2 * added android (can clone elements) from EMC engine to R'n'D engine
5 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
8 * added selectbox for initial player speed to player settings in editor
11 * version 3.1.2 created that is basically version 3.1.1, but with a
12 major bug fixed that prevented editing your own private levels
13 * version 3.1.2 released
16 * added magic ball (creates elements) from EMC engine to R'n'D engine
19 * uploaded fixed pre-release version 3.2.0-6 binary and source code
22 * fixed bug when using "CE can leave behind <trigger element>"
23 * added new change condition "(after/when) creation of <element>"
24 * added new change condition "(after/when) digging <element>"
25 * fixed bug accessing invalid gadget that caused crashes under Windows
26 * deactivated new possibility for multiple CE changes per frame
29 * uploaded pre-release (test) version 3.2.0-6 binary and source code
32 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
33 * fixed bug with not keeping CE value for moving CEs with only action
34 * changed CE action selectboxes in editor to be only reset when needed
37 * added option "use artwork from element" for custom player artwork
38 * added option "use explosion from element" for player explosions
41 * added cascaded element lists in the level editor
42 * added persistence for cascaded element lists by "editorcascade.conf"
43 * added dynamic element list with all elements used in current level
44 * added possibility for multiple CE changes per frame (experimental)
47 * uploaded pre-release (test) version 3.2.0-5 binary and source code
50 * changed "score for each 10 seconds/steps left" to "1 second/step"
51 * added own score for collecting "extra time" instead of sharing it
52 * added change events "switched by player" and "player switches <e>"
53 * added change events "snapped by player" and "player snaps <e>"
54 * added "set player artwork: <element choice>" to CE action options
55 * added change event "move of <element>"
58 * added "set player shield: off / normal / deadly" to CE action options
59 * added new player option "use level start element" in level editor
60 to set the correct focus at level start to elements from which the
61 player is created later (this did not work before for cascaded CE
62 changes resulting in creation of the player; it is now also possible
63 to create the player from a yam yam which is smashed at level start)
66 * added "set player speed: frozen (not moving)" to CE action options
67 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
70 * added new player option "block snap field" (enabled by default) to
71 make it possible to show a snapping animation like in Emerald Mine
74 * added dynamic selectboxes to custom element action settings in editor
75 * added "CE value" counter for custom elements (instead of "CE count")
76 * added option to use the last "CE value" after custom element change
77 * added option to use the "CE value" of other elements in CE actions
78 * fixed odd behaviour when pressing time orb in levels w/o time limit
79 * added checkbox "use time orb bug" for older levels that use this bug
82 * added missing configuration settings for the following elements:
83 - EL_TIMEGATE_SWITCH (time of open time gate)
84 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
85 - EL_SHIELD_NORMAL (time of shield duration)
86 - EL_SHIELD_DEADLY (time of shield duration)
87 - EL_EXTRA_TIME (time added to level time)
88 - EL_TIME_ORB_FULL (time added to level time)
91 * added "wind direction" as a movement pattern for custom elements
92 * added initial wind direction for balloon / custom elements to editor
93 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
96 * added parameters for "game of life" and "biomaze" elements to editor
99 * added level file chunk "CONF" for generic level and element settings
102 * uploaded pre-release (test) version 3.2.0-4 binary and source code
105 * skip empty level sets (with "levels: 0"; may be artwork base sets)
106 * added sound action ".page[1]" to ".page[32]" for each CE change page
109 * added image config suffix ".clone_from" to copy whole image settings
110 * fixed bug with invalid ("undefined") CE settings in old level files
113 * fixed graphical bug with smashing elements falling faster than player
116 * fixed major bug which prevented private levels from being edited
117 * fixed bug with precedence of general and special font definitions
120 * fixed graphical bug with player animation when player moves slowly
123 * uploaded pre-release (test) version 3.2.0-3 binary and source code
126 * fixed bug which prevented "global.num_toons: 0" from working
129 * major code cleanup (removed all these annoying "#if 0" blocks)
132 * added custom element actions for CE change page in level editor
135 * fixed music initialization bug in init.c (thanks to David Binderman)
136 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
137 (this bug must probably be fixed at other places, too)
140 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
141 (should be '#include <SDL.h>' instead)
144 * fixed bug which prevented "walkable from no direction" from working
145 (due to compatibility code overwriting this setting after loading)
148 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
151 * version number temporarily set to 3.1.1 (intermediate bugfix release)
152 * version 3.1.1 released
155 * changed some va_arg() arguments from 'long' to 'int', fixing problems
156 on 64-bit architecture systems with LP64 data model
159 * fixed bug with bombs not exploding when hitting the last level line
160 (introduced after the release of 3.1.0)
163 * added support for dumping small-sized level sketches from editor
