2 * added android (can clone elements) from EMC engine to R'n'D engine
6 * added selectbox for initial player speed to player settings in editor
9 * version 3.1.2 created that is basically version 3.1.1, but with a
10 major bug fixed that prevented editing your own private levels
11 * version 3.1.2 released
14 * added magic ball (creates elements) from EMC engine to R'n'D engine
17 * uploaded fixed pre-release version 3.2.0-6 binary and source code
20 * fixed bug when using "CE can leave behind <trigger element>"
21 * added new change condition "(after/when) creation of <element>"
22 * added new change condition "(after/when) digging <element>"
23 * fixed bug accessing invalid gadget that caused crashes under Windows
24 * deactivated new possibility for multiple CE changes per frame
27 * uploaded pre-release (test) version 3.2.0-6 binary and source code
30 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
31 * fixed bug with not keeping CE value for moving CEs with only action
32 * changed CE action selectboxes in editor to be only reset when needed
35 * added option "use artwork from element" for custom player artwork
36 * added option "use explosion from element" for player explosions
39 * added cascaded element lists in the level editor
40 * added persistence for cascaded element lists by "editorcascade.conf"
41 * added dynamic element list with all elements used in current level
42 * added possibility for multiple CE changes per frame (experimental)
45 * uploaded pre-release (test) version 3.2.0-5 binary and source code
48 * changed "score for each 10 seconds/steps left" to "1 second/step"
49 * added own score for collecting "extra time" instead of sharing it
50 * added change events "switched by player" and "player switches <e>"
51 * added change events "snapped by player" and "player snaps <e>"
52 * added "set player artwork: <element choice>" to CE action options
53 * added change event "move of <element>"
56 * added "set player shield: off / normal / deadly" to CE action options
57 * added new player option "use level start element" in level editor
58 to set the correct focus at level start to elements from which the
59 player is created later (this did not work before for cascaded CE
60 changes resulting in creation of the player; it is now also possible
61 to create the player from a yam yam which is smashed at level start)
64 * added "set player speed: frozen (not moving)" to CE action options
65 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
68 * added new player option "block snap field" (enabled by default) to
69 make it possible to show a snapping animation like in Emerald Mine
72 * added dynamic selectboxes to custom element action settings in editor
73 * added "CE value" counter for custom elements (instead of "CE count")
74 * added option to use the last "CE value" after custom element change
75 * added option to use the "CE value" of other elements in CE actions
76 * fixed odd behaviour when pressing time orb in levels w/o time limit
77 * added checkbox "use time orb bug" for older levels that use this bug
80 * added missing configuration settings for the following elements:
81 - EL_TIMEGATE_SWITCH (time of open time gate)
82 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
83 - EL_SHIELD_NORMAL (time of shield duration)
84 - EL_SHIELD_DEADLY (time of shield duration)
85 - EL_EXTRA_TIME (time added to level time)
86 - EL_TIME_ORB_FULL (time added to level time)
89 * added "wind direction" as a movement pattern for custom elements
90 * added initial wind direction for balloon / custom elements to editor
91 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
94 * added parameters for "game of life" and "biomaze" elements to editor
97 * added level file chunk "CONF" for generic level and element settings
100 * uploaded pre-release (test) version 3.2.0-4 binary and source code
103 * skip empty level sets (with "levels: 0"; may be artwork base sets)
104 * added sound action ".page[1]" to ".page[32]" for each CE change page
107 * added image config suffix ".clone_from" to copy whole image settings
108 * fixed bug with invalid ("undefined") CE settings in old level files
111 * fixed graphical bug with smashing elements falling faster than player
114 * fixed major bug which prevented private levels from being edited
115 * fixed bug with precedence of general and special font definitions
118 * fixed graphical bug with player animation when player moves slowly
121 * uploaded pre-release (test) version 3.2.0-3 binary and source code
124 * fixed bug which prevented "global.num_toons: 0" from working
127 * major code cleanup (removed all these annoying "#if 0" blocks)
130 * added custom element actions for CE change page in level editor
133 * fixed music initialization bug in init.c (thanks to David Binderman)
134 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
135 (this bug must probably be fixed at other places, too)
138 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
139 (should be '#include <SDL.h>' instead)
142 * fixed bug which prevented "walkable from no direction" from working
143 (due to compatibility code overwriting this setting after loading)
146 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
149 * version number temporarily set to 3.1.1 (intermediate bugfix release)
150 * version 3.1.1 released
153 * changed some va_arg() arguments from 'long' to 'int', fixing problems
154 on 64-bit architecture systems with LP64 data model
157 * fixed bug with bombs not exploding when hitting the last level line
158 (introduced after the release of 3.1.0)
161 * added support for dumping small-sized level sketches from editor
