2 * fixed small drawing bug in X11FadeRectangle
3 * added EM/DC style exits for newly supported Diamond Caves II levels
4 * added white key and gate for newly supported Diamond Caves II levels
5 * added fake (no key) gate for newly supported Diamond Caves II levels
8 * changed maximum value for endless loop detection to a higher value
9 (some levels really used very deep recursion without being endless)
12 * added growing steel walls for newly supported Diamond Caves II levels
13 * added snappable land mine for newly supported Diamond Caves II levels
16 * added steel text elements for newly supported Diamond Caves II levels
19 * added level file loader for native Diamond Caves II levels
22 * version number set to 3.2.4
25 * version 3.2.3 released
28 * fixed malloc/free bug when updating EMC artwork entries in level list
29 * added workaround (warning and request to quit the current game) when
30 changing elements cause endless recursion loop (which would otherwise
31 freeze the game, causing a crash-like program exit on some systems)
34 * fixed nasty string overflow bug when entering too long envelope text
37 * added feedback sounds for menu navigation "menu.item.activating" and
38 "menu.item.selecting" (for highlighting and executing menu entries)
41 * improved "no scrolling when relocating" to also consider scroll delay
42 (meaning that the player is not automatically centered in this case;
43 this makes it possible to "invisibly" relocate the player to a region
44 of the level playfield which looks the same as the old level region)
45 * fixed bug with not recognizing "main.input.name.align" when active
48 * fixed bug with displaying masked borders over title screens when
49 screen fading is disabled
52 * fixed infinite loop / crash bug when killing the player while having
53 a CE with the setting "kill player X when explosion of <player X>"
54 * added special editor graphic for "char_space" to distinguish it from
55 "empty_space" when editing a level (in-game graphics still the same)
58 * fixed nasty bug with initialization only done for the first player
61 * small change to handle loading empty element/content list micro chunks
64 * uploaded pre-release (test) version 3.2.3-0 binary and source code
67 * some optimizations on startup speed by reducing initial text output
70 * added caching of custom artwork information for faster startup times
73 * fixed graphical bug when using fewer menu entries on level selection
74 screen than usual (with "menu.list_size.LEVELS" directive)
75 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
76 the backbuffer to the backbuffer by error (with identical rectangle)
79 * fixed bug when displaying titlescreen with size less than element tile
80 * fixed bug that caused elements with "change when digging <e>" event
81 to change for _every_ digged element, not only those specified in <e>
82 * fixed bug that caused impact style collision when dropping element one
83 tile over the player that can both fall down and smash players
84 * fixed bug that caused impact style collision when element changed to
85 falling/smashing element over the player immediately after movement
88 * fixed bug that allowed making engine snapshots from the level editor
91 * fixed bugs with player name and current level positions on main screen
94 * added configuration directives for control of title screens:
95 - "title.fade_delay" for fading time
96 - "title.post_delay" for pause between screens (when not crossfading)
97 - "title.auto_delay" to automatically continue after some time
98 these settings can each be overridden by specifying them with titles:
99 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
100 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
101 fading mode can also be specified:
102 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
103 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
104 default is using normal fading for menues and initial title screens,
105 while using cross-fading for level set title screens
106 * fixed bug with background not drawn in Hall of Fame after game was won
109 * added configuration directives for the remaining main menu items
112 * added additional configuration directives for info screen draw offset:
113 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
114 * added additional configuration directives for preview info text
115 * limited mouse wheel sensitive screen area to scrollable screen area
118 * added highlighted menu text entries to menu navigation when selected
121 * fixed bug that prevented player from correctly being created in the
122 top left corner by a custom element change in a level without player
123 * fixed bug that prevented player from being killed when indestructible,
124 non-walkable element is placed on player position by extended change
125 * added configurable menu button, text and input positions to main menu
128 * added page fading effects for remaining info sub-screens
129 * fixed small bug that caused some delays when answering door request
132 * added directives "border.draw_masked.*" for menu/playfield area and
133 door areas to display overlapping/masked borders from "global.border"
136 * fixed bug with CE with move speed "not moving" not being animated
137 * when changing player artwork by CE action, reset animation frame
140 * fixed bug with not unmapping main menu screen gadgets on other screens
141 * fixed bug with un-pausing a paused game by releasing still pressed key
142 * fixed bug with not redrawing screen when toggling to/from fullscreen
143 mode while fast reloading tape (without redrawing playfield contents)
144 * fixed bug with quick-saving tape snapshot despite answering with "no"
147 * version number set to 3.2.3
150 * version 3.2.2 released
153 * fixed bug with redrawing screen in fullscreen mode after quick tape
154 reloading when using the EMC game engine
155 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
158 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
161 * added engine snapshot functionality for instant tape reloading (this
162 only works for the last tape saved using "quick save", and does not
163 work across program restarts, because it completely works in memory)
166 * version number set to 3.2.2
169 * version 3.2.1 released
172 * fixed nasty bugs with handling error message file on Mac OS X systems
175 * general code cleanup (removing many annoying "#if 0" blocks etc.)
