed up when fixing the above "mole" properties bug
564 * added option "can move into acid" for all movable elements
565 * fixed graphical bug for elements moving into acid
566 * changed event handling to handle all pending events before going on
569 * fixed bug which caused all CE change pages to be ignored which had
570 the same change event, but used a different element side
571 (reported by Simon Forsberg)
573 * fixed bug which caused elements that can move and fall and that are
574 transported by a conveyor belt to continue moving into that direction
575 after leaving the conveyor belt, regardless of their own movement
576 type; only elements which can not move are transported now
577 (reported by Simon Forsberg)
579 * fixed bug which could cause an array overflow in RelocatePlayer()
580 (reported by Niko Böhm)
582 * changed Emerald Mine style "passable / over" elements to "protected"
583 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
585 * added new option to select from which side a "walkable/passable"
586 element can be entered
589 * added explosion and ignition delay for elements that can explode
592 * fixed bug which caused player not being protected against enemies
593 when a CE was "walkable / inside" and was not "indestructible"
594 * added "walkable/passable" fields to be "protected/unprotected"
595 against enemies, even if not accessible "inside" but "over/under"
598 * corrected move pattern to 32 bit and initial move direction to 8 bit
601 * added second custom element base configuration page
604 * added some special EMC mappings to Emerald Mine level loader
605 (also covering previously unknown element in level 0 of "Bondmine 8")
608 * added option to block last field when player is moving (for Supaplex)
609 * adjusted push delay of Supaplex elements
610 * removed delays for envelopes etc. when replaying with maximum speed
611 * fixed bug when dropping element on a field that just changed to empty
614 * fixed bug: infotrons can now smash yellow disks
615 * fixed bug: when gravity active, port above player can now be entered
616 * removed "one white dot" mouse pointer which irritated some people
619 * added "choice type" for group element selection
622 * fixed bug with initial invulnerability of non-yellow player
625 * added level loader for loading native Supaplex packed levels
626 (including multi-part levels like the "splvls99" levels)
629 * fixed bug which allowed creating emeralds by escaping explosions
632 * custom elements can change (limited) or leave (unlimited) elements
633 * finally added multiple matches using group elements
634 * added shortcut to dump brush (type ":DB" in editor) for use in forum
637 * added new start movement type "previous" for continued CE movement
638 * added new start movement type "random" for random CE movement start
641 * added new element "sokoban_field_player" needed for Sokoban levels
642 (thanks to Ed Booker for pointing this out!)
645 * added elements that can be digged or left behind by custom elements
648 * added group elements for multiple matches and random element creation
651 * fixed some graphical errors displayed in old levels
654 * fixed wrong double speed movement after passing closing gates
657 * added level loader for loading native Emerald Mine levels
660 * changes for "shooting" style CE movement
663 * Happy New Year! ;-)
666 * changed default snap/drop keys from left/right Shift to Control keys
669 * fixed bug with dead player getting reanimated from custom element
672 * fixed bug with wrong penguin graphics (when entering exit)
675 * fixed bug with wrong "Murphy" graphics (when digging etc.)
678 * version number set to 3.0.9
681 * version 3.0.8 released
684 * added function checked_free()
687 * fixed bug with double nut cracking sound
688 (by eliminating "default element action sound" assignment in init.c)
691 * fixed crash when no music info files are available
694 * fixed boring and sleeping sounds
697 * added "maze runner" and "maze hunter" movement types
698 * added extended collision conditions for custom elements
701 * added warnings for undefined token values in artwork config files
704 * added menu entry for level set information to the info screen
707 * fixed bug with wrong default impact sound for colored emeralds
710 * added several sub-screens for the info screen
711 * menu text now also clickable (not only blue/red sphere left of it)
714 * added configurable "bored" and "sleeping" animations for the player
715 * added "awakening" sound for player when waking up after sleeping
718 * added "copy" and "exchange" functions for custom elements to editor
721 * added configurable element animations for info screen
724 * added configurable music credits for info screen
727 * finally fixed tape recording when player is created from CE change
730 * added "editorsetup.conf" for editor element list configuration
733 * added "musicinfo.conf" for menu and level music configuration
736 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
737 (that only showed up on Linux, but not on Windows systems)
740 * fixed turning movement of butterflies and fireflies (no frame reset)
741 * enhanced sniksnak turning movement (two steps instead of only one)
744 * version number set to 3.0.8
747 * version 3.0.7 released
750 * fixed reset of player animation frame when, for example,