164 * added recognition of "trigger element" for "change digged element to"
165 (this is not really what the "trigger element" was made for, but its
166 use may seem obvious for leaving back digged elements unchanged)
169 * fixed multiple warnings about failed joystick device initialization
172 * fixed bug with dynamite dropped on top of just dropped custom element
173 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
174 dynamite can still be dropped, but drop key must be released before
177 * fixed bug with wrong start directory when started from file browser
178 (due to this bug, R'n'D could not be started from KDE's Konqueror)
181 * fixed bug causing "change when impact" on player not working
182 * fixed wrong priority of "hitting something" over "hitting <element>"
183 * fixed wrong priority of "hit by something" over "hit by <element>"
186 * fixed graphical bug which caused the player (being Murphy) to show
187 collecting animations although the element was collected by penguin
190 * fixed two bugs causing wrong door background graphics in system.c
191 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
194 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
195 * added "no direction" to "walkable/passable from" selectbox options
198 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
199 * in tape autoplay, not only report broken, but also missing tapes
202 * uploaded pre-release (test) version 3.2.0-2 binary and source code
205 * fixed small bug with "linear" animation not working for active lamp
208 * fixed bug with moving up despite gravity due to "block last field"
209 * fixed small bug with wrong draw offset when typing name in main menu
210 * when reading user names from "passwd", ignore data after first comma
211 * when creating new "levelinfo.conf", only write some selected entries
214 * fixed displaying "imported from/by" on preview with empty string
215 * fixed ignoring draw offset for fonts used for level preview texts
218 * fixed a delay problem with SDL and too many mouse motion events
219 * added setup option "skip levels" and level skipping functionality
222 * added move speed "not moving" for non-moving CEs, but with direction
225 * fixed mapping of obsolete element token names in "editorsetup.conf"
226 * fixed bug with sound "acid.splashing" treated as a loop sound
227 * fixed some little sound bugs in native EM engine
230 * fixed small bug when dragging scrollbars to end positions
233 * added editor element descriptions written by Aaron Davidson
236 * improved fallback handling when configured artwork is not available
237 (now using default artwork instead of exiting when files not found)
240 * fixed bug on level selection screen when dragging scrollbar
243 * fixed bug which caused broken tapes when appending to EM engine tapes
246 * uploaded pre-release (test) version 3.2.0-1 binary and source code
249 * added code to replace changed artwork config tokens with other tokens
250 (needed for backwards compatibility, so that older tokens still work)
253 * added native R'n'D graphics for some new EMC elements in EM engine
256 * fixed some bugs in the EM engine integration code
257 * changed EM engine code to allow diagonal movement
258 * changed EM engine code to allow use of separate snap and drop keys
261 * fixed some redraw bugs when using EM engine
264 * fixed bug with not converting RND levels which are set to use native
265 engine to native level structure when loading
268 * uploaded pre-release (test) version 3.2.0-0 binary and source code
271 * version number set to 3.2.0
274 * level data now reset to defaults after attempt to load invalid file
277 * added use of "editorsetup.conf" for different level sets
280 * added auto-detection for various types of Emerald Mine level files
283 * fixed bug with scrollbars getting too small when list is very large
286 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
289 * added most level editor configuration gadgets for new EMC elements
292 * added more element and graphic definitions for new EMC elements
295 * modified native EM engine to use integrated R'n'D sound system
298 * added SDL support to graphics functions in native EM engine
299 (by always using generic libgame interface functions)
302 * fixed bug in frame synchronization in native EM engine
305 * added code to convert levels between R'n'D and native EM engine
308 * new Emerald Mine engine can now play levels selected in main menu
311 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
312 (which creates scaled down graphics for level editor and preview);
313 there's still a memory leak somewhere in the artwork handling code
314 * added "scale image up" functionality to X11 version of zoom function
317 * first attempts to integrate new, native Emerald Mine Club engine
320 * fixed bug in gadget code which caused reset of CEs in level editor
321 (example: pressing 'b' [grab brush] on CE config page erased values)
322 (solution: check if gadgets in ClickOnGadget() are really mapped)
323 * improved level change detection in editor (settings now also checked)
324 * fixed bug with "can move into acid" and "don't collide with" state
327 * fixed maze runner style CEs to use the configured move delay value
330 * added Aaron Davidson's tutorial level set to the "Tutorials" section
333 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
334 * fixed the above fix because it broke level set "machine" (*sigh*)
335 * fixed random element placement in level editor to work as expected
336 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
339 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
342 * fixed bug (missing array boundary check) which caused broken tapes
