2 * added new player option "use level start element" in level editor
3 to set the correct focus at level start to elements from which the
4 player is created later (this did not work before for cascaded CE
5 changes resulting in creation of the player; it is now also possible
6 to create the player from a yam yam which is smashed at level start)
9 * added "set player speed: not moving / frozen" to CE action options
10 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
13 * added new player option "block snap field" (enabled by default) to
14 make it possible to show a snapping animation like in Emerald Mine
17 * added dynamic checkboxes to custom element action settings in editor
18 * added "CE value" counter for custom elements (instead of "CE count")
19 * added option to use the last "CE value" after custom element change
20 * added option to use the "CE value" of other elements in CE actions
21 * fixed odd behaviour when pressing time orb in levels w/o time limit
22 * added checkbox "use time orb bug" for older levels that use this bug
25 * added missing configuration settings for the following elements:
26 - EL_TIMEGATE_SWITCH (time of open time gate)
27 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
28 - EL_SHIELD_NORMAL (time of shield duration)
29 - EL_SHIELD_DEADLY (time of shield duration)
30 - EL_EXTRA_TIME (time added to level time)
31 - EL_TIME_ORB_FULL (time added to level time)
34 * added "wind direction" as a movement pattern for custom elements
35 * added initial wind direction for balloon / custom elements to editor
36 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
39 * added parameters for "game of life" and "biomaze" elements to editor
42 * added level file chunk "CONF" for generic level and element settings
45 * uploaded pre-release (test) version 3.2.0-4 binary and source code
48 * skip empty level sets (with "levels: 0"; may be artwork base sets)
49 * added sound action ".page[1]" to ".page[32]" for each CE change page
52 * added image config suffix ".clone_from" to copy whole image settings
53 * fixed bug with invalid ("undefined") CE settings in old level files
56 * fixed graphical bug with smashing elements falling faster than player
59 * fixed major bug which prevented private levels from being edited
60 * fixed bug with precedence of general and special font definitions
63 * fixed graphical bug with player animation when player moves slowly
66 * uploaded pre-release (test) version 3.2.0-3 binary and source code
69 * fixed bug which prevented "global.num_toons: 0" from working
72 * major code cleanup (removed all these annoying "#if 0" blocks)
75 * added custom element actions for CE change page in level editor
78 * fixed music initialization bug in init.c (thanks to David Binderman)
79 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
80 (this bug must probably be fixed at other places, too)
83 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
84 (should be '#include <SDL.h>' instead)
87 * fixed bug which prevented "walkable from no direction" from working
88 (due to compatibility code overwriting this setting after loading)
91 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
94 * version number temporarily set to 3.1.1 (intermediate bugfix release)
95 * version 3.1.1 released
98 * changed some va_arg() arguments from 'long' to 'int', fixing problems
99 on 64-bit architecture systems with LP64 data model
102 * fixed bug with bombs not exploding when hitting the last level line
103 (introduced after the release of 3.1.0)
106 * added support for dumping small-sized level sketches from editor
109 * added recognition of "trigger element" for "change digged element to"
110 (this is not really what the "trigger element" was made for, but its
111 use may seem obvious for leaving back digged elements unchanged)
114 * fixed multiple warnings about failed joystick device initialization
117 * fixed bug with dynamite dropped on top of just dropped custom element
118 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
119 dynamite can still be dropped, but drop key must be released before
122 * fixed bug with wrong start directory when started from file browser
123 (due to this bug, R'n'D could not be started from KDE's Konqueror)
126 * fixed bug causing "change when impact" on player not working
127 * fixed wrong priority of "hitting something" over "hitting <element>"
128 * fixed wrong priority of "hit by something" over "hit by <element>"
131 * fixed graphical bug which caused the player (being Murphy) to show
132 collecting animations although the element was collected by penguin
135 * fixed two bugs causing wrong door background graphics in system.c
136 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
139 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
140 * added "no direction" to "walkable/passable from" selectbox options
143 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
144 * in tape autoplay, not only report broken, but also missing tapes
147 * uploaded pre-release (test) version 3.2.0-2 binary and source code
150 * fixed small bug with "linear" animation not working for active lamp
153 * fixed bug with moving up despite gravity due to "block last field"
154 * fixed small bug with wrong draw offset when typing name in main menu
155 * when reading user names from "passwd", ignore data after first comma