166 * added recognition of "trigger element" for "change digged element to"
167 (this is not really what the "trigger element" was made for, but its
168 use may seem obvious for leaving back digged elements unchanged)
171 * fixed multiple warnings about failed joystick device initialization
174 * fixed bug with dynamite dropped on top of just dropped custom element
175 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
176 dynamite can still be dropped, but drop key must be released before
179 * fixed bug with wrong start directory when started from file browser
180 (due to this bug, R'n'D could not be started from KDE's Konqueror)
183 * fixed bug causing "change when impact" on player not working
184 * fixed wrong priority of "hitting something" over "hitting <element>"
185 * fixed wrong priority of "hit by something" over "hit by <element>"
188 * fixed graphical bug which caused the player (being Murphy) to show
189 collecting animations although the element was collected by penguin
192 * fixed two bugs causing wrong door background graphics in system.c
193 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
196 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
197 * added "no direction" to "walkable/passable from" selectbox options
200 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
201 * in tape autoplay, not only report broken, but also missing tapes
204 * uploaded pre-release (test) version 3.2.0-2 binary and source code
207 * fixed small bug with "linear" animation not working for active lamp
210 * fixed bug with moving up despite gravity due to "block last field"
211 * fixed small bug with wrong draw offset when typing name in main menu
212 * when reading user names from "passwd", ignore data after first comma
213 * when creating new "levelinfo.conf", only write some selected entries
216 * fixed displaying "imported from/by" on preview with empty string
217 * fixed ignoring draw offset for fonts used for level preview texts
220 * fixed a delay problem with SDL and too many mouse motion events
221 * added setup option "skip levels" and level skipping functionality
224 * added move speed "not moving" for non-moving CEs, but with direction
227 * fixed mapping of obsolete element token names in "editorsetup.conf"
228 * fixed bug with sound "acid.splashing" treated as a loop sound
229 * fixed some little sound bugs in native EM engine
232 * fixed small bug when dragging scrollbars to end positions
235 * added editor element descriptions written by Aaron Davidson
238 * improved fallback handling when configured artwork is not available
239 (now using default artwork instead of exiting when files not found)
242 * fixed bug on level selection screen when dragging scrollbar
245 * fixed bug which caused broken tapes when appending to EM engine tapes
248 * uploaded pre-release (test) version 3.2.0-1 binary and source code
251 * added code to replace changed artwork config tokens with other tokens
252 (needed for backwards compatibility, so that older tokens still work)
255 * added native R'n'D graphics for some new EMC elements in EM engine
258 * fixed some bugs in the EM engine integration code
259 * changed EM engine code to allow diagonal movement
260 * changed EM engine code to allow use of separate snap and drop keys
263 * fixed some redraw bugs when using EM engine
266 * fixed bug with not converting RND levels which are set to use native
267 engine to native level structure when loading
270 * uploaded pre-release (test) version 3.2.0-0 binary and source code
273 * version number set to 3.2.0
276 * level data now reset to defaults after attempt to load invalid file
279 * added use of "editorsetup.conf" for different level sets
282 * added auto-detection for various types of Emerald Mine level files
285 * fixed bug with scrollbars getting too small when list is very large
288 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
291 * added most level editor configuration gadgets for new EMC elements
294 * added more element and graphic definitions for new EMC elements
297 * modified native EM engine to use integrated R'n'D sound system
300 * added SDL support to graphics functions in native EM engine
301 (by always using generic libgame interface functions)
304 * fixed bug in frame synchronization in native EM engine
307 * added code to convert levels between R'n'D and native EM engine
310 * new Emerald Mine engine can now play levels selected in main menu
313 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
314 (which creates scaled down graphics for level editor and preview);
315 there's still a memory leak somewhere in the artwork handling code
316 * added "scale image up" functionality to X11 version of zoom function
319 * first attempts to integrate new, native Emerald Mine Club engine
322 * fixed bug in gadget code which caused reset of CEs in level editor
323 (example: pressing 'b' [grab brush] on CE config page erased values)
324 (solution: check if gadgets in ClickOnGadget() are really mapped)
325 * improved level change detection in editor (settings now also checked)
326 * fixed bug with "can move into acid" and "don't collide with" state
329 * fixed maze runner style CEs to use the configured move delay value
332 * added Aaron Davidson's tutorial level set to the "Tutorials" section
335 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
336 * fixed the above fix because it broke level set "machine" (*sigh*)
337 * fixed random element placement in level editor to work as expected
338 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
341 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
344 * fixed bug (missing array boundary check) which caused broken tapes
