2 * added option "use artwork from element" for custom player artwork
3 * added option "use explosion from element" for player explosions
6 * added cascaded element lists in the level editor
7 * added possibility for multiple CE changes per frame (experimental)
10 * uploaded pre-release (test) version 3.2.0-5 binary and source code
13 * changed "score for each 10 seconds/steps left" to "1 second/step"
14 * added own score for collecting "extra time" instead of sharing it
15 * added change events "switched by player" and "player switches <e>"
16 * added change events "snapped by player" and "player snaps <e>"
17 * added "set player artwork: <element choice>" to CE action options
18 * added change event "move of <element>"
21 * added "set player shield: off / normal / deadly" to CE action options
22 * added new player option "use level start element" in level editor
23 to set the correct focus at level start to elements from which the
24 player is created later (this did not work before for cascaded CE
25 changes resulting in creation of the player; it is now also possible
26 to create the player from a yam yam which is smashed at level start)
29 * added "set player speed: frozen (not moving)" to CE action options
30 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
33 * added new player option "block snap field" (enabled by default) to
34 make it possible to show a snapping animation like in Emerald Mine
37 * added dynamic selectboxes to custom element action settings in editor
38 * added "CE value" counter for custom elements (instead of "CE count")
39 * added option to use the last "CE value" after custom element change
40 * added option to use the "CE value" of other elements in CE actions
41 * fixed odd behaviour when pressing time orb in levels w/o time limit
42 * added checkbox "use time orb bug" for older levels that use this bug
45 * added missing configuration settings for the following elements:
46 - EL_TIMEGATE_SWITCH (time of open time gate)
47 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
48 - EL_SHIELD_NORMAL (time of shield duration)
49 - EL_SHIELD_DEADLY (time of shield duration)
50 - EL_EXTRA_TIME (time added to level time)
51 - EL_TIME_ORB_FULL (time added to level time)
54 * added "wind direction" as a movement pattern for custom elements
55 * added initial wind direction for balloon / custom elements to editor
56 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
59 * added parameters for "game of life" and "biomaze" elements to editor
62 * added level file chunk "CONF" for generic level and element settings
65 * uploaded pre-release (test) version 3.2.0-4 binary and source code
68 * skip empty level sets (with "levels: 0"; may be artwork base sets)
69 * added sound action ".page[1]" to ".page[32]" for each CE change page
72 * added image config suffix ".clone_from" to copy whole image settings
73 * fixed bug with invalid ("undefined") CE settings in old level files
76 * fixed graphical bug with smashing elements falling faster than player
79 * fixed major bug which prevented private levels from being edited
80 * fixed bug with precedence of general and special font definitions
83 * fixed graphical bug with player animation when player moves slowly
86 * uploaded pre-release (test) version 3.2.0-3 binary and source code
89 * fixed bug which prevented "global.num_toons: 0" from working
92 * major code cleanup (removed all these annoying "#if 0" blocks)
95 * added custom element actions for CE change page in level editor
98 * fixed music initialization bug in init.c (thanks to David Binderman)
99 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
100 (this bug must probably be fixed at other places, too)
103 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
104 (should be '#include <SDL.h>' instead)
107 * fixed bug which prevented "walkable from no direction" from working
108 (due to compatibility code overwriting this setting after loading)
111 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
114 * version number temporarily set to 3.1.1 (intermediate bugfix release)
115 * version 3.1.1 released
118 * changed some va_arg() arguments from 'long' to 'int', fixing problems
119 on 64-bit architecture systems with LP64 data model
122 * fixed bug with bombs not exploding when hitting the last level line
123 (introduced after the release of 3.1.0)
126 * added support for dumping small-sized level sketches from editor
129 * added recognition of "trigger element" for "change digged element to"
130 (this is not really what the "trigger element" was made for, but its
131 use may seem obvious for leaving back digged elements unchanged)
134 * fixed multiple warnings about failed joystick device initialization
137 * fixed bug with dynamite dropped on top of just dropped custom element
138 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
139 dynamite can still be dropped, but drop key must be released before
142 * fixed bug with wrong start directory when started from file browser
143 (due to this bug, R'n'D could not be started from KDE's Konqueror)
146 * fixed bug causing "change when impact" on player not working
147 * fixed wrong priority of "hitting something" over "hitting <element>"
148 * fixed wrong priority of "hit by something" over "hit by <element>"
151 * fixed graphical bug which caused the player (being Murphy) to show
152 collecting animations although the element was collected by penguin
155 * fixed two bugs causing wrong door background graphics in system.c
156 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
159 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
160 * added "no direction" to "walkable/passable from" selectbox options
163 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
