2 * fixed graphical bug with smashing elements falling faster than player
5 * fixed major bug which prevented private levels from being edited
6 * fixed bug with precedence of general and special font definitions
9 * fixed graphical bug with player animation when player moves slowly
12 * fixed bug which prevented "global.num_toons: 0" from working
15 * major code cleanup (removed all these annoying "#if 0" blocks)
18 * added custom element actions for CE change page in level editor
21 * fixed music initialization bug in init.c (thanks to David Binderman)
22 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
23 (this bug must probably be fixed at other places, too)
26 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
27 (should be '#include <SDL.h>' instead)
30 * fixed bug which prevented "walkable from no direction" from working
31 (due to compatibility code overwriting this setting after loading)
34 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
37 * version number temporarily set to 3.1.1 (intermediate bugfix release)
38 * version 3.1.1 released
41 * changed some va_arg() arguments from 'long' to 'int', fixing problems
42 on 64-bit architecture systems with LP64 data model
45 * fixed bug with bombs not exploding when hitting the last level line
46 (introduced after the release of 3.1.0)
49 * added support for dumping small-sized level sketches from editor
52 * added recognition of "trigger element" for "change digged element to"
53 (this is not really what the "trigger element" was made for, but its
54 use may seem obvious for leaving back digged elements unchanged)
57 * fixed multiple warnings about failed joystick device initialization
60 * fixed bug with dynamite dropped on top of just dropped custom element
61 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
62 dynamite can still be dropped, but drop key must be released before
65 * fixed bug with wrong start directory when started from file browser
66 (due to this bug, R'n'D could not be started from KDE's Konqueror)
69 * fixed bug causing "change when impact" on player not working
70 * fixed wrong priority of "hitting something" over "hitting <element>"
71 * fixed wrong priority of "hit by something" over "hit by <element>"
74 * fixed graphical bug which caused the player (being Murphy) to show
75 collecting animations although the element was collected by penguin
78 * fixed two bugs causing wrong door background graphics in system.c
79 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
82 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
83 * added "no direction" to "walkable/passable from" selectbox options
86 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
87 * in tape autoplay, not only report broken, but also missing tapes
90 * uploaded pre-release (test) version 3.2.0-2 binary and source code
93 * fixed small bug with "linear" animation not working for active lamp
96 * fixed bug with moving up despite gravity due to "block last field"
97 * fixed small bug with wrong draw offset when typing name in main menu
98 * when reading user names from "passwd", ignore data after first comma
99 * when creating new "levelinfo.conf", only write some selected entries
102 * fixed displaying "imported from/by" on preview with empty string
103 * fixed ignoring draw offset for fonts used for level preview texts
106 * fixed a delay problem with SDL and too many mouse motion events
107 * added setup option "skip levels" and level skipping functionality
110 * added move speed "not moving" for non-moving CEs, but with direction
113 * fixed mapping of obsolete element token names in "editorsetup.conf"
114 * fixed bug with sound "acid.splashing" treated as a loop sound
115 * fixed some little sound bugs in native EM engine
118 * fixed small bug when dragging scrollbars to end positions
121 * added editor element descriptions written by Aaron Davidson
124 * improved fallback handling when configured artwork is not available
125 (now using default artwork instead of exiting when files not found)
128 * fixed bug on level selection screen when dragging scrollbar
131 * fixed bug which caused broken tapes when appending to EM engine tapes
134 * uploaded pre-release (test) version 3.2.0-1 binary and source code
137 * added code to replace changed artwork config tokens with other tokens
138 (needed for backwards compatibility, so that older tokens still work)
141 * added native R'n'D graphics for some new EMC elements in EM engine
144 * fixed some bugs in the EM engine integration code
145 * changed EM engine code to allow diagonal movement
146 * changed EM engine code to allow use of separate snap and drop keys
149 * fixed some redraw bugs when using EM engine
152 * fixed bug with not converting RND levels which are set to use native
153 engine to native level structure when loading
156 * uploaded pre-release (test) version 3.2.0-0 binary and source code
159 * version number set to 3.2.0
162 * level data now reset to defaults after attempt to load invalid file
