2 * added parameters to editor for "game of life" and "biomaze" elements
5 * added level file chunk "CONF" for generic level and element settings
8 * uploaded pre-release (test) version 3.2.0-4 binary and source code
11 * skip empty level sets (with "levels: 0"; may be artwork base sets)
12 * added sound action ".page[1]" to ".page[32]" for each CE change page
15 * added image config suffix ".clone_from" to copy whole image settings
16 * fixed bug with invalid ("undefined") CE settings in old level files
19 * fixed graphical bug with smashing elements falling faster than player
22 * fixed major bug which prevented private levels from being edited
23 * fixed bug with precedence of general and special font definitions
26 * fixed graphical bug with player animation when player moves slowly
29 * uploaded pre-release (test) version 3.2.0-3 binary and source code
32 * fixed bug which prevented "global.num_toons: 0" from working
35 * major code cleanup (removed all these annoying "#if 0" blocks)
38 * added custom element actions for CE change page in level editor
41 * fixed music initialization bug in init.c (thanks to David Binderman)
42 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
43 (this bug must probably be fixed at other places, too)
46 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
47 (should be '#include <SDL.h>' instead)
50 * fixed bug which prevented "walkable from no direction" from working
51 (due to compatibility code overwriting this setting after loading)
54 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
57 * version number temporarily set to 3.1.1 (intermediate bugfix release)
58 * version 3.1.1 released
61 * changed some va_arg() arguments from 'long' to 'int', fixing problems
62 on 64-bit architecture systems with LP64 data model
65 * fixed bug with bombs not exploding when hitting the last level line
66 (introduced after the release of 3.1.0)
69 * added support for dumping small-sized level sketches from editor
72 * added recognition of "trigger element" for "change digged element to"
73 (this is not really what the "trigger element" was made for, but its
74 use may seem obvious for leaving back digged elements unchanged)
77 * fixed multiple warnings about failed joystick device initialization
80 * fixed bug with dynamite dropped on top of just dropped custom element
81 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
82 dynamite can still be dropped, but drop key must be released before
85 * fixed bug with wrong start directory when started from file browser
86 (due to this bug, R'n'D could not be started from KDE's Konqueror)
89 * fixed bug causing "change when impact" on player not working
90 * fixed wrong priority of "hitting something" over "hitting <element>"
91 * fixed wrong priority of "hit by something" over "hit by <element>"
94 * fixed graphical bug which caused the player (being Murphy) to show
95 collecting animations although the element was collected by penguin
98 * fixed two bugs causing wrong door background graphics in system.c
99 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
102 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
103 * added "no direction" to "walkable/passable from" selectbox options
106 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
107 * in tape autoplay, not only report broken, but also missing tapes
110 * uploaded pre-release (test) version 3.2.0-2 binary and source code
113 * fixed small bug with "linear" animation not working for active lamp
116 * fixed bug with moving up despite gravity due to "block last field"
117 * fixed small bug with wrong draw offset when typing name in main menu
118 * when reading user names from "passwd", ignore data after first comma
119 * when creating new "levelinfo.conf", only write some selected entries
122 * fixed displaying "imported from/by" on preview with empty string
123 * fixed ignoring draw offset for fonts used for level preview texts
126 * fixed a delay problem with SDL and too many mouse motion events
127 * added setup option "skip levels" and level skipping functionality
130 * added move speed "not moving" for non-moving CEs, but with direction
133 * fixed mapping of obsolete element token names in "editorsetup.conf"
134 * fixed bug with sound "acid.splashing" treated as a loop sound
135 * fixed some little sound bugs in native EM engine
138 * fixed small bug when dragging scrollbars to end positions
141 * added editor element descriptions written by Aaron Davidson
