2 * fixed bug when using "CE can leave behind <trigger element>"
3 * added new change condition "(after/when) creation of <element>"
4 * added new change condition "(after/when) digging <element>"
7 * uploaded pre-release (test) version 3.2.0-6 binary and source code
10 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
11 * fixed bug with not keeping CE value for moving CEs with only action
12 * changed CE action selectboxes in editor to be only reset when needed
15 * added option "use artwork from element" for custom player artwork
16 * added option "use explosion from element" for player explosions
19 * added cascaded element lists in the level editor
20 * added persistence for cascaded element lists by "editorcascade.conf"
21 * added dynamic element list with all elements used in current level
22 * added possibility for multiple CE changes per frame (experimental)
25 * uploaded pre-release (test) version 3.2.0-5 binary and source code
28 * changed "score for each 10 seconds/steps left" to "1 second/step"
29 * added own score for collecting "extra time" instead of sharing it
30 * added change events "switched by player" and "player switches <e>"
31 * added change events "snapped by player" and "player snaps <e>"
32 * added "set player artwork: <element choice>" to CE action options
33 * added change event "move of <element>"
36 * added "set player shield: off / normal / deadly" to CE action options
37 * added new player option "use level start element" in level editor
38 to set the correct focus at level start to elements from which the
39 player is created later (this did not work before for cascaded CE
40 changes resulting in creation of the player; it is now also possible
41 to create the player from a yam yam which is smashed at level start)
44 * added "set player speed: frozen (not moving)" to CE action options
45 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
48 * added new player option "block snap field" (enabled by default) to
49 make it possible to show a snapping animation like in Emerald Mine
52 * added dynamic selectboxes to custom element action settings in editor
53 * added "CE value" counter for custom elements (instead of "CE count")
54 * added option to use the last "CE value" after custom element change
55 * added option to use the "CE value" of other elements in CE actions
56 * fixed odd behaviour when pressing time orb in levels w/o time limit
57 * added checkbox "use time orb bug" for older levels that use this bug
60 * added missing configuration settings for the following elements:
61 - EL_TIMEGATE_SWITCH (time of open time gate)
62 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
63 - EL_SHIELD_NORMAL (time of shield duration)
64 - EL_SHIELD_DEADLY (time of shield duration)
65 - EL_EXTRA_TIME (time added to level time)
66 - EL_TIME_ORB_FULL (time added to level time)
69 * added "wind direction" as a movement pattern for custom elements
70 * added initial wind direction for balloon / custom elements to editor
71 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
74 * added parameters for "game of life" and "biomaze" elements to editor
77 * added level file chunk "CONF" for generic level and element settings
80 * uploaded pre-release (test) version 3.2.0-4 binary and source code
83 * skip empty level sets (with "levels: 0"; may be artwork base sets)
84 * added sound action ".page[1]" to ".page[32]" for each CE change page
87 * added image config suffix ".clone_from" to copy whole image settings
88 * fixed bug with invalid ("undefined") CE settings in old level files
91 * fixed graphical bug with smashing elements falling faster than player
94 * fixed major bug which prevented private levels from being edited
95 * fixed bug with precedence of general and special font definitions
98 * fixed graphical bug with player animation when player moves slowly
101 * uploaded pre-release (test) version 3.2.0-3 binary and source code
104 * fixed bug which prevented "global.num_toons: 0" from working
107 * major code cleanup (removed all these annoying "#if 0" blocks)
110 * added custom element actions for CE change page in level editor
113 * fixed music initialization bug in init.c (thanks to David Binderman)
114 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
115 (this bug must probably be fixed at other places, too)
118 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
119 (should be '#include <SDL.h>' instead)
122 * fixed bug which prevented "walkable from no direction" from working
123 (due to compatibility code overwriting this setting after loading)
126 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
129 * version number temporarily set to 3.1.1 (intermediate bugfix release)
130 * version 3.1.1 released
133 * changed some va_arg() arguments from 'long' to 'int', fixing problems
134 on 64-bit architecture systems with LP64 data model
137 * fixed bug with bombs not exploding when hitting the last level line
138 (introduced after the release of 3.1.0)
141 * added support for dumping small-sized level sketches from editor
144 * added recognition of "trigger element" for "change digged element to"
145 (this is not really what the "trigger element" was made for, but its
146 use may seem obvious for leaving back digged elements unchanged)
149 * fixed multiple warnings about failed joystick device initialization
152 * fixed bug with dynamite dropped on top of just dropped custom element
153 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
154 dynamite can still be dropped, but drop key must be released before
157 * fixed bug with wrong start directory when started from file browser
158 (due to this bug, R'n'D could not be started from KDE's Konqueror)
161 * fixed bug causing "change when impact" on player not working
162 * fixed wrong priority of "hitting something" over "hitting <element>"
163 * fixed wrong priority of "hit by something" over "hit by <element>"
166 * fixed graphical bug which caused the player (being Murphy) to show
167 collecting animations although the element was collected by penguin
