2 * added image config suffix ".clone_from" to copy whole image settings
5 * fixed graphical bug with smashing elements falling faster than player
8 * fixed major bug which prevented private levels from being edited
9 * fixed bug with precedence of general and special font definitions
12 * fixed graphical bug with player animation when player moves slowly
15 * fixed bug which prevented "global.num_toons: 0" from working
18 * major code cleanup (removed all these annoying "#if 0" blocks)
21 * added custom element actions for CE change page in level editor
24 * fixed music initialization bug in init.c (thanks to David Binderman)
25 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
26 (this bug must probably be fixed at other places, too)
29 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
30 (should be '#include <SDL.h>' instead)
33 * fixed bug which prevented "walkable from no direction" from working
34 (due to compatibility code overwriting this setting after loading)
37 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
40 * version number temporarily set to 3.1.1 (intermediate bugfix release)
41 * version 3.1.1 released
44 * changed some va_arg() arguments from 'long' to 'int', fixing problems
45 on 64-bit architecture systems with LP64 data model
48 * fixed bug with bombs not exploding when hitting the last level line
49 (introduced after the release of 3.1.0)
52 * added support for dumping small-sized level sketches from editor
55 * added recognition of "trigger element" for "change digged element to"
56 (this is not really what the "trigger element" was made for, but its
57 use may seem obvious for leaving back digged elements unchanged)
60 * fixed multiple warnings about failed joystick device initialization
63 * fixed bug with dynamite dropped on top of just dropped custom element
64 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
65 dynamite can still be dropped, but drop key must be released before
68 * fixed bug with wrong start directory when started from file browser
69 (due to this bug, R'n'D could not be started from KDE's Konqueror)
72 * fixed bug causing "change when impact" on player not working
73 * fixed wrong priority of "hitting something" over "hitting <element>"
74 * fixed wrong priority of "hit by something" over "hit by <element>"
77 * fixed graphical bug which caused the player (being Murphy) to show
78 collecting animations although the element was collected by penguin
81 * fixed two bugs causing wrong door background graphics in system.c
82 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
85 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
86 * added "no direction" to "walkable/passable from" selectbox options
89 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
90 * in tape autoplay, not only report broken, but also missing tapes
93 * uploaded pre-release (test) version 3.2.0-2 binary and source code
96 * fixed small bug with "linear" animation not working for active lamp
99 * fixed bug with moving up despite gravity due to "block last field"
100 * fixed small bug with wrong draw offset when typing name in main menu
101 * when reading user names from "passwd", ignore data after first comma
102 * when creating new "levelinfo.conf", only write some selected entries
105 * fixed displaying "imported from/by" on preview with empty string
106 * fixed ignoring draw offset for fonts used for level preview texts
109 * fixed a delay problem with SDL and too many mouse motion events
110 * added setup option "skip levels" and level skipping functionality
113 * added move speed "not moving" for non-moving CEs, but with direction
116 * fixed mapping of obsolete element token names in "editorsetup.conf"
117 * fixed bug with sound "acid.splashing" treated as a loop sound
118 * fixed some little sound bugs in native EM engine
121 * fixed small bug when dragging scrollbars to end positions
124 * added editor element descriptions written by Aaron Davidson
127 * improved fallback handling when configured artwork is not available
128 (now using default artwork instead of exiting when files not found)
131 * fixed bug on level selection screen when dragging scrollbar
134 * fixed bug which caused broken tapes when appending to EM engine tapes
