2 * added missing configuration settings for the following elements:
3 - EL_TIMEGATE_SWITCH (time of open time gate)
4 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
5 - EL_SHIELD_NORMAL (time of shield duration)
6 - EL_SHIELD_DEADLY (time of shield duration)
7 - EL_EXTRA_TIME (time added to level time)
8 - EL_TIME_ORB_FULL (time added to level time)
11 * added "wind direction" as a movement pattern for custom elements
12 * added initial wind direction for balloon / custom elements to editor
13 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
16 * added parameters for "game of life" and "biomaze" elements to editor
19 * added level file chunk "CONF" for generic level and element settings
22 * uploaded pre-release (test) version 3.2.0-4 binary and source code
25 * skip empty level sets (with "levels: 0"; may be artwork base sets)
26 * added sound action ".page[1]" to ".page[32]" for each CE change page
29 * added image config suffix ".clone_from" to copy whole image settings
30 * fixed bug with invalid ("undefined") CE settings in old level files
33 * fixed graphical bug with smashing elements falling faster than player
36 * fixed major bug which prevented private levels from being edited
37 * fixed bug with precedence of general and special font definitions
40 * fixed graphical bug with player animation when player moves slowly
43 * uploaded pre-release (test) version 3.2.0-3 binary and source code
46 * fixed bug which prevented "global.num_toons: 0" from working
49 * major code cleanup (removed all these annoying "#if 0" blocks)
52 * added custom element actions for CE change page in level editor
55 * fixed music initialization bug in init.c (thanks to David Binderman)
56 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
57 (this bug must probably be fixed at other places, too)
60 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
61 (should be '#include <SDL.h>' instead)
64 * fixed bug which prevented "walkable from no direction" from working
65 (due to compatibility code overwriting this setting after loading)
68 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
71 * version number temporarily set to 3.1.1 (intermediate bugfix release)
72 * version 3.1.1 released
75 * changed some va_arg() arguments from 'long' to 'int', fixing problems
76 on 64-bit architecture systems with LP64 data model
79 * fixed bug with bombs not exploding when hitting the last level line
80 (introduced after the release of 3.1.0)
83 * added support for dumping small-sized level sketches from editor
86 * added recognition of "trigger element" for "change digged element to"
87 (this is not really what the "trigger element" was made for, but its
88 use may seem obvious for leaving back digged elements unchanged)
91 * fixed multiple warnings about failed joystick device initialization
94 * fixed bug with dynamite dropped on top of just dropped custom element
95 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
96 dynamite can still be dropped, but drop key must be released before
99 * fixed bug with wrong start directory when started from file browser
100 (due to this bug, R'n'D could not be started from KDE's Konqueror)
103 * fixed bug causing "change when impact" on player not working
104 * fixed wrong priority of "hitting something" over "hitting <element>"
105 * fixed wrong priority of "hit by something" over "hit by <element>"
108 * fixed graphical bug which caused the player (being Murphy) to show
109 collecting animations although the element was collected by penguin
112 * fixed two bugs causing wrong door background graphics in system.c
113 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
116 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
117 * added "no direction" to "walkable/passable from" selectbox options
120 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
121 * in tape autoplay, not only report broken, but also missing tapes
124 * uploaded pre-release (test) version 3.2.0-2 binary and source code
127 * fixed small bug with "linear" animation not working for active lamp
130 * fixed bug with moving up despite gravity due to "block last field"
131 * fixed small bug with wrong draw offset when typing name in main menu
132 * when reading user names from "passwd", ignore data after first comma
133 * when creating new "levelinfo.conf", only write some selected entries
136 * fixed displaying "imported from/by" on preview with empty string
137 * fixed ignoring draw offset for fonts used for level preview texts
140 * fixed a delay problem with SDL and too many mouse motion events
141 * added setup option "skip levels" and level skipping functionality
144 * added move speed "not moving" for non-moving CEs, but with direction
147 * fixed mapping of obsolete element token names in "editorsetup.conf"