170 * fixed two bugs causing wrong door background graphics in system.c
171 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
174 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
175 * added "no direction" to "walkable/passable from" selectbox options
178 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
179 * in tape autoplay, not only report broken, but also missing tapes
182 * uploaded pre-release (test) version 3.2.0-2 binary and source code
185 * fixed small bug with "linear" animation not working for active lamp
188 * fixed bug with moving up despite gravity due to "block last field"
189 * fixed small bug with wrong draw offset when typing name in main menu
190 * when reading user names from "passwd", ignore data after first comma
191 * when creating new "levelinfo.conf", only write some selected entries
194 * fixed displaying "imported from/by" on preview with empty string
195 * fixed ignoring draw offset for fonts used for level preview texts
198 * fixed a delay problem with SDL and too many mouse motion events
199 * added setup option "skip levels" and level skipping functionality
202 * added move speed "not moving" for non-moving CEs, but with direction
205 * fixed mapping of obsolete element token names in "editorsetup.conf"
206 * fixed bug with sound "acid.splashing" treated as a loop sound
207 * fixed some little sound bugs in native EM engine
210 * fixed small bug when dragging scrollbars to end positions
213 * added editor element descriptions written by Aaron Davidson
216 * improved fallback handling when configured artwork is not available
217 (now using default artwork instead of exiting when files not found)
220 * fixed bug on level selection screen when dragging scrollbar
223 * fixed bug which caused broken tapes when appending to EM engine tapes
226 * uploaded pre-release (test) version 3.2.0-1 binary and source code
229 * added code to replace changed artwork config tokens with other tokens
230 (needed for backwards compatibility, so that older tokens still work)
233 * added native R'n'D graphics for some new EMC elements in EM engine
236 * fixed some bugs in the EM engine integration code
237 * changed EM engine code to allow diagonal movement
238 * changed EM engine code to allow use of separate snap and drop keys
241 * fixed some redraw bugs when using EM engine
244 * fixed bug with not converting RND levels which are set to use native
245 engine to native level structure when loading
248 * uploaded pre-release (test) version 3.2.0-0 binary and source code
251 * version number set to 3.2.0
254 * level data now reset to defaults after attempt to load invalid file
257 * added use of "editorsetup.conf" for different level sets
260 * added auto-detection for various types of Emerald Mine level files
263 * fixed bug with scrollbars getting too small when list is very large
266 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
269 * added most level editor configuration gadgets for new EMC elements
272 * added more element and graphic definitions for new EMC elements
275 * modified native EM engine to use integrated R'n'D sound system
278 * added SDL support to graphics functions in native EM engine
279 (by always using generic libgame interface functions)
282 * fixed bug in frame synchronization in native EM engine
285 * added code to convert levels between R'n'D and native EM engine
288 * new Emerald Mine engine can now play levels selected in main menu
291 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
292 (which creates scaled down graphics for level editor and preview);
293 there's still a memory leak somewhere in the artwork handling code
294 * added "scale image up" functionality to X11 version of zoom function
297 * first attempts to integrate new, native Emerald Mine Club engine
300 * fixed bug in gadget code which caused reset of CEs in level editor
301 (example: pressing 'b' [grab brush] on CE config page erased values)
302 (solution: check if gadgets in ClickOnGadget() are really mapped)
303 * improved level change detection in editor (settings now also checked)
304 * fixed bug with "can move into acid" and "don't collide with" state
307 * fixed maze runner style CEs to use the configured move delay value
310 * added Aaron Davidson's tutorial level set to the "Tutorials" section
313 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
314 * fixed the above fix because it broke level set "machine" (*sigh*)
315 * fixed random element placement in level editor to work as expected
316 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
319 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
322 * fixed bug (missing array boundary check) which caused broken tapes
323 * fixed bug (when loading level template) which caused broken levels
324 * fixed bug with new block last field code when using non-yellow player
327 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
328 * internal change of how the player blocks the last field when moving
329 * fixed blocking delay of last field for EM and SP style block delay
330 * fixed bug where the player had to wait for the usual move delay after
331 unsuccessfully trying to move, when he directly could move after that
332 * the last two changes should make original Supaplex level 93 solvable
333 * improved use of random number generator to make it less predictable
334 * fixed behaviour of slippery SP elements to let slip left, then right
337 * fixed bug with wrong door state after trying to quickload empty tape
338 * fixed waste of static memory usage of the binary, making it smaller
339 * fixed very little graphical bug in Supaplex explosion
342 * version number set to 3.1.1
345 * version 3.1.0 released
348 * fixed bug with crash when writing user levelinfo.conf the first time
351 * added option "convert LEVELDIR [NR]" to command line batch commands
352 * re-converted Supaplex levels to apply latest engine fixes
353 * changed "use graphic/sound of element" to "use graphic of element"
354 due to compatibility problems with some levels ("bug machine" etc.)