156 * when creating new "levelinfo.conf", only write some selected entries
159 * fixed displaying "imported from/by" on preview with empty string
160 * fixed ignoring draw offset for fonts used for level preview texts
163 * fixed a delay problem with SDL and too many mouse motion events
164 * added setup option "skip levels" and level skipping functionality
167 * added move speed "not moving" for non-moving CEs, but with direction
170 * fixed mapping of obsolete element token names in "editorsetup.conf"
171 * fixed bug with sound "acid.splashing" treated as a loop sound
172 * fixed some little sound bugs in native EM engine
175 * fixed small bug when dragging scrollbars to end positions
178 * added editor element descriptions written by Aaron Davidson
181 * improved fallback handling when configured artwork is not available
182 (now using default artwork instead of exiting when files not found)
185 * fixed bug on level selection screen when dragging scrollbar
188 * fixed bug which caused broken tapes when appending to EM engine tapes
191 * uploaded pre-release (test) version 3.2.0-1 binary and source code
194 * added code to replace changed artwork config tokens with other tokens
195 (needed for backwards compatibility, so that older tokens still work)
198 * added native R'n'D graphics for some new EMC elements in EM engine
201 * fixed some bugs in the EM engine integration code
202 * changed EM engine code to allow diagonal movement
203 * changed EM engine code to allow use of separate snap and drop keys
206 * fixed some redraw bugs when using EM engine
209 * fixed bug with not converting RND levels which are set to use native
210 engine to native level structure when loading
213 * uploaded pre-release (test) version 3.2.0-0 binary and source code
216 * version number set to 3.2.0
219 * level data now reset to defaults after attempt to load invalid file
222 * added use of "editorsetup.conf" for different level sets
225 * added auto-detection for various types of Emerald Mine level files
228 * fixed bug with scrollbars getting too small when list is very large
231 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
234 * added most level editor configuration gadgets for new EMC elements
237 * added more element and graphic definitions for new EMC elements
240 * modified native EM engine to use integrated R'n'D sound system
243 * added SDL support to graphics functions in native EM engine
244 (by always using generic libgame interface functions)
247 * fixed bug in frame synchronization in native EM engine
250 * added code to convert levels between R'n'D and native EM engine
253 * new Emerald Mine engine can now play levels selected in main menu
256 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
257 (which creates scaled down graphics for level editor and preview);
258 there's still a memory leak somewhere in the artwork handling code
259 * added "scale image up" functionality to X11 version of zoom function
262 * first attempts to integrate new, native Emerald Mine Club engine
265 * fixed bug in gadget code which caused reset of CEs in level editor
266 (example: pressing 'b' [grab brush] on CE config page erased values)
267 (solution: check if gadgets in ClickOnGadget() are really mapped)
268 * improved level change detection in editor (settings now also checked)
269 * fixed bug with "can move into acid" and "don't collide with" state
272 * fixed maze runner style CEs to use the configured move delay value
275 * added Aaron Davidson's tutorial level set to the "Tutorials" section
278 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
279 * fixed the above fix because it broke level set "machine" (*sigh*)
280 * fixed random element placement in level editor to work as expected
281 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
284 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
287 * fixed bug (missing array boundary check) which caused broken tapes
288 * fixed bug (when loading level template) which caused broken levels
289 * fixed bug with new block last field code when using non-yellow player
292 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
293 * internal change of how the player blocks the last field when moving
294 * fixed blocking delay of last field for EM and SP style block delay
295 * fixed bug where the player had to wait for the usual move delay after
296 unsuccessfully trying to move, when he directly could move after that
297 * the last two changes should make original Supaplex level 93 solvable
298 * improved use of random number generator to make it less predictable
299 * fixed behaviour of slippery SP elements to let slip left, then right
302 * fixed bug with wrong door state after trying to quickload empty tape
303 * fixed waste of static memory usage of the binary, making it smaller
304 * fixed very little graphical bug in Supaplex explosion
307 * version number set to 3.1.1
310 * version 3.1.0 released
313 * fixed bug with crash when writing user levelinfo.conf the first time
316 * added option "convert LEVELDIR [NR]" to command line batch commands
317 * re-converted Supaplex levels to apply latest engine fixes
318 * changed "use graphic/sound of element" to "use graphic of element"
319 due to compatibility problems with some levels ("bug machine" etc.)