148 * fixed bug with sound "acid.splashing" treated as a loop sound
149 * fixed some little sound bugs in native EM engine
152 * fixed small bug when dragging scrollbars to end positions
155 * added editor element descriptions written by Aaron Davidson
158 * improved fallback handling when configured artwork is not available
159 (now using default artwork instead of exiting when files not found)
162 * fixed bug on level selection screen when dragging scrollbar
165 * fixed bug which caused broken tapes when appending to EM engine tapes
168 * uploaded pre-release (test) version 3.2.0-1 binary and source code
171 * added code to replace changed artwork config tokens with other tokens
172 (needed for backwards compatibility, so that older tokens still work)
175 * added native R'n'D graphics for some new EMC elements in EM engine
178 * fixed some bugs in the EM engine integration code
179 * changed EM engine code to allow diagonal movement
180 * changed EM engine code to allow use of separate snap and drop keys
183 * fixed some redraw bugs when using EM engine
186 * fixed bug with not converting RND levels which are set to use native
187 engine to native level structure when loading
190 * uploaded pre-release (test) version 3.2.0-0 binary and source code
193 * version number set to 3.2.0
196 * level data now reset to defaults after attempt to load invalid file
199 * added use of "editorsetup.conf" for different level sets
202 * added auto-detection for various types of Emerald Mine level files
205 * fixed bug with scrollbars getting too small when list is very large
208 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
211 * added most level editor configuration gadgets for new EMC elements
214 * added more element and graphic definitions for new EMC elements
217 * modified native EM engine to use integrated R'n'D sound system
220 * added SDL support to graphics functions in native EM engine
221 (by always using generic libgame interface functions)
224 * fixed bug in frame synchronization in native EM engine
227 * added code to convert levels between R'n'D and native EM engine
230 * new Emerald Mine engine can now play levels selected in main menu
233 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
234 (which creates scaled down graphics for level editor and preview);
235 there's still a memory leak somewhere in the artwork handling code
236 * added "scale image up" functionality to X11 version of zoom function
239 * first attempts to integrate new, native Emerald Mine Club engine
242 * fixed bug in gadget code which caused reset of CEs in level editor
243 (example: pressing 'b' [grab brush] on CE config page erased values)
244 (solution: check if gadgets in ClickOnGadget() are really mapped)
245 * improved level change detection in editor (settings now also checked)
246 * fixed bug with "can move into acid" and "don't collide with" state
249 * fixed maze runner style CEs to use the configured move delay value
252 * added Aaron Davidson's tutorial level set to the "Tutorials" section
255 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
256 * fixed the above fix because it broke level set "machine" (*sigh*)
257 * fixed random element placement in level editor to work as expected
258 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
261 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
264 * fixed bug (missing array boundary check) which caused broken tapes
265 * fixed bug (when loading level template) which caused broken levels
266 * fixed bug with new block last field code when using non-yellow player
269 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
270 * internal change of how the player blocks the last field when moving
271 * fixed blocking delay of last field for EM and SP style block delay
272 * fixed bug where the player had to wait for the usual move delay after
273 unsuccessfully trying to move, when he directly could move after that
274 * the last two changes should make original Supaplex level 93 solvable
275 * improved use of random number generator to make it less predictable
276 * fixed behaviour of slippery SP elements to let slip left, then right
279 * fixed bug with wrong door state after trying to quickload empty tape
280 * fixed waste of static memory usage of the binary, making it smaller
281 * fixed very little graphical bug in Supaplex explosion
284 * version number set to 3.1.1
287 * version 3.1.0 released
290 * fixed bug with crash when writing user levelinfo.conf the first time
293 * added option "convert LEVELDIR [NR]" to command line batch commands
294 * re-converted Supaplex levels to apply latest engine fixes
295 * changed "use graphic/sound of element" to "use graphic of element"
296 due to compatibility problems with some levels ("bug machine" etc.)
