2 * added option "use artwork from element" for custom player artwork
3 * added option "use explosion from element" for player explosions
6 * added possibility for multiple CE changes per frame (experimental)
9 * uploaded pre-release (test) version 3.2.0-5 binary and source code
12 * changed "score for each 10 seconds/steps left" to "1 second/step"
13 * added own score for collecting "extra time" instead of sharing it
14 * added change events "switched by player" and "player switches <e>"
15 * added change events "snapped by player" and "player snaps <e>"
16 * added "set player artwork: <element choice>" to CE action options
17 * added change event "move of <element>"
20 * added "set player shield: off / normal / deadly" to CE action options
21 * added new player option "use level start element" in level editor
22 to set the correct focus at level start to elements from which the
23 player is created later (this did not work before for cascaded CE
24 changes resulting in creation of the player; it is now also possible
25 to create the player from a yam yam which is smashed at level start)
28 * added "set player speed: frozen (not moving)" to CE action options
29 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
32 * added new player option "block snap field" (enabled by default) to
33 make it possible to show a snapping animation like in Emerald Mine
36 * added dynamic selectboxes to custom element action settings in editor
37 * added "CE value" counter for custom elements (instead of "CE count")
38 * added option to use the last "CE value" after custom element change
39 * added option to use the "CE value" of other elements in CE actions
40 * fixed odd behaviour when pressing time orb in levels w/o time limit
41 * added checkbox "use time orb bug" for older levels that use this bug
44 * added missing configuration settings for the following elements:
45 - EL_TIMEGATE_SWITCH (time of open time gate)
46 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
47 - EL_SHIELD_NORMAL (time of shield duration)
48 - EL_SHIELD_DEADLY (time of shield duration)
49 - EL_EXTRA_TIME (time added to level time)
50 - EL_TIME_ORB_FULL (time added to level time)
53 * added "wind direction" as a movement pattern for custom elements
54 * added initial wind direction for balloon / custom elements to editor
55 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
58 * added parameters for "game of life" and "biomaze" elements to editor
61 * added level file chunk "CONF" for generic level and element settings
64 * uploaded pre-release (test) version 3.2.0-4 binary and source code
67 * skip empty level sets (with "levels: 0"; may be artwork base sets)
68 * added sound action ".page[1]" to ".page[32]" for each CE change page
71 * added image config suffix ".clone_from" to copy whole image settings
72 * fixed bug with invalid ("undefined") CE settings in old level files
75 * fixed graphical bug with smashing elements falling faster than player
78 * fixed major bug which prevented private levels from being edited
79 * fixed bug with precedence of general and special font definitions
82 * fixed graphical bug with player animation when player moves slowly
85 * uploaded pre-release (test) version 3.2.0-3 binary and source code
88 * fixed bug which prevented "global.num_toons: 0" from working
91 * major code cleanup (removed all these annoying "#if 0" blocks)
94 * added custom element actions for CE change page in level editor
97 * fixed music initialization bug in init.c (thanks to David Binderman)
98 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
99 (this bug must probably be fixed at other places, too)
102 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
103 (should be '#include <SDL.h>' instead)
106 * fixed bug which prevented "walkable from no direction" from working
107 (due to compatibility code overwriting this setting after loading)
110 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
113 * version number temporarily set to 3.1.1 (intermediate bugfix release)
114 * version 3.1.1 released
117 * changed some va_arg() arguments from 'long' to 'int', fixing problems
118 on 64-bit architecture systems with LP64 data model
121 * fixed bug with bombs not exploding when hitting the last level line
122 (introduced after the release of 3.1.0)
125 * added support for dumping small-sized level sketches from editor
128 * added recognition of "trigger element" for "change digged element to"
129 (this is not really what the "trigger element" was made for, but its
130 use may seem obvious for leaving back digged elements unchanged)
133 * fixed multiple warnings about failed joystick device initialization
136 * fixed bug with dynamite dropped on top of just dropped custom element
137 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
138 dynamite can still be dropped, but drop key must be released before
141 * fixed bug with wrong start directory when started from file browser
142 (due to this bug, R'n'D could not be started from KDE's Konqueror)
145 * fixed bug causing "change when impact" on player not working
146 * fixed wrong priority of "hitting something" over "hitting <element>"
147 * fixed wrong priority of "hit by something" over "hit by <element>"
150 * fixed graphical bug which caused the player (being Murphy) to show
151 collecting animations although the element was collected by penguin
154 * fixed two bugs causing wrong door background graphics in system.c
155 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
158 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
159 * added "no direction" to "walkable/passable from" selectbox options
162 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