164 * in tape autoplay, not only report broken, but also missing tapes
167 * uploaded pre-release (test) version 3.2.0-2 binary and source code
170 * fixed small bug with "linear" animation not working for active lamp
173 * fixed bug with moving up despite gravity due to "block last field"
174 * fixed small bug with wrong draw offset when typing name in main menu
175 * when reading user names from "passwd", ignore data after first comma
176 * when creating new "levelinfo.conf", only write some selected entries
179 * fixed displaying "imported from/by" on preview with empty string
180 * fixed ignoring draw offset for fonts used for level preview texts
183 * fixed a delay problem with SDL and too many mouse motion events
184 * added setup option "skip levels" and level skipping functionality
187 * added move speed "not moving" for non-moving CEs, but with direction
190 * fixed mapping of obsolete element token names in "editorsetup.conf"
191 * fixed bug with sound "acid.splashing" treated as a loop sound
192 * fixed some little sound bugs in native EM engine
195 * fixed small bug when dragging scrollbars to end positions
198 * added editor element descriptions written by Aaron Davidson
201 * improved fallback handling when configured artwork is not available
202 (now using default artwork instead of exiting when files not found)
205 * fixed bug on level selection screen when dragging scrollbar
208 * fixed bug which caused broken tapes when appending to EM engine tapes
211 * uploaded pre-release (test) version 3.2.0-1 binary and source code
214 * added code to replace changed artwork config tokens with other tokens
215 (needed for backwards compatibility, so that older tokens still work)
218 * added native R'n'D graphics for some new EMC elements in EM engine
221 * fixed some bugs in the EM engine integration code
222 * changed EM engine code to allow diagonal movement
223 * changed EM engine code to allow use of separate snap and drop keys
226 * fixed some redraw bugs when using EM engine
229 * fixed bug with not converting RND levels which are set to use native
230 engine to native level structure when loading
233 * uploaded pre-release (test) version 3.2.0-0 binary and source code
236 * version number set to 3.2.0
239 * level data now reset to defaults after attempt to load invalid file
242 * added use of "editorsetup.conf" for different level sets
245 * added auto-detection for various types of Emerald Mine level files
248 * fixed bug with scrollbars getting too small when list is very large
251 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
254 * added most level editor configuration gadgets for new EMC elements
257 * added more element and graphic definitions for new EMC elements
260 * modified native EM engine to use integrated R'n'D sound system
263 * added SDL support to graphics functions in native EM engine
264 (by always using generic libgame interface functions)
267 * fixed bug in frame synchronization in native EM engine
270 * added code to convert levels between R'n'D and native EM engine
273 * new Emerald Mine engine can now play levels selected in main menu
276 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
277 (which creates scaled down graphics for level editor and preview);
278 there's still a memory leak somewhere in the artwork handling code
279 * added "scale image up" functionality to X11 version of zoom function
282 * first attempts to integrate new, native Emerald Mine Club engine
285 * fixed bug in gadget code which caused reset of CEs in level editor
286 (example: pressing 'b' [grab brush] on CE config page erased values)
287 (solution: check if gadgets in ClickOnGadget() are really mapped)
288 * improved level change detection in editor (settings now also checked)
289 * fixed bug with "can move into acid" and "don't collide with" state
292 * fixed maze runner style CEs to use the configured move delay value
295 * added Aaron Davidson's tutorial level set to the "Tutorials" section
298 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
299 * fixed the above fix because it broke level set "machine" (*sigh*)
300 * fixed random element placement in level editor to work as expected
301 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
304 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
307 * fixed bug (missing array boundary check) which caused broken tapes
308 * fixed bug (when loading level template) which caused broken levels
309 * fixed bug with new block last field code when using non-yellow player
312 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
313 * internal change of how the player blocks the last field when moving
314 * fixed blocking delay of last field for EM and SP style block delay
315 * fixed bug where the player had to wait for the usual move delay after
316 unsuccessfully trying to move, when he directly could move after that
317 * the last two changes should make original Supaplex level 93 solvable
318 * improved use of random number generator to make it less predictable
319 * fixed behaviour of slippery SP elements to let slip left, then right
322 * fixed bug with wrong door state after trying to quickload empty tape
323 * fixed waste of static memory usage of the binary, making it smaller
324 * fixed very little graphical bug in Supaplex explosion
327 * version number set to 3.1.1
330 * version 3.1.0 released
333 * fixed bug with crash when writing user levelinfo.conf the first time
336 * added option "convert LEVELDIR [NR]" to command line batch commands
337 * re-converted Supaplex levels to apply latest engine fixes
338 * changed "use graphic/sound of element" to "use graphic of element"
339 due to compatibility problems with some levels ("bug machine" etc.)