165 * added use of "editorsetup.conf" for different level sets
168 * added auto-detection for various types of Emerald Mine level files
171 * fixed bug with scrollbars getting too small when list is very large
174 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
177 * added most level editor configuration gadgets for new EMC elements
180 * added more element and graphic definitions for new EMC elements
183 * modified native EM engine to use integrated R'n'D sound system
186 * added SDL support to graphics functions in native EM engine
187 (by always using generic libgame interface functions)
190 * fixed bug in frame synchronization in native EM engine
193 * added code to convert levels between R'n'D and native EM engine
196 * new Emerald Mine engine can now play levels selected in main menu
199 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
200 (which creates scaled down graphics for level editor and preview);
201 there's still a memory leak somewhere in the artwork handling code
202 * added "scale image up" functionality to X11 version of zoom function
205 * first attempts to integrate new, native Emerald Mine Club engine
208 * fixed bug in gadget code which caused reset of CEs in level editor
209 (example: pressing 'b' [grab brush] on CE config page erased values)
210 (solution: check if gadgets in ClickOnGadget() are really mapped)
211 * improved level change detection in editor (settings now also checked)
212 * fixed bug with "can move into acid" and "don't collide with" state
215 * fixed maze runner style CEs to use the configured move delay value
218 * added Aaron Davidson's tutorial level set to the "Tutorials" section
221 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
222 * fixed the above fix because it broke level set "machine" (*sigh*)
223 * fixed random element placement in level editor to work as expected
224 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
227 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
230 * fixed bug (missing array boundary check) which caused broken tapes
231 * fixed bug (when loading level template) which caused broken levels
232 * fixed bug with new block last field code when using non-yellow player
235 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
236 * internal change of how the player blocks the last field when moving
237 * fixed blocking delay of last field for EM and SP style block delay
238 * fixed bug where the player had to wait for the usual move delay after
239 unsuccessfully trying to move, when he directly could move after that
240 * the last two changes should make original Supaplex level 93 solvable
241 * improved use of random number generator to make it less predictable
242 * fixed behaviour of slippery SP elements to let slip left, then right
245 * fixed bug with wrong door state after trying to quickload empty tape
246 * fixed waste of static memory usage of the binary, making it smaller
247 * fixed very little graphical bug in Supaplex explosion
250 * version number set to 3.1.1
253 * version 3.1.0 released
256 * fixed bug with crash when writing user levelinfo.conf the first time
259 * added option "convert LEVELDIR [NR]" to command line batch commands
260 * re-converted Supaplex levels to apply latest engine fixes
261 * changed "use graphic/sound of element" to "use graphic of element"
262 due to compatibility problems with some levels ("bug machine" etc.)
265 * fixed bug with CE change replacing player with same or other player
268 * fixed bug with opaque font in envelope with background graphic when
269 background graphic is not transparent itself
272 * added "gravity on" and "gravity off" ports for Supaplex compatibility
273 * corrected original Supaplex level loading code to use these new ports
274 * also corrected Supaplex loader to auto-count infotrons if set to zero
277 * fixed bug with missing initialization of "modified" flag for GEs
280 * fixed bug that caused endless recursion loop when relocating player
281 * fixed tape recorder bug in "step mode" when using "pause before end"
282 * fixed tape recorder bug when changing from "warp forward" mode
285 * fixed bug with "when touching" for pushed elements at last position
288 * fixed bug that caused two activated toolbox buttons in level editor
289 * fixed bug with exploding dynabomb under player due to other explosion
292 * fixed bug with creating walkable custom element under player (again)
293 * fixed bug with not copying explosion type when copying CEs in editor
294 * fixed graphical bug when drawing player in setup menu (input devices)
295 * fixed graphical bug when the player is pushing an accessible element
296 * fixed bug with classic switchable elements triggering CE changes
297 * fixed bug with entering/leaving walkable element in RelocatePlayer()
298 * fixed crash bug when CE leaves behind the trigger player element
301 * fixed bug with broken tubes after placing/exploding dynamite in them
302 * fixed bug with exploding dynamite under player due to other explosion
