2 * added android (can clone elements) from EMC engine to R'n'D engine
5 * added magic ball (creates elements) from EMC engine to R'n'D engine
8 * uploaded fixed pre-release version 3.2.0-6 binary and source code
11 * fixed bug when using "CE can leave behind <trigger element>"
12 * added new change condition "(after/when) creation of <element>"
13 * added new change condition "(after/when) digging <element>"
14 * fixed bug accessing invalid gadget that caused crashes under Windows
15 * deactivated new possibility for multiple CE changes per frame
18 * uploaded pre-release (test) version 3.2.0-6 binary and source code
21 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
22 * fixed bug with not keeping CE value for moving CEs with only action
23 * changed CE action selectboxes in editor to be only reset when needed
26 * added option "use artwork from element" for custom player artwork
27 * added option "use explosion from element" for player explosions
30 * added cascaded element lists in the level editor
31 * added persistence for cascaded element lists by "editorcascade.conf"
32 * added dynamic element list with all elements used in current level
33 * added possibility for multiple CE changes per frame (experimental)
36 * uploaded pre-release (test) version 3.2.0-5 binary and source code
39 * changed "score for each 10 seconds/steps left" to "1 second/step"
40 * added own score for collecting "extra time" instead of sharing it
41 * added change events "switched by player" and "player switches <e>"
42 * added change events "snapped by player" and "player snaps <e>"
43 * added "set player artwork: <element choice>" to CE action options
44 * added change event "move of <element>"
47 * added "set player shield: off / normal / deadly" to CE action options
48 * added new player option "use level start element" in level editor
49 to set the correct focus at level start to elements from which the
50 player is created later (this did not work before for cascaded CE
51 changes resulting in creation of the player; it is now also possible
52 to create the player from a yam yam which is smashed at level start)
55 * added "set player speed: frozen (not moving)" to CE action options
56 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
59 * added new player option "block snap field" (enabled by default) to
60 make it possible to show a snapping animation like in Emerald Mine
63 * added dynamic selectboxes to custom element action settings in editor
64 * added "CE value" counter for custom elements (instead of "CE count")
65 * added option to use the last "CE value" after custom element change
66 * added option to use the "CE value" of other elements in CE actions
67 * fixed odd behaviour when pressing time orb in levels w/o time limit
68 * added checkbox "use time orb bug" for older levels that use this bug
71 * added missing configuration settings for the following elements:
72 - EL_TIMEGATE_SWITCH (time of open time gate)
73 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
74 - EL_SHIELD_NORMAL (time of shield duration)
75 - EL_SHIELD_DEADLY (time of shield duration)
76 - EL_EXTRA_TIME (time added to level time)
77 - EL_TIME_ORB_FULL (time added to level time)
80 * added "wind direction" as a movement pattern for custom elements
81 * added initial wind direction for balloon / custom elements to editor
82 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
85 * added parameters for "game of life" and "biomaze" elements to editor
88 * added level file chunk "CONF" for generic level and element settings
91 * uploaded pre-release (test) version 3.2.0-4 binary and source code
94 * skip empty level sets (with "levels: 0"; may be artwork base sets)
95 * added sound action ".page[1]" to ".page[32]" for each CE change page
98 * added image config suffix ".clone_from" to copy whole image settings
99 * fixed bug with invalid ("undefined") CE settings in old level files
102 * fixed graphical bug with smashing elements falling faster than player
105 * fixed major bug which prevented private levels from being edited
106 * fixed bug with precedence of general and special font definitions
109 * fixed graphical bug with player animation when player moves slowly
112 * uploaded pre-release (test) version 3.2.0-3 binary and source code
115 * fixed bug which prevented "global.num_toons: 0" from working
118 * major code cleanup (removed all these annoying "#if 0" blocks)
121 * added custom element actions for CE change page in level editor
124 * fixed music initialization bug in init.c (thanks to David Binderman)
125 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
126 (this bug must probably be fixed at other places, too)
129 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
130 (should be '#include <SDL.h>' instead)
133 * fixed bug which prevented "walkable from no direction" from working
134 (due to compatibility code overwriting this setting after loading)
137 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
140 * version number temporarily set to 3.1.1 (intermediate bugfix release)
141 * version 3.1.1 released
144 * changed some va_arg() arguments from 'long' to 'int', fixing problems
145 on 64-bit architecture systems with LP64 data model
148 * fixed bug with bombs not exploding when hitting the last level line
149 (introduced after the release of 3.1.0)
152 * added support for dumping small-sized level sketches from editor
155 * added recognition of "trigger element" for "change digged element to"
156 (this is not really what the "trigger element" was made for, but its
157 use may seem obvious for leaving back digged elements unchanged)
160 * fixed multiple warnings about failed joystick device initialization
163 * fixed bug with dynamite dropped on top of just dropped custom element
164 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
165 dynamite can still be dropped, but drop key must be released before
168 * fixed bug with wrong start directory when started from file browser
169 (due to this bug, R'n'D could not be started from KDE's Konqueror)
172 * fixed bug causing "change when impact" on player not working
173 * fixed wrong priority of "hitting something" over "hitting <element>"