322 * fixed bug with CE change replacing player with same or other player
325 * fixed bug with opaque font in envelope with background graphic when
326 background graphic is not transparent itself
329 * added "gravity on" and "gravity off" ports for Supaplex compatibility
330 * corrected original Supaplex level loading code to use these new ports
331 * also corrected Supaplex loader to auto-count infotrons if set to zero
334 * fixed bug with missing initialization of "modified" flag for GEs
337 * fixed bug that caused endless recursion loop when relocating player
338 * fixed tape recorder bug in "step mode" when using "pause before end"
339 * fixed tape recorder bug when changing from "warp forward" mode
342 * fixed bug with "when touching" for pushed elements at last position
345 * fixed bug that caused two activated toolbox buttons in level editor
346 * fixed bug with exploding dynabomb under player due to other explosion
349 * fixed bug with creating walkable custom element under player (again)
350 * fixed bug with not copying explosion type when copying CEs in editor
351 * fixed graphical bug when drawing player in setup menu (input devices)
352 * fixed graphical bug when the player is pushing an accessible element
353 * fixed bug with classic switchable elements triggering CE changes
354 * fixed bug with entering/leaving walkable element in RelocatePlayer()
355 * fixed crash bug when CE leaves behind the trigger player element
358 * fixed bug with broken tubes after placing/exploding dynamite in them
359 * fixed bug with exploding dynamite under player due to other explosion
360 * fixed bug with not resetting push delay under certain circumstances
363 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
364 * added network multiplayer code for Windows (thanks to Niko Böhm)
367 * added option "reachable despite gravity" for gravity movement
368 * changed gravity movement of most classic walkable and passable
369 elements back to "not reachable" (for compatibility reasons)
372 * fixed (removed) "indestructible" / "can explode" dependency in editor
373 * fixed (removed) "accessible inside" / "protected" dependency
374 * fixed (removed) "step mode" / "shield time" dependency
377 * fixed dynabombs exploding now into anything diggable
378 * fixed Supaplex style gravity movement into buggy base now impossible
379 * added pressing key "space" as valid action to select menu options
382 * added "replace when walkable" to relocate player to walkable element
383 * added "enter"/"leave" event for elements affected by relocation
384 * fixed "direct"/"indirect" change order also for "when change" event
385 * fixed graphical bug when pushing things from elements walkable inside
388 * fixed graphic bug when player is snapping while moving in old levels
389 * fixed bug when a moving custom element leaves a player element behind
390 * fixed bug with mole not disappearing when moving into acid pool
391 * fixed bug with incomplete path setting when using "--basepath" option
392 * moving CE can now leave walkable elements behind under the player
393 * when relocating, player can be set on walkable element now
394 * fixed another gravity movement bug
397 * uploaded pre-release (test) version 3.1.0-2 binary and source code
400 * added "collectible" and "removable" to extended replacement types
401 (where "removable" replaces "diggable" and "collectible" elements)
402 * added "collectible & throwable" (to throw element to the next field)
403 * fixed bug with CEs digging elements that are just about to explode
404 * changed mouse cursor now always being visible when game is paused
407 * added possibility to push/press accessible elements from a side that
409 * fixed bug with not setting actual date when appending to tape
412 * fixed bug with incorrectly initialized custom element editor graphics
415 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
416 - number of levels corrected from 18 to 17 in "levelinfo.conf"
419 * fixed bug with destroyed robot wheel still attracting robots forever
420 * fixed bug with time gate switch deactivating after robot wheel time
421 (while the time gate itself is not affected by this misbehaviour)
422 * changed behaviour of BD style amoeba to always get blocked by player
423 (before it was different when there were non-BD elements in level)
424 * fixed bug with player destroying indestructable elements with shield
427 * added option to make growing elements grow into anything diggable
428 (for the various amoeba types, biomaze and "game of life")
431 * fixed bug with movable elements not moving after left behind by CEs
432 * changed gravity movement to anything diggable, not only sand/base
433 * optionally allowing passing to walkable element, not only empty space
434 * added option "can pass to walkable element" for players
435 * finally fixed gravity movement (hopefully)
438 * fixed bug with movable elements not moving anymore after falling down
441 * fixed another bug with custom elements digging and leaving elements
442 * fixed bug with "along left/right side" and automatic start direction
443 * trigger elements now also displayed when "more custom" deactivated
444 * fixed bug with clipboard element initialized when loading new level
445 * added option "drop delay" to set delay before dropping next element
448 * uploaded pre-release (test) version 3.1.0-1 binary and source code
451 * added copy and paste functions for custom change pages
