2 * added image config suffix ".clone_from" to copy whole image settings
3 * fixed bug with invalid ("undefined") CE settings in old level files
6 * fixed graphical bug with smashing elements falling faster than player
9 * fixed major bug which prevented private levels from being edited
10 * fixed bug with precedence of general and special font definitions
13 * fixed graphical bug with player animation when player moves slowly
16 * fixed bug which prevented "global.num_toons: 0" from working
19 * major code cleanup (removed all these annoying "#if 0" blocks)
22 * added custom element actions for CE change page in level editor
25 * fixed music initialization bug in init.c (thanks to David Binderman)
26 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
27 (this bug must probably be fixed at other places, too)
30 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
31 (should be '#include <SDL.h>' instead)
34 * fixed bug which prevented "walkable from no direction" from working
35 (due to compatibility code overwriting this setting after loading)
38 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
41 * version number temporarily set to 3.1.1 (intermediate bugfix release)
42 * version 3.1.1 released
45 * changed some va_arg() arguments from 'long' to 'int', fixing problems
46 on 64-bit architecture systems with LP64 data model
49 * fixed bug with bombs not exploding when hitting the last level line
50 (introduced after the release of 3.1.0)
53 * added support for dumping small-sized level sketches from editor
56 * added recognition of "trigger element" for "change digged element to"
57 (this is not really what the "trigger element" was made for, but its
58 use may seem obvious for leaving back digged elements unchanged)
61 * fixed multiple warnings about failed joystick device initialization
64 * fixed bug with dynamite dropped on top of just dropped custom element
65 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
66 dynamite can still be dropped, but drop key must be released before
69 * fixed bug with wrong start directory when started from file browser
70 (due to this bug, R'n'D could not be started from KDE's Konqueror)
73 * fixed bug causing "change when impact" on player not working
74 * fixed wrong priority of "hitting something" over "hitting <element>"
75 * fixed wrong priority of "hit by something" over "hit by <element>"
78 * fixed graphical bug which caused the player (being Murphy) to show
79 collecting animations although the element was collected by penguin
82 * fixed two bugs causing wrong door background graphics in system.c
83 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
86 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
87 * added "no direction" to "walkable/passable from" selectbox options
90 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
91 * in tape autoplay, not only report broken, but also missing tapes
94 * uploaded pre-release (test) version 3.2.0-2 binary and source code
97 * fixed small bug with "linear" animation not working for active lamp
100 * fixed bug with moving up despite gravity due to "block last field"
101 * fixed small bug with wrong draw offset when typing name in main menu
102 * when reading user names from "passwd", ignore data after first comma
103 * when creating new "levelinfo.conf", only write some selected entries
106 * fixed displaying "imported from/by" on preview with empty string
107 * fixed ignoring draw offset for fonts used for level preview texts
110 * fixed a delay problem with SDL and too many mouse motion events
111 * added setup option "skip levels" and level skipping functionality
114 * added move speed "not moving" for non-moving CEs, but with direction
117 * fixed mapping of obsolete element token names in "editorsetup.conf"
118 * fixed bug with sound "acid.splashing" treated as a loop sound
119 * fixed some little sound bugs in native EM engine
122 * fixed small bug when dragging scrollbars to end positions
125 * added editor element descriptions written by Aaron Davidson
128 * improved fallback handling when configured artwork is not available
129 (now using default artwork instead of exiting when files not found)
132 * fixed bug on level selection screen when dragging scrollbar
