2 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
3 * fixed bug with not keeping CE value for moving CEs with only action
4 * changed CE action selectboxes in editor to be only reset when needed
7 * added option "use artwork from element" for custom player artwork
8 * added option "use explosion from element" for player explosions
11 * added cascaded element lists in the level editor
12 * added possibility for multiple CE changes per frame (experimental)
15 * uploaded pre-release (test) version 3.2.0-5 binary and source code
18 * changed "score for each 10 seconds/steps left" to "1 second/step"
19 * added own score for collecting "extra time" instead of sharing it
20 * added change events "switched by player" and "player switches <e>"
21 * added change events "snapped by player" and "player snaps <e>"
22 * added "set player artwork: <element choice>" to CE action options
23 * added change event "move of <element>"
26 * added "set player shield: off / normal / deadly" to CE action options
27 * added new player option "use level start element" in level editor
28 to set the correct focus at level start to elements from which the
29 player is created later (this did not work before for cascaded CE
30 changes resulting in creation of the player; it is now also possible
31 to create the player from a yam yam which is smashed at level start)
34 * added "set player speed: frozen (not moving)" to CE action options
35 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
38 * added new player option "block snap field" (enabled by default) to
39 make it possible to show a snapping animation like in Emerald Mine
42 * added dynamic selectboxes to custom element action settings in editor
43 * added "CE value" counter for custom elements (instead of "CE count")
44 * added option to use the last "CE value" after custom element change
45 * added option to use the "CE value" of other elements in CE actions
46 * fixed odd behaviour when pressing time orb in levels w/o time limit
47 * added checkbox "use time orb bug" for older levels that use this bug
50 * added missing configuration settings for the following elements:
51 - EL_TIMEGATE_SWITCH (time of open time gate)
52 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
53 - EL_SHIELD_NORMAL (time of shield duration)
54 - EL_SHIELD_DEADLY (time of shield duration)
55 - EL_EXTRA_TIME (time added to level time)
56 - EL_TIME_ORB_FULL (time added to level time)
59 * added "wind direction" as a movement pattern for custom elements
60 * added initial wind direction for balloon / custom elements to editor
61 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
64 * added parameters for "game of life" and "biomaze" elements to editor
67 * added level file chunk "CONF" for generic level and element settings
70 * uploaded pre-release (test) version 3.2.0-4 binary and source code
73 * skip empty level sets (with "levels: 0"; may be artwork base sets)
74 * added sound action ".page[1]" to ".page[32]" for each CE change page
77 * added image config suffix ".clone_from" to copy whole image settings
78 * fixed bug with invalid ("undefined") CE settings in old level files
81 * fixed graphical bug with smashing elements falling faster than player
84 * fixed major bug which prevented private levels from being edited
85 * fixed bug with precedence of general and special font definitions
88 * fixed graphical bug with player animation when player moves slowly
91 * uploaded pre-release (test) version 3.2.0-3 binary and source code
94 * fixed bug which prevented "global.num_toons: 0" from working
97 * major code cleanup (removed all these annoying "#if 0" blocks)
100 * added custom element actions for CE change page in level editor
103 * fixed music initialization bug in init.c (thanks to David Binderman)
104 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
105 (this bug must probably be fixed at other places, too)
108 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
109 (should be '#include <SDL.h>' instead)
112 * fixed bug which prevented "walkable from no direction" from working
113 (due to compatibility code overwriting this setting after loading)
116 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
119 * version number temporarily set to 3.1.1 (intermediate bugfix release)
120 * version 3.1.1 released
123 * changed some va_arg() arguments from 'long' to 'int', fixing problems
124 on 64-bit architecture systems with LP64 data model
127 * fixed bug with bombs not exploding when hitting the last level line
128 (introduced after the release of 3.1.0)
131 * added support for dumping small-sized level sketches from editor
134 * added recognition of "trigger element" for "change digged element to"
135 (this is not really what the "trigger element" was made for, but its
136 use may seem obvious for leaving back digged elements unchanged)
139 * fixed multiple warnings about failed joystick device initialization
142 * fixed bug with dynamite dropped on top of just dropped custom element
143 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
144 dynamite can still be dropped, but drop key must be released before
147 * fixed bug with wrong start directory when started from file browser
148 (due to this bug, R'n'D could not be started from KDE's Konqueror)
151 * fixed bug causing "change when impact" on player not working
152 * fixed wrong priority of "hitting something" over "hitting <element>"
153 * fixed wrong priority of "hit by something" over "hit by <element>"
156 * fixed graphical bug which caused the player (being Murphy) to show
157 collecting animations although the element was collected by penguin
160 * fixed two bugs causing wrong door background graphics in system.c
161 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
164 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