452 * enhanced graphical display and functionality of tape recorder
453 * fixed bug with custom elements digging and leaving elements
456 * added move speed faster than "very fast" for custom elements
457 * fixed bug with 3+3 style explosions and missing border content
458 * fixed little bug when copying custom elements in the editor
459 * enhanced custom element changes by more side trigger actions
462 * added option "no scrolling when relocating" for instant teleporting
463 * uploaded pre-release (test) version 3.1.0-0 binary and source code
466 * added trigger element and trigger player to use as target elements
467 * added copy and paste functions for custom and group elements
470 * fixed graphical bug when displaying explosion animations
471 * fixed bug when appending to tapes, resulting in broken tapes
472 * re-recorded a few tapes broken by fixing gravity checking bug
475 * "can move into acid" property now for all elements independently
476 * "can fall into acid" property for player stored in same bitfield now
477 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
478 * version number set to 3.1.0 (finally!)
481 * changed tape recording to only record input, not programmed actions
484 * fixed totally broken (every 8th frame skipped) step-by-step recording
485 * fixed bug with requester not displayed when quick-loading interrupted
486 * added option "can fall into acid (with gravity)" for players
487 * fixed bug with player not falling when snapping down with gravity
490 * fixed bug which messed up key config when using keypad number keys
493 * fixed bug which allowed moving upwards even when gravity was active
494 * fixed bug with missing error handling when dumping levels or tapes
497 * added different colored editor graphics for Supaplex gravity tubes
500 * fixed bug that allowed solvable tapes for unsolvable levels
503 * use unlimited number of droppable elements when "count" set to zero
504 * added option to use step limit instead of time limit for level
507 * added player and change page as trigger for custom element change
510 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
513 * fixed bug with dark yamyam changing to acid when moving over acid
514 * fixed handling of levels with more than 999 seconds level time
515 (example: level 76 of "Denmine")
518 * "spring push bug" reintroduced as configurable element property
519 * fixed bug with missing properties for "mole"
520 * fixed bug that showed up when fixing the above "mole" properties bug
521 * added option "can move into acid" for all movable elements
522 * fixed graphical bug for elements moving into acid
523 * changed event handling to handle all pending events before going on
526 * fixed bug which caused all CE change pages to be ignored which had
527 the same change event, but used a different element side
528 (reported by Simon Forsberg)
530 * fixed bug which caused elements that can move and fall and that are
531 transported by a conveyor belt to continue moving into that direction
532 after leaving the conveyor belt, regardless of their own movement
533 type; only elements which can not move are transported now
534 (reported by Simon Forsberg)
536 * fixed bug which could cause an array overflow in RelocatePlayer()
537 (reported by Niko Böhm)
539 * changed Emerald Mine style "passable / over" elements to "protected"
540 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
542 * added new option to select from which side a "walkable/passable"
543 element can be entered
546 * added explosion and ignition delay for elements that can explode
549 * fixed bug which caused player not being protected against enemies
550 when a CE was "walkable / inside" and was not "indestructible"
551 * added "walkable/passable" fields to be "protected/unprotected"
552 against enemies, even if not accessible "inside" but "over/under"
555 * corrected move pattern to 32 bit and initial move direction to 8 bit
558 * added second custom element base configuration page
561 * added some special EMC mappings to Emerald Mine level loader
562 (also covering previously unknown element in level 0 of "Bondmine 8")
565 * added option to block last field when player is moving (for Supaplex)
566 * adjusted push delay of Supaplex elements
567 * removed delays for envelopes etc. when replaying with maximum speed
568 * fixed bug when dropping element on a field that just changed to empty
571 * fixed bug: infotrons can now smash yellow disks
572 * fixed bug: when gravity active, port above player can now be entered
573 * removed "one white dot" mouse pointer which irritated some people
576 * added "choice type" for group element selection
579 * fixed bug with initial invulnerability of non-yellow player
582 * added level loader for loading native Supaplex packed levels
583 (including multi-part levels like the "splvls99" levels)
586 * fixed bug which allowed creating emeralds by escaping explosions
589 * custom elements can change (limited) or leave (unlimited) elements
590 * finally added multiple matches using group elements
591 * added shortcut to dump brush (type ":DB" in editor) for use in forum
594 * added new start movement type "previous" for continued CE movement
595 * added new start movement type "random" for random CE movement start
598 * added new element "sokoban_field_player" needed for Sokoban levels
599 (thanks to Ed Booker for pointing this out!)