343 * fixed bug (when loading level template) which caused broken levels
344 * fixed bug with new block last field code when using non-yellow player
347 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
348 * internal change of how the player blocks the last field when moving
349 * fixed blocking delay of last field for EM and SP style block delay
350 * fixed bug where the player had to wait for the usual move delay after
351 unsuccessfully trying to move, when he directly could move after that
352 * the last two changes should make original Supaplex level 93 solvable
353 * improved use of random number generator to make it less predictable
354 * fixed behaviour of slippery SP elements to let slip left, then right
357 * fixed bug with wrong door state after trying to quickload empty tape
358 * fixed waste of static memory usage of the binary, making it smaller
359 * fixed very little graphical bug in Supaplex explosion
362 * version number set to 3.1.1
365 * version 3.1.0 released
368 * fixed bug with crash when writing user levelinfo.conf the first time
371 * added option "convert LEVELDIR [NR]" to command line batch commands
372 * re-converted Supaplex levels to apply latest engine fixes
373 * changed "use graphic/sound of element" to "use graphic of element"
374 due to compatibility problems with some levels ("bug machine" etc.)
377 * fixed bug with CE change replacing player with same or other player
380 * fixed bug with opaque font in envelope with background graphic when
381 background graphic is not transparent itself
384 * added "gravity on" and "gravity off" ports for Supaplex compatibility
385 * corrected original Supaplex level loading code to use these new ports
386 * also corrected Supaplex loader to auto-count infotrons if set to zero
389 * fixed bug with missing initialization of "modified" flag for GEs
392 * fixed bug that caused endless recursion loop when relocating player
393 * fixed tape recorder bug in "step mode" when using "pause before end"
394 * fixed tape recorder bug when changing from "warp forward" mode
397 * fixed bug with "when touching" for pushed elements at last position
400 * fixed bug that caused two activated toolbox buttons in level editor
401 * fixed bug with exploding dynabomb under player due to other explosion
404 * fixed bug with creating walkable custom element under player (again)
405 * fixed bug with not copying explosion type when copying CEs in editor
406 * fixed graphical bug when drawing player in setup menu (input devices)
407 * fixed graphical bug when the player is pushing an accessible element
408 * fixed bug with classic switchable elements triggering CE changes
409 * fixed bug with entering/leaving walkable element in RelocatePlayer()
410 * fixed crash bug when CE leaves behind the trigger player element
413 * fixed bug with broken tubes after placing/exploding dynamite in them
414 * fixed bug with exploding dynamite under player due to other explosion
415 * fixed bug with not resetting push delay under certain circumstances
418 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
419 * added network multiplayer code for Windows (thanks to Niko Böhm)
422 * added option "reachable despite gravity" for gravity movement
423 * changed gravity movement of most classic walkable and passable
424 elements back to "not reachable" (for compatibility reasons)
427 * fixed (removed) "indestructible" / "can explode" dependency in editor
428 * fixed (removed) "accessible inside" / "protected" dependency
429 * fixed (removed) "step mode" / "shield time" dependency
432 * fixed dynabombs exploding now into anything diggable
433 * fixed Supaplex style gravity movement into buggy base now impossible
434 * added pressing key "space" as valid action to select menu options
437 * added "replace when walkable" to relocate player to walkable element
438 * added "enter"/"leave" event for elements affected by relocation
439 * fixed "direct"/"indirect" change order also for "when change" event
440 * fixed graphical bug when pushing things from elements walkable inside
443 * fixed graphic bug when player is snapping while moving in old levels
444 * fixed bug when a moving custom element leaves a player element behind
445 * fixed bug with mole not disappearing when moving into acid pool
446 * fixed bug with incomplete path setting when using "--basepath" option
447 * moving CE can now leave walkable elements behind under the player
448 * when relocating, player can be set on walkable element now
449 * fixed another gravity movement bug
452 * uploaded pre-release (test) version 3.1.0-2 binary and source code
455 * added "collectible" and "removable" to extended replacement types
456 (where "removable" replaces "diggable" and "collectible" elements)
457 * added "collectible & throwable" (to throw element to the next field)
458 * fixed bug with CEs digging elements that are just about to explode
459 * changed mouse cursor now always being visible when game is paused
462 * added possibility to push/press accessible elements from a side that
464 * fixed bug with not setting actual date when appending to tape
467 * fixed bug with incorrectly initialized custom element editor graphics
470 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
471 - number of levels corrected from 18 to 17 in "levelinfo.conf"
474 * fixed bug with destroyed robot wheel still attracting robots forever
475 * fixed bug with time gate switch deactivating after robot wheel time
476 (while the time gate itself is not affected by this misbehaviour)
477 * changed behaviour of BD style amoeba to always get blocked by player
478 (before it was different when there were non-BD elements in level)