299 * fixed bug with CE change replacing player with same or other player
302 * fixed bug with opaque font in envelope with background graphic when
303 background graphic is not transparent itself
306 * added "gravity on" and "gravity off" ports for Supaplex compatibility
307 * corrected original Supaplex level loading code to use these new ports
308 * also corrected Supaplex loader to auto-count infotrons if set to zero
311 * fixed bug with missing initialization of "modified" flag for GEs
314 * fixed bug that caused endless recursion loop when relocating player
315 * fixed tape recorder bug in "step mode" when using "pause before end"
316 * fixed tape recorder bug when changing from "warp forward" mode
319 * fixed bug with "when touching" for pushed elements at last position
322 * fixed bug that caused two activated toolbox buttons in level editor
323 * fixed bug with exploding dynabomb under player due to other explosion
326 * fixed bug with creating walkable custom element under player (again)
327 * fixed bug with not copying explosion type when copying CEs in editor
328 * fixed graphical bug when drawing player in setup menu (input devices)
329 * fixed graphical bug when the player is pushing an accessible element
330 * fixed bug with classic switchable elements triggering CE changes
331 * fixed bug with entering/leaving walkable element in RelocatePlayer()
332 * fixed crash bug when CE leaves behind the trigger player element
335 * fixed bug with broken tubes after placing/exploding dynamite in them
336 * fixed bug with exploding dynamite under player due to other explosion
337 * fixed bug with not resetting push delay under certain circumstances
340 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
341 * added network multiplayer code for Windows (thanks to Niko Böhm)
344 * added option "reachable despite gravity" for gravity movement
345 * changed gravity movement of most classic walkable and passable
346 elements back to "not reachable" (for compatibility reasons)
349 * fixed (removed) "indestructible" / "can explode" dependency in editor
350 * fixed (removed) "accessible inside" / "protected" dependency
351 * fixed (removed) "step mode" / "shield time" dependency
354 * fixed dynabombs exploding now into anything diggable
355 * fixed Supaplex style gravity movement into buggy base now impossible
356 * added pressing key "space" as valid action to select menu options
359 * added "replace when walkable" to relocate player to walkable element
360 * added "enter"/"leave" event for elements affected by relocation
361 * fixed "direct"/"indirect" change order also for "when change" event
362 * fixed graphical bug when pushing things from elements walkable inside
365 * fixed graphic bug when player is snapping while moving in old levels
366 * fixed bug when a moving custom element leaves a player element behind
367 * fixed bug with mole not disappearing when moving into acid pool
368 * fixed bug with incomplete path setting when using "--basepath" option
369 * moving CE can now leave walkable elements behind under the player
370 * when relocating, player can be set on walkable element now
371 * fixed another gravity movement bug
374 * uploaded pre-release (test) version 3.1.0-2 binary and source code
377 * added "collectible" and "removable" to extended replacement types
378 (where "removable" replaces "diggable" and "collectible" elements)
379 * added "collectible & throwable" (to throw element to the next field)
380 * fixed bug with CEs digging elements that are just about to explode
381 * changed mouse cursor now always being visible when game is paused
384 * added possibility to push/press accessible elements from a side that
386 * fixed bug with not setting actual date when appending to tape
389 * fixed bug with incorrectly initialized custom element editor graphics
392 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
393 - number of levels corrected from 18 to 17 in "levelinfo.conf"
396 * fixed bug with destroyed robot wheel still attracting robots forever
397 * fixed bug with time gate switch deactivating after robot wheel time
398 (while the time gate itself is not affected by this misbehaviour)
399 * changed behaviour of BD style amoeba to always get blocked by player
400 (before it was different when there were non-BD elements in level)
401 * fixed bug with player destroying indestructable elements with shield
404 * added option to make growing elements grow into anything diggable
405 (for the various amoeba types, biomaze and "game of life")
408 * fixed bug with movable elements not moving after left behind by CEs
409 * changed gravity movement to anything diggable, not only sand/base
410 * optionally allowing passing to walkable element, not only empty space
411 * added option "can pass to walkable element" for players
412 * finally fixed gravity movement (hopefully)
415 * fixed bug with movable elements not moving anymore after falling down
418 * fixed another bug with custom elements digging and leaving elements
419 * fixed bug with "along left/right side" and automatic start direction
420 * trigger elements now also displayed when "more custom" deactivated
421 * fixed bug with clipboard element initialized when loading new level
422 * added option "drop delay" to set delay before dropping next element
425 * uploaded pre-release (test) version 3.1.0-1 binary and source code
428 * added copy and paste functions for custom change pages
429 * enhanced graphical display and functionality of tape recorder
430 * fixed bug with custom elements digging and leaving elements
433 * added move speed faster than "very fast" for custom elements
434 * fixed bug with 3+3 style explosions and missing border content
435 * fixed little bug when copying custom elements in the editor
436 * enhanced custom element changes by more side trigger actions
439 * added option "no scrolling when relocating" for instant teleporting
440 * uploaded pre-release (test) version 3.1.0-0 binary and source code
443 * added trigger element and trigger player to use as target elements
444 * added copy and paste functions for custom and group elements
447 * fixed graphical bug when displaying explosion animations
448 * fixed bug when appending to tapes, resulting in broken tapes
449 * re-recorded a few tapes broken by fixing gravity checking bug
452 * "can move into acid" property now for all elements independently
453 * "can fall into acid" property for player stored in same bitfield now
454 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
455 * version number set to 3.1.0 (finally!)