303 * fixed bug with not resetting push delay under certain circumstances
306 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
307 * added network multiplayer code for Windows (thanks to Niko Böhm)
310 * added option "reachable despite gravity" for gravity movement
311 * changed gravity movement of most classic walkable and passable
312 elements back to "not reachable" (for compatibility reasons)
315 * fixed (removed) "indestructible" / "can explode" dependency in editor
316 * fixed (removed) "accessible inside" / "protected" dependency
317 * fixed (removed) "step mode" / "shield time" dependency
320 * fixed dynabombs exploding now into anything diggable
321 * fixed Supaplex style gravity movement into buggy base now impossible
322 * added pressing key "space" as valid action to select menu options
325 * added "replace when walkable" to relocate player to walkable element
326 * added "enter"/"leave" event for elements affected by relocation
327 * fixed "direct"/"indirect" change order also for "when change" event
328 * fixed graphical bug when pushing things from elements walkable inside
331 * fixed graphic bug when player is snapping while moving in old levels
332 * fixed bug when a moving custom element leaves a player element behind
333 * fixed bug with mole not disappearing when moving into acid pool
334 * fixed bug with incomplete path setting when using "--basepath" option
335 * moving CE can now leave walkable elements behind under the player
336 * when relocating, player can be set on walkable element now
337 * fixed another gravity movement bug
340 * uploaded pre-release (test) version 3.1.0-2 binary and source code
343 * added "collectible" and "removable" to extended replacement types
344 (where "removable" replaces "diggable" and "collectible" elements)
345 * added "collectible & throwable" (to throw element to the next field)
346 * fixed bug with CEs digging elements that are just about to explode
347 * changed mouse cursor now always being visible when game is paused
350 * added possibility to push/press accessible elements from a side that
352 * fixed bug with not setting actual date when appending to tape
355 * fixed bug with incorrectly initialized custom element editor graphics
358 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
359 - number of levels corrected from 18 to 17 in "levelinfo.conf"
362 * fixed bug with destroyed robot wheel still attracting robots forever
363 * fixed bug with time gate switch deactivating after robot wheel time
364 (while the time gate itself is not affected by this misbehaviour)
365 * changed behaviour of BD style amoeba to always get blocked by player
366 (before it was different when there were non-BD elements in level)
367 * fixed bug with player destroying indestructable elements with shield
370 * added option to make growing elements grow into anything diggable
371 (for the various amoeba types, biomaze and "game of life")
374 * fixed bug with movable elements not moving after left behind by CEs
375 * changed gravity movement to anything diggable, not only sand/base
376 * optionally allowing passing to walkable element, not only empty space
377 * added option "can pass to walkable element" for players
378 * finally fixed gravity movement (hopefully)
381 * fixed bug with movable elements not moving anymore after falling down
384 * fixed another bug with custom elements digging and leaving elements
385 * fixed bug with "along left/right side" and automatic start direction
386 * trigger elements now also displayed when "more custom" deactivated
387 * fixed bug with clipboard element initialized when loading new level
388 * added option "drop delay" to set delay before dropping next element
391 * uploaded pre-release (test) version 3.1.0-1 binary and source code
394 * added copy and paste functions for custom change pages
395 * enhanced graphical display and functionality of tape recorder
396 * fixed bug with custom elements digging and leaving elements
399 * added move speed faster than "very fast" for custom elements
400 * fixed bug with 3+3 style explosions and missing border content
401 * fixed little bug when copying custom elements in the editor
402 * enhanced custom element changes by more side trigger actions
405 * added option "no scrolling when relocating" for instant teleporting
406 * uploaded pre-release (test) version 3.1.0-0 binary and source code
409 * added trigger element and trigger player to use as target elements
410 * added copy and paste functions for custom and group elements
413 * fixed graphical bug when displaying explosion animations
414 * fixed bug when appending to tapes, resulting in broken tapes
415 * re-recorded a few tapes broken by fixing gravity checking bug
418 * "can move into acid" property now for all elements independently
419 * "can fall into acid" property for player stored in same bitfield now
420 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
421 * version number set to 3.1.0 (finally!)