345 * fixed bug (when loading level template) which caused broken levels
346 * fixed bug with new block last field code when using non-yellow player
349 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
350 * internal change of how the player blocks the last field when moving
351 * fixed blocking delay of last field for EM and SP style block delay
352 * fixed bug where the player had to wait for the usual move delay after
353 unsuccessfully trying to move, when he directly could move after that
354 * the last two changes should make original Supaplex level 93 solvable
355 * improved use of random number generator to make it less predictable
356 * fixed behaviour of slippery SP elements to let slip left, then right
359 * fixed bug with wrong door state after trying to quickload empty tape
360 * fixed waste of static memory usage of the binary, making it smaller
361 * fixed very little graphical bug in Supaplex explosion
364 * version number set to 3.1.1
367 * version 3.1.0 released
370 * fixed bug with crash when writing user levelinfo.conf the first time
373 * added option "convert LEVELDIR [NR]" to command line batch commands
374 * re-converted Supaplex levels to apply latest engine fixes
375 * changed "use graphic/sound of element" to "use graphic of element"
376 due to compatibility problems with some levels ("bug machine" etc.)
379 * fixed bug with CE change replacing player with same or other player
382 * fixed bug with opaque font in envelope with background graphic when
383 background graphic is not transparent itself
386 * added "gravity on" and "gravity off" ports for Supaplex compatibility
387 * corrected original Supaplex level loading code to use these new ports
388 * also corrected Supaplex loader to auto-count infotrons if set to zero
391 * fixed bug with missing initialization of "modified" flag for GEs
394 * fixed bug that caused endless recursion loop when relocating player
395 * fixed tape recorder bug in "step mode" when using "pause before end"
396 * fixed tape recorder bug when changing from "warp forward" mode
399 * fixed bug with "when touching" for pushed elements at last position
402 * fixed bug that caused two activated toolbox buttons in level editor
403 * fixed bug with exploding dynabomb under player due to other explosion
406 * fixed bug with creating walkable custom element under player (again)
407 * fixed bug with not copying explosion type when copying CEs in editor
408 * fixed graphical bug when drawing player in setup menu (input devices)
409 * fixed graphical bug when the player is pushing an accessible element
410 * fixed bug with classic switchable elements triggering CE changes
411 * fixed bug with entering/leaving walkable element in RelocatePlayer()
412 * fixed crash bug when CE leaves behind the trigger player element
415 * fixed bug with broken tubes after placing/exploding dynamite in them
416 * fixed bug with exploding dynamite under player due to other explosion
417 * fixed bug with not resetting push delay under certain circumstances
420 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
421 * added network multiplayer code for Windows (thanks to Niko Böhm)
424 * added option "reachable despite gravity" for gravity movement
425 * changed gravity movement of most classic walkable and passable
426 elements back to "not reachable" (for compatibility reasons)
429 * fixed (removed) "indestructible" / "can explode" dependency in editor
430 * fixed (removed) "accessible inside" / "protected" dependency
431 * fixed (removed) "step mode" / "shield time" dependency
434 * fixed dynabombs exploding now into anything diggable
435 * fixed Supaplex style gravity movement into buggy base now impossible
436 * added pressing key "space" as valid action to select menu options
439 * added "replace when walkable" to relocate player to walkable element
440 * added "enter"/"leave" event for elements affected by relocation
441 * fixed "direct"/"indirect" change order also for "when change" event
442 * fixed graphical bug when pushing things from elements walkable inside
445 * fixed graphic bug when player is snapping while moving in old levels
446 * fixed bug when a moving custom element leaves a player element behind
447 * fixed bug with mole not disappearing when moving into acid pool
448 * fixed bug with incomplete path setting when using "--basepath" option
449 * moving CE can now leave walkable elements behind under the player
450 * when relocating, player can be set on walkable element now
451 * fixed another gravity movement bug
454 * uploaded pre-release (test) version 3.1.0-2 binary and source code
457 * added "collectible" and "removable" to extended replacement types
458 (where "removable" replaces "diggable" and "collectible" elements)
459 * added "collectible & throwable" (to throw element to the next field)
460 * fixed bug with CEs digging elements that are just about to explode
461 * changed mouse cursor now always being visible when game is paused
464 * added possibility to push/press accessible elements from a side that
466 * fixed bug with not setting actual date when appending to tape
469 * fixed bug with incorrectly initialized custom element editor graphics
472 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
473 - number of levels corrected from 18 to 17 in "levelinfo.conf"
476 * fixed bug with destroyed robot wheel still attracting robots forever
477 * fixed bug with time gate switch deactivating after robot wheel time
478 (while the time gate itself is not affected by this misbehaviour)
479 * changed behaviour of BD style amoeba to always get blocked by player
480 (before it was different when there were non-BD elements in level)
