2 * added new player option "block snap field" (enabled by default) to
3 make it possible to show a snapping animation like in Emerald Mine
6 * added dynamic checkboxes to custom element action settings in editor
7 * added "CE value" counter for custom elements (instead of "CE count")
8 * added option to use the last "CE value" after custom element change
9 * added option to use the "CE value" of other elements in CE actions
10 * fixed odd behaviour when pressing time orb in levels w/o time limit
11 * added checkbox "use time orb bug" for older levels that use this bug
14 * added missing configuration settings for the following elements:
15 - EL_TIMEGATE_SWITCH (time of open time gate)
16 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
17 - EL_SHIELD_NORMAL (time of shield duration)
18 - EL_SHIELD_DEADLY (time of shield duration)
19 - EL_EXTRA_TIME (time added to level time)
20 - EL_TIME_ORB_FULL (time added to level time)
23 * added "wind direction" as a movement pattern for custom elements
24 * added initial wind direction for balloon / custom elements to editor
25 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
28 * added parameters for "game of life" and "biomaze" elements to editor
31 * added level file chunk "CONF" for generic level and element settings
34 * uploaded pre-release (test) version 3.2.0-4 binary and source code
37 * skip empty level sets (with "levels: 0"; may be artwork base sets)
38 * added sound action ".page[1]" to ".page[32]" for each CE change page
41 * added image config suffix ".clone_from" to copy whole image settings
42 * fixed bug with invalid ("undefined") CE settings in old level files
45 * fixed graphical bug with smashing elements falling faster than player
48 * fixed major bug which prevented private levels from being edited
49 * fixed bug with precedence of general and special font definitions
52 * fixed graphical bug with player animation when player moves slowly
55 * uploaded pre-release (test) version 3.2.0-3 binary and source code
58 * fixed bug which prevented "global.num_toons: 0" from working
61 * major code cleanup (removed all these annoying "#if 0" blocks)
64 * added custom element actions for CE change page in level editor
67 * fixed music initialization bug in init.c (thanks to David Binderman)
68 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
69 (this bug must probably be fixed at other places, too)
72 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
73 (should be '#include <SDL.h>' instead)
76 * fixed bug which prevented "walkable from no direction" from working
77 (due to compatibility code overwriting this setting after loading)
80 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
83 * version number temporarily set to 3.1.1 (intermediate bugfix release)
84 * version 3.1.1 released
87 * changed some va_arg() arguments from 'long' to 'int', fixing problems
88 on 64-bit architecture systems with LP64 data model
91 * fixed bug with bombs not exploding when hitting the last level line
92 (introduced after the release of 3.1.0)
95 * added support for dumping small-sized level sketches from editor
98 * added recognition of "trigger element" for "change digged element to"
99 (this is not really what the "trigger element" was made for, but its
100 use may seem obvious for leaving back digged elements unchanged)
103 * fixed multiple warnings about failed joystick device initialization
106 * fixed bug with dynamite dropped on top of just dropped custom element
107 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
108 dynamite can still be dropped, but drop key must be released before
111 * fixed bug with wrong start directory when started from file browser
112 (due to this bug, R'n'D could not be started from KDE's Konqueror)
115 * fixed bug causing "change when impact" on player not working
116 * fixed wrong priority of "hitting something" over "hitting <element>"
117 * fixed wrong priority of "hit by something" over "hit by <element>"
120 * fixed graphical bug which caused the player (being Murphy) to show
121 collecting animations although the element was collected by penguin
124 * fixed two bugs causing wrong door background graphics in system.c
125 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
128 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
129 * added "no direction" to "walkable/passable from" selectbox options
132 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
133 * in tape autoplay, not only report broken, but also missing tapes
136 * uploaded pre-release (test) version 3.2.0-2 binary and source code
139 * fixed small bug with "linear" animation not working for active lamp
142 * fixed bug with moving up despite gravity due to "block last field"
143 * fixed small bug with wrong draw offset when typing name in main menu
144 * when reading user names from "passwd", ignore data after first comma
145 * when creating new "levelinfo.conf", only write some selected entries
148 * fixed displaying "imported from/by" on preview with empty string
149 * fixed ignoring draw offset for fonts used for level preview texts