135 * fixed bug which caused broken tapes when appending to EM engine tapes
138 * uploaded pre-release (test) version 3.2.0-1 binary and source code
141 * added code to replace changed artwork config tokens with other tokens
142 (needed for backwards compatibility, so that older tokens still work)
145 * added native R'n'D graphics for some new EMC elements in EM engine
148 * fixed some bugs in the EM engine integration code
149 * changed EM engine code to allow diagonal movement
150 * changed EM engine code to allow use of separate snap and drop keys
153 * fixed some redraw bugs when using EM engine
156 * fixed bug with not converting RND levels which are set to use native
157 engine to native level structure when loading
160 * uploaded pre-release (test) version 3.2.0-0 binary and source code
163 * version number set to 3.2.0
166 * level data now reset to defaults after attempt to load invalid file
169 * added use of "editorsetup.conf" for different level sets
172 * added auto-detection for various types of Emerald Mine level files
175 * fixed bug with scrollbars getting too small when list is very large
178 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
181 * added most level editor configuration gadgets for new EMC elements
184 * added more element and graphic definitions for new EMC elements
187 * modified native EM engine to use integrated R'n'D sound system
190 * added SDL support to graphics functions in native EM engine
191 (by always using generic libgame interface functions)
194 * fixed bug in frame synchronization in native EM engine
197 * added code to convert levels between R'n'D and native EM engine
200 * new Emerald Mine engine can now play levels selected in main menu
203 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
204 (which creates scaled down graphics for level editor and preview);
205 there's still a memory leak somewhere in the artwork handling code
206 * added "scale image up" functionality to X11 version of zoom function
209 * first attempts to integrate new, native Emerald Mine Club engine
212 * fixed bug in gadget code which caused reset of CEs in level editor
213 (example: pressing 'b' [grab brush] on CE config page erased values)
214 (solution: check if gadgets in ClickOnGadget() are really mapped)
215 * improved level change detection in editor (settings now also checked)
216 * fixed bug with "can move into acid" and "don't collide with" state
219 * fixed maze runner style CEs to use the configured move delay value
222 * added Aaron Davidson's tutorial level set to the "Tutorials" section
225 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
226 * fixed the above fix because it broke level set "machine" (*sigh*)
227 * fixed random element placement in level editor to work as expected
228 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
231 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
234 * fixed bug (missing array boundary check) which caused broken tapes
235 * fixed bug (when loading level template) which caused broken levels
236 * fixed bug with new block last field code when using non-yellow player
239 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
240 * internal change of how the player blocks the last field when moving
241 * fixed blocking delay of last field for EM and SP style block delay
242 * fixed bug where the player had to wait for the usual move delay after
243 unsuccessfully trying to move, when he directly could move after that
244 * the last two changes should make original Supaplex level 93 solvable
245 * improved use of random number generator to make it less predictable
246 * fixed behaviour of slippery SP elements to let slip left, then right
249 * fixed bug with wrong door state after trying to quickload empty tape
250 * fixed waste of static memory usage of the binary, making it smaller
251 * fixed very little graphical bug in Supaplex explosion
254 * version number set to 3.1.1
257 * version 3.1.0 released
260 * fixed bug with crash when writing user levelinfo.conf the first time
263 * added option "convert LEVELDIR [NR]" to command line batch commands
264 * re-converted Supaplex levels to apply latest engine fixes
265 * changed "use graphic/sound of element" to "use graphic of element"
266 due to compatibility problems with some levels ("bug machine" etc.)