178 * fixed bug that caused broken tapes when manually appending to tapes
179 using the "pause before death" functionality, followed by recording
180 * added setup option to disable fading of screens for faster testing
183 * code cleanup of new fading functions
186 * changed behaviour after solved game -- do not immediately stop engine
187 * added some more smooth screen fadings (game start, hall of fame etc.)
190 * fixed bug with displaying pushed CE with value/score/delay anim_mode
193 * added configurable level preview position, tile size and dimensions
194 * added configurable game panel value positions (gems, time, score etc.)
197 * fixed small bug with time displayed incorrectly when collecting CEs
200 * fixed bug with bumpy scrolling with EM engine in double player mode
203 * added compatibility code to fix "Snake Bite" style levels that were
204 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
207 * fixed bug with scrollbars inside editor when using the Windows mouse
208 enhancement tool "True X-Mouse" (which injects key events to the event
209 queue to insert selected stuff into the Windows clipboard, which gets
210 confused with the "Insert" key for jumping to the last editor cascade
211 block in the element list)
212 * added Rocks'n'Diamonds icon for use as window icon to SDL version
213 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
216 * added selection of preferred fullscreen mode to setup / graphics menu
217 (useful if default mode 800 x 600 does not match screen aspect ratio)
220 * improved down-scaling of images for better editor and preview graphics
221 * changed user data directory for Mac OS X from Unix style to new place
224 * improved level number selection in main menu and player selection in
225 setup menu (input devices section) by using standard button gadgets
226 * added support for mouse scroll wheel (caused buggy behaviour before)
227 * added support for scrolling horizontal scrollbars with mouse wheel by
228 holding "Shift" key pressed while scrolling the wheel
229 * added support for single step mouse wheel scrolling by holding "Alt"
230 key pressed while scrolling the wheel (can be combined with "Shift")
231 * changed output file "stderr.txt" on Windows platform now always to be
232 created in the R'n'D sub-directory of the personal documents directory
233 * added Windows message box to direct to "stderr.txt" after error aborts
236 * improved general scrollbar handling (when jump-scrolling scrollbars)
239 * changed scrollbars to always show last line as first after scrolling
240 (that means jumping n - 1 screen lines instead of n screen lines)
243 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
244 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
245 * fixed special handling of vertically stacked acid becoming fake acid
248 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
249 affect multiple instances of the same CE, although this kind of
250 change condition usually only affects one single custom element
253 * version number set to 3.2.1
256 * version 3.2.0 released
259 * reorganized level editor element list a bit to match engines better
262 * fixed newly introduced bug with wrongly initializing clipboard element
265 * fixed bug with displaying visible/invisible level border in editor
268 * reorganized some elements in the level editor element list
271 * fixed bug with displaying any player as "yellow" when moving into acid
272 * fixed bug with displaying running player when player stopped at border
275 * fixed bug with player exploding when moving into acid
276 * fixed bug with level settings being reset in editor and when playing
277 (some compatibility settings being set not only after level loading)
278 * fixed crash bug when number of custom graphic frames was set to zero
279 * fixed bug with teleporting player on walkable tile not working anymore
280 * added partial compatibility support for pre-release-only "CONF" chunk
281 (to make Alan Bond's "color cycle" demo work again :-) )
284 * fixed some bugs when displaying title screens from info screen menu
285 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
288 * changed file major version to 3 to reflect level file format changes
289 * uploaded pre-release (test) version 3.2.0-8 binary and source code
292 * added new chunk "NAME" to level file format for level name settings
293 * added new chunk "NOTE" to level file format for envelope settings
294 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
295 * updated magic(5) file to recognize changed and new level file chunks
296 * removed change events "change when CE value/score changes" as unneeded
299 * changed gravity (which only affects the player) from level property
300 to player property (only makes a difference in multi-player levels)
301 * added change events "change when CE value/score changes"
302 * added change events "change when CE value/score changes of <element>"