481 * fixed bug with player destroying indestructable elements with shield
484 * added option to make growing elements grow into anything diggable
485 (for the various amoeba types, biomaze and "game of life")
488 * fixed bug with movable elements not moving after left behind by CEs
489 * changed gravity movement to anything diggable, not only sand/base
490 * optionally allowing passing to walkable element, not only empty space
491 * added option "can pass to walkable element" for players
492 * finally fixed gravity movement (hopefully)
495 * fixed bug with movable elements not moving anymore after falling down
498 * fixed another bug with custom elements digging and leaving elements
499 * fixed bug with "along left/right side" and automatic start direction
500 * trigger elements now also displayed when "more custom" deactivated
501 * fixed bug with clipboard element initialized when loading new level
502 * added option "drop delay" to set delay before dropping next element
505 * uploaded pre-release (test) version 3.1.0-1 binary and source code
508 * added copy and paste functions for custom change pages
509 * enhanced graphical display and functionality of tape recorder
510 * fixed bug with custom elements digging and leaving elements
513 * added move speed faster than "very fast" for custom elements
514 * fixed bug with 3+3 style explosions and missing border content
515 * fixed little bug when copying custom elements in the editor
516 * enhanced custom element changes by more side trigger actions
519 * added option "no scrolling when relocating" for instant teleporting
520 * uploaded pre-release (test) version 3.1.0-0 binary and source code
523 * added trigger element and trigger player to use as target elements
524 * added copy and paste functions for custom and group elements
527 * fixed graphical bug when displaying explosion animations
528 * fixed bug when appending to tapes, resulting in broken tapes
529 * re-recorded a few tapes broken by fixing gravity checking bug
532 * "can move into acid" property now for all elements independently
533 * "can fall into acid" property for player stored in same bitfield now
534 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
535 * version number set to 3.1.0 (finally!)
538 * changed tape recording to only record input, not programmed actions
541 * fixed totally broken (every 8th frame skipped) step-by-step recording
542 * fixed bug with requester not displayed when quick-loading interrupted
543 * added option "can fall into acid (with gravity)" for players
544 * fixed bug with player not falling when snapping down with gravity
547 * fixed bug which messed up key config when using keypad number keys
550 * fixed bug which allowed moving upwards even when gravity was active
551 * fixed bug with missing error handling when dumping levels or tapes
554 * added different colored editor graphics for Supaplex gravity tubes
557 * fixed bug that allowed solvable tapes for unsolvable levels
560 * use unlimited number of droppable elements when "count" set to zero
561 * added option to use step limit instead of time limit for level
564 * added player and change page as trigger for custom element change
567 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
570 * fixed bug with dark yamyam changing to acid when moving over acid
571 * fixed handling of levels with more than 999 seconds level time
572 (example: level 76 of "Denmine")
575 * "spring push bug" reintroduced as configurable element property
576 * fixed bug with missing properties for "mole"
577 * fixed bug that showed up when fixing the above "mole" properties bug
578 * added option "can move into acid" for all movable elements
579 * fixed graphical bug for elements moving into acid
580 * changed event handling to handle all pending events before going on
583 * fixed bug which caused all CE change pages to be ignored which had
584 the same change event, but used a different element side
585 (reported by Simon Forsberg)
587 * fixed bug which caused elements that can move and fall and that are
588 transported by a conveyor belt to continue moving into that direction
589 after leaving the conveyor belt, regardless of their own movement
590 type; only elements which can not move are transported now
591 (reported by Simon Forsberg)
593 * fixed bug which could cause an array overflow in RelocatePlayer()
594 (reported by Niko Böhm)
596 * changed Emerald Mine style "passable / over" elements to "protected"
597 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
599 * added new option to select from which side a "walkable/passable"
600 element can be entered
603 * added explosion and ignition delay for elements that can explode
606 * fixed bug which caused player not being protected against enemies
607 when a CE was "walkable / inside" and was not "indestructible"
608 * added "walkable/passable" fields to be "protected/unprotected"
609 against enemies, even if not accessible "inside" but "over/under"
612 * corrected move pattern to 32 bit and initial move direction to 8 bit
615 * added second custom element base configuration page
618 * added some special EMC mappings to Emerald Mine level loader
619 (also covering previously unknown element in level 0 of "Bondmine 8")
622 * added option to block last field when player is moving (for Supaplex)
623 * adjusted push delay of Supaplex elements
624 * removed delays for envelopes etc. when replaying with maximum speed
625 * fixed bug when dropping element on a field that just changed to empty
628 * fixed bug: infotrons can now smash yellow disks
629 * fixed bug: when gravity active, port above player can now be entered