269 * fixed bug with CE change replacing player with same or other player
272 * fixed bug with opaque font in envelope with background graphic when
273 background graphic is not transparent itself
276 * added "gravity on" and "gravity off" ports for Supaplex compatibility
277 * corrected original Supaplex level loading code to use these new ports
278 * also corrected Supaplex loader to auto-count infotrons if set to zero
281 * fixed bug with missing initialization of "modified" flag for GEs
284 * fixed bug that caused endless recursion loop when relocating player
285 * fixed tape recorder bug in "step mode" when using "pause before end"
286 * fixed tape recorder bug when changing from "warp forward" mode
289 * fixed bug with "when touching" for pushed elements at last position
292 * fixed bug that caused two activated toolbox buttons in level editor
293 * fixed bug with exploding dynabomb under player due to other explosion
296 * fixed bug with creating walkable custom element under player (again)
297 * fixed bug with not copying explosion type when copying CEs in editor
298 * fixed graphical bug when drawing player in setup menu (input devices)
299 * fixed graphical bug when the player is pushing an accessible element
300 * fixed bug with classic switchable elements triggering CE changes
301 * fixed bug with entering/leaving walkable element in RelocatePlayer()
302 * fixed crash bug when CE leaves behind the trigger player element
305 * fixed bug with broken tubes after placing/exploding dynamite in them
306 * fixed bug with exploding dynamite under player due to other explosion
307 * fixed bug with not resetting push delay under certain circumstances
310 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
311 * added network multiplayer code for Windows (thanks to Niko Böhm)
314 * added option "reachable despite gravity" for gravity movement
315 * changed gravity movement of most classic walkable and passable
316 elements back to "not reachable" (for compatibility reasons)
319 * fixed (removed) "indestructible" / "can explode" dependency in editor
320 * fixed (removed) "accessible inside" / "protected" dependency
321 * fixed (removed) "step mode" / "shield time" dependency
324 * fixed dynabombs exploding now into anything diggable
325 * fixed Supaplex style gravity movement into buggy base now impossible
326 * added pressing key "space" as valid action to select menu options
329 * added "replace when walkable" to relocate player to walkable element
330 * added "enter"/"leave" event for elements affected by relocation
331 * fixed "direct"/"indirect" change order also for "when change" event
332 * fixed graphical bug when pushing things from elements walkable inside
335 * fixed graphic bug when player is snapping while moving in old levels
336 * fixed bug when a moving custom element leaves a player element behind
337 * fixed bug with mole not disappearing when moving into acid pool
338 * fixed bug with incomplete path setting when using "--basepath" option
339 * moving CE can now leave walkable elements behind under the player
340 * when relocating, player can be set on walkable element now
341 * fixed another gravity movement bug
344 * uploaded pre-release (test) version 3.1.0-2 binary and source code
347 * added "collectible" and "removable" to extended replacement types
348 (where "removable" replaces "diggable" and "collectible" elements)
349 * added "collectible & throwable" (to throw element to the next field)
350 * fixed bug with CEs digging elements that are just about to explode
351 * changed mouse cursor now always being visible when game is paused
354 * added possibility to push/press accessible elements from a side that
356 * fixed bug with not setting actual date when appending to tape
359 * fixed bug with incorrectly initialized custom element editor graphics
362 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
363 - number of levels corrected from 18 to 17 in "levelinfo.conf"
366 * fixed bug with destroyed robot wheel still attracting robots forever
367 * fixed bug with time gate switch deactivating after robot wheel time
368 (while the time gate itself is not affected by this misbehaviour)
369 * changed behaviour of BD style amoeba to always get blocked by player
370 (before it was different when there were non-BD elements in level)
371 * fixed bug with player destroying indestructable elements with shield
374 * added option to make growing elements grow into anything diggable
375 (for the various amoeba types, biomaze and "game of life")
378 * fixed bug with movable elements not moving after left behind by CEs
379 * changed gravity movement to anything diggable, not only sand/base
380 * optionally allowing passing to walkable element, not only empty space
381 * added option "can pass to walkable element" for players
382 * finally fixed gravity movement (hopefully)
385 * fixed bug with movable elements not moving anymore after falling down
388 * fixed another bug with custom elements digging and leaving elements
389 * fixed bug with "along left/right side" and automatic start direction
390 * trigger elements now also displayed when "more custom" deactivated
391 * fixed bug with clipboard element initialized when loading new level
392 * added option "drop delay" to set delay before dropping next element
395 * uploaded pre-release (test) version 3.1.0-1 binary and source code
398 * added copy and paste functions for custom change pages
399 * enhanced graphical display and functionality of tape recorder
400 * fixed bug with custom elements digging and leaving elements
403 * added move speed faster than "very fast" for custom elements
404 * fixed bug with 3+3 style explosions and missing border content
405 * fixed little bug when copying custom elements in the editor
406 * enhanced custom element changes by more side trigger actions
409 * added option "no scrolling when relocating" for instant teleporting
410 * uploaded pre-release (test) version 3.1.0-0 binary and source code
413 * added trigger element and trigger player to use as target elements
414 * added copy and paste functions for custom and group elements
417 * fixed graphical bug when displaying explosion animations
418 * fixed bug when appending to tapes, resulting in broken tapes
419 * re-recorded a few tapes broken by fixing gravity checking bug
422 * "can move into acid" property now for all elements independently
423 * "can fall into acid" property for player stored in same bitfield now
424 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
425 * version number set to 3.1.0 (finally!)