424 * changed tape recording to only record input, not programmed actions
427 * fixed totally broken (every 8th frame skipped) step-by-step recording
428 * fixed bug with requester not displayed when quick-loading interrupted
429 * added option "can fall into acid (with gravity)" for players
430 * fixed bug with player not falling when snapping down with gravity
433 * fixed bug which messed up key config when using keypad number keys
436 * fixed bug which allowed moving upwards even when gravity was active
437 * fixed bug with missing error handling when dumping levels or tapes
440 * added different colored editor graphics for Supaplex gravity tubes
443 * fixed bug that allowed solvable tapes for unsolvable levels
446 * use unlimited number of droppable elements when "count" set to zero
447 * added option to use step limit instead of time limit for level
450 * added player and change page as trigger for custom element change
453 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
456 * fixed bug with dark yamyam changing to acid when moving over acid
457 * fixed handling of levels with more than 999 seconds level time
458 (example: level 76 of "Denmine")
461 * "spring push bug" reintroduced as configurable element property
462 * fixed bug with missing properties for "mole"
463 * fixed bug that showed up when fixing the above "mole" properties bug
464 * added option "can move into acid" for all movable elements
465 * fixed graphical bug for elements moving into acid
466 * changed event handling to handle all pending events before going on
469 * fixed bug which caused all CE change pages to be ignored which had
470 the same change event, but used a different element side
471 (reported by Simon Forsberg)
473 * fixed bug which caused elements that can move and fall and that are
474 transported by a conveyor belt to continue moving into that direction
475 after leaving the conveyor belt, regardless of their own movement
476 type; only elements which can not move are transported now
477 (reported by Simon Forsberg)
479 * fixed bug which could cause an array overflow in RelocatePlayer()
480 (reported by Niko Böhm)
482 * changed Emerald Mine style "passable / over" elements to "protected"
483 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
485 * added new option to select from which side a "walkable/passable"
486 element can be entered
489 * added explosion and ignition delay for elements that can explode
492 * fixed bug which caused player not being protected against enemies
493 when a CE was "walkable / inside" and was not "indestructible"
494 * added "walkable/passable" fields to be "protected/unprotected"
495 against enemies, even if not accessible "inside" but "over/under"
498 * corrected move pattern to 32 bit and initial move direction to 8 bit
501 * added second custom element base configuration page
504 * added some special EMC mappings to Emerald Mine level loader
505 (also covering previously unknown element in level 0 of "Bondmine 8")
508 * added option to block last field when player is moving (for Supaplex)
509 * adjusted push delay of Supaplex elements
510 * removed delays for envelopes etc. when replaying with maximum speed
511 * fixed bug when dropping element on a field that just changed to empty
514 * fixed bug: infotrons can now smash yellow disks
515 * fixed bug: when gravity active, port above player can now be entered
516 * removed "one white dot" mouse pointer which irritated some people
519 * added "choice type" for group element selection
522 * fixed bug with initial invulnerability of non-yellow player
525 * added level loader for loading native Supaplex packed levels
526 (including multi-part levels like the "splvls99" levels)
529 * fixed bug which allowed creating emeralds by escaping explosions
532 * custom elements can change (limited) or leave (unlimited) elements
533 * finally added multiple matches using group elements
534 * added shortcut to dump brush (type ":DB" in editor) for use in forum
537 * added new start movement type "previous" for continued CE movement
538 * added new start movement type "random" for random CE movement start
541 * added new element "sokoban_field_player" needed for Sokoban levels
542 (thanks to Ed Booker for pointing this out!)