144 * improved fallback handling when configured artwork is not available
145 (now using default artwork instead of exiting when files not found)
148 * fixed bug on level selection screen when dragging scrollbar
151 * fixed bug which caused broken tapes when appending to EM engine tapes
154 * uploaded pre-release (test) version 3.2.0-1 binary and source code
157 * added code to replace changed artwork config tokens with other tokens
158 (needed for backwards compatibility, so that older tokens still work)
161 * added native R'n'D graphics for some new EMC elements in EM engine
164 * fixed some bugs in the EM engine integration code
165 * changed EM engine code to allow diagonal movement
166 * changed EM engine code to allow use of separate snap and drop keys
169 * fixed some redraw bugs when using EM engine
172 * fixed bug with not converting RND levels which are set to use native
173 engine to native level structure when loading
176 * uploaded pre-release (test) version 3.2.0-0 binary and source code
179 * version number set to 3.2.0
182 * level data now reset to defaults after attempt to load invalid file
185 * added use of "editorsetup.conf" for different level sets
188 * added auto-detection for various types of Emerald Mine level files
191 * fixed bug with scrollbars getting too small when list is very large
194 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
197 * added most level editor configuration gadgets for new EMC elements
200 * added more element and graphic definitions for new EMC elements
203 * modified native EM engine to use integrated R'n'D sound system
206 * added SDL support to graphics functions in native EM engine
207 (by always using generic libgame interface functions)
210 * fixed bug in frame synchronization in native EM engine
213 * added code to convert levels between R'n'D and native EM engine
216 * new Emerald Mine engine can now play levels selected in main menu
219 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
220 (which creates scaled down graphics for level editor and preview);
221 there's still a memory leak somewhere in the artwork handling code
222 * added "scale image up" functionality to X11 version of zoom function
225 * first attempts to integrate new, native Emerald Mine Club engine
228 * fixed bug in gadget code which caused reset of CEs in level editor
229 (example: pressing 'b' [grab brush] on CE config page erased values)
230 (solution: check if gadgets in ClickOnGadget() are really mapped)
231 * improved level change detection in editor (settings now also checked)
232 * fixed bug with "can move into acid" and "don't collide with" state
235 * fixed maze runner style CEs to use the configured move delay value
238 * added Aaron Davidson's tutorial level set to the "Tutorials" section
241 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
242 * fixed the above fix because it broke level set "machine" (*sigh*)
243 * fixed random element placement in level editor to work as expected
244 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
247 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
250 * fixed bug (missing array boundary check) which caused broken tapes
251 * fixed bug (when loading level template) which caused broken levels
252 * fixed bug with new block last field code when using non-yellow player
255 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
256 * internal change of how the player blocks the last field when moving
257 * fixed blocking delay of last field for EM and SP style block delay
258 * fixed bug where the player had to wait for the usual move delay after
259 unsuccessfully trying to move, when he directly could move after that
260 * the last two changes should make original Supaplex level 93 solvable
261 * improved use of random number generator to make it less predictable
262 * fixed behaviour of slippery SP elements to let slip left, then right
265 * fixed bug with wrong door state after trying to quickload empty tape
266 * fixed waste of static memory usage of the binary, making it smaller
267 * fixed very little graphical bug in Supaplex explosion
270 * version number set to 3.1.1
273 * version 3.1.0 released
276 * fixed bug with crash when writing user levelinfo.conf the first time
279 * added option "convert LEVELDIR [NR]" to command line batch commands
280 * re-converted Supaplex levels to apply latest engine fixes
281 * changed "use graphic/sound of element" to "use graphic of element"
282 due to compatibility problems with some levels ("bug machine" etc.)