305 * added new chunk "INFO" to level file format for global level settings
306 * added all element settings from "HEAD" chunk to "CONF" chunk
307 * added all global level settings from "HEAD" chunk to "INFO" chunk
310 * changed level file format by adding two new chunks "CUSX" (for custom
311 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
312 elements, replacing the previous "GRP1" chunk); these new IFF style
313 chunks use the new and flexible "micro chunks inside chunks" technique
314 already used with the new "CONF" chunk (for normal element properties)
315 which makes it possible to easily extend the existing level format
316 (instead of using fixed-length chunks like before, which are either
317 too big due to reserved bytes for future use, or too small when those
318 reserved bytes have all been used and even more data should be stored,
319 requiring the replacement by new and larger chunks just like it went
320 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
323 * added credits pages to the "credits" section that were really missing
324 * added some missing element descriptions to the level editor
325 * added down position of switchgate switch to the level editor
326 and allowed the use of both switch positions at the same time
327 * changed use of "Insert" and "Delete" keys to navigate element list in
328 level editor to start of previous or next cascading block of elements
331 * added the possibility to view the title screen to the info screen menu
332 * fixed some minor bugs with viewing title screens
335 * fixed bug with title (cross)fading in/out when using fullscreen mode
338 * fixed bug that forced re-defining of menu settings in local graphics
339 config file which are already defined in existing base config file
340 * fixed small bug that caused door sounds playing when music is enabled
343 * added the possibility to define up to five title screens for each
344 level set that are displayed after loading using (cross)fading in/out
345 (this was added to display the various start images of the EMC sets)
348 * added "CE score gets zero [of]" to custom element trigger conditions
349 * added setup option to display element token name in level editor
352 * added compatibility code for Juergen Bonhagen's menu artwork settings
355 * fixed bug with displaying wrong animation frame 0 after CE changes
356 * fixed bug with creating invisible elements when light switch is on
359 * added selection between ECS and AGA graphics for EMC levels to setup
362 * adjusted font handling for various narrow EMC style fonts
365 * changed EM engine behaviour back to re-allow initial rolling springs
368 * fixed handling of over-large selectboxes (less error-prone now)
369 * fixed bug when creating GE with walkable element under the player
372 * added use of "Insert" and "Delete" keys to navigate element list in
373 level editor to start of custom elements or start of group elements
374 * added virtual elements to access CE value and CE score of elements:
375 - "CE value of triggering element"
376 - "CE score of triggering element"
377 - "CE value of current element"
378 - "CE score of current element"
381 * fixed "grass" to "sand" in older EM levels (up to file version V4)
384 * changed behaviour of network games with internal errors (because of
385 different client frame counters) from immediately terminating R'n'D
386 to displaying an error message requester and stopping only the game
387 (also to prevent impression of crashes under non command-line runs)
388 * fixed playing network games with the EMC engine (did not work before)
389 * fixed bug with not scrolling the screen in multi-player mode with the
390 focus on player 1 when all players are moving in different directions
391 * fixed bug with keeping pointer to gadget even after its deallocation
392 * fixed bug with allowing "focus on all players" in network games
393 * fixed bug with player focus when playing tapes from network games
396 * uploaded pre-release (test) version 3.2.0-7 binary and source code
399 * code cleanup for game action control for R'n'D and EMC game engine
402 * fixed bug in multi-player movement with focus on both players
403 * added option to control only the focussed player with all input
406 * added player focus switching to level tape recording and re-playing
409 * fixed some bugs in player focus switching in EMC and RND game engine
412 * added special Supaplex animations for Murphy digging and snapping
413 * added special Supaplex animations for Murphy being bored and sleeping
416 * added four new yam yams with explicit start direction for EMC engine
417 * fixed bug in src/libgame/text.c with printing text outside the window
420 * fixed small bug in EMC level loader (copyright sign in EM II levels)
423 * added delayed ignition of EM style dynamite when used in R'n'D engine
424 * added limited movement range to EMC engine when focus on all players
427 * fixed bug with missing (zero) score values for native Supaplex levels