545 * added elements that can be digged or left behind by custom elements
548 * added group elements for multiple matches and random element creation
551 * fixed some graphical errors displayed in old levels
554 * fixed wrong double speed movement after passing closing gates
557 * added level loader for loading native Emerald Mine levels
560 * changes for "shooting" style CE movement
563 * Happy New Year! ;-)
566 * changed default snap/drop keys from left/right Shift to Control keys
569 * fixed bug with dead player getting reanimated from custom element
572 * fixed bug with wrong penguin graphics (when entering exit)
575 * fixed bug with wrong "Murphy" graphics (when digging etc.)
578 * version number set to 3.0.9
581 * version 3.0.8 released
584 * added function checked_free()
587 * fixed bug with double nut cracking sound
588 (by eliminating "default element action sound" assignment in init.c)
591 * fixed crash when no music info files are available
594 * fixed boring and sleeping sounds
597 * added "maze runner" and "maze hunter" movement types
598 * added extended collision conditions for custom elements
601 * added warnings for undefined token values in artwork config files
604 * added menu entry for level set information to the info screen
607 * fixed bug with wrong default impact sound for colored emeralds
610 * added several sub-screens for the info screen
611 * menu text now also clickable (not only blue/red sphere left of it)
614 * added configurable "bored" and "sleeping" animations for the player
615 * added "awakening" sound for player when waking up after sleeping
618 * added "copy" and "exchange" functions for custom elements to editor
621 * added configurable element animations for info screen
624 * added configurable music credits for info screen
627 * finally fixed tape recording when player is created from CE change
630 * added "editorsetup.conf" for editor element list configuration
633 * added "musicinfo.conf" for menu and level music configuration
636 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
637 (that only showed up on Linux, but not on Windows systems)
640 * fixed turning movement of butterflies and fireflies (no frame reset)
641 * enhanced sniksnak turning movement (two steps instead of only one)
644 * version number set to 3.0.8
647 * version 3.0.7 released
650 * fixed reset of player animation frame when, for example,
651 walking, digging or collecting share the same animation
652 * fixed CE with "deadly when touching" exploding when touching amoeba
655 * fixed tape recording when player is created from CE element change
658 * introduced "turning..." action graphic for elements with move delay
659 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
660 * added turning animations for bug, spaceship and sniksnak
663 * prevent "extended" changed elements from delay change in same frame
666 * fixed bug when pushing element that can move away to the side
667 (like pushing falling elements, but now with moving elements)
670 * finally fixed serious bug in code for delayed element pushing (again)
673 * unavailable setup options now marked as "n/a" instead of "off"
674 * new boolean directive "latest_engine" for "levelinfo.conf": when set
675 to "true", levels are always played with the latest game engine,
676 which is desired for levels that are imported from other games; all
677 other levels are played with the engine version stored in level file
678 (which is normally the engine version the level was created with)
681 * fixed serious bug in code for delayed element pushing
682 * fixed little bug in animation frame selection for pushed elements
683 * speed-up of reading config file for verbose output
686 * added configuration option for opening and closing Supaplex exit
687 * added configuration option for moving up/down animation for Murphy
688 * fixed incorrectly displayed animation for attacking dragon
689 * fixed bug with not setting initial gravity for each new game
690 * fixed bug with teleportation of player by custom element change
691 * fixed bug with player not getting smashed by rock sometimes
694 * version number set to 3.0.7
697 * version 3.0.6 released
700 * added support for MP3 music for SDL version through SMPEG library
703 * fixed bug when initializing font graphic structure
704 * fixed bug with animation mode "pingpong" when using only 1 frame
705 * fixed bug with extended change target introduced in 3.0.5
706 * fixed bug where passing over moving element doubles player speed
707 * fixed bug with elements continuing to move into push direction
708 * fixed bug with duplicated player when dropping bomb with shield on
709 * added "switching" event for custom elements ("pressing" only once)
710 * fixed switching bug (resetting flag when not switching but not idle)
713 * fixed element tokens for certain file elements with ".active" etc.