342 * fixed bug with CE change replacing player with same or other player
345 * fixed bug with opaque font in envelope with background graphic when
346 background graphic is not transparent itself
349 * added "gravity on" and "gravity off" ports for Supaplex compatibility
350 * corrected original Supaplex level loading code to use these new ports
351 * also corrected Supaplex loader to auto-count infotrons if set to zero
354 * fixed bug with missing initialization of "modified" flag for GEs
357 * fixed bug that caused endless recursion loop when relocating player
358 * fixed tape recorder bug in "step mode" when using "pause before end"
359 * fixed tape recorder bug when changing from "warp forward" mode
362 * fixed bug with "when touching" for pushed elements at last position
365 * fixed bug that caused two activated toolbox buttons in level editor
366 * fixed bug with exploding dynabomb under player due to other explosion
369 * fixed bug with creating walkable custom element under player (again)
370 * fixed bug with not copying explosion type when copying CEs in editor
371 * fixed graphical bug when drawing player in setup menu (input devices)
372 * fixed graphical bug when the player is pushing an accessible element
373 * fixed bug with classic switchable elements triggering CE changes
374 * fixed bug with entering/leaving walkable element in RelocatePlayer()
375 * fixed crash bug when CE leaves behind the trigger player element
378 * fixed bug with broken tubes after placing/exploding dynamite in them
379 * fixed bug with exploding dynamite under player due to other explosion
380 * fixed bug with not resetting push delay under certain circumstances
383 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
384 * added network multiplayer code for Windows (thanks to Niko Böhm)
387 * added option "reachable despite gravity" for gravity movement
388 * changed gravity movement of most classic walkable and passable
389 elements back to "not reachable" (for compatibility reasons)
392 * fixed (removed) "indestructible" / "can explode" dependency in editor
393 * fixed (removed) "accessible inside" / "protected" dependency
394 * fixed (removed) "step mode" / "shield time" dependency
397 * fixed dynabombs exploding now into anything diggable
398 * fixed Supaplex style gravity movement into buggy base now impossible
399 * added pressing key "space" as valid action to select menu options
402 * added "replace when walkable" to relocate player to walkable element
403 * added "enter"/"leave" event for elements affected by relocation
404 * fixed "direct"/"indirect" change order also for "when change" event
405 * fixed graphical bug when pushing things from elements walkable inside
408 * fixed graphic bug when player is snapping while moving in old levels
409 * fixed bug when a moving custom element leaves a player element behind
410 * fixed bug with mole not disappearing when moving into acid pool
411 * fixed bug with incomplete path setting when using "--basepath" option
412 * moving CE can now leave walkable elements behind under the player
413 * when relocating, player can be set on walkable element now
414 * fixed another gravity movement bug
417 * uploaded pre-release (test) version 3.1.0-2 binary and source code
420 * added "collectible" and "removable" to extended replacement types
421 (where "removable" replaces "diggable" and "collectible" elements)
422 * added "collectible & throwable" (to throw element to the next field)
423 * fixed bug with CEs digging elements that are just about to explode
424 * changed mouse cursor now always being visible when game is paused
427 * added possibility to push/press accessible elements from a side that
429 * fixed bug with not setting actual date when appending to tape
432 * fixed bug with incorrectly initialized custom element editor graphics
435 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
436 - number of levels corrected from 18 to 17 in "levelinfo.conf"
439 * fixed bug with destroyed robot wheel still attracting robots forever
440 * fixed bug with time gate switch deactivating after robot wheel time
441 (while the time gate itself is not affected by this misbehaviour)
442 * changed behaviour of BD style amoeba to always get blocked by player
443 (before it was different when there were non-BD elements in level)
444 * fixed bug with player destroying indestructable elements with shield
447 * added option to make growing elements grow into anything diggable
448 (for the various amoeba types, biomaze and "game of life")
451 * fixed bug with movable elements not moving after left behind by CEs
452 * changed gravity movement to anything diggable, not only sand/base
453 * optionally allowing passing to walkable element, not only empty space
454 * added option "can pass to walkable element" for players
455 * finally fixed gravity movement (hopefully)
458 * fixed bug with movable elements not moving anymore after falling down
461 * fixed another bug with custom elements digging and leaving elements
462 * fixed bug with "along left/right side" and automatic start direction
463 * trigger elements now also displayed when "more custom" deactivated
464 * fixed bug with clipboard element initialized when loading new level
465 * added option "drop delay" to set delay before dropping next element
468 * uploaded pre-release (test) version 3.1.0-1 binary and source code
471 * added copy and paste functions for custom change pages