430 * added "continuous snapping" (snapping many elements while holding the
431 snap key pressed, without releasing the snap key after each element)
432 as a new player setting for more compatibility with the classic games
435 * finished scrolling for "focus on all players" in EMC graphics engine
438 * level sets with "levels: 0" are ignored for levels, but not artwork
439 * fixed bug when scanning empty level group directories (endless loop)
442 * fixed bug with explosion graphic for player using "Murphy" graphic
443 * fixed bug with explosion graphic if player leaves explosion in time
444 * changed some descriptive text in setup menu to use medium-width font
445 * added key shortcut settings for switching player focus to setup menu
448 * fixed bug with random value initialization when recording tapes
449 * fixed bug with playing single player tapes when team mode activated
452 * fixed little bug when trying to switch to player that does not exist
455 * added player switching (visual and quick) to R'n'D and EM game engine
456 * added setup option to select visual or quick in-game player switching
459 * added use of "Home" and "End" keys to handle element list in editor
462 * fixed bug with adding score when playing tape with EMC game engine
463 * added steel wall border for levels using EMC engine without border
464 * finally fixed delayed scrolling in EMC engine also for small levels
467 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
470 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
471 * fixed bug when displaying info element without action, but direction
474 * fixed minor graphical problems with springs smashing and slurping
475 (when using R'n'D style graphics instead of EMC style graphics)
478 * added scroll delay (as configured in setup) to EMC graphics engine
481 * improved screen redraw for EMC graphics engine (faster and smoother)
482 * when not scrolling, do not redraw the whole playfield if not needed
485 * added multi-player mode for EMC game engine (with up to four players)
488 * added android (can clone elements) from EMC engine to R'n'D engine
491 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
494 * added selectbox for initial player speed to player settings in editor
497 * version 3.1.2 created that is basically version 3.1.1, but with a
498 major bug fixed that prevented editing your own private levels
499 * version 3.1.2 released
502 * added magic ball (creates elements) from EMC engine to R'n'D engine
505 * uploaded fixed pre-release version 3.2.0-6 binary and source code
508 * fixed bug when using "CE can leave behind <trigger element>"
509 * added new change condition "(after/when) creation of <element>"
510 * added new change condition "(after/when) digging <element>"
511 * fixed bug accessing invalid gadget that caused crashes under Windows
512 * deactivated new possibility for multiple CE changes per frame
515 * uploaded pre-release (test) version 3.2.0-6 binary and source code
518 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
519 * fixed bug with not keeping CE value for moving CEs with only action
520 * changed CE action selectboxes in editor to be only reset when needed
523 * added option "use artwork from element" for custom player artwork
524 * added option "use explosion from element" for player explosions
527 * added cascaded element lists in the level editor
528 * added persistence for cascaded element lists by "editorcascade.conf"
529 * added dynamic element list with all elements used in current level
530 * added possibility for multiple CE changes per frame (experimental)
533 * uploaded pre-release (test) version 3.2.0-5 binary and source code
536 * changed "score for each 10 seconds/steps left" to "1 second/step"
537 * added own score for collecting "extra time" instead of sharing it
538 * added change events "switched by player" and "player switches <e>"
539 * added change events "snapped by player" and "player snaps <e>"
540 * added "set player artwork: <element choice>" to CE action options
541 * added change event "move of <element>"
544 * added "set player shield: off / normal / deadly" to CE action options
545 * added new player option "use level start element" in level editor
546 to set the correct focus at level start to elements from which the
547 player is created later (this did not work before for cascaded CE
548 changes resulting in creation of the player; it is now also possible
549 to create the player from a yam yam which is smashed at level start)
552 * added "set player speed: frozen (not moving)" to CE action options
553 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
556 * added new player option "block snap field" (enabled by default) to
557 make it possible to show a snapping animation like in Emerald Mine
560 * added dynamic selectboxes to custom element action settings in editor
561 * added "CE value" counter for custom elements (instead of "CE count")