174 * fixed wrong priority of "hit by something" over "hit by <element>"
177 * fixed graphical bug which caused the player (being Murphy) to show
178 collecting animations although the element was collected by penguin
181 * fixed two bugs causing wrong door background graphics in system.c
182 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
185 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
186 * added "no direction" to "walkable/passable from" selectbox options
189 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
190 * in tape autoplay, not only report broken, but also missing tapes
193 * uploaded pre-release (test) version 3.2.0-2 binary and source code
196 * fixed small bug with "linear" animation not working for active lamp
199 * fixed bug with moving up despite gravity due to "block last field"
200 * fixed small bug with wrong draw offset when typing name in main menu
201 * when reading user names from "passwd", ignore data after first comma
202 * when creating new "levelinfo.conf", only write some selected entries
205 * fixed displaying "imported from/by" on preview with empty string
206 * fixed ignoring draw offset for fonts used for level preview texts
209 * fixed a delay problem with SDL and too many mouse motion events
210 * added setup option "skip levels" and level skipping functionality
213 * added move speed "not moving" for non-moving CEs, but with direction
216 * fixed mapping of obsolete element token names in "editorsetup.conf"
217 * fixed bug with sound "acid.splashing" treated as a loop sound
218 * fixed some little sound bugs in native EM engine
221 * fixed small bug when dragging scrollbars to end positions
224 * added editor element descriptions written by Aaron Davidson
227 * improved fallback handling when configured artwork is not available
228 (now using default artwork instead of exiting when files not found)
231 * fixed bug on level selection screen when dragging scrollbar
234 * fixed bug which caused broken tapes when appending to EM engine tapes
237 * uploaded pre-release (test) version 3.2.0-1 binary and source code
240 * added code to replace changed artwork config tokens with other tokens
241 (needed for backwards compatibility, so that older tokens still work)
244 * added native R'n'D graphics for some new EMC elements in EM engine
247 * fixed some bugs in the EM engine integration code
248 * changed EM engine code to allow diagonal movement
249 * changed EM engine code to allow use of separate snap and drop keys
252 * fixed some redraw bugs when using EM engine
255 * fixed bug with not converting RND levels which are set to use native
256 engine to native level structure when loading
259 * uploaded pre-release (test) version 3.2.0-0 binary and source code
262 * version number set to 3.2.0
265 * level data now reset to defaults after attempt to load invalid file
268 * added use of "editorsetup.conf" for different level sets
271 * added auto-detection for various types of Emerald Mine level files
274 * fixed bug with scrollbars getting too small when list is very large
277 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
280 * added most level editor configuration gadgets for new EMC elements
283 * added more element and graphic definitions for new EMC elements
286 * modified native EM engine to use integrated R'n'D sound system
289 * added SDL support to graphics functions in native EM engine
290 (by always using generic libgame interface functions)
293 * fixed bug in frame synchronization in native EM engine
296 * added code to convert levels between R'n'D and native EM engine
299 * new Emerald Mine engine can now play levels selected in main menu
302 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
303 (which creates scaled down graphics for level editor and preview);
304 there's still a memory leak somewhere in the artwork handling code
305 * added "scale image up" functionality to X11 version of zoom function
308 * first attempts to integrate new, native Emerald Mine Club engine
311 * fixed bug in gadget code which caused reset of CEs in level editor
312 (example: pressing 'b' [grab brush] on CE config page erased values)
313 (solution: check if gadgets in ClickOnGadget() are really mapped)
314 * improved level change detection in editor (settings now also checked)
315 * fixed bug with "can move into acid" and "don't collide with" state
318 * fixed maze runner style CEs to use the configured move delay value
321 * added Aaron Davidson's tutorial level set to the "Tutorials" section
324 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
325 * fixed the above fix because it broke level set "machine" (*sigh*)
326 * fixed random element placement in level editor to work as expected
327 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
330 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
333 * fixed bug (missing array boundary check) which caused broken tapes
334 * fixed bug (when loading level template) which caused broken levels
335 * fixed bug with new block last field code when using non-yellow player
338 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
339 * internal change of how the player blocks the last field when moving
340 * fixed blocking delay of last field for EM and SP style block delay
341 * fixed bug where the player had to wait for the usual move delay after
342 unsuccessfully trying to move, when he directly could move after that
343 * the last two changes should make original Supaplex level 93 solvable
344 * improved use of random number generator to make it less predictable
345 * fixed behaviour of slippery SP elements to let slip left, then right
348 * fixed bug with wrong door state after trying to quickload empty tape
349 * fixed waste of static memory usage of the binary, making it smaller
350 * fixed very little graphical bug in Supaplex explosion
353 * version number set to 3.1.1
356 * version 3.1.0 released
359 * fixed bug with crash when writing user levelinfo.conf the first time
362 * added option "convert LEVELDIR [NR]" to command line batch commands
363 * re-converted Supaplex levels to apply latest engine fixes
364 * changed "use graphic/sound of element" to "use graphic of element"
365 due to compatibility problems with some levels ("bug machine" etc.)