357 * fixed bug with CE change replacing player with same or other player
360 * fixed bug with opaque font in envelope with background graphic when
361 background graphic is not transparent itself
364 * added "gravity on" and "gravity off" ports for Supaplex compatibility
365 * corrected original Supaplex level loading code to use these new ports
366 * also corrected Supaplex loader to auto-count infotrons if set to zero
369 * fixed bug with missing initialization of "modified" flag for GEs
372 * fixed bug that caused endless recursion loop when relocating player
373 * fixed tape recorder bug in "step mode" when using "pause before end"
374 * fixed tape recorder bug when changing from "warp forward" mode
377 * fixed bug with "when touching" for pushed elements at last position
380 * fixed bug that caused two activated toolbox buttons in level editor
381 * fixed bug with exploding dynabomb under player due to other explosion
384 * fixed bug with creating walkable custom element under player (again)
385 * fixed bug with not copying explosion type when copying CEs in editor
386 * fixed graphical bug when drawing player in setup menu (input devices)
387 * fixed graphical bug when the player is pushing an accessible element
388 * fixed bug with classic switchable elements triggering CE changes
389 * fixed bug with entering/leaving walkable element in RelocatePlayer()
390 * fixed crash bug when CE leaves behind the trigger player element
393 * fixed bug with broken tubes after placing/exploding dynamite in them
394 * fixed bug with exploding dynamite under player due to other explosion
395 * fixed bug with not resetting push delay under certain circumstances
398 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
399 * added network multiplayer code for Windows (thanks to Niko Böhm)
402 * added option "reachable despite gravity" for gravity movement
403 * changed gravity movement of most classic walkable and passable
404 elements back to "not reachable" (for compatibility reasons)
407 * fixed (removed) "indestructible" / "can explode" dependency in editor
408 * fixed (removed) "accessible inside" / "protected" dependency
409 * fixed (removed) "step mode" / "shield time" dependency
412 * fixed dynabombs exploding now into anything diggable
413 * fixed Supaplex style gravity movement into buggy base now impossible
414 * added pressing key "space" as valid action to select menu options
417 * added "replace when walkable" to relocate player to walkable element
418 * added "enter"/"leave" event for elements affected by relocation
419 * fixed "direct"/"indirect" change order also for "when change" event
420 * fixed graphical bug when pushing things from elements walkable inside
423 * fixed graphic bug when player is snapping while moving in old levels
424 * fixed bug when a moving custom element leaves a player element behind
425 * fixed bug with mole not disappearing when moving into acid pool
426 * fixed bug with incomplete path setting when using "--basepath" option
427 * moving CE can now leave walkable elements behind under the player
428 * when relocating, player can be set on walkable element now
429 * fixed another gravity movement bug
432 * uploaded pre-release (test) version 3.1.0-2 binary and source code
435 * added "collectible" and "removable" to extended replacement types
436 (where "removable" replaces "diggable" and "collectible" elements)
437 * added "collectible & throwable" (to throw element to the next field)
438 * fixed bug with CEs digging elements that are just about to explode
439 * changed mouse cursor now always being visible when game is paused
442 * added possibility to push/press accessible elements from a side that
444 * fixed bug with not setting actual date when appending to tape
447 * fixed bug with incorrectly initialized custom element editor graphics
450 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
451 - number of levels corrected from 18 to 17 in "levelinfo.conf"
454 * fixed bug with destroyed robot wheel still attracting robots forever
455 * fixed bug with time gate switch deactivating after robot wheel time
456 (while the time gate itself is not affected by this misbehaviour)
457 * changed behaviour of BD style amoeba to always get blocked by player
458 (before it was different when there were non-BD elements in level)
459 * fixed bug with player destroying indestructable elements with shield
462 * added option to make growing elements grow into anything diggable
463 (for the various amoeba types, biomaze and "game of life")
466 * fixed bug with movable elements not moving after left behind by CEs
467 * changed gravity movement to anything diggable, not only sand/base
468 * optionally allowing passing to walkable element, not only empty space
469 * added option "can pass to walkable element" for players
470 * finally fixed gravity movement (hopefully)
473 * fixed bug with movable elements not moving anymore after falling down
476 * fixed another bug with custom elements digging and leaving elements
477 * fixed bug with "along left/right side" and automatic start direction
478 * trigger elements now also displayed when "more custom" deactivated
479 * fixed bug with clipboard element initialized when loading new level
