2 * added android (can clone elements) from EMC engine to R'n'D engine
6 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
9 * added selectbox for initial player speed to player settings in editor
12 * version 3.1.2 created that is basically version 3.1.1, but with a
13 major bug fixed that prevented editing your own private levels
14 * version 3.1.2 released
17 * added magic ball (creates elements) from EMC engine to R'n'D engine
20 * uploaded fixed pre-release version 3.2.0-6 binary and source code
23 * fixed bug when using "CE can leave behind <trigger element>"
24 * added new change condition "(after/when) creation of <element>"
25 * added new change condition "(after/when) digging <element>"
26 * fixed bug accessing invalid gadget that caused crashes under Windows
27 * deactivated new possibility for multiple CE changes per frame
30 * uploaded pre-release (test) version 3.2.0-6 binary and source code
33 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
34 * fixed bug with not keeping CE value for moving CEs with only action
35 * changed CE action selectboxes in editor to be only reset when needed
38 * added option "use artwork from element" for custom player artwork
39 * added option "use explosion from element" for player explosions
42 * added cascaded element lists in the level editor
43 * added persistence for cascaded element lists by "editorcascade.conf"
44 * added dynamic element list with all elements used in current level
45 * added possibility for multiple CE changes per frame (experimental)
48 * uploaded pre-release (test) version 3.2.0-5 binary and source code
51 * changed "score for each 10 seconds/steps left" to "1 second/step"
52 * added own score for collecting "extra time" instead of sharing it
53 * added change events "switched by player" and "player switches <e>"
54 * added change events "snapped by player" and "player snaps <e>"
55 * added "set player artwork: <element choice>" to CE action options
56 * added change event "move of <element>"
59 * added "set player shield: off / normal / deadly" to CE action options
60 * added new player option "use level start element" in level editor
61 to set the correct focus at level start to elements from which the
62 player is created later (this did not work before for cascaded CE
63 changes resulting in creation of the player; it is now also possible
64 to create the player from a yam yam which is smashed at level start)
67 * added "set player speed: frozen (not moving)" to CE action options
68 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
71 * added new player option "block snap field" (enabled by default) to
72 make it possible to show a snapping animation like in Emerald Mine
75 * added dynamic selectboxes to custom element action settings in editor
76 * added "CE value" counter for custom elements (instead of "CE count")
77 * added option to use the last "CE value" after custom element change
78 * added option to use the "CE value" of other elements in CE actions
79 * fixed odd behaviour when pressing time orb in levels w/o time limit
80 * added checkbox "use time orb bug" for older levels that use this bug
83 * added missing configuration settings for the following elements:
84 - EL_TIMEGATE_SWITCH (time of open time gate)
85 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
86 - EL_SHIELD_NORMAL (time of shield duration)
87 - EL_SHIELD_DEADLY (time of shield duration)
88 - EL_EXTRA_TIME (time added to level time)
89 - EL_TIME_ORB_FULL (time added to level time)
92 * added "wind direction" as a movement pattern for custom elements
93 * added initial wind direction for balloon / custom elements to editor
94 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
97 * added parameters for "game of life" and "biomaze" elements to editor
100 * added level file chunk "CONF" for generic level and element settings
103 * uploaded pre-release (test) version 3.2.0-4 binary and source code
106 * skip empty level sets (with "levels: 0"; may be artwork base sets)
107 * added sound action ".page[1]" to ".page[32]" for each CE change page
110 * added image config suffix ".clone_from" to copy whole image settings
111 * fixed bug with invalid ("undefined") CE settings in old level files
114 * fixed graphical bug with smashing elements falling faster than player
117 * fixed major bug which prevented private levels from being edited
118 * fixed bug with precedence of general and special font definitions
121 * fixed graphical bug with player animation when player moves slowly
124 * uploaded pre-release (test) version 3.2.0-3 binary and source code
127 * fixed bug which prevented "global.num_toons: 0" from working
130 * major code cleanup (removed all these annoying "#if 0" blocks)
133 * added custom element actions for CE change page in level editor
136 * fixed music initialization bug in init.c (thanks to David Binderman)
137 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
138 (this bug must probably be fixed at other places, too)
141 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
142 (should be '#include <SDL.h>' instead)
145 * fixed bug which prevented "walkable from no direction" from working
146 (due to compatibility code overwriting this setting after loading)
149 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
152 * version number temporarily set to 3.1.1 (intermediate bugfix release)
153 * version 3.1.1 released
156 * changed some va_arg() arguments from 'long' to 'int', fixing problems
157 on 64-bit architecture systems with LP64 data model
160 * fixed bug with bombs not exploding when hitting the last level line
161 (introduced after the release of 3.1.0)
164 * added support for dumping small-sized level sketches from editor