458 * changed tape recording to only record input, not programmed actions
461 * fixed totally broken (every 8th frame skipped) step-by-step recording
462 * fixed bug with requester not displayed when quick-loading interrupted
463 * added option "can fall into acid (with gravity)" for players
464 * fixed bug with player not falling when snapping down with gravity
467 * fixed bug which messed up key config when using keypad number keys
470 * fixed bug which allowed moving upwards even when gravity was active
471 * fixed bug with missing error handling when dumping levels or tapes
474 * added different colored editor graphics for Supaplex gravity tubes
477 * fixed bug that allowed solvable tapes for unsolvable levels
480 * use unlimited number of droppable elements when "count" set to zero
481 * added option to use step limit instead of time limit for level
484 * added player and change page as trigger for custom element change
487 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
490 * fixed bug with dark yamyam changing to acid when moving over acid
491 * fixed handling of levels with more than 999 seconds level time
492 (example: level 76 of "Denmine")
495 * "spring push bug" reintroduced as configurable element property
496 * fixed bug with missing properties for "mole"
497 * fixed bug that showed up when fixing the above "mole" properties bug
498 * added option "can move into acid" for all movable elements
499 * fixed graphical bug for elements moving into acid
500 * changed event handling to handle all pending events before going on
503 * fixed bug which caused all CE change pages to be ignored which had
504 the same change event, but used a different element side
505 (reported by Simon Forsberg)
507 * fixed bug which caused elements that can move and fall and that are
508 transported by a conveyor belt to continue moving into that direction
509 after leaving the conveyor belt, regardless of their own movement
510 type; only elements which can not move are transported now
511 (reported by Simon Forsberg)
513 * fixed bug which could cause an array overflow in RelocatePlayer()
514 (reported by Niko Böhm)
516 * changed Emerald Mine style "passable / over" elements to "protected"
517 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
519 * added new option to select from which side a "walkable/passable"
520 element can be entered
523 * added explosion and ignition delay for elements that can explode
526 * fixed bug which caused player not being protected against enemies
527 when a CE was "walkable / inside" and was not "indestructible"
528 * added "walkable/passable" fields to be "protected/unprotected"
529 against enemies, even if not accessible "inside" but "over/under"
532 * corrected move pattern to 32 bit and initial move direction to 8 bit
535 * added second custom element base configuration page
538 * added some special EMC mappings to Emerald Mine level loader
539 (also covering previously unknown element in level 0 of "Bondmine 8")
542 * added option to block last field when player is moving (for Supaplex)
543 * adjusted push delay of Supaplex elements
544 * removed delays for envelopes etc. when replaying with maximum speed
545 * fixed bug when dropping element on a field that just changed to empty
548 * fixed bug: infotrons can now smash yellow disks
549 * fixed bug: when gravity active, port above player can now be entered
550 * removed "one white dot" mouse pointer which irritated some people
553 * added "choice type" for group element selection
556 * fixed bug with initial invulnerability of non-yellow player
559 * added level loader for loading native Supaplex packed levels
560 (including multi-part levels like the "splvls99" levels)
563 * fixed bug which allowed creating emeralds by escaping explosions
566 * custom elements can change (limited) or leave (unlimited) elements
567 * finally added multiple matches using group elements
568 * added shortcut to dump brush (type ":DB" in editor) for use in forum
571 * added new start movement type "previous" for continued CE movement
572 * added new start movement type "random" for random CE movement start
575 * added new element "sokoban_field_player" needed for Sokoban levels
576 (thanks to Ed Booker for pointing this out!)
