2 * skip empty level sets (with "levels: 0"; may be artwork base sets)
3 * added sound action ".page[1]" to ".page[32]" for each CE change page
6 * added image config suffix ".clone_from" to copy whole image settings
7 * fixed bug with invalid ("undefined") CE settings in old level files
10 * fixed graphical bug with smashing elements falling faster than player
13 * fixed major bug which prevented private levels from being edited
14 * fixed bug with precedence of general and special font definitions
17 * fixed graphical bug with player animation when player moves slowly
20 * uploaded pre-release (test) version 3.2.0-3 binary and source code
23 * fixed bug which prevented "global.num_toons: 0" from working
26 * major code cleanup (removed all these annoying "#if 0" blocks)
29 * added custom element actions for CE change page in level editor
32 * fixed music initialization bug in init.c (thanks to David Binderman)
33 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
34 (this bug must probably be fixed at other places, too)
37 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
38 (should be '#include <SDL.h>' instead)
41 * fixed bug which prevented "walkable from no direction" from working
42 (due to compatibility code overwriting this setting after loading)
45 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
48 * version number temporarily set to 3.1.1 (intermediate bugfix release)
49 * version 3.1.1 released
52 * changed some va_arg() arguments from 'long' to 'int', fixing problems
53 on 64-bit architecture systems with LP64 data model
56 * fixed bug with bombs not exploding when hitting the last level line
57 (introduced after the release of 3.1.0)
60 * added support for dumping small-sized level sketches from editor
63 * added recognition of "trigger element" for "change digged element to"
64 (this is not really what the "trigger element" was made for, but its
65 use may seem obvious for leaving back digged elements unchanged)
68 * fixed multiple warnings about failed joystick device initialization
71 * fixed bug with dynamite dropped on top of just dropped custom element
72 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
73 dynamite can still be dropped, but drop key must be released before
76 * fixed bug with wrong start directory when started from file browser
77 (due to this bug, R'n'D could not be started from KDE's Konqueror)
80 * fixed bug causing "change when impact" on player not working
81 * fixed wrong priority of "hitting something" over "hitting <element>"
82 * fixed wrong priority of "hit by something" over "hit by <element>"
85 * fixed graphical bug which caused the player (being Murphy) to show
86 collecting animations although the element was collected by penguin
89 * fixed two bugs causing wrong door background graphics in system.c
90 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
93 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
94 * added "no direction" to "walkable/passable from" selectbox options
97 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
98 * in tape autoplay, not only report broken, but also missing tapes
101 * uploaded pre-release (test) version 3.2.0-2 binary and source code
104 * fixed small bug with "linear" animation not working for active lamp
107 * fixed bug with moving up despite gravity due to "block last field"
108 * fixed small bug with wrong draw offset when typing name in main menu
109 * when reading user names from "passwd", ignore data after first comma
110 * when creating new "levelinfo.conf", only write some selected entries
113 * fixed displaying "imported from/by" on preview with empty string
114 * fixed ignoring draw offset for fonts used for level preview texts
117 * fixed a delay problem with SDL and too many mouse motion events
118 * added setup option "skip levels" and level skipping functionality
121 * added move speed "not moving" for non-moving CEs, but with direction
124 * fixed mapping of obsolete element token names in "editorsetup.conf"
125 * fixed bug with sound "acid.splashing" treated as a loop sound
126 * fixed some little sound bugs in native EM engine
129 * fixed small bug when dragging scrollbars to end positions
132 * added editor element descriptions written by Aaron Davidson
135 * improved fallback handling when configured artwork is not available
136 (now using default artwork instead of exiting when files not found)
