2 * added "set player speed: not moving / frozen" to CE action options
3 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
6 * added new player option "block snap field" (enabled by default) to
7 make it possible to show a snapping animation like in Emerald Mine
10 * added dynamic checkboxes to custom element action settings in editor
11 * added "CE value" counter for custom elements (instead of "CE count")
12 * added option to use the last "CE value" after custom element change
13 * added option to use the "CE value" of other elements in CE actions
14 * fixed odd behaviour when pressing time orb in levels w/o time limit
15 * added checkbox "use time orb bug" for older levels that use this bug
18 * added missing configuration settings for the following elements:
19 - EL_TIMEGATE_SWITCH (time of open time gate)
20 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
21 - EL_SHIELD_NORMAL (time of shield duration)
22 - EL_SHIELD_DEADLY (time of shield duration)
23 - EL_EXTRA_TIME (time added to level time)
24 - EL_TIME_ORB_FULL (time added to level time)
27 * added "wind direction" as a movement pattern for custom elements
28 * added initial wind direction for balloon / custom elements to editor
29 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
32 * added parameters for "game of life" and "biomaze" elements to editor
35 * added level file chunk "CONF" for generic level and element settings
38 * uploaded pre-release (test) version 3.2.0-4 binary and source code
41 * skip empty level sets (with "levels: 0"; may be artwork base sets)
42 * added sound action ".page[1]" to ".page[32]" for each CE change page
45 * added image config suffix ".clone_from" to copy whole image settings
46 * fixed bug with invalid ("undefined") CE settings in old level files
49 * fixed graphical bug with smashing elements falling faster than player
52 * fixed major bug which prevented private levels from being edited
53 * fixed bug with precedence of general and special font definitions
56 * fixed graphical bug with player animation when player moves slowly
59 * uploaded pre-release (test) version 3.2.0-3 binary and source code
62 * fixed bug which prevented "global.num_toons: 0" from working
65 * major code cleanup (removed all these annoying "#if 0" blocks)
68 * added custom element actions for CE change page in level editor
71 * fixed music initialization bug in init.c (thanks to David Binderman)
72 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
73 (this bug must probably be fixed at other places, too)
76 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
77 (should be '#include <SDL.h>' instead)
80 * fixed bug which prevented "walkable from no direction" from working
81 (due to compatibility code overwriting this setting after loading)
84 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
87 * version number temporarily set to 3.1.1 (intermediate bugfix release)
88 * version 3.1.1 released
91 * changed some va_arg() arguments from 'long' to 'int', fixing problems
92 on 64-bit architecture systems with LP64 data model
95 * fixed bug with bombs not exploding when hitting the last level line
96 (introduced after the release of 3.1.0)
99 * added support for dumping small-sized level sketches from editor
102 * added recognition of "trigger element" for "change digged element to"
103 (this is not really what the "trigger element" was made for, but its
104 use may seem obvious for leaving back digged elements unchanged)
107 * fixed multiple warnings about failed joystick device initialization
110 * fixed bug with dynamite dropped on top of just dropped custom element
111 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
112 dynamite can still be dropped, but drop key must be released before
115 * fixed bug with wrong start directory when started from file browser
116 (due to this bug, R'n'D could not be started from KDE's Konqueror)
119 * fixed bug causing "change when impact" on player not working
120 * fixed wrong priority of "hitting something" over "hitting <element>"
121 * fixed wrong priority of "hit by something" over "hit by <element>"
124 * fixed graphical bug which caused the player (being Murphy) to show
125 collecting animations although the element was collected by penguin
128 * fixed two bugs causing wrong door background graphics in system.c
129 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
132 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
133 * added "no direction" to "walkable/passable from" selectbox options
136 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
137 * in tape autoplay, not only report broken, but also missing tapes
140 * uploaded pre-release (test) version 3.2.0-2 binary and source code
143 * fixed small bug with "linear" animation not working for active lamp
146 * fixed bug with moving up despite gravity due to "block last field"
147 * fixed small bug with wrong draw offset when typing name in main menu
148 * when reading user names from "passwd", ignore data after first comma
149 * when creating new "levelinfo.conf", only write some selected entries
152 * fixed displaying "imported from/by" on preview with empty string