579 * added elements that can be digged or left behind by custom elements
582 * added group elements for multiple matches and random element creation
585 * fixed some graphical errors displayed in old levels
588 * fixed wrong double speed movement after passing closing gates
591 * added level loader for loading native Emerald Mine levels
594 * changes for "shooting" style CE movement
597 * Happy New Year! ;-)
600 * changed default snap/drop keys from left/right Shift to Control keys
603 * fixed bug with dead player getting reanimated from custom element
606 * fixed bug with wrong penguin graphics (when entering exit)
609 * fixed bug with wrong "Murphy" graphics (when digging etc.)
612 * version number set to 3.0.9
615 * version 3.0.8 released
618 * added function checked_free()
621 * fixed bug with double nut cracking sound
622 (by eliminating "default element action sound" assignment in init.c)
625 * fixed crash when no music info files are available
628 * fixed boring and sleeping sounds
631 * added "maze runner" and "maze hunter" movement types
632 * added extended collision conditions for custom elements
635 * added warnings for undefined token values in artwork config files
638 * added menu entry for level set information to the info screen
641 * fixed bug with wrong default impact sound for colored emeralds
644 * added several sub-screens for the info screen
645 * menu text now also clickable (not only blue/red sphere left of it)
648 * added configurable "bored" and "sleeping" animations for the player
649 * added "awakening" sound for player when waking up after sleeping
652 * added "copy" and "exchange" functions for custom elements to editor
655 * added configurable element animations for info screen
658 * added configurable music credits for info screen
661 * finally fixed tape recording when player is created from CE change
664 * added "editorsetup.conf" for editor element list configuration
667 * added "musicinfo.conf" for menu and level music configuration
670 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
671 (that only showed up on Linux, but not on Windows systems)
674 * fixed turning movement of butterflies and fireflies (no frame reset)
675 * enhanced sniksnak turning movement (two steps instead of only one)
678 * version number set to 3.0.8
681 * version 3.0.7 released
684 * fixed reset of player animation frame when, for example,
685 walking, digging or collecting share the same animation
686 * fixed CE with "deadly when touching" exploding when touching amoeba
689 * fixed tape recording when player is created from CE element change
692 * introduced "turning..." action graphic for elements with move delay
693 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
694 * added turning animations for bug, spaceship and sniksnak
697 * prevent "extended" changed elements from delay change in same frame
700 * fixed bug when pushing element that can move away to the side
701 (like pushing falling elements, but now with moving elements)
704 * finally fixed serious bug in code for delayed element pushing (again)
707 * unavailable setup options now marked as "n/a" instead of "off"
708 * new boolean directive "latest_engine" for "levelinfo.conf": when set
709 to "true", levels are always played with the latest game engine,
710 which is desired for levels that are imported from other games; all
711 other levels are played with the engine version stored in level file
712 (which is normally the engine version the level was created with)
715 * fixed serious bug in code for delayed element pushing
716 * fixed little bug in animation frame selection for pushed elements
717 * speed-up of reading config file for verbose output
720 * added configuration option for opening and closing Supaplex exit
721 * added configuration option for moving up/down animation for Murphy
722 * fixed incorrectly displayed animation for attacking dragon
723 * fixed bug with not setting initial gravity for each new game
724 * fixed bug with teleportation of player by custom element change
725 * fixed bug with player not getting smashed by rock sometimes
728 * version number set to 3.0.7
731 * version 3.0.6 released
734 * added support for MP3 music for SDL version through SMPEG library
737 * fixed bug when initializing font graphic structure
738 * fixed bug with animation mode "pingpong" when using only 1 frame
739 * fixed bug with extended change target introduced in 3.0.5
740 * fixed bug where passing over moving element doubles player speed
741 * fixed bug with elements continuing to move into push direction
742 * fixed bug with duplicated player when dropping bomb with shield on
743 * added "switching" event for custom elements ("pressing" only once)
744 * fixed switching bug (resetting flag when not switching but not idle)
747 * fixed element tokens for certain file elements with ".active" etc.