368 * fixed bug with CE change replacing player with same or other player
371 * fixed bug with opaque font in envelope with background graphic when
372 background graphic is not transparent itself
375 * added "gravity on" and "gravity off" ports for Supaplex compatibility
376 * corrected original Supaplex level loading code to use these new ports
377 * also corrected Supaplex loader to auto-count infotrons if set to zero
380 * fixed bug with missing initialization of "modified" flag for GEs
383 * fixed bug that caused endless recursion loop when relocating player
384 * fixed tape recorder bug in "step mode" when using "pause before end"
385 * fixed tape recorder bug when changing from "warp forward" mode
388 * fixed bug with "when touching" for pushed elements at last position
391 * fixed bug that caused two activated toolbox buttons in level editor
392 * fixed bug with exploding dynabomb under player due to other explosion
395 * fixed bug with creating walkable custom element under player (again)
396 * fixed bug with not copying explosion type when copying CEs in editor
397 * fixed graphical bug when drawing player in setup menu (input devices)
398 * fixed graphical bug when the player is pushing an accessible element
399 * fixed bug with classic switchable elements triggering CE changes
400 * fixed bug with entering/leaving walkable element in RelocatePlayer()
401 * fixed crash bug when CE leaves behind the trigger player element
404 * fixed bug with broken tubes after placing/exploding dynamite in them
405 * fixed bug with exploding dynamite under player due to other explosion
406 * fixed bug with not resetting push delay under certain circumstances
409 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
410 * added network multiplayer code for Windows (thanks to Niko Böhm)
413 * added option "reachable despite gravity" for gravity movement
414 * changed gravity movement of most classic walkable and passable
415 elements back to "not reachable" (for compatibility reasons)
418 * fixed (removed) "indestructible" / "can explode" dependency in editor
419 * fixed (removed) "accessible inside" / "protected" dependency
420 * fixed (removed) "step mode" / "shield time" dependency
423 * fixed dynabombs exploding now into anything diggable
424 * fixed Supaplex style gravity movement into buggy base now impossible
425 * added pressing key "space" as valid action to select menu options
428 * added "replace when walkable" to relocate player to walkable element
429 * added "enter"/"leave" event for elements affected by relocation
430 * fixed "direct"/"indirect" change order also for "when change" event
431 * fixed graphical bug when pushing things from elements walkable inside
434 * fixed graphic bug when player is snapping while moving in old levels
435 * fixed bug when a moving custom element leaves a player element behind
436 * fixed bug with mole not disappearing when moving into acid pool
437 * fixed bug with incomplete path setting when using "--basepath" option
438 * moving CE can now leave walkable elements behind under the player
439 * when relocating, player can be set on walkable element now
440 * fixed another gravity movement bug
443 * uploaded pre-release (test) version 3.1.0-2 binary and source code
446 * added "collectible" and "removable" to extended replacement types
447 (where "removable" replaces "diggable" and "collectible" elements)
448 * added "collectible & throwable" (to throw element to the next field)
449 * fixed bug with CEs digging elements that are just about to explode
450 * changed mouse cursor now always being visible when game is paused
453 * added possibility to push/press accessible elements from a side that
455 * fixed bug with not setting actual date when appending to tape
458 * fixed bug with incorrectly initialized custom element editor graphics
461 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
462 - number of levels corrected from 18 to 17 in "levelinfo.conf"
465 * fixed bug with destroyed robot wheel still attracting robots forever
466 * fixed bug with time gate switch deactivating after robot wheel time
467 (while the time gate itself is not affected by this misbehaviour)
468 * changed behaviour of BD style amoeba to always get blocked by player
469 (before it was different when there were non-BD elements in level)
470 * fixed bug with player destroying indestructable elements with shield
473 * added option to make growing elements grow into anything diggable
474 (for the various amoeba types, biomaze and "game of life")
477 * fixed bug with movable elements not moving after left behind by CEs
478 * changed gravity movement to anything diggable, not only sand/base
479 * optionally allowing passing to walkable element, not only empty space
480 * added option "can pass to walkable element" for players
481 * finally fixed gravity movement (hopefully)
484 * fixed bug with movable elements not moving anymore after falling down
487 * fixed another bug with custom elements digging and leaving elements
488 * fixed bug with "along left/right side" and automatic start direction
489 * trigger elements now also displayed when "more custom" deactivated
490 * fixed bug with clipboard element initialized when loading new level