630 * removed "one white dot" mouse pointer which irritated some people
633 * added "choice type" for group element selection
636 * fixed bug with initial invulnerability of non-yellow player
639 * added level loader for loading native Supaplex packed levels
640 (including multi-part levels like the "splvls99" levels)
643 * fixed bug which allowed creating emeralds by escaping explosions
646 * custom elements can change (limited) or leave (unlimited) elements
647 * finally added multiple matches using group elements
648 * added shortcut to dump brush (type ":DB" in editor) for use in forum
651 * added new start movement type "previous" for continued CE movement
652 * added new start movement type "random" for random CE movement start
655 * added new element "sokoban_field_player" needed for Sokoban levels
656 (thanks to Ed Booker for pointing this out!)
659 * added elements that can be digged or left behind by custom elements
662 * added group elements for multiple matches and random element creation
665 * fixed some graphical errors displayed in old levels
668 * fixed wrong double speed movement after passing closing gates
671 * added level loader for loading native Emerald Mine levels
674 * changes for "shooting" style CE movement
677 * Happy New Year! ;-)
680 * changed default snap/drop keys from left/right Shift to Control keys
683 * fixed bug with dead player getting reanimated from custom element
686 * fixed bug with wrong penguin graphics (when entering exit)
689 * fixed bug with wrong "Murphy" graphics (when digging etc.)
692 * version number set to 3.0.9
695 * version 3.0.8 released
698 * added function checked_free()
701 * fixed bug with double nut cracking sound
702 (by eliminating "default element action sound" assignment in init.c)
705 * fixed crash when no music info files are available
708 * fixed boring and sleeping sounds
711 * added "maze runner" and "maze hunter" movement types
712 * added extended collision conditions for custom elements
715 * added warnings for undefined token values in artwork config files
718 * added menu entry for level set information to the info screen
721 * fixed bug with wrong default impact sound for colored emeralds
724 * added several sub-screens for the info screen
725 * menu text now also clickable (not only blue/red sphere left of it)
728 * added configurable "bored" and "sleeping" animations for the player
729 * added "awakening" sound for player when waking up after sleeping
732 * added "copy" and "exchange" functions for custom elements to editor
735 * added configurable element animations for info screen
738 * added configurable music credits for info screen
741 * finally fixed tape recording when player is created from CE change
744 * added "editorsetup.conf" for editor element list configuration
747 * added "musicinfo.conf" for menu and level music configuration
750 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
751 (that only showed up on Linux, but not on Windows systems)
754 * fixed turning movement of butterflies and fireflies (no frame reset)
755 * enhanced sniksnak turning movement (two steps instead of only one)
758 * version number set to 3.0.8
761 * version 3.0.7 released
764 * fixed reset of player animation frame when, for example,
765 walking, digging or collecting share the same animation
766 * fixed CE with "deadly when touching" exploding when touching amoeba
769 * fixed tape recording when player is created from CE element change
772 * introduced "turning..." action graphic for elements with move delay
773 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
774 * added turning animations for bug, spaceship and sniksnak
777 * prevent "extended" changed elements from delay change in same frame
780 * fixed bug when pushing element that can move away to the side
781 (like pushing falling elements, but now with moving elements)
784 * finally fixed serious bug in code for delayed element pushing (again)
787 * unavailable setup options now marked as "n/a" instead of "off"
788 * new boolean directive "latest_engine" for "levelinfo.conf": when set
789 to "true", levels are always played with the latest game engine,
790 which is desired for levels that are imported from other games; all
791 other levels are played with the engine version stored in level file
792 (which is normally the engine version the level was created with)
795 * fixed serious bug in code for delayed element pushing
796 * fixed little bug in animation frame selection for pushed elements
797 * speed-up of reading config file for verbose output
800 * added configuration option for opening and closing Supaplex exit
801 * added configuration option for moving up/down animation for Murphy
802 * fixed incorrectly displayed animation for attacking dragon
803 * fixed bug with not setting initial gravity for each new game
804 * fixed bug with teleportation of player by custom element change
805 * fixed bug with player not getting smashed by rock sometimes
808 * version number set to 3.0.7
811 * version 3.0.6 released
814 * added support for MP3 music for SDL version through SMPEG library
817 * fixed bug when initializing font graphic structure
818 * fixed bug with animation mode "pingpong" when using only 1 frame
819 * fixed bug with extended change target introduced in 3.0.5
820 * fixed bug where passing over moving element doubles player speed
821 * fixed bug with elements continuing to move into push direction
822 * fixed bug with duplicated player when dropping bomb with shield on
823 * added "switching" event for custom elements ("pressing" only once)
824 * fixed switching bug (resetting flag when not switching but not idle)
827 * fixed element tokens for certain file elements with ".active" etc.
