2 * changed "score for each 10 seconds/steps left" to "1 second/step"
3 * added own score for collecting "extra time" instead of sharing it
4 * added change events "switched by player" and "player switches <e>"
5 * added change events "snapped by player" and "player snaps <e>"
6 * added "set player artwork: <element choice>" to CE action options
7 * added change event "move of <element>"
10 * added "set player shield: off / normal / deadly" to CE action options
11 * added new player option "use level start element" in level editor
12 to set the correct focus at level start to elements from which the
13 player is created later (this did not work before for cascaded CE
14 changes resulting in creation of the player; it is now also possible
15 to create the player from a yam yam which is smashed at level start)
18 * added "set player speed: frozen (not moving)" to CE action options
19 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
22 * added new player option "block snap field" (enabled by default) to
23 make it possible to show a snapping animation like in Emerald Mine
26 * added dynamic checkboxes to custom element action settings in editor
27 * added "CE value" counter for custom elements (instead of "CE count")
28 * added option to use the last "CE value" after custom element change
29 * added option to use the "CE value" of other elements in CE actions
30 * fixed odd behaviour when pressing time orb in levels w/o time limit
31 * added checkbox "use time orb bug" for older levels that use this bug
34 * added missing configuration settings for the following elements:
35 - EL_TIMEGATE_SWITCH (time of open time gate)
36 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
37 - EL_SHIELD_NORMAL (time of shield duration)
38 - EL_SHIELD_DEADLY (time of shield duration)
39 - EL_EXTRA_TIME (time added to level time)
40 - EL_TIME_ORB_FULL (time added to level time)
43 * added "wind direction" as a movement pattern for custom elements
44 * added initial wind direction for balloon / custom elements to editor
45 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
48 * added parameters for "game of life" and "biomaze" elements to editor
51 * added level file chunk "CONF" for generic level and element settings
54 * uploaded pre-release (test) version 3.2.0-4 binary and source code
57 * skip empty level sets (with "levels: 0"; may be artwork base sets)
58 * added sound action ".page[1]" to ".page[32]" for each CE change page
61 * added image config suffix ".clone_from" to copy whole image settings
62 * fixed bug with invalid ("undefined") CE settings in old level files
65 * fixed graphical bug with smashing elements falling faster than player
68 * fixed major bug which prevented private levels from being edited
69 * fixed bug with precedence of general and special font definitions
72 * fixed graphical bug with player animation when player moves slowly
75 * uploaded pre-release (test) version 3.2.0-3 binary and source code
78 * fixed bug which prevented "global.num_toons: 0" from working
81 * major code cleanup (removed all these annoying "#if 0" blocks)
84 * added custom element actions for CE change page in level editor
87 * fixed music initialization bug in init.c (thanks to David Binderman)
88 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
89 (this bug must probably be fixed at other places, too)
92 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
93 (should be '#include <SDL.h>' instead)
96 * fixed bug which prevented "walkable from no direction" from working
97 (due to compatibility code overwriting this setting after loading)
100 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
103 * version number temporarily set to 3.1.1 (intermediate bugfix release)
104 * version 3.1.1 released
107 * changed some va_arg() arguments from 'long' to 'int', fixing problems
108 on 64-bit architecture systems with LP64 data model
111 * fixed bug with bombs not exploding when hitting the last level line
112 (introduced after the release of 3.1.0)
115 * added support for dumping small-sized level sketches from editor
118 * added recognition of "trigger element" for "change digged element to"
119 (this is not really what the "trigger element" was made for, but its
120 use may seem obvious for leaving back digged elements unchanged)
123 * fixed multiple warnings about failed joystick device initialization
126 * fixed bug with dynamite dropped on top of just dropped custom element
127 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
128 dynamite can still be dropped, but drop key must be released before
131 * fixed bug with wrong start directory when started from file browser
132 (due to this bug, R'n'D could not be started from KDE's Konqueror)
135 * fixed bug causing "change when impact" on player not working
136 * fixed wrong priority of "hitting something" over "hitting <element>"
137 * fixed wrong priority of "hit by something" over "hit by <element>"
140 * fixed graphical bug which caused the player (being Murphy) to show
141 collecting animations although the element was collected by penguin
144 * fixed two bugs causing wrong door background graphics in system.c
145 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
148 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
149 * added "no direction" to "walkable/passable from" selectbox options
152 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
153 * in tape autoplay, not only report broken, but also missing tapes
156 * uploaded pre-release (test) version 3.2.0-2 binary and source code