139 * fixed bug on level selection screen when dragging scrollbar
142 * fixed bug which caused broken tapes when appending to EM engine tapes
145 * uploaded pre-release (test) version 3.2.0-1 binary and source code
148 * added code to replace changed artwork config tokens with other tokens
149 (needed for backwards compatibility, so that older tokens still work)
152 * added native R'n'D graphics for some new EMC elements in EM engine
155 * fixed some bugs in the EM engine integration code
156 * changed EM engine code to allow diagonal movement
157 * changed EM engine code to allow use of separate snap and drop keys
160 * fixed some redraw bugs when using EM engine
163 * fixed bug with not converting RND levels which are set to use native
164 engine to native level structure when loading
167 * uploaded pre-release (test) version 3.2.0-0 binary and source code
170 * version number set to 3.2.0
173 * level data now reset to defaults after attempt to load invalid file
176 * added use of "editorsetup.conf" for different level sets
179 * added auto-detection for various types of Emerald Mine level files
182 * fixed bug with scrollbars getting too small when list is very large
185 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
188 * added most level editor configuration gadgets for new EMC elements
191 * added more element and graphic definitions for new EMC elements
194 * modified native EM engine to use integrated R'n'D sound system
197 * added SDL support to graphics functions in native EM engine
198 (by always using generic libgame interface functions)
201 * fixed bug in frame synchronization in native EM engine
204 * added code to convert levels between R'n'D and native EM engine
207 * new Emerald Mine engine can now play levels selected in main menu
210 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
211 (which creates scaled down graphics for level editor and preview);
212 there's still a memory leak somewhere in the artwork handling code
213 * added "scale image up" functionality to X11 version of zoom function
216 * first attempts to integrate new, native Emerald Mine Club engine
219 * fixed bug in gadget code which caused reset of CEs in level editor
220 (example: pressing 'b' [grab brush] on CE config page erased values)
221 (solution: check if gadgets in ClickOnGadget() are really mapped)
222 * improved level change detection in editor (settings now also checked)
223 * fixed bug with "can move into acid" and "don't collide with" state
226 * fixed maze runner style CEs to use the configured move delay value
229 * added Aaron Davidson's tutorial level set to the "Tutorials" section
232 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
233 * fixed the above fix because it broke level set "machine" (*sigh*)
234 * fixed random element placement in level editor to work as expected
235 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
238 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
241 * fixed bug (missing array boundary check) which caused broken tapes
242 * fixed bug (when loading level template) which caused broken levels
243 * fixed bug with new block last field code when using non-yellow player
246 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
247 * internal change of how the player blocks the last field when moving
248 * fixed blocking delay of last field for EM and SP style block delay
249 * fixed bug where the player had to wait for the usual move delay after
250 unsuccessfully trying to move, when he directly could move after that
251 * the last two changes should make original Supaplex level 93 solvable
252 * improved use of random number generator to make it less predictable
253 * fixed behaviour of slippery SP elements to let slip left, then right
256 * fixed bug with wrong door state after trying to quickload empty tape
257 * fixed waste of static memory usage of the binary, making it smaller
258 * fixed very little graphical bug in Supaplex explosion
261 * version number set to 3.1.1
264 * version 3.1.0 released
267 * fixed bug with crash when writing user levelinfo.conf the first time
270 * added option "convert LEVELDIR [NR]" to command line batch commands
271 * re-converted Supaplex levels to apply latest engine fixes
272 * changed "use graphic/sound of element" to "use graphic of element"
273 due to compatibility problems with some levels ("bug machine" etc.)