165 * added "no direction" to "walkable/passable from" selectbox options
168 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
169 * in tape autoplay, not only report broken, but also missing tapes
172 * uploaded pre-release (test) version 3.2.0-2 binary and source code
175 * fixed small bug with "linear" animation not working for active lamp
178 * fixed bug with moving up despite gravity due to "block last field"
179 * fixed small bug with wrong draw offset when typing name in main menu
180 * when reading user names from "passwd", ignore data after first comma
181 * when creating new "levelinfo.conf", only write some selected entries
184 * fixed displaying "imported from/by" on preview with empty string
185 * fixed ignoring draw offset for fonts used for level preview texts
188 * fixed a delay problem with SDL and too many mouse motion events
189 * added setup option "skip levels" and level skipping functionality
192 * added move speed "not moving" for non-moving CEs, but with direction
195 * fixed mapping of obsolete element token names in "editorsetup.conf"
196 * fixed bug with sound "acid.splashing" treated as a loop sound
197 * fixed some little sound bugs in native EM engine
200 * fixed small bug when dragging scrollbars to end positions
203 * added editor element descriptions written by Aaron Davidson
206 * improved fallback handling when configured artwork is not available
207 (now using default artwork instead of exiting when files not found)
210 * fixed bug on level selection screen when dragging scrollbar
213 * fixed bug which caused broken tapes when appending to EM engine tapes
216 * uploaded pre-release (test) version 3.2.0-1 binary and source code
219 * added code to replace changed artwork config tokens with other tokens
220 (needed for backwards compatibility, so that older tokens still work)
223 * added native R'n'D graphics for some new EMC elements in EM engine
226 * fixed some bugs in the EM engine integration code
227 * changed EM engine code to allow diagonal movement
228 * changed EM engine code to allow use of separate snap and drop keys
231 * fixed some redraw bugs when using EM engine
234 * fixed bug with not converting RND levels which are set to use native
235 engine to native level structure when loading
238 * uploaded pre-release (test) version 3.2.0-0 binary and source code
241 * version number set to 3.2.0
244 * level data now reset to defaults after attempt to load invalid file
247 * added use of "editorsetup.conf" for different level sets
250 * added auto-detection for various types of Emerald Mine level files
253 * fixed bug with scrollbars getting too small when list is very large
256 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
259 * added most level editor configuration gadgets for new EMC elements
262 * added more element and graphic definitions for new EMC elements
265 * modified native EM engine to use integrated R'n'D sound system
268 * added SDL support to graphics functions in native EM engine
269 (by always using generic libgame interface functions)
272 * fixed bug in frame synchronization in native EM engine
275 * added code to convert levels between R'n'D and native EM engine
278 * new Emerald Mine engine can now play levels selected in main menu
281 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
282 (which creates scaled down graphics for level editor and preview);
283 there's still a memory leak somewhere in the artwork handling code
284 * added "scale image up" functionality to X11 version of zoom function
287 * first attempts to integrate new, native Emerald Mine Club engine
290 * fixed bug in gadget code which caused reset of CEs in level editor
291 (example: pressing 'b' [grab brush] on CE config page erased values)
292 (solution: check if gadgets in ClickOnGadget() are really mapped)
293 * improved level change detection in editor (settings now also checked)
294 * fixed bug with "can move into acid" and "don't collide with" state
297 * fixed maze runner style CEs to use the configured move delay value
300 * added Aaron Davidson's tutorial level set to the "Tutorials" section
303 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
304 * fixed the above fix because it broke level set "machine" (*sigh*)
305 * fixed random element placement in level editor to work as expected
306 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
309 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
312 * fixed bug (missing array boundary check) which caused broken tapes
313 * fixed bug (when loading level template) which caused broken levels
314 * fixed bug with new block last field code when using non-yellow player
317 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
318 * internal change of how the player blocks the last field when moving
319 * fixed blocking delay of last field for EM and SP style block delay
320 * fixed bug where the player had to wait for the usual move delay after
321 unsuccessfully trying to move, when he directly could move after that
322 * the last two changes should make original Supaplex level 93 solvable
323 * improved use of random number generator to make it less predictable
324 * fixed behaviour of slippery SP elements to let slip left, then right
327 * fixed bug with wrong door state after trying to quickload empty tape
328 * fixed waste of static memory usage of the binary, making it smaller
329 * fixed very little graphical bug in Supaplex explosion
332 * version number set to 3.1.1
335 * version 3.1.0 released
338 * fixed bug with crash when writing user levelinfo.conf the first time
341 * added option "convert LEVELDIR [NR]" to command line batch commands
342 * re-converted Supaplex levels to apply latest engine fixes
343 * changed "use graphic/sound of element" to "use graphic of element"
344 due to compatibility problems with some levels ("bug machine" etc.)