167 * added recognition of "trigger element" for "change digged element to"
168 (this is not really what the "trigger element" was made for, but its
169 use may seem obvious for leaving back digged elements unchanged)
172 * fixed multiple warnings about failed joystick device initialization
175 * fixed bug with dynamite dropped on top of just dropped custom element
176 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
177 dynamite can still be dropped, but drop key must be released before
180 * fixed bug with wrong start directory when started from file browser
181 (due to this bug, R'n'D could not be started from KDE's Konqueror)
184 * fixed bug causing "change when impact" on player not working
185 * fixed wrong priority of "hitting something" over "hitting <element>"
186 * fixed wrong priority of "hit by something" over "hit by <element>"
189 * fixed graphical bug which caused the player (being Murphy) to show
190 collecting animations although the element was collected by penguin
193 * fixed two bugs causing wrong door background graphics in system.c
194 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
197 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
198 * added "no direction" to "walkable/passable from" selectbox options
201 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
202 * in tape autoplay, not only report broken, but also missing tapes
205 * uploaded pre-release (test) version 3.2.0-2 binary and source code
208 * fixed small bug with "linear" animation not working for active lamp
211 * fixed bug with moving up despite gravity due to "block last field"
212 * fixed small bug with wrong draw offset when typing name in main menu
213 * when reading user names from "passwd", ignore data after first comma
214 * when creating new "levelinfo.conf", only write some selected entries
217 * fixed displaying "imported from/by" on preview with empty string
218 * fixed ignoring draw offset for fonts used for level preview texts
221 * fixed a delay problem with SDL and too many mouse motion events
222 * added setup option "skip levels" and level skipping functionality
225 * added move speed "not moving" for non-moving CEs, but with direction
228 * fixed mapping of obsolete element token names in "editorsetup.conf"
229 * fixed bug with sound "acid.splashing" treated as a loop sound
230 * fixed some little sound bugs in native EM engine
233 * fixed small bug when dragging scrollbars to end positions
236 * added editor element descriptions written by Aaron Davidson
239 * improved fallback handling when configured artwork is not available
240 (now using default artwork instead of exiting when files not found)
243 * fixed bug on level selection screen when dragging scrollbar
246 * fixed bug which caused broken tapes when appending to EM engine tapes
249 * uploaded pre-release (test) version 3.2.0-1 binary and source code
252 * added code to replace changed artwork config tokens with other tokens
253 (needed for backwards compatibility, so that older tokens still work)
256 * added native R'n'D graphics for some new EMC elements in EM engine
259 * fixed some bugs in the EM engine integration code
260 * changed EM engine code to allow diagonal movement
261 * changed EM engine code to allow use of separate snap and drop keys
264 * fixed some redraw bugs when using EM engine
267 * fixed bug with not converting RND levels which are set to use native
268 engine to native level structure when loading
271 * uploaded pre-release (test) version 3.2.0-0 binary and source code
274 * version number set to 3.2.0
277 * level data now reset to defaults after attempt to load invalid file
280 * added use of "editorsetup.conf" for different level sets
283 * added auto-detection for various types of Emerald Mine level files
286 * fixed bug with scrollbars getting too small when list is very large
289 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
292 * added most level editor configuration gadgets for new EMC elements
295 * added more element and graphic definitions for new EMC elements
298 * modified native EM engine to use integrated R'n'D sound system
301 * added SDL support to graphics functions in native EM engine
302 (by always using generic libgame interface functions)
305 * fixed bug in frame synchronization in native EM engine
308 * added code to convert levels between R'n'D and native EM engine
311 * new Emerald Mine engine can now play levels selected in main menu
314 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
315 (which creates scaled down graphics for level editor and preview);
316 there's still a memory leak somewhere in the artwork handling code
317 * added "scale image up" functionality to X11 version of zoom function
320 * first attempts to integrate new, native Emerald Mine Club engine
323 * fixed bug in gadget code which caused reset of CEs in level editor
324 (example: pressing 'b' [grab brush] on CE config page erased values)
325 (solution: check if gadgets in ClickOnGadget() are really mapped)
326 * improved level change detection in editor (settings now also checked)
327 * fixed bug with "can move into acid" and "don't collide with" state
330 * fixed maze runner style CEs to use the configured move delay value
333 * added Aaron Davidson's tutorial level set to the "Tutorials" section
336 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
337 * fixed the above fix because it broke level set "machine" (*sigh*)
338 * fixed random element placement in level editor to work as expected
339 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
342 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
345 * fixed bug (missing array boundary check) which caused broken tapes