153 * fixed ignoring draw offset for fonts used for level preview texts
156 * fixed a delay problem with SDL and too many mouse motion events
157 * added setup option "skip levels" and level skipping functionality
160 * added move speed "not moving" for non-moving CEs, but with direction
163 * fixed mapping of obsolete element token names in "editorsetup.conf"
164 * fixed bug with sound "acid.splashing" treated as a loop sound
165 * fixed some little sound bugs in native EM engine
168 * fixed small bug when dragging scrollbars to end positions
171 * added editor element descriptions written by Aaron Davidson
174 * improved fallback handling when configured artwork is not available
175 (now using default artwork instead of exiting when files not found)
178 * fixed bug on level selection screen when dragging scrollbar
181 * fixed bug which caused broken tapes when appending to EM engine tapes
184 * uploaded pre-release (test) version 3.2.0-1 binary and source code
187 * added code to replace changed artwork config tokens with other tokens
188 (needed for backwards compatibility, so that older tokens still work)
191 * added native R'n'D graphics for some new EMC elements in EM engine
194 * fixed some bugs in the EM engine integration code
195 * changed EM engine code to allow diagonal movement
196 * changed EM engine code to allow use of separate snap and drop keys
199 * fixed some redraw bugs when using EM engine
202 * fixed bug with not converting RND levels which are set to use native
203 engine to native level structure when loading
206 * uploaded pre-release (test) version 3.2.0-0 binary and source code
209 * version number set to 3.2.0
212 * level data now reset to defaults after attempt to load invalid file
215 * added use of "editorsetup.conf" for different level sets
218 * added auto-detection for various types of Emerald Mine level files
221 * fixed bug with scrollbars getting too small when list is very large
224 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
227 * added most level editor configuration gadgets for new EMC elements
230 * added more element and graphic definitions for new EMC elements
233 * modified native EM engine to use integrated R'n'D sound system
236 * added SDL support to graphics functions in native EM engine
237 (by always using generic libgame interface functions)
240 * fixed bug in frame synchronization in native EM engine
243 * added code to convert levels between R'n'D and native EM engine
246 * new Emerald Mine engine can now play levels selected in main menu
249 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
250 (which creates scaled down graphics for level editor and preview);
251 there's still a memory leak somewhere in the artwork handling code
252 * added "scale image up" functionality to X11 version of zoom function
255 * first attempts to integrate new, native Emerald Mine Club engine
258 * fixed bug in gadget code which caused reset of CEs in level editor
259 (example: pressing 'b' [grab brush] on CE config page erased values)
260 (solution: check if gadgets in ClickOnGadget() are really mapped)
261 * improved level change detection in editor (settings now also checked)
262 * fixed bug with "can move into acid" and "don't collide with" state
265 * fixed maze runner style CEs to use the configured move delay value
268 * added Aaron Davidson's tutorial level set to the "Tutorials" section
271 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
272 * fixed the above fix because it broke level set "machine" (*sigh*)
273 * fixed random element placement in level editor to work as expected
274 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
277 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
280 * fixed bug (missing array boundary check) which caused broken tapes
281 * fixed bug (when loading level template) which caused broken levels
282 * fixed bug with new block last field code when using non-yellow player
285 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
286 * internal change of how the player blocks the last field when moving
287 * fixed blocking delay of last field for EM and SP style block delay
288 * fixed bug where the player had to wait for the usual move delay after
289 unsuccessfully trying to move, when he directly could move after that
290 * the last two changes should make original Supaplex level 93 solvable
291 * improved use of random number generator to make it less predictable
292 * fixed behaviour of slippery SP elements to let slip left, then right
295 * fixed bug with wrong door state after trying to quickload empty tape
296 * fixed waste of static memory usage of the binary, making it smaller
297 * fixed very little graphical bug in Supaplex explosion
300 * version number set to 3.1.1
303 * version 3.1.0 released
306 * fixed bug with crash when writing user levelinfo.conf the first time
309 * added option "convert LEVELDIR [NR]" to command line batch commands
310 * re-converted Supaplex levels to apply latest engine fixes
311 * changed "use graphic/sound of element" to "use graphic of element"
312 due to compatibility problems with some levels ("bug machine" etc.)