137 * uploaded pre-release (test) version 3.2.0-1 binary and source code
140 * added code to replace changed artwork config tokens with other tokens
141 (needed for backwards compatibility, so that older tokens still work)
144 * added native R'n'D graphics for some new EMC elements in EM engine
147 * fixed some bugs in the EM engine integration code
148 * changed EM engine code to allow diagonal movement
149 * changed EM engine code to allow use of separate snap and drop keys
152 * fixed some redraw bugs when using EM engine
155 * fixed bug with not converting RND levels which are set to use native
156 engine to native level structure when loading
159 * uploaded pre-release (test) version 3.2.0-0 binary and source code
162 * version number set to 3.2.0
165 * level data now reset to defaults after attempt to load invalid file
168 * added use of "editorsetup.conf" for different level sets
171 * added auto-detection for various types of Emerald Mine level files
174 * fixed bug with scrollbars getting too small when list is very large
177 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
180 * added most level editor configuration gadgets for new EMC elements
183 * added more element and graphic definitions for new EMC elements
186 * modified native EM engine to use integrated R'n'D sound system
189 * added SDL support to graphics functions in native EM engine
190 (by always using generic libgame interface functions)
193 * fixed bug in frame synchronization in native EM engine
196 * added code to convert levels between R'n'D and native EM engine
199 * new Emerald Mine engine can now play levels selected in main menu
202 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
203 (which creates scaled down graphics for level editor and preview);
204 there's still a memory leak somewhere in the artwork handling code
205 * added "scale image up" functionality to X11 version of zoom function
208 * first attempts to integrate new, native Emerald Mine Club engine
211 * fixed bug in gadget code which caused reset of CEs in level editor
212 (example: pressing 'b' [grab brush] on CE config page erased values)
213 (solution: check if gadgets in ClickOnGadget() are really mapped)
214 * improved level change detection in editor (settings now also checked)
215 * fixed bug with "can move into acid" and "don't collide with" state
218 * fixed maze runner style CEs to use the configured move delay value
221 * added Aaron Davidson's tutorial level set to the "Tutorials" section
224 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
225 * fixed the above fix because it broke level set "machine" (*sigh*)
226 * fixed random element placement in level editor to work as expected
227 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
230 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
233 * fixed bug (missing array boundary check) which caused broken tapes
234 * fixed bug (when loading level template) which caused broken levels
235 * fixed bug with new block last field code when using non-yellow player
238 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
239 * internal change of how the player blocks the last field when moving
240 * fixed blocking delay of last field for EM and SP style block delay
241 * fixed bug where the player had to wait for the usual move delay after
242 unsuccessfully trying to move, when he directly could move after that
243 * the last two changes should make original Supaplex level 93 solvable
244 * improved use of random number generator to make it less predictable
245 * fixed behaviour of slippery SP elements to let slip left, then right
248 * fixed bug with wrong door state after trying to quickload empty tape
249 * fixed waste of static memory usage of the binary, making it smaller
250 * fixed very little graphical bug in Supaplex explosion
253 * version number set to 3.1.1
256 * version 3.1.0 released
259 * fixed bug with crash when writing user levelinfo.conf the first time
262 * added option "convert LEVELDIR [NR]" to command line batch commands
263 * re-converted Supaplex levels to apply latest engine fixes
264 * changed "use graphic/sound of element" to "use graphic of element"
265 due to compatibility problems with some levels ("bug machine" etc.)