152 * fixed a delay problem with SDL and too many mouse motion events
153 * added setup option "skip levels" and level skipping functionality
156 * added move speed "not moving" for non-moving CEs, but with direction
159 * fixed mapping of obsolete element token names in "editorsetup.conf"
160 * fixed bug with sound "acid.splashing" treated as a loop sound
161 * fixed some little sound bugs in native EM engine
164 * fixed small bug when dragging scrollbars to end positions
167 * added editor element descriptions written by Aaron Davidson
170 * improved fallback handling when configured artwork is not available
171 (now using default artwork instead of exiting when files not found)
174 * fixed bug on level selection screen when dragging scrollbar
177 * fixed bug which caused broken tapes when appending to EM engine tapes
180 * uploaded pre-release (test) version 3.2.0-1 binary and source code
183 * added code to replace changed artwork config tokens with other tokens
184 (needed for backwards compatibility, so that older tokens still work)
187 * added native R'n'D graphics for some new EMC elements in EM engine
190 * fixed some bugs in the EM engine integration code
191 * changed EM engine code to allow diagonal movement
192 * changed EM engine code to allow use of separate snap and drop keys
195 * fixed some redraw bugs when using EM engine
198 * fixed bug with not converting RND levels which are set to use native
199 engine to native level structure when loading
202 * uploaded pre-release (test) version 3.2.0-0 binary and source code
205 * version number set to 3.2.0
208 * level data now reset to defaults after attempt to load invalid file
211 * added use of "editorsetup.conf" for different level sets
214 * added auto-detection for various types of Emerald Mine level files
217 * fixed bug with scrollbars getting too small when list is very large
220 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
223 * added most level editor configuration gadgets for new EMC elements
226 * added more element and graphic definitions for new EMC elements
229 * modified native EM engine to use integrated R'n'D sound system
232 * added SDL support to graphics functions in native EM engine
233 (by always using generic libgame interface functions)
236 * fixed bug in frame synchronization in native EM engine
239 * added code to convert levels between R'n'D and native EM engine
242 * new Emerald Mine engine can now play levels selected in main menu
245 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
246 (which creates scaled down graphics for level editor and preview);
247 there's still a memory leak somewhere in the artwork handling code
248 * added "scale image up" functionality to X11 version of zoom function
251 * first attempts to integrate new, native Emerald Mine Club engine
254 * fixed bug in gadget code which caused reset of CEs in level editor
255 (example: pressing 'b' [grab brush] on CE config page erased values)
256 (solution: check if gadgets in ClickOnGadget() are really mapped)
257 * improved level change detection in editor (settings now also checked)
258 * fixed bug with "can move into acid" and "don't collide with" state
261 * fixed maze runner style CEs to use the configured move delay value
264 * added Aaron Davidson's tutorial level set to the "Tutorials" section
267 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
268 * fixed the above fix because it broke level set "machine" (*sigh*)
269 * fixed random element placement in level editor to work as expected
270 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
273 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
276 * fixed bug (missing array boundary check) which caused broken tapes
277 * fixed bug (when loading level template) which caused broken levels
278 * fixed bug with new block last field code when using non-yellow player
281 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
282 * internal change of how the player blocks the last field when moving
283 * fixed blocking delay of last field for EM and SP style block delay
284 * fixed bug where the player had to wait for the usual move delay after
285 unsuccessfully trying to move, when he directly could move after that
286 * the last two changes should make original Supaplex level 93 solvable
287 * improved use of random number generator to make it less predictable
288 * fixed behaviour of slippery SP elements to let slip left, then right
291 * fixed bug with wrong door state after trying to quickload empty tape
292 * fixed waste of static memory usage of the binary, making it smaller
293 * fixed very little graphical bug in Supaplex explosion
296 * version number set to 3.1.1
299 * version 3.1.0 released
302 * fixed bug with crash when writing user levelinfo.conf the first time
305 * added option "convert LEVELDIR [NR]" to command line batch commands
306 * re-converted Supaplex levels to apply latest engine fixes
307 * changed "use graphic/sound of element" to "use graphic of element"
308 due to compatibility problems with some levels ("bug machine" etc.)