315 * fixed bug with CE change replacing player with same or other player
318 * fixed bug with opaque font in envelope with background graphic when
319 background graphic is not transparent itself
322 * added "gravity on" and "gravity off" ports for Supaplex compatibility
323 * corrected original Supaplex level loading code to use these new ports
324 * also corrected Supaplex loader to auto-count infotrons if set to zero
327 * fixed bug with missing initialization of "modified" flag for GEs
330 * fixed bug that caused endless recursion loop when relocating player
331 * fixed tape recorder bug in "step mode" when using "pause before end"
332 * fixed tape recorder bug when changing from "warp forward" mode
335 * fixed bug with "when touching" for pushed elements at last position
338 * fixed bug that caused two activated toolbox buttons in level editor
339 * fixed bug with exploding dynabomb under player due to other explosion
342 * fixed bug with creating walkable custom element under player (again)
343 * fixed bug with not copying explosion type when copying CEs in editor
344 * fixed graphical bug when drawing player in setup menu (input devices)
345 * fixed graphical bug when the player is pushing an accessible element
346 * fixed bug with classic switchable elements triggering CE changes
347 * fixed bug with entering/leaving walkable element in RelocatePlayer()
348 * fixed crash bug when CE leaves behind the trigger player element
351 * fixed bug with broken tubes after placing/exploding dynamite in them
352 * fixed bug with exploding dynamite under player due to other explosion
353 * fixed bug with not resetting push delay under certain circumstances
356 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
357 * added network multiplayer code for Windows (thanks to Niko Böhm)
360 * added option "reachable despite gravity" for gravity movement
361 * changed gravity movement of most classic walkable and passable
362 elements back to "not reachable" (for compatibility reasons)
365 * fixed (removed) "indestructible" / "can explode" dependency in editor
366 * fixed (removed) "accessible inside" / "protected" dependency
367 * fixed (removed) "step mode" / "shield time" dependency
370 * fixed dynabombs exploding now into anything diggable
371 * fixed Supaplex style gravity movement into buggy base now impossible
372 * added pressing key "space" as valid action to select menu options
375 * added "replace when walkable" to relocate player to walkable element
376 * added "enter"/"leave" event for elements affected by relocation
377 * fixed "direct"/"indirect" change order also for "when change" event
378 * fixed graphical bug when pushing things from elements walkable inside
381 * fixed graphic bug when player is snapping while moving in old levels
382 * fixed bug when a moving custom element leaves a player element behind
383 * fixed bug with mole not disappearing when moving into acid pool
384 * fixed bug with incomplete path setting when using "--basepath" option
385 * moving CE can now leave walkable elements behind under the player
386 * when relocating, player can be set on walkable element now
387 * fixed another gravity movement bug
390 * uploaded pre-release (test) version 3.1.0-2 binary and source code
393 * added "collectible" and "removable" to extended replacement types
394 (where "removable" replaces "diggable" and "collectible" elements)
395 * added "collectible & throwable" (to throw element to the next field)
396 * fixed bug with CEs digging elements that are just about to explode
397 * changed mouse cursor now always being visible when game is paused
400 * added possibility to push/press accessible elements from a side that
402 * fixed bug with not setting actual date when appending to tape
405 * fixed bug with incorrectly initialized custom element editor graphics
408 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
409 - number of levels corrected from 18 to 17 in "levelinfo.conf"
412 * fixed bug with destroyed robot wheel still attracting robots forever
413 * fixed bug with time gate switch deactivating after robot wheel time
414 (while the time gate itself is not affected by this misbehaviour)
415 * changed behaviour of BD style amoeba to always get blocked by player
416 (before it was different when there were non-BD elements in level)
417 * fixed bug with player destroying indestructable elements with shield
420 * added option to make growing elements grow into anything diggable
421 (for the various amoeba types, biomaze and "game of life")
424 * fixed bug with movable elements not moving after left behind by CEs
425 * changed gravity movement to anything diggable, not only sand/base
426 * optionally allowing passing to walkable element, not only empty space
427 * added option "can pass to walkable element" for players
428 * finally fixed gravity movement (hopefully)
431 * fixed bug with movable elements not moving anymore after falling down
434 * fixed another bug with custom elements digging and leaving elements
435 * fixed bug with "along left/right side" and automatic start direction
436 * trigger elements now also displayed when "more custom" deactivated
437 * fixed bug with clipboard element initialized when loading new level
438 * added option "drop delay" to set delay before dropping next element
441 * uploaded pre-release (test) version 3.1.0-1 binary and source code
444 * added copy and paste functions for custom change pages