602 * added elements that can be digged or left behind by custom elements
605 * added group elements for multiple matches and random element creation
608 * fixed some graphical errors displayed in old levels
611 * fixed wrong double speed movement after passing closing gates
614 * added level loader for loading native Emerald Mine levels
617 * changes for "shooting" style CE movement
620 * Happy New Year! ;-)
623 * changed default snap/drop keys from left/right Shift to Control keys
626 * fixed bug with dead player getting reanimated from custom element
629 * fixed bug with wrong penguin graphics (when entering exit)
632 * fixed bug with wrong "Murphy" graphics (when digging etc.)
635 * version number set to 3.0.9
638 * version 3.0.8 released
641 * added function checked_free()
644 * fixed bug with double nut cracking sound
645 (by eliminating "default element action sound" assignment in init.c)
648 * fixed crash when no music info files are available
651 * fixed boring and sleeping sounds
654 * added "maze runner" and "maze hunter" movement types
655 * added extended collision conditions for custom elements
658 * added warnings for undefined token values in artwork config files
661 * added menu entry for level set information to the info screen
664 * fixed bug with wrong default impact sound for colored emeralds
667 * added several sub-screens for the info screen
668 * menu text now also clickable (not only blue/red sphere left of it)
671 * added configurable "bored" and "sleeping" animations for the player
672 * added "awakening" sound for player when waking up after sleeping
675 * added "copy" and "exchange" functions for custom elements to editor
678 * added configurable element animations for info screen
681 * added configurable music credits for info screen
684 * finally fixed tape recording when player is created from CE change
687 * added "editorsetup.conf" for editor element list configuration
690 * added "musicinfo.conf" for menu and level music configuration
693 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
694 (that only showed up on Linux, but not on Windows systems)
697 * fixed turning movement of butterflies and fireflies (no frame reset)
698 * enhanced sniksnak turning movement (two steps instead of only one)
701 * version number set to 3.0.8
704 * version 3.0.7 released
707 * fixed reset of player animation frame when, for example,
708 walking, digging or collecting share the same animation
709 * fixed CE with "deadly when touching" exploding when touching amoeba
712 * fixed tape recording when player is created from CE element change
715 * introduced "turning..." action graphic for elements with move delay
716 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
717 * added turning animations for bug, spaceship and sniksnak
720 * prevent "extended" changed elements from delay change in same frame
723 * fixed bug when pushing element that can move away to the side
724 (like pushing falling elements, but now with moving elements)
727 * finally fixed serious bug in code for delayed element pushing (again)
730 * unavailable setup options now marked as "n/a" instead of "off"
731 * new boolean directive "latest_engine" for "levelinfo.conf": when set
732 to "true", levels are always played with the latest game engine,
733 which is desired for levels that are imported from other games; all
734 other levels are played with the engine version stored in level file
735 (which is normally the engine version the level was created with)
738 * fixed serious bug in code for delayed element pushing
739 * fixed little bug in animation frame selection for pushed elements
740 * speed-up of reading config file for verbose output
743 * added configuration option for opening and closing Supaplex exit
744 * added configuration option for moving up/down animation for Murphy
745 * fixed incorrectly displayed animation for attacking dragon
746 * fixed bug with not setting initial gravity for each new game
747 * fixed bug with teleportation of player by custom element change
748 * fixed bug with player not getting smashed by rock sometimes
751 * version number set to 3.0.7
754 * version 3.0.6 released
757 * added support for MP3 music for SDL version through SMPEG library
760 * fixed bug when initializing font graphic structure
761 * fixed bug with animation mode "pingpong" when using only 1 frame
762 * fixed bug with extended change target introduced in 3.0.5
763 * fixed bug where passing over moving element doubles player speed
764 * fixed bug with elements continuing to move into push direction
765 * fixed bug with duplicated player when dropping bomb with shield on
766 * added "switching" event for custom elements ("pressing" only once)
767 * fixed switching bug (resetting flag when not switching but not idle)
770 * fixed element tokens for certain file elements with ".active" etc.