346 * fixed bug (when loading level template) which caused broken levels
347 * fixed bug with new block last field code when using non-yellow player
350 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
351 * internal change of how the player blocks the last field when moving
352 * fixed blocking delay of last field for EM and SP style block delay
353 * fixed bug where the player had to wait for the usual move delay after
354 unsuccessfully trying to move, when he directly could move after that
355 * the last two changes should make original Supaplex level 93 solvable
356 * improved use of random number generator to make it less predictable
357 * fixed behaviour of slippery SP elements to let slip left, then right
360 * fixed bug with wrong door state after trying to quickload empty tape
361 * fixed waste of static memory usage of the binary, making it smaller
362 * fixed very little graphical bug in Supaplex explosion
365 * version number set to 3.1.1
368 * version 3.1.0 released
371 * fixed bug with crash when writing user levelinfo.conf the first time
374 * added option "convert LEVELDIR [NR]" to command line batch commands
375 * re-converted Supaplex levels to apply latest engine fixes
376 * changed "use graphic/sound of element" to "use graphic of element"
377 due to compatibility problems with some levels ("bug machine" etc.)
380 * fixed bug with CE change replacing player with same or other player
383 * fixed bug with opaque font in envelope with background graphic when
384 background graphic is not transparent itself
387 * added "gravity on" and "gravity off" ports for Supaplex compatibility
388 * corrected original Supaplex level loading code to use these new ports
389 * also corrected Supaplex loader to auto-count infotrons if set to zero
392 * fixed bug with missing initialization of "modified" flag for GEs
395 * fixed bug that caused endless recursion loop when relocating player
396 * fixed tape recorder bug in "step mode" when using "pause before end"
397 * fixed tape recorder bug when changing from "warp forward" mode
400 * fixed bug with "when touching" for pushed elements at last position
403 * fixed bug that caused two activated toolbox buttons in level editor
404 * fixed bug with exploding dynabomb under player due to other explosion
407 * fixed bug with creating walkable custom element under player (again)
408 * fixed bug with not copying explosion type when copying CEs in editor
409 * fixed graphical bug when drawing player in setup menu (input devices)
410 * fixed graphical bug when the player is pushing an accessible element
411 * fixed bug with classic switchable elements triggering CE changes
412 * fixed bug with entering/leaving walkable element in RelocatePlayer()
413 * fixed crash bug when CE leaves behind the trigger player element
416 * fixed bug with broken tubes after placing/exploding dynamite in them
417 * fixed bug with exploding dynamite under player due to other explosion
418 * fixed bug with not resetting push delay under certain circumstances
421 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
422 * added network multiplayer code for Windows (thanks to Niko Böhm)
425 * added option "reachable despite gravity" for gravity movement
426 * changed gravity movement of most classic walkable and passable
427 elements back to "not reachable" (for compatibility reasons)
430 * fixed (removed) "indestructible" / "can explode" dependency in editor
431 * fixed (removed) "accessible inside" / "protected" dependency
432 * fixed (removed) "step mode" / "shield time" dependency
435 * fixed dynabombs exploding now into anything diggable
436 * fixed Supaplex style gravity movement into buggy base now impossible
437 * added pressing key "space" as valid action to select menu options
440 * added "replace when walkable" to relocate player to walkable element
441 * added "enter"/"leave" event for elements affected by relocation
442 * fixed "direct"/"indirect" change order also for "when change" event
443 * fixed graphical bug when pushing things from elements walkable inside
446 * fixed graphic bug when player is snapping while moving in old levels
447 * fixed bug when a moving custom element leaves a player element behind
448 * fixed bug with mole not disappearing when moving into acid pool
449 * fixed bug with incomplete path setting when using "--basepath" option
450 * moving CE can now leave walkable elements behind under the player
451 * when relocating, player can be set on walkable element now
452 * fixed another gravity movement bug
455 * uploaded pre-release (test) version 3.1.0-2 binary and source code
458 * added "collectible" and "removable" to extended replacement types
459 (where "removable" replaces "diggable" and "collectible" elements)
460 * added "collectible & throwable" (to throw element to the next field)
461 * fixed bug with CEs digging elements that are just about to explode
462 * changed mouse cursor now always being visible when game is paused
465 * added possibility to push/press accessible elements from a side that
467 * fixed bug with not setting actual date when appending to tape
470 * fixed bug with incorrectly initialized custom element editor graphics
473 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
474 - number of levels corrected from 18 to 17 in "levelinfo.conf"
477 * fixed bug with destroyed robot wheel still attracting robots forever
478 * fixed bug with time gate switch deactivating after robot wheel time
479 (while the time gate itself is not affected by this misbehaviour)
480 * changed behaviour of BD style amoeba to always get blocked by player
481 (before it was different when there were non-BD elements in level)