830 * version number set to 3.0.6
833 * version 3.0.5 released
836 * now four envelope elements available
837 * font, background, animation and sound for envelope now configurable
838 * main menu doors opening/closing animation type now configurable
841 * active/inactive sides configurable for custom element changes
842 * new movement type "move when pushed" available for custom elements
845 * fixed bug in multiple config pages loader code that caused crashes
848 * enhanced (remaining low-resolution) Supaplex graphics
851 * version number set to 3.0.5
854 * version 3.0.4 released
856 2003-09-12 src/tools.c
857 * fixed bug in custom definition of crumbled element graphics
859 2003-09-11 src/files.c
860 * fixed bug in multiple config pages code that caused crashes
863 * version number set to 3.0.4
866 * version 3.0.3 released
869 * added music to Supaplex classic level set
871 2003-09-07 src/libgame/misc.c
872 * added support for loading various music formats through SDL_mixer
874 2003-09-06 (various source files)
875 * fixed several nasty bugs that may have caused crashes on some systems
876 * added envelope content which gets displayed when collecting envelope
877 * added multiple change event pages for custom elements
879 2003-08-24 src/game.c
880 * fixed problem with player animation when snapping and moving
882 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
883 * fixed problem with flickering when drawing toon animations
885 2003-08-23 src/libgame/sdl.c
886 * fixed problem with setting mouse cursor in SDL version in fullscreen
888 2003-08-23 src/game.c
889 * fixed bug (missing array boundary check) which could crash the game
892 * version number set to 3.0.3
895 * version 3.0.2 released
897 2003-08-21 src/game.c
898 * fixed bug with creating inaccessible elements at player position
900 2003-08-20 src/init.c
901 * fixed bug with not finding current level artwork directory
903 2003-08-20 src/files.c
904 * fixed bug with choosing wrong engine version when playing tapes
905 * fixed bug with messing up custom element properties in 3.0.0 levels
908 * version number set to 3.0.2
911 * version 3.0.1 released
913 2003-08-17 (no source files affected)
914 * changed all "classic" PCX image files with 16 colors or less to
915 256 color (8 bit) storage format, because the Allegro game library
916 cannot handle PCX files with less than 256 colors (contributed
917 graphics are not affected and might look wrong in the DOS version)
919 2003-08-16 src/init.c
920 * fixed bug which (for example) crashed the level editor when defining
921 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
922 (only set to default) -- invalid graphics now set to default graphic
924 2003-08-16 src/init.c
925 * fixed graphical bug of player digging/collecting/snapping element
926 when no corresponding graphic/animation is defined for this action,
927 resulting in player being drawn as EL_EMPTY (which should only be
928 done to elements being collected, but not to the player)
930 2003-08-16 src/game.c
931 * fixed small graphical bug of player not totally moving into exit
933 2003-08-16 src/libgame/setup.c
934 * fixed bug with wrong MS-DOS 8.3 filename conversion
936 2003-08-16 src/tools.c
937 * fixed bug with invisible mouse cursor when pressing ESC while playing
939 2003-08-16 (various source files)
940 * added another 128 custom elements (disabled in editor by default)
942 2003-08-16 src/editor.c
943 * fixed NULL string bug causing Solaris to crash in sprintf()
945 2003-08-16 src/screen.c
946 * fixed drawing over scrollbar on level selection with custom fonts
948 2003-08-15 src/game.c
949 * cleanup of simple sounds / loop sounds / music settings
951 2003-08-08 (various source files)
952 * added custom element property for dropping collected elements
954 2003-08-08 src/conf_gfx.c
955 * fixed bug with missing graphic for active red disk bomb
957 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
958 * extended variable "level.gravity" to "level.initial_gravity" and
959 "game.current_gravity" to prevent level setting from being changed
960 by playing the level (keeping the runtime value after playing)
962 * fixed graphics bug when digging element that has 'crumbled' graphic
963 definition, but not 'diggable' graphic definition
966 * version number set to 3.0.1