268 * fixed bug with CE change replacing player with same or other player
271 * fixed bug with opaque font in envelope with background graphic when
272 background graphic is not transparent itself
275 * added "gravity on" and "gravity off" ports for Supaplex compatibility
276 * corrected original Supaplex level loading code to use these new ports
277 * also corrected Supaplex loader to auto-count infotrons if set to zero
280 * fixed bug with missing initialization of "modified" flag for GEs
283 * fixed bug that caused endless recursion loop when relocating player
284 * fixed tape recorder bug in "step mode" when using "pause before end"
285 * fixed tape recorder bug when changing from "warp forward" mode
288 * fixed bug with "when touching" for pushed elements at last position
291 * fixed bug that caused two activated toolbox buttons in level editor
292 * fixed bug with exploding dynabomb under player due to other explosion
295 * fixed bug with creating walkable custom element under player (again)
296 * fixed bug with not copying explosion type when copying CEs in editor
297 * fixed graphical bug when drawing player in setup menu (input devices)
298 * fixed graphical bug when the player is pushing an accessible element
299 * fixed bug with classic switchable elements triggering CE changes
300 * fixed bug with entering/leaving walkable element in RelocatePlayer()
301 * fixed crash bug when CE leaves behind the trigger player element
304 * fixed bug with broken tubes after placing/exploding dynamite in them
305 * fixed bug with exploding dynamite under player due to other explosion
306 * fixed bug with not resetting push delay under certain circumstances
309 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
310 * added network multiplayer code for Windows (thanks to Niko Böhm)
313 * added option "reachable despite gravity" for gravity movement
314 * changed gravity movement of most classic walkable and passable
315 elements back to "not reachable" (for compatibility reasons)
318 * fixed (removed) "indestructible" / "can explode" dependency in editor
319 * fixed (removed) "accessible inside" / "protected" dependency
320 * fixed (removed) "step mode" / "shield time" dependency
323 * fixed dynabombs exploding now into anything diggable
324 * fixed Supaplex style gravity movement into buggy base now impossible
325 * added pressing key "space" as valid action to select menu options
328 * added "replace when walkable" to relocate player to walkable element
329 * added "enter"/"leave" event for elements affected by relocation
330 * fixed "direct"/"indirect" change order also for "when change" event
331 * fixed graphical bug when pushing things from elements walkable inside
334 * fixed graphic bug when player is snapping while moving in old levels
335 * fixed bug when a moving custom element leaves a player element behind
336 * fixed bug with mole not disappearing when moving into acid pool
337 * fixed bug with incomplete path setting when using "--basepath" option
338 * moving CE can now leave walkable elements behind under the player
339 * when relocating, player can be set on walkable element now
340 * fixed another gravity movement bug
343 * uploaded pre-release (test) version 3.1.0-2 binary and source code
346 * added "collectible" and "removable" to extended replacement types
347 (where "removable" replaces "diggable" and "collectible" elements)
348 * added "collectible & throwable" (to throw element to the next field)
349 * fixed bug with CEs digging elements that are just about to explode
350 * changed mouse cursor now always being visible when game is paused
353 * added possibility to push/press accessible elements from a side that
355 * fixed bug with not setting actual date when appending to tape
358 * fixed bug with incorrectly initialized custom element editor graphics
361 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
362 - number of levels corrected from 18 to 17 in "levelinfo.conf"
365 * fixed bug with destroyed robot wheel still attracting robots forever
366 * fixed bug with time gate switch deactivating after robot wheel time
367 (while the time gate itself is not affected by this misbehaviour)
368 * changed behaviour of BD style amoeba to always get blocked by player
369 (before it was different when there were non-BD elements in level)
370 * fixed bug with player destroying indestructable elements with shield
373 * added option to make growing elements grow into anything diggable
374 (for the various amoeba types, biomaze and "game of life")
377 * fixed bug with movable elements not moving after left behind by CEs
378 * changed gravity movement to anything diggable, not only sand/base
379 * optionally allowing passing to walkable element, not only empty space
380 * added option "can pass to walkable element" for players
381 * finally fixed gravity movement (hopefully)
384 * fixed bug with movable elements not moving anymore after falling down
387 * fixed another bug with custom elements digging and leaving elements
388 * fixed bug with "along left/right side" and automatic start direction
389 * trigger elements now also displayed when "more custom" deactivated
390 * fixed bug with clipboard element initialized when loading new level
391 * added option "drop delay" to set delay before dropping next element
394 * uploaded pre-release (test) version 3.1.0-1 binary and source code
397 * added copy and paste functions for custom change pages
398 * enhanced graphical display and functionality of tape recorder
399 * fixed bug with custom elements digging and leaving elements
402 * added move speed faster than "very fast" for custom elements
403 * fixed bug with 3+3 style explosions and missing border content
404 * fixed little bug when copying custom elements in the editor
405 * enhanced custom element changes by more side trigger actions
408 * added option "no scrolling when relocating" for instant teleporting
409 * uploaded pre-release (test) version 3.1.0-0 binary and source code
412 * added trigger element and trigger player to use as target elements
413 * added copy and paste functions for custom and group elements
416 * fixed graphical bug when displaying explosion animations
417 * fixed bug when appending to tapes, resulting in broken tapes
418 * re-recorded a few tapes broken by fixing gravity checking bug
421 * "can move into acid" property now for all elements independently
422 * "can fall into acid" property for player stored in same bitfield now
423 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
424 * version number set to 3.1.0 (finally!)