285 * fixed bug with CE change replacing player with same or other player
288 * fixed bug with opaque font in envelope with background graphic when
289 background graphic is not transparent itself
292 * added "gravity on" and "gravity off" ports for Supaplex compatibility
293 * corrected original Supaplex level loading code to use these new ports
294 * also corrected Supaplex loader to auto-count infotrons if set to zero
297 * fixed bug with missing initialization of "modified" flag for GEs
300 * fixed bug that caused endless recursion loop when relocating player
301 * fixed tape recorder bug in "step mode" when using "pause before end"
302 * fixed tape recorder bug when changing from "warp forward" mode
305 * fixed bug with "when touching" for pushed elements at last position
308 * fixed bug that caused two activated toolbox buttons in level editor
309 * fixed bug with exploding dynabomb under player due to other explosion
312 * fixed bug with creating walkable custom element under player (again)
313 * fixed bug with not copying explosion type when copying CEs in editor
314 * fixed graphical bug when drawing player in setup menu (input devices)
315 * fixed graphical bug when the player is pushing an accessible element
316 * fixed bug with classic switchable elements triggering CE changes
317 * fixed bug with entering/leaving walkable element in RelocatePlayer()
318 * fixed crash bug when CE leaves behind the trigger player element
321 * fixed bug with broken tubes after placing/exploding dynamite in them
322 * fixed bug with exploding dynamite under player due to other explosion
323 * fixed bug with not resetting push delay under certain circumstances
326 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
327 * added network multiplayer code for Windows (thanks to Niko Böhm)
330 * added option "reachable despite gravity" for gravity movement
331 * changed gravity movement of most classic walkable and passable
332 elements back to "not reachable" (for compatibility reasons)
335 * fixed (removed) "indestructible" / "can explode" dependency in editor
336 * fixed (removed) "accessible inside" / "protected" dependency
337 * fixed (removed) "step mode" / "shield time" dependency
340 * fixed dynabombs exploding now into anything diggable
341 * fixed Supaplex style gravity movement into buggy base now impossible
342 * added pressing key "space" as valid action to select menu options
345 * added "replace when walkable" to relocate player to walkable element
346 * added "enter"/"leave" event for elements affected by relocation
347 * fixed "direct"/"indirect" change order also for "when change" event
348 * fixed graphical bug when pushing things from elements walkable inside
351 * fixed graphic bug when player is snapping while moving in old levels
352 * fixed bug when a moving custom element leaves a player element behind
353 * fixed bug with mole not disappearing when moving into acid pool
354 * fixed bug with incomplete path setting when using "--basepath" option
355 * moving CE can now leave walkable elements behind under the player
356 * when relocating, player can be set on walkable element now
357 * fixed another gravity movement bug
360 * uploaded pre-release (test) version 3.1.0-2 binary and source code
363 * added "collectible" and "removable" to extended replacement types
364 (where "removable" replaces "diggable" and "collectible" elements)
365 * added "collectible & throwable" (to throw element to the next field)
366 * fixed bug with CEs digging elements that are just about to explode
367 * changed mouse cursor now always being visible when game is paused
370 * added possibility to push/press accessible elements from a side that
372 * fixed bug with not setting actual date when appending to tape
375 * fixed bug with incorrectly initialized custom element editor graphics
378 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
379 - number of levels corrected from 18 to 17 in "levelinfo.conf"
382 * fixed bug with destroyed robot wheel still attracting robots forever
383 * fixed bug with time gate switch deactivating after robot wheel time
384 (while the time gate itself is not affected by this misbehaviour)
385 * changed behaviour of BD style amoeba to always get blocked by player
386 (before it was different when there were non-BD elements in level)
387 * fixed bug with player destroying indestructable elements with shield
390 * added option to make growing elements grow into anything diggable
391 (for the various amoeba types, biomaze and "game of life")
394 * fixed bug with movable elements not moving after left behind by CEs
395 * changed gravity movement to anything diggable, not only sand/base
396 * optionally allowing passing to walkable element, not only empty space
397 * added option "can pass to walkable element" for players
398 * finally fixed gravity movement (hopefully)
401 * fixed bug with movable elements not moving anymore after falling down
404 * fixed another bug with custom elements digging and leaving elements
405 * fixed bug with "along left/right side" and automatic start direction
406 * trigger elements now also displayed when "more custom" deactivated
407 * fixed bug with clipboard element initialized when loading new level
408 * added option "drop delay" to set delay before dropping next element
411 * uploaded pre-release (test) version 3.1.0-1 binary and source code
414 * added copy and paste functions for custom change pages
415 * enhanced graphical display and functionality of tape recorder
416 * fixed bug with custom elements digging and leaving elements
419 * added move speed faster than "very fast" for custom elements
420 * fixed bug with 3+3 style explosions and missing border content
421 * fixed little bug when copying custom elements in the editor
422 * enhanced custom element changes by more side trigger actions
425 * added option "no scrolling when relocating" for instant teleporting
426 * uploaded pre-release (test) version 3.1.0-0 binary and source code
429 * added trigger element and trigger player to use as target elements
430 * added copy and paste functions for custom and group elements
433 * fixed graphical bug when displaying explosion animations
434 * fixed bug when appending to tapes, resulting in broken tapes
435 * re-recorded a few tapes broken by fixing gravity checking bug
438 * "can move into acid" property now for all elements independently
439 * "can fall into acid" property for player stored in same bitfield now
440 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
441 * version number set to 3.1.0 (finally!)