773 * version number set to 3.0.6
776 * version 3.0.5 released
779 * now four envelope elements available
780 * font, background, animation and sound for envelope now configurable
781 * main menu doors opening/closing animation type now configurable
784 * active/inactive sides configurable for custom element changes
785 * new movement type "move when pushed" available for custom elements
788 * fixed bug in multiple config pages loader code that caused crashes
791 * enhanced (remaining low-resolution) Supaplex graphics
794 * version number set to 3.0.5
797 * version 3.0.4 released
799 2003-09-12 src/tools.c
800 * fixed bug in custom definition of crumbled element graphics
802 2003-09-11 src/files.c
803 * fixed bug in multiple config pages code that caused crashes
806 * version number set to 3.0.4
809 * version 3.0.3 released
812 * added music to Supaplex classic level set
814 2003-09-07 src/libgame/misc.c
815 * added support for loading various music formats through SDL_mixer
817 2003-09-06 (various source files)
818 * fixed several nasty bugs that may have caused crashes on some systems
819 * added envelope content which gets displayed when collecting envelope
820 * added multiple change event pages for custom elements
822 2003-08-24 src/game.c
823 * fixed problem with player animation when snapping and moving
825 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
826 * fixed problem with flickering when drawing toon animations
828 2003-08-23 src/libgame/sdl.c
829 * fixed problem with setting mouse cursor in SDL version in fullscreen
831 2003-08-23 src/game.c
832 * fixed bug (missing array boundary check) which could crash the game
835 * version number set to 3.0.3
838 * version 3.0.2 released
840 2003-08-21 src/game.c
841 * fixed bug with creating inaccessible elements at player position
843 2003-08-20 src/init.c
844 * fixed bug with not finding current level artwork directory
846 2003-08-20 src/files.c
847 * fixed bug with choosing wrong engine version when playing tapes
848 * fixed bug with messing up custom element properties in 3.0.0 levels
851 * version number set to 3.0.2
854 * version 3.0.1 released
856 2003-08-17 (no source files affected)
857 * changed all "classic" PCX image files with 16 colors or less to
858 256 color (8 bit) storage format, because the Allegro game library
859 cannot handle PCX files with less than 256 colors (contributed
860 graphics are not affected and might look wrong in the DOS version)
862 2003-08-16 src/init.c
863 * fixed bug which (for example) crashed the level editor when defining
864 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
865 (only set to default) -- invalid graphics now set to default graphic
867 2003-08-16 src/init.c
868 * fixed graphical bug of player digging/collecting/snapping element
869 when no corresponding graphic/animation is defined for this action,
870 resulting in player being drawn as EL_EMPTY (which should only be
871 done to elements being collected, but not to the player)
873 2003-08-16 src/game.c
874 * fixed small graphical bug of player not totally moving into exit
876 2003-08-16 src/libgame/setup.c
877 * fixed bug with wrong MS-DOS 8.3 filename conversion
879 2003-08-16 src/tools.c
880 * fixed bug with invisible mouse cursor when pressing ESC while playing
882 2003-08-16 (various source files)
883 * added another 128 custom elements (disabled in editor by default)
885 2003-08-16 src/editor.c
886 * fixed NULL string bug causing Solaris to crash in sprintf()
888 2003-08-16 src/screen.c
889 * fixed drawing over scrollbar on level selection with custom fonts
891 2003-08-15 src/game.c
892 * cleanup of simple sounds / loop sounds / music settings
894 2003-08-08 (various source files)
895 * added custom element property for dropping collected elements
897 2003-08-08 src/conf_gfx.c
898 * fixed bug with missing graphic for active red disk bomb
900 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
901 * extended variable "level.gravity" to "level.initial_gravity" and
902 "game.current_gravity" to prevent level setting from being changed
903 by playing the level (keeping the runtime value after playing)
905 * fixed graphics bug when digging element that has 'crumbled' graphic
906 definition, but not 'diggable' graphic definition
909 * version number set to 3.0.1
912 * version 3.0.0 released
915 * various bug fixes; among others:
916 - fixed bug with pushing spring over empty space
917 - fixed bug with leaving tube while placing dynamite
918 - fixed bug with explosion of smashed penguins
919 - allow Murphy player graphic in levels with non-Supaplex elements
923 * I have forgotten to document changes for some time
926 * pre-release version 2.2.0rc1 released
929 * version number set to 2.1.2
932 * version 2.1.1 released
935 * version number set to 2.1.1
938 * version 2.1.0 released
941 * version number set to 2.1.0
943 2002-04-03 to 2002-05-19 (various source files)
944 * graphics, sounds and music now fully configurable
945 * bug fixed that prevented walking through tubes when gravity on
947 2002-04-02 src/events.c, src/editor.c
948 * Make Escape key less aggressive when playing or when editing level.