427 * changed tape recording to only record input, not programmed actions
430 * fixed totally broken (every 8th frame skipped) step-by-step recording
431 * fixed bug with requester not displayed when quick-loading interrupted
432 * added option "can fall into acid (with gravity)" for players
433 * fixed bug with player not falling when snapping down with gravity
436 * fixed bug which messed up key config when using keypad number keys
439 * fixed bug which allowed moving upwards even when gravity was active
440 * fixed bug with missing error handling when dumping levels or tapes
443 * added different colored editor graphics for Supaplex gravity tubes
446 * fixed bug that allowed solvable tapes for unsolvable levels
449 * use unlimited number of droppable elements when "count" set to zero
450 * added option to use step limit instead of time limit for level
453 * added player and change page as trigger for custom element change
456 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
459 * fixed bug with dark yamyam changing to acid when moving over acid
460 * fixed handling of levels with more than 999 seconds level time
461 (example: level 76 of "Denmine")
464 * "spring push bug" reintroduced as configurable element property
465 * fixed bug with missing properties for "mole"
466 * fixed bug that showed up when fixing the above "mole" properties bug
467 * added option "can move into acid" for all movable elements
468 * fixed graphical bug for elements moving into acid
469 * changed event handling to handle all pending events before going on
472 * fixed bug which caused all CE change pages to be ignored which had
473 the same change event, but used a different element side
474 (reported by Simon Forsberg)
476 * fixed bug which caused elements that can move and fall and that are
477 transported by a conveyor belt to continue moving into that direction
478 after leaving the conveyor belt, regardless of their own movement
479 type; only elements which can not move are transported now
480 (reported by Simon Forsberg)
482 * fixed bug which could cause an array overflow in RelocatePlayer()
483 (reported by Niko Böhm)
485 * changed Emerald Mine style "passable / over" elements to "protected"
486 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
488 * added new option to select from which side a "walkable/passable"
489 element can be entered
492 * added explosion and ignition delay for elements that can explode
495 * fixed bug which caused player not being protected against enemies
496 when a CE was "walkable / inside" and was not "indestructible"
497 * added "walkable/passable" fields to be "protected/unprotected"
498 against enemies, even if not accessible "inside" but "over/under"
501 * corrected move pattern to 32 bit and initial move direction to 8 bit
504 * added second custom element base configuration page
507 * added some special EMC mappings to Emerald Mine level loader
508 (also covering previously unknown element in level 0 of "Bondmine 8")
511 * added option to block last field when player is moving (for Supaplex)
512 * adjusted push delay of Supaplex elements
513 * removed delays for envelopes etc. when replaying with maximum speed
514 * fixed bug when dropping element on a field that just changed to empty
517 * fixed bug: infotrons can now smash yellow disks
518 * fixed bug: when gravity active, port above player can now be entered
519 * removed "one white dot" mouse pointer which irritated some people
522 * added "choice type" for group element selection
525 * fixed bug with initial invulnerability of non-yellow player
528 * added level loader for loading native Supaplex packed levels
529 (including multi-part levels like the "splvls99" levels)
532 * fixed bug which allowed creating emeralds by escaping explosions
535 * custom elements can change (limited) or leave (unlimited) elements
536 * finally added multiple matches using group elements
537 * added shortcut to dump brush (type ":DB" in editor) for use in forum
540 * added new start movement type "previous" for continued CE movement
541 * added new start movement type "random" for random CE movement start
544 * added new element "sokoban_field_player" needed for Sokoban levels
545 (thanks to Ed Booker for pointing this out!)