472 * enhanced graphical display and functionality of tape recorder
473 * fixed bug with custom elements digging and leaving elements
476 * added move speed faster than "very fast" for custom elements
477 * fixed bug with 3+3 style explosions and missing border content
478 * fixed little bug when copying custom elements in the editor
479 * enhanced custom element changes by more side trigger actions
482 * added option "no scrolling when relocating" for instant teleporting
483 * uploaded pre-release (test) version 3.1.0-0 binary and source code
486 * added trigger element and trigger player to use as target elements
487 * added copy and paste functions for custom and group elements
490 * fixed graphical bug when displaying explosion animations
491 * fixed bug when appending to tapes, resulting in broken tapes
492 * re-recorded a few tapes broken by fixing gravity checking bug
495 * "can move into acid" property now for all elements independently
496 * "can fall into acid" property for player stored in same bitfield now
497 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
498 * version number set to 3.1.0 (finally!)
501 * changed tape recording to only record input, not programmed actions
504 * fixed totally broken (every 8th frame skipped) step-by-step recording
505 * fixed bug with requester not displayed when quick-loading interrupted
506 * added option "can fall into acid (with gravity)" for players
507 * fixed bug with player not falling when snapping down with gravity
510 * fixed bug which messed up key config when using keypad number keys
513 * fixed bug which allowed moving upwards even when gravity was active
514 * fixed bug with missing error handling when dumping levels or tapes
517 * added different colored editor graphics for Supaplex gravity tubes
520 * fixed bug that allowed solvable tapes for unsolvable levels
523 * use unlimited number of droppable elements when "count" set to zero
524 * added option to use step limit instead of time limit for level
527 * added player and change page as trigger for custom element change
530 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
533 * fixed bug with dark yamyam changing to acid when moving over acid
534 * fixed handling of levels with more than 999 seconds level time
535 (example: level 76 of "Denmine")
538 * "spring push bug" reintroduced as configurable element property
539 * fixed bug with missing properties for "mole"
540 * fixed bug that showed up when fixing the above "mole" properties bug
541 * added option "can move into acid" for all movable elements
542 * fixed graphical bug for elements moving into acid
543 * changed event handling to handle all pending events before going on
546 * fixed bug which caused all CE change pages to be ignored which had
547 the same change event, but used a different element side
548 (reported by Simon Forsberg)
550 * fixed bug which caused elements that can move and fall and that are
551 transported by a conveyor belt to continue moving into that direction
552 after leaving the conveyor belt, regardless of their own movement
553 type; only elements which can not move are transported now
554 (reported by Simon Forsberg)
556 * fixed bug which could cause an array overflow in RelocatePlayer()
557 (reported by Niko Böhm)
559 * changed Emerald Mine style "passable / over" elements to "protected"
560 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
562 * added new option to select from which side a "walkable/passable"
563 element can be entered
566 * added explosion and ignition delay for elements that can explode
569 * fixed bug which caused player not being protected against enemies
570 when a CE was "walkable / inside" and was not "indestructible"
571 * added "walkable/passable" fields to be "protected/unprotected"
572 against enemies, even if not accessible "inside" but "over/under"
575 * corrected move pattern to 32 bit and initial move direction to 8 bit
578 * added second custom element base configuration page
581 * added some special EMC mappings to Emerald Mine level loader
582 (also covering previously unknown element in level 0 of "Bondmine 8")
585 * added option to block last field when player is moving (for Supaplex)
586 * adjusted push delay of Supaplex elements
587 * removed delays for envelopes etc. when replaying with maximum speed
588 * fixed bug when dropping element on a field that just changed to empty
591 * fixed bug: infotrons can now smash yellow disks
592 * fixed bug: when gravity active, port above player can now be entered
593 * removed "one white dot" mouse pointer which irritated some people
596 * added "choice type" for group element selection
599 * fixed bug with initial invulnerability of non-yellow player
602 * added level loader for loading native Supaplex packed levels
603 (including multi-part levels like the "splvls99" levels)
606 * fixed bug which allowed creating emeralds by escaping explosions
609 * custom elements can change (limited) or leave (unlimited) elements
610 * finally added multiple matches using group elements
611 * added shortcut to dump brush (type ":DB" in editor) for use in forum
614 * added new start movement type "previous" for continued CE movement
615 * added new start movement type "random" for random CE movement start
618 * added new element "sokoban_field_player" needed for Sokoban levels
619 (thanks to Ed Booker for pointing this out!)