276 * fixed bug with CE change replacing player with same or other player
279 * fixed bug with opaque font in envelope with background graphic when
280 background graphic is not transparent itself
283 * added "gravity on" and "gravity off" ports for Supaplex compatibility
284 * corrected original Supaplex level loading code to use these new ports
285 * also corrected Supaplex loader to auto-count infotrons if set to zero
288 * fixed bug with missing initialization of "modified" flag for GEs
291 * fixed bug that caused endless recursion loop when relocating player
292 * fixed tape recorder bug in "step mode" when using "pause before end"
293 * fixed tape recorder bug when changing from "warp forward" mode
296 * fixed bug with "when touching" for pushed elements at last position
299 * fixed bug that caused two activated toolbox buttons in level editor
300 * fixed bug with exploding dynabomb under player due to other explosion
303 * fixed bug with creating walkable custom element under player (again)
304 * fixed bug with not copying explosion type when copying CEs in editor
305 * fixed graphical bug when drawing player in setup menu (input devices)
306 * fixed graphical bug when the player is pushing an accessible element
307 * fixed bug with classic switchable elements triggering CE changes
308 * fixed bug with entering/leaving walkable element in RelocatePlayer()
309 * fixed crash bug when CE leaves behind the trigger player element
312 * fixed bug with broken tubes after placing/exploding dynamite in them
313 * fixed bug with exploding dynamite under player due to other explosion
314 * fixed bug with not resetting push delay under certain circumstances
317 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
318 * added network multiplayer code for Windows (thanks to Niko Böhm)
321 * added option "reachable despite gravity" for gravity movement
322 * changed gravity movement of most classic walkable and passable
323 elements back to "not reachable" (for compatibility reasons)
326 * fixed (removed) "indestructible" / "can explode" dependency in editor
327 * fixed (removed) "accessible inside" / "protected" dependency
328 * fixed (removed) "step mode" / "shield time" dependency
331 * fixed dynabombs exploding now into anything diggable
332 * fixed Supaplex style gravity movement into buggy base now impossible
333 * added pressing key "space" as valid action to select menu options
336 * added "replace when walkable" to relocate player to walkable element
337 * added "enter"/"leave" event for elements affected by relocation
338 * fixed "direct"/"indirect" change order also for "when change" event
339 * fixed graphical bug when pushing things from elements walkable inside
342 * fixed graphic bug when player is snapping while moving in old levels
343 * fixed bug when a moving custom element leaves a player element behind
344 * fixed bug with mole not disappearing when moving into acid pool
345 * fixed bug with incomplete path setting when using "--basepath" option
346 * moving CE can now leave walkable elements behind under the player
347 * when relocating, player can be set on walkable element now
348 * fixed another gravity movement bug
351 * uploaded pre-release (test) version 3.1.0-2 binary and source code
354 * added "collectible" and "removable" to extended replacement types
355 (where "removable" replaces "diggable" and "collectible" elements)
356 * added "collectible & throwable" (to throw element to the next field)
357 * fixed bug with CEs digging elements that are just about to explode
358 * changed mouse cursor now always being visible when game is paused
361 * added possibility to push/press accessible elements from a side that
363 * fixed bug with not setting actual date when appending to tape
366 * fixed bug with incorrectly initialized custom element editor graphics
369 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
370 - number of levels corrected from 18 to 17 in "levelinfo.conf"
373 * fixed bug with destroyed robot wheel still attracting robots forever
374 * fixed bug with time gate switch deactivating after robot wheel time
375 (while the time gate itself is not affected by this misbehaviour)
376 * changed behaviour of BD style amoeba to always get blocked by player
377 (before it was different when there were non-BD elements in level)
378 * fixed bug with player destroying indestructable elements with shield
381 * added option to make growing elements grow into anything diggable
382 (for the various amoeba types, biomaze and "game of life")
385 * fixed bug with movable elements not moving after left behind by CEs
386 * changed gravity movement to anything diggable, not only sand/base
387 * optionally allowing passing to walkable element, not only empty space
388 * added option "can pass to walkable element" for players
389 * finally fixed gravity movement (hopefully)
392 * fixed bug with movable elements not moving anymore after falling down
395 * fixed another bug with custom elements digging and leaving elements
396 * fixed bug with "along left/right side" and automatic start direction
397 * trigger elements now also displayed when "more custom" deactivated
398 * fixed bug with clipboard element initialized when loading new level
399 * added option "drop delay" to set delay before dropping next element
402 * uploaded pre-release (test) version 3.1.0-1 binary and source code
405 * added copy and paste functions for custom change pages
406 * enhanced graphical display and functionality of tape recorder
407 * fixed bug with custom elements digging and leaving elements
410 * added move speed faster than "very fast" for custom elements
411 * fixed bug with 3+3 style explosions and missing border content
412 * fixed little bug when copying custom elements in the editor
413 * enhanced custom element changes by more side trigger actions
416 * added option "no scrolling when relocating" for instant teleporting
417 * uploaded pre-release (test) version 3.1.0-0 binary and source code
420 * added trigger element and trigger player to use as target elements
421 * added copy and paste functions for custom and group elements
424 * fixed graphical bug when displaying explosion animations
425 * fixed bug when appending to tapes, resulting in broken tapes
426 * re-recorded a few tapes broken by fixing gravity checking bug
429 * "can move into acid" property now for all elements independently
430 * "can fall into acid" property for player stored in same bitfield now
431 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
432 * version number set to 3.1.0 (finally!)