163 * in tape autoplay, not only report broken, but also missing tapes
166 * uploaded pre-release (test) version 3.2.0-2 binary and source code
169 * fixed small bug with "linear" animation not working for active lamp
172 * fixed bug with moving up despite gravity due to "block last field"
173 * fixed small bug with wrong draw offset when typing name in main menu
174 * when reading user names from "passwd", ignore data after first comma
175 * when creating new "levelinfo.conf", only write some selected entries
178 * fixed displaying "imported from/by" on preview with empty string
179 * fixed ignoring draw offset for fonts used for level preview texts
182 * fixed a delay problem with SDL and too many mouse motion events
183 * added setup option "skip levels" and level skipping functionality
186 * added move speed "not moving" for non-moving CEs, but with direction
189 * fixed mapping of obsolete element token names in "editorsetup.conf"
190 * fixed bug with sound "acid.splashing" treated as a loop sound
191 * fixed some little sound bugs in native EM engine
194 * fixed small bug when dragging scrollbars to end positions
197 * added editor element descriptions written by Aaron Davidson
200 * improved fallback handling when configured artwork is not available
201 (now using default artwork instead of exiting when files not found)
204 * fixed bug on level selection screen when dragging scrollbar
207 * fixed bug which caused broken tapes when appending to EM engine tapes
210 * uploaded pre-release (test) version 3.2.0-1 binary and source code
213 * added code to replace changed artwork config tokens with other tokens
214 (needed for backwards compatibility, so that older tokens still work)
217 * added native R'n'D graphics for some new EMC elements in EM engine
220 * fixed some bugs in the EM engine integration code
221 * changed EM engine code to allow diagonal movement
222 * changed EM engine code to allow use of separate snap and drop keys
225 * fixed some redraw bugs when using EM engine
228 * fixed bug with not converting RND levels which are set to use native
229 engine to native level structure when loading
232 * uploaded pre-release (test) version 3.2.0-0 binary and source code
235 * version number set to 3.2.0
238 * level data now reset to defaults after attempt to load invalid file
241 * added use of "editorsetup.conf" for different level sets
244 * added auto-detection for various types of Emerald Mine level files
247 * fixed bug with scrollbars getting too small when list is very large
250 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
253 * added most level editor configuration gadgets for new EMC elements
256 * added more element and graphic definitions for new EMC elements
259 * modified native EM engine to use integrated R'n'D sound system
262 * added SDL support to graphics functions in native EM engine
263 (by always using generic libgame interface functions)
266 * fixed bug in frame synchronization in native EM engine
269 * added code to convert levels between R'n'D and native EM engine
272 * new Emerald Mine engine can now play levels selected in main menu
275 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
276 (which creates scaled down graphics for level editor and preview);
277 there's still a memory leak somewhere in the artwork handling code
278 * added "scale image up" functionality to X11 version of zoom function
281 * first attempts to integrate new, native Emerald Mine Club engine
284 * fixed bug in gadget code which caused reset of CEs in level editor
285 (example: pressing 'b' [grab brush] on CE config page erased values)
286 (solution: check if gadgets in ClickOnGadget() are really mapped)
287 * improved level change detection in editor (settings now also checked)
288 * fixed bug with "can move into acid" and "don't collide with" state
291 * fixed maze runner style CEs to use the configured move delay value
294 * added Aaron Davidson's tutorial level set to the "Tutorials" section
297 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
298 * fixed the above fix because it broke level set "machine" (*sigh*)
299 * fixed random element placement in level editor to work as expected
300 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
303 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
306 * fixed bug (missing array boundary check) which caused broken tapes
307 * fixed bug (when loading level template) which caused broken levels
308 * fixed bug with new block last field code when using non-yellow player
311 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
312 * internal change of how the player blocks the last field when moving
313 * fixed blocking delay of last field for EM and SP style block delay
314 * fixed bug where the player had to wait for the usual move delay after
315 unsuccessfully trying to move, when he directly could move after that
316 * the last two changes should make original Supaplex level 93 solvable
317 * improved use of random number generator to make it less predictable
318 * fixed behaviour of slippery SP elements to let slip left, then right
321 * fixed bug with wrong door state after trying to quickload empty tape
322 * fixed waste of static memory usage of the binary, making it smaller
323 * fixed very little graphical bug in Supaplex explosion
326 * version number set to 3.1.1
329 * version 3.1.0 released
332 * fixed bug with crash when writing user levelinfo.conf the first time
335 * added option "convert LEVELDIR [NR]" to command line batch commands
336 * re-converted Supaplex levels to apply latest engine fixes
337 * changed "use graphic/sound of element" to "use graphic of element"
338 due to compatibility problems with some levels ("bug machine" etc.)