750 * version number set to 3.0.6
753 * version 3.0.5 released
756 * now four envelope elements available
757 * font, background, animation and sound for envelope now configurable
758 * main menu doors opening/closing animation type now configurable
761 * active/inactive sides configurable for custom element changes
762 * new movement type "move when pushed" available for custom elements
765 * fixed bug in multiple config pages loader code that caused crashes
768 * enhanced (remaining low-resolution) Supaplex graphics
771 * version number set to 3.0.5
774 * version 3.0.4 released
776 2003-09-12 src/tools.c
777 * fixed bug in custom definition of crumbled element graphics
779 2003-09-11 src/files.c
780 * fixed bug in multiple config pages code that caused crashes
783 * version number set to 3.0.4
786 * version 3.0.3 released
789 * added music to Supaplex classic level set
791 2003-09-07 src/libgame/misc.c
792 * added support for loading various music formats through SDL_mixer
794 2003-09-06 (various source files)
795 * fixed several nasty bugs that may have caused crashes on some systems
796 * added envelope content which gets displayed when collecting envelope
797 * added multiple change event pages for custom elements
799 2003-08-24 src/game.c
800 * fixed problem with player animation when snapping and moving
802 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
803 * fixed problem with flickering when drawing toon animations
805 2003-08-23 src/libgame/sdl.c
806 * fixed problem with setting mouse cursor in SDL version in fullscreen
808 2003-08-23 src/game.c
809 * fixed bug (missing array boundary check) which could crash the game
812 * version number set to 3.0.3
815 * version 3.0.2 released
817 2003-08-21 src/game.c
818 * fixed bug with creating inaccessible elements at player position
820 2003-08-20 src/init.c
821 * fixed bug with not finding current level artwork directory
823 2003-08-20 src/files.c
824 * fixed bug with choosing wrong engine version when playing tapes
825 * fixed bug with messing up custom element properties in 3.0.0 levels
828 * version number set to 3.0.2
831 * version 3.0.1 released
833 2003-08-17 (no source files affected)
834 * changed all "classic" PCX image files with 16 colors or less to
835 256 color (8 bit) storage format, because the Allegro game library
836 cannot handle PCX files with less than 256 colors (contributed
837 graphics are not affected and might look wrong in the DOS version)
839 2003-08-16 src/init.c
840 * fixed bug which (for example) crashed the level editor when defining
841 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
842 (only set to default) -- invalid graphics now set to default graphic
844 2003-08-16 src/init.c
845 * fixed graphical bug of player digging/collecting/snapping element
846 when no corresponding graphic/animation is defined for this action,
847 resulting in player being drawn as EL_EMPTY (which should only be
848 done to elements being collected, but not to the player)
850 2003-08-16 src/game.c
851 * fixed small graphical bug of player not totally moving into exit
853 2003-08-16 src/libgame/setup.c
854 * fixed bug with wrong MS-DOS 8.3 filename conversion
856 2003-08-16 src/tools.c
857 * fixed bug with invisible mouse cursor when pressing ESC while playing
859 2003-08-16 (various source files)
860 * added another 128 custom elements (disabled in editor by default)
862 2003-08-16 src/editor.c
863 * fixed NULL string bug causing Solaris to crash in sprintf()
865 2003-08-16 src/screen.c
866 * fixed drawing over scrollbar on level selection with custom fonts
868 2003-08-15 src/game.c
869 * cleanup of simple sounds / loop sounds / music settings
871 2003-08-08 (various source files)
872 * added custom element property for dropping collected elements
874 2003-08-08 src/conf_gfx.c
875 * fixed bug with missing graphic for active red disk bomb
877 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
878 * extended variable "level.gravity" to "level.initial_gravity" and
879 "game.current_gravity" to prevent level setting from being changed
880 by playing the level (keeping the runtime value after playing)
882 * fixed graphics bug when digging element that has 'crumbled' graphic
883 definition, but not 'diggable' graphic definition
886 * version number set to 3.0.1
889 * version 3.0.0 released
892 * various bug fixes; among others:
893 - fixed bug with pushing spring over empty space
894 - fixed bug with leaving tube while placing dynamite
895 - fixed bug with explosion of smashed penguins
896 - allow Murphy player graphic in levels with non-Supaplex elements
900 * I have forgotten to document changes for some time
903 * pre-release version 2.2.0rc1 released
906 * version number set to 2.1.2
909 * version 2.1.1 released
912 * version number set to 2.1.1
915 * version 2.1.0 released
918 * version number set to 2.1.0
920 2002-04-03 to 2002-05-19 (various source files)
921 * graphics, sounds and music now fully configurable
922 * bug fixed that prevented walking through tubes when gravity on
924 2002-04-02 src/events.c, src/editor.c
925 * Make Escape key less aggressive when playing or when editing level.