428 * changed tape recording to only record input, not programmed actions
431 * fixed totally broken (every 8th frame skipped) step-by-step recording
432 * fixed bug with requester not displayed when quick-loading interrupted
433 * added option "can fall into acid (with gravity)" for players
434 * fixed bug with player not falling when snapping down with gravity
437 * fixed bug which messed up key config when using keypad number keys
440 * fixed bug which allowed moving upwards even when gravity was active
441 * fixed bug with missing error handling when dumping levels or tapes
444 * added different colored editor graphics for Supaplex gravity tubes
447 * fixed bug that allowed solvable tapes for unsolvable levels
450 * use unlimited number of droppable elements when "count" set to zero
451 * added option to use step limit instead of time limit for level
454 * added player and change page as trigger for custom element change
457 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
460 * fixed bug with dark yamyam changing to acid when moving over acid
461 * fixed handling of levels with more than 999 seconds level time
462 (example: level 76 of "Denmine")
465 * "spring push bug" reintroduced as configurable element property
466 * fixed bug with missing properties for "mole"
467 * fixed bug that showed up when fixing the above "mole" properties bug
468 * added option "can move into acid" for all movable elements
469 * fixed graphical bug for elements moving into acid
470 * changed event handling to handle all pending events before going on
473 * fixed bug which caused all CE change pages to be ignored which had
474 the same change event, but used a different element side
475 (reported by Simon Forsberg)
477 * fixed bug which caused elements that can move and fall and that are
478 transported by a conveyor belt to continue moving into that direction
479 after leaving the conveyor belt, regardless of their own movement
480 type; only elements which can not move are transported now
481 (reported by Simon Forsberg)
483 * fixed bug which could cause an array overflow in RelocatePlayer()
484 (reported by Niko Böhm)
486 * changed Emerald Mine style "passable / over" elements to "protected"
487 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
489 * added new option to select from which side a "walkable/passable"
490 element can be entered
493 * added explosion and ignition delay for elements that can explode
496 * fixed bug which caused player not being protected against enemies
497 when a CE was "walkable / inside" and was not "indestructible"
498 * added "walkable/passable" fields to be "protected/unprotected"
499 against enemies, even if not accessible "inside" but "over/under"
502 * corrected move pattern to 32 bit and initial move direction to 8 bit
505 * added second custom element base configuration page
508 * added some special EMC mappings to Emerald Mine level loader
509 (also covering previously unknown element in level 0 of "Bondmine 8")
512 * added option to block last field when player is moving (for Supaplex)
513 * adjusted push delay of Supaplex elements
514 * removed delays for envelopes etc. when replaying with maximum speed
515 * fixed bug when dropping element on a field that just changed to empty
518 * fixed bug: infotrons can now smash yellow disks
519 * fixed bug: when gravity active, port above player can now be entered
520 * removed "one white dot" mouse pointer which irritated some people
523 * added "choice type" for group element selection
526 * fixed bug with initial invulnerability of non-yellow player
529 * added level loader for loading native Supaplex packed levels
530 (including multi-part levels like the "splvls99" levels)
533 * fixed bug which allowed creating emeralds by escaping explosions
536 * custom elements can change (limited) or leave (unlimited) elements
537 * finally added multiple matches using group elements
538 * added shortcut to dump brush (type ":DB" in editor) for use in forum
541 * added new start movement type "previous" for continued CE movement
542 * added new start movement type "random" for random CE movement start
545 * added new element "sokoban_field_player" needed for Sokoban levels
546 (thanks to Ed Booker for pointing this out!)