444 * changed tape recording to only record input, not programmed actions
447 * fixed totally broken (every 8th frame skipped) step-by-step recording
448 * fixed bug with requester not displayed when quick-loading interrupted
449 * added option "can fall into acid (with gravity)" for players
450 * fixed bug with player not falling when snapping down with gravity
453 * fixed bug which messed up key config when using keypad number keys
456 * fixed bug which allowed moving upwards even when gravity was active
457 * fixed bug with missing error handling when dumping levels or tapes
460 * added different colored editor graphics for Supaplex gravity tubes
463 * fixed bug that allowed solvable tapes for unsolvable levels
466 * use unlimited number of droppable elements when "count" set to zero
467 * added option to use step limit instead of time limit for level
470 * added player and change page as trigger for custom element change
473 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
476 * fixed bug with dark yamyam changing to acid when moving over acid
477 * fixed handling of levels with more than 999 seconds level time
478 (example: level 76 of "Denmine")
481 * "spring push bug" reintroduced as configurable element property
482 * fixed bug with missing properties for "mole"
483 * fixed bug that showed up when fixing the above "mole" properties bug
484 * added option "can move into acid" for all movable elements
485 * fixed graphical bug for elements moving into acid
486 * changed event handling to handle all pending events before going on
489 * fixed bug which caused all CE change pages to be ignored which had
490 the same change event, but used a different element side
491 (reported by Simon Forsberg)
493 * fixed bug which caused elements that can move and fall and that are
494 transported by a conveyor belt to continue moving into that direction
495 after leaving the conveyor belt, regardless of their own movement
496 type; only elements which can not move are transported now
497 (reported by Simon Forsberg)
499 * fixed bug which could cause an array overflow in RelocatePlayer()
500 (reported by Niko Böhm)
502 * changed Emerald Mine style "passable / over" elements to "protected"
503 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
505 * added new option to select from which side a "walkable/passable"
506 element can be entered
509 * added explosion and ignition delay for elements that can explode
512 * fixed bug which caused player not being protected against enemies
513 when a CE was "walkable / inside" and was not "indestructible"
514 * added "walkable/passable" fields to be "protected/unprotected"
515 against enemies, even if not accessible "inside" but "over/under"
518 * corrected move pattern to 32 bit and initial move direction to 8 bit
521 * added second custom element base configuration page
524 * added some special EMC mappings to Emerald Mine level loader
525 (also covering previously unknown element in level 0 of "Bondmine 8")
528 * added option to block last field when player is moving (for Supaplex)
529 * adjusted push delay of Supaplex elements
530 * removed delays for envelopes etc. when replaying with maximum speed
531 * fixed bug when dropping element on a field that just changed to empty
534 * fixed bug: infotrons can now smash yellow disks
535 * fixed bug: when gravity active, port above player can now be entered
536 * removed "one white dot" mouse pointer which irritated some people
539 * added "choice type" for group element selection
542 * fixed bug with initial invulnerability of non-yellow player
545 * added level loader for loading native Supaplex packed levels
546 (including multi-part levels like the "splvls99" levels)
549 * fixed bug which allowed creating emeralds by escaping explosions
552 * custom elements can change (limited) or leave (unlimited) elements
553 * finally added multiple matches using group elements
554 * added shortcut to dump brush (type ":DB" in editor) for use in forum
557 * added new start movement type "previous" for continued CE movement
558 * added new start movement type "random" for random CE movement start
561 * added new element "sokoban_field_player" needed for Sokoban levels
562 (thanks to Ed Booker for pointing this out!)