159 * fixed small bug with "linear" animation not working for active lamp
162 * fixed bug with moving up despite gravity due to "block last field"
163 * fixed small bug with wrong draw offset when typing name in main menu
164 * when reading user names from "passwd", ignore data after first comma
165 * when creating new "levelinfo.conf", only write some selected entries
168 * fixed displaying "imported from/by" on preview with empty string
169 * fixed ignoring draw offset for fonts used for level preview texts
172 * fixed a delay problem with SDL and too many mouse motion events
173 * added setup option "skip levels" and level skipping functionality
176 * added move speed "not moving" for non-moving CEs, but with direction
179 * fixed mapping of obsolete element token names in "editorsetup.conf"
180 * fixed bug with sound "acid.splashing" treated as a loop sound
181 * fixed some little sound bugs in native EM engine
184 * fixed small bug when dragging scrollbars to end positions
187 * added editor element descriptions written by Aaron Davidson
190 * improved fallback handling when configured artwork is not available
191 (now using default artwork instead of exiting when files not found)
194 * fixed bug on level selection screen when dragging scrollbar
197 * fixed bug which caused broken tapes when appending to EM engine tapes
200 * uploaded pre-release (test) version 3.2.0-1 binary and source code
203 * added code to replace changed artwork config tokens with other tokens
204 (needed for backwards compatibility, so that older tokens still work)
207 * added native R'n'D graphics for some new EMC elements in EM engine
210 * fixed some bugs in the EM engine integration code
211 * changed EM engine code to allow diagonal movement
212 * changed EM engine code to allow use of separate snap and drop keys
215 * fixed some redraw bugs when using EM engine
218 * fixed bug with not converting RND levels which are set to use native
219 engine to native level structure when loading
222 * uploaded pre-release (test) version 3.2.0-0 binary and source code
225 * version number set to 3.2.0
228 * level data now reset to defaults after attempt to load invalid file
231 * added use of "editorsetup.conf" for different level sets
234 * added auto-detection for various types of Emerald Mine level files
237 * fixed bug with scrollbars getting too small when list is very large
240 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
243 * added most level editor configuration gadgets for new EMC elements
246 * added more element and graphic definitions for new EMC elements
249 * modified native EM engine to use integrated R'n'D sound system
252 * added SDL support to graphics functions in native EM engine
253 (by always using generic libgame interface functions)
256 * fixed bug in frame synchronization in native EM engine
259 * added code to convert levels between R'n'D and native EM engine
262 * new Emerald Mine engine can now play levels selected in main menu
265 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
266 (which creates scaled down graphics for level editor and preview);
267 there's still a memory leak somewhere in the artwork handling code
268 * added "scale image up" functionality to X11 version of zoom function
271 * first attempts to integrate new, native Emerald Mine Club engine
274 * fixed bug in gadget code which caused reset of CEs in level editor
275 (example: pressing 'b' [grab brush] on CE config page erased values)
276 (solution: check if gadgets in ClickOnGadget() are really mapped)
277 * improved level change detection in editor (settings now also checked)
278 * fixed bug with "can move into acid" and "don't collide with" state
281 * fixed maze runner style CEs to use the configured move delay value
284 * added Aaron Davidson's tutorial level set to the "Tutorials" section
287 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
288 * fixed the above fix because it broke level set "machine" (*sigh*)
289 * fixed random element placement in level editor to work as expected
290 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
293 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
296 * fixed bug (missing array boundary check) which caused broken tapes
297 * fixed bug (when loading level template) which caused broken levels
298 * fixed bug with new block last field code when using non-yellow player
301 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
302 * internal change of how the player blocks the last field when moving
303 * fixed blocking delay of last field for EM and SP style block delay
304 * fixed bug where the player had to wait for the usual move delay after
305 unsuccessfully trying to move, when he directly could move after that
306 * the last two changes should make original Supaplex level 93 solvable
307 * improved use of random number generator to make it less predictable
308 * fixed behaviour of slippery SP elements to let slip left, then right
311 * fixed bug with wrong door state after trying to quickload empty tape
312 * fixed waste of static memory usage of the binary, making it smaller
313 * fixed very little graphical bug in Supaplex explosion
316 * version number set to 3.1.1
319 * version 3.1.0 released
322 * fixed bug with crash when writing user levelinfo.conf the first time
325 * added option "convert LEVELDIR [NR]" to command line batch commands
326 * re-converted Supaplex levels to apply latest engine fixes
327 * changed "use graphic/sound of element" to "use graphic of element"
328 due to compatibility problems with some levels ("bug machine" etc.)