548 * added elements that can be digged or left behind by custom elements
551 * added group elements for multiple matches and random element creation
554 * fixed some graphical errors displayed in old levels
557 * fixed wrong double speed movement after passing closing gates
560 * added level loader for loading native Emerald Mine levels
563 * changes for "shooting" style CE movement
566 * Happy New Year! ;-)
569 * changed default snap/drop keys from left/right Shift to Control keys
572 * fixed bug with dead player getting reanimated from custom element
575 * fixed bug with wrong penguin graphics (when entering exit)
578 * fixed bug with wrong "Murphy" graphics (when digging etc.)
581 * version number set to 3.0.9
584 * version 3.0.8 released
587 * added function checked_free()
590 * fixed bug with double nut cracking sound
591 (by eliminating "default element action sound" assignment in init.c)
594 * fixed crash when no music info files are available
597 * fixed boring and sleeping sounds
600 * added "maze runner" and "maze hunter" movement types
601 * added extended collision conditions for custom elements
604 * added warnings for undefined token values in artwork config files
607 * added menu entry for level set information to the info screen
610 * fixed bug with wrong default impact sound for colored emeralds
613 * added several sub-screens for the info screen
614 * menu text now also clickable (not only blue/red sphere left of it)
617 * added configurable "bored" and "sleeping" animations for the player
618 * added "awakening" sound for player when waking up after sleeping
621 * added "copy" and "exchange" functions for custom elements to editor
624 * added configurable element animations for info screen
627 * added configurable music credits for info screen
630 * finally fixed tape recording when player is created from CE change
633 * added "editorsetup.conf" for editor element list configuration
636 * added "musicinfo.conf" for menu and level music configuration
639 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
640 (that only showed up on Linux, but not on Windows systems)
643 * fixed turning movement of butterflies and fireflies (no frame reset)
644 * enhanced sniksnak turning movement (two steps instead of only one)
647 * version number set to 3.0.8
650 * version 3.0.7 released
653 * fixed reset of player animation frame when, for example,
654 walking, digging or collecting share the same animation
655 * fixed CE with "deadly when touching" exploding when touching amoeba
658 * fixed tape recording when player is created from CE element change
661 * introduced "turning..." action graphic for elements with move delay
662 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
663 * added turning animations for bug, spaceship and sniksnak
666 * prevent "extended" changed elements from delay change in same frame
669 * fixed bug when pushing element that can move away to the side
670 (like pushing falling elements, but now with moving elements)
673 * finally fixed serious bug in code for delayed element pushing (again)
676 * unavailable setup options now marked as "n/a" instead of "off"
677 * new boolean directive "latest_engine" for "levelinfo.conf": when set
678 to "true", levels are always played with the latest game engine,
679 which is desired for levels that are imported from other games; all
680 other levels are played with the engine version stored in level file
681 (which is normally the engine version the level was created with)
684 * fixed serious bug in code for delayed element pushing
685 * fixed little bug in animation frame selection for pushed elements
686 * speed-up of reading config file for verbose output
689 * added configuration option for opening and closing Supaplex exit
690 * added configuration option for moving up/down animation for Murphy
691 * fixed incorrectly displayed animation for attacking dragon
692 * fixed bug with not setting initial gravity for each new game
693 * fixed bug with teleportation of player by custom element change
694 * fixed bug with player not getting smashed by rock sometimes
697 * version number set to 3.0.7
700 * version 3.0.6 released
703 * added support for MP3 music for SDL version through SMPEG library
706 * fixed bug when initializing font graphic structure
707 * fixed bug with animation mode "pingpong" when using only 1 frame
708 * fixed bug with extended change target introduced in 3.0.5
709 * fixed bug where passing over moving element doubles player speed
710 * fixed bug with elements continuing to move into push direction
711 * fixed bug with duplicated player when dropping bomb with shield on
712 * added "switching" event for custom elements ("pressing" only once)
713 * fixed switching bug (resetting flag when not switching but not idle)
716 * fixed element tokens for certain file elements with ".active" etc.