480 * added option "drop delay" to set delay before dropping next element
483 * uploaded pre-release (test) version 3.1.0-1 binary and source code
486 * added copy and paste functions for custom change pages
487 * enhanced graphical display and functionality of tape recorder
488 * fixed bug with custom elements digging and leaving elements
491 * added move speed faster than "very fast" for custom elements
492 * fixed bug with 3+3 style explosions and missing border content
493 * fixed little bug when copying custom elements in the editor
494 * enhanced custom element changes by more side trigger actions
497 * added option "no scrolling when relocating" for instant teleporting
498 * uploaded pre-release (test) version 3.1.0-0 binary and source code
501 * added trigger element and trigger player to use as target elements
502 * added copy and paste functions for custom and group elements
505 * fixed graphical bug when displaying explosion animations
506 * fixed bug when appending to tapes, resulting in broken tapes
507 * re-recorded a few tapes broken by fixing gravity checking bug
510 * "can move into acid" property now for all elements independently
511 * "can fall into acid" property for player stored in same bitfield now
512 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
513 * version number set to 3.1.0 (finally!)
516 * changed tape recording to only record input, not programmed actions
519 * fixed totally broken (every 8th frame skipped) step-by-step recording
520 * fixed bug with requester not displayed when quick-loading interrupted
521 * added option "can fall into acid (with gravity)" for players
522 * fixed bug with player not falling when snapping down with gravity
525 * fixed bug which messed up key config when using keypad number keys
528 * fixed bug which allowed moving upwards even when gravity was active
529 * fixed bug with missing error handling when dumping levels or tapes
532 * added different colored editor graphics for Supaplex gravity tubes
535 * fixed bug that allowed solvable tapes for unsolvable levels
538 * use unlimited number of droppable elements when "count" set to zero
539 * added option to use step limit instead of time limit for level
542 * added player and change page as trigger for custom element change
545 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
548 * fixed bug with dark yamyam changing to acid when moving over acid
549 * fixed handling of levels with more than 999 seconds level time
550 (example: level 76 of "Denmine")
553 * "spring push bug" reintroduced as configurable element property
554 * fixed bug with missing properties for "mole"
555 * fixed bug that showed up when fixing the above "mole" properties bug
556 * added option "can move into acid" for all movable elements
557 * fixed graphical bug for elements moving into acid
558 * changed event handling to handle all pending events before going on
561 * fixed bug which caused all CE change pages to be ignored which had
562 the same change event, but used a different element side
563 (reported by Simon Forsberg)
565 * fixed bug which caused elements that can move and fall and that are
566 transported by a conveyor belt to continue moving into that direction
567 after leaving the conveyor belt, regardless of their own movement
568 type; only elements which can not move are transported now
569 (reported by Simon Forsberg)
571 * fixed bug which could cause an array overflow in RelocatePlayer()
572 (reported by Niko Böhm)
574 * changed Emerald Mine style "passable / over" elements to "protected"
575 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
577 * added new option to select from which side a "walkable/passable"
578 element can be entered
581 * added explosion and ignition delay for elements that can explode
584 * fixed bug which caused player not being protected against enemies
585 when a CE was "walkable / inside" and was not "indestructible"
586 * added "walkable/passable" fields to be "protected/unprotected"
587 against enemies, even if not accessible "inside" but "over/under"
590 * corrected move pattern to 32 bit and initial move direction to 8 bit
593 * added second custom element base configuration page
596 * added some special EMC mappings to Emerald Mine level loader
597 (also covering previously unknown element in level 0 of "Bondmine 8")
600 * added option to block last field when player is moving (for Supaplex)
601 * adjusted push delay of Supaplex elements
602 * removed delays for envelopes etc. when replaying with maximum speed
603 * fixed bug when dropping element on a field that just changed to empty
606 * fixed bug: infotrons can now smash yellow disks
607 * fixed bug: when gravity active, port above player can now be entered
608 * removed "one white dot" mouse pointer which irritated some people
611 * added "choice type" for group element selection
614 * fixed bug with initial invulnerability of non-yellow player
617 * added level loader for loading native Supaplex packed levels
618 (including multi-part levels like the "splvls99" levels)
621 * fixed bug which allowed creating emeralds by escaping explosions
624 * custom elements can change (limited) or leave (unlimited) elements
625 * finally added multiple matches using group elements