347 * fixed bug with CE change replacing player with same or other player
350 * fixed bug with opaque font in envelope with background graphic when
351 background graphic is not transparent itself
354 * added "gravity on" and "gravity off" ports for Supaplex compatibility
355 * corrected original Supaplex level loading code to use these new ports
356 * also corrected Supaplex loader to auto-count infotrons if set to zero
359 * fixed bug with missing initialization of "modified" flag for GEs
362 * fixed bug that caused endless recursion loop when relocating player
363 * fixed tape recorder bug in "step mode" when using "pause before end"
364 * fixed tape recorder bug when changing from "warp forward" mode
367 * fixed bug with "when touching" for pushed elements at last position
370 * fixed bug that caused two activated toolbox buttons in level editor
371 * fixed bug with exploding dynabomb under player due to other explosion
374 * fixed bug with creating walkable custom element under player (again)
375 * fixed bug with not copying explosion type when copying CEs in editor
376 * fixed graphical bug when drawing player in setup menu (input devices)
377 * fixed graphical bug when the player is pushing an accessible element
378 * fixed bug with classic switchable elements triggering CE changes
379 * fixed bug with entering/leaving walkable element in RelocatePlayer()
380 * fixed crash bug when CE leaves behind the trigger player element
383 * fixed bug with broken tubes after placing/exploding dynamite in them
384 * fixed bug with exploding dynamite under player due to other explosion
385 * fixed bug with not resetting push delay under certain circumstances
388 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
389 * added network multiplayer code for Windows (thanks to Niko Böhm)
392 * added option "reachable despite gravity" for gravity movement
393 * changed gravity movement of most classic walkable and passable
394 elements back to "not reachable" (for compatibility reasons)
397 * fixed (removed) "indestructible" / "can explode" dependency in editor
398 * fixed (removed) "accessible inside" / "protected" dependency
399 * fixed (removed) "step mode" / "shield time" dependency
402 * fixed dynabombs exploding now into anything diggable
403 * fixed Supaplex style gravity movement into buggy base now impossible
404 * added pressing key "space" as valid action to select menu options
407 * added "replace when walkable" to relocate player to walkable element
408 * added "enter"/"leave" event for elements affected by relocation
409 * fixed "direct"/"indirect" change order also for "when change" event
410 * fixed graphical bug when pushing things from elements walkable inside
413 * fixed graphic bug when player is snapping while moving in old levels
414 * fixed bug when a moving custom element leaves a player element behind
415 * fixed bug with mole not disappearing when moving into acid pool
416 * fixed bug with incomplete path setting when using "--basepath" option
417 * moving CE can now leave walkable elements behind under the player
418 * when relocating, player can be set on walkable element now
419 * fixed another gravity movement bug
422 * uploaded pre-release (test) version 3.1.0-2 binary and source code
425 * added "collectible" and "removable" to extended replacement types
426 (where "removable" replaces "diggable" and "collectible" elements)
427 * added "collectible & throwable" (to throw element to the next field)
428 * fixed bug with CEs digging elements that are just about to explode
429 * changed mouse cursor now always being visible when game is paused
432 * added possibility to push/press accessible elements from a side that
434 * fixed bug with not setting actual date when appending to tape
437 * fixed bug with incorrectly initialized custom element editor graphics
440 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
441 - number of levels corrected from 18 to 17 in "levelinfo.conf"
444 * fixed bug with destroyed robot wheel still attracting robots forever
445 * fixed bug with time gate switch deactivating after robot wheel time
446 (while the time gate itself is not affected by this misbehaviour)
447 * changed behaviour of BD style amoeba to always get blocked by player
448 (before it was different when there were non-BD elements in level)
449 * fixed bug with player destroying indestructable elements with shield
452 * added option to make growing elements grow into anything diggable
453 (for the various amoeba types, biomaze and "game of life")
456 * fixed bug with movable elements not moving after left behind by CEs
457 * changed gravity movement to anything diggable, not only sand/base
458 * optionally allowing passing to walkable element, not only empty space
459 * added option "can pass to walkable element" for players
460 * finally fixed gravity movement (hopefully)
463 * fixed bug with movable elements not moving anymore after falling down
466 * fixed another bug with custom elements digging and leaving elements
467 * fixed bug with "along left/right side" and automatic start direction
468 * trigger elements now also displayed when "more custom" deactivated
469 * fixed bug with clipboard element initialized when loading new level
470 * added option "drop delay" to set delay before dropping next element
473 * uploaded pre-release (test) version 3.1.0-1 binary and source code
476 * added copy and paste functions for custom change pages