311 * fixed bug with CE change replacing player with same or other player
314 * fixed bug with opaque font in envelope with background graphic when
315 background graphic is not transparent itself
318 * added "gravity on" and "gravity off" ports for Supaplex compatibility
319 * corrected original Supaplex level loading code to use these new ports
320 * also corrected Supaplex loader to auto-count infotrons if set to zero
323 * fixed bug with missing initialization of "modified" flag for GEs
326 * fixed bug that caused endless recursion loop when relocating player
327 * fixed tape recorder bug in "step mode" when using "pause before end"
328 * fixed tape recorder bug when changing from "warp forward" mode
331 * fixed bug with "when touching" for pushed elements at last position
334 * fixed bug that caused two activated toolbox buttons in level editor
335 * fixed bug with exploding dynabomb under player due to other explosion
338 * fixed bug with creating walkable custom element under player (again)
339 * fixed bug with not copying explosion type when copying CEs in editor
340 * fixed graphical bug when drawing player in setup menu (input devices)
341 * fixed graphical bug when the player is pushing an accessible element
342 * fixed bug with classic switchable elements triggering CE changes
343 * fixed bug with entering/leaving walkable element in RelocatePlayer()
344 * fixed crash bug when CE leaves behind the trigger player element
347 * fixed bug with broken tubes after placing/exploding dynamite in them
348 * fixed bug with exploding dynamite under player due to other explosion
349 * fixed bug with not resetting push delay under certain circumstances
352 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
353 * added network multiplayer code for Windows (thanks to Niko Böhm)
356 * added option "reachable despite gravity" for gravity movement
357 * changed gravity movement of most classic walkable and passable
358 elements back to "not reachable" (for compatibility reasons)
361 * fixed (removed) "indestructible" / "can explode" dependency in editor
362 * fixed (removed) "accessible inside" / "protected" dependency
363 * fixed (removed) "step mode" / "shield time" dependency
366 * fixed dynabombs exploding now into anything diggable
367 * fixed Supaplex style gravity movement into buggy base now impossible
368 * added pressing key "space" as valid action to select menu options
371 * added "replace when walkable" to relocate player to walkable element
372 * added "enter"/"leave" event for elements affected by relocation
373 * fixed "direct"/"indirect" change order also for "when change" event
374 * fixed graphical bug when pushing things from elements walkable inside
377 * fixed graphic bug when player is snapping while moving in old levels
378 * fixed bug when a moving custom element leaves a player element behind
379 * fixed bug with mole not disappearing when moving into acid pool
380 * fixed bug with incomplete path setting when using "--basepath" option
381 * moving CE can now leave walkable elements behind under the player
382 * when relocating, player can be set on walkable element now
383 * fixed another gravity movement bug
386 * uploaded pre-release (test) version 3.1.0-2 binary and source code
389 * added "collectible" and "removable" to extended replacement types
390 (where "removable" replaces "diggable" and "collectible" elements)
391 * added "collectible & throwable" (to throw element to the next field)
392 * fixed bug with CEs digging elements that are just about to explode
393 * changed mouse cursor now always being visible when game is paused
396 * added possibility to push/press accessible elements from a side that
398 * fixed bug with not setting actual date when appending to tape
401 * fixed bug with incorrectly initialized custom element editor graphics
404 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
405 - number of levels corrected from 18 to 17 in "levelinfo.conf"
408 * fixed bug with destroyed robot wheel still attracting robots forever
409 * fixed bug with time gate switch deactivating after robot wheel time
410 (while the time gate itself is not affected by this misbehaviour)
411 * changed behaviour of BD style amoeba to always get blocked by player
412 (before it was different when there were non-BD elements in level)
413 * fixed bug with player destroying indestructable elements with shield
416 * added option to make growing elements grow into anything diggable
417 (for the various amoeba types, biomaze and "game of life")
420 * fixed bug with movable elements not moving after left behind by CEs
421 * changed gravity movement to anything diggable, not only sand/base
422 * optionally allowing passing to walkable element, not only empty space
423 * added option "can pass to walkable element" for players
424 * finally fixed gravity movement (hopefully)
427 * fixed bug with movable elements not moving anymore after falling down
430 * fixed another bug with custom elements digging and leaving elements
431 * fixed bug with "along left/right side" and automatic start direction
432 * trigger elements now also displayed when "more custom" deactivated
433 * fixed bug with clipboard element initialized when loading new level
434 * added option "drop delay" to set delay before dropping next element
437 * uploaded pre-release (test) version 3.1.0-1 binary and source code
440 * added copy and paste functions for custom change pages
441 * enhanced graphical display and functionality of tape recorder
442 * fixed bug with custom elements digging and leaving elements
445 * added move speed faster than "very fast" for custom elements
446 * fixed bug with 3+3 style explosions and missing border content
447 * fixed little bug when copying custom elements in the editor
448 * enhanced custom element changes by more side trigger actions
451 * added option "no scrolling when relocating" for instant teleporting
452 * uploaded pre-release (test) version 3.1.0-0 binary and source code
455 * added trigger element and trigger player to use as target elements
456 * added copy and paste functions for custom and group elements
459 * fixed graphical bug when displaying explosion animations
460 * fixed bug when appending to tapes, resulting in broken tapes
461 * re-recorded a few tapes broken by fixing gravity checking bug
464 * "can move into acid" property now for all elements independently
465 * "can fall into acid" property for player stored in same bitfield now
466 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
467 * version number set to 3.1.0 (finally!)