482 * fixed bug with player destroying indestructable elements with shield
485 * added option to make growing elements grow into anything diggable
486 (for the various amoeba types, biomaze and "game of life")
489 * fixed bug with movable elements not moving after left behind by CEs
490 * changed gravity movement to anything diggable, not only sand/base
491 * optionally allowing passing to walkable element, not only empty space
492 * added option "can pass to walkable element" for players
493 * finally fixed gravity movement (hopefully)
496 * fixed bug with movable elements not moving anymore after falling down
499 * fixed another bug with custom elements digging and leaving elements
500 * fixed bug with "along left/right side" and automatic start direction
501 * trigger elements now also displayed when "more custom" deactivated
502 * fixed bug with clipboard element initialized when loading new level
503 * added option "drop delay" to set delay before dropping next element
506 * uploaded pre-release (test) version 3.1.0-1 binary and source code
509 * added copy and paste functions for custom change pages
510 * enhanced graphical display and functionality of tape recorder
511 * fixed bug with custom elements digging and leaving elements
514 * added move speed faster than "very fast" for custom elements
515 * fixed bug with 3+3 style explosions and missing border content
516 * fixed little bug when copying custom elements in the editor
517 * enhanced custom element changes by more side trigger actions
520 * added option "no scrolling when relocating" for instant teleporting
521 * uploaded pre-release (test) version 3.1.0-0 binary and source code
524 * added trigger element and trigger player to use as target elements
525 * added copy and paste functions for custom and group elements
528 * fixed graphical bug when displaying explosion animations
529 * fixed bug when appending to tapes, resulting in broken tapes
530 * re-recorded a few tapes broken by fixing gravity checking bug
533 * "can move into acid" property now for all elements independently
534 * "can fall into acid" property for player stored in same bitfield now
535 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
536 * version number set to 3.1.0 (finally!)
539 * changed tape recording to only record input, not programmed actions
542 * fixed totally broken (every 8th frame skipped) step-by-step recording
543 * fixed bug with requester not displayed when quick-loading interrupted
544 * added option "can fall into acid (with gravity)" for players
545 * fixed bug with player not falling when snapping down with gravity
548 * fixed bug which messed up key config when using keypad number keys
551 * fixed bug which allowed moving upwards even when gravity was active
552 * fixed bug with missing error handling when dumping levels or tapes
555 * added different colored editor graphics for Supaplex gravity tubes
558 * fixed bug that allowed solvable tapes for unsolvable levels
561 * use unlimited number of droppable elements when "count" set to zero
562 * added option to use step limit instead of time limit for level
565 * added player and change page as trigger for custom element change
568 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
571 * fixed bug with dark yamyam changing to acid when moving over acid
572 * fixed handling of levels with more than 999 seconds level time
573 (example: level 76 of "Denmine")
576 * "spring push bug" reintroduced as configurable element property
577 * fixed bug with missing properties for "mole"
578 * fixed bug that showed up when fixing the above "mole" properties bug
579 * added option "can move into acid" for all movable elements
580 * fixed graphical bug for elements moving into acid
581 * changed event handling to handle all pending events before going on
584 * fixed bug which caused all CE change pages to be ignored which had
585 the same change event, but used a different element side
586 (reported by Simon Forsberg)
588 * fixed bug which caused elements that can move and fall and that are
589 transported by a conveyor belt to continue moving into that direction
590 after leaving the conveyor belt, regardless of their own movement
591 type; only elements which can not move are transported now
592 (reported by Simon Forsberg)
594 * fixed bug which could cause an array overflow in RelocatePlayer()
595 (reported by Niko Böhm)
597 * changed Emerald Mine style "passable / over" elements to "protected"
598 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
600 * added new option to select from which side a "walkable/passable"
601 element can be entered
604 * added explosion and ignition delay for elements that can explode
607 * fixed bug which caused player not being protected against enemies
608 when a CE was "walkable / inside" and was not "indestructible"
609 * added "walkable/passable" fields to be "protected/unprotected"
610 against enemies, even if not accessible "inside" but "over/under"
613 * corrected move pattern to 32 bit and initial move direction to 8 bit
616 * added second custom element base configuration page
619 * added some special EMC mappings to Emerald Mine level loader
620 (also covering previously unknown element in level 0 of "Bondmine 8")
623 * added option to block last field when player is moving (for Supaplex)
624 * adjusted push delay of Supaplex elements
625 * removed delays for envelopes etc. when replaying with maximum speed
626 * fixed bug when dropping element on a field that just changed to empty
629 * fixed bug: infotrons can now smash yellow disks
630 * fixed bug: when gravity active, port above player can now be entered