622 * added elements that can be digged or left behind by custom elements
625 * added group elements for multiple matches and random element creation
628 * fixed some graphical errors displayed in old levels
631 * fixed wrong double speed movement after passing closing gates
634 * added level loader for loading native Emerald Mine levels
637 * changes for "shooting" style CE movement
640 * Happy New Year! ;-)
643 * changed default snap/drop keys from left/right Shift to Control keys
646 * fixed bug with dead player getting reanimated from custom element
649 * fixed bug with wrong penguin graphics (when entering exit)
652 * fixed bug with wrong "Murphy" graphics (when digging etc.)
655 * version number set to 3.0.9
658 * version 3.0.8 released
661 * added function checked_free()
664 * fixed bug with double nut cracking sound
665 (by eliminating "default element action sound" assignment in init.c)
668 * fixed crash when no music info files are available
671 * fixed boring and sleeping sounds
674 * added "maze runner" and "maze hunter" movement types
675 * added extended collision conditions for custom elements
678 * added warnings for undefined token values in artwork config files
681 * added menu entry for level set information to the info screen
684 * fixed bug with wrong default impact sound for colored emeralds
687 * added several sub-screens for the info screen
688 * menu text now also clickable (not only blue/red sphere left of it)
691 * added configurable "bored" and "sleeping" animations for the player
692 * added "awakening" sound for player when waking up after sleeping
695 * added "copy" and "exchange" functions for custom elements to editor
698 * added configurable element animations for info screen
701 * added configurable music credits for info screen
704 * finally fixed tape recording when player is created from CE change
707 * added "editorsetup.conf" for editor element list configuration
710 * added "musicinfo.conf" for menu and level music configuration
713 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
714 (that only showed up on Linux, but not on Windows systems)
717 * fixed turning movement of butterflies and fireflies (no frame reset)
718 * enhanced sniksnak turning movement (two steps instead of only one)
721 * version number set to 3.0.8
724 * version 3.0.7 released
727 * fixed reset of player animation frame when, for example,
728 walking, digging or collecting share the same animation
729 * fixed CE with "deadly when touching" exploding when touching amoeba
732 * fixed tape recording when player is created from CE element change
735 * introduced "turning..." action graphic for elements with move delay
736 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
737 * added turning animations for bug, spaceship and sniksnak
740 * prevent "extended" changed elements from delay change in same frame
743 * fixed bug when pushing element that can move away to the side
744 (like pushing falling elements, but now with moving elements)
747 * finally fixed serious bug in code for delayed element pushing (again)
750 * unavailable setup options now marked as "n/a" instead of "off"
751 * new boolean directive "latest_engine" for "levelinfo.conf": when set
752 to "true", levels are always played with the latest game engine,
753 which is desired for levels that are imported from other games; all
754 other levels are played with the engine version stored in level file
755 (which is normally the engine version the level was created with)
758 * fixed serious bug in code for delayed element pushing
759 * fixed little bug in animation frame selection for pushed elements
760 * speed-up of reading config file for verbose output
763 * added configuration option for opening and closing Supaplex exit
764 * added configuration option for moving up/down animation for Murphy
765 * fixed incorrectly displayed animation for attacking dragon
766 * fixed bug with not setting initial gravity for each new game
767 * fixed bug with teleportation of player by custom element change
768 * fixed bug with player not getting smashed by rock sometimes
771 * version number set to 3.0.7
774 * version 3.0.6 released
777 * added support for MP3 music for SDL version through SMPEG library
780 * fixed bug when initializing font graphic structure
781 * fixed bug with animation mode "pingpong" when using only 1 frame
782 * fixed bug with extended change target introduced in 3.0.5
783 * fixed bug where passing over moving element doubles player speed
784 * fixed bug with elements continuing to move into push direction
785 * fixed bug with duplicated player when dropping bomb with shield on
786 * added "switching" event for custom elements ("pressing" only once)
787 * fixed switching bug (resetting flag when not switching but not idle)
790 * fixed element tokens for certain file elements with ".active" etc.