470 * changed tape recording to only record input, not programmed actions
473 * fixed totally broken (every 8th frame skipped) step-by-step recording
474 * fixed bug with requester not displayed when quick-loading interrupted
475 * added option "can fall into acid (with gravity)" for players
476 * fixed bug with player not falling when snapping down with gravity
479 * fixed bug which messed up key config when using keypad number keys
482 * fixed bug which allowed moving upwards even when gravity was active
483 * fixed bug with missing error handling when dumping levels or tapes
486 * added different colored editor graphics for Supaplex gravity tubes
489 * fixed bug that allowed solvable tapes for unsolvable levels
492 * use unlimited number of droppable elements when "count" set to zero
493 * added option to use step limit instead of time limit for level
496 * added player and change page as trigger for custom element change
499 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
502 * fixed bug with dark yamyam changing to acid when moving over acid
503 * fixed handling of levels with more than 999 seconds level time
504 (example: level 76 of "Denmine")
507 * "spring push bug" reintroduced as configurable element property
508 * fixed bug with missing properties for "mole"
509 * fixed bug that showed up when fixing the above "mole" properties bug
510 * added option "can move into acid" for all movable elements
511 * fixed graphical bug for elements moving into acid
512 * changed event handling to handle all pending events before going on
515 * fixed bug which caused all CE change pages to be ignored which had
516 the same change event, but used a different element side
517 (reported by Simon Forsberg)
519 * fixed bug which caused elements that can move and fall and that are
520 transported by a conveyor belt to continue moving into that direction
521 after leaving the conveyor belt, regardless of their own movement
522 type; only elements which can not move are transported now
523 (reported by Simon Forsberg)
525 * fixed bug which could cause an array overflow in RelocatePlayer()
526 (reported by Niko Böhm)
528 * changed Emerald Mine style "passable / over" elements to "protected"
529 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
531 * added new option to select from which side a "walkable/passable"
532 element can be entered
535 * added explosion and ignition delay for elements that can explode
538 * fixed bug which caused player not being protected against enemies
539 when a CE was "walkable / inside" and was not "indestructible"
540 * added "walkable/passable" fields to be "protected/unprotected"
541 against enemies, even if not accessible "inside" but "over/under"
544 * corrected move pattern to 32 bit and initial move direction to 8 bit
547 * added second custom element base configuration page
550 * added some special EMC mappings to Emerald Mine level loader
551 (also covering previously unknown element in level 0 of "Bondmine 8")
554 * added option to block last field when player is moving (for Supaplex)
555 * adjusted push delay of Supaplex elements
556 * removed delays for envelopes etc. when replaying with maximum speed
557 * fixed bug when dropping element on a field that just changed to empty
560 * fixed bug: infotrons can now smash yellow disks
561 * fixed bug: when gravity active, port above player can now be entered
562 * removed "one white dot" mouse pointer which irritated some people
565 * added "choice type" for group element selection
568 * fixed bug with initial invulnerability of non-yellow player
571 * added level loader for loading native Supaplex packed levels
572 (including multi-part levels like the "splvls99" levels)
575 * fixed bug which allowed creating emeralds by escaping explosions
578 * custom elements can change (limited) or leave (unlimited) elements
579 * finally added multiple matches using group elements
580 * added shortcut to dump brush (type ":DB" in editor) for use in forum
583 * added new start movement type "previous" for continued CE movement
584 * added new start movement type "random" for random CE movement start
587 * added new element "sokoban_field_player" needed for Sokoban levels
588 (thanks to Ed Booker for pointing this out!)