631 * removed "one white dot" mouse pointer which irritated some people
634 * added "choice type" for group element selection
637 * fixed bug with initial invulnerability of non-yellow player
640 * added level loader for loading native Supaplex packed levels
641 (including multi-part levels like the "splvls99" levels)
644 * fixed bug which allowed creating emeralds by escaping explosions
647 * custom elements can change (limited) or leave (unlimited) elements
648 * finally added multiple matches using group elements
649 * added shortcut to dump brush (type ":DB" in editor) for use in forum
652 * added new start movement type "previous" for continued CE movement
653 * added new start movement type "random" for random CE movement start
656 * added new element "sokoban_field_player" needed for Sokoban levels
657 (thanks to Ed Booker for pointing this out!)
660 * added elements that can be digged or left behind by custom elements
663 * added group elements for multiple matches and random element creation
666 * fixed some graphical errors displayed in old levels
669 * fixed wrong double speed movement after passing closing gates
672 * added level loader for loading native Emerald Mine levels
675 * changes for "shooting" style CE movement
678 * Happy New Year! ;-)
681 * changed default snap/drop keys from left/right Shift to Control keys
684 * fixed bug with dead player getting reanimated from custom element
687 * fixed bug with wrong penguin graphics (when entering exit)
690 * fixed bug with wrong "Murphy" graphics (when digging etc.)
693 * version number set to 3.0.9
696 * version 3.0.8 released
699 * added function checked_free()
702 * fixed bug with double nut cracking sound
703 (by eliminating "default element action sound" assignment in init.c)
706 * fixed crash when no music info files are available
709 * fixed boring and sleeping sounds
712 * added "maze runner" and "maze hunter" movement types
713 * added extended collision conditions for custom elements
716 * added warnings for undefined token values in artwork config files
719 * added menu entry for level set information to the info screen
722 * fixed bug with wrong default impact sound for colored emeralds
725 * added several sub-screens for the info screen
726 * menu text now also clickable (not only blue/red sphere left of it)
729 * added configurable "bored" and "sleeping" animations for the player
730 * added "awakening" sound for player when waking up after sleeping
733 * added "copy" and "exchange" functions for custom elements to editor
736 * added configurable element animations for info screen
739 * added configurable music credits for info screen
742 * finally fixed tape recording when player is created from CE change
745 * added "editorsetup.conf" for editor element list configuration
748 * added "musicinfo.conf" for menu and level music configuration
751 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
752 (that only showed up on Linux, but not on Windows systems)
755 * fixed turning movement of butterflies and fireflies (no frame reset)
756 * enhanced sniksnak turning movement (two steps instead of only one)
759 * version number set to 3.0.8
762 * version 3.0.7 released
765 * fixed reset of player animation frame when, for example,
766 walking, digging or collecting share the same animation
767 * fixed CE with "deadly when touching" exploding when touching amoeba
770 * fixed tape recording when player is created from CE element change
773 * introduced "turning..." action graphic for elements with move delay
774 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
775 * added turning animations for bug, spaceship and sniksnak
778 * prevent "extended" changed elements from delay change in same frame
781 * fixed bug when pushing element that can move away to the side
782 (like pushing falling elements, but now with moving elements)
785 * finally fixed serious bug in code for delayed element pushing (again)
788 * unavailable setup options now marked as "n/a" instead of "off"
789 * new boolean directive "latest_engine" for "levelinfo.conf": when set
790 to "true", levels are always played with the latest game engine,
791 which is desired for levels that are imported from other games; all
792 other levels are played with the engine version stored in level file
793 (which is normally the engine version the level was created with)
796 * fixed serious bug in code for delayed element pushing
797 * fixed little bug in animation frame selection for pushed elements
798 * speed-up of reading config file for verbose output
801 * added configuration option for opening and closing Supaplex exit
802 * added configuration option for moving up/down animation for Murphy
803 * fixed incorrectly displayed animation for attacking dragon
804 * fixed bug with not setting initial gravity for each new game
805 * fixed bug with teleportation of player by custom element change
806 * fixed bug with player not getting smashed by rock sometimes
809 * version number set to 3.0.7
812 * version 3.0.6 released
815 * added support for MP3 music for SDL version through SMPEG library
818 * fixed bug when initializing font graphic structure
819 * fixed bug with animation mode "pingpong" when using only 1 frame
820 * fixed bug with extended change target introduced in 3.0.5
821 * fixed bug where passing over moving element doubles player speed
822 * fixed bug with elements continuing to move into push direction
823 * fixed bug with duplicated player when dropping bomb with shield on
824 * added "switching" event for custom elements ("pressing" only once)
825 * fixed switching bug (resetting flag when not switching but not idle)
828 * fixed element tokens for certain file elements with ".active" etc.