716 * version number set to 3.0.6
719 * version 3.0.5 released
722 * now four envelope elements available
723 * font, background, animation and sound for envelope now configurable
724 * main menu doors opening/closing animation type now configurable
727 * active/inactive sides configurable for custom element changes
728 * new movement type "move when pushed" available for custom elements
731 * fixed bug in multiple config pages loader code that caused crashes
734 * enhanced (remaining low-resolution) Supaplex graphics
737 * version number set to 3.0.5
740 * version 3.0.4 released
742 2003-09-12 src/tools.c
743 * fixed bug in custom definition of crumbled element graphics
745 2003-09-11 src/files.c
746 * fixed bug in multiple config pages code that caused crashes
749 * version number set to 3.0.4
752 * version 3.0.3 released
755 * added music to Supaplex classic level set
757 2003-09-07 src/libgame/misc.c
758 * added support for loading various music formats through SDL_mixer
760 2003-09-06 (various source files)
761 * fixed several nasty bugs that may have caused crashes on some systems
762 * added envelope content which gets displayed when collecting envelope
763 * added multiple change event pages for custom elements
765 2003-08-24 src/game.c
766 * fixed problem with player animation when snapping and moving
768 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
769 * fixed problem with flickering when drawing toon animations
771 2003-08-23 src/libgame/sdl.c
772 * fixed problem with setting mouse cursor in SDL version in fullscreen
774 2003-08-23 src/game.c
775 * fixed bug (missing array boundary check) which could crash the game
778 * version number set to 3.0.3
781 * version 3.0.2 released
783 2003-08-21 src/game.c
784 * fixed bug with creating inaccessible elements at player position
786 2003-08-20 src/init.c
787 * fixed bug with not finding current level artwork directory
789 2003-08-20 src/files.c
790 * fixed bug with choosing wrong engine version when playing tapes
791 * fixed bug with messing up custom element properties in 3.0.0 levels
794 * version number set to 3.0.2
797 * version 3.0.1 released
799 2003-08-17 (no source files affected)
800 * changed all "classic" PCX image files with 16 colors or less to
801 256 color (8 bit) storage format, because the Allegro game library
802 cannot handle PCX files with less than 256 colors (contributed
803 graphics are not affected and might look wrong in the DOS version)
805 2003-08-16 src/init.c
806 * fixed bug which (for example) crashed the level editor when defining
807 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
808 (only set to default) -- invalid graphics now set to default graphic
810 2003-08-16 src/init.c
811 * fixed graphical bug of player digging/collecting/snapping element
812 when no corresponding graphic/animation is defined for this action,
813 resulting in player being drawn as EL_EMPTY (which should only be
814 done to elements being collected, but not to the player)
816 2003-08-16 src/game.c
817 * fixed small graphical bug of player not totally moving into exit
819 2003-08-16 src/libgame/setup.c
820 * fixed bug with wrong MS-DOS 8.3 filename conversion
822 2003-08-16 src/tools.c
823 * fixed bug with invisible mouse cursor when pressing ESC while playing
825 2003-08-16 (various source files)
826 * added another 128 custom elements (disabled in editor by default)
828 2003-08-16 src/editor.c
829 * fixed NULL string bug causing Solaris to crash in sprintf()
831 2003-08-16 src/screen.c
832 * fixed drawing over scrollbar on level selection with custom fonts
834 2003-08-15 src/game.c
835 * cleanup of simple sounds / loop sounds / music settings
837 2003-08-08 (various source files)
838 * added custom element property for dropping collected elements
840 2003-08-08 src/conf_gfx.c
841 * fixed bug with missing graphic for active red disk bomb
843 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
844 * extended variable "level.gravity" to "level.initial_gravity" and
845 "game.current_gravity" to prevent level setting from being changed
846 by playing the level (keeping the runtime value after playing)
848 * fixed graphics bug when digging element that has 'crumbled' graphic
849 definition, but not 'diggable' graphic definition
852 * version number set to 3.0.1
855 * version 3.0.0 released
858 * various bug fixes; among others:
859 - fixed bug with pushing spring over empty space
860 - fixed bug with leaving tube while placing dynamite
861 - fixed bug with explosion of smashed penguins
862 - allow Murphy player graphic in levels with non-Supaplex elements
866 * I have forgotten to document changes for some time
869 * pre-release version 2.2.0rc1 released
872 * version number set to 2.1.2
875 * version 2.1.1 released
878 * version number set to 2.1.1
881 * version 2.1.0 released
884 * version number set to 2.1.0
886 2002-04-03 to 2002-05-19 (various source files)
887 * graphics, sounds and music now fully configurable
888 * bug fixed that prevented walking through tubes when gravity on
890 2002-04-02 src/events.c, src/editor.c
891 * Make Escape key less aggressive when playing or when editing level.