479 * fixed bug with player destroying indestructable elements with shield
482 * added option to make growing elements grow into anything diggable
483 (for the various amoeba types, biomaze and "game of life")
486 * fixed bug with movable elements not moving after left behind by CEs
487 * changed gravity movement to anything diggable, not only sand/base
488 * optionally allowing passing to walkable element, not only empty space
489 * added option "can pass to walkable element" for players
490 * finally fixed gravity movement (hopefully)
493 * fixed bug with movable elements not moving anymore after falling down
496 * fixed another bug with custom elements digging and leaving elements
497 * fixed bug with "along left/right side" and automatic start direction
498 * trigger elements now also displayed when "more custom" deactivated
499 * fixed bug with clipboard element initialized when loading new level
500 * added option "drop delay" to set delay before dropping next element
503 * uploaded pre-release (test) version 3.1.0-1 binary and source code
506 * added copy and paste functions for custom change pages
507 * enhanced graphical display and functionality of tape recorder
508 * fixed bug with custom elements digging and leaving elements
511 * added move speed faster than "very fast" for custom elements
512 * fixed bug with 3+3 style explosions and missing border content
513 * fixed little bug when copying custom elements in the editor
514 * enhanced custom element changes by more side trigger actions
517 * added option "no scrolling when relocating" for instant teleporting
518 * uploaded pre-release (test) version 3.1.0-0 binary and source code
521 * added trigger element and trigger player to use as target elements
522 * added copy and paste functions for custom and group elements
525 * fixed graphical bug when displaying explosion animations
526 * fixed bug when appending to tapes, resulting in broken tapes
527 * re-recorded a few tapes broken by fixing gravity checking bug
530 * "can move into acid" property now for all elements independently
531 * "can fall into acid" property for player stored in same bitfield now
532 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
533 * version number set to 3.1.0 (finally!)
536 * changed tape recording to only record input, not programmed actions
539 * fixed totally broken (every 8th frame skipped) step-by-step recording
540 * fixed bug with requester not displayed when quick-loading interrupted
541 * added option "can fall into acid (with gravity)" for players
542 * fixed bug with player not falling when snapping down with gravity
545 * fixed bug which messed up key config when using keypad number keys
548 * fixed bug which allowed moving upwards even when gravity was active
549 * fixed bug with missing error handling when dumping levels or tapes
552 * added different colored editor graphics for Supaplex gravity tubes
555 * fixed bug that allowed solvable tapes for unsolvable levels
558 * use unlimited number of droppable elements when "count" set to zero
559 * added option to use step limit instead of time limit for level
562 * added player and change page as trigger for custom element change
565 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
568 * fixed bug with dark yamyam changing to acid when moving over acid
569 * fixed handling of levels with more than 999 seconds level time
570 (example: level 76 of "Denmine")
573 * "spring push bug" reintroduced as configurable element property
574 * fixed bug with missing properties for "mole"
575 * fixed bug that showed up when fixing the above "mole" properties bug
576 * added option "can move into acid" for all movable elements
577 * fixed graphical bug for elements moving into acid
578 * changed event handling to handle all pending events before going on
581 * fixed bug which caused all CE change pages to be ignored which had
582 the same change event, but used a different element side
583 (reported by Simon Forsberg)
585 * fixed bug which caused elements that can move and fall and that are
586 transported by a conveyor belt to continue moving into that direction
587 after leaving the conveyor belt, regardless of their own movement
588 type; only elements which can not move are transported now
589 (reported by Simon Forsberg)
591 * fixed bug which could cause an array overflow in RelocatePlayer()
592 (reported by Niko Böhm)
594 * changed Emerald Mine style "passable / over" elements to "protected"
595 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
597 * added new option to select from which side a "walkable/passable"
598 element can be entered
601 * added explosion and ignition delay for elements that can explode
604 * fixed bug which caused player not being protected against enemies
605 when a CE was "walkable / inside" and was not "indestructible"
606 * added "walkable/passable" fields to be "protected/unprotected"
607 against enemies, even if not accessible "inside" but "over/under"
610 * corrected move pattern to 32 bit and initial move direction to 8 bit
613 * added second custom element base configuration page
616 * added some special EMC mappings to Emerald Mine level loader
617 (also covering previously unknown element in level 0 of "Bondmine 8")
620 * added option to block last field when player is moving (for Supaplex)
621 * adjusted push delay of Supaplex elements
622 * removed delays for envelopes etc. when replaying with maximum speed
623 * fixed bug when dropping element on a field that just changed to empty
626 * fixed bug: infotrons can now smash yellow disks
627 * fixed bug: when gravity active, port above player can now be entered
628 * removed "one white dot" mouse pointer which irritated some people