831 * version number set to 3.0.6
834 * version 3.0.5 released
837 * now four envelope elements available
838 * font, background, animation and sound for envelope now configurable
839 * main menu doors opening/closing animation type now configurable
842 * active/inactive sides configurable for custom element changes
843 * new movement type "move when pushed" available for custom elements
846 * fixed bug in multiple config pages loader code that caused crashes
849 * enhanced (remaining low-resolution) Supaplex graphics
852 * version number set to 3.0.5
855 * version 3.0.4 released
857 2003-09-12 src/tools.c
858 * fixed bug in custom definition of crumbled element graphics
860 2003-09-11 src/files.c
861 * fixed bug in multiple config pages code that caused crashes
864 * version number set to 3.0.4
867 * version 3.0.3 released
870 * added music to Supaplex classic level set
872 2003-09-07 src/libgame/misc.c
873 * added support for loading various music formats through SDL_mixer
875 2003-09-06 (various source files)
876 * fixed several nasty bugs that may have caused crashes on some systems
877 * added envelope content which gets displayed when collecting envelope
878 * added multiple change event pages for custom elements
880 2003-08-24 src/game.c
881 * fixed problem with player animation when snapping and moving
883 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
884 * fixed problem with flickering when drawing toon animations
886 2003-08-23 src/libgame/sdl.c
887 * fixed problem with setting mouse cursor in SDL version in fullscreen
889 2003-08-23 src/game.c
890 * fixed bug (missing array boundary check) which could crash the game
893 * version number set to 3.0.3
896 * version 3.0.2 released
898 2003-08-21 src/game.c
899 * fixed bug with creating inaccessible elements at player position
901 2003-08-20 src/init.c
902 * fixed bug with not finding current level artwork directory
904 2003-08-20 src/files.c
905 * fixed bug with choosing wrong engine version when playing tapes
906 * fixed bug with messing up custom element properties in 3.0.0 levels
909 * version number set to 3.0.2
912 * version 3.0.1 released
914 2003-08-17 (no source files affected)
915 * changed all "classic" PCX image files with 16 colors or less to
916 256 color (8 bit) storage format, because the Allegro game library
917 cannot handle PCX files with less than 256 colors (contributed
918 graphics are not affected and might look wrong in the DOS version)
920 2003-08-16 src/init.c
921 * fixed bug which (for example) crashed the level editor when defining
922 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
923 (only set to default) -- invalid graphics now set to default graphic
925 2003-08-16 src/init.c
926 * fixed graphical bug of player digging/collecting/snapping element
927 when no corresponding graphic/animation is defined for this action,
928 resulting in player being drawn as EL_EMPTY (which should only be
929 done to elements being collected, but not to the player)
931 2003-08-16 src/game.c
932 * fixed small graphical bug of player not totally moving into exit
934 2003-08-16 src/libgame/setup.c
935 * fixed bug with wrong MS-DOS 8.3 filename conversion
937 2003-08-16 src/tools.c
938 * fixed bug with invisible mouse cursor when pressing ESC while playing
940 2003-08-16 (various source files)
941 * added another 128 custom elements (disabled in editor by default)
943 2003-08-16 src/editor.c
944 * fixed NULL string bug causing Solaris to crash in sprintf()
946 2003-08-16 src/screen.c
947 * fixed drawing over scrollbar on level selection with custom fonts
949 2003-08-15 src/game.c
950 * cleanup of simple sounds / loop sounds / music settings
952 2003-08-08 (various source files)
953 * added custom element property for dropping collected elements
955 2003-08-08 src/conf_gfx.c
956 * fixed bug with missing graphic for active red disk bomb
958 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
959 * extended variable "level.gravity" to "level.initial_gravity" and
960 "game.current_gravity" to prevent level setting from being changed
961 by playing the level (keeping the runtime value after playing)
963 * fixed graphics bug when digging element that has 'crumbled' graphic
964 definition, but not 'diggable' graphic definition
967 * version number set to 3.0.1