626 * added shortcut to dump brush (type ":DB" in editor) for use in forum
629 * added new start movement type "previous" for continued CE movement
630 * added new start movement type "random" for random CE movement start
633 * added new element "sokoban_field_player" needed for Sokoban levels
634 (thanks to Ed Booker for pointing this out!)
637 * added elements that can be digged or left behind by custom elements
640 * added group elements for multiple matches and random element creation
643 * fixed some graphical errors displayed in old levels
646 * fixed wrong double speed movement after passing closing gates
649 * added level loader for loading native Emerald Mine levels
652 * changes for "shooting" style CE movement
655 * Happy New Year! ;-)
658 * changed default snap/drop keys from left/right Shift to Control keys
661 * fixed bug with dead player getting reanimated from custom element
664 * fixed bug with wrong penguin graphics (when entering exit)
667 * fixed bug with wrong "Murphy" graphics (when digging etc.)
670 * version number set to 3.0.9
673 * version 3.0.8 released
676 * added function checked_free()
679 * fixed bug with double nut cracking sound
680 (by eliminating "default element action sound" assignment in init.c)
683 * fixed crash when no music info files are available
686 * fixed boring and sleeping sounds
689 * added "maze runner" and "maze hunter" movement types
690 * added extended collision conditions for custom elements
693 * added warnings for undefined token values in artwork config files
696 * added menu entry for level set information to the info screen
699 * fixed bug with wrong default impact sound for colored emeralds
702 * added several sub-screens for the info screen
703 * menu text now also clickable (not only blue/red sphere left of it)
706 * added configurable "bored" and "sleeping" animations for the player
707 * added "awakening" sound for player when waking up after sleeping
710 * added "copy" and "exchange" functions for custom elements to editor
713 * added configurable element animations for info screen
716 * added configurable music credits for info screen
719 * finally fixed tape recording when player is created from CE change
722 * added "editorsetup.conf" for editor element list configuration
725 * added "musicinfo.conf" for menu and level music configuration
728 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
729 (that only showed up on Linux, but not on Windows systems)
732 * fixed turning movement of butterflies and fireflies (no frame reset)
733 * enhanced sniksnak turning movement (two steps instead of only one)
736 * version number set to 3.0.8
739 * version 3.0.7 released
742 * fixed reset of player animation frame when, for example,
743 walking, digging or collecting share the same animation
744 * fixed CE with "deadly when touching" exploding when touching amoeba
747 * fixed tape recording when player is created from CE element change
750 * introduced "turning..." action graphic for elements with move delay
751 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
752 * added turning animations for bug, spaceship and sniksnak
755 * prevent "extended" changed elements from delay change in same frame
758 * fixed bug when pushing element that can move away to the side
759 (like pushing falling elements, but now with moving elements)
762 * finally fixed serious bug in code for delayed element pushing (again)
765 * unavailable setup options now marked as "n/a" instead of "off"
766 * new boolean directive "latest_engine" for "levelinfo.conf": when set
767 to "true", levels are always played with the latest game engine,
768 which is desired for levels that are imported from other games; all
769 other levels are played with the engine version stored in level file
770 (which is normally the engine version the level was created with)
773 * fixed serious bug in code for delayed element pushing
774 * fixed little bug in animation frame selection for pushed elements
775 * speed-up of reading config file for verbose output
778 * added configuration option for opening and closing Supaplex exit
779 * added configuration option for moving up/down animation for Murphy
780 * fixed incorrectly displayed animation for attacking dragon
781 * fixed bug with not setting initial gravity for each new game
782 * fixed bug with teleportation of player by custom element change
783 * fixed bug with player not getting smashed by rock sometimes
786 * version number set to 3.0.7
789 * version 3.0.6 released
792 * added support for MP3 music for SDL version through SMPEG library
795 * fixed bug when initializing font graphic structure
796 * fixed bug with animation mode "pingpong" when using only 1 frame
797 * fixed bug with extended change target introduced in 3.0.5
798 * fixed bug where passing over moving element doubles player speed
799 * fixed bug with elements continuing to move into push direction
800 * fixed bug with duplicated player when dropping bomb with shield on
801 * added "switching" event for custom elements ("pressing" only once)
802 * fixed switching bug (resetting flag when not switching but not idle)
805 * fixed element tokens for certain file elements with ".active" etc.