491 * added option "drop delay" to set delay before dropping next element
494 * uploaded pre-release (test) version 3.1.0-1 binary and source code
497 * added copy and paste functions for custom change pages
498 * enhanced graphical display and functionality of tape recorder
499 * fixed bug with custom elements digging and leaving elements
502 * added move speed faster than "very fast" for custom elements
503 * fixed bug with 3+3 style explosions and missing border content
504 * fixed little bug when copying custom elements in the editor
505 * enhanced custom element changes by more side trigger actions
508 * added option "no scrolling when relocating" for instant teleporting
509 * uploaded pre-release (test) version 3.1.0-0 binary and source code
512 * added trigger element and trigger player to use as target elements
513 * added copy and paste functions for custom and group elements
516 * fixed graphical bug when displaying explosion animations
517 * fixed bug when appending to tapes, resulting in broken tapes
518 * re-recorded a few tapes broken by fixing gravity checking bug
521 * "can move into acid" property now for all elements independently
522 * "can fall into acid" property for player stored in same bitfield now
523 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
524 * version number set to 3.1.0 (finally!)
527 * changed tape recording to only record input, not programmed actions
530 * fixed totally broken (every 8th frame skipped) step-by-step recording
531 * fixed bug with requester not displayed when quick-loading interrupted
532 * added option "can fall into acid (with gravity)" for players
533 * fixed bug with player not falling when snapping down with gravity
536 * fixed bug which messed up key config when using keypad number keys
539 * fixed bug which allowed moving upwards even when gravity was active
540 * fixed bug with missing error handling when dumping levels or tapes
543 * added different colored editor graphics for Supaplex gravity tubes
546 * fixed bug that allowed solvable tapes for unsolvable levels
549 * use unlimited number of droppable elements when "count" set to zero
550 * added option to use step limit instead of time limit for level
553 * added player and change page as trigger for custom element change
556 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
559 * fixed bug with dark yamyam changing to acid when moving over acid
560 * fixed handling of levels with more than 999 seconds level time
561 (example: level 76 of "Denmine")
564 * "spring push bug" reintroduced as configurable element property
565 * fixed bug with missing properties for "mole"
566 * fixed bug that showed up when fixing the above "mole" properties bug
567 * added option "can move into acid" for all movable elements
568 * fixed graphical bug for elements moving into acid
569 * changed event handling to handle all pending events before going on
572 * fixed bug which caused all CE change pages to be ignored which had
573 the same change event, but used a different element side
574 (reported by Simon Forsberg)
576 * fixed bug which caused elements that can move and fall and that are
577 transported by a conveyor belt to continue moving into that direction
578 after leaving the conveyor belt, regardless of their own movement
579 type; only elements which can not move are transported now
580 (reported by Simon Forsberg)
582 * fixed bug which could cause an array overflow in RelocatePlayer()
583 (reported by Niko Böhm)
585 * changed Emerald Mine style "passable / over" elements to "protected"
586 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
588 * added new option to select from which side a "walkable/passable"
589 element can be entered
592 * added explosion and ignition delay for elements that can explode
595 * fixed bug which caused player not being protected against enemies
596 when a CE was "walkable / inside" and was not "indestructible"
597 * added "walkable/passable" fields to be "protected/unprotected"
598 against enemies, even if not accessible "inside" but "over/under"
601 * corrected move pattern to 32 bit and initial move direction to 8 bit
604 * added second custom element base configuration page
607 * added some special EMC mappings to Emerald Mine level loader
608 (also covering previously unknown element in level 0 of "Bondmine 8")
611 * added option to block last field when player is moving (for Supaplex)
612 * adjusted push delay of Supaplex elements
613 * removed delays for envelopes etc. when replaying with maximum speed
614 * fixed bug when dropping element on a field that just changed to empty
617 * fixed bug: infotrons can now smash yellow disks
618 * fixed bug: when gravity active, port above player can now be entered
619 * removed "one white dot" mouse pointer which irritated some people
622 * added "choice type" for group element selection
625 * fixed bug with initial invulnerability of non-yellow player
628 * added level loader for loading native Supaplex packed levels
629 (including multi-part levels like the "splvls99" levels)
632 * fixed bug which allowed creating emeralds by escaping explosions
635 * custom elements can change (limited) or leave (unlimited) elements
636 * finally added multiple matches using group elements