719 * version number set to 3.0.6
722 * version 3.0.5 released
725 * now four envelope elements available
726 * font, background, animation and sound for envelope now configurable
727 * main menu doors opening/closing animation type now configurable
730 * active/inactive sides configurable for custom element changes
731 * new movement type "move when pushed" available for custom elements
734 * fixed bug in multiple config pages loader code that caused crashes
737 * enhanced (remaining low-resolution) Supaplex graphics
740 * version number set to 3.0.5
743 * version 3.0.4 released
745 2003-09-12 src/tools.c
746 * fixed bug in custom definition of crumbled element graphics
748 2003-09-11 src/files.c
749 * fixed bug in multiple config pages code that caused crashes
752 * version number set to 3.0.4
755 * version 3.0.3 released
758 * added music to Supaplex classic level set
760 2003-09-07 src/libgame/misc.c
761 * added support for loading various music formats through SDL_mixer
763 2003-09-06 (various source files)
764 * fixed several nasty bugs that may have caused crashes on some systems
765 * added envelope content which gets displayed when collecting envelope
766 * added multiple change event pages for custom elements
768 2003-08-24 src/game.c
769 * fixed problem with player animation when snapping and moving
771 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
772 * fixed problem with flickering when drawing toon animations
774 2003-08-23 src/libgame/sdl.c
775 * fixed problem with setting mouse cursor in SDL version in fullscreen
777 2003-08-23 src/game.c
778 * fixed bug (missing array boundary check) which could crash the game
781 * version number set to 3.0.3
784 * version 3.0.2 released
786 2003-08-21 src/game.c
787 * fixed bug with creating inaccessible elements at player position
789 2003-08-20 src/init.c
790 * fixed bug with not finding current level artwork directory
792 2003-08-20 src/files.c
793 * fixed bug with choosing wrong engine version when playing tapes
794 * fixed bug with messing up custom element properties in 3.0.0 levels
797 * version number set to 3.0.2
800 * version 3.0.1 released
802 2003-08-17 (no source files affected)
803 * changed all "classic" PCX image files with 16 colors or less to
804 256 color (8 bit) storage format, because the Allegro game library
805 cannot handle PCX files with less than 256 colors (contributed
806 graphics are not affected and might look wrong in the DOS version)
808 2003-08-16 src/init.c
809 * fixed bug which (for example) crashed the level editor when defining
810 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
811 (only set to default) -- invalid graphics now set to default graphic
813 2003-08-16 src/init.c
814 * fixed graphical bug of player digging/collecting/snapping element
815 when no corresponding graphic/animation is defined for this action,
816 resulting in player being drawn as EL_EMPTY (which should only be
817 done to elements being collected, but not to the player)
819 2003-08-16 src/game.c
820 * fixed small graphical bug of player not totally moving into exit
822 2003-08-16 src/libgame/setup.c
823 * fixed bug with wrong MS-DOS 8.3 filename conversion
825 2003-08-16 src/tools.c
826 * fixed bug with invisible mouse cursor when pressing ESC while playing
828 2003-08-16 (various source files)
829 * added another 128 custom elements (disabled in editor by default)
831 2003-08-16 src/editor.c
832 * fixed NULL string bug causing Solaris to crash in sprintf()
834 2003-08-16 src/screen.c
835 * fixed drawing over scrollbar on level selection with custom fonts
837 2003-08-15 src/game.c
838 * cleanup of simple sounds / loop sounds / music settings
840 2003-08-08 (various source files)
841 * added custom element property for dropping collected elements
843 2003-08-08 src/conf_gfx.c
844 * fixed bug with missing graphic for active red disk bomb
846 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
847 * extended variable "level.gravity" to "level.initial_gravity" and
848 "game.current_gravity" to prevent level setting from being changed
849 by playing the level (keeping the runtime value after playing)
851 * fixed graphics bug when digging element that has 'crumbled' graphic
852 definition, but not 'diggable' graphic definition
855 * version number set to 3.0.1
858 * version 3.0.0 released
861 * various bug fixes; among others:
862 - fixed bug with pushing spring over empty space
863 - fixed bug with leaving tube while placing dynamite
864 - fixed bug with explosion of smashed penguins
865 - allow Murphy player graphic in levels with non-Supaplex elements
869 * I have forgotten to document changes for some time
872 * pre-release version 2.2.0rc1 released
875 * version number set to 2.1.2
878 * version 2.1.1 released
881 * version number set to 2.1.1
884 * version 2.1.0 released
887 * version number set to 2.1.0
889 2002-04-03 to 2002-05-19 (various source files)
890 * graphics, sounds and music now fully configurable
891 * bug fixed that prevented walking through tubes when gravity on
893 2002-04-02 src/events.c, src/editor.c
894 * Make Escape key less aggressive when playing or when editing level.