435 * changed tape recording to only record input, not programmed actions
438 * fixed totally broken (every 8th frame skipped) step-by-step recording
439 * fixed bug with requester not displayed when quick-loading interrupted
440 * added option "can fall into acid (with gravity)" for players
441 * fixed bug with player not falling when snapping down with gravity
444 * fixed bug which messed up key config when using keypad number keys
447 * fixed bug which allowed moving upwards even when gravity was active
448 * fixed bug with missing error handling when dumping levels or tapes
451 * added different colored editor graphics for Supaplex gravity tubes
454 * fixed bug that allowed solvable tapes for unsolvable levels
457 * use unlimited number of droppable elements when "count" set to zero
458 * added option to use step limit instead of time limit for level
461 * added player and change page as trigger for custom element change
464 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
467 * fixed bug with dark yamyam changing to acid when moving over acid
468 * fixed handling of levels with more than 999 seconds level time
469 (example: level 76 of "Denmine")
472 * "spring push bug" reintroduced as configurable element property
473 * fixed bug with missing properties for "mole"
474 * fixed bug that showed up when fixing the above "mole" properties bug
475 * added option "can move into acid" for all movable elements
476 * fixed graphical bug for elements moving into acid
477 * changed event handling to handle all pending events before going on
480 * fixed bug which caused all CE change pages to be ignored which had
481 the same change event, but used a different element side
482 (reported by Simon Forsberg)
484 * fixed bug which caused elements that can move and fall and that are
485 transported by a conveyor belt to continue moving into that direction
486 after leaving the conveyor belt, regardless of their own movement
487 type; only elements which can not move are transported now
488 (reported by Simon Forsberg)
490 * fixed bug which could cause an array overflow in RelocatePlayer()
491 (reported by Niko Böhm)
493 * changed Emerald Mine style "passable / over" elements to "protected"
494 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
496 * added new option to select from which side a "walkable/passable"
497 element can be entered
500 * added explosion and ignition delay for elements that can explode
503 * fixed bug which caused player not being protected against enemies
504 when a CE was "walkable / inside" and was not "indestructible"
505 * added "walkable/passable" fields to be "protected/unprotected"
506 against enemies, even if not accessible "inside" but "over/under"
509 * corrected move pattern to 32 bit and initial move direction to 8 bit
512 * added second custom element base configuration page
515 * added some special EMC mappings to Emerald Mine level loader
516 (also covering previously unknown element in level 0 of "Bondmine 8")
519 * added option to block last field when player is moving (for Supaplex)
520 * adjusted push delay of Supaplex elements
521 * removed delays for envelopes etc. when replaying with maximum speed
522 * fixed bug when dropping element on a field that just changed to empty
525 * fixed bug: infotrons can now smash yellow disks
526 * fixed bug: when gravity active, port above player can now be entered
527 * removed "one white dot" mouse pointer which irritated some people
530 * added "choice type" for group element selection
533 * fixed bug with initial invulnerability of non-yellow player
536 * added level loader for loading native Supaplex packed levels
537 (including multi-part levels like the "splvls99" levels)
540 * fixed bug which allowed creating emeralds by escaping explosions
543 * custom elements can change (limited) or leave (unlimited) elements
544 * finally added multiple matches using group elements
545 * added shortcut to dump brush (type ":DB" in editor) for use in forum
548 * added new start movement type "previous" for continued CE movement
549 * added new start movement type "random" for random CE movement start
552 * added new element "sokoban_field_player" needed for Sokoban levels
553 (thanks to Ed Booker for pointing this out!)