445 * enhanced graphical display and functionality of tape recorder
446 * fixed bug with custom elements digging and leaving elements
449 * added move speed faster than "very fast" for custom elements
450 * fixed bug with 3+3 style explosions and missing border content
451 * fixed little bug when copying custom elements in the editor
452 * enhanced custom element changes by more side trigger actions
455 * added option "no scrolling when relocating" for instant teleporting
456 * uploaded pre-release (test) version 3.1.0-0 binary and source code
459 * added trigger element and trigger player to use as target elements
460 * added copy and paste functions for custom and group elements
463 * fixed graphical bug when displaying explosion animations
464 * fixed bug when appending to tapes, resulting in broken tapes
465 * re-recorded a few tapes broken by fixing gravity checking bug
468 * "can move into acid" property now for all elements independently
469 * "can fall into acid" property for player stored in same bitfield now
470 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
471 * version number set to 3.1.0 (finally!)
474 * changed tape recording to only record input, not programmed actions
477 * fixed totally broken (every 8th frame skipped) step-by-step recording
478 * fixed bug with requester not displayed when quick-loading interrupted
479 * added option "can fall into acid (with gravity)" for players
480 * fixed bug with player not falling when snapping down with gravity
483 * fixed bug which messed up key config when using keypad number keys
486 * fixed bug which allowed moving upwards even when gravity was active
487 * fixed bug with missing error handling when dumping levels or tapes
490 * added different colored editor graphics for Supaplex gravity tubes
493 * fixed bug that allowed solvable tapes for unsolvable levels
496 * use unlimited number of droppable elements when "count" set to zero
497 * added option to use step limit instead of time limit for level
500 * added player and change page as trigger for custom element change
503 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
506 * fixed bug with dark yamyam changing to acid when moving over acid
507 * fixed handling of levels with more than 999 seconds level time
508 (example: level 76 of "Denmine")
511 * "spring push bug" reintroduced as configurable element property
512 * fixed bug with missing properties for "mole"
513 * fixed bug that showed up when fixing the above "mole" properties bug
514 * added option "can move into acid" for all movable elements
515 * fixed graphical bug for elements moving into acid
516 * changed event handling to handle all pending events before going on
519 * fixed bug which caused all CE change pages to be ignored which had
520 the same change event, but used a different element side
521 (reported by Simon Forsberg)
523 * fixed bug which caused elements that can move and fall and that are
524 transported by a conveyor belt to continue moving into that direction
525 after leaving the conveyor belt, regardless of their own movement
526 type; only elements which can not move are transported now
527 (reported by Simon Forsberg)
529 * fixed bug which could cause an array overflow in RelocatePlayer()
530 (reported by Niko Böhm)
532 * changed Emerald Mine style "passable / over" elements to "protected"
533 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
535 * added new option to select from which side a "walkable/passable"
536 element can be entered
539 * added explosion and ignition delay for elements that can explode
542 * fixed bug which caused player not being protected against enemies
543 when a CE was "walkable / inside" and was not "indestructible"
544 * added "walkable/passable" fields to be "protected/unprotected"
545 against enemies, even if not accessible "inside" but "over/under"
548 * corrected move pattern to 32 bit and initial move direction to 8 bit
551 * added second custom element base configuration page
554 * added some special EMC mappings to Emerald Mine level loader
555 (also covering previously unknown element in level 0 of "Bondmine 8")
558 * added option to block last field when player is moving (for Supaplex)
559 * adjusted push delay of Supaplex elements
560 * removed delays for envelopes etc. when replaying with maximum speed
561 * fixed bug when dropping element on a field that just changed to empty
564 * fixed bug: infotrons can now smash yellow disks
565 * fixed bug: when gravity active, port above player can now be entered
566 * removed "one white dot" mouse pointer which irritated some people
569 * added "choice type" for group element selection
572 * fixed bug with initial invulnerability of non-yellow player
575 * added level loader for loading native Supaplex packed levels
576 (including multi-part levels like the "splvls99" levels)
579 * fixed bug which allowed creating emeralds by escaping explosions
582 * custom elements can change (limited) or leave (unlimited) elements
583 * finally added multiple matches using group elements
584 * added shortcut to dump brush (type ":DB" in editor) for use in forum
587 * added new start movement type "previous" for continued CE movement
588 * added new start movement type "random" for random CE movement start
591 * added new element "sokoban_field_player" needed for Sokoban levels
592 (thanks to Ed Booker for pointing this out!)