793 * version number set to 3.0.6
796 * version 3.0.5 released
799 * now four envelope elements available
800 * font, background, animation and sound for envelope now configurable
801 * main menu doors opening/closing animation type now configurable
804 * active/inactive sides configurable for custom element changes
805 * new movement type "move when pushed" available for custom elements
808 * fixed bug in multiple config pages loader code that caused crashes
811 * enhanced (remaining low-resolution) Supaplex graphics
814 * version number set to 3.0.5
817 * version 3.0.4 released
819 2003-09-12 src/tools.c
820 * fixed bug in custom definition of crumbled element graphics
822 2003-09-11 src/files.c
823 * fixed bug in multiple config pages code that caused crashes
826 * version number set to 3.0.4
829 * version 3.0.3 released
832 * added music to Supaplex classic level set
834 2003-09-07 src/libgame/misc.c
835 * added support for loading various music formats through SDL_mixer
837 2003-09-06 (various source files)
838 * fixed several nasty bugs that may have caused crashes on some systems
839 * added envelope content which gets displayed when collecting envelope
840 * added multiple change event pages for custom elements
842 2003-08-24 src/game.c
843 * fixed problem with player animation when snapping and moving
845 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
846 * fixed problem with flickering when drawing toon animations
848 2003-08-23 src/libgame/sdl.c
849 * fixed problem with setting mouse cursor in SDL version in fullscreen
851 2003-08-23 src/game.c
852 * fixed bug (missing array boundary check) which could crash the game
855 * version number set to 3.0.3
858 * version 3.0.2 released
860 2003-08-21 src/game.c
861 * fixed bug with creating inaccessible elements at player position
863 2003-08-20 src/init.c
864 * fixed bug with not finding current level artwork directory
866 2003-08-20 src/files.c
867 * fixed bug with choosing wrong engine version when playing tapes
868 * fixed bug with messing up custom element properties in 3.0.0 levels
871 * version number set to 3.0.2
874 * version 3.0.1 released
876 2003-08-17 (no source files affected)
877 * changed all "classic" PCX image files with 16 colors or less to
878 256 color (8 bit) storage format, because the Allegro game library
879 cannot handle PCX files with less than 256 colors (contributed
880 graphics are not affected and might look wrong in the DOS version)
882 2003-08-16 src/init.c
883 * fixed bug which (for example) crashed the level editor when defining
884 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
885 (only set to default) -- invalid graphics now set to default graphic
887 2003-08-16 src/init.c
888 * fixed graphical bug of player digging/collecting/snapping element
889 when no corresponding graphic/animation is defined for this action,
890 resulting in player being drawn as EL_EMPTY (which should only be
891 done to elements being collected, but not to the player)
893 2003-08-16 src/game.c
894 * fixed small graphical bug of player not totally moving into exit
896 2003-08-16 src/libgame/setup.c
897 * fixed bug with wrong MS-DOS 8.3 filename conversion
899 2003-08-16 src/tools.c
900 * fixed bug with invisible mouse cursor when pressing ESC while playing
902 2003-08-16 (various source files)
903 * added another 128 custom elements (disabled in editor by default)
905 2003-08-16 src/editor.c
906 * fixed NULL string bug causing Solaris to crash in sprintf()
908 2003-08-16 src/screen.c
909 * fixed drawing over scrollbar on level selection with custom fonts
911 2003-08-15 src/game.c
912 * cleanup of simple sounds / loop sounds / music settings
914 2003-08-08 (various source files)
915 * added custom element property for dropping collected elements
917 2003-08-08 src/conf_gfx.c
918 * fixed bug with missing graphic for active red disk bomb
920 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
921 * extended variable "level.gravity" to "level.initial_gravity" and
922 "game.current_gravity" to prevent level setting from being changed
923 by playing the level (keeping the runtime value after playing)
925 * fixed graphics bug when digging element that has 'crumbled' graphic
926 definition, but not 'diggable' graphic definition
929 * version number set to 3.0.1
932 * version 3.0.0 released
935 * various bug fixes; among others:
936 - fixed bug with pushing spring over empty space
937 - fixed bug with leaving tube while placing dynamite
938 - fixed bug with explosion of smashed penguins
939 - allow Murphy player graphic in levels with non-Supaplex elements
943 * I have forgotten to document changes for some time
946 * pre-release version 2.2.0rc1 released
949 * version number set to 2.1.2
952 * version 2.1.1 released
955 * version number set to 2.1.1
958 * version 2.1.0 released
961 * version number set to 2.1.0
963 2002-04-03 to 2002-05-19 (various source files)
964 * graphics, sounds and music now fully configurable
965 * bug fixed that prevented walking through tubes when gravity on
967 2002-04-02 src/events.c, src/editor.c
968 * Make Escape key less aggressive when playing or when editing level.