556 * added elements that can be digged or left behind by custom elements
559 * added group elements for multiple matches and random element creation
562 * fixed some graphical errors displayed in old levels
565 * fixed wrong double speed movement after passing closing gates
568 * added level loader for loading native Emerald Mine levels
571 * changes for "shooting" style CE movement
574 * Happy New Year! ;-)
577 * changed default snap/drop keys from left/right Shift to Control keys
580 * fixed bug with dead player getting reanimated from custom element
583 * fixed bug with wrong penguin graphics (when entering exit)
586 * fixed bug with wrong "Murphy" graphics (when digging etc.)
589 * version number set to 3.0.9
592 * version 3.0.8 released
595 * added function checked_free()
598 * fixed bug with double nut cracking sound
599 (by eliminating "default element action sound" assignment in init.c)
602 * fixed crash when no music info files are available
605 * fixed boring and sleeping sounds
608 * added "maze runner" and "maze hunter" movement types
609 * added extended collision conditions for custom elements
612 * added warnings for undefined token values in artwork config files
615 * added menu entry for level set information to the info screen
618 * fixed bug with wrong default impact sound for colored emeralds
621 * added several sub-screens for the info screen
622 * menu text now also clickable (not only blue/red sphere left of it)
625 * added configurable "bored" and "sleeping" animations for the player
626 * added "awakening" sound for player when waking up after sleeping
629 * added "copy" and "exchange" functions for custom elements to editor
632 * added configurable element animations for info screen
635 * added configurable music credits for info screen
638 * finally fixed tape recording when player is created from CE change
641 * added "editorsetup.conf" for editor element list configuration
644 * added "musicinfo.conf" for menu and level music configuration
647 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
648 (that only showed up on Linux, but not on Windows systems)
651 * fixed turning movement of butterflies and fireflies (no frame reset)
652 * enhanced sniksnak turning movement (two steps instead of only one)
655 * version number set to 3.0.8
658 * version 3.0.7 released
661 * fixed reset of player animation frame when, for example,
662 walking, digging or collecting share the same animation
663 * fixed CE with "deadly when touching" exploding when touching amoeba
666 * fixed tape recording when player is created from CE element change
669 * introduced "turning..." action graphic for elements with move delay
670 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
671 * added turning animations for bug, spaceship and sniksnak
674 * prevent "extended" changed elements from delay change in same frame
677 * fixed bug when pushing element that can move away to the side
678 (like pushing falling elements, but now with moving elements)
681 * finally fixed serious bug in code for delayed element pushing (again)
684 * unavailable setup options now marked as "n/a" instead of "off"
685 * new boolean directive "latest_engine" for "levelinfo.conf": when set
686 to "true", levels are always played with the latest game engine,
687 which is desired for levels that are imported from other games; all
688 other levels are played with the engine version stored in level file
689 (which is normally the engine version the level was created with)
692 * fixed serious bug in code for delayed element pushing
693 * fixed little bug in animation frame selection for pushed elements
694 * speed-up of reading config file for verbose output
697 * added configuration option for opening and closing Supaplex exit
698 * added configuration option for moving up/down animation for Murphy
699 * fixed incorrectly displayed animation for attacking dragon
700 * fixed bug with not setting initial gravity for each new game
701 * fixed bug with teleportation of player by custom element change
702 * fixed bug with player not getting smashed by rock sometimes
705 * version number set to 3.0.7
708 * version 3.0.6 released
711 * added support for MP3 music for SDL version through SMPEG library
714 * fixed bug when initializing font graphic structure
715 * fixed bug with animation mode "pingpong" when using only 1 frame
716 * fixed bug with extended change target introduced in 3.0.5
717 * fixed bug where passing over moving element doubles player speed
718 * fixed bug with elements continuing to move into push direction
719 * fixed bug with duplicated player when dropping bomb with shield on
720 * added "switching" event for custom elements ("pressing" only once)
721 * fixed switching bug (resetting flag when not switching but not idle)
724 * fixed element tokens for certain file elements with ".active" etc.