926 This can be configured as an option in the setup menu. (Default is
927 "less aggressive" which means "ask user if something can be lost"
928 when pressing the Escape key.)
930 2002-04-02 src/screen.c
931 * Added "graphics setup" screen.
933 2002-04-01 src/screen.c
934 * Changed "choose level" setup screen stuff to be more generic (to
935 make it easier to add more "choose from generic tree" setup screens).
937 2002-04-01 src/config.c, src/timestamp.h
938 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
939 automatically gets created by "src/Makefile" and contains an actual
940 compile-time timestamp to identify development versions of the game).
942 2002-03-31 src/tape.c, src/events.c
943 * Added quick game/tape save/load functions to tape stuff which can be
944 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
945 loads previously recorded tape and directly goes into recording mode
946 from the end of the tape (therefore appending to the tape).
948 2002-03-31 src/tape.c
949 * Added "index mark" function to tape recorder. When playing or
950 recording, "eject" button changes to "index" button. Setting index
951 mark is not yet implemented, but pressing index button when playing
952 allows very quick advancing to end of tape (when normal playing),
953 very fast forward mode (when playing with normal fast forward) or
954 very fast reaching of "pause before end of tape" (when playing with
955 "pause before end" playing mode).
957 2002-03-30 src/cartoons.c
958 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
960 2002-03-29 src/screen.c
961 * Changed setup screen stuff to be more generic (to make it easier
962 to add more setup screens).
964 2002-03-23 src/main.c, src/main.h
965 * Various changes due to the introduction of the new libgame files
966 "setup.c" and "joystick.c".
968 2002-03-23 src/files.c
969 * Generic parts of "src/files.c" (mainly setup and level directory
970 stuff) moved to new libgame file "src/libgame/setup.c".
972 2002-03-23 src/joystick.c
973 * File "src/joystick.c" moved to libgame source tree, with
974 correspondig changes.
976 2002-03-22 src/screens.c
977 * "HandleChooseLevel()": Another bug in level series navigation fixed.
978 (Wrong level series information displayed when entering main group.)
980 2002-03-22 src/editor.c
981 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
983 2002-03-22 src/editor.c
984 * Changed behaviour of "Escape" key in level editor to be more
985 intuitive: When in "Element Properties" or "Level Info" mode,
986 return to "Drawing Mode" instead of leaving the level editor.
988 2002-03-21 src/game.c, src/editor.c, src/files.c
989 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
990 gems (emeralds, diamonds, ...) slipping down from normal wall,
991 steel wall and growing wall (as in E.M.C. style levels). Although
992 the behaviour of contributed and private levels wasn't changed (due
993 to the use of "level.game_version"; see previous entry), editing
994 those levels will (of course) change the behaviour accordingly.
996 This change seems a bit too hard after thinking about it, because
997 the EM style behaviour is not the "expected" behaviour (gems would
998 normally only slip down from "rounded" walls). Therefore this was
999 now changed to an element property for gem style elements, with the
1000 default setting "off" (which means: no special EM style behaviour).
1001 To fix older converted levels, this flag is set to "on" for pre-2.0
1002 levels that are neither contributed nor private levels.
1004 2002-03-20 src/files.h
1005 * Corrected settings for "level.game_version" depending of level type.