970 * version 3.0.0 released
973 * various bug fixes; among others:
974 - fixed bug with pushing spring over empty space
975 - fixed bug with leaving tube while placing dynamite
976 - fixed bug with explosion of smashed penguins
977 - allow Murphy player graphic in levels with non-Supaplex elements
981 * I have forgotten to document changes for some time
984 * pre-release version 2.2.0rc1 released
987 * version number set to 2.1.2
990 * version 2.1.1 released
993 * version number set to 2.1.1
996 * version 2.1.0 released
999 * version number set to 2.1.0
1001 2002-04-03 to 2002-05-19 (various source files)
1002 * graphics, sounds and music now fully configurable
1003 * bug fixed that prevented walking through tubes when gravity on
1005 2002-04-02 src/events.c, src/editor.c
1006 * Make Escape key less aggressive when playing or when editing level.
1007 This can be configured as an option in the setup menu. (Default is
1008 "less aggressive" which means "ask user if something can be lost"
1009 when pressing the Escape key.)
1011 2002-04-02 src/screen.c
1012 * Added "graphics setup" screen.
1014 2002-04-01 src/screen.c
1015 * Changed "choose level" setup screen stuff to be more generic (to
1016 make it easier to add more "choose from generic tree" setup screens).
1018 2002-04-01 src/config.c, src/timestamp.h
1019 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1020 automatically gets created by "src/Makefile" and contains an actual
1021 compile-time timestamp to identify development versions of the game).
1023 2002-03-31 src/tape.c, src/events.c
1024 * Added quick game/tape save/load functions to tape stuff which can be
1025 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1026 loads previously recorded tape and directly goes into recording mode
1027 from the end of the tape (therefore appending to the tape).
1029 2002-03-31 src/tape.c
1030 * Added "index mark" function to tape recorder. When playing or
1031 recording, "eject" button changes to "index" button. Setting index
1032 mark is not yet implemented, but pressing index button when playing
1033 allows very quick advancing to end of tape (when normal playing),
1034 very fast forward mode (when playing with normal fast forward) or
1035 very fast reaching of "pause before end of tape" (when playing with
1036 "pause before end" playing mode).
1038 2002-03-30 src/cartoons.c
1039 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1041 2002-03-29 src/screen.c
1042 * Changed setup screen stuff to be more generic (to make it easier
1043 to add more setup screens).
1045 2002-03-23 src/main.c, src/main.h
1046 * Various changes due to the introduction of the new libgame files
1047 "setup.c" and "joystick.c".
1049 2002-03-23 src/files.c
1050 * Generic parts of "src/files.c" (mainly setup and level directory
1051 stuff) moved to new libgame file "src/libgame/setup.c".
1053 2002-03-23 src/joystick.c
1054 * File "src/joystick.c" moved to libgame source tree, with
1055 correspondig changes.
1057 2002-03-22 src/screens.c
1058 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1059 (Wrong level series information displayed when entering main group.)
1061 2002-03-22 src/editor.c
1062 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1064 2002-03-22 src/editor.c
1065 * Changed behaviour of "Escape" key in level editor to be more
1066 intuitive: When in "Element Properties" or "Level Info" mode,
1067 return to "Drawing Mode" instead of leaving the level editor.
1069 2002-03-21 src/game.c, src/editor.c, src/files.c
1070 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1071 gems (emeralds, diamonds, ...) slipping down from normal wall,
1072 steel wall and growing wall (as in E.M.C. style levels). Although
1073 the behaviour of contributed and private levels wasn't changed (due
1074 to the use of "level.game_version"; see previous entry), editing
1075 those levels will (of course) change the behaviour accordingly.
1077 This change seems a bit too hard after thinking about it, because
1078 the EM style behaviour is not the "expected" behaviour (gems would
1079 normally only slip down from "rounded" walls). Therefore this was
1080 now changed to an element property for gem style elements, with the
1081 default setting "off" (which means: no special EM style behaviour).