631 * added "choice type" for group element selection
634 * fixed bug with initial invulnerability of non-yellow player
637 * added level loader for loading native Supaplex packed levels
638 (including multi-part levels like the "splvls99" levels)
641 * fixed bug which allowed creating emeralds by escaping explosions
644 * custom elements can change (limited) or leave (unlimited) elements
645 * finally added multiple matches using group elements
646 * added shortcut to dump brush (type ":DB" in editor) for use in forum
649 * added new start movement type "previous" for continued CE movement
650 * added new start movement type "random" for random CE movement start
653 * added new element "sokoban_field_player" needed for Sokoban levels
654 (thanks to Ed Booker for pointing this out!)
657 * added elements that can be digged or left behind by custom elements
660 * added group elements for multiple matches and random element creation
663 * fixed some graphical errors displayed in old levels
666 * fixed wrong double speed movement after passing closing gates
669 * added level loader for loading native Emerald Mine levels
672 * changes for "shooting" style CE movement
675 * Happy New Year! ;-)
678 * changed default snap/drop keys from left/right Shift to Control keys
681 * fixed bug with dead player getting reanimated from custom element
684 * fixed bug with wrong penguin graphics (when entering exit)
687 * fixed bug with wrong "Murphy" graphics (when digging etc.)
690 * version number set to 3.0.9
693 * version 3.0.8 released
696 * added function checked_free()
699 * fixed bug with double nut cracking sound
700 (by eliminating "default element action sound" assignment in init.c)
703 * fixed crash when no music info files are available
706 * fixed boring and sleeping sounds
709 * added "maze runner" and "maze hunter" movement types
710 * added extended collision conditions for custom elements
713 * added warnings for undefined token values in artwork config files
716 * added menu entry for level set information to the info screen
719 * fixed bug with wrong default impact sound for colored emeralds
722 * added several sub-screens for the info screen
723 * menu text now also clickable (not only blue/red sphere left of it)
726 * added configurable "bored" and "sleeping" animations for the player
727 * added "awakening" sound for player when waking up after sleeping
730 * added "copy" and "exchange" functions for custom elements to editor
733 * added configurable element animations for info screen
736 * added configurable music credits for info screen
739 * finally fixed tape recording when player is created from CE change
742 * added "editorsetup.conf" for editor element list configuration
745 * added "musicinfo.conf" for menu and level music configuration
748 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
749 (that only showed up on Linux, but not on Windows systems)
752 * fixed turning movement of butterflies and fireflies (no frame reset)
753 * enhanced sniksnak turning movement (two steps instead of only one)
756 * version number set to 3.0.8
759 * version 3.0.7 released
762 * fixed reset of player animation frame when, for example,
763 walking, digging or collecting share the same animation
764 * fixed CE with "deadly when touching" exploding when touching amoeba
767 * fixed tape recording when player is created from CE element change
770 * introduced "turning..." action graphic for elements with move delay
771 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
772 * added turning animations for bug, spaceship and sniksnak
775 * prevent "extended" changed elements from delay change in same frame
778 * fixed bug when pushing element that can move away to the side
779 (like pushing falling elements, but now with moving elements)
782 * finally fixed serious bug in code for delayed element pushing (again)
785 * unavailable setup options now marked as "n/a" instead of "off"
786 * new boolean directive "latest_engine" for "levelinfo.conf": when set
787 to "true", levels are always played with the latest game engine,
788 which is desired for levels that are imported from other games; all
789 other levels are played with the engine version stored in level file
790 (which is normally the engine version the level was created with)
793 * fixed serious bug in code for delayed element pushing
794 * fixed little bug in animation frame selection for pushed elements
795 * speed-up of reading config file for verbose output
798 * added configuration option for opening and closing Supaplex exit
799 * added configuration option for moving up/down animation for Murphy
800 * fixed incorrectly displayed animation for attacking dragon
801 * fixed bug with not setting initial gravity for each new game
802 * fixed bug with teleportation of player by custom element change
803 * fixed bug with player not getting smashed by rock sometimes
806 * version number set to 3.0.7
809 * version 3.0.6 released
812 * added support for MP3 music for SDL version through SMPEG library
815 * fixed bug when initializing font graphic structure
816 * fixed bug with animation mode "pingpong" when using only 1 frame
817 * fixed bug with extended change target introduced in 3.0.5
818 * fixed bug where passing over moving element doubles player speed
819 * fixed bug with elements continuing to move into push direction
820 * fixed bug with duplicated player when dropping bomb with shield on
821 * added "switching" event for custom elements ("pressing" only once)
822 * fixed switching bug (resetting flag when not switching but not idle)
825 * fixed element tokens for certain file elements with ".active" etc.