727 * version number set to 3.0.6
730 * version 3.0.5 released
733 * now four envelope elements available
734 * font, background, animation and sound for envelope now configurable
735 * main menu doors opening/closing animation type now configurable
738 * active/inactive sides configurable for custom element changes
739 * new movement type "move when pushed" available for custom elements
742 * fixed bug in multiple config pages loader code that caused crashes
745 * enhanced (remaining low-resolution) Supaplex graphics
748 * version number set to 3.0.5
751 * version 3.0.4 released
753 2003-09-12 src/tools.c
754 * fixed bug in custom definition of crumbled element graphics
756 2003-09-11 src/files.c
757 * fixed bug in multiple config pages code that caused crashes
760 * version number set to 3.0.4
763 * version 3.0.3 released
766 * added music to Supaplex classic level set
768 2003-09-07 src/libgame/misc.c
769 * added support for loading various music formats through SDL_mixer
771 2003-09-06 (various source files)
772 * fixed several nasty bugs that may have caused crashes on some systems
773 * added envelope content which gets displayed when collecting envelope
774 * added multiple change event pages for custom elements
776 2003-08-24 src/game.c
777 * fixed problem with player animation when snapping and moving
779 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
780 * fixed problem with flickering when drawing toon animations
782 2003-08-23 src/libgame/sdl.c
783 * fixed problem with setting mouse cursor in SDL version in fullscreen
785 2003-08-23 src/game.c
786 * fixed bug (missing array boundary check) which could crash the game
789 * version number set to 3.0.3
792 * version 3.0.2 released
794 2003-08-21 src/game.c
795 * fixed bug with creating inaccessible elements at player position
797 2003-08-20 src/init.c
798 * fixed bug with not finding current level artwork directory
800 2003-08-20 src/files.c
801 * fixed bug with choosing wrong engine version when playing tapes
802 * fixed bug with messing up custom element properties in 3.0.0 levels
805 * version number set to 3.0.2
808 * version 3.0.1 released
810 2003-08-17 (no source files affected)
811 * changed all "classic" PCX image files with 16 colors or less to
812 256 color (8 bit) storage format, because the Allegro game library
813 cannot handle PCX files with less than 256 colors (contributed
814 graphics are not affected and might look wrong in the DOS version)
816 2003-08-16 src/init.c
817 * fixed bug which (for example) crashed the level editor when defining
818 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
819 (only set to default) -- invalid graphics now set to default graphic
821 2003-08-16 src/init.c
822 * fixed graphical bug of player digging/collecting/snapping element
823 when no corresponding graphic/animation is defined for this action,
824 resulting in player being drawn as EL_EMPTY (which should only be
825 done to elements being collected, but not to the player)
827 2003-08-16 src/game.c
828 * fixed small graphical bug of player not totally moving into exit
830 2003-08-16 src/libgame/setup.c
831 * fixed bug with wrong MS-DOS 8.3 filename conversion
833 2003-08-16 src/tools.c
834 * fixed bug with invisible mouse cursor when pressing ESC while playing
836 2003-08-16 (various source files)
837 * added another 128 custom elements (disabled in editor by default)
839 2003-08-16 src/editor.c
840 * fixed NULL string bug causing Solaris to crash in sprintf()
842 2003-08-16 src/screen.c
843 * fixed drawing over scrollbar on level selection with custom fonts
845 2003-08-15 src/game.c
846 * cleanup of simple sounds / loop sounds / music settings
848 2003-08-08 (various source files)
849 * added custom element property for dropping collected elements
851 2003-08-08 src/conf_gfx.c
852 * fixed bug with missing graphic for active red disk bomb
854 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
855 * extended variable "level.gravity" to "level.initial_gravity" and
856 "game.current_gravity" to prevent level setting from being changed
857 by playing the level (keeping the runtime value after playing)
859 * fixed graphics bug when digging element that has 'crumbled' graphic
860 definition, but not 'diggable' graphic definition
863 * version number set to 3.0.1
866 * version 3.0.0 released
869 * various bug fixes; among others:
870 - fixed bug with pushing spring over empty space
871 - fixed bug with leaving tube while placing dynamite
872 - fixed bug with explosion of smashed penguins
873 - allow Murphy player graphic in levels with non-Supaplex elements
877 * I have forgotten to document changes for some time
880 * pre-release version 2.2.0rc1 released
883 * version number set to 2.1.2
886 * version 2.1.1 released
889 * version number set to 2.1.1
892 * version 2.1.0 released
895 * version number set to 2.1.0
897 2002-04-03 to 2002-05-19 (various source files)
898 * graphics, sounds and music now fully configurable
899 * bug fixed that prevented walking through tubes when gravity on
901 2002-04-02 src/events.c, src/editor.c
902 * Make Escape key less aggressive when playing or when editing level.