808 * version number set to 3.0.6
811 * version 3.0.5 released
814 * now four envelope elements available
815 * font, background, animation and sound for envelope now configurable
816 * main menu doors opening/closing animation type now configurable
819 * active/inactive sides configurable for custom element changes
820 * new movement type "move when pushed" available for custom elements
823 * fixed bug in multiple config pages loader code that caused crashes
826 * enhanced (remaining low-resolution) Supaplex graphics
829 * version number set to 3.0.5
832 * version 3.0.4 released
834 2003-09-12 src/tools.c
835 * fixed bug in custom definition of crumbled element graphics
837 2003-09-11 src/files.c
838 * fixed bug in multiple config pages code that caused crashes
841 * version number set to 3.0.4
844 * version 3.0.3 released
847 * added music to Supaplex classic level set
849 2003-09-07 src/libgame/misc.c
850 * added support for loading various music formats through SDL_mixer
852 2003-09-06 (various source files)
853 * fixed several nasty bugs that may have caused crashes on some systems
854 * added envelope content which gets displayed when collecting envelope
855 * added multiple change event pages for custom elements
857 2003-08-24 src/game.c
858 * fixed problem with player animation when snapping and moving
860 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
861 * fixed problem with flickering when drawing toon animations
863 2003-08-23 src/libgame/sdl.c
864 * fixed problem with setting mouse cursor in SDL version in fullscreen
866 2003-08-23 src/game.c
867 * fixed bug (missing array boundary check) which could crash the game
870 * version number set to 3.0.3
873 * version 3.0.2 released
875 2003-08-21 src/game.c
876 * fixed bug with creating inaccessible elements at player position
878 2003-08-20 src/init.c
879 * fixed bug with not finding current level artwork directory
881 2003-08-20 src/files.c
882 * fixed bug with choosing wrong engine version when playing tapes
883 * fixed bug with messing up custom element properties in 3.0.0 levels
886 * version number set to 3.0.2
889 * version 3.0.1 released
891 2003-08-17 (no source files affected)
892 * changed all "classic" PCX image files with 16 colors or less to
893 256 color (8 bit) storage format, because the Allegro game library
894 cannot handle PCX files with less than 256 colors (contributed
895 graphics are not affected and might look wrong in the DOS version)
897 2003-08-16 src/init.c
898 * fixed bug which (for example) crashed the level editor when defining
899 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
900 (only set to default) -- invalid graphics now set to default graphic
902 2003-08-16 src/init.c
903 * fixed graphical bug of player digging/collecting/snapping element
904 when no corresponding graphic/animation is defined for this action,
905 resulting in player being drawn as EL_EMPTY (which should only be
906 done to elements being collected, but not to the player)
908 2003-08-16 src/game.c
909 * fixed small graphical bug of player not totally moving into exit
911 2003-08-16 src/libgame/setup.c
912 * fixed bug with wrong MS-DOS 8.3 filename conversion
914 2003-08-16 src/tools.c
915 * fixed bug with invisible mouse cursor when pressing ESC while playing
917 2003-08-16 (various source files)
918 * added another 128 custom elements (disabled in editor by default)
920 2003-08-16 src/editor.c
921 * fixed NULL string bug causing Solaris to crash in sprintf()
923 2003-08-16 src/screen.c
924 * fixed drawing over scrollbar on level selection with custom fonts
926 2003-08-15 src/game.c
927 * cleanup of simple sounds / loop sounds / music settings
929 2003-08-08 (various source files)
930 * added custom element property for dropping collected elements
932 2003-08-08 src/conf_gfx.c
933 * fixed bug with missing graphic for active red disk bomb
935 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
936 * extended variable "level.gravity" to "level.initial_gravity" and
937 "game.current_gravity" to prevent level setting from being changed
938 by playing the level (keeping the runtime value after playing)
940 * fixed graphics bug when digging element that has 'crumbled' graphic
941 definition, but not 'diggable' graphic definition