969 This can be configured as an option in the setup menu. (Default is
970 "less aggressive" which means "ask user if something can be lost"
971 when pressing the Escape key.)
973 2002-04-02 src/screen.c
974 * Added "graphics setup" screen.
976 2002-04-01 src/screen.c
977 * Changed "choose level" setup screen stuff to be more generic (to
978 make it easier to add more "choose from generic tree" setup screens).
980 2002-04-01 src/config.c, src/timestamp.h
981 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
982 automatically gets created by "src/Makefile" and contains an actual
983 compile-time timestamp to identify development versions of the game).
985 2002-03-31 src/tape.c, src/events.c
986 * Added quick game/tape save/load functions to tape stuff which can be
987 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
988 loads previously recorded tape and directly goes into recording mode
989 from the end of the tape (therefore appending to the tape).
991 2002-03-31 src/tape.c
992 * Added "index mark" function to tape recorder. When playing or
993 recording, "eject" button changes to "index" button. Setting index
994 mark is not yet implemented, but pressing index button when playing
995 allows very quick advancing to end of tape (when normal playing),
996 very fast forward mode (when playing with normal fast forward) or
997 very fast reaching of "pause before end of tape" (when playing with
998 "pause before end" playing mode).
1000 2002-03-30 src/cartoons.c
1001 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1003 2002-03-29 src/screen.c
1004 * Changed setup screen stuff to be more generic (to make it easier
1005 to add more setup screens).
1007 2002-03-23 src/main.c, src/main.h
1008 * Various changes due to the introduction of the new libgame files
1009 "setup.c" and "joystick.c".
1011 2002-03-23 src/files.c
1012 * Generic parts of "src/files.c" (mainly setup and level directory
1013 stuff) moved to new libgame file "src/libgame/setup.c".
1015 2002-03-23 src/joystick.c
1016 * File "src/joystick.c" moved to libgame source tree, with
1017 correspondig changes.
1019 2002-03-22 src/screens.c
1020 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1021 (Wrong level series information displayed when entering main group.)
1023 2002-03-22 src/editor.c
1024 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1026 2002-03-22 src/editor.c
1027 * Changed behaviour of "Escape" key in level editor to be more
1028 intuitive: When in "Element Properties" or "Level Info" mode,
1029 return to "Drawing Mode" instead of leaving the level editor.
1031 2002-03-21 src/game.c, src/editor.c, src/files.c
1032 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1033 gems (emeralds, diamonds, ...) slipping down from normal wall,
1034 steel wall and growing wall (as in E.M.C. style levels). Although
1035 the behaviour of contributed and private levels wasn't changed (due
1036 to the use of "level.game_version"; see previous entry), editing
1037 those levels will (of course) change the behaviour accordingly.
1039 This change seems a bit too hard after thinking about it, because
1040 the EM style behaviour is not the "expected" behaviour (gems would
1041 normally only slip down from "rounded" walls). Therefore this was
1042 now changed to an element property for gem style elements, with the
1043 default setting "off" (which means: no special EM style behaviour).