331 * fixed bug with CE change replacing player with same or other player
334 * fixed bug with opaque font in envelope with background graphic when
335 background graphic is not transparent itself
338 * added "gravity on" and "gravity off" ports for Supaplex compatibility
339 * corrected original Supaplex level loading code to use these new ports
340 * also corrected Supaplex loader to auto-count infotrons if set to zero
343 * fixed bug with missing initialization of "modified" flag for GEs
346 * fixed bug that caused endless recursion loop when relocating player
347 * fixed tape recorder bug in "step mode" when using "pause before end"
348 * fixed tape recorder bug when changing from "warp forward" mode
351 * fixed bug with "when touching" for pushed elements at last position
354 * fixed bug that caused two activated toolbox buttons in level editor
355 * fixed bug with exploding dynabomb under player due to other explosion
358 * fixed bug with creating walkable custom element under player (again)
359 * fixed bug with not copying explosion type when copying CEs in editor
360 * fixed graphical bug when drawing player in setup menu (input devices)
361 * fixed graphical bug when the player is pushing an accessible element
362 * fixed bug with classic switchable elements triggering CE changes
363 * fixed bug with entering/leaving walkable element in RelocatePlayer()
364 * fixed crash bug when CE leaves behind the trigger player element
367 * fixed bug with broken tubes after placing/exploding dynamite in them
368 * fixed bug with exploding dynamite under player due to other explosion
369 * fixed bug with not resetting push delay under certain circumstances
372 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
373 * added network multiplayer code for Windows (thanks to Niko Böhm)
376 * added option "reachable despite gravity" for gravity movement
377 * changed gravity movement of most classic walkable and passable
378 elements back to "not reachable" (for compatibility reasons)
381 * fixed (removed) "indestructible" / "can explode" dependency in editor
382 * fixed (removed) "accessible inside" / "protected" dependency
383 * fixed (removed) "step mode" / "shield time" dependency
386 * fixed dynabombs exploding now into anything diggable
387 * fixed Supaplex style gravity movement into buggy base now impossible
388 * added pressing key "space" as valid action to select menu options
391 * added "replace when walkable" to relocate player to walkable element
392 * added "enter"/"leave" event for elements affected by relocation
393 * fixed "direct"/"indirect" change order also for "when change" event
394 * fixed graphical bug when pushing things from elements walkable inside
397 * fixed graphic bug when player is snapping while moving in old levels
398 * fixed bug when a moving custom element leaves a player element behind
399 * fixed bug with mole not disappearing when moving into acid pool
400 * fixed bug with incomplete path setting when using "--basepath" option
401 * moving CE can now leave walkable elements behind under the player
402 * when relocating, player can be set on walkable element now
403 * fixed another gravity movement bug
406 * uploaded pre-release (test) version 3.1.0-2 binary and source code
409 * added "collectible" and "removable" to extended replacement types
410 (where "removable" replaces "diggable" and "collectible" elements)
411 * added "collectible & throwable" (to throw element to the next field)
412 * fixed bug with CEs digging elements that are just about to explode
413 * changed mouse cursor now always being visible when game is paused
416 * added possibility to push/press accessible elements from a side that
418 * fixed bug with not setting actual date when appending to tape
421 * fixed bug with incorrectly initialized custom element editor graphics
424 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
425 - number of levels corrected from 18 to 17 in "levelinfo.conf"
428 * fixed bug with destroyed robot wheel still attracting robots forever
429 * fixed bug with time gate switch deactivating after robot wheel time
430 (while the time gate itself is not affected by this misbehaviour)
431 * changed behaviour of BD style amoeba to always get blocked by player
432 (before it was different when there were non-BD elements in level)
433 * fixed bug with player destroying indestructable elements with shield
436 * added option to make growing elements grow into anything diggable
437 (for the various amoeba types, biomaze and "game of life")
440 * fixed bug with movable elements not moving after left behind by CEs
441 * changed gravity movement to anything diggable, not only sand/base
442 * optionally allowing passing to walkable element, not only empty space
443 * added option "can pass to walkable element" for players
444 * finally fixed gravity movement (hopefully)
447 * fixed bug with movable elements not moving anymore after falling down
450 * fixed another bug with custom elements digging and leaving elements
451 * fixed bug with "along left/right side" and automatic start direction
452 * trigger elements now also displayed when "more custom" deactivated
453 * fixed bug with clipboard element initialized when loading new level
454 * added option "drop delay" to set delay before dropping next element
457 * uploaded pre-release (test) version 3.1.0-1 binary and source code
460 * added copy and paste functions for custom change pages