562 * added option to use the last "CE value" after custom element change
563 * added option to use the "CE value" of other elements in CE actions
564 * fixed odd behaviour when pressing time orb in levels w/o time limit
565 * added checkbox "use time orb bug" for older levels that use this bug
568 * added missing configuration settings for the following elements:
569 - EL_TIMEGATE_SWITCH (time of open time gate)
570 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
571 - EL_SHIELD_NORMAL (time of shield duration)
572 - EL_SHIELD_DEADLY (time of shield duration)
573 - EL_EXTRA_TIME (time added to level time)
574 - EL_TIME_ORB_FULL (time added to level time)
577 * added "wind direction" as a movement pattern for custom elements
578 * added initial wind direction for balloon / custom elements to editor
579 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
582 * added parameters for "game of life" and "biomaze" elements to editor
585 * added level file chunk "CONF" for generic level and element settings
588 * uploaded pre-release (test) version 3.2.0-4 binary and source code
591 * skip empty level sets (with "levels: 0"; may be artwork base sets)
592 * added sound action ".page[1]" to ".page[32]" for each CE change page
595 * added image config suffix ".clone_from" to copy whole image settings
596 * fixed bug with invalid ("undefined") CE settings in old level files
599 * fixed graphical bug with smashing elements falling faster than player
602 * fixed major bug which prevented private levels from being edited
603 * fixed bug with precedence of general and special font definitions
606 * fixed graphical bug with player animation when player moves slowly
609 * uploaded pre-release (test) version 3.2.0-3 binary and source code
612 * fixed bug which prevented "global.num_toons: 0" from working
615 * major code cleanup (removed all these annoying "#if 0" blocks)
618 * added custom element actions for CE change page in level editor
621 * fixed music initialization bug in init.c (thanks to David Binderman)
622 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
623 (this bug must probably be fixed at other places, too)
626 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
627 (should be '#include <SDL.h>' instead)
630 * fixed bug which prevented "walkable from no direction" from working
631 (due to compatibility code overwriting this setting after loading)
634 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
637 * version number temporarily set to 3.1.1 (intermediate bugfix release)
638 * version 3.1.1 released
641 * changed some va_arg() arguments from 'long' to 'int', fixing problems
642 on 64-bit architecture systems with LP64 data model
645 * fixed bug with bombs not exploding when hitting the last level line
646 (introduced after the release of 3.1.0)
649 * added support for dumping small-sized level sketches from editor
652 * added recognition of "trigger element" for "change digged element to"
653 (this is not really what the "trigger element" was made for, but its
654 use may seem obvious for leaving back digged elements unchanged)
657 * fixed multiple warnings about failed joystick device initialization
660 * fixed bug with dynamite dropped on top of just dropped custom element
661 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
662 dynamite can still be dropped, but drop key must be released before
665 * fixed bug with wrong start directory when started from file browser
666 (due to this bug, R'n'D could not be started from KDE's Konqueror)
669 * fixed bug causing "change when impact" on player not working
670 * fixed wrong priority of "hitting something" over "hitting <element>"
671 * fixed wrong priority of "hit by something" over "hit by <element>"
674 * fixed graphical bug which caused the player (being Murphy) to show
675 collecting animations although the element was collected by penguin
678 * fixed two bugs causing wrong door background graphics in system.c
679 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
682 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
683 * added "no direction" to "walkable/passable from" selectbox options
686 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
687 * in tape autoplay, not only report broken, but also missing tapes
690 * uploaded pre-release (test) version 3.2.0-2 binary and source code
693 * fixed small bug with "linear" animation not working for active lamp
696 * fixed bug with moving up despite gravity due to "block last field"
697 * fixed small bug with wrong draw offset when typing name in main menu
698 * when reading user names from "passwd", ignore data after first comma
699 * when creating new "levelinfo.conf", only write some selected entries
702 * fixed displaying "imported from/by" on preview with empty string
703 * fixed ignoring draw offset for fonts used for level preview texts
706 * fixed a delay problem with SDL and too many mouse motion events
707 * added setup option "skip levels" and level skipping functionality