751 walking, digging or collecting share the same animation
752 * fixed CE with "deadly when touching" exploding when touching amoeba
755 * fixed tape recording when player is created from CE element change
758 * introduced "turning..." action graphic for elements with move delay
759 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
760 * added turning animations for bug, spaceship and sniksnak
763 * prevent "extended" changed elements from delay change in same frame
766 * fixed bug when pushing element that can move away to the side
767 (like pushing falling elements, but now with moving elements)
770 * finally fixed serious bug in code for delayed element pushing (again)
773 * unavailable setup options now marked as "n/a" instead of "off"
774 * new boolean directive "latest_engine" for "levelinfo.conf": when set
775 to "true", levels are always played with the latest game engine,
776 which is desired for levels that are imported from other games; all
777 other levels are played with the engine version stored in level file
778 (which is normally the engine version the level was created with)
781 * fixed serious bug in code for delayed element pushing
782 * fixed little bug in animation frame selection for pushed elements
783 * speed-up of reading config file for verbose output
786 * added configuration option for opening and closing Supaplex exit
787 * added configuration option for moving up/down animation for Murphy
788 * fixed incorrectly displayed animation for attacking dragon
789 * fixed bug with not setting initial gravity for each new game
790 * fixed bug with teleportation of player by custom element change
791 * fixed bug with player not getting smashed by rock sometimes
794 * version number set to 3.0.7
797 * version 3.0.6 released
800 * added support for MP3 music for SDL version through SMPEG library
803 * fixed bug when initializing font graphic structure
804 * fixed bug with animation mode "pingpong" when using only 1 frame
805 * fixed bug with extended change target introduced in 3.0.5
806 * fixed bug where passing over moving element doubles player speed
807 * fixed bug with elements continuing to move into push direction
808 * fixed bug with duplicated player when dropping bomb with shield on
809 * added "switching" event for custom elements ("pressing" only once)
810 * fixed switching bug (resetting flag when not switching but not idle)
813 * fixed element tokens for certain file elements with ".active" etc.
816 * version number set to 3.0.6
819 * version 3.0.5 released
822 * now four envelope elements available
823 * font, background, animation and sound for envelope now configurable
824 * main menu doors opening/closing animation type now configurable
827 * active/inactive sides configurable for custom element changes
828 * new movement type "move when pushed" available for custom elements
831 * fixed bug in multiple config pages loader code that caused crashes
834 * enhanced (remaining low-resolution) Supaplex graphics
837 * version number set to 3.0.5
840 * version 3.0.4 released
842 2003-09-12 src/tools.c
843 * fixed bug in custom definition of crumbled element graphics
845 2003-09-11 src/files.c
846 * fixed bug in multiple config pages code that caused crashes
849 * version number set to 3.0.4
852 * version 3.0.3 released
855 * added music to Supaplex classic level set
857 2003-09-07 src/libgame/misc.c
858 * added support for loading various music formats through SDL_mixer
860 2003-09-06 (various source files)
861 * fixed several nasty bugs that may have caused crashes on some systems
862 * added envelope content which gets displayed when collecting envelope
863 * added multiple change event pages for custom elements
865 2003-08-24 src/game.c
866 * fixed problem with player animation when snapping and moving
868 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
869 * fixed problem with flickering when drawing toon animations
871 2003-08-23 src/libgame/sdl.c
872 * fixed problem with setting mouse cursor in SDL version in fullscreen
874 2003-08-23 src/game.c
875 * fixed bug (missing array boundary check) which could crash the game
878 * version number set to 3.0.3
881 * version 3.0.2 released
883 2003-08-21 src/game.c
884 * fixed bug with creating inaccessible elements at player position
886 2003-08-20 src/init.c
887 * fixed bug with not finding current level artwork directory
889 2003-08-20 src/files.c
890 * fixed bug with choosing wrong engine version when playing tapes
891 * fixed bug with messing up custom element properties in 3.0.0 levels
894 * version number set to 3.0.2
897 * version 3.0.1 released
899 2003-08-17 (no source files affected)
900 * changed all "classic" PCX image files with 16 colors or less to
901 256 color (8 bit) storage format, because the Allegro game library
902 cannot handle PCX files with less than 256 colors (contributed
903 graphics are not affected and might look wrong in the DOS version)
905 2003-08-16 src/init.c
906 * fixed bug which (for example) crashed the level editor when defining
907 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
908 (only set to default) -- invalid graphics now set to default graphic
910 2003-08-16 src/init.c
911 * fixed graphical bug of player digging/collecting/snapping element
912 when no corresponding graphic/animation is defined for this action,