595 * added elements that can be digged or left behind by custom elements
598 * added group elements for multiple matches and random element creation
601 * fixed some graphical errors displayed in old levels
604 * fixed wrong double speed movement after passing closing gates
607 * added level loader for loading native Emerald Mine levels
610 * changes for "shooting" style CE movement
613 * Happy New Year! ;-)
616 * changed default snap/drop keys from left/right Shift to Control keys
619 * fixed bug with dead player getting reanimated from custom element
622 * fixed bug with wrong penguin graphics (when entering exit)
625 * fixed bug with wrong "Murphy" graphics (when digging etc.)
628 * version number set to 3.0.9
631 * version 3.0.8 released
634 * added function checked_free()
637 * fixed bug with double nut cracking sound
638 (by eliminating "default element action sound" assignment in init.c)
641 * fixed crash when no music info files are available
644 * fixed boring and sleeping sounds
647 * added "maze runner" and "maze hunter" movement types
648 * added extended collision conditions for custom elements
651 * added warnings for undefined token values in artwork config files
654 * added menu entry for level set information to the info screen
657 * fixed bug with wrong default impact sound for colored emeralds
660 * added several sub-screens for the info screen
661 * menu text now also clickable (not only blue/red sphere left of it)
664 * added configurable "bored" and "sleeping" animations for the player
665 * added "awakening" sound for player when waking up after sleeping
668 * added "copy" and "exchange" functions for custom elements to editor
671 * added configurable element animations for info screen
674 * added configurable music credits for info screen
677 * finally fixed tape recording when player is created from CE change
680 * added "editorsetup.conf" for editor element list configuration
683 * added "musicinfo.conf" for menu and level music configuration
686 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
687 (that only showed up on Linux, but not on Windows systems)
690 * fixed turning movement of butterflies and fireflies (no frame reset)
691 * enhanced sniksnak turning movement (two steps instead of only one)
694 * version number set to 3.0.8
697 * version 3.0.7 released
700 * fixed reset of player animation frame when, for example,
701 walking, digging or collecting share the same animation
702 * fixed CE with "deadly when touching" exploding when touching amoeba
705 * fixed tape recording when player is created from CE element change
708 * introduced "turning..." action graphic for elements with move delay
709 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
710 * added turning animations for bug, spaceship and sniksnak
713 * prevent "extended" changed elements from delay change in same frame
716 * fixed bug when pushing element that can move away to the side
717 (like pushing falling elements, but now with moving elements)
720 * finally fixed serious bug in code for delayed element pushing (again)
723 * unavailable setup options now marked as "n/a" instead of "off"
724 * new boolean directive "latest_engine" for "levelinfo.conf": when set
725 to "true", levels are always played with the latest game engine,
726 which is desired for levels that are imported from other games; all
727 other levels are played with the engine version stored in level file
728 (which is normally the engine version the level was created with)
731 * fixed serious bug in code for delayed element pushing
732 * fixed little bug in animation frame selection for pushed elements
733 * speed-up of reading config file for verbose output
736 * added configuration option for opening and closing Supaplex exit
737 * added configuration option for moving up/down animation for Murphy
738 * fixed incorrectly displayed animation for attacking dragon
739 * fixed bug with not setting initial gravity for each new game
740 * fixed bug with teleportation of player by custom element change
741 * fixed bug with player not getting smashed by rock sometimes
744 * version number set to 3.0.7
747 * version 3.0.6 released
750 * added support for MP3 music for SDL version through SMPEG library
753 * fixed bug when initializing font graphic structure
754 * fixed bug with animation mode "pingpong" when using only 1 frame
755 * fixed bug with extended change target introduced in 3.0.5
756 * fixed bug where passing over moving element doubles player speed
757 * fixed bug with elements continuing to move into push direction
758 * fixed bug with duplicated player when dropping bomb with shield on
759 * added "switching" event for custom elements ("pressing" only once)
760 * fixed switching bug (resetting flag when not switching but not idle)
763 * fixed element tokens for certain file elements with ".active" etc.