591 * added elements that can be digged or left behind by custom elements
594 * added group elements for multiple matches and random element creation
597 * fixed some graphical errors displayed in old levels
600 * fixed wrong double speed movement after passing closing gates
603 * added level loader for loading native Emerald Mine levels
606 * changes for "shooting" style CE movement
609 * Happy New Year! ;-)
612 * changed default snap/drop keys from left/right Shift to Control keys
615 * fixed bug with dead player getting reanimated from custom element
618 * fixed bug with wrong penguin graphics (when entering exit)
621 * fixed bug with wrong "Murphy" graphics (when digging etc.)
624 * version number set to 3.0.9
627 * version 3.0.8 released
630 * added function checked_free()
633 * fixed bug with double nut cracking sound
634 (by eliminating "default element action sound" assignment in init.c)
637 * fixed crash when no music info files are available
640 * fixed boring and sleeping sounds
643 * added "maze runner" and "maze hunter" movement types
644 * added extended collision conditions for custom elements
647 * added warnings for undefined token values in artwork config files
650 * added menu entry for level set information to the info screen
653 * fixed bug with wrong default impact sound for colored emeralds
656 * added several sub-screens for the info screen
657 * menu text now also clickable (not only blue/red sphere left of it)
660 * added configurable "bored" and "sleeping" animations for the player
661 * added "awakening" sound for player when waking up after sleeping
664 * added "copy" and "exchange" functions for custom elements to editor
667 * added configurable element animations for info screen
670 * added configurable music credits for info screen
673 * finally fixed tape recording when player is created from CE change
676 * added "editorsetup.conf" for editor element list configuration
679 * added "musicinfo.conf" for menu and level music configuration
682 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
683 (that only showed up on Linux, but not on Windows systems)
686 * fixed turning movement of butterflies and fireflies (no frame reset)
687 * enhanced sniksnak turning movement (two steps instead of only one)
690 * version number set to 3.0.8
693 * version 3.0.7 released
696 * fixed reset of player animation frame when, for example,
697 walking, digging or collecting share the same animation
698 * fixed CE with "deadly when touching" exploding when touching amoeba
701 * fixed tape recording when player is created from CE element change
704 * introduced "turning..." action graphic for elements with move delay
705 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
706 * added turning animations for bug, spaceship and sniksnak
709 * prevent "extended" changed elements from delay change in same frame
712 * fixed bug when pushing element that can move away to the side
713 (like pushing falling elements, but now with moving elements)
716 * finally fixed serious bug in code for delayed element pushing (again)
719 * unavailable setup options now marked as "n/a" instead of "off"
720 * new boolean directive "latest_engine" for "levelinfo.conf": when set
721 to "true", levels are always played with the latest game engine,
722 which is desired for levels that are imported from other games; all
723 other levels are played with the engine version stored in level file
724 (which is normally the engine version the level was created with)
727 * fixed serious bug in code for delayed element pushing
728 * fixed little bug in animation frame selection for pushed elements
729 * speed-up of reading config file for verbose output
732 * added configuration option for opening and closing Supaplex exit
733 * added configuration option for moving up/down animation for Murphy
734 * fixed incorrectly displayed animation for attacking dragon
735 * fixed bug with not setting initial gravity for each new game
736 * fixed bug with teleportation of player by custom element change
737 * fixed bug with player not getting smashed by rock sometimes
740 * version number set to 3.0.7
743 * version 3.0.6 released
746 * added support for MP3 music for SDL version through SMPEG library
749 * fixed bug when initializing font graphic structure
750 * fixed bug with animation mode "pingpong" when using only 1 frame
751 * fixed bug with extended change target introduced in 3.0.5
752 * fixed bug where passing over moving element doubles player speed
753 * fixed bug with elements continuing to move into push direction
754 * fixed bug with duplicated player when dropping bomb with shield on
755 * added "switching" event for custom elements ("pressing" only once)
756 * fixed switching bug (resetting flag when not switching but not idle)
759 * fixed element tokens for certain file elements with ".active" etc.