892 This can be configured as an option in the setup menu. (Default is
893 "less aggressive" which means "ask user if something can be lost"
894 when pressing the Escape key.)
896 2002-04-02 src/screen.c
897 * Added "graphics setup" screen.
899 2002-04-01 src/screen.c
900 * Changed "choose level" setup screen stuff to be more generic (to
901 make it easier to add more "choose from generic tree" setup screens).
903 2002-04-01 src/config.c, src/timestamp.h
904 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
905 automatically gets created by "src/Makefile" and contains an actual
906 compile-time timestamp to identify development versions of the game).
908 2002-03-31 src/tape.c, src/events.c
909 * Added quick game/tape save/load functions to tape stuff which can be
910 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
911 loads previously recorded tape and directly goes into recording mode
912 from the end of the tape (therefore appending to the tape).
914 2002-03-31 src/tape.c
915 * Added "index mark" function to tape recorder. When playing or
916 recording, "eject" button changes to "index" button. Setting index
917 mark is not yet implemented, but pressing index button when playing
918 allows very quick advancing to end of tape (when normal playing),
919 very fast forward mode (when playing with normal fast forward) or
920 very fast reaching of "pause before end of tape" (when playing with
921 "pause before end" playing mode).
923 2002-03-30 src/cartoons.c
924 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
926 2002-03-29 src/screen.c
927 * Changed setup screen stuff to be more generic (to make it easier
928 to add more setup screens).
930 2002-03-23 src/main.c, src/main.h
931 * Various changes due to the introduction of the new libgame files
932 "setup.c" and "joystick.c".
934 2002-03-23 src/files.c
935 * Generic parts of "src/files.c" (mainly setup and level directory
936 stuff) moved to new libgame file "src/libgame/setup.c".
938 2002-03-23 src/joystick.c
939 * File "src/joystick.c" moved to libgame source tree, with
940 correspondig changes.
942 2002-03-22 src/screens.c
943 * "HandleChooseLevel()": Another bug in level series navigation fixed.
944 (Wrong level series information displayed when entering main group.)
946 2002-03-22 src/editor.c
947 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
949 2002-03-22 src/editor.c
950 * Changed behaviour of "Escape" key in level editor to be more
951 intuitive: When in "Element Properties" or "Level Info" mode,
952 return to "Drawing Mode" instead of leaving the level editor.
954 2002-03-21 src/game.c, src/editor.c, src/files.c
955 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
956 gems (emeralds, diamonds, ...) slipping down from normal wall,
957 steel wall and growing wall (as in E.M.C. style levels). Although
958 the behaviour of contributed and private levels wasn't changed (due
959 to the use of "level.game_version"; see previous entry), editing
960 those levels will (of course) change the behaviour accordingly.
962 This change seems a bit too hard after thinking about it, because
963 the EM style behaviour is not the "expected" behaviour (gems would
964 normally only slip down from "rounded" walls). Therefore this was
965 now changed to an element property for gem style elements, with the
966 default setting "off" (which means: no special EM style behaviour).
967 To fix older converted levels, this flag is set to "on" for pre-2.0
968 levels that are neither contributed nor private levels.
970 2002-03-20 src/files.h
971 * Corrected settings for "level.game_version" depending of level type.
972 (Contributed and private levels always get played with game engine
973 version they were created with, while converted levels always get
974 played with the most recent version of the game engine, to let new
975 corrections of the emulation behaviour take effect.)