766 * version number set to 3.0.6
769 * version 3.0.5 released
772 * now four envelope elements available
773 * font, background, animation and sound for envelope now configurable
774 * main menu doors opening/closing animation type now configurable
777 * active/inactive sides configurable for custom element changes
778 * new movement type "move when pushed" available for custom elements
781 * fixed bug in multiple config pages loader code that caused crashes
784 * enhanced (remaining low-resolution) Supaplex graphics
787 * version number set to 3.0.5
790 * version 3.0.4 released
792 2003-09-12 src/tools.c
793 * fixed bug in custom definition of crumbled element graphics
795 2003-09-11 src/files.c
796 * fixed bug in multiple config pages code that caused crashes
799 * version number set to 3.0.4
802 * version 3.0.3 released
805 * added music to Supaplex classic level set
807 2003-09-07 src/libgame/misc.c
808 * added support for loading various music formats through SDL_mixer
810 2003-09-06 (various source files)
811 * fixed several nasty bugs that may have caused crashes on some systems
812 * added envelope content which gets displayed when collecting envelope
813 * added multiple change event pages for custom elements
815 2003-08-24 src/game.c
816 * fixed problem with player animation when snapping and moving
818 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
819 * fixed problem with flickering when drawing toon animations
821 2003-08-23 src/libgame/sdl.c
822 * fixed problem with setting mouse cursor in SDL version in fullscreen
824 2003-08-23 src/game.c
825 * fixed bug (missing array boundary check) which could crash the game
828 * version number set to 3.0.3
831 * version 3.0.2 released
833 2003-08-21 src/game.c
834 * fixed bug with creating inaccessible elements at player position
836 2003-08-20 src/init.c
837 * fixed bug with not finding current level artwork directory
839 2003-08-20 src/files.c
840 * fixed bug with choosing wrong engine version when playing tapes
841 * fixed bug with messing up custom element properties in 3.0.0 levels
844 * version number set to 3.0.2
847 * version 3.0.1 released
849 2003-08-17 (no source files affected)
850 * changed all "classic" PCX image files with 16 colors or less to
851 256 color (8 bit) storage format, because the Allegro game library
852 cannot handle PCX files with less than 256 colors (contributed
853 graphics are not affected and might look wrong in the DOS version)
855 2003-08-16 src/init.c
856 * fixed bug which (for example) crashed the level editor when defining
857 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
858 (only set to default) -- invalid graphics now set to default graphic
860 2003-08-16 src/init.c
861 * fixed graphical bug of player digging/collecting/snapping element
862 when no corresponding graphic/animation is defined for this action,
863 resulting in player being drawn as EL_EMPTY (which should only be
864 done to elements being collected, but not to the player)
866 2003-08-16 src/game.c
867 * fixed small graphical bug of player not totally moving into exit
869 2003-08-16 src/libgame/setup.c
870 * fixed bug with wrong MS-DOS 8.3 filename conversion
872 2003-08-16 src/tools.c
873 * fixed bug with invisible mouse cursor when pressing ESC while playing
875 2003-08-16 (various source files)
876 * added another 128 custom elements (disabled in editor by default)
878 2003-08-16 src/editor.c
879 * fixed NULL string bug causing Solaris to crash in sprintf()
881 2003-08-16 src/screen.c
882 * fixed drawing over scrollbar on level selection with custom fonts
884 2003-08-15 src/game.c
885 * cleanup of simple sounds / loop sounds / music settings
887 2003-08-08 (various source files)
888 * added custom element property for dropping collected elements
890 2003-08-08 src/conf_gfx.c
891 * fixed bug with missing graphic for active red disk bomb
893 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
894 * extended variable "level.gravity" to "level.initial_gravity" and
895 "game.current_gravity" to prevent level setting from being changed
896 by playing the level (keeping the runtime value after playing)
898 * fixed graphics bug when digging element that has 'crumbled' graphic
899 definition, but not 'diggable' graphic definition
902 * version number set to 3.0.1
905 * version 3.0.0 released
908 * various bug fixes; among others:
909 - fixed bug with pushing spring over empty space
910 - fixed bug with leaving tube while placing dynamite
911 - fixed bug with explosion of smashed penguins
912 - allow Murphy player graphic in levels with non-Supaplex elements
916 * I have forgotten to document changes for some time
919 * pre-release version 2.2.0rc1 released
922 * version number set to 2.1.2
925 * version 2.1.1 released
928 * version number set to 2.1.1
931 * version 2.1.0 released
934 * version number set to 2.1.0
936 2002-04-03 to 2002-05-19 (various source files)
937 * graphics, sounds and music now fully configurable
938 * bug fixed that prevented walking through tubes when gravity on
940 2002-04-02 src/events.c, src/editor.c
941 * Make Escape key less aggressive when playing or when editing level.