762 * version number set to 3.0.6
765 * version 3.0.5 released
768 * now four envelope elements available
769 * font, background, animation and sound for envelope now configurable
770 * main menu doors opening/closing animation type now configurable
773 * active/inactive sides configurable for custom element changes
774 * new movement type "move when pushed" available for custom elements
777 * fixed bug in multiple config pages loader code that caused crashes
780 * enhanced (remaining low-resolution) Supaplex graphics
783 * version number set to 3.0.5
786 * version 3.0.4 released
788 2003-09-12 src/tools.c
789 * fixed bug in custom definition of crumbled element graphics
791 2003-09-11 src/files.c
792 * fixed bug in multiple config pages code that caused crashes
795 * version number set to 3.0.4
798 * version 3.0.3 released
801 * added music to Supaplex classic level set
803 2003-09-07 src/libgame/misc.c
804 * added support for loading various music formats through SDL_mixer
806 2003-09-06 (various source files)
807 * fixed several nasty bugs that may have caused crashes on some systems
808 * added envelope content which gets displayed when collecting envelope
809 * added multiple change event pages for custom elements
811 2003-08-24 src/game.c
812 * fixed problem with player animation when snapping and moving
814 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
815 * fixed problem with flickering when drawing toon animations
817 2003-08-23 src/libgame/sdl.c
818 * fixed problem with setting mouse cursor in SDL version in fullscreen
820 2003-08-23 src/game.c
821 * fixed bug (missing array boundary check) which could crash the game
824 * version number set to 3.0.3
827 * version 3.0.2 released
829 2003-08-21 src/game.c
830 * fixed bug with creating inaccessible elements at player position
832 2003-08-20 src/init.c
833 * fixed bug with not finding current level artwork directory
835 2003-08-20 src/files.c
836 * fixed bug with choosing wrong engine version when playing tapes
837 * fixed bug with messing up custom element properties in 3.0.0 levels
840 * version number set to 3.0.2
843 * version 3.0.1 released
845 2003-08-17 (no source files affected)
846 * changed all "classic" PCX image files with 16 colors or less to
847 256 color (8 bit) storage format, because the Allegro game library
848 cannot handle PCX files with less than 256 colors (contributed
849 graphics are not affected and might look wrong in the DOS version)
851 2003-08-16 src/init.c
852 * fixed bug which (for example) crashed the level editor when defining
853 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
854 (only set to default) -- invalid graphics now set to default graphic
856 2003-08-16 src/init.c
857 * fixed graphical bug of player digging/collecting/snapping element
858 when no corresponding graphic/animation is defined for this action,
859 resulting in player being drawn as EL_EMPTY (which should only be
860 done to elements being collected, but not to the player)
862 2003-08-16 src/game.c
863 * fixed small graphical bug of player not totally moving into exit
865 2003-08-16 src/libgame/setup.c
866 * fixed bug with wrong MS-DOS 8.3 filename conversion
868 2003-08-16 src/tools.c
869 * fixed bug with invisible mouse cursor when pressing ESC while playing
871 2003-08-16 (various source files)
872 * added another 128 custom elements (disabled in editor by default)
874 2003-08-16 src/editor.c
875 * fixed NULL string bug causing Solaris to crash in sprintf()
877 2003-08-16 src/screen.c
878 * fixed drawing over scrollbar on level selection with custom fonts
880 2003-08-15 src/game.c
881 * cleanup of simple sounds / loop sounds / music settings
883 2003-08-08 (various source files)
884 * added custom element property for dropping collected elements
886 2003-08-08 src/conf_gfx.c
887 * fixed bug with missing graphic for active red disk bomb
889 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
890 * extended variable "level.gravity" to "level.initial_gravity" and
891 "game.current_gravity" to prevent level setting from being changed
892 by playing the level (keeping the runtime value after playing)
894 * fixed graphics bug when digging element that has 'crumbled' graphic
895 definition, but not 'diggable' graphic definition
898 * version number set to 3.0.1
901 * version 3.0.0 released
904 * various bug fixes; among others:
905 - fixed bug with pushing spring over empty space
906 - fixed bug with leaving tube while placing dynamite
907 - fixed bug with explosion of smashed penguins
908 - allow Murphy player graphic in levels with non-Supaplex elements
912 * I have forgotten to document changes for some time
915 * pre-release version 2.2.0rc1 released
918 * version number set to 2.1.2
921 * version 2.1.1 released
924 * version number set to 2.1.1
927 * version 2.1.0 released
930 * version number set to 2.1.0
932 2002-04-03 to 2002-05-19 (various source files)
933 * graphics, sounds and music now fully configurable
934 * bug fixed that prevented walking through tubes when gravity on
936 2002-04-02 src/events.c, src/editor.c
937 * Make Escape key less aggressive when playing or when editing level.