637 * added shortcut to dump brush (type ":DB" in editor) for use in forum
640 * added new start movement type "previous" for continued CE movement
641 * added new start movement type "random" for random CE movement start
644 * added new element "sokoban_field_player" needed for Sokoban levels
645 (thanks to Ed Booker for pointing this out!)
648 * added elements that can be digged or left behind by custom elements
651 * added group elements for multiple matches and random element creation
654 * fixed some graphical errors displayed in old levels
657 * fixed wrong double speed movement after passing closing gates
660 * added level loader for loading native Emerald Mine levels
663 * changes for "shooting" style CE movement
666 * Happy New Year! ;-)
669 * changed default snap/drop keys from left/right Shift to Control keys
672 * fixed bug with dead player getting reanimated from custom element
675 * fixed bug with wrong penguin graphics (when entering exit)
678 * fixed bug with wrong "Murphy" graphics (when digging etc.)
681 * version number set to 3.0.9
684 * version 3.0.8 released
687 * added function checked_free()
690 * fixed bug with double nut cracking sound
691 (by eliminating "default element action sound" assignment in init.c)
694 * fixed crash when no music info files are available
697 * fixed boring and sleeping sounds
700 * added "maze runner" and "maze hunter" movement types
701 * added extended collision conditions for custom elements
704 * added warnings for undefined token values in artwork config files
707 * added menu entry for level set information to the info screen
710 * fixed bug with wrong default impact sound for colored emeralds
713 * added several sub-screens for the info screen
714 * menu text now also clickable (not only blue/red sphere left of it)
717 * added configurable "bored" and "sleeping" animations for the player
718 * added "awakening" sound for player when waking up after sleeping
721 * added "copy" and "exchange" functions for custom elements to editor
724 * added configurable element animations for info screen
727 * added configurable music credits for info screen
730 * finally fixed tape recording when player is created from CE change
733 * added "editorsetup.conf" for editor element list configuration
736 * added "musicinfo.conf" for menu and level music configuration
739 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
740 (that only showed up on Linux, but not on Windows systems)
743 * fixed turning movement of butterflies and fireflies (no frame reset)
744 * enhanced sniksnak turning movement (two steps instead of only one)
747 * version number set to 3.0.8
750 * version 3.0.7 released
753 * fixed reset of player animation frame when, for example,
754 walking, digging or collecting share the same animation
755 * fixed CE with "deadly when touching" exploding when touching amoeba
758 * fixed tape recording when player is created from CE element change
761 * introduced "turning..." action graphic for elements with move delay
762 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
763 * added turning animations for bug, spaceship and sniksnak
766 * prevent "extended" changed elements from delay change in same frame
769 * fixed bug when pushing element that can move away to the side
770 (like pushing falling elements, but now with moving elements)
773 * finally fixed serious bug in code for delayed element pushing (again)
776 * unavailable setup options now marked as "n/a" instead of "off"
777 * new boolean directive "latest_engine" for "levelinfo.conf": when set
778 to "true", levels are always played with the latest game engine,
779 which is desired for levels that are imported from other games; all
780 other levels are played with the engine version stored in level file
781 (which is normally the engine version the level was created with)
784 * fixed serious bug in code for delayed element pushing
785 * fixed little bug in animation frame selection for pushed elements
786 * speed-up of reading config file for verbose output
789 * added configuration option for opening and closing Supaplex exit
790 * added configuration option for moving up/down animation for Murphy
791 * fixed incorrectly displayed animation for attacking dragon
792 * fixed bug with not setting initial gravity for each new game
793 * fixed bug with teleportation of player by custom element change
794 * fixed bug with player not getting smashed by rock sometimes
797 * version number set to 3.0.7
800 * version 3.0.6 released
803 * added support for MP3 music for SDL version through SMPEG library
806 * fixed bug when initializing font graphic structure
807 * fixed bug with animation mode "pingpong" when using only 1 frame
808 * fixed bug with extended change target introduced in 3.0.5
809 * fixed bug where passing over moving element doubles player speed
810 * fixed bug with elements continuing to move into push direction
811 * fixed bug with duplicated player when dropping bomb with shield on
812 * added "switching" event for custom elements ("pressing" only once)
813 * fixed switching bug (resetting flag when not switching but not idle)
816 * fixed element tokens for certain file elements with ".active" etc.