942 This can be configured as an option in the setup menu. (Default is
943 "less aggressive" which means "ask user if something can be lost"
944 when pressing the Escape key.)
946 2002-04-02 src/screen.c
947 * Added "graphics setup" screen.
949 2002-04-01 src/screen.c
950 * Changed "choose level" setup screen stuff to be more generic (to
951 make it easier to add more "choose from generic tree" setup screens).
953 2002-04-01 src/config.c, src/timestamp.h
954 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
955 automatically gets created by "src/Makefile" and contains an actual
956 compile-time timestamp to identify development versions of the game).
958 2002-03-31 src/tape.c, src/events.c
959 * Added quick game/tape save/load functions to tape stuff which can be
960 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
961 loads previously recorded tape and directly goes into recording mode
962 from the end of the tape (therefore appending to the tape).
964 2002-03-31 src/tape.c
965 * Added "index mark" function to tape recorder. When playing or
966 recording, "eject" button changes to "index" button. Setting index
967 mark is not yet implemented, but pressing index button when playing
968 allows very quick advancing to end of tape (when normal playing),
969 very fast forward mode (when playing with normal fast forward) or
970 very fast reaching of "pause before end of tape" (when playing with
971 "pause before end" playing mode).
973 2002-03-30 src/cartoons.c
974 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
976 2002-03-29 src/screen.c
977 * Changed setup screen stuff to be more generic (to make it easier
978 to add more setup screens).
980 2002-03-23 src/main.c, src/main.h
981 * Various changes due to the introduction of the new libgame files
982 "setup.c" and "joystick.c".
984 2002-03-23 src/files.c
985 * Generic parts of "src/files.c" (mainly setup and level directory
986 stuff) moved to new libgame file "src/libgame/setup.c".
988 2002-03-23 src/joystick.c
989 * File "src/joystick.c" moved to libgame source tree, with
990 correspondig changes.
992 2002-03-22 src/screens.c
993 * "HandleChooseLevel()": Another bug in level series navigation fixed.
994 (Wrong level series information displayed when entering main group.)
996 2002-03-22 src/editor.c
997 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
999 2002-03-22 src/editor.c
1000 * Changed behaviour of "Escape" key in level editor to be more
1001 intuitive: When in "Element Properties" or "Level Info" mode,
1002 return to "Drawing Mode" instead of leaving the level editor.
1004 2002-03-21 src/game.c, src/editor.c, src/files.c
1005 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1006 gems (emeralds, diamonds, ...) slipping down from normal wall,
1007 steel wall and growing wall (as in E.M.C. style levels). Although
1008 the behaviour of contributed and private levels wasn't changed (due
1009 to the use of "level.game_version"; see previous entry), editing
1010 those levels will (of course) change the behaviour accordingly.
1012 This change seems a bit too hard after thinking about it, because
1013 the EM style behaviour is not the "expected" behaviour (gems would
1014 normally only slip down from "rounded" walls). Therefore this was
1015 now changed to an element property for gem style elements, with the
1016 default setting "off" (which means: no special EM style behaviour).
1017 To fix older converted levels, this flag is set to "on" for pre-2.0
1018 levels that are neither contributed nor private levels.