828 * version number set to 3.0.6
831 * version 3.0.5 released
834 * now four envelope elements available
835 * font, background, animation and sound for envelope now configurable
836 * main menu doors opening/closing animation type now configurable
839 * active/inactive sides configurable for custom element changes
840 * new movement type "move when pushed" available for custom elements
843 * fixed bug in multiple config pages loader code that caused crashes
846 * enhanced (remaining low-resolution) Supaplex graphics
849 * version number set to 3.0.5
852 * version 3.0.4 released
854 2003-09-12 src/tools.c
855 * fixed bug in custom definition of crumbled element graphics
857 2003-09-11 src/files.c
858 * fixed bug in multiple config pages code that caused crashes
861 * version number set to 3.0.4
864 * version 3.0.3 released
867 * added music to Supaplex classic level set
869 2003-09-07 src/libgame/misc.c
870 * added support for loading various music formats through SDL_mixer
872 2003-09-06 (various source files)
873 * fixed several nasty bugs that may have caused crashes on some systems
874 * added envelope content which gets displayed when collecting envelope
875 * added multiple change event pages for custom elements
877 2003-08-24 src/game.c
878 * fixed problem with player animation when snapping and moving
880 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
881 * fixed problem with flickering when drawing toon animations
883 2003-08-23 src/libgame/sdl.c
884 * fixed problem with setting mouse cursor in SDL version in fullscreen
886 2003-08-23 src/game.c
887 * fixed bug (missing array boundary check) which could crash the game
890 * version number set to 3.0.3
893 * version 3.0.2 released
895 2003-08-21 src/game.c
896 * fixed bug with creating inaccessible elements at player position
898 2003-08-20 src/init.c
899 * fixed bug with not finding current level artwork directory
901 2003-08-20 src/files.c
902 * fixed bug with choosing wrong engine version when playing tapes
903 * fixed bug with messing up custom element properties in 3.0.0 levels
906 * version number set to 3.0.2
909 * version 3.0.1 released
911 2003-08-17 (no source files affected)
912 * changed all "classic" PCX image files with 16 colors or less to
913 256 color (8 bit) storage format, because the Allegro game library
914 cannot handle PCX files with less than 256 colors (contributed
915 graphics are not affected and might look wrong in the DOS version)
917 2003-08-16 src/init.c
918 * fixed bug which (for example) crashed the level editor when defining
919 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
920 (only set to default) -- invalid graphics now set to default graphic
922 2003-08-16 src/init.c
923 * fixed graphical bug of player digging/collecting/snapping element
924 when no corresponding graphic/animation is defined for this action,
925 resulting in player being drawn as EL_EMPTY (which should only be
926 done to elements being collected, but not to the player)
928 2003-08-16 src/game.c
929 * fixed small graphical bug of player not totally moving into exit
931 2003-08-16 src/libgame/setup.c
932 * fixed bug with wrong MS-DOS 8.3 filename conversion
934 2003-08-16 src/tools.c
935 * fixed bug with invisible mouse cursor when pressing ESC while playing
937 2003-08-16 (various source files)
938 * added another 128 custom elements (disabled in editor by default)
940 2003-08-16 src/editor.c
941 * fixed NULL string bug causing Solaris to crash in sprintf()
943 2003-08-16 src/screen.c
944 * fixed drawing over scrollbar on level selection with custom fonts
946 2003-08-15 src/game.c
947 * cleanup of simple sounds / loop sounds / music settings
949 2003-08-08 (various source files)
950 * added custom element property for dropping collected elements
952 2003-08-08 src/conf_gfx.c
953 * fixed bug with missing graphic for active red disk bomb
955 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
956 * extended variable "level.gravity" to "level.initial_gravity" and
957 "game.current_gravity" to prevent level setting from being changed
958 by playing the level (keeping the runtime value after playing)
960 * fixed graphics bug when digging element that has 'crumbled' graphic
961 definition, but not 'diggable' graphic definition
964 * version number set to 3.0.1