341 * fixed bug with CE change replacing player with same or other player
344 * fixed bug with opaque font in envelope with background graphic when
345 background graphic is not transparent itself
348 * added "gravity on" and "gravity off" ports for Supaplex compatibility
349 * corrected original Supaplex level loading code to use these new ports
350 * also corrected Supaplex loader to auto-count infotrons if set to zero
353 * fixed bug with missing initialization of "modified" flag for GEs
356 * fixed bug that caused endless recursion loop when relocating player
357 * fixed tape recorder bug in "step mode" when using "pause before end"
358 * fixed tape recorder bug when changing from "warp forward" mode
361 * fixed bug with "when touching" for pushed elements at last position
364 * fixed bug that caused two activated toolbox buttons in level editor
365 * fixed bug with exploding dynabomb under player due to other explosion
368 * fixed bug with creating walkable custom element under player (again)
369 * fixed bug with not copying explosion type when copying CEs in editor
370 * fixed graphical bug when drawing player in setup menu (input devices)
371 * fixed graphical bug when the player is pushing an accessible element
372 * fixed bug with classic switchable elements triggering CE changes
373 * fixed bug with entering/leaving walkable element in RelocatePlayer()
374 * fixed crash bug when CE leaves behind the trigger player element
377 * fixed bug with broken tubes after placing/exploding dynamite in them
378 * fixed bug with exploding dynamite under player due to other explosion
379 * fixed bug with not resetting push delay under certain circumstances
382 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
383 * added network multiplayer code for Windows (thanks to Niko Böhm)
386 * added option "reachable despite gravity" for gravity movement
387 * changed gravity movement of most classic walkable and passable
388 elements back to "not reachable" (for compatibility reasons)
391 * fixed (removed) "indestructible" / "can explode" dependency in editor
392 * fixed (removed) "accessible inside" / "protected" dependency
393 * fixed (removed) "step mode" / "shield time" dependency
396 * fixed dynabombs exploding now into anything diggable
397 * fixed Supaplex style gravity movement into buggy base now impossible
398 * added pressing key "space" as valid action to select menu options
401 * added "replace when walkable" to relocate player to walkable element
402 * added "enter"/"leave" event for elements affected by relocation
403 * fixed "direct"/"indirect" change order also for "when change" event
404 * fixed graphical bug when pushing things from elements walkable inside
407 * fixed graphic bug when player is snapping while moving in old levels
408 * fixed bug when a moving custom element leaves a player element behind
409 * fixed bug with mole not disappearing when moving into acid pool
410 * fixed bug with incomplete path setting when using "--basepath" option
411 * moving CE can now leave walkable elements behind under the player
412 * when relocating, player can be set on walkable element now
413 * fixed another gravity movement bug
416 * uploaded pre-release (test) version 3.1.0-2 binary and source code
419 * added "collectible" and "removable" to extended replacement types
420 (where "removable" replaces "diggable" and "collectible" elements)
421 * added "collectible & throwable" (to throw element to the next field)
422 * fixed bug with CEs digging elements that are just about to explode
423 * changed mouse cursor now always being visible when game is paused
426 * added possibility to push/press accessible elements from a side that
428 * fixed bug with not setting actual date when appending to tape
431 * fixed bug with incorrectly initialized custom element editor graphics
434 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
435 - number of levels corrected from 18 to 17 in "levelinfo.conf"
438 * fixed bug with destroyed robot wheel still attracting robots forever
439 * fixed bug with time gate switch deactivating after robot wheel time
440 (while the time gate itself is not affected by this misbehaviour)
441 * changed behaviour of BD style amoeba to always get blocked by player
442 (before it was different when there were non-BD elements in level)
443 * fixed bug with player destroying indestructable elements with shield
446 * added option to make growing elements grow into anything diggable
447 (for the various amoeba types, biomaze and "game of life")
450 * fixed bug with movable elements not moving after left behind by CEs
451 * changed gravity movement to anything diggable, not only sand/base
452 * optionally allowing passing to walkable element, not only empty space
453 * added option "can pass to walkable element" for players
454 * finally fixed gravity movement (hopefully)
457 * fixed bug with movable elements not moving anymore after falling down
460 * fixed another bug with custom elements digging and leaving elements
461 * fixed bug with "along left/right side" and automatic start direction
462 * trigger elements now also displayed when "more custom" deactivated
463 * fixed bug with clipboard element initialized when loading new level
464 * added option "drop delay" to set delay before dropping next element
467 * uploaded pre-release (test) version 3.1.0-1 binary and source code
470 * added copy and paste functions for custom change pages