461 * enhanced graphical display and functionality of tape recorder
462 * fixed bug with custom elements digging and leaving elements
465 * added move speed faster than "very fast" for custom elements
466 * fixed bug with 3+3 style explosions and missing border content
467 * fixed little bug when copying custom elements in the editor
468 * enhanced custom element changes by more side trigger actions
471 * added option "no scrolling when relocating" for instant teleporting
472 * uploaded pre-release (test) version 3.1.0-0 binary and source code
475 * added trigger element and trigger player to use as target elements
476 * added copy and paste functions for custom and group elements
479 * fixed graphical bug when displaying explosion animations
480 * fixed bug when appending to tapes, resulting in broken tapes
481 * re-recorded a few tapes broken by fixing gravity checking bug
484 * "can move into acid" property now for all elements independently
485 * "can fall into acid" property for player stored in same bitfield now
486 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
487 * version number set to 3.1.0 (finally!)
490 * changed tape recording to only record input, not programmed actions
493 * fixed totally broken (every 8th frame skipped) step-by-step recording
494 * fixed bug with requester not displayed when quick-loading interrupted
495 * added option "can fall into acid (with gravity)" for players
496 * fixed bug with player not falling when snapping down with gravity
499 * fixed bug which messed up key config when using keypad number keys
502 * fixed bug which allowed moving upwards even when gravity was active
503 * fixed bug with missing error handling when dumping levels or tapes
506 * added different colored editor graphics for Supaplex gravity tubes
509 * fixed bug that allowed solvable tapes for unsolvable levels
512 * use unlimited number of droppable elements when "count" set to zero
513 * added option to use step limit instead of time limit for level
516 * added player and change page as trigger for custom element change
519 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
522 * fixed bug with dark yamyam changing to acid when moving over acid
523 * fixed handling of levels with more than 999 seconds level time
524 (example: level 76 of "Denmine")
527 * "spring push bug" reintroduced as configurable element property
528 * fixed bug with missing properties for "mole"
529 * fixed bug that showed up when fixing the above "mole" properties bug
530 * added option "can move into acid" for all movable elements
531 * fixed graphical bug for elements moving into acid
532 * changed event handling to handle all pending events before going on
535 * fixed bug which caused all CE change pages to be ignored which had
536 the same change event, but used a different element side
537 (reported by Simon Forsberg)
539 * fixed bug which caused elements that can move and fall and that are
540 transported by a conveyor belt to continue moving into that direction
541 after leaving the conveyor belt, regardless of their own movement
542 type; only elements which can not move are transported now
543 (reported by Simon Forsberg)
545 * fixed bug which could cause an array overflow in RelocatePlayer()
546 (reported by Niko Böhm)
548 * changed Emerald Mine style "passable / over" elements to "protected"
549 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
551 * added new option to select from which side a "walkable/passable"
552 element can be entered
555 * added explosion and ignition delay for elements that can explode
558 * fixed bug which caused player not being protected against enemies
559 when a CE was "walkable / inside" and was not "indestructible"
560 * added "walkable/passable" fields to be "protected/unprotected"
561 against enemies, even if not accessible "inside" but "over/under"
564 * corrected move pattern to 32 bit and initial move direction to 8 bit
567 * added second custom element base configuration page
570 * added some special EMC mappings to Emerald Mine level loader
571 (also covering previously unknown element in level 0 of "Bondmine 8")
574 * added option to block last field when player is moving (for Supaplex)
575 * adjusted push delay of Supaplex elements
576 * removed delays for envelopes etc. when replaying with maximum speed
577 * fixed bug when dropping element on a field that just changed to empty
580 * fixed bug: infotrons can now smash yellow disks
581 * fixed bug: when gravity active, port above player can now be entered
582 * removed "one white dot" mouse pointer which irritated some people
585 * added "choice type" for group element selection
588 * fixed bug with initial invulnerability of non-yellow player
591 * added level loader for loading native Supaplex packed levels
592 (including multi-part levels like the "splvls99" levels)
595 * fixed bug which allowed creating emeralds by escaping explosions
598 * custom elements can change (limited) or leave (unlimited) elements
599 * finally added multiple matches using group elements
600 * added shortcut to dump brush (type ":DB" in editor) for use in forum
603 * added new start movement type "previous" for continued CE movement
604 * added new start movement type "random" for random CE movement start
607 * added new element "sokoban_field_player" needed for Sokoban levels
608 (thanks to Ed Booker for pointing this out!)