969 * version 3.0.0 released
972 * various bug fixes; among others:
973 - fixed bug with pushing spring over empty space
974 - fixed bug with leaving tube while placing dynamite
975 - fixed bug with explosion of smashed penguins
976 - allow Murphy player graphic in levels with non-Supaplex elements
980 * I have forgotten to document changes for some time
983 * pre-release version 2.2.0rc1 released
986 * version number set to 2.1.2
989 * version 2.1.1 released
992 * version number set to 2.1.1
995 * version 2.1.0 released
998 * version number set to 2.1.0
1000 2002-04-03 to 2002-05-19 (various source files)
1001 * graphics, sounds and music now fully configurable
1002 * bug fixed that prevented walking through tubes when gravity on
1004 2002-04-02 src/events.c, src/editor.c
1005 * Make Escape key less aggressive when playing or when editing level.
1006 This can be configured as an option in the setup menu. (Default is
1007 "less aggressive" which means "ask user if something can be lost"
1008 when pressing the Escape key.)
1010 2002-04-02 src/screen.c
1011 * Added "graphics setup" screen.
1013 2002-04-01 src/screen.c
1014 * Changed "choose level" setup screen stuff to be more generic (to
1015 make it easier to add more "choose from generic tree" setup screens).
1017 2002-04-01 src/config.c, src/timestamp.h
1018 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1019 automatically gets created by "src/Makefile" and contains an actual
1020 compile-time timestamp to identify development versions of the game).
1022 2002-03-31 src/tape.c, src/events.c
1023 * Added quick game/tape save/load functions to tape stuff which can be
1024 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1025 loads previously recorded tape and directly goes into recording mode
1026 from the end of the tape (therefore appending to the tape).
1028 2002-03-31 src/tape.c
1029 * Added "index mark" function to tape recorder. When playing or
1030 recording, "eject" button changes to "index" button. Setting index
1031 mark is not yet implemented, but pressing index button when playing
1032 allows very quick advancing to end of tape (when normal playing),
1033 very fast forward mode (when playing with normal fast forward) or
1034 very fast reaching of "pause before end of tape" (when playing with
1035 "pause before end" playing mode).
1037 2002-03-30 src/cartoons.c
1038 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1040 2002-03-29 src/screen.c
1041 * Changed setup screen stuff to be more generic (to make it easier
1042 to add more setup screens).
1044 2002-03-23 src/main.c, src/main.h
1045 * Various changes due to the introduction of the new libgame files
1046 "setup.c" and "joystick.c".
1048 2002-03-23 src/files.c
1049 * Generic parts of "src/files.c" (mainly setup and level directory
1050 stuff) moved to new libgame file "src/libgame/setup.c".
1052 2002-03-23 src/joystick.c
1053 * File "src/joystick.c" moved to libgame source tree, with
1054 correspondig changes.
1056 2002-03-22 src/screens.c
1057 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1058 (Wrong level series information displayed when entering main group.)
1060 2002-03-22 src/editor.c
1061 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1063 2002-03-22 src/editor.c
1064 * Changed behaviour of "Escape" key in level editor to be more
1065 intuitive: When in "Element Properties" or "Level Info" mode,
1066 return to "Drawing Mode" instead of leaving the level editor.
1068 2002-03-21 src/game.c, src/editor.c, src/files.c
1069 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1070 gems (emeralds, diamonds, ...) slipping down from normal wall,
1071 steel wall and growing wall (as in E.M.C. style levels). Although
1072 the behaviour of contributed and private levels wasn't changed (due
1073 to the use of "level.game_version"; see previous entry), editing
1074 those levels will (of course) change the behaviour accordingly.
1076 This change seems a bit too hard after thinking about it, because
1077 the EM style behaviour is not the "expected" behaviour (gems would
1078 normally only slip down from "rounded" walls). Therefore this was
1079 now changed to an element property for gem style elements, with the
1080 default setting "off" (which means: no special EM style behaviour).