565 * added elements that can be digged or left behind by custom elements
568 * added group elements for multiple matches and random element creation
571 * fixed some graphical errors displayed in old levels
574 * fixed wrong double speed movement after passing closing gates
577 * added level loader for loading native Emerald Mine levels
580 * changes for "shooting" style CE movement
583 * Happy New Year! ;-)
586 * changed default snap/drop keys from left/right Shift to Control keys
589 * fixed bug with dead player getting reanimated from custom element
592 * fixed bug with wrong penguin graphics (when entering exit)
595 * fixed bug with wrong "Murphy" graphics (when digging etc.)
598 * version number set to 3.0.9
601 * version 3.0.8 released
604 * added function checked_free()
607 * fixed bug with double nut cracking sound
608 (by eliminating "default element action sound" assignment in init.c)
611 * fixed crash when no music info files are available
614 * fixed boring and sleeping sounds
617 * added "maze runner" and "maze hunter" movement types
618 * added extended collision conditions for custom elements
621 * added warnings for undefined token values in artwork config files
624 * added menu entry for level set information to the info screen
627 * fixed bug with wrong default impact sound for colored emeralds
630 * added several sub-screens for the info screen
631 * menu text now also clickable (not only blue/red sphere left of it)
634 * added configurable "bored" and "sleeping" animations for the player
635 * added "awakening" sound for player when waking up after sleeping
638 * added "copy" and "exchange" functions for custom elements to editor
641 * added configurable element animations for info screen
644 * added configurable music credits for info screen
647 * finally fixed tape recording when player is created from CE change
650 * added "editorsetup.conf" for editor element list configuration
653 * added "musicinfo.conf" for menu and level music configuration
656 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
657 (that only showed up on Linux, but not on Windows systems)
660 * fixed turning movement of butterflies and fireflies (no frame reset)
661 * enhanced sniksnak turning movement (two steps instead of only one)
664 * version number set to 3.0.8
667 * version 3.0.7 released
670 * fixed reset of player animation frame when, for example,
671 walking, digging or collecting share the same animation
672 * fixed CE with "deadly when touching" exploding when touching amoeba
675 * fixed tape recording when player is created from CE element change
678 * introduced "turning..." action graphic for elements with move delay
679 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
680 * added turning animations for bug, spaceship and sniksnak
683 * prevent "extended" changed elements from delay change in same frame
686 * fixed bug when pushing element that can move away to the side
687 (like pushing falling elements, but now with moving elements)
690 * finally fixed serious bug in code for delayed element pushing (again)
693 * unavailable setup options now marked as "n/a" instead of "off"
694 * new boolean directive "latest_engine" for "levelinfo.conf": when set
695 to "true", levels are always played with the latest game engine,
696 which is desired for levels that are imported from other games; all
697 other levels are played with the engine version stored in level file
698 (which is normally the engine version the level was created with)
701 * fixed serious bug in code for delayed element pushing
702 * fixed little bug in animation frame selection for pushed elements
703 * speed-up of reading config file for verbose output
706 * added configuration option for opening and closing Supaplex exit
707 * added configuration option for moving up/down animation for Murphy
708 * fixed incorrectly displayed animation for attacking dragon
709 * fixed bug with not setting initial gravity for each new game
710 * fixed bug with teleportation of player by custom element change
711 * fixed bug with player not getting smashed by rock sometimes
714 * version number set to 3.0.7
717 * version 3.0.6 released
720 * added support for MP3 music for SDL version through SMPEG library
723 * fixed bug when initializing font graphic structure
724 * fixed bug with animation mode "pingpong" when using only 1 frame
725 * fixed bug with extended change target introduced in 3.0.5
726 * fixed bug where passing over moving element doubles player speed
727 * fixed bug with elements continuing to move into push direction
728 * fixed bug with duplicated player when dropping bomb with shield on
729 * added "switching" event for custom elements ("pressing" only once)
730 * fixed switching bug (resetting flag when not switching but not idle)
733 * fixed element tokens for certain file elements with ".active" etc.