819 * version number set to 3.0.6
822 * version 3.0.5 released
825 * now four envelope elements available
826 * font, background, animation and sound for envelope now configurable
827 * main menu doors opening/closing animation type now configurable
830 * active/inactive sides configurable for custom element changes
831 * new movement type "move when pushed" available for custom elements
834 * fixed bug in multiple config pages loader code that caused crashes
837 * enhanced (remaining low-resolution) Supaplex graphics
840 * version number set to 3.0.5
843 * version 3.0.4 released
845 2003-09-12 src/tools.c
846 * fixed bug in custom definition of crumbled element graphics
848 2003-09-11 src/files.c
849 * fixed bug in multiple config pages code that caused crashes
852 * version number set to 3.0.4
855 * version 3.0.3 released
858 * added music to Supaplex classic level set
860 2003-09-07 src/libgame/misc.c
861 * added support for loading various music formats through SDL_mixer
863 2003-09-06 (various source files)
864 * fixed several nasty bugs that may have caused crashes on some systems
865 * added envelope content which gets displayed when collecting envelope
866 * added multiple change event pages for custom elements
868 2003-08-24 src/game.c
869 * fixed problem with player animation when snapping and moving
871 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
872 * fixed problem with flickering when drawing toon animations
874 2003-08-23 src/libgame/sdl.c
875 * fixed problem with setting mouse cursor in SDL version in fullscreen
877 2003-08-23 src/game.c
878 * fixed bug (missing array boundary check) which could crash the game
881 * version number set to 3.0.3
884 * version 3.0.2 released
886 2003-08-21 src/game.c
887 * fixed bug with creating inaccessible elements at player position
889 2003-08-20 src/init.c
890 * fixed bug with not finding current level artwork directory
892 2003-08-20 src/files.c
893 * fixed bug with choosing wrong engine version when playing tapes
894 * fixed bug with messing up custom element properties in 3.0.0 levels
897 * version number set to 3.0.2
900 * version 3.0.1 released
902 2003-08-17 (no source files affected)
903 * changed all "classic" PCX image files with 16 colors or less to
904 256 color (8 bit) storage format, because the Allegro game library
905 cannot handle PCX files with less than 256 colors (contributed
906 graphics are not affected and might look wrong in the DOS version)
908 2003-08-16 src/init.c
909 * fixed bug which (for example) crashed the level editor when defining
910 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
911 (only set to default) -- invalid graphics now set to default graphic
913 2003-08-16 src/init.c
914 * fixed graphical bug of player digging/collecting/snapping element
915 when no corresponding graphic/animation is defined for this action,
916 resulting in player being drawn as EL_EMPTY (which should only be
917 done to elements being collected, but not to the player)
919 2003-08-16 src/game.c
920 * fixed small graphical bug of player not totally moving into exit
922 2003-08-16 src/libgame/setup.c
923 * fixed bug with wrong MS-DOS 8.3 filename conversion
925 2003-08-16 src/tools.c
926 * fixed bug with invisible mouse cursor when pressing ESC while playing
928 2003-08-16 (various source files)
929 * added another 128 custom elements (disabled in editor by default)
931 2003-08-16 src/editor.c
932 * fixed NULL string bug causing Solaris to crash in sprintf()
934 2003-08-16 src/screen.c
935 * fixed drawing over scrollbar on level selection with custom fonts
937 2003-08-15 src/game.c
938 * cleanup of simple sounds / loop sounds / music settings
940 2003-08-08 (various source files)
941 * added custom element property for dropping collected elements
943 2003-08-08 src/conf_gfx.c
944 * fixed bug with missing graphic for active red disk bomb
946 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
947 * extended variable "level.gravity" to "level.initial_gravity" and
948 "game.current_gravity" to prevent level setting from being changed
949 by playing the level (keeping the runtime value after playing)
951 * fixed graphics bug when digging element that has 'crumbled' graphic
952 definition, but not 'diggable' graphic definition
955 * version number set to 3.0.1