471 * enhanced graphical display and functionality of tape recorder
472 * fixed bug with custom elements digging and leaving elements
475 * added move speed faster than "very fast" for custom elements
476 * fixed bug with 3+3 style explosions and missing border content
477 * fixed little bug when copying custom elements in the editor
478 * enhanced custom element changes by more side trigger actions
481 * added option "no scrolling when relocating" for instant teleporting
482 * uploaded pre-release (test) version 3.1.0-0 binary and source code
485 * added trigger element and trigger player to use as target elements
486 * added copy and paste functions for custom and group elements
489 * fixed graphical bug when displaying explosion animations
490 * fixed bug when appending to tapes, resulting in broken tapes
491 * re-recorded a few tapes broken by fixing gravity checking bug
494 * "can move into acid" property now for all elements independently
495 * "can fall into acid" property for player stored in same bitfield now
496 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
497 * version number set to 3.1.0 (finally!)
500 * changed tape recording to only record input, not programmed actions
503 * fixed totally broken (every 8th frame skipped) step-by-step recording
504 * fixed bug with requester not displayed when quick-loading interrupted
505 * added option "can fall into acid (with gravity)" for players
506 * fixed bug with player not falling when snapping down with gravity
509 * fixed bug which messed up key config when using keypad number keys
512 * fixed bug which allowed moving upwards even when gravity was active
513 * fixed bug with missing error handling when dumping levels or tapes
516 * added different colored editor graphics for Supaplex gravity tubes
519 * fixed bug that allowed solvable tapes for unsolvable levels
522 * use unlimited number of droppable elements when "count" set to zero
523 * added option to use step limit instead of time limit for level
526 * added player and change page as trigger for custom element change
529 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
532 * fixed bug with dark yamyam changing to acid when moving over acid
533 * fixed handling of levels with more than 999 seconds level time
534 (example: level 76 of "Denmine")
537 * "spring push bug" reintroduced as configurable element property
538 * fixed bug with missing properties for "mole"
539 * fixed bug that showed up when fixing the above "mole" properties bug
540 * added option "can move into acid" for all movable elements
541 * fixed graphical bug for elements moving into acid
542 * changed event handling to handle all pending events before going on
545 * fixed bug which caused all CE change pages to be ignored which had
546 the same change event, but used a different element side
547 (reported by Simon Forsberg)
549 * fixed bug which caused elements that can move and fall and that are
550 transported by a conveyor belt to continue moving into that direction
551 after leaving the conveyor belt, regardless of their own movement
552 type; only elements which can not move are transported now
553 (reported by Simon Forsberg)
555 * fixed bug which could cause an array overflow in RelocatePlayer()
556 (reported by Niko Böhm)
558 * changed Emerald Mine style "passable / over" elements to "protected"
559 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
561 * added new option to select from which side a "walkable/passable"
562 element can be entered
565 * added explosion and ignition delay for elements that can explode
568 * fixed bug which caused player not being protected against enemies
569 when a CE was "walkable / inside" and was not "indestructible"
570 * added "walkable/passable" fields to be "protected/unprotected"
571 against enemies, even if not accessible "inside" but "over/under"
574 * corrected move pattern to 32 bit and initial move direction to 8 bit
577 * added second custom element base configuration page
580 * added some special EMC mappings to Emerald Mine level loader
581 (also covering previously unknown element in level 0 of "Bondmine 8")
584 * added option to block last field when player is moving (for Supaplex)
585 * adjusted push delay of Supaplex elements
586 * removed delays for envelopes etc. when replaying with maximum speed
587 * fixed bug when dropping element on a field that just changed to empty
590 * fixed bug: infotrons can now smash yellow disks
591 * fixed bug: when gravity active, port above player can now be entered
592 * removed "one white dot" mouse pointer which irritated some people
595 * added "choice type" for group element selection
598 * fixed bug with initial invulnerability of non-yellow player
601 * added level loader for loading native Supaplex packed levels
602 (including multi-part levels like the "splvls99" levels)
605 * fixed bug which allowed creating emeralds by escaping explosions
608 * custom elements can change (limited) or leave (unlimited) elements
609 * finally added multiple matches using group elements
610 * added shortcut to dump brush (type ":DB" in editor) for use in forum
613 * added new start movement type "previous" for continued CE movement
614 * added new start movement type "random" for random CE movement start
617 * added new element "sokoban_field_player" needed for Sokoban levels
618 (thanks to Ed Booker for pointing this out!)