611 * added elements that can be digged or left behind by custom elements
614 * added group elements for multiple matches and random element creation
617 * fixed some graphical errors displayed in old levels
620 * fixed wrong double speed movement after passing closing gates
623 * added level loader for loading native Emerald Mine levels
626 * changes for "shooting" style CE movement
629 * Happy New Year! ;-)
632 * changed default snap/drop keys from left/right Shift to Control keys
635 * fixed bug with dead player getting reanimated from custom element
638 * fixed bug with wrong penguin graphics (when entering exit)
641 * fixed bug with wrong "Murphy" graphics (when digging etc.)
644 * version number set to 3.0.9
647 * version 3.0.8 released
650 * added function checked_free()
653 * fixed bug with double nut cracking sound
654 (by eliminating "default element action sound" assignment in init.c)
657 * fixed crash when no music info files are available
660 * fixed boring and sleeping sounds
663 * added "maze runner" and "maze hunter" movement types
664 * added extended collision conditions for custom elements
667 * added warnings for undefined token values in artwork config files
670 * added menu entry for level set information to the info screen
673 * fixed bug with wrong default impact sound for colored emeralds
676 * added several sub-screens for the info screen
677 * menu text now also clickable (not only blue/red sphere left of it)
680 * added configurable "bored" and "sleeping" animations for the player
681 * added "awakening" sound for player when waking up after sleeping
684 * added "copy" and "exchange" functions for custom elements to editor
687 * added configurable element animations for info screen
690 * added configurable music credits for info screen
693 * finally fixed tape recording when player is created from CE change
696 * added "editorsetup.conf" for editor element list configuration
699 * added "musicinfo.conf" for menu and level music configuration
702 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
703 (that only showed up on Linux, but not on Windows systems)
706 * fixed turning movement of butterflies and fireflies (no frame reset)
707 * enhanced sniksnak turning movement (two steps instead of only one)
710 * version number set to 3.0.8
713 * version 3.0.7 released
716 * fixed reset of player animation frame when, for example,
717 walking, digging or collecting share the same animation
718 * fixed CE with "deadly when touching" exploding when touching amoeba
721 * fixed tape recording when player is created from CE element change
724 * introduced "turning..." action graphic for elements with move delay
725 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
726 * added turning animations for bug, spaceship and sniksnak
729 * prevent "extended" changed elements from delay change in same frame
732 * fixed bug when pushing element that can move away to the side
733 (like pushing falling elements, but now with moving elements)
736 * finally fixed serious bug in code for delayed element pushing (again)
739 * unavailable setup options now marked as "n/a" instead of "off"
740 * new boolean directive "latest_engine" for "levelinfo.conf": when set
741 to "true", levels are always played with the latest game engine,
742 which is desired for levels that are imported from other games; all
743 other levels are played with the engine version stored in level file
744 (which is normally the engine version the level was created with)
747 * fixed serious bug in code for delayed element pushing
748 * fixed little bug in animation frame selection for pushed elements
749 * speed-up of reading config file for verbose output
752 * added configuration option for opening and closing Supaplex exit
753 * added configuration option for moving up/down animation for Murphy
754 * fixed incorrectly displayed animation for attacking dragon
755 * fixed bug with not setting initial gravity for each new game
756 * fixed bug with teleportation of player by custom element change
757 * fixed bug with player not getting smashed by rock sometimes
760 * version number set to 3.0.7
763 * version 3.0.6 released
766 * added support for MP3 music for SDL version through SMPEG library
769 * fixed bug when initializing font graphic structure
770 * fixed bug with animation mode "pingpong" when using only 1 frame
771 * fixed bug with extended change target introduced in 3.0.5
772 * fixed bug where passing over moving element doubles player speed
773 * fixed bug with elements continuing to move into push direction
774 * fixed bug with duplicated player when dropping bomb with shield on
775 * added "switching" event for custom elements ("pressing" only once)
776 * fixed switching bug (resetting flag when not switching but not idle)
779 * fixed element tokens for certain file elements with ".active" etc.