913 resulting in player being drawn as EL_EMPTY (which should only be
914 done to elements being collected, but not to the player)
916 2003-08-16 src/game.c
917 * fixed small graphical bug of player not totally moving into exit
919 2003-08-16 src/libgame/setup.c
920 * fixed bug with wrong MS-DOS 8.3 filename conversion
922 2003-08-16 src/tools.c
923 * fixed bug with invisible mouse cursor when pressing ESC while playing
925 2003-08-16 (various source files)
926 * added another 128 custom elements (disabled in editor by default)
928 2003-08-16 src/editor.c
929 * fixed NULL string bug causing Solaris to crash in sprintf()
931 2003-08-16 src/screen.c
932 * fixed drawing over scrollbar on level selection with custom fonts
934 2003-08-15 src/game.c
935 * cleanup of simple sounds / loop sounds / music settings
937 2003-08-08 (various source files)
938 * added custom element property for dropping collected elements
940 2003-08-08 src/conf_gfx.c
941 * fixed bug with missing graphic for active red disk bomb
943 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
944 * extended variable "level.gravity" to "level.initial_gravity" and
945 "game.current_gravity" to prevent level setting from being changed
946 by playing the level (keeping the runtime value after playing)
948 * fixed graphics bug when digging element that has 'crumbled' graphic
949 definition, but not 'diggable' graphic definition
952 * version number set to 3.0.1
955 * version 3.0.0 released
958 * various bug fixes; among others:
959 - fixed bug with pushing spring over empty space
960 - fixed bug with leaving tube while placing dynamite
961 - fixed bug with explosion of smashed penguins
962 - allow Murphy player graphic in levels with non-Supaplex elements
966 * I have forgotten to document changes for some time
969 * pre-release version 2.2.0rc1 released
972 * version number set to 2.1.2
975 * version 2.1.1 released
978 * version number set to 2.1.1
981 * version 2.1.0 released
984 * version number set to 2.1.0
986 2002-04-03 to 2002-05-19 (various source files)
987 * graphics, sounds and music now fully configurable
988 * bug fixed that prevented walking through tubes when gravity on
990 2002-04-02 src/events.c, src/editor.c
991 * Make Escape key less aggressive when playing or when editing level.
992 This can be configured as an option in the setup menu. (Default is
993 "less aggressive" which means "ask user if something can be lost"
994 when pressing the Escape key.)
996 2002-04-02 src/screen.c
997 * Added "graphics setup" screen.
999 2002-04-01 src/screen.c
1000 * Changed "choose level" setup screen stuff to be more generic (to
1001 make it easier to add more "choose from generic tree" setup screens).
1003 2002-04-01 src/config.c, src/timestamp.h
1004 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1005 automatically gets created by "src/Makefile" and contains an actual
1006 compile-time timestamp to identify development versions of the game).
1008 2002-03-31 src/tape.c, src/events.c
1009 * Added quick game/tape save/load functions to tape stuff which can be
1010 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1011 loads previously recorded tape and directly goes into recording mode
1012 from the end of the tape (therefore appending to the tape).
1014 2002-03-31 src/tape.c
1015 * Added "index mark" function to tape recorder. When playing or
1016 recording, "eject" button changes to "index" button. Setting index
1017 mark is not yet implemented, but pressing index button when playing
1018 allows very quick advancing to end of tape (when normal playing),
1019 very fast forward mode (when playing with normal fast forward) or
1020 very fast reaching of "pause before end of tape" (when playing with
1021 "pause before end" playing mode).
1023 2002-03-30 src/cartoons.c
1024 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1026 2002-03-29 src/screen.c
1027 * Changed setup screen stuff to be more generic (to make it easier
1028 to add more setup screens).
1030 2002-03-23 src/main.c, src/main.h
1031 * Various changes due to the introduction of the new libgame files
1032 "setup.c" and "joystick.c".
1034 2002-03-23 src/files.c
1035 * Generic parts of "src/files.c" (mainly setup and level directory
1036 stuff) moved to new libgame file "src/libgame/setup.c".
1038 2002-03-23 src/joystick.c
1039 * File "src/joystick.c" moved to libgame source tree, with
1040 correspondig changes.
1042 2002-03-22 src/screens.c
1043 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1044 (Wrong level series information displayed when entering main group.)
1046 2002-03-22 src/editor.c
1047 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1049 2002-03-22 src/editor.c
1050 * Changed behaviour of "Escape" key in level editor to be more
1051 intuitive: When in "Element Properties" or "Level Info" mode,
1052 return to "Drawing Mode" instead of leaving the level editor.
1054 2002-03-21 src/game.c, src/editor.c, src/files.c
1055 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1056 gems (emeralds, diamonds, ...) slipping down from normal wall,
1057 steel wall and growing wall (as in E.M.C. style levels). Although
1058 the behaviour of contributed and private levels wasn't changed (due
1059 to the use of "level.game_version"; see previous entry), editing
1060 those levels will (of course) change the behaviour accordingly.