895 This can be configured as an option in the setup menu. (Default is
896 "less aggressive" which means "ask user if something can be lost"
897 when pressing the Escape key.)
899 2002-04-02 src/screen.c
900 * Added "graphics setup" screen.
902 2002-04-01 src/screen.c
903 * Changed "choose level" setup screen stuff to be more generic (to
904 make it easier to add more "choose from generic tree" setup screens).
906 2002-04-01 src/config.c, src/timestamp.h
907 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
908 automatically gets created by "src/Makefile" and contains an actual
909 compile-time timestamp to identify development versions of the game).
911 2002-03-31 src/tape.c, src/events.c
912 * Added quick game/tape save/load functions to tape stuff which can be
913 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
914 loads previously recorded tape and directly goes into recording mode
915 from the end of the tape (therefore appending to the tape).
917 2002-03-31 src/tape.c
918 * Added "index mark" function to tape recorder. When playing or
919 recording, "eject" button changes to "index" button. Setting index
920 mark is not yet implemented, but pressing index button when playing
921 allows very quick advancing to end of tape (when normal playing),
922 very fast forward mode (when playing with normal fast forward) or
923 very fast reaching of "pause before end of tape" (when playing with
924 "pause before end" playing mode).
926 2002-03-30 src/cartoons.c
927 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
929 2002-03-29 src/screen.c
930 * Changed setup screen stuff to be more generic (to make it easier
931 to add more setup screens).
933 2002-03-23 src/main.c, src/main.h
934 * Various changes due to the introduction of the new libgame files
935 "setup.c" and "joystick.c".
937 2002-03-23 src/files.c
938 * Generic parts of "src/files.c" (mainly setup and level directory
939 stuff) moved to new libgame file "src/libgame/setup.c".
941 2002-03-23 src/joystick.c
942 * File "src/joystick.c" moved to libgame source tree, with
943 correspondig changes.
945 2002-03-22 src/screens.c
946 * "HandleChooseLevel()": Another bug in level series navigation fixed.
947 (Wrong level series information displayed when entering main group.)
949 2002-03-22 src/editor.c
950 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
952 2002-03-22 src/editor.c
953 * Changed behaviour of "Escape" key in level editor to be more
954 intuitive: When in "Element Properties" or "Level Info" mode,
955 return to "Drawing Mode" instead of leaving the level editor.
957 2002-03-21 src/game.c, src/editor.c, src/files.c
958 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
959 gems (emeralds, diamonds, ...) slipping down from normal wall,
960 steel wall and growing wall (as in E.M.C. style levels). Although
961 the behaviour of contributed and private levels wasn't changed (due
962 to the use of "level.game_version"; see previous entry), editing
963 those levels will (of course) change the behaviour accordingly.
965 This change seems a bit too hard after thinking about it, because
966 the EM style behaviour is not the "expected" behaviour (gems would
967 normally only slip down from "rounded" walls). Therefore this was
968 now changed to an element property for gem style elements, with the
969 default setting "off" (which means: no special EM style behaviour).
970 To fix older converted levels, this flag is set to "on" for pre-2.0
971 levels that are neither contributed nor private levels.
973 2002-03-20 src/files.h
974 * Corrected settings for "level.game_version" depending of level type.
975 (Contributed and private levels always get played with game engine
976 version they were created with, while converted levels always get
977 played with the most recent version of the game engine, to let new
978 corrections of the emulation behaviour take effect.)