1020 2002-03-20 src/files.h
1021 * Corrected settings for "level.game_version" depending of level type.
1022 (Contributed and private levels always get played with game engine
1023 version they were created with, while converted levels always get
1024 played with the most recent version of the game engine, to let new
1025 corrections of the emulation behaviour take effect.)
1027 2002-03-20 src/main.h
1028 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1029 compiling the SDL version on some systems.
1030 Thanks to the several people who pointed this out.
1033 * Version number set to 2.0.2.
1036 * Version 2.0.1 released.
1038 2002-03-18 src/screens.c
1039 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1041 2002-03-18 src/files.c [src/libgame/misc.c]
1042 * Moved some common functions from src/files.c to src/libgame/misc.c.
1044 2002-03-18 src/files.c [src/libgame/misc.c]
1045 * Changed permissions for new directories and saved files (especially
1046 score files) according to suggestions of Debian users and mantainers.
1047 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1049 2002-03-17 src/files.c
1050 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1051 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1052 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1053 for levels and "TAPE" for tapes). Old "cookie" style format is
1054 still supported for reading. New level and tape files are written
1057 * New IFF chunk "VERS" contains version numbers for file and game
1058 (where "game version" is the version of the program that wrote the
1059 file, and "file version" is a version number to distinguish files
1060 with different format, for example after adding new features).
1062 2002-03-15 src/screen.c
1063 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1064 (Before, you heard a mixture of the in-game music and the
1065 hall-of-fame music.)
1067 2002-03-14 src/events.c
1068 * Function "DumpTape()" (files.c) now available by pressing 't' from
1069 main menu (when in DEBUG mode).
1071 2002-03-14 src/game.c
1072 * "GameWon()": When game was won playing a tape, now there is no delay
1073 raising the score and no corresponding sound is played.
1075 2002-03-14 src/files.c
1076 * Changed "LoadTape()" for real chunk support and also adjusted
1077 "SaveTape()" accordingly.
1079 2002-03-14 src/game.c, src/tape.c, src/files.c
1080 * Important changes to tape format: The old tape format stored all
1081 actions with a real effect with a corresponding delay between the
1082 stored actions. This had some major disadvantages (for example,
1083 push delays had to be ignored, pressing a button for some seconds
1084 mutated to several single button presses because of the non-action
1085 delays between two action frames etc.). The new tape format just
1086 stupidly records all device actions and replays them later. I really
1087 don't know why I haven't solved it that way before?! Old-style tapes
1088 (with tape file version less than 2.0) get converted to the new
1089 format on-the-fly when loading and can therefore still be played;
1090 only some minor parts of the old-style tape handling code was needed.
1091 (A perfect conversion is not possible, because there is information
1092 missing about the device actions between two action frames.)
1094 2002-03-14 src/files.c
1095 * New function "DumpTape()" to dump the contents of the current tape
1096 in a human readable format.
1098 2002-03-14 src/game.c
1099 * Small tape bug fixed: When automatically advancing to next level
1100 after a game was won, the tape from the previous level still was
1101 loaded as a tape for the new level.
1103 2002-03-14 src/tape.c
1104 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1105 tape, cartoons did not get completely removed because
1106 StopAnimation() was not called.
1108 2002-03-13 src/files.c
1109 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1110 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1111 size even when using 16-bit elements). Added new chunk "CNT2" for
1112 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1113 chunk even when content was 16-bit element). "CNT2" should now be
1114 able to store content for arbitrary elements (up to eight blocks of
1115 3 x 3 element arrays). All "CNT2" elements will always be stored as
1116 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1118 2002-03-13 src/files.c
1119 * Changed "LoadLevel()" for real chunk support.
1121 2002-03-12 src/game.c
1122 * Fixed problem (introduced after 2.0.0 release) with penguins
1123 not getting killed by enemies
1125 2002-02-24 src/game.c, src/main.h
1126 * Added "player->is_moving"; now "player->last_move_dir" does
1127 not contain any information if the player is just moving at
1129 Before, "player->last_move_dir" was misused for this purpose
1130 for the robot stuff (robots don't kill players when they are
1131 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1132 broke tapes when walking through pipes!
1133 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1134 in a continuous movement. This fact is ignored for friends and