621 * added elements that can be digged or left behind by custom elements
624 * added group elements for multiple matches and random element creation
627 * fixed some graphical errors displayed in old levels
630 * fixed wrong double speed movement after passing closing gates
633 * added level loader for loading native Emerald Mine levels
636 * changes for "shooting" style CE movement
639 * Happy New Year! ;-)
642 * changed default snap/drop keys from left/right Shift to Control keys
645 * fixed bug with dead player getting reanimated from custom element
648 * fixed bug with wrong penguin graphics (when entering exit)
651 * fixed bug with wrong "Murphy" graphics (when digging etc.)
654 * version number set to 3.0.9
657 * version 3.0.8 released
660 * added function checked_free()
663 * fixed bug with double nut cracking sound
664 (by eliminating "default element action sound" assignment in init.c)
667 * fixed crash when no music info files are available
670 * fixed boring and sleeping sounds
673 * added "maze runner" and "maze hunter" movement types
674 * added extended collision conditions for custom elements
677 * added warnings for undefined token values in artwork config files
680 * added menu entry for level set information to the info screen
683 * fixed bug with wrong default impact sound for colored emeralds
686 * added several sub-screens for the info screen
687 * menu text now also clickable (not only blue/red sphere left of it)
690 * added configurable "bored" and "sleeping" animations for the player
691 * added "awakening" sound for player when waking up after sleeping
694 * added "copy" and "exchange" functions for custom elements to editor
697 * added configurable element animations for info screen
700 * added configurable music credits for info screen
703 * finally fixed tape recording when player is created from CE change
706 * added "editorsetup.conf" for editor element list configuration
709 * added "musicinfo.conf" for menu and level music configuration
712 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
713 (that only showed up on Linux, but not on Windows systems)
716 * fixed turning movement of butterflies and fireflies (no frame reset)
717 * enhanced sniksnak turning movement (two steps instead of only one)
720 * version number set to 3.0.8
723 * version 3.0.7 released
726 * fixed reset of player animation frame when, for example,
727 walking, digging or collecting share the same animation
728 * fixed CE with "deadly when touching" exploding when touching amoeba
731 * fixed tape recording when player is created from CE element change
734 * introduced "turning..." action graphic for elements with move delay
735 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
736 * added turning animations for bug, spaceship and sniksnak
739 * prevent "extended" changed elements from delay change in same frame
742 * fixed bug when pushing element that can move away to the side
743 (like pushing falling elements, but now with moving elements)
746 * finally fixed serious bug in code for delayed element pushing (again)
749 * unavailable setup options now marked as "n/a" instead of "off"
750 * new boolean directive "latest_engine" for "levelinfo.conf": when set
751 to "true", levels are always played with the latest game engine,
752 which is desired for levels that are imported from other games; all
753 other levels are played with the engine version stored in level file
754 (which is normally the engine version the level was created with)
757 * fixed serious bug in code for delayed element pushing
758 * fixed little bug in animation frame selection for pushed elements
759 * speed-up of reading config file for verbose output
762 * added configuration option for opening and closing Supaplex exit
763 * added configuration option for moving up/down animation for Murphy
764 * fixed incorrectly displayed animation for attacking dragon
765 * fixed bug with not setting initial gravity for each new game
766 * fixed bug with teleportation of player by custom element change
767 * fixed bug with player not getting smashed by rock sometimes
770 * version number set to 3.0.7
773 * version 3.0.6 released
776 * added support for MP3 music for SDL version through SMPEG library
779 * fixed bug when initializing font graphic structure
780 * fixed bug with animation mode "pingpong" when using only 1 frame
781 * fixed bug with extended change target introduced in 3.0.5
782 * fixed bug where passing over moving element doubles player speed
783 * fixed bug with elements continuing to move into push direction
784 * fixed bug with duplicated player when dropping bomb with shield on
785 * added "switching" event for custom elements ("pressing" only once)
786 * fixed switching bug (resetting flag when not switching but not idle)
789 * fixed element tokens for certain file elements with ".active" etc.