1044 To fix older converted levels, this flag is set to "on" for pre-2.0
1045 levels that are neither contributed nor private levels.
1047 2002-03-20 src/files.h
1048 * Corrected settings for "level.game_version" depending of level type.
1049 (Contributed and private levels always get played with game engine
1050 version they were created with, while converted levels always get
1051 played with the most recent version of the game engine, to let new
1052 corrections of the emulation behaviour take effect.)
1054 2002-03-20 src/main.h
1055 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1056 compiling the SDL version on some systems.
1057 Thanks to the several people who pointed this out.
1060 * Version number set to 2.0.2.
1063 * Version 2.0.1 released.
1065 2002-03-18 src/screens.c
1066 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1068 2002-03-18 src/files.c [src/libgame/misc.c]
1069 * Moved some common functions from src/files.c to src/libgame/misc.c.
1071 2002-03-18 src/files.c [src/libgame/misc.c]
1072 * Changed permissions for new directories and saved files (especially
1073 score files) according to suggestions of Debian users and mantainers.
1074 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1076 2002-03-17 src/files.c
1077 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1078 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1079 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1080 for levels and "TAPE" for tapes). Old "cookie" style format is
1081 still supported for reading. New level and tape files are written
1084 * New IFF chunk "VERS" contains version numbers for file and game
1085 (where "game version" is the version of the program that wrote the
1086 file, and "file version" is a version number to distinguish files
1087 with different format, for example after adding new features).
1089 2002-03-15 src/screen.c
1090 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1091 (Before, you heard a mixture of the in-game music and the
1092 hall-of-fame music.)
1094 2002-03-14 src/events.c
1095 * Function "DumpTape()" (files.c) now available by pressing 't' from
1096 main menu (when in DEBUG mode).
1098 2002-03-14 src/game.c
1099 * "GameWon()": When game was won playing a tape, now there is no delay
1100 raising the score and no corresponding sound is played.
1102 2002-03-14 src/files.c
1103 * Changed "LoadTape()" for real chunk support and also adjusted
1104 "SaveTape()" accordingly.
1106 2002-03-14 src/game.c, src/tape.c, src/files.c
1107 * Important changes to tape format: The old tape format stored all
1108 actions with a real effect with a corresponding delay between the
1109 stored actions. This had some major disadvantages (for example,
1110 push delays had to be ignored, pressing a button for some seconds
1111 mutated to several single button presses because of the non-action
1112 delays between two action frames etc.). The new tape format just
1113 stupidly records all device actions and replays them later. I really
1114 don't know why I haven't solved it that way before?! Old-style tapes
1115 (with tape file version less than 2.0) get converted to the new
1116 format on-the-fly when loading and can therefore still be played;
1117 only some minor parts of the old-style tape handling code was needed.
1118 (A perfect conversion is not possible, because there is information
1119 missing about the device actions between two action frames.)
1121 2002-03-14 src/files.c
1122 * New function "DumpTape()" to dump the contents of the current tape
1123 in a human readable format.
1125 2002-03-14 src/game.c
1126 * Small tape bug fixed: When automatically advancing to next level
1127 after a game was won, the tape from the previous level still was
1128 loaded as a tape for the new level.
1130 2002-03-14 src/tape.c
1131 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1132 tape, cartoons did not get completely removed because
1133 StopAnimation() was not called.
1135 2002-03-13 src/files.c
1136 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1137 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1138 size even when using 16-bit elements). Added new chunk "CNT2" for
1139 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1140 chunk even when content was 16-bit element). "CNT2" should now be
1141 able to store content for arbitrary elements (up to eight blocks of
1142 3 x 3 element arrays). All "CNT2" elements will always be stored as
1143 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1145 2002-03-13 src/files.c
1146 * Changed "LoadLevel()" for real chunk support.
1148 2002-03-12 src/game.c
1149 * Fixed problem (introduced after 2.0.0 release) with penguins
1150 not getting killed by enemies
1152 2002-02-24 src/game.c, src/main.h
1153 * Added "player->is_moving"; now "player->last_move_dir" does
1154 not contain any information if the player is just moving at
1156 Before, "player->last_move_dir" was misused for this purpose
1157 for the robot stuff (robots don't kill players when they are
1158 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1159 broke tapes when walking through pipes!
1160 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1161 in a continuous movement. This fact is ignored for friends and