782 * version number set to 3.0.6
785 * version 3.0.5 released
788 * now four envelope elements available
789 * font, background, animation and sound for envelope now configurable
790 * main menu doors opening/closing animation type now configurable
793 * active/inactive sides configurable for custom element changes
794 * new movement type "move when pushed" available for custom elements
797 * fixed bug in multiple config pages loader code that caused crashes
800 * enhanced (remaining low-resolution) Supaplex graphics
803 * version number set to 3.0.5
806 * version 3.0.4 released
808 2003-09-12 src/tools.c
809 * fixed bug in custom definition of crumbled element graphics
811 2003-09-11 src/files.c
812 * fixed bug in multiple config pages code that caused crashes
815 * version number set to 3.0.4
818 * version 3.0.3 released
821 * added music to Supaplex classic level set
823 2003-09-07 src/libgame/misc.c
824 * added support for loading various music formats through SDL_mixer
826 2003-09-06 (various source files)
827 * fixed several nasty bugs that may have caused crashes on some systems
828 * added envelope content which gets displayed when collecting envelope
829 * added multiple change event pages for custom elements
831 2003-08-24 src/game.c
832 * fixed problem with player animation when snapping and moving
834 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
835 * fixed problem with flickering when drawing toon animations
837 2003-08-23 src/libgame/sdl.c
838 * fixed problem with setting mouse cursor in SDL version in fullscreen
840 2003-08-23 src/game.c
841 * fixed bug (missing array boundary check) which could crash the game
844 * version number set to 3.0.3
847 * version 3.0.2 released
849 2003-08-21 src/game.c
850 * fixed bug with creating inaccessible elements at player position
852 2003-08-20 src/init.c
853 * fixed bug with not finding current level artwork directory
855 2003-08-20 src/files.c
856 * fixed bug with choosing wrong engine version when playing tapes
857 * fixed bug with messing up custom element properties in 3.0.0 levels
860 * version number set to 3.0.2
863 * version 3.0.1 released
865 2003-08-17 (no source files affected)
866 * changed all "classic" PCX image files with 16 colors or less to
867 256 color (8 bit) storage format, because the Allegro game library
868 cannot handle PCX files with less than 256 colors (contributed
869 graphics are not affected and might look wrong in the DOS version)
871 2003-08-16 src/init.c
872 * fixed bug which (for example) crashed the level editor when defining
873 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
874 (only set to default) -- invalid graphics now set to default graphic
876 2003-08-16 src/init.c
877 * fixed graphical bug of player digging/collecting/snapping element
878 when no corresponding graphic/animation is defined for this action,
879 resulting in player being drawn as EL_EMPTY (which should only be
880 done to elements being collected, but not to the player)
882 2003-08-16 src/game.c
883 * fixed small graphical bug of player not totally moving into exit
885 2003-08-16 src/libgame/setup.c
886 * fixed bug with wrong MS-DOS 8.3 filename conversion
888 2003-08-16 src/tools.c
889 * fixed bug with invisible mouse cursor when pressing ESC while playing
891 2003-08-16 (various source files)
892 * added another 128 custom elements (disabled in editor by default)
894 2003-08-16 src/editor.c
895 * fixed NULL string bug causing Solaris to crash in sprintf()
897 2003-08-16 src/screen.c
898 * fixed drawing over scrollbar on level selection with custom fonts
900 2003-08-15 src/game.c
901 * cleanup of simple sounds / loop sounds / music settings
903 2003-08-08 (various source files)
904 * added custom element property for dropping collected elements
906 2003-08-08 src/conf_gfx.c
907 * fixed bug with missing graphic for active red disk bomb
909 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
910 * extended variable "level.gravity" to "level.initial_gravity" and
911 "game.current_gravity" to prevent level setting from being changed
912 by playing the level (keeping the runtime value after playing)
914 * fixed graphics bug when digging element that has 'crumbled' graphic
915 definition, but not 'diggable' graphic definition
918 * version number set to 3.0.1
921 * version 3.0.0 released
924 * various bug fixes; among others:
925 - fixed bug with pushing spring over empty space
926 - fixed bug with leaving tube while placing dynamite
927 - fixed bug with explosion of smashed penguins
928 - allow Murphy player graphic in levels with non-Supaplex elements
932 * I have forgotten to document changes for some time
935 * pre-release version 2.2.0rc1 released
938 * version number set to 2.1.2
941 * version 2.1.1 released
944 * version number set to 2.1.1
947 * version 2.1.0 released
950 * version number set to 2.1.0
952 2002-04-03 to 2002-05-19 (various source files)
953 * graphics, sounds and music now fully configurable
954 * bug fixed that prevented walking through tubes when gravity on
956 2002-04-02 src/events.c, src/editor.c
957 * Make Escape key less aggressive when playing or when editing level.