958 * version 3.0.0 released
961 * various bug fixes; among others:
962 - fixed bug with pushing spring over empty space
963 - fixed bug with leaving tube while placing dynamite
964 - fixed bug with explosion of smashed penguins
965 - allow Murphy player graphic in levels with non-Supaplex elements
969 * I have forgotten to document changes for some time
972 * pre-release version 2.2.0rc1 released
975 * version number set to 2.1.2
978 * version 2.1.1 released
981 * version number set to 2.1.1
984 * version 2.1.0 released
987 * version number set to 2.1.0
989 2002-04-03 to 2002-05-19 (various source files)
990 * graphics, sounds and music now fully configurable
991 * bug fixed that prevented walking through tubes when gravity on
993 2002-04-02 src/events.c, src/editor.c
994 * Make Escape key less aggressive when playing or when editing level.
995 This can be configured as an option in the setup menu. (Default is
996 "less aggressive" which means "ask user if something can be lost"
997 when pressing the Escape key.)
999 2002-04-02 src/screen.c
1000 * Added "graphics setup" screen.
1002 2002-04-01 src/screen.c
1003 * Changed "choose level" setup screen stuff to be more generic (to
1004 make it easier to add more "choose from generic tree" setup screens).
1006 2002-04-01 src/config.c, src/timestamp.h
1007 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1008 automatically gets created by "src/Makefile" and contains an actual
1009 compile-time timestamp to identify development versions of the game).
1011 2002-03-31 src/tape.c, src/events.c
1012 * Added quick game/tape save/load functions to tape stuff which can be
1013 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1014 loads previously recorded tape and directly goes into recording mode
1015 from the end of the tape (therefore appending to the tape).
1017 2002-03-31 src/tape.c
1018 * Added "index mark" function to tape recorder. When playing or
1019 recording, "eject" button changes to "index" button. Setting index
1020 mark is not yet implemented, but pressing index button when playing
1021 allows very quick advancing to end of tape (when normal playing),
1022 very fast forward mode (when playing with normal fast forward) or
1023 very fast reaching of "pause before end of tape" (when playing with
1024 "pause before end" playing mode).
1026 2002-03-30 src/cartoons.c
1027 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1029 2002-03-29 src/screen.c
1030 * Changed setup screen stuff to be more generic (to make it easier
1031 to add more setup screens).
1033 2002-03-23 src/main.c, src/main.h
1034 * Various changes due to the introduction of the new libgame files
1035 "setup.c" and "joystick.c".
1037 2002-03-23 src/files.c
1038 * Generic parts of "src/files.c" (mainly setup and level directory
1039 stuff) moved to new libgame file "src/libgame/setup.c".
1041 2002-03-23 src/joystick.c
1042 * File "src/joystick.c" moved to libgame source tree, with
1043 correspondig changes.
1045 2002-03-22 src/screens.c
1046 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1047 (Wrong level series information displayed when entering main group.)
1049 2002-03-22 src/editor.c
1050 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1052 2002-03-22 src/editor.c
1053 * Changed behaviour of "Escape" key in level editor to be more
1054 intuitive: When in "Element Properties" or "Level Info" mode,
1055 return to "Drawing Mode" instead of leaving the level editor.
1057 2002-03-21 src/game.c, src/editor.c, src/files.c
1058 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1059 gems (emeralds, diamonds, ...) slipping down from normal wall,
1060 steel wall and growing wall (as in E.M.C. style levels). Although
1061 the behaviour of contributed and private levels wasn't changed (due
1062 to the use of "level.game_version"; see previous entry), editing
1063 those levels will (of course) change the behaviour accordingly.
1065 This change seems a bit too hard after thinking about it, because
1066 the EM style behaviour is not the "expected" behaviour (gems would
1067 normally only slip down from "rounded" walls). Therefore this was
1068 now changed to an element property for gem style elements, with the
1069 default setting "off" (which means: no special EM style behaviour).