977 2002-03-20 src/main.h
978 * Added "#include <time.h>". This seems to be needed by "tape.c" for
979 compiling the SDL version on some systems.
980 Thanks to the several people who pointed this out.
983 * Version number set to 2.0.2.
986 * Version 2.0.1 released.
988 2002-03-18 src/screens.c
989 * "HandleChooseLevel()": Small bug in level series navigation fixed.
991 2002-03-18 src/files.c [src/libgame/misc.c]
992 * Moved some common functions from src/files.c to src/libgame/misc.c.
994 2002-03-18 src/files.c [src/libgame/misc.c]
995 * Changed permissions for new directories and saved files (especially
996 score files) according to suggestions of Debian users and mantainers.
997 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
999 2002-03-17 src/files.c
1000 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1001 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1002 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1003 for levels and "TAPE" for tapes). Old "cookie" style format is
1004 still supported for reading. New level and tape files are written
1007 * New IFF chunk "VERS" contains version numbers for file and game
1008 (where "game version" is the version of the program that wrote the
1009 file, and "file version" is a version number to distinguish files
1010 with different format, for example after adding new features).
1012 2002-03-15 src/screen.c
1013 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1014 (Before, you heard a mixture of the in-game music and the
1015 hall-of-fame music.)
1017 2002-03-14 src/events.c
1018 * Function "DumpTape()" (files.c) now available by pressing 't' from
1019 main menu (when in DEBUG mode).
1021 2002-03-14 src/game.c
1022 * "GameWon()": When game was won playing a tape, now there is no delay
1023 raising the score and no corresponding sound is played.
1025 2002-03-14 src/files.c
1026 * Changed "LoadTape()" for real chunk support and also adjusted
1027 "SaveTape()" accordingly.
1029 2002-03-14 src/game.c, src/tape.c, src/files.c
1030 * Important changes to tape format: The old tape format stored all
1031 actions with a real effect with a corresponding delay between the
1032 stored actions. This had some major disadvantages (for example,
1033 push delays had to be ignored, pressing a button for some seconds
1034 mutated to several single button presses because of the non-action
1035 delays between two action frames etc.). The new tape format just
1036 stupidly records all device actions and replays them later. I really
1037 don't know why I haven't solved it that way before?! Old-style tapes
1038 (with tape file version less than 2.0) get converted to the new
1039 format on-the-fly when loading and can therefore still be played;
1040 only some minor parts of the old-style tape handling code was needed.
1041 (A perfect conversion is not possible, because there is information
1042 missing about the device actions between two action frames.)
1044 2002-03-14 src/files.c
1045 * New function "DumpTape()" to dump the contents of the current tape
1046 in a human readable format.
1048 2002-03-14 src/game.c
1049 * Small tape bug fixed: When automatically advancing to next level
1050 after a game was won, the tape from the previous level still was
1051 loaded as a tape for the new level.
1053 2002-03-14 src/tape.c
1054 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1055 tape, cartoons did not get completely removed because
1056 StopAnimation() was not called.
1058 2002-03-13 src/files.c
1059 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1060 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1061 size even when using 16-bit elements). Added new chunk "CNT2" for
1062 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1063 chunk even when content was 16-bit element). "CNT2" should now be
1064 able to store content for arbitrary elements (up to eight blocks of
1065 3 x 3 element arrays). All "CNT2" elements will always be stored as
1066 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1068 2002-03-13 src/files.c
1069 * Changed "LoadLevel()" for real chunk support.
1071 2002-03-12 src/game.c
1072 * Fixed problem (introduced after 2.0.0 release) with penguins
1073 not getting killed by enemies
1075 2002-02-24 src/game.c, src/main.h
1076 * Added "player->is_moving"; now "player->last_move_dir" does
1077 not contain any information if the player is just moving at
1079 Before, "player->last_move_dir" was misused for this purpose
1080 for the robot stuff (robots don't kill players when they are
1081 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1082 broke tapes when walking through pipes!
1083 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1084 in a continuous movement. This fact is ignored for friends and