549 * added elements that can be digged or left behind by custom elements
552 * added group elements for multiple matches and random element creation
555 * fixed some graphical errors displayed in old levels
558 * fixed wrong double speed movement after passing closing gates
561 * added level loader for loading native Emerald Mine levels
564 * changes for "shooting" style CE movement
567 * Happy New Year! ;-)
570 * changed default snap/drop keys from left/right Shift to Control keys
573 * fixed bug with dead player getting reanimated from custom element
576 * fixed bug with wrong penguin graphics (when entering exit)
579 * fixed bug with wrong "Murphy" graphics (when digging etc.)
582 * version number set to 3.0.9
585 * version 3.0.8 released
588 * added function checked_free()
591 * fixed bug with double nut cracking sound
592 (by eliminating "default element action sound" assignment in init.c)
595 * fixed crash when no music info files are available
598 * fixed boring and sleeping sounds
601 * added "maze runner" and "maze hunter" movement types
602 * added extended collision conditions for custom elements
605 * added warnings for undefined token values in artwork config files
608 * added menu entry for level set information to the info screen
611 * fixed bug with wrong default impact sound for colored emeralds
614 * added several sub-screens for the info screen
615 * menu text now also clickable (not only blue/red sphere left of it)
618 * added configurable "bored" and "sleeping" animations for the player
619 * added "awakening" sound for player when waking up after sleeping
622 * added "copy" and "exchange" functions for custom elements to editor
625 * added configurable element animations for info screen
628 * added configurable music credits for info screen
631 * finally fixed tape recording when player is created from CE change
634 * added "editorsetup.conf" for editor element list configuration
637 * added "musicinfo.conf" for menu and level music configuration
640 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
641 (that only showed up on Linux, but not on Windows systems)
644 * fixed turning movement of butterflies and fireflies (no frame reset)
645 * enhanced sniksnak turning movement (two steps instead of only one)
648 * version number set to 3.0.8
651 * version 3.0.7 released
654 * fixed reset of player animation frame when, for example,
655 walking, digging or collecting share the same animation
656 * fixed CE with "deadly when touching" exploding when touching amoeba
659 * fixed tape recording when player is created from CE element change
662 * introduced "turning..." action graphic for elements with move delay
663 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
664 * added turning animations for bug, spaceship and sniksnak
667 * prevent "extended" changed elements from delay change in same frame
670 * fixed bug when pushing element that can move away to the side
671 (like pushing falling elements, but now with moving elements)
674 * finally fixed serious bug in code for delayed element pushing (again)
677 * unavailable setup options now marked as "n/a" instead of "off"
678 * new boolean directive "latest_engine" for "levelinfo.conf": when set
679 to "true", levels are always played with the latest game engine,
680 which is desired for levels that are imported from other games; all
681 other levels are played with the engine version stored in level file
682 (which is normally the engine version the level was created with)
685 * fixed serious bug in code for delayed element pushing
686 * fixed little bug in animation frame selection for pushed elements
687 * speed-up of reading config file for verbose output
690 * added configuration option for opening and closing Supaplex exit
691 * added configuration option for moving up/down animation for Murphy
692 * fixed incorrectly displayed animation for attacking dragon
693 * fixed bug with not setting initial gravity for each new game
694 * fixed bug with teleportation of player by custom element change
695 * fixed bug with player not getting smashed by rock sometimes
698 * version number set to 3.0.7
701 * version 3.0.6 released
704 * added support for MP3 music for SDL version through SMPEG library
707 * fixed bug when initializing font graphic structure
708 * fixed bug with animation mode "pingpong" when using only 1 frame
709 * fixed bug with extended change target introduced in 3.0.5
710 * fixed bug where passing over moving element doubles player speed
711 * fixed bug with elements continuing to move into push direction
712 * fixed bug with duplicated player when dropping bomb with shield on
713 * added "switching" event for custom elements ("pressing" only once)
714 * fixed switching bug (resetting flag when not switching but not idle)
717 * fixed element tokens for certain file elements with ".active" etc.