736 * version number set to 3.0.6
739 * version 3.0.5 released
742 * now four envelope elements available
743 * font, background, animation and sound for envelope now configurable
744 * main menu doors opening/closing animation type now configurable
747 * active/inactive sides configurable for custom element changes
748 * new movement type "move when pushed" available for custom elements
751 * fixed bug in multiple config pages loader code that caused crashes
754 * enhanced (remaining low-resolution) Supaplex graphics
757 * version number set to 3.0.5
760 * version 3.0.4 released
762 2003-09-12 src/tools.c
763 * fixed bug in custom definition of crumbled element graphics
765 2003-09-11 src/files.c
766 * fixed bug in multiple config pages code that caused crashes
769 * version number set to 3.0.4
772 * version 3.0.3 released
775 * added music to Supaplex classic level set
777 2003-09-07 src/libgame/misc.c
778 * added support for loading various music formats through SDL_mixer
780 2003-09-06 (various source files)
781 * fixed several nasty bugs that may have caused crashes on some systems
782 * added envelope content which gets displayed when collecting envelope
783 * added multiple change event pages for custom elements
785 2003-08-24 src/game.c
786 * fixed problem with player animation when snapping and moving
788 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
789 * fixed problem with flickering when drawing toon animations
791 2003-08-23 src/libgame/sdl.c
792 * fixed problem with setting mouse cursor in SDL version in fullscreen
794 2003-08-23 src/game.c
795 * fixed bug (missing array boundary check) which could crash the game
798 * version number set to 3.0.3
801 * version 3.0.2 released
803 2003-08-21 src/game.c
804 * fixed bug with creating inaccessible elements at player position
806 2003-08-20 src/init.c
807 * fixed bug with not finding current level artwork directory
809 2003-08-20 src/files.c
810 * fixed bug with choosing wrong engine version when playing tapes
811 * fixed bug with messing up custom element properties in 3.0.0 levels
814 * version number set to 3.0.2
817 * version 3.0.1 released
819 2003-08-17 (no source files affected)
820 * changed all "classic" PCX image files with 16 colors or less to
821 256 color (8 bit) storage format, because the Allegro game library
822 cannot handle PCX files with less than 256 colors (contributed
823 graphics are not affected and might look wrong in the DOS version)
825 2003-08-16 src/init.c
826 * fixed bug which (for example) crashed the level editor when defining
827 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
828 (only set to default) -- invalid graphics now set to default graphic
830 2003-08-16 src/init.c
831 * fixed graphical bug of player digging/collecting/snapping element
832 when no corresponding graphic/animation is defined for this action,
833 resulting in player being drawn as EL_EMPTY (which should only be
834 done to elements being collected, but not to the player)
836 2003-08-16 src/game.c
837 * fixed small graphical bug of player not totally moving into exit
839 2003-08-16 src/libgame/setup.c
840 * fixed bug with wrong MS-DOS 8.3 filename conversion
842 2003-08-16 src/tools.c
843 * fixed bug with invisible mouse cursor when pressing ESC while playing
845 2003-08-16 (various source files)
846 * added another 128 custom elements (disabled in editor by default)
848 2003-08-16 src/editor.c
849 * fixed NULL string bug causing Solaris to crash in sprintf()
851 2003-08-16 src/screen.c
852 * fixed drawing over scrollbar on level selection with custom fonts
854 2003-08-15 src/game.c
855 * cleanup of simple sounds / loop sounds / music settings
857 2003-08-08 (various source files)
858 * added custom element property for dropping collected elements
860 2003-08-08 src/conf_gfx.c
861 * fixed bug with missing graphic for active red disk bomb
863 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
864 * extended variable "level.gravity" to "level.initial_gravity" and
865 "game.current_gravity" to prevent level setting from being changed
866 by playing the level (keeping the runtime value after playing)
868 * fixed graphics bug when digging element that has 'crumbled' graphic
869 definition, but not 'diggable' graphic definition
872 * version number set to 3.0.1
875 * version 3.0.0 released
878 * various bug fixes; among others:
879 - fixed bug with pushing spring over empty space
880 - fixed bug with leaving tube while placing dynamite
881 - fixed bug with explosion of smashed penguins
882 - allow Murphy player graphic in levels with non-Supaplex elements
886 * I have forgotten to document changes for some time
889 * pre-release version 2.2.0rc1 released
892 * version number set to 2.1.2
895 * version 2.1.1 released
898 * version number set to 2.1.1
901 * version 2.1.0 released
904 * version number set to 2.1.0
906 2002-04-03 to 2002-05-19 (various source files)
907 * graphics, sounds and music now fully configurable
908 * bug fixed that prevented walking through tubes when gravity on
910 2002-04-02 src/events.c, src/editor.c
911 * Make Escape key less aggressive when playing or when editing level.