792 * version number set to 3.0.6
795 * version 3.0.5 released
798 * now four envelope elements available
799 * font, background, animation and sound for envelope now configurable
800 * main menu doors opening/closing animation type now configurable
803 * active/inactive sides configurable for custom element changes
804 * new movement type "move when pushed" available for custom elements
807 * fixed bug in multiple config pages loader code that caused crashes
810 * enhanced (remaining low-resolution) Supaplex graphics
813 * version number set to 3.0.5
816 * version 3.0.4 released
818 2003-09-12 src/tools.c
819 * fixed bug in custom definition of crumbled element graphics
821 2003-09-11 src/files.c
822 * fixed bug in multiple config pages code that caused crashes
825 * version number set to 3.0.4
828 * version 3.0.3 released
831 * added music to Supaplex classic level set
833 2003-09-07 src/libgame/misc.c
834 * added support for loading various music formats through SDL_mixer
836 2003-09-06 (various source files)
837 * fixed several nasty bugs that may have caused crashes on some systems
838 * added envelope content which gets displayed when collecting envelope
839 * added multiple change event pages for custom elements
841 2003-08-24 src/game.c
842 * fixed problem with player animation when snapping and moving
844 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
845 * fixed problem with flickering when drawing toon animations
847 2003-08-23 src/libgame/sdl.c
848 * fixed problem with setting mouse cursor in SDL version in fullscreen
850 2003-08-23 src/game.c
851 * fixed bug (missing array boundary check) which could crash the game
854 * version number set to 3.0.3
857 * version 3.0.2 released
859 2003-08-21 src/game.c
860 * fixed bug with creating inaccessible elements at player position
862 2003-08-20 src/init.c
863 * fixed bug with not finding current level artwork directory
865 2003-08-20 src/files.c
866 * fixed bug with choosing wrong engine version when playing tapes
867 * fixed bug with messing up custom element properties in 3.0.0 levels
870 * version number set to 3.0.2
873 * version 3.0.1 released
875 2003-08-17 (no source files affected)
876 * changed all "classic" PCX image files with 16 colors or less to
877 256 color (8 bit) storage format, because the Allegro game library
878 cannot handle PCX files with less than 256 colors (contributed
879 graphics are not affected and might look wrong in the DOS version)
881 2003-08-16 src/init.c
882 * fixed bug which (for example) crashed the level editor when defining
883 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
884 (only set to default) -- invalid graphics now set to default graphic
886 2003-08-16 src/init.c
887 * fixed graphical bug of player digging/collecting/snapping element
888 when no corresponding graphic/animation is defined for this action,
889 resulting in player being drawn as EL_EMPTY (which should only be
890 done to elements being collected, but not to the player)
892 2003-08-16 src/game.c
893 * fixed small graphical bug of player not totally moving into exit
895 2003-08-16 src/libgame/setup.c
896 * fixed bug with wrong MS-DOS 8.3 filename conversion
898 2003-08-16 src/tools.c
899 * fixed bug with invisible mouse cursor when pressing ESC while playing
901 2003-08-16 (various source files)
902 * added another 128 custom elements (disabled in editor by default)
904 2003-08-16 src/editor.c
905 * fixed NULL string bug causing Solaris to crash in sprintf()
907 2003-08-16 src/screen.c
908 * fixed drawing over scrollbar on level selection with custom fonts
910 2003-08-15 src/game.c
911 * cleanup of simple sounds / loop sounds / music settings
913 2003-08-08 (various source files)
914 * added custom element property for dropping collected elements
916 2003-08-08 src/conf_gfx.c
917 * fixed bug with missing graphic for active red disk bomb
919 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
920 * extended variable "level.gravity" to "level.initial_gravity" and
921 "game.current_gravity" to prevent level setting from being changed
922 by playing the level (keeping the runtime value after playing)
924 * fixed graphics bug when digging element that has 'crumbled' graphic
925 definition, but not 'diggable' graphic definition
928 * version number set to 3.0.1
931 * version 3.0.0 released
934 * various bug fixes; among others:
935 - fixed bug with pushing spring over empty space
936 - fixed bug with leaving tube while placing dynamite
937 - fixed bug with explosion of smashed penguins
938 - allow Murphy player graphic in levels with non-Supaplex elements
942 * I have forgotten to document changes for some time
945 * pre-release version 2.2.0rc1 released
948 * version number set to 2.1.2
951 * version 2.1.1 released
954 * version number set to 2.1.1
957 * version 2.1.0 released
960 * version number set to 2.1.0
962 2002-04-03 to 2002-05-19 (various source files)
963 * graphics, sounds and music now fully configurable
964 * bug fixed that prevented walking through tubes when gravity on
966 2002-04-02 src/events.c, src/editor.c
967 * Make Escape key less aggressive when playing or when editing level.