944 * version number set to 3.0.1
947 * version 3.0.0 released
950 * various bug fixes; among others:
951 - fixed bug with pushing spring over empty space
952 - fixed bug with leaving tube while placing dynamite
953 - fixed bug with explosion of smashed penguins
954 - allow Murphy player graphic in levels with non-Supaplex elements
958 * I have forgotten to document changes for some time
961 * pre-release version 2.2.0rc1 released
964 * version number set to 2.1.2
967 * version 2.1.1 released
970 * version number set to 2.1.1
973 * version 2.1.0 released
976 * version number set to 2.1.0
978 2002-04-03 to 2002-05-19 (various source files)
979 * graphics, sounds and music now fully configurable
980 * bug fixed that prevented walking through tubes when gravity on
982 2002-04-02 src/events.c, src/editor.c
983 * Make Escape key less aggressive when playing or when editing level.
984 This can be configured as an option in the setup menu. (Default is
985 "less aggressive" which means "ask user if something can be lost"
986 when pressing the Escape key.)
988 2002-04-02 src/screen.c
989 * Added "graphics setup" screen.
991 2002-04-01 src/screen.c
992 * Changed "choose level" setup screen stuff to be more generic (to
993 make it easier to add more "choose from generic tree" setup screens).
995 2002-04-01 src/config.c, src/timestamp.h
996 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
997 automatically gets created by "src/Makefile" and contains an actual
998 compile-time timestamp to identify development versions of the game).
1000 2002-03-31 src/tape.c, src/events.c
1001 * Added quick game/tape save/load functions to tape stuff which can be
1002 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1003 loads previously recorded tape and directly goes into recording mode
1004 from the end of the tape (therefore appending to the tape).
1006 2002-03-31 src/tape.c
1007 * Added "index mark" function to tape recorder. When playing or
1008 recording, "eject" button changes to "index" button. Setting index
1009 mark is not yet implemented, but pressing index button when playing
1010 allows very quick advancing to end of tape (when normal playing),
1011 very fast forward mode (when playing with normal fast forward) or
1012 very fast reaching of "pause before end of tape" (when playing with
1013 "pause before end" playing mode).
1015 2002-03-30 src/cartoons.c
1016 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1018 2002-03-29 src/screen.c
1019 * Changed setup screen stuff to be more generic (to make it easier
1020 to add more setup screens).
1022 2002-03-23 src/main.c, src/main.h
1023 * Various changes due to the introduction of the new libgame files
1024 "setup.c" and "joystick.c".
1026 2002-03-23 src/files.c
1027 * Generic parts of "src/files.c" (mainly setup and level directory
1028 stuff) moved to new libgame file "src/libgame/setup.c".
1030 2002-03-23 src/joystick.c
1031 * File "src/joystick.c" moved to libgame source tree, with
1032 correspondig changes.
1034 2002-03-22 src/screens.c
1035 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1036 (Wrong level series information displayed when entering main group.)
1038 2002-03-22 src/editor.c
1039 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1041 2002-03-22 src/editor.c
1042 * Changed behaviour of "Escape" key in level editor to be more
1043 intuitive: When in "Element Properties" or "Level Info" mode,
1044 return to "Drawing Mode" instead of leaving the level editor.
1046 2002-03-21 src/game.c, src/editor.c, src/files.c
1047 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1048 gems (emeralds, diamonds, ...) slipping down from normal wall,
1049 steel wall and growing wall (as in E.M.C. style levels). Although
1050 the behaviour of contributed and private levels wasn't changed (due
1051 to the use of "level.game_version"; see previous entry), editing
1052 those levels will (of course) change the behaviour accordingly.
1054 This change seems a bit too hard after thinking about it, because
1055 the EM style behaviour is not the "expected" behaviour (gems would
1056 normally only slip down from "rounded" walls). Therefore this was
1057 now changed to an element property for gem style elements, with the
1058 default setting "off" (which means: no special EM style behaviour).