903 This can be configured as an option in the setup menu. (Default is
904 "less aggressive" which means "ask user if something can be lost"
905 when pressing the Escape key.)
907 2002-04-02 src/screen.c
908 * Added "graphics setup" screen.
910 2002-04-01 src/screen.c
911 * Changed "choose level" setup screen stuff to be more generic (to
912 make it easier to add more "choose from generic tree" setup screens).
914 2002-04-01 src/config.c, src/timestamp.h
915 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
916 automatically gets created by "src/Makefile" and contains an actual
917 compile-time timestamp to identify development versions of the game).
919 2002-03-31 src/tape.c, src/events.c
920 * Added quick game/tape save/load functions to tape stuff which can be
921 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
922 loads previously recorded tape and directly goes into recording mode
923 from the end of the tape (therefore appending to the tape).
925 2002-03-31 src/tape.c
926 * Added "index mark" function to tape recorder. When playing or
927 recording, "eject" button changes to "index" button. Setting index
928 mark is not yet implemented, but pressing index button when playing
929 allows very quick advancing to end of tape (when normal playing),
930 very fast forward mode (when playing with normal fast forward) or
931 very fast reaching of "pause before end of tape" (when playing with
932 "pause before end" playing mode).
934 2002-03-30 src/cartoons.c
935 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
937 2002-03-29 src/screen.c
938 * Changed setup screen stuff to be more generic (to make it easier
939 to add more setup screens).
941 2002-03-23 src/main.c, src/main.h
942 * Various changes due to the introduction of the new libgame files
943 "setup.c" and "joystick.c".
945 2002-03-23 src/files.c
946 * Generic parts of "src/files.c" (mainly setup and level directory
947 stuff) moved to new libgame file "src/libgame/setup.c".
949 2002-03-23 src/joystick.c
950 * File "src/joystick.c" moved to libgame source tree, with
951 correspondig changes.
953 2002-03-22 src/screens.c
954 * "HandleChooseLevel()": Another bug in level series navigation fixed.
955 (Wrong level series information displayed when entering main group.)
957 2002-03-22 src/editor.c
958 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
960 2002-03-22 src/editor.c
961 * Changed behaviour of "Escape" key in level editor to be more
962 intuitive: When in "Element Properties" or "Level Info" mode,
963 return to "Drawing Mode" instead of leaving the level editor.
965 2002-03-21 src/game.c, src/editor.c, src/files.c
966 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
967 gems (emeralds, diamonds, ...) slipping down from normal wall,
968 steel wall and growing wall (as in E.M.C. style levels). Although
969 the behaviour of contributed and private levels wasn't changed (due
970 to the use of "level.game_version"; see previous entry), editing
971 those levels will (of course) change the behaviour accordingly.
973 This change seems a bit too hard after thinking about it, because
974 the EM style behaviour is not the "expected" behaviour (gems would
975 normally only slip down from "rounded" walls). Therefore this was
976 now changed to an element property for gem style elements, with the
977 default setting "off" (which means: no special EM style behaviour).
978 To fix older converted levels, this flag is set to "on" for pre-2.0
979 levels that are neither contributed nor private levels.
981 2002-03-20 src/files.h
982 * Corrected settings for "level.game_version" depending of level type.
983 (Contributed and private levels always get played with game engine
984 version they were created with, while converted levels always get
985 played with the most recent version of the game engine, to let new
986 corrections of the emulation behaviour take effect.)