938 This can be configured as an option in the setup menu. (Default is
939 "less aggressive" which means "ask user if something can be lost"
940 when pressing the Escape key.)
942 2002-04-02 src/screen.c
943 * Added "graphics setup" screen.
945 2002-04-01 src/screen.c
946 * Changed "choose level" setup screen stuff to be more generic (to
947 make it easier to add more "choose from generic tree" setup screens).
949 2002-04-01 src/config.c, src/timestamp.h
950 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
951 automatically gets created by "src/Makefile" and contains an actual
952 compile-time timestamp to identify development versions of the game).
954 2002-03-31 src/tape.c, src/events.c
955 * Added quick game/tape save/load functions to tape stuff which can be
956 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
957 loads previously recorded tape and directly goes into recording mode
958 from the end of the tape (therefore appending to the tape).
960 2002-03-31 src/tape.c
961 * Added "index mark" function to tape recorder. When playing or
962 recording, "eject" button changes to "index" button. Setting index
963 mark is not yet implemented, but pressing index button when playing
964 allows very quick advancing to end of tape (when normal playing),
965 very fast forward mode (when playing with normal fast forward) or
966 very fast reaching of "pause before end of tape" (when playing with
967 "pause before end" playing mode).
969 2002-03-30 src/cartoons.c
970 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
972 2002-03-29 src/screen.c
973 * Changed setup screen stuff to be more generic (to make it easier
974 to add more setup screens).
976 2002-03-23 src/main.c, src/main.h
977 * Various changes due to the introduction of the new libgame files
978 "setup.c" and "joystick.c".
980 2002-03-23 src/files.c
981 * Generic parts of "src/files.c" (mainly setup and level directory
982 stuff) moved to new libgame file "src/libgame/setup.c".
984 2002-03-23 src/joystick.c
985 * File "src/joystick.c" moved to libgame source tree, with
986 correspondig changes.
988 2002-03-22 src/screens.c
989 * "HandleChooseLevel()": Another bug in level series navigation fixed.
990 (Wrong level series information displayed when entering main group.)
992 2002-03-22 src/editor.c
993 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
995 2002-03-22 src/editor.c
996 * Changed behaviour of "Escape" key in level editor to be more
997 intuitive: When in "Element Properties" or "Level Info" mode,
998 return to "Drawing Mode" instead of leaving the level editor.
1000 2002-03-21 src/game.c, src/editor.c, src/files.c
1001 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1002 gems (emeralds, diamonds, ...) slipping down from normal wall,
1003 steel wall and growing wall (as in E.M.C. style levels). Although
1004 the behaviour of contributed and private levels wasn't changed (due
1005 to the use of "level.game_version"; see previous entry), editing
1006 those levels will (of course) change the behaviour accordingly.
1008 This change seems a bit too hard after thinking about it, because
1009 the EM style behaviour is not the "expected" behaviour (gems would
1010 normally only slip down from "rounded" walls). Therefore this was
1011 now changed to an element property for gem style elements, with the
1012 default setting "off" (which means: no special EM style behaviour).
1013 To fix older converted levels, this flag is set to "on" for pre-2.0
1014 levels that are neither contributed nor private levels.