949 This can be configured as an option in the setup menu. (Default is
950 "less aggressive" which means "ask user if something can be lost"
951 when pressing the Escape key.)
953 2002-04-02 src/screen.c
954 * Added "graphics setup" screen.
956 2002-04-01 src/screen.c
957 * Changed "choose level" setup screen stuff to be more generic (to
958 make it easier to add more "choose from generic tree" setup screens).
960 2002-04-01 src/config.c, src/timestamp.h
961 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
962 automatically gets created by "src/Makefile" and contains an actual
963 compile-time timestamp to identify development versions of the game).
965 2002-03-31 src/tape.c, src/events.c
966 * Added quick game/tape save/load functions to tape stuff which can be
967 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
968 loads previously recorded tape and directly goes into recording mode
969 from the end of the tape (therefore appending to the tape).
971 2002-03-31 src/tape.c
972 * Added "index mark" function to tape recorder. When playing or
973 recording, "eject" button changes to "index" button. Setting index
974 mark is not yet implemented, but pressing index button when playing
975 allows very quick advancing to end of tape (when normal playing),
976 very fast forward mode (when playing with normal fast forward) or
977 very fast reaching of "pause before end of tape" (when playing with
978 "pause before end" playing mode).
980 2002-03-30 src/cartoons.c
981 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
983 2002-03-29 src/screen.c
984 * Changed setup screen stuff to be more generic (to make it easier
985 to add more setup screens).
987 2002-03-23 src/main.c, src/main.h
988 * Various changes due to the introduction of the new libgame files
989 "setup.c" and "joystick.c".
991 2002-03-23 src/files.c
992 * Generic parts of "src/files.c" (mainly setup and level directory
993 stuff) moved to new libgame file "src/libgame/setup.c".
995 2002-03-23 src/joystick.c
996 * File "src/joystick.c" moved to libgame source tree, with
997 correspondig changes.
999 2002-03-22 src/screens.c
1000 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1001 (Wrong level series information displayed when entering main group.)
1003 2002-03-22 src/editor.c
1004 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1006 2002-03-22 src/editor.c
1007 * Changed behaviour of "Escape" key in level editor to be more
1008 intuitive: When in "Element Properties" or "Level Info" mode,
1009 return to "Drawing Mode" instead of leaving the level editor.
1011 2002-03-21 src/game.c, src/editor.c, src/files.c
1012 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1013 gems (emeralds, diamonds, ...) slipping down from normal wall,
1014 steel wall and growing wall (as in E.M.C. style levels). Although
1015 the behaviour of contributed and private levels wasn't changed (due
1016 to the use of "level.game_version"; see previous entry), editing
1017 those levels will (of course) change the behaviour accordingly.
1019 This change seems a bit too hard after thinking about it, because
1020 the EM style behaviour is not the "expected" behaviour (gems would
1021 normally only slip down from "rounded" walls). Therefore this was
1022 now changed to an element property for gem style elements, with the
1023 default setting "off" (which means: no special EM style behaviour).
1024 To fix older converted levels, this flag is set to "on" for pre-2.0
1025 levels that are neither contributed nor private levels.