710 * added move speed "not moving" for non-moving CEs, but with direction
713 * fixed mapping of obsolete element token names in "editorsetup.conf"
714 * fixed bug with sound "acid.splashing" treated as a loop sound
715 * fixed some little sound bugs in native EM engine
718 * fixed small bug when dragging scrollbars to end positions
721 * added editor element descriptions written by Aaron Davidson
724 * improved fallback handling when configured artwork is not available
725 (now using default artwork instead of exiting when files not found)
728 * fixed bug on level selection screen when dragging scrollbar
731 * fixed bug which caused broken tapes when appending to EM engine tapes
734 * uploaded pre-release (test) version 3.2.0-1 binary and source code
737 * added code to replace changed artwork config tokens with other tokens
738 (needed for backwards compatibility, so that older tokens still work)
741 * added native R'n'D graphics for some new EMC elements in EM engine
744 * fixed some bugs in the EM engine integration code
745 * changed EM engine code to allow diagonal movement
746 * changed EM engine code to allow use of separate snap and drop keys
749 * fixed some redraw bugs when using EM engine
752 * fixed bug with not converting RND levels which are set to use native
753 engine to native level structure when loading
756 * uploaded pre-release (test) version 3.2.0-0 binary and source code
759 * version number set to 3.2.0
762 * level data now reset to defaults after attempt to load invalid file
765 * added use of "editorsetup.conf" for different level sets
768 * added auto-detection for various types of Emerald Mine level files
771 * fixed bug with scrollbars getting too small when list is very large
774 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
777 * added most level editor configuration gadgets for new EMC elements
780 * added more element and graphic definitions for new EMC elements
783 * modified native EM engine to use integrated R'n'D sound system
786 * added SDL support to graphics functions in native EM engine
787 (by always using generic libgame interface functions)
790 * fixed bug in frame synchronization in native EM engine
793 * added code to convert levels between R'n'D and native EM engine
796 * new Emerald Mine engine can now play levels selected in main menu
799 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
800 (which creates scaled down graphics for level editor and preview);
801 there's still a memory leak somewhere in the artwork handling code
802 * added "scale image up" functionality to X11 version of zoom function
805 * first attempts to integrate new, native Emerald Mine Club engine
808 * fixed bug in gadget code which caused reset of CEs in level editor
809 (example: pressing 'b' [grab brush] on CE config page erased values)
810 (solution: check if gadgets in ClickOnGadget() are really mapped)
811 * improved level change detection in editor (settings now also checked)
812 * fixed bug with "can move into acid" and "don't collide with" state
815 * fixed maze runner style CEs to use the configured move delay value
818 * added Aaron Davidson's tutorial level set to the "Tutorials" section
821 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
822 * fixed the above fix because it broke level set "machine" (*sigh*)
823 * fixed random element placement in level editor to work as expected
824 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
827 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
830 * fixed bug (missing array boundary check) which caused broken tapes
831 * fixed bug (when loading level template) which caused broken levels
832 * fixed bug with new block last field code when using non-yellow player
835 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
836 * internal change of how the player blocks the last field when moving
837 * fixed blocking delay of last field for EM and SP style block delay
838 * fixed bug where the player had to wait for the usual move delay after
839 unsuccessfully trying to move, when he directly could move after that
840 * the last two changes should make original Supaplex level 93 solvable
841 * improved use of random number generator to make it less predictable
842 * fixed behaviour of slippery SP elements to let slip left, then right
845 * fixed bug with wrong door state after trying to quickload empty tape
846 * fixed waste of static memory usage of the binary, making it smaller
847 * fixed very little graphical bug in Supaplex explosion
850 * version number set to 3.1.1
853 * version 3.1.0 released
856 * fixed bug with crash when writing user levelinfo.conf the first time
859 * added option "convert LEVELDIR [NR]" to command line batch commands
860 * re-converted Supaplex levels to apply latest engine fixes
861 * changed "use graphic/sound of element" to "use graphic of element"
862 due to compatibility problems with some levels ("bug machine" etc.)