1016 2002-03-20 src/files.h
1017 * Corrected settings for "level.game_version" depending of level type.
1018 (Contributed and private levels always get played with game engine
1019 version they were created with, while converted levels always get
1020 played with the most recent version of the game engine, to let new
1021 corrections of the emulation behaviour take effect.)
1023 2002-03-20 src/main.h
1024 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1025 compiling the SDL version on some systems.
1026 Thanks to the several people who pointed this out.
1029 * Version number set to 2.0.2.
1032 * Version 2.0.1 released.
1034 2002-03-18 src/screens.c
1035 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1037 2002-03-18 src/files.c [src/libgame/misc.c]
1038 * Moved some common functions from src/files.c to src/libgame/misc.c.
1040 2002-03-18 src/files.c [src/libgame/misc.c]
1041 * Changed permissions for new directories and saved files (especially
1042 score files) according to suggestions of Debian users and mantainers.
1043 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1045 2002-03-17 src/files.c
1046 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1047 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1048 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1049 for levels and "TAPE" for tapes). Old "cookie" style format is
1050 still supported for reading. New level and tape files are written
1053 * New IFF chunk "VERS" contains version numbers for file and game
1054 (where "game version" is the version of the program that wrote the
1055 file, and "file version" is a version number to distinguish files
1056 with different format, for example after adding new features).
1058 2002-03-15 src/screen.c
1059 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1060 (Before, you heard a mixture of the in-game music and the
1061 hall-of-fame music.)
1063 2002-03-14 src/events.c
1064 * Function "DumpTape()" (files.c) now available by pressing 't' from
1065 main menu (when in DEBUG mode).
1067 2002-03-14 src/game.c
1068 * "GameWon()": When game was won playing a tape, now there is no delay
1069 raising the score and no corresponding sound is played.
1071 2002-03-14 src/files.c
1072 * Changed "LoadTape()" for real chunk support and also adjusted
1073 "SaveTape()" accordingly.
1075 2002-03-14 src/game.c, src/tape.c, src/files.c
1076 * Important changes to tape format: The old tape format stored all
1077 actions with a real effect with a corresponding delay between the
1078 stored actions. This had some major disadvantages (for example,
1079 push delays had to be ignored, pressing a button for some seconds
1080 mutated to several single button presses because of the non-action
1081 delays between two action frames etc.). The new tape format just
1082 stupidly records all device actions and replays them later. I really
1083 don't know why I haven't solved it that way before?! Old-style tapes
1084 (with tape file version less than 2.0) get converted to the new
1085 format on-the-fly when loading and can therefore still be played;
1086 only some minor parts of the old-style tape handling code was needed.
1087 (A perfect conversion is not possible, because there is information
1088 missing about the device actions between two action frames.)
1090 2002-03-14 src/files.c
1091 * New function "DumpTape()" to dump the contents of the current tape
1092 in a human readable format.
1094 2002-03-14 src/game.c
1095 * Small tape bug fixed: When automatically advancing to next level
1096 after a game was won, the tape from the previous level still was
1097 loaded as a tape for the new level.
1099 2002-03-14 src/tape.c
1100 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1101 tape, cartoons did not get completely removed because
1102 StopAnimation() was not called.
1104 2002-03-13 src/files.c
1105 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1106 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1107 size even when using 16-bit elements). Added new chunk "CNT2" for
1108 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1109 chunk even when content was 16-bit element). "CNT2" should now be
1110 able to store content for arbitrary elements (up to eight blocks of
1111 3 x 3 element arrays). All "CNT2" elements will always be stored as
1112 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1114 2002-03-13 src/files.c
1115 * Changed "LoadLevel()" for real chunk support.
1117 2002-03-12 src/game.c
1118 * Fixed problem (introduced after 2.0.0 release) with penguins
1119 not getting killed by enemies
1121 2002-02-24 src/game.c, src/main.h
1122 * Added "player->is_moving"; now "player->last_move_dir" does
1123 not contain any information if the player is just moving at
1125 Before, "player->last_move_dir" was misused for this purpose
1126 for the robot stuff (robots don't kill players when they are
1127 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1128 broke tapes when walking through pipes!
1129 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1130 in a continuous movement. This fact is ignored for friends and