1062 This change seems a bit too hard after thinking about it, because
1063 the EM style behaviour is not the "expected" behaviour (gems would
1064 normally only slip down from "rounded" walls). Therefore this was
1065 now changed to an element property for gem style elements, with the
1066 default setting "off" (which means: no special EM style behaviour).
1067 To fix older converted levels, this flag is set to "on" for pre-2.0
1068 levels that are neither contributed nor private levels.
1070 2002-03-20 src/files.h
1071 * Corrected settings for "level.game_version" depending of level type.
1072 (Contributed and private levels always get played with game engine
1073 version they were created with, while converted levels always get
1074 played with the most recent version of the game engine, to let new
1075 corrections of the emulation behaviour take effect.)
1077 2002-03-20 src/main.h
1078 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1079 compiling the SDL version on some systems.
1080 Thanks to the several people who pointed this out.
1083 * Version number set to 2.0.2.
1086 * Version 2.0.1 released.
1088 2002-03-18 src/screens.c
1089 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1091 2002-03-18 src/files.c [src/libgame/misc.c]
1092 * Moved some common functions from src/files.c to src/libgame/misc.c.
1094 2002-03-18 src/files.c [src/libgame/misc.c]
1095 * Changed permissions for new directories and saved files (especially
1096 score files) according to suggestions of Debian users and mantainers.
1097 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1099 2002-03-17 src/files.c
1100 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1101 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1102 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1103 for levels and "TAPE" for tapes). Old "cookie" style format is
1104 still supported for reading. New level and tape files are written
1107 * New IFF chunk "VERS" contains version numbers for file and game
1108 (where "game version" is the version of the program that wrote the
1109 file, and "file version" is a version number to distinguish files
1110 with different format, for example after adding new features).
1112 2002-03-15 src/screen.c
1113 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1114 (Before, you heard a mixture of the in-game music and the
1115 hall-of-fame music.)
1117 2002-03-14 src/events.c
1118 * Function "DumpTape()" (files.c) now available by pressing 't' from
1119 main menu (when in DEBUG mode).
1121 2002-03-14 src/game.c
1122 * "GameWon()": When game was won playing a tape, now there is no delay
1123 raising the score and no corresponding sound is played.
1125 2002-03-14 src/files.c
1126 * Changed "LoadTape()" for real chunk support and also adjusted
1127 "SaveTape()" accordingly.
1129 2002-03-14 src/game.c, src/tape.c, src/files.c
1130 * Important changes to tape format: The old tape format stored all
1131 actions with a real effect with a corresponding delay between the
1132 stored actions. This had some major disadvantages (for example,
1133 push delays had to be ignored, pressing a button for some seconds
1134 mutated to several single button presses because of the non-action
1135 delays between two action frames etc.). The new tape format just
1136 stupidly records all device actions and replays them later. I really
1137 don't know why I haven't solved it that way before?! Old-style tapes
1138 (with tape file version less than 2.0) get converted to the new
1139 format on-the-fly when loading and can therefore still be played;
1140 only some minor parts of the old-style tape handling code was needed.
1141 (A perfect conversion is not possible, because there is information
1142 missing about the device actions between two action frames.)
1144 2002-03-14 src/files.c
1145 * New function "DumpTape()" to dump the contents of the current tape
1146 in a human readable format.
1148 2002-03-14 src/game.c
1149 * Small tape bug fixed: When automatically advancing to next level
1150 after a game was won, the tape from the previous level still was
1151 loaded as a tape for the new level.
1153 2002-03-14 src/tape.c
1154 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1155 tape, cartoons did not get completely removed because
1156 StopAnimation() was not called.
1158 2002-03-13 src/files.c
1159 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1160 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1161 size even when using 16-bit elements). Added new chunk "CNT2" for
1162 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1163 chunk even when content was 16-bit element). "CNT2" should now be
1164 able to store content for arbitrary elements (up to eight blocks of
1165 3 x 3 element arrays). All "CNT2" elements will always be stored as
1166 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1168 2002-03-13 src/files.c
1169 * Changed "LoadLevel()" for real chunk support.
1171 2002-03-12 src/game.c
1172 * Fixed problem (introduced after 2.0.0 release) with penguins
1173 not getting killed by enemies
1175 2002-02-24 src/game.c, src/main.h
1176 * Added "player->is_moving"; now "player->last_move_dir" does
1177 not contain any information if the player is just moving at
1179 Before, "player->last_move_dir" was misused for this purpose
1180 for the robot stuff (robots don't kill players when they are
1181 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1182 broke tapes when walking through pipes!
1183 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1184 in a continuous movement. This fact is ignored for friends and