720 * version number set to 3.0.6
723 * version 3.0.5 released
726 * now four envelope elements available
727 * font, background, animation and sound for envelope now configurable
728 * main menu doors opening/closing animation type now configurable
731 * active/inactive sides configurable for custom element changes
732 * new movement type "move when pushed" available for custom elements
735 * fixed bug in multiple config pages loader code that caused crashes
738 * enhanced (remaining low-resolution) Supaplex graphics
741 * version number set to 3.0.5
744 * version 3.0.4 released
746 2003-09-12 src/tools.c
747 * fixed bug in custom definition of crumbled element graphics
749 2003-09-11 src/files.c
750 * fixed bug in multiple config pages code that caused crashes
753 * version number set to 3.0.4
756 * version 3.0.3 released
759 * added music to Supaplex classic level set
761 2003-09-07 src/libgame/misc.c
762 * added support for loading various music formats through SDL_mixer
764 2003-09-06 (various source files)
765 * fixed several nasty bugs that may have caused crashes on some systems
766 * added envelope content which gets displayed when collecting envelope
767 * added multiple change event pages for custom elements
769 2003-08-24 src/game.c
770 * fixed problem with player animation when snapping and moving
772 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
773 * fixed problem with flickering when drawing toon animations
775 2003-08-23 src/libgame/sdl.c
776 * fixed problem with setting mouse cursor in SDL version in fullscreen
778 2003-08-23 src/game.c
779 * fixed bug (missing array boundary check) which could crash the game
782 * version number set to 3.0.3
785 * version 3.0.2 released
787 2003-08-21 src/game.c
788 * fixed bug with creating inaccessible elements at player position
790 2003-08-20 src/init.c
791 * fixed bug with not finding current level artwork directory
793 2003-08-20 src/files.c
794 * fixed bug with choosing wrong engine version when playing tapes
795 * fixed bug with messing up custom element properties in 3.0.0 levels
798 * version number set to 3.0.2
801 * version 3.0.1 released
803 2003-08-17 (no source files affected)
804 * changed all "classic" PCX image files with 16 colors or less to
805 256 color (8 bit) storage format, because the Allegro game library
806 cannot handle PCX files with less than 256 colors (contributed
807 graphics are not affected and might look wrong in the DOS version)
809 2003-08-16 src/init.c
810 * fixed bug which (for example) crashed the level editor when defining
811 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
812 (only set to default) -- invalid graphics now set to default graphic
814 2003-08-16 src/init.c
815 * fixed graphical bug of player digging/collecting/snapping element
816 when no corresponding graphic/animation is defined for this action,
817 resulting in player being drawn as EL_EMPTY (which should only be
818 done to elements being collected, but not to the player)
820 2003-08-16 src/game.c
821 * fixed small graphical bug of player not totally moving into exit
823 2003-08-16 src/libgame/setup.c
824 * fixed bug with wrong MS-DOS 8.3 filename conversion
826 2003-08-16 src/tools.c
827 * fixed bug with invisible mouse cursor when pressing ESC while playing
829 2003-08-16 (various source files)
830 * added another 128 custom elements (disabled in editor by default)
832 2003-08-16 src/editor.c
833 * fixed NULL string bug causing Solaris to crash in sprintf()
835 2003-08-16 src/screen.c
836 * fixed drawing over scrollbar on level selection with custom fonts
838 2003-08-15 src/game.c
839 * cleanup of simple sounds / loop sounds / music settings
841 2003-08-08 (various source files)
842 * added custom element property for dropping collected elements
844 2003-08-08 src/conf_gfx.c
845 * fixed bug with missing graphic for active red disk bomb
847 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
848 * extended variable "level.gravity" to "level.initial_gravity" and
849 "game.current_gravity" to prevent level setting from being changed
850 by playing the level (keeping the runtime value after playing)
852 * fixed graphics bug when digging element that has 'crumbled' graphic
853 definition, but not 'diggable' graphic definition
856 * version number set to 3.0.1
859 * version 3.0.0 released
862 * various bug fixes; among others:
863 - fixed bug with pushing spring over empty space
864 - fixed bug with leaving tube while placing dynamite
865 - fixed bug with explosion of smashed penguins
866 - allow Murphy player graphic in levels with non-Supaplex elements
870 * I have forgotten to document changes for some time
873 * pre-release version 2.2.0rc1 released
876 * version number set to 2.1.2
879 * version 2.1.1 released
882 * version number set to 2.1.1
885 * version 2.1.0 released
888 * version number set to 2.1.0
890 2002-04-03 to 2002-05-19 (various source files)
891 * graphics, sounds and music now fully configurable
892 * bug fixed that prevented walking through tubes when gravity on
894 2002-04-02 src/events.c, src/editor.c
895 * Make Escape key less aggressive when playing or when editing level.