988 2002-03-20 src/main.h
989 * Added "#include <time.h>". This seems to be needed by "tape.c" for
990 compiling the SDL version on some systems.
991 Thanks to the several people who pointed this out.
994 * Version number set to 2.0.2.
997 * Version 2.0.1 released.
999 2002-03-18 src/screens.c
1000 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1002 2002-03-18 src/files.c [src/libgame/misc.c]
1003 * Moved some common functions from src/files.c to src/libgame/misc.c.
1005 2002-03-18 src/files.c [src/libgame/misc.c]
1006 * Changed permissions for new directories and saved files (especially
1007 score files) according to suggestions of Debian users and mantainers.
1008 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1010 2002-03-17 src/files.c
1011 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1012 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1013 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1014 for levels and "TAPE" for tapes). Old "cookie" style format is
1015 still supported for reading. New level and tape files are written
1018 * New IFF chunk "VERS" contains version numbers for file and game
1019 (where "game version" is the version of the program that wrote the
1020 file, and "file version" is a version number to distinguish files
1021 with different format, for example after adding new features).
1023 2002-03-15 src/screen.c
1024 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1025 (Before, you heard a mixture of the in-game music and the
1026 hall-of-fame music.)
1028 2002-03-14 src/events.c
1029 * Function "DumpTape()" (files.c) now available by pressing 't' from
1030 main menu (when in DEBUG mode).
1032 2002-03-14 src/game.c
1033 * "GameWon()": When game was won playing a tape, now there is no delay
1034 raising the score and no corresponding sound is played.
1036 2002-03-14 src/files.c
1037 * Changed "LoadTape()" for real chunk support and also adjusted
1038 "SaveTape()" accordingly.
1040 2002-03-14 src/game.c, src/tape.c, src/files.c
1041 * Important changes to tape format: The old tape format stored all
1042 actions with a real effect with a corresponding delay between the
1043 stored actions. This had some major disadvantages (for example,
1044 push delays had to be ignored, pressing a button for some seconds
1045 mutated to several single button presses because of the non-action
1046 delays between two action frames etc.). The new tape format just
1047 stupidly records all device actions and replays them later. I really
1048 don't know why I haven't solved it that way before?! Old-style tapes
1049 (with tape file version less than 2.0) get converted to the new
1050 format on-the-fly when loading and can therefore still be played;
1051 only some minor parts of the old-style tape handling code was needed.
1052 (A perfect conversion is not possible, because there is information
1053 missing about the device actions between two action frames.)
1055 2002-03-14 src/files.c
1056 * New function "DumpTape()" to dump the contents of the current tape
1057 in a human readable format.
1059 2002-03-14 src/game.c
1060 * Small tape bug fixed: When automatically advancing to next level
1061 after a game was won, the tape from the previous level still was
1062 loaded as a tape for the new level.
1064 2002-03-14 src/tape.c
1065 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1066 tape, cartoons did not get completely removed because
1067 StopAnimation() was not called.
1069 2002-03-13 src/files.c
1070 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1071 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1072 size even when using 16-bit elements). Added new chunk "CNT2" for
1073 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1074 chunk even when content was 16-bit element). "CNT2" should now be
1075 able to store content for arbitrary elements (up to eight blocks of
1076 3 x 3 element arrays). All "CNT2" elements will always be stored as
1077 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1079 2002-03-13 src/files.c
1080 * Changed "LoadLevel()" for real chunk support.
1082 2002-03-12 src/game.c
1083 * Fixed problem (introduced after 2.0.0 release) with penguins
1084 not getting killed by enemies
1086 2002-02-24 src/game.c, src/main.h
1087 * Added "player->is_moving"; now "player->last_move_dir" does
1088 not contain any information if the player is just moving at
1090 Before, "player->last_move_dir" was misused for this purpose
1091 for the robot stuff (robots don't kill players when they are
1092 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1093 broke tapes when walking through pipes!
1094 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1095 in a continuous movement. This fact is ignored for friends and