967 * version 3.0.0 released
970 * various bug fixes; among others:
971 - fixed bug with pushing spring over empty space
972 - fixed bug with leaving tube while placing dynamite
973 - fixed bug with explosion of smashed penguins
974 - allow Murphy player graphic in levels with non-Supaplex elements
978 * I have forgotten to document changes for some time
981 * pre-release version 2.2.0rc1 released
984 * version number set to 2.1.2
987 * version 2.1.1 released
990 * version number set to 2.1.1
993 * version 2.1.0 released
996 * version number set to 2.1.0
998 2002-04-03 to 2002-05-19 (various source files)
999 * graphics, sounds and music now fully configurable
1000 * bug fixed that prevented walking through tubes when gravity on
1002 2002-04-02 src/events.c, src/editor.c
1003 * Make Escape key less aggressive when playing or when editing level.
1004 This can be configured as an option in the setup menu. (Default is
1005 "less aggressive" which means "ask user if something can be lost"
1006 when pressing the Escape key.)
1008 2002-04-02 src/screen.c
1009 * Added "graphics setup" screen.
1011 2002-04-01 src/screen.c
1012 * Changed "choose level" setup screen stuff to be more generic (to
1013 make it easier to add more "choose from generic tree" setup screens).
1015 2002-04-01 src/config.c, src/timestamp.h
1016 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1017 automatically gets created by "src/Makefile" and contains an actual
1018 compile-time timestamp to identify development versions of the game).
1020 2002-03-31 src/tape.c, src/events.c
1021 * Added quick game/tape save/load functions to tape stuff which can be
1022 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1023 loads previously recorded tape and directly goes into recording mode
1024 from the end of the tape (therefore appending to the tape).
1026 2002-03-31 src/tape.c
1027 * Added "index mark" function to tape recorder. When playing or
1028 recording, "eject" button changes to "index" button. Setting index
1029 mark is not yet implemented, but pressing index button when playing
1030 allows very quick advancing to end of tape (when normal playing),
1031 very fast forward mode (when playing with normal fast forward) or
1032 very fast reaching of "pause before end of tape" (when playing with
1033 "pause before end" playing mode).
1035 2002-03-30 src/cartoons.c
1036 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1038 2002-03-29 src/screen.c
1039 * Changed setup screen stuff to be more generic (to make it easier
1040 to add more setup screens).
1042 2002-03-23 src/main.c, src/main.h
1043 * Various changes due to the introduction of the new libgame files
1044 "setup.c" and "joystick.c".
1046 2002-03-23 src/files.c
1047 * Generic parts of "src/files.c" (mainly setup and level directory
1048 stuff) moved to new libgame file "src/libgame/setup.c".
1050 2002-03-23 src/joystick.c
1051 * File "src/joystick.c" moved to libgame source tree, with
1052 correspondig changes.
1054 2002-03-22 src/screens.c
1055 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1056 (Wrong level series information displayed when entering main group.)
1058 2002-03-22 src/editor.c
1059 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1061 2002-03-22 src/editor.c
1062 * Changed behaviour of "Escape" key in level editor to be more
1063 intuitive: When in "Element Properties" or "Level Info" mode,
1064 return to "Drawing Mode" instead of leaving the level editor.
1066 2002-03-21 src/game.c, src/editor.c, src/files.c
1067 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1068 gems (emeralds, diamonds, ...) slipping down from normal wall,
1069 steel wall and growing wall (as in E.M.C. style levels). Although
1070 the behaviour of contributed and private levels wasn't changed (due
1071 to the use of "level.game_version"; see previous entry), editing
1072 those levels will (of course) change the behaviour accordingly.
1074 This change seems a bit too hard after thinking about it, because
1075 the EM style behaviour is not the "expected" behaviour (gems would
1076 normally only slip down from "rounded" walls). Therefore this was
1077 now changed to an element property for gem style elements, with the
1078 default setting "off" (which means: no special EM style behaviour).