477 * enhanced graphical display and functionality of tape recorder
478 * fixed bug with custom elements digging and leaving elements
481 * added move speed faster than "very fast" for custom elements
482 * fixed bug with 3+3 style explosions and missing border content
483 * fixed little bug when copying custom elements in the editor
484 * enhanced custom element changes by more side trigger actions
487 * added option "no scrolling when relocating" for instant teleporting
488 * uploaded pre-release (test) version 3.1.0-0 binary and source code
491 * added trigger element and trigger player to use as target elements
492 * added copy and paste functions for custom and group elements
495 * fixed graphical bug when displaying explosion animations
496 * fixed bug when appending to tapes, resulting in broken tapes
497 * re-recorded a few tapes broken by fixing gravity checking bug
500 * "can move into acid" property now for all elements independently
501 * "can fall into acid" property for player stored in same bitfield now
502 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
503 * version number set to 3.1.0 (finally!)
506 * changed tape recording to only record input, not programmed actions
509 * fixed totally broken (every 8th frame skipped) step-by-step recording
510 * fixed bug with requester not displayed when quick-loading interrupted
511 * added option "can fall into acid (with gravity)" for players
512 * fixed bug with player not falling when snapping down with gravity
515 * fixed bug which messed up key config when using keypad number keys
518 * fixed bug which allowed moving upwards even when gravity was active
519 * fixed bug with missing error handling when dumping levels or tapes
522 * added different colored editor graphics for Supaplex gravity tubes
525 * fixed bug that allowed solvable tapes for unsolvable levels
528 * use unlimited number of droppable elements when "count" set to zero
529 * added option to use step limit instead of time limit for level
532 * added player and change page as trigger for custom element change
535 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
538 * fixed bug with dark yamyam changing to acid when moving over acid
539 * fixed handling of levels with more than 999 seconds level time
540 (example: level 76 of "Denmine")
543 * "spring push bug" reintroduced as configurable element property
544 * fixed bug with missing properties for "mole"
545 * fixed bug that showed up when fixing the above "mole" properties bug
546 * added option "can move into acid" for all movable elements
547 * fixed graphical bug for elements moving into acid
548 * changed event handling to handle all pending events before going on
551 * fixed bug which caused all CE change pages to be ignored which had
552 the same change event, but used a different element side
553 (reported by Simon Forsberg)
555 * fixed bug which caused elements that can move and fall and that are
556 transported by a conveyor belt to continue moving into that direction
557 after leaving the conveyor belt, regardless of their own movement
558 type; only elements which can not move are transported now
559 (reported by Simon Forsberg)
561 * fixed bug which could cause an array overflow in RelocatePlayer()
562 (reported by Niko Böhm)
564 * changed Emerald Mine style "passable / over" elements to "protected"
565 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
567 * added new option to select from which side a "walkable/passable"
568 element can be entered
571 * added explosion and ignition delay for elements that can explode
574 * fixed bug which caused player not being protected against enemies
575 when a CE was "walkable / inside" and was not "indestructible"
576 * added "walkable/passable" fields to be "protected/unprotected"
577 against enemies, even if not accessible "inside" but "over/under"
580 * corrected move pattern to 32 bit and initial move direction to 8 bit
583 * added second custom element base configuration page
586 * added some special EMC mappings to Emerald Mine level loader
587 (also covering previously unknown element in level 0 of "Bondmine 8")
590 * added option to block last field when player is moving (for Supaplex)
591 * adjusted push delay of Supaplex elements
592 * removed delays for envelopes etc. when replaying with maximum speed
593 * fixed bug when dropping element on a field that just changed to empty
596 * fixed bug: infotrons can now smash yellow disks
597 * fixed bug: when gravity active, port above player can now be entered
598 * removed "one white dot" mouse pointer which irritated some people
601 * added "choice type" for group element selection
604 * fixed bug with initial invulnerability of non-yellow player
607 * added level loader for loading native Supaplex packed levels
608 (including multi-part levels like the "splvls99" levels)
611 * fixed bug which allowed creating emeralds by escaping explosions
614 * custom elements can change (limited) or leave (unlimited) elements
615 * finally added multiple matches using group elements
616 * added shortcut to dump brush (type ":DB" in editor) for use in forum
619 * added new start movement type "previous" for continued CE movement
620 * added new start movement type "random" for random CE movement start
623 * added new element "sokoban_field_player" needed for Sokoban levels
624 (thanks to Ed Booker for pointing this out!)