1082 To fix older converted levels, this flag is set to "on" for pre-2.0
1083 levels that are neither contributed nor private levels.
1085 2002-03-20 src/files.h
1086 * Corrected settings for "level.game_version" depending of level type.
1087 (Contributed and private levels always get played with game engine
1088 version they were created with, while converted levels always get
1089 played with the most recent version of the game engine, to let new
1090 corrections of the emulation behaviour take effect.)
1092 2002-03-20 src/main.h
1093 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1094 compiling the SDL version on some systems.
1095 Thanks to the several people who pointed this out.
1098 * Version number set to 2.0.2.
1101 * Version 2.0.1 released.
1103 2002-03-18 src/screens.c
1104 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1106 2002-03-18 src/files.c [src/libgame/misc.c]
1107 * Moved some common functions from src/files.c to src/libgame/misc.c.
1109 2002-03-18 src/files.c [src/libgame/misc.c]
1110 * Changed permissions for new directories and saved files (especially
1111 score files) according to suggestions of Debian users and mantainers.
1112 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1114 2002-03-17 src/files.c
1115 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1116 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1117 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1118 for levels and "TAPE" for tapes). Old "cookie" style format is
1119 still supported for reading. New level and tape files are written
1122 * New IFF chunk "VERS" contains version numbers for file and game
1123 (where "game version" is the version of the program that wrote the
1124 file, and "file version" is a version number to distinguish files
1125 with different format, for example after adding new features).
1127 2002-03-15 src/screen.c
1128 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1129 (Before, you heard a mixture of the in-game music and the
1130 hall-of-fame music.)
1132 2002-03-14 src/events.c
1133 * Function "DumpTape()" (files.c) now available by pressing 't' from
1134 main menu (when in DEBUG mode).
1136 2002-03-14 src/game.c
1137 * "GameWon()": When game was won playing a tape, now there is no delay
1138 raising the score and no corresponding sound is played.
1140 2002-03-14 src/files.c
1141 * Changed "LoadTape()" for real chunk support and also adjusted
1142 "SaveTape()" accordingly.
1144 2002-03-14 src/game.c, src/tape.c, src/files.c
1145 * Important changes to tape format: The old tape format stored all
1146 actions with a real effect with a corresponding delay between the
1147 stored actions. This had some major disadvantages (for example,
1148 push delays had to be ignored, pressing a button for some seconds
1149 mutated to several single button presses because of the non-action
1150 delays between two action frames etc.). The new tape format just
1151 stupidly records all device actions and replays them later. I really
1152 don't know why I haven't solved it that way before?! Old-style tapes
1153 (with tape file version less than 2.0) get converted to the new
1154 format on-the-fly when loading and can therefore still be played;
1155 only some minor parts of the old-style tape handling code was needed.
1156 (A perfect conversion is not possible, because there is information
1157 missing about the device actions between two action frames.)
1159 2002-03-14 src/files.c
1160 * New function "DumpTape()" to dump the contents of the current tape
1161 in a human readable format.
1163 2002-03-14 src/game.c
1164 * Small tape bug fixed: When automatically advancing to next level
1165 after a game was won, the tape from the previous level still was
1166 loaded as a tape for the new level.
1168 2002-03-14 src/tape.c
1169 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1170 tape, cartoons did not get completely removed because
1171 StopAnimation() was not called.
1173 2002-03-13 src/files.c
1174 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1175 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1176 size even when using 16-bit elements). Added new chunk "CNT2" for
1177 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1178 chunk even when content was 16-bit element). "CNT2" should now be
1179 able to store content for arbitrary elements (up to eight blocks of
1180 3 x 3 element arrays). All "CNT2" elements will always be stored as
1181 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1183 2002-03-13 src/files.c
1184 * Changed "LoadLevel()" for real chunk support.
1186 2002-03-12 src/game.c
1187 * Fixed problem (introduced after 2.0.0 release) with penguins
1188 not getting killed by enemies
1190 2002-02-24 src/game.c, src/main.h
1191 * Added "player->is_moving"; now "player->last_move_dir" does
1192 not contain any information if the player is just moving at
1194 Before, "player->last_move_dir" was misused for this purpose
1195 for the robot stuff (robots don't kill players when they are
1196 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1197 broke tapes when walking through pipes!
1198 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1199 in a continuous movement. This fact is ignored for friends and