968 This can be configured as an option in the setup menu. (Default is
969 "less aggressive" which means "ask user if something can be lost"
970 when pressing the Escape key.)
972 2002-04-02 src/screen.c
973 * Added "graphics setup" screen.
975 2002-04-01 src/screen.c
976 * Changed "choose level" setup screen stuff to be more generic (to
977 make it easier to add more "choose from generic tree" setup screens).
979 2002-04-01 src/config.c, src/timestamp.h
980 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
981 automatically gets created by "src/Makefile" and contains an actual
982 compile-time timestamp to identify development versions of the game).
984 2002-03-31 src/tape.c, src/events.c
985 * Added quick game/tape save/load functions to tape stuff which can be
986 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
987 loads previously recorded tape and directly goes into recording mode
988 from the end of the tape (therefore appending to the tape).
990 2002-03-31 src/tape.c
991 * Added "index mark" function to tape recorder. When playing or
992 recording, "eject" button changes to "index" button. Setting index
993 mark is not yet implemented, but pressing index button when playing
994 allows very quick advancing to end of tape (when normal playing),
995 very fast forward mode (when playing with normal fast forward) or
996 very fast reaching of "pause before end of tape" (when playing with
997 "pause before end" playing mode).
999 2002-03-30 src/cartoons.c
1000 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1002 2002-03-29 src/screen.c
1003 * Changed setup screen stuff to be more generic (to make it easier
1004 to add more setup screens).
1006 2002-03-23 src/main.c, src/main.h
1007 * Various changes due to the introduction of the new libgame files
1008 "setup.c" and "joystick.c".
1010 2002-03-23 src/files.c
1011 * Generic parts of "src/files.c" (mainly setup and level directory
1012 stuff) moved to new libgame file "src/libgame/setup.c".
1014 2002-03-23 src/joystick.c
1015 * File "src/joystick.c" moved to libgame source tree, with
1016 correspondig changes.
1018 2002-03-22 src/screens.c
1019 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1020 (Wrong level series information displayed when entering main group.)
1022 2002-03-22 src/editor.c
1023 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1025 2002-03-22 src/editor.c
1026 * Changed behaviour of "Escape" key in level editor to be more
1027 intuitive: When in "Element Properties" or "Level Info" mode,
1028 return to "Drawing Mode" instead of leaving the level editor.
1030 2002-03-21 src/game.c, src/editor.c, src/files.c
1031 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1032 gems (emeralds, diamonds, ...) slipping down from normal wall,
1033 steel wall and growing wall (as in E.M.C. style levels). Although
1034 the behaviour of contributed and private levels wasn't changed (due
1035 to the use of "level.game_version"; see previous entry), editing
1036 those levels will (of course) change the behaviour accordingly.
1038 This change seems a bit too hard after thinking about it, because
1039 the EM style behaviour is not the "expected" behaviour (gems would
1040 normally only slip down from "rounded" walls). Therefore this was
1041 now changed to an element property for gem style elements, with the
1042 default setting "off" (which means: no special EM style behaviour).