958 This can be configured as an option in the setup menu. (Default is
959 "less aggressive" which means "ask user if something can be lost"
960 when pressing the Escape key.)
962 2002-04-02 src/screen.c
963 * Added "graphics setup" screen.
965 2002-04-01 src/screen.c
966 * Changed "choose level" setup screen stuff to be more generic (to
967 make it easier to add more "choose from generic tree" setup screens).
969 2002-04-01 src/config.c, src/timestamp.h
970 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
971 automatically gets created by "src/Makefile" and contains an actual
972 compile-time timestamp to identify development versions of the game).
974 2002-03-31 src/tape.c, src/events.c
975 * Added quick game/tape save/load functions to tape stuff which can be
976 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
977 loads previously recorded tape and directly goes into recording mode
978 from the end of the tape (therefore appending to the tape).
980 2002-03-31 src/tape.c
981 * Added "index mark" function to tape recorder. When playing or
982 recording, "eject" button changes to "index" button. Setting index
983 mark is not yet implemented, but pressing index button when playing
984 allows very quick advancing to end of tape (when normal playing),
985 very fast forward mode (when playing with normal fast forward) or
986 very fast reaching of "pause before end of tape" (when playing with
987 "pause before end" playing mode).
989 2002-03-30 src/cartoons.c
990 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
992 2002-03-29 src/screen.c
993 * Changed setup screen stuff to be more generic (to make it easier
994 to add more setup screens).
996 2002-03-23 src/main.c, src/main.h
997 * Various changes due to the introduction of the new libgame files
998 "setup.c" and "joystick.c".
1000 2002-03-23 src/files.c
1001 * Generic parts of "src/files.c" (mainly setup and level directory
1002 stuff) moved to new libgame file "src/libgame/setup.c".
1004 2002-03-23 src/joystick.c
1005 * File "src/joystick.c" moved to libgame source tree, with
1006 correspondig changes.
1008 2002-03-22 src/screens.c
1009 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1010 (Wrong level series information displayed when entering main group.)
1012 2002-03-22 src/editor.c
1013 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1015 2002-03-22 src/editor.c
1016 * Changed behaviour of "Escape" key in level editor to be more
1017 intuitive: When in "Element Properties" or "Level Info" mode,
1018 return to "Drawing Mode" instead of leaving the level editor.
1020 2002-03-21 src/game.c, src/editor.c, src/files.c
1021 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1022 gems (emeralds, diamonds, ...) slipping down from normal wall,
1023 steel wall and growing wall (as in E.M.C. style levels). Although
1024 the behaviour of contributed and private levels wasn't changed (due
1025 to the use of "level.game_version"; see previous entry), editing
1026 those levels will (of course) change the behaviour accordingly.
1028 This change seems a bit too hard after thinking about it, because
1029 the EM style behaviour is not the "expected" behaviour (gems would
1030 normally only slip down from "rounded" walls). Therefore this was
1031 now changed to an element property for gem style elements, with the
1032 default setting "off" (which means: no special EM style behaviour).