1059 To fix older converted levels, this flag is set to "on" for pre-2.0
1060 levels that are neither contributed nor private levels.
1062 2002-03-20 src/files.h
1063 * Corrected settings for "level.game_version" depending of level type.
1064 (Contributed and private levels always get played with game engine
1065 version they were created with, while converted levels always get
1066 played with the most recent version of the game engine, to let new
1067 corrections of the emulation behaviour take effect.)
1069 2002-03-20 src/main.h
1070 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1071 compiling the SDL version on some systems.
1072 Thanks to the several people who pointed this out.
1075 * Version number set to 2.0.2.
1078 * Version 2.0.1 released.
1080 2002-03-18 src/screens.c
1081 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1083 2002-03-18 src/files.c [src/libgame/misc.c]
1084 * Moved some common functions from src/files.c to src/libgame/misc.c.
1086 2002-03-18 src/files.c [src/libgame/misc.c]
1087 * Changed permissions for new directories and saved files (especially
1088 score files) according to suggestions of Debian users and mantainers.
1089 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1091 2002-03-17 src/files.c
1092 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1093 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1094 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1095 for levels and "TAPE" for tapes). Old "cookie" style format is
1096 still supported for reading. New level and tape files are written
1099 * New IFF chunk "VERS" contains version numbers for file and game
1100 (where "game version" is the version of the program that wrote the
1101 file, and "file version" is a version number to distinguish files
1102 with different format, for example after adding new features).
1104 2002-03-15 src/screen.c
1105 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1106 (Before, you heard a mixture of the in-game music and the
1107 hall-of-fame music.)
1109 2002-03-14 src/events.c
1110 * Function "DumpTape()" (files.c) now available by pressing 't' from
1111 main menu (when in DEBUG mode).
1113 2002-03-14 src/game.c
1114 * "GameWon()": When game was won playing a tape, now there is no delay
1115 raising the score and no corresponding sound is played.
1117 2002-03-14 src/files.c
1118 * Changed "LoadTape()" for real chunk support and also adjusted
1119 "SaveTape()" accordingly.
1121 2002-03-14 src/game.c, src/tape.c, src/files.c
1122 * Important changes to tape format: The old tape format stored all
1123 actions with a real effect with a corresponding delay between the
1124 stored actions. This had some major disadvantages (for example,
1125 push delays had to be ignored, pressing a button for some seconds
1126 mutated to several single button presses because of the non-action
1127 delays between two action frames etc.). The new tape format just
1128 stupidly records all device actions and replays them later. I really
1129 don't know why I haven't solved it that way before?! Old-style tapes
1130 (with tape file version less than 2.0) get converted to the new
1131 format on-the-fly when loading and can therefore still be played;
1132 only some minor parts of the old-style tape handling code was needed.
1133 (A perfect conversion is not possible, because there is information
1134 missing about the device actions between two action frames.)
1136 2002-03-14 src/files.c
1137 * New function "DumpTape()" to dump the contents of the current tape
1138 in a human readable format.
1140 2002-03-14 src/game.c
1141 * Small tape bug fixed: When automatically advancing to next level
1142 after a game was won, the tape from the previous level still was
1143 loaded as a tape for the new level.
1145 2002-03-14 src/tape.c
1146 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1147 tape, cartoons did not get completely removed because
1148 StopAnimation() was not called.
1150 2002-03-13 src/files.c
1151 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1152 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1153 size even when using 16-bit elements). Added new chunk "CNT2" for
1154 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1155 chunk even when content was 16-bit element). "CNT2" should now be
1156 able to store content for arbitrary elements (up to eight blocks of
1157 3 x 3 element arrays). All "CNT2" elements will always be stored as
1158 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1160 2002-03-13 src/files.c
1161 * Changed "LoadLevel()" for real chunk support.
1163 2002-03-12 src/game.c
1164 * Fixed problem (introduced after 2.0.0 release) with penguins
1165 not getting killed by enemies
1167 2002-02-24 src/game.c, src/main.h
1168 * Added "player->is_moving"; now "player->last_move_dir" does
1169 not contain any information if the player is just moving at
1171 Before, "player->last_move_dir" was misused for this purpose
1172 for the robot stuff (robots don't kill players when they are
1173 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1174 broke tapes when walking through pipes!
1175 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1176 in a continuous movement. This fact is ignored for friends and