1079 To fix older converted levels, this flag is set to "on" for pre-2.0
1080 levels that are neither contributed nor private levels.
1082 2002-03-20 src/files.h
1083 * Corrected settings for "level.game_version" depending of level type.
1084 (Contributed and private levels always get played with game engine
1085 version they were created with, while converted levels always get
1086 played with the most recent version of the game engine, to let new
1087 corrections of the emulation behaviour take effect.)
1089 2002-03-20 src/main.h
1090 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1091 compiling the SDL version on some systems.
1092 Thanks to the several people who pointed this out.
1095 * Version number set to 2.0.2.
1098 * Version 2.0.1 released.
1100 2002-03-18 src/screens.c
1101 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1103 2002-03-18 src/files.c [src/libgame/misc.c]
1104 * Moved some common functions from src/files.c to src/libgame/misc.c.
1106 2002-03-18 src/files.c [src/libgame/misc.c]
1107 * Changed permissions for new directories and saved files (especially
1108 score files) according to suggestions of Debian users and mantainers.
1109 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1111 2002-03-17 src/files.c
1112 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1113 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1114 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1115 for levels and "TAPE" for tapes). Old "cookie" style format is
1116 still supported for reading. New level and tape files are written
1119 * New IFF chunk "VERS" contains version numbers for file and game
1120 (where "game version" is the version of the program that wrote the
1121 file, and "file version" is a version number to distinguish files
1122 with different format, for example after adding new features).
1124 2002-03-15 src/screen.c
1125 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1126 (Before, you heard a mixture of the in-game music and the
1127 hall-of-fame music.)
1129 2002-03-14 src/events.c
1130 * Function "DumpTape()" (files.c) now available by pressing 't' from
1131 main menu (when in DEBUG mode).
1133 2002-03-14 src/game.c
1134 * "GameWon()": When game was won playing a tape, now there is no delay
1135 raising the score and no corresponding sound is played.
1137 2002-03-14 src/files.c
1138 * Changed "LoadTape()" for real chunk support and also adjusted
1139 "SaveTape()" accordingly.
1141 2002-03-14 src/game.c, src/tape.c, src/files.c
1142 * Important changes to tape format: The old tape format stored all
1143 actions with a real effect with a corresponding delay between the
1144 stored actions. This had some major disadvantages (for example,
1145 push delays had to be ignored, pressing a button for some seconds
1146 mutated to several single button presses because of the non-action
1147 delays between two action frames etc.). The new tape format just
1148 stupidly records all device actions and replays them later. I really
1149 don't know why I haven't solved it that way before?! Old-style tapes
1150 (with tape file version less than 2.0) get converted to the new
1151 format on-the-fly when loading and can therefore still be played;
1152 only some minor parts of the old-style tape handling code was needed.
1153 (A perfect conversion is not possible, because there is information
1154 missing about the device actions between two action frames.)
1156 2002-03-14 src/files.c
1157 * New function "DumpTape()" to dump the contents of the current tape
1158 in a human readable format.
1160 2002-03-14 src/game.c
1161 * Small tape bug fixed: When automatically advancing to next level
1162 after a game was won, the tape from the previous level still was
1163 loaded as a tape for the new level.
1165 2002-03-14 src/tape.c
1166 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1167 tape, cartoons did not get completely removed because
1168 StopAnimation() was not called.
1170 2002-03-13 src/files.c
1171 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1172 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1173 size even when using 16-bit elements). Added new chunk "CNT2" for
1174 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1175 chunk even when content was 16-bit element). "CNT2" should now be
1176 able to store content for arbitrary elements (up to eight blocks of
1177 3 x 3 element arrays). All "CNT2" elements will always be stored as
1178 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1180 2002-03-13 src/files.c
1181 * Changed "LoadLevel()" for real chunk support.
1183 2002-03-12 src/game.c
1184 * Fixed problem (introduced after 2.0.0 release) with penguins
1185 not getting killed by enemies
1187 2002-02-24 src/game.c, src/main.h
1188 * Added "player->is_moving"; now "player->last_move_dir" does
1189 not contain any information if the player is just moving at
1191 Before, "player->last_move_dir" was misused for this purpose
1192 for the robot stuff (robots don't kill players when they are
1193 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1194 broke tapes when walking through pipes!
1195 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1196 in a continuous movement. This fact is ignored for friends and