627 * added elements that can be digged or left behind by custom elements
630 * added group elements for multiple matches and random element creation
633 * fixed some graphical errors displayed in old levels
636 * fixed wrong double speed movement after passing closing gates
639 * added level loader for loading native Emerald Mine levels
642 * changes for "shooting" style CE movement
645 * Happy New Year! ;-)
648 * changed default snap/drop keys from left/right Shift to Control keys
651 * fixed bug with dead player getting reanimated from custom element
654 * fixed bug with wrong penguin graphics (when entering exit)
657 * fixed bug with wrong "Murphy" graphics (when digging etc.)
660 * version number set to 3.0.9
663 * version 3.0.8 released
666 * added function checked_free()
669 * fixed bug with double nut cracking sound
670 (by eliminating "default element action sound" assignment in init.c)
673 * fixed crash when no music info files are available
676 * fixed boring and sleeping sounds
679 * added "maze runner" and "maze hunter" movement types
680 * added extended collision conditions for custom elements
683 * added warnings for undefined token values in artwork config files
686 * added menu entry for level set information to the info screen
689 * fixed bug with wrong default impact sound for colored emeralds
692 * added several sub-screens for the info screen
693 * menu text now also clickable (not only blue/red sphere left of it)
696 * added configurable "bored" and "sleeping" animations for the player
697 * added "awakening" sound for player when waking up after sleeping
700 * added "copy" and "exchange" functions for custom elements to editor
703 * added configurable element animations for info screen
706 * added configurable music credits for info screen
709 * finally fixed tape recording when player is created from CE change
712 * added "editorsetup.conf" for editor element list configuration
715 * added "musicinfo.conf" for menu and level music configuration
718 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
719 (that only showed up on Linux, but not on Windows systems)
722 * fixed turning movement of butterflies and fireflies (no frame reset)
723 * enhanced sniksnak turning movement (two steps instead of only one)
726 * version number set to 3.0.8
729 * version 3.0.7 released
732 * fixed reset of player animation frame when, for example,
733 walking, digging or collecting share the same animation
734 * fixed CE with "deadly when touching" exploding when touching amoeba
737 * fixed tape recording when player is created from CE element change
740 * introduced "turning..." action graphic for elements with move delay
741 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
742 * added turning animations for bug, spaceship and sniksnak
745 * prevent "extended" changed elements from delay change in same frame
748 * fixed bug when pushing element that can move away to the side
749 (like pushing falling elements, but now with moving elements)
752 * finally fixed serious bug in code for delayed element pushing (again)
755 * unavailable setup options now marked as "n/a" instead of "off"
756 * new boolean directive "latest_engine" for "levelinfo.conf": when set
757 to "true", levels are always played with the latest game engine,
758 which is desired for levels that are imported from other games; all
759 other levels are played with the engine version stored in level file
760 (which is normally the engine version the level was created with)
763 * fixed serious bug in code for delayed element pushing
764 * fixed little bug in animation frame selection for pushed elements
765 * speed-up of reading config file for verbose output
768 * added configuration option for opening and closing Supaplex exit
769 * added configuration option for moving up/down animation for Murphy
770 * fixed incorrectly displayed animation for attacking dragon
771 * fixed bug with not setting initial gravity for each new game
772 * fixed bug with teleportation of player by custom element change
773 * fixed bug with player not getting smashed by rock sometimes
776 * version number set to 3.0.7
779 * version 3.0.6 released
782 * added support for MP3 music for SDL version through SMPEG library
785 * fixed bug when initializing font graphic structure
786 * fixed bug with animation mode "pingpong" when using only 1 frame
787 * fixed bug with extended change target introduced in 3.0.5
788 * fixed bug where passing over moving element doubles player speed
789 * fixed bug with elements continuing to move into push direction
790 * fixed bug with duplicated player when dropping bomb with shield on
791 * added "switching" event for custom elements ("pressing" only once)
792 * fixed switching bug (resetting flag when not switching but not idle)
795 * fixed element tokens for certain file elements with ".active" etc.