912 This can be configured as an option in the setup menu. (Default is
913 "less aggressive" which means "ask user if something can be lost"
914 when pressing the Escape key.)
916 2002-04-02 src/screen.c
917 * Added "graphics setup" screen.
919 2002-04-01 src/screen.c
920 * Changed "choose level" setup screen stuff to be more generic (to
921 make it easier to add more "choose from generic tree" setup screens).
923 2002-04-01 src/config.c, src/timestamp.h
924 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
925 automatically gets created by "src/Makefile" and contains an actual
926 compile-time timestamp to identify development versions of the game).
928 2002-03-31 src/tape.c, src/events.c
929 * Added quick game/tape save/load functions to tape stuff which can be
930 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
931 loads previously recorded tape and directly goes into recording mode
932 from the end of the tape (therefore appending to the tape).
934 2002-03-31 src/tape.c
935 * Added "index mark" function to tape recorder. When playing or
936 recording, "eject" button changes to "index" button. Setting index
937 mark is not yet implemented, but pressing index button when playing
938 allows very quick advancing to end of tape (when normal playing),
939 very fast forward mode (when playing with normal fast forward) or
940 very fast reaching of "pause before end of tape" (when playing with
941 "pause before end" playing mode).
943 2002-03-30 src/cartoons.c
944 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
946 2002-03-29 src/screen.c
947 * Changed setup screen stuff to be more generic (to make it easier
948 to add more setup screens).
950 2002-03-23 src/main.c, src/main.h
951 * Various changes due to the introduction of the new libgame files
952 "setup.c" and "joystick.c".
954 2002-03-23 src/files.c
955 * Generic parts of "src/files.c" (mainly setup and level directory
956 stuff) moved to new libgame file "src/libgame/setup.c".
958 2002-03-23 src/joystick.c
959 * File "src/joystick.c" moved to libgame source tree, with
960 correspondig changes.
962 2002-03-22 src/screens.c
963 * "HandleChooseLevel()": Another bug in level series navigation fixed.
964 (Wrong level series information displayed when entering main group.)
966 2002-03-22 src/editor.c
967 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
969 2002-03-22 src/editor.c
970 * Changed behaviour of "Escape" key in level editor to be more
971 intuitive: When in "Element Properties" or "Level Info" mode,
972 return to "Drawing Mode" instead of leaving the level editor.
974 2002-03-21 src/game.c, src/editor.c, src/files.c
975 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
976 gems (emeralds, diamonds, ...) slipping down from normal wall,
977 steel wall and growing wall (as in E.M.C. style levels). Although
978 the behaviour of contributed and private levels wasn't changed (due
979 to the use of "level.game_version"; see previous entry), editing
980 those levels will (of course) change the behaviour accordingly.
982 This change seems a bit too hard after thinking about it, because
983 the EM style behaviour is not the "expected" behaviour (gems would
984 normally only slip down from "rounded" walls). Therefore this was
985 now changed to an element property for gem style elements, with the
986 default setting "off" (which means: no special EM style behaviour).
987 To fix older converted levels, this flag is set to "on" for pre-2.0
988 levels that are neither contributed nor private levels.
990 2002-03-20 src/files.h
991 * Corrected settings for "level.game_version" depending of level type.