1006 (Contributed and private levels always get played with game engine
1007 version they were created with, while converted levels always get
1008 played with the most recent version of the game engine, to let new
1009 corrections of the emulation behaviour take effect.)
1011 2002-03-20 src/main.h
1012 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1013 compiling the SDL version on some systems.
1014 Thanks to the several people who pointed this out.
1017 * Version number set to 2.0.2.
1020 * Version 2.0.1 released.
1022 2002-03-18 src/screens.c
1023 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1025 2002-03-18 src/files.c [src/libgame/misc.c]
1026 * Moved some common functions from src/files.c to src/libgame/misc.c.
1028 2002-03-18 src/files.c [src/libgame/misc.c]
1029 * Changed permissions for new directories and saved files (especially
1030 score files) according to suggestions of Debian users and mantainers.
1031 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1033 2002-03-17 src/files.c
1034 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1035 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1036 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1037 for levels and "TAPE" for tapes). Old "cookie" style format is
1038 still supported for reading. New level and tape files are written
1041 * New IFF chunk "VERS" contains version numbers for file and game
1042 (where "game version" is the version of the program that wrote the
1043 file, and "file version" is a version number to distinguish files
1044 with different format, for example after adding new features).
1046 2002-03-15 src/screen.c
1047 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1048 (Before, you heard a mixture of the in-game music and the
1049 hall-of-fame music.)
1051 2002-03-14 src/events.c
1052 * Function "DumpTape()" (files.c) now available by pressing 't' from
1053 main menu (when in DEBUG mode).
1055 2002-03-14 src/game.c
1056 * "GameWon()": When game was won playing a tape, now there is no delay
1057 raising the score and no corresponding sound is played.
1059 2002-03-14 src/files.c
1060 * Changed "LoadTape()" for real chunk support and also adjusted
1061 "SaveTape()" accordingly.
1063 2002-03-14 src/game.c, src/tape.c, src/files.c
1064 * Important changes to tape format: The old tape format stored all
1065 actions with a real effect with a corresponding delay between the
1066 stored actions. This had some major disadvantages (for example,
1067 push delays had to be ignored, pressing a button for some seconds
1068 mutated to several single button presses because of the non-action
1069 delays between two action frames etc.). The new tape format just
1070 stupidly records all device actions and replays them later. I really
1071 don't know why I haven't solved it that way before?! Old-style tapes
1072 (with tape file version less than 2.0) get converted to the new
1073 format on-the-fly when loading and can therefore still be played;
1074 only some minor parts of the old-style tape handling code was needed.
1075 (A perfect conversion is not possible, because there is information
1076 missing about the device actions between two action frames.)
1078 2002-03-14 src/files.c
1079 * New function "DumpTape()" to dump the contents of the current tape
1080 in a human readable format.
1082 2002-03-14 src/game.c
1083 * Small tape bug fixed: When automatically advancing to next level
1084 after a game was won, the tape from the previous level still was
1085 loaded as a tape for the new level.
1087 2002-03-14 src/tape.c
1088 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1089 tape, cartoons did not get completely removed because
1090 StopAnimation() was not called.
1092 2002-03-13 src/files.c
1093 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1094 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1095 size even when using 16-bit elements). Added new chunk "CNT2" for
1096 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1097 chunk even when content was 16-bit element). "CNT2" should now be
1098 able to store content for arbitrary elements (up to eight blocks of
1099 3 x 3 element arrays). All "CNT2" elements will always be stored as
1100 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1102 2002-03-13 src/files.c
1103 * Changed "LoadLevel()" for real chunk support.
1105 2002-03-12 src/game.c
1106 * Fixed problem (introduced after 2.0.0 release) with penguins
1107 not getting killed by enemies
1109 2002-02-24 src/game.c, src/main.h
1110 * Added "player->is_moving"; now "player->last_move_dir" does
1111 not contain any information if the player is just moving at
1113 Before, "player->last_move_dir" was misused for this purpose
1114 for the robot stuff (robots don't kill players when they are
1115 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1116 broke tapes when walking through pipes!
1117 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1118 in a continuous movement. This fact is ignored for friends and