1070 To fix older converted levels, this flag is set to "on" for pre-2.0
1071 levels that are neither contributed nor private levels.
1073 2002-03-20 src/files.h
1074 * Corrected settings for "level.game_version" depending of level type.
1075 (Contributed and private levels always get played with game engine
1076 version they were created with, while converted levels always get
1077 played with the most recent version of the game engine, to let new
1078 corrections of the emulation behaviour take effect.)
1080 2002-03-20 src/main.h
1081 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1082 compiling the SDL version on some systems.
1083 Thanks to the several people who pointed this out.
1086 * Version number set to 2.0.2.
1089 * Version 2.0.1 released.
1091 2002-03-18 src/screens.c
1092 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1094 2002-03-18 src/files.c [src/libgame/misc.c]
1095 * Moved some common functions from src/files.c to src/libgame/misc.c.
1097 2002-03-18 src/files.c [src/libgame/misc.c]
1098 * Changed permissions for new directories and saved files (especially
1099 score files) according to suggestions of Debian users and mantainers.
1100 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1102 2002-03-17 src/files.c
1103 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1104 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1105 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1106 for levels and "TAPE" for tapes). Old "cookie" style format is
1107 still supported for reading. New level and tape files are written
1110 * New IFF chunk "VERS" contains version numbers for file and game
1111 (where "game version" is the version of the program that wrote the
1112 file, and "file version" is a version number to distinguish files
1113 with different format, for example after adding new features).
1115 2002-03-15 src/screen.c
1116 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1117 (Before, you heard a mixture of the in-game music and the
1118 hall-of-fame music.)
1120 2002-03-14 src/events.c
1121 * Function "DumpTape()" (files.c) now available by pressing 't' from
1122 main menu (when in DEBUG mode).
1124 2002-03-14 src/game.c
1125 * "GameWon()": When game was won playing a tape, now there is no delay
1126 raising the score and no corresponding sound is played.
1128 2002-03-14 src/files.c
1129 * Changed "LoadTape()" for real chunk support and also adjusted
1130 "SaveTape()" accordingly.
1132 2002-03-14 src/game.c, src/tape.c, src/files.c
1133 * Important changes to tape format: The old tape format stored all
1134 actions with a real effect with a corresponding delay between the
1135 stored actions. This had some major disadvantages (for example,
1136 push delays had to be ignored, pressing a button for some seconds
1137 mutated to several single button presses because of the non-action
1138 delays between two action frames etc.). The new tape format just
1139 stupidly records all device actions and replays them later. I really
1140 don't know why I haven't solved it that way before?! Old-style tapes
1141 (with tape file version less than 2.0) get converted to the new
1142 format on-the-fly when loading and can therefore still be played;
1143 only some minor parts of the old-style tape handling code was needed.
1144 (A perfect conversion is not possible, because there is information
1145 missing about the device actions between two action frames.)
1147 2002-03-14 src/files.c
1148 * New function "DumpTape()" to dump the contents of the current tape
1149 in a human readable format.
1151 2002-03-14 src/game.c
1152 * Small tape bug fixed: When automatically advancing to next level
1153 after a game was won, the tape from the previous level still was
1154 loaded as a tape for the new level.
1156 2002-03-14 src/tape.c
1157 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1158 tape, cartoons did not get completely removed because
1159 StopAnimation() was not called.
1161 2002-03-13 src/files.c
1162 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1163 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1164 size even when using 16-bit elements). Added new chunk "CNT2" for
1165 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1166 chunk even when content was 16-bit element). "CNT2" should now be
1167 able to store content for arbitrary elements (up to eight blocks of
1168 3 x 3 element arrays). All "CNT2" elements will always be stored as
1169 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1171 2002-03-13 src/files.c
1172 * Changed "LoadLevel()" for real chunk support.
1174 2002-03-12 src/game.c
1175 * Fixed problem (introduced after 2.0.0 release) with penguins
1176 not getting killed by enemies
1178 2002-02-24 src/game.c, src/main.h
1179 * Added "player->is_moving"; now "player->last_move_dir" does
1180 not contain any information if the player is just moving at
1182 Before, "player->last_move_dir" was misused for this purpose
1183 for the robot stuff (robots don't kill players when they are
1184 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1185 broke tapes when walking through pipes!
1186 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1187 in a continuous movement. This fact is ignored for friends and