798 * version number set to 3.0.6
801 * version 3.0.5 released
804 * now four envelope elements available
805 * font, background, animation and sound for envelope now configurable
806 * main menu doors opening/closing animation type now configurable
809 * active/inactive sides configurable for custom element changes
810 * new movement type "move when pushed" available for custom elements
813 * fixed bug in multiple config pages loader code that caused crashes
816 * enhanced (remaining low-resolution) Supaplex graphics
819 * version number set to 3.0.5
822 * version 3.0.4 released
824 2003-09-12 src/tools.c
825 * fixed bug in custom definition of crumbled element graphics
827 2003-09-11 src/files.c
828 * fixed bug in multiple config pages code that caused crashes
831 * version number set to 3.0.4
834 * version 3.0.3 released
837 * added music to Supaplex classic level set
839 2003-09-07 src/libgame/misc.c
840 * added support for loading various music formats through SDL_mixer
842 2003-09-06 (various source files)
843 * fixed several nasty bugs that may have caused crashes on some systems
844 * added envelope content which gets displayed when collecting envelope
845 * added multiple change event pages for custom elements
847 2003-08-24 src/game.c
848 * fixed problem with player animation when snapping and moving
850 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
851 * fixed problem with flickering when drawing toon animations
853 2003-08-23 src/libgame/sdl.c
854 * fixed problem with setting mouse cursor in SDL version in fullscreen
856 2003-08-23 src/game.c
857 * fixed bug (missing array boundary check) which could crash the game
860 * version number set to 3.0.3
863 * version 3.0.2 released
865 2003-08-21 src/game.c
866 * fixed bug with creating inaccessible elements at player position
868 2003-08-20 src/init.c
869 * fixed bug with not finding current level artwork directory
871 2003-08-20 src/files.c
872 * fixed bug with choosing wrong engine version when playing tapes
873 * fixed bug with messing up custom element properties in 3.0.0 levels
876 * version number set to 3.0.2
879 * version 3.0.1 released
881 2003-08-17 (no source files affected)
882 * changed all "classic" PCX image files with 16 colors or less to
883 256 color (8 bit) storage format, because the Allegro game library
884 cannot handle PCX files with less than 256 colors (contributed
885 graphics are not affected and might look wrong in the DOS version)
887 2003-08-16 src/init.c
888 * fixed bug which (for example) crashed the level editor when defining
889 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
890 (only set to default) -- invalid graphics now set to default graphic
892 2003-08-16 src/init.c
893 * fixed graphical bug of player digging/collecting/snapping element
894 when no corresponding graphic/animation is defined for this action,
895 resulting in player being drawn as EL_EMPTY (which should only be
896 done to elements being collected, but not to the player)
898 2003-08-16 src/game.c
899 * fixed small graphical bug of player not totally moving into exit
901 2003-08-16 src/libgame/setup.c
902 * fixed bug with wrong MS-DOS 8.3 filename conversion
904 2003-08-16 src/tools.c
905 * fixed bug with invisible mouse cursor when pressing ESC while playing
907 2003-08-16 (various source files)
908 * added another 128 custom elements (disabled in editor by default)
910 2003-08-16 src/editor.c
911 * fixed NULL string bug causing Solaris to crash in sprintf()
913 2003-08-16 src/screen.c
914 * fixed drawing over scrollbar on level selection with custom fonts
916 2003-08-15 src/game.c
917 * cleanup of simple sounds / loop sounds / music settings
919 2003-08-08 (various source files)
920 * added custom element property for dropping collected elements
922 2003-08-08 src/conf_gfx.c
923 * fixed bug with missing graphic for active red disk bomb
925 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
926 * extended variable "level.gravity" to "level.initial_gravity" and
927 "game.current_gravity" to prevent level setting from being changed
928 by playing the level (keeping the runtime value after playing)
930 * fixed graphics bug when digging element that has 'crumbled' graphic
931 definition, but not 'diggable' graphic definition