980 2002-03-20 src/main.h
981 * Added "#include <time.h>". This seems to be needed by "tape.c" for
982 compiling the SDL version on some systems.
983 Thanks to the several people who pointed this out.
986 * Version number set to 2.0.2.
989 * Version 2.0.1 released.
991 2002-03-18 src/screens.c
992 * "HandleChooseLevel()": Small bug in level series navigation fixed.
994 2002-03-18 src/files.c [src/libgame/misc.c]
995 * Moved some common functions from src/files.c to src/libgame/misc.c.
997 2002-03-18 src/files.c [src/libgame/misc.c]
998 * Changed permissions for new directories and saved files (especially
999 score files) according to suggestions of Debian users and mantainers.
1000 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1002 2002-03-17 src/files.c
1003 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1004 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1005 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1006 for levels and "TAPE" for tapes). Old "cookie" style format is
1007 still supported for reading. New level and tape files are written
1010 * New IFF chunk "VERS" contains version numbers for file and game
1011 (where "game version" is the version of the program that wrote the
1012 file, and "file version" is a version number to distinguish files
1013 with different format, for example after adding new features).
1015 2002-03-15 src/screen.c
1016 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1017 (Before, you heard a mixture of the in-game music and the
1018 hall-of-fame music.)
1020 2002-03-14 src/events.c
1021 * Function "DumpTape()" (files.c) now available by pressing 't' from
1022 main menu (when in DEBUG mode).
1024 2002-03-14 src/game.c
1025 * "GameWon()": When game was won playing a tape, now there is no delay
1026 raising the score and no corresponding sound is played.
1028 2002-03-14 src/files.c
1029 * Changed "LoadTape()" for real chunk support and also adjusted
1030 "SaveTape()" accordingly.
1032 2002-03-14 src/game.c, src/tape.c, src/files.c
1033 * Important changes to tape format: The old tape format stored all
1034 actions with a real effect with a corresponding delay between the
1035 stored actions. This had some major disadvantages (for example,
1036 push delays had to be ignored, pressing a button for some seconds
1037 mutated to several single button presses because of the non-action
1038 delays between two action frames etc.). The new tape format just
1039 stupidly records all device actions and replays them later. I really
1040 don't know why I haven't solved it that way before?! Old-style tapes
1041 (with tape file version less than 2.0) get converted to the new
1042 format on-the-fly when loading and can therefore still be played;
1043 only some minor parts of the old-style tape handling code was needed.
1044 (A perfect conversion is not possible, because there is information
1045 missing about the device actions between two action frames.)
1047 2002-03-14 src/files.c
1048 * New function "DumpTape()" to dump the contents of the current tape
1049 in a human readable format.
1051 2002-03-14 src/game.c
1052 * Small tape bug fixed: When automatically advancing to next level
1053 after a game was won, the tape from the previous level still was
1054 loaded as a tape for the new level.
1056 2002-03-14 src/tape.c
1057 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1058 tape, cartoons did not get completely removed because
1059 StopAnimation() was not called.
1061 2002-03-13 src/files.c
1062 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1063 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1064 size even when using 16-bit elements). Added new chunk "CNT2" for
1065 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1066 chunk even when content was 16-bit element). "CNT2" should now be
1067 able to store content for arbitrary elements (up to eight blocks of
1068 3 x 3 element arrays). All "CNT2" elements will always be stored as
1069 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1071 2002-03-13 src/files.c
1072 * Changed "LoadLevel()" for real chunk support.
1074 2002-03-12 src/game.c
1075 * Fixed problem (introduced after 2.0.0 release) with penguins
1076 not getting killed by enemies
1078 2002-02-24 src/game.c, src/main.h
1079 * Added "player->is_moving"; now "player->last_move_dir" does
1080 not contain any information if the player is just moving at
1082 Before, "player->last_move_dir" was misused for this purpose
1083 for the robot stuff (robots don't kill players when they are
1084 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1085 broke tapes when walking through pipes!
1086 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1087 in a continuous movement. This fact is ignored for friends and