1027 2002-03-20 src/files.h
1028 * Corrected settings for "level.game_version" depending of level type.
1029 (Contributed and private levels always get played with game engine
1030 version they were created with, while converted levels always get
1031 played with the most recent version of the game engine, to let new
1032 corrections of the emulation behaviour take effect.)
1034 2002-03-20 src/main.h
1035 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1036 compiling the SDL version on some systems.
1037 Thanks to the several people who pointed this out.
1040 * Version number set to 2.0.2.
1043 * Version 2.0.1 released.
1045 2002-03-18 src/screens.c
1046 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1048 2002-03-18 src/files.c [src/libgame/misc.c]
1049 * Moved some common functions from src/files.c to src/libgame/misc.c.
1051 2002-03-18 src/files.c [src/libgame/misc.c]
1052 * Changed permissions for new directories and saved files (especially
1053 score files) according to suggestions of Debian users and mantainers.
1054 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1056 2002-03-17 src/files.c
1057 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1058 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1059 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1060 for levels and "TAPE" for tapes). Old "cookie" style format is
1061 still supported for reading. New level and tape files are written
1064 * New IFF chunk "VERS" contains version numbers for file and game
1065 (where "game version" is the version of the program that wrote the
1066 file, and "file version" is a version number to distinguish files
1067 with different format, for example after adding new features).
1069 2002-03-15 src/screen.c
1070 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1071 (Before, you heard a mixture of the in-game music and the
1072 hall-of-fame music.)
1074 2002-03-14 src/events.c
1075 * Function "DumpTape()" (files.c) now available by pressing 't' from
1076 main menu (when in DEBUG mode).
1078 2002-03-14 src/game.c
1079 * "GameWon()": When game was won playing a tape, now there is no delay
1080 raising the score and no corresponding sound is played.
1082 2002-03-14 src/files.c
1083 * Changed "LoadTape()" for real chunk support and also adjusted
1084 "SaveTape()" accordingly.
1086 2002-03-14 src/game.c, src/tape.c, src/files.c
1087 * Important changes to tape format: The old tape format stored all
1088 actions with a real effect with a corresponding delay between the
1089 stored actions. This had some major disadvantages (for example,
1090 push delays had to be ignored, pressing a button for some seconds
1091 mutated to several single button presses because of the non-action
1092 delays between two action frames etc.). The new tape format just
1093 stupidly records all device actions and replays them later. I really
1094 don't know why I haven't solved it that way before?! Old-style tapes
1095 (with tape file version less than 2.0) get converted to the new
1096 format on-the-fly when loading and can therefore still be played;
1097 only some minor parts of the old-style tape handling code was needed.
1098 (A perfect conversion is not possible, because there is information
1099 missing about the device actions between two action frames.)
1101 2002-03-14 src/files.c
1102 * New function "DumpTape()" to dump the contents of the current tape
1103 in a human readable format.
1105 2002-03-14 src/game.c
1106 * Small tape bug fixed: When automatically advancing to next level
1107 after a game was won, the tape from the previous level still was
1108 loaded as a tape for the new level.
1110 2002-03-14 src/tape.c
1111 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1112 tape, cartoons did not get completely removed because
1113 StopAnimation() was not called.
1115 2002-03-13 src/files.c
1116 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1117 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1118 size even when using 16-bit elements). Added new chunk "CNT2" for
1119 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1120 chunk even when content was 16-bit element). "CNT2" should now be
1121 able to store content for arbitrary elements (up to eight blocks of
1122 3 x 3 element arrays). All "CNT2" elements will always be stored as
1123 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1125 2002-03-13 src/files.c
1126 * Changed "LoadLevel()" for real chunk support.
1128 2002-03-12 src/game.c
1129 * Fixed problem (introduced after 2.0.0 release) with penguins
1130 not getting killed by enemies
1132 2002-02-24 src/game.c, src/main.h
1133 * Added "player->is_moving"; now "player->last_move_dir" does
1134 not contain any information if the player is just moving at
1136 Before, "player->last_move_dir" was misused for this purpose
1137 for the robot stuff (robots don't kill players when they are
1138 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1139 broke tapes when walking through pipes!
1140 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1141 in a continuous movement. This fact is ignored for friends and