934 * version number set to 3.0.1
937 * version 3.0.0 released
940 * various bug fixes; among others:
941 - fixed bug with pushing spring over empty space
942 - fixed bug with leaving tube while placing dynamite
943 - fixed bug with explosion of smashed penguins
944 - allow Murphy player graphic in levels with non-Supaplex elements
948 * I have forgotten to document changes for some time
951 * pre-release version 2.2.0rc1 released
954 * version number set to 2.1.2
957 * version 2.1.1 released
960 * version number set to 2.1.1
963 * version 2.1.0 released
966 * version number set to 2.1.0
968 2002-04-03 to 2002-05-19 (various source files)
969 * graphics, sounds and music now fully configurable
970 * bug fixed that prevented walking through tubes when gravity on
972 2002-04-02 src/events.c, src/editor.c
973 * Make Escape key less aggressive when playing or when editing level.
974 This can be configured as an option in the setup menu. (Default is
975 "less aggressive" which means "ask user if something can be lost"
976 when pressing the Escape key.)
978 2002-04-02 src/screen.c
979 * Added "graphics setup" screen.
981 2002-04-01 src/screen.c
982 * Changed "choose level" setup screen stuff to be more generic (to
983 make it easier to add more "choose from generic tree" setup screens).
985 2002-04-01 src/config.c, src/timestamp.h
986 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
987 automatically gets created by "src/Makefile" and contains an actual
988 compile-time timestamp to identify development versions of the game).
990 2002-03-31 src/tape.c, src/events.c
991 * Added quick game/tape save/load functions to tape stuff which can be
992 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
993 loads previously recorded tape and directly goes into recording mode
994 from the end of the tape (therefore appending to the tape).
996 2002-03-31 src/tape.c
997 * Added "index mark" function to tape recorder. When playing or
998 recording, "eject" button changes to "index" button. Setting index
999 mark is not yet implemented, but pressing index button when playing
1000 allows very quick advancing to end of tape (when normal playing),
1001 very fast forward mode (when playing with normal fast forward) or
1002 very fast reaching of "pause before end of tape" (when playing with
1003 "pause before end" playing mode).
1005 2002-03-30 src/cartoons.c
1006 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1008 2002-03-29 src/screen.c
1009 * Changed setup screen stuff to be more generic (to make it easier
1010 to add more setup screens).
1012 2002-03-23 src/main.c, src/main.h
1013 * Various changes due to the introduction of the new libgame files
1014 "setup.c" and "joystick.c".
1016 2002-03-23 src/files.c
1017 * Generic parts of "src/files.c" (mainly setup and level directory
1018 stuff) moved to new libgame file "src/libgame/setup.c".
1020 2002-03-23 src/joystick.c
1021 * File "src/joystick.c" moved to libgame source tree, with
1022 correspondig changes.
1024 2002-03-22 src/screens.c
1025 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1026 (Wrong level series information displayed when entering main group.)
1028 2002-03-22 src/editor.c
1029 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1031 2002-03-22 src/editor.c
1032 * Changed behaviour of "Escape" key in level editor to be more
1033 intuitive: When in "Element Properties" or "Level Info" mode,
1034 return to "Drawing Mode" instead of leaving the level editor.
1036 2002-03-21 src/game.c, src/editor.c, src/files.c
1037 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1038 gems (emeralds, diamonds, ...) slipping down from normal wall,
1039 steel wall and growing wall (as in E.M.C. style levels). Although
1040 the behaviour of contributed and private levels wasn't changed (due
1041 to the use of "level.game_version"; see previous entry), editing
1042 those levels will (of course) change the behaviour accordingly.
1044 This change seems a bit too hard after thinking about it, because
1045 the EM style behaviour is not the "expected" behaviour (gems would
1046 normally only slip down from "rounded" walls). Therefore this was
1047 now changed to an element property for gem style elements, with the
1048 default setting "off" (which means: no special EM style behaviour).