1043 To fix older converted levels, this flag is set to "on" for pre-2.0
1044 levels that are neither contributed nor private levels.
1046 2002-03-20 src/files.h
1047 * Corrected settings for "level.game_version" depending of level type.
1048 (Contributed and private levels always get played with game engine
1049 version they were created with, while converted levels always get
1050 played with the most recent version of the game engine, to let new
1051 corrections of the emulation behaviour take effect.)
1053 2002-03-20 src/main.h
1054 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1055 compiling the SDL version on some systems.
1056 Thanks to the several people who pointed this out.
1059 * Version number set to 2.0.2.
1062 * Version 2.0.1 released.
1064 2002-03-18 src/screens.c
1065 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1067 2002-03-18 src/files.c [src/libgame/misc.c]
1068 * Moved some common functions from src/files.c to src/libgame/misc.c.
1070 2002-03-18 src/files.c [src/libgame/misc.c]
1071 * Changed permissions for new directories and saved files (especially
1072 score files) according to suggestions of Debian users and mantainers.
1073 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1075 2002-03-17 src/files.c
1076 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1077 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1078 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1079 for levels and "TAPE" for tapes). Old "cookie" style format is
1080 still supported for reading. New level and tape files are written
1083 * New IFF chunk "VERS" contains version numbers for file and game
1084 (where "game version" is the version of the program that wrote the
1085 file, and "file version" is a version number to distinguish files
1086 with different format, for example after adding new features).
1088 2002-03-15 src/screen.c
1089 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1090 (Before, you heard a mixture of the in-game music and the
1091 hall-of-fame music.)
1093 2002-03-14 src/events.c
1094 * Function "DumpTape()" (files.c) now available by pressing 't' from
1095 main menu (when in DEBUG mode).
1097 2002-03-14 src/game.c
1098 * "GameWon()": When game was won playing a tape, now there is no delay
1099 raising the score and no corresponding sound is played.
1101 2002-03-14 src/files.c
1102 * Changed "LoadTape()" for real chunk support and also adjusted
1103 "SaveTape()" accordingly.
1105 2002-03-14 src/game.c, src/tape.c, src/files.c
1106 * Important changes to tape format: The old tape format stored all
1107 actions with a real effect with a corresponding delay between the
1108 stored actions. This had some major disadvantages (for example,
1109 push delays had to be ignored, pressing a button for some seconds
1110 mutated to several single button presses because of the non-action
1111 delays between two action frames etc.). The new tape format just
1112 stupidly records all device actions and replays them later. I really
1113 don't know why I haven't solved it that way before?! Old-style tapes
1114 (with tape file version less than 2.0) get converted to the new
1115 format on-the-fly when loading and can therefore still be played;
1116 only some minor parts of the old-style tape handling code was needed.
1117 (A perfect conversion is not possible, because there is information
1118 missing about the device actions between two action frames.)
1120 2002-03-14 src/files.c
1121 * New function "DumpTape()" to dump the contents of the current tape
1122 in a human readable format.
1124 2002-03-14 src/game.c
1125 * Small tape bug fixed: When automatically advancing to next level
1126 after a game was won, the tape from the previous level still was
1127 loaded as a tape for the new level.
1129 2002-03-14 src/tape.c
1130 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1131 tape, cartoons did not get completely removed because
1132 StopAnimation() was not called.
1134 2002-03-13 src/files.c
1135 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1136 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1137 size even when using 16-bit elements). Added new chunk "CNT2" for
1138 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1139 chunk even when content was 16-bit element). "CNT2" should now be
1140 able to store content for arbitrary elements (up to eight blocks of
1141 3 x 3 element arrays). All "CNT2" elements will always be stored as
1142 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1144 2002-03-13 src/files.c
1145 * Changed "LoadLevel()" for real chunk support.
1147 2002-03-12 src/game.c
1148 * Fixed problem (introduced after 2.0.0 release) with penguins
1149 not getting killed by enemies
1151 2002-02-24 src/game.c, src/main.h
1152 * Added "player->is_moving"; now "player->last_move_dir" does
1153 not contain any information if the player is just moving at
1155 Before, "player->last_move_dir" was misused for this purpose
1156 for the robot stuff (robots don't kill players when they are
1157 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1158 broke tapes when walking through pipes!
1159 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1160 in a continuous movement. This fact is ignored for friends and