1033 To fix older converted levels, this flag is set to "on" for pre-2.0
1034 levels that are neither contributed nor private levels.
1036 2002-03-20 src/files.h
1037 * Corrected settings for "level.game_version" depending of level type.
1038 (Contributed and private levels always get played with game engine
1039 version they were created with, while converted levels always get
1040 played with the most recent version of the game engine, to let new
1041 corrections of the emulation behaviour take effect.)
1043 2002-03-20 src/main.h
1044 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1045 compiling the SDL version on some systems.
1046 Thanks to the several people who pointed this out.
1049 * Version number set to 2.0.2.
1052 * Version 2.0.1 released.
1054 2002-03-18 src/screens.c
1055 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1057 2002-03-18 src/files.c [src/libgame/misc.c]
1058 * Moved some common functions from src/files.c to src/libgame/misc.c.
1060 2002-03-18 src/files.c [src/libgame/misc.c]
1061 * Changed permissions for new directories and saved files (especially
1062 score files) according to suggestions of Debian users and mantainers.
1063 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1065 2002-03-17 src/files.c
1066 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1067 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1068 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1069 for levels and "TAPE" for tapes). Old "cookie" style format is
1070 still supported for reading. New level and tape files are written
1073 * New IFF chunk "VERS" contains version numbers for file and game
1074 (where "game version" is the version of the program that wrote the
1075 file, and "file version" is a version number to distinguish files
1076 with different format, for example after adding new features).
1078 2002-03-15 src/screen.c
1079 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1080 (Before, you heard a mixture of the in-game music and the
1081 hall-of-fame music.)
1083 2002-03-14 src/events.c
1084 * Function "DumpTape()" (files.c) now available by pressing 't' from
1085 main menu (when in DEBUG mode).
1087 2002-03-14 src/game.c
1088 * "GameWon()": When game was won playing a tape, now there is no delay
1089 raising the score and no corresponding sound is played.
1091 2002-03-14 src/files.c
1092 * Changed "LoadTape()" for real chunk support and also adjusted
1093 "SaveTape()" accordingly.
1095 2002-03-14 src/game.c, src/tape.c, src/files.c
1096 * Important changes to tape format: The old tape format stored all
1097 actions with a real effect with a corresponding delay between the
1098 stored actions. This had some major disadvantages (for example,
1099 push delays had to be ignored, pressing a button for some seconds
1100 mutated to several single button presses because of the non-action
1101 delays between two action frames etc.). The new tape format just
1102 stupidly records all device actions and replays them later. I really
1103 don't know why I haven't solved it that way before?! Old-style tapes
1104 (with tape file version less than 2.0) get converted to the new
1105 format on-the-fly when loading and can therefore still be played;
1106 only some minor parts of the old-style tape handling code was needed.
1107 (A perfect conversion is not possible, because there is information
1108 missing about the device actions between two action frames.)
1110 2002-03-14 src/files.c
1111 * New function "DumpTape()" to dump the contents of the current tape
1112 in a human readable format.
1114 2002-03-14 src/game.c
1115 * Small tape bug fixed: When automatically advancing to next level
1116 after a game was won, the tape from the previous level still was
1117 loaded as a tape for the new level.
1119 2002-03-14 src/tape.c
1120 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1121 tape, cartoons did not get completely removed because
1122 StopAnimation() was not called.
1124 2002-03-13 src/files.c
1125 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1126 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1127 size even when using 16-bit elements). Added new chunk "CNT2" for
1128 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1129 chunk even when content was 16-bit element). "CNT2" should now be
1130 able to store content for arbitrary elements (up to eight blocks of
1131 3 x 3 element arrays). All "CNT2" elements will always be stored as
1132 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1134 2002-03-13 src/files.c
1135 * Changed "LoadLevel()" for real chunk support.
1137 2002-03-12 src/game.c
1138 * Fixed problem (introduced after 2.0.0 release) with penguins
1139 not getting killed by enemies
1141 2002-02-24 src/game.c, src/main.h
1142 * Added "player->is_moving"; now "player->last_move_dir" does
1143 not contain any information if the player is just moving at
1145 Before, "player->last_move_dir" was misused for this purpose
1146 for the robot stuff (robots don't kill players when they are
1147 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1148 broke tapes when walking through pipes!
1149 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1150 in a continuous movement. This fact is ignored for friends and