1049 To fix older converted levels, this flag is set to "on" for pre-2.0
1050 levels that are neither contributed nor private levels.
1052 2002-03-20 src/files.h
1053 * Corrected settings for "level.game_version" depending of level type.
1054 (Contributed and private levels always get played with game engine
1055 version they were created with, while converted levels always get
1056 played with the most recent version of the game engine, to let new
1057 corrections of the emulation behaviour take effect.)
1059 2002-03-20 src/main.h
1060 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1061 compiling the SDL version on some systems.
1062 Thanks to the several people who pointed this out.
1065 * Version number set to 2.0.2.
1068 * Version 2.0.1 released.
1070 2002-03-18 src/screens.c
1071 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1073 2002-03-18 src/files.c [src/libgame/misc.c]
1074 * Moved some common functions from src/files.c to src/libgame/misc.c.
1076 2002-03-18 src/files.c [src/libgame/misc.c]
1077 * Changed permissions for new directories and saved files (especially
1078 score files) according to suggestions of Debian users and mantainers.
1079 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1081 2002-03-17 src/files.c
1082 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1083 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1084 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1085 for levels and "TAPE" for tapes). Old "cookie" style format is
1086 still supported for reading. New level and tape files are written
1089 * New IFF chunk "VERS" contains version numbers for file and game
1090 (where "game version" is the version of the program that wrote the
1091 file, and "file version" is a version number to distinguish files
1092 with different format, for example after adding new features).
1094 2002-03-15 src/screen.c
1095 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1096 (Before, you heard a mixture of the in-game music and the
1097 hall-of-fame music.)
1099 2002-03-14 src/events.c
1100 * Function "DumpTape()" (files.c) now available by pressing 't' from
1101 main menu (when in DEBUG mode).
1103 2002-03-14 src/game.c
1104 * "GameWon()": When game was won playing a tape, now there is no delay
1105 raising the score and no corresponding sound is played.
1107 2002-03-14 src/files.c
1108 * Changed "LoadTape()" for real chunk support and also adjusted
1109 "SaveTape()" accordingly.
1111 2002-03-14 src/game.c, src/tape.c, src/files.c
1112 * Important changes to tape format: The old tape format stored all
1113 actions with a real effect with a corresponding delay between the
1114 stored actions. This had some major disadvantages (for example,
1115 push delays had to be ignored, pressing a button for some seconds
1116 mutated to several single button presses because of the non-action
1117 delays between two action frames etc.). The new tape format just
1118 stupidly records all device actions and replays them later. I really
1119 don't know why I haven't solved it that way before?! Old-style tapes
1120 (with tape file version less than 2.0) get converted to the new
1121 format on-the-fly when loading and can therefore still be played;
1122 only some minor parts of the old-style tape handling code was needed.
1123 (A perfect conversion is not possible, because there is information
1124 missing about the device actions between two action frames.)
1126 2002-03-14 src/files.c
1127 * New function "DumpTape()" to dump the contents of the current tape
1128 in a human readable format.
1130 2002-03-14 src/game.c
1131 * Small tape bug fixed: When automatically advancing to next level
1132 after a game was won, the tape from the previous level still was
1133 loaded as a tape for the new level.
1135 2002-03-14 src/tape.c
1136 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1137 tape, cartoons did not get completely removed because
1138 StopAnimation() was not called.
1140 2002-03-13 src/files.c
1141 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1142 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1143 size even when using 16-bit elements). Added new chunk "CNT2" for
1144 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1145 chunk even when content was 16-bit element). "CNT2" should now be
1146 able to store content for arbitrary elements (up to eight blocks of
1147 3 x 3 element arrays). All "CNT2" elements will always be stored as
1148 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1150 2002-03-13 src/files.c
1151 * Changed "LoadLevel()" for real chunk support.
1153 2002-03-12 src/game.c
1154 * Fixed problem (introduced after 2.0.0 release) with penguins
1155 not getting killed by enemies
1157 2002-02-24 src/game.c, src/main.h
1158 * Added "player->is_moving"; now "player->last_move_dir" does
1159 not contain any information if the player is just moving at
1161 Before, "player->last_move_dir" was misused for this purpose
1162 for the robot stuff (robots don't kill players when they are
1163 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1164 broke tapes when walking through pipes!
1165 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1166 in a continuous movement. This fact is ignored for friends and