896 This can be configured as an option in the setup menu. (Default is
897 "less aggressive" which means "ask user if something can be lost"
898 when pressing the Escape key.)
900 2002-04-02 src/screen.c
901 * Added "graphics setup" screen.
903 2002-04-01 src/screen.c
904 * Changed "choose level" setup screen stuff to be more generic (to
905 make it easier to add more "choose from generic tree" setup screens).
907 2002-04-01 src/config.c, src/timestamp.h
908 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
909 automatically gets created by "src/Makefile" and contains an actual
910 compile-time timestamp to identify development versions of the game).
912 2002-03-31 src/tape.c, src/events.c
913 * Added quick game/tape save/load functions to tape stuff which can be
914 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
915 loads previously recorded tape and directly goes into recording mode
916 from the end of the tape (therefore appending to the tape).
918 2002-03-31 src/tape.c
919 * Added "index mark" function to tape recorder. When playing or
920 recording, "eject" button changes to "index" button. Setting index
921 mark is not yet implemented, but pressing index button when playing
922 allows very quick advancing to end of tape (when normal playing),
923 very fast forward mode (when playing with normal fast forward) or
924 very fast reaching of "pause before end of tape" (when playing with
925 "pause before end" playing mode).
927 2002-03-30 src/cartoons.c
928 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
930 2002-03-29 src/screen.c
931 * Changed setup screen stuff to be more generic (to make it easier
932 to add more setup screens).
934 2002-03-23 src/main.c, src/main.h
935 * Various changes due to the introduction of the new libgame files
936 "setup.c" and "joystick.c".
938 2002-03-23 src/files.c
939 * Generic parts of "src/files.c" (mainly setup and level directory
940 stuff) moved to new libgame file "src/libgame/setup.c".
942 2002-03-23 src/joystick.c
943 * File "src/joystick.c" moved to libgame source tree, with
944 correspondig changes.
946 2002-03-22 src/screens.c
947 * "HandleChooseLevel()": Another bug in level series navigation fixed.
948 (Wrong level series information displayed when entering main group.)
950 2002-03-22 src/editor.c
951 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
953 2002-03-22 src/editor.c
954 * Changed behaviour of "Escape" key in level editor to be more
955 intuitive: When in "Element Properties" or "Level Info" mode,
956 return to "Drawing Mode" instead of leaving the level editor.
958 2002-03-21 src/game.c, src/editor.c, src/files.c
959 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
960 gems (emeralds, diamonds, ...) slipping down from normal wall,
961 steel wall and growing wall (as in E.M.C. style levels). Although
962 the behaviour of contributed and private levels wasn't changed (due
963 to the use of "level.game_version"; see previous entry), editing
964 those levels will (of course) change the behaviour accordingly.
966 This change seems a bit too hard after thinking about it, because
967 the EM style behaviour is not the "expected" behaviour (gems would
968 normally only slip down from "rounded" walls). Therefore this was
969 now changed to an element property for gem style elements, with the
970 default setting "off" (which means: no special EM style behaviour).
971 To fix older converted levels, this flag is set to "on" for pre-2.0
972 levels that are neither contributed nor private levels.
974 2002-03-20 src/files.h
975 * Corrected settings for "level.game_version" depending of level type.
976 (Contributed and private levels always get played with game engine
977 version they were created with, while converted levels always get
978 played with the most recent version of the game engine, to let new
979 corrections of the emulation behaviour take effect.)