865 * fixed bug with CE change replacing player with same or other player
868 * fixed bug with opaque font in envelope with background graphic when
869 background graphic is not transparent itself
872 * added "gravity on" and "gravity off" ports for Supaplex compatibility
873 * corrected original Supaplex level loading code to use these new ports
874 * also corrected Supaplex loader to auto-count infotrons if set to zero
877 * fixed bug with missing initialization of "modified" flag for GEs
880 * fixed bug that caused endless recursion loop when relocating player
881 * fixed tape recorder bug in "step mode" when using "pause before end"
882 * fixed tape recorder bug when changing from "warp forward" mode
885 * fixed bug with "when touching" for pushed elements at last position
888 * fixed bug that caused two activated toolbox buttons in level editor
889 * fixed bug with exploding dynabomb under player due to other explosion
892 * fixed bug with creating walkable custom element under player (again)
893 * fixed bug with not copying explosion type when copying CEs in editor
894 * fixed graphical bug when drawing player in setup menu (input devices)
895 * fixed graphical bug when the player is pushing an accessible element
896 * fixed bug with classic switchable elements triggering CE changes
897 * fixed bug with entering/leaving walkable element in RelocatePlayer()
898 * fixed crash bug when CE leaves behind the trigger player element
901 * fixed bug with broken tubes after placing/exploding dynamite in them
902 * fixed bug with exploding dynamite under player due to other explosion
903 * fixed bug with not resetting push delay under certain circumstances
906 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
907 * added network multiplayer code for Windows (thanks to Niko Böhm)
910 * added option "reachable despite gravity" for gravity movement
911 * changed gravity movement of most classic walkable and passable
912 elements back to "not reachable" (for compatibility reasons)
915 * fixed (removed) "indestructible" / "can explode" dependency in editor
916 * fixed (removed) "accessible inside" / "protected" dependency
917 * fixed (removed) "step mode" / "shield time" dependency
920 * fixed dynabombs exploding now into anything diggable
921 * fixed Supaplex style gravity movement into buggy base now impossible
922 * added pressing key "space" as valid action to select menu options
925 * added "replace when walkable" to relocate player to walkable element
926 * added "enter"/"leave" event for elements affected by relocation
927 * fixed "direct"/"indirect" change order also for "when change" event
928 * fixed graphical bug when pushing things from elements walkable inside
931 * fixed graphic bug when player is snapping while moving in old levels
932 * fixed bug when a moving custom element leaves a player element behind
933 * fixed bug with mole not disappearing when moving into acid pool
934 * fixed bug with incomplete path setting when using "--basepath" option
935 * moving CE can now leave walkable elements behind under the player
936 * when relocating, player can be set on walkable element now
937 * fixed another gravity movement bug
940 * uploaded pre-release (test) version 3.1.0-2 binary and source code
943 * added "collectible" and "removable" to extended replacement types
944 (where "removable" replaces "diggable" and "collectible" elements)
945 * added "collectible & throwable" (to throw element to the next field)
946 * fixed bug with CEs digging elements that are just about to explode
947 * changed mouse cursor now always being visible when game is paused
950 * added possibility to push/press accessible elements from a side that
952 * fixed bug with not setting actual date when appending to tape
955 * fixed bug with incorrectly initialized custom element editor graphics
958 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
959 - number of levels corrected from 18 to 17 in "levelinfo.conf"
962 * fixed bug with destroyed robot wheel still attracting robots forever
963 * fixed bug with time gate switch deactivating after robot wheel time
964 (while the time gate itself is not affected by this misbehaviour)
965 * changed behaviour of BD style amoeba to always get blocked by player
966 (before it was different when there were non-BD elements in level)
967 * fixed bug with player destroying indestructable elements with shield
970 * added option to make growing elements grow into anything diggable
971 (for the various amoeba types, biomaze and "game of life")
974 * fixed bug with movable elements not moving after left behind by CEs
975 * changed gravity movement to anything diggable, not only sand/base
976 * optionally allowing passing to walkable element, not only empty space
977 * added option "can pass to walkable element" for players
978 * finally fixed gravity movement (hopefully)
981 * fixed bug with movable elements not moving anymore after falling down
984 * fixed another bug with custom elements digging and leaving elements
985 * fixed bug with "along left/right side" and automatic start direction
986 * trigger elements now also displayed when "more custom" deactivated
987 * fixed bug with clipboard element initialized when loading new level
988 * added option "drop delay" to set delay before dropping next element
991 * uploaded pre-release (test) version 3.1.0-1 binary and source code
994 * added copy and paste functions for custom change pages
995 * enhanced graphical display and functionality of tape recorder
996 * fixed bug with custom elements digging and leaving elements
999 * added move speed faster than "very fast" for custom elements
1000 * fixed bug with 3+3 style explosions and missing border content
1001 * fixed little bug when copying custom elements in the editor
1002 * enhanced custom element changes