992 (Contributed and private levels always get played with game engine
993 version they were created with, while converted levels always get
994 played with the most recent version of the game engine, to let new
995 corrections of the emulation behaviour take effect.)
997 2002-03-20 src/main.h
998 * Added "#include <time.h>". This seems to be needed by "tape.c" for
999 compiling the SDL version on some systems.
1000 Thanks to the several people who pointed this out.
1003 * Version number set to 2.0.2.
1006 * Version 2.0.1 released.
1008 2002-03-18 src/screens.c
1009 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1011 2002-03-18 src/files.c [src/libgame/misc.c]
1012 * Moved some common functions from src/files.c to src/libgame/misc.c.
1014 2002-03-18 src/files.c [src/libgame/misc.c]
1015 * Changed permissions for new directories and saved files (especially
1016 score files) according to suggestions of Debian users and mantainers.
1017 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1019 2002-03-17 src/files.c
1020 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1021 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1022 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1023 for levels and "TAPE" for tapes). Old "cookie" style format is
1024 still supported for reading. New level and tape files are written
1027 * New IFF chunk "VERS" contains version numbers for file and game
1028 (where "game version" is the version of the program that wrote the
1029 file, and "file version" is a version number to distinguish files
1030 with different format, for example after adding new features).
1032 2002-03-15 src/screen.c
1033 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1034 (Before, you heard a mixture of the in-game music and the
1035 hall-of-fame music.)
1037 2002-03-14 src/events.c
1038 * Function "DumpTape()" (files.c) now available by pressing 't' from
1039 main menu (when in DEBUG mode).
1041 2002-03-14 src/game.c
1042 * "GameWon()": When game was won playing a tape, now there is no delay
1043 raising the score and no corresponding sound is played.
1045 2002-03-14 src/files.c
1046 * Changed "LoadTape()" for real chunk support and also adjusted
1047 "SaveTape()" accordingly.
1049 2002-03-14 src/game.c, src/tape.c, src/files.c
1050 * Important changes to tape format: The old tape format stored all
1051 actions with a real effect with a corresponding delay between the
1052 stored actions. This had some major disadvantages (for example,
1053 push delays had to be ignored, pressing a button for some seconds
1054 mutated to several single button presses because of the non-action
1055 delays between two action frames etc.). The new tape format just
1056 stupidly records all device actions and replays them later. I really
1057 don't know why I haven't solved it that way before?! Old-style tapes
1058 (with tape file version less than 2.0) get converted to the new
1059 format on-the-fly when loading and can therefore still be played;
1060 only some minor parts of the old-style tape handling code was needed.
1061 (A perfect conversion is not possible, because there is information
1062 missing about the device actions between two action frames.)
1064 2002-03-14 src/files.c
1065 * New function "DumpTape()" to dump the contents of the current tape
1066 in a human readable format.
1068 2002-03-14 src/game.c
1069 * Small tape bug fixed: When automatically advancing to next level
1070 after a game was won, the tape from the previous level still was
1071 loaded as a tape for the new level.
1073 2002-03-14 src/tape.c
1074 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1075 tape, cartoons did not get completely removed because
1076 StopAnimation() was not called.
1078 2002-03-13 src/files.c
1079 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1080 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1081 size even when using 16-bit elements). Added new chunk "CNT2" for
1082 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1083 chunk even when content was 16-bit element). "CNT2" should now be
1084 able to store content for arbitrary elements (up to eight blocks of
1085 3 x 3 element arrays). All "CNT2" elements will always be stored as
1086 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1088 2002-03-13 src/files.c
1089 * Changed "LoadLevel()" for real chunk support.
1091 2002-03-12 src/game.c
1092 * Fixed problem (introduced after 2.0.0 release) with penguins
1093 not getting killed by enemies
1095 2002-02-24 src/game.c, src/main.h
1096 * Added "player->is_moving"; now "player->last_move_dir" does
1097 not contain any information if the player is just moving at
1099 Before, "player->last_move_dir" was misused for this purpose
1100 for the robot stuff (robots don't kill players when they are
1101 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1102 broke tapes when walking through pipes!
1103 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1104 in a continuous movement. This fact is ignored for friends and