981 2002-03-20 src/main.h
982 * Added "#include <time.h>". This seems to be needed by "tape.c" for
983 compiling the SDL version on some systems.
984 Thanks to the several people who pointed this out.
987 * Version number set to 2.0.2.
990 * Version 2.0.1 released.
992 2002-03-18 src/screens.c
993 * "HandleChooseLevel()": Small bug in level series navigation fixed.
995 2002-03-18 src/files.c [src/libgame/misc.c]
996 * Moved some common functions from src/files.c to src/libgame/misc.c.
998 2002-03-18 src/files.c [src/libgame/misc.c]
999 * Changed permissions for new directories and saved files (especially
1000 score files) according to suggestions of Debian users and mantainers.
1001 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1003 2002-03-17 src/files.c
1004 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1005 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1006 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1007 for levels and "TAPE" for tapes). Old "cookie" style format is
1008 still supported for reading. New level and tape files are written
1011 * New IFF chunk "VERS" contains version numbers for file and game
1012 (where "game version" is the version of the program that wrote the
1013 file, and "file version" is a version number to distinguish files
1014 with different format, for example after adding new features).
1016 2002-03-15 src/screen.c
1017 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1018 (Before, you heard a mixture of the in-game music and the
1019 hall-of-fame music.)
1021 2002-03-14 src/events.c
1022 * Function "DumpTape()" (files.c) now available by pressing 't' from
1023 main menu (when in DEBUG mode).
1025 2002-03-14 src/game.c
1026 * "GameWon()": When game was won playing a tape, now there is no delay
1027 raising the score and no corresponding sound is played.
1029 2002-03-14 src/files.c
1030 * Changed "LoadTape()" for real chunk support and also adjusted
1031 "SaveTape()" accordingly.
1033 2002-03-14 src/game.c, src/tape.c, src/files.c
1034 * Important changes to tape format: The old tape format stored all
1035 actions with a real effect with a corresponding delay between the
1036 stored actions. This had some major disadvantages (for example,
1037 push delays had to be ignored, pressing a button for some seconds
1038 mutated to several single button presses because of the non-action
1039 delays between two action frames etc.). The new tape format just
1040 stupidly records all device actions and replays them later. I really
1041 don't know why I haven't solved it that way before?! Old-style tapes
1042 (with tape file version less than 2.0) get converted to the new
1043 format on-the-fly when loading and can therefore still be played;
1044 only some minor parts of the old-style tape handling code was needed.
1045 (A perfect conversion is not possible, because there is information
1046 missing about the device actions between two action frames.)
1048 2002-03-14 src/files.c
1049 * New function "DumpTape()" to dump the contents of the current tape
1050 in a human readable format.
1052 2002-03-14 src/game.c
1053 * Small tape bug fixed: When automatically advancing to next level
1054 after a game was won, the tape from the previous level still was
1055 loaded as a tape for the new level.
1057 2002-03-14 src/tape.c
1058 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1059 tape, cartoons did not get completely removed because
1060 StopAnimation() was not called.
1062 2002-03-13 src/files.c
1063 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1064 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1065 size even when using 16-bit elements). Added new chunk "CNT2" for
1066 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1067 chunk even when content was 16-bit element). "CNT2" should now be
1068 able to store content for arbitrary elements (up to eight blocks of
1069 3 x 3 element arrays). All "CNT2" elements will always be stored as
1070 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1072 2002-03-13 src/files.c
1073 * Changed "LoadLevel()" for real chunk support.
1075 2002-03-12 src/game.c
1076 * Fixed problem (introduced after 2.0.0 release) with penguins
1077 not getting killed by enemies
1079 2002-02-24 src/game.c, src/main.h
1080 * Added "player->is_moving"; now "player->last_move_dir" does
1081 not contain any information if the player is just moving at
1083 Before, "player->last_move_dir" was misused for this purpose
1084 for the robot stuff (robots don't kill players when they are
1085 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1086 broke tapes when walking through pipes!
1087 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1088 in a continuous movement. This fact is ignored for friends and