1081 To fix older converted levels, this flag is set to "on" for pre-2.0
1082 levels that are neither contributed nor private levels.
1084 2002-03-20 src/files.h
1085 * Corrected settings for "level.game_version" depending of level type.
1086 (Contributed and private levels always get played with game engine
1087 version they were created with, while converted levels always get
1088 played with the most recent version of the game engine, to let new
1089 corrections of the emulation behaviour take effect.)
1091 2002-03-20 src/main.h
1092 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1093 compiling the SDL version on some systems.
1094 Thanks to the several people who pointed this out.
1097 * Version number set to 2.0.2.
1100 * Version 2.0.1 released.
1102 2002-03-18 src/screens.c
1103 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1105 2002-03-18 src/files.c [src/libgame/misc.c]
1106 * Moved some common functions from src/files.c to src/libgame/misc.c.
1108 2002-03-18 src/files.c [src/libgame/misc.c]
1109 * Changed permissions for new directories and saved files (especially
1110 score files) according to suggestions of Debian users and mantainers.
1111 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1113 2002-03-17 src/files.c
1114 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1115 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1116 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1117 for levels and "TAPE" for tapes). Old "cookie" style format is
1118 still supported for reading. New level and tape files are written
1121 * New IFF chunk "VERS" contains version numbers for file and game
1122 (where "game version" is the version of the program that wrote the
1123 file, and "file version" is a version number to distinguish files
1124 with different format, for example after adding new features).
1126 2002-03-15 src/screen.c
1127 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1128 (Before, you heard a mixture of the in-game music and the
1129 hall-of-fame music.)
1131 2002-03-14 src/events.c
1132 * Function "DumpTape()" (files.c) now available by pressing 't' from
1133 main menu (when in DEBUG mode).
1135 2002-03-14 src/game.c
1136 * "GameWon()": When game was won playing a tape, now there is no delay
1137 raising the score and no corresponding sound is played.
1139 2002-03-14 src/files.c
1140 * Changed "LoadTape()" for real chunk support and also adjusted
1141 "SaveTape()" accordingly.
1143 2002-03-14 src/game.c, src/tape.c, src/files.c
1144 * Important changes to tape format: The old tape format stored all
1145 actions with a real effect with a corresponding delay between the
1146 stored actions. This had some major disadvantages (for example,
1147 push delays had to be ignored, pressing a button for some seconds
1148 mutated to several single button presses because of the non-action
1149 delays between two action frames etc.). The new tape format just
1150 stupidly records all device actions and replays them later. I really
1151 don't know why I haven't solved it that way before?! Old-style tapes
1152 (with tape file version less than 2.0) get converted to the new
1153 format on-the-fly when loading and can therefore still be played;
1154 only some minor parts of the old-style tape handling code was needed.
1155 (A perfect conversion is not possible, because there is information
1156 missing about the device actions between two action frames.)
1158 2002-03-14 src/files.c
1159 * New function "DumpTape()" to dump the contents of the current tape
1160 in a human readable format.
1162 2002-03-14 src/game.c
1163 * Small tape bug fixed: When automatically advancing to next level
1164 after a game was won, the tape from the previous level still was
1165 loaded as a tape for the new level.
1167 2002-03-14 src/tape.c
1168 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1169 tape, cartoons did not get completely removed because
1170 StopAnimation() was not called.
1172 2002-03-13 src/files.c
1173 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1174 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1175 size even when using 16-bit elements). Added new chunk "CNT2" for
1176 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1177 chunk even when content was 16-bit element). "CNT2" should now be
1178 able to store content for arbitrary elements (up to eight blocks of
1179 3 x 3 element arrays). All "CNT2" elements will always be stored as
1180 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1182 2002-03-13 src/files.c
1183 * Changed "LoadLevel()" for real chunk support.
1185 2002-03-12 src/game.c
1186 * Fixed problem (introduced after 2.0.0 release) with penguins
1187 not getting killed by enemies
1189 2002-02-24 src/game.c, src/main.h
1190 * Added "player->is_moving"; now "player->last_move_dir" does
1191 not contain any information if the player is just moving at
1193 Before, "player->last_move_dir" was misused for this purpose
1194 for the robot stuff (robots don't kill players when they are
1195 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1196 broke tapes when walking through pipes!
1197 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1198 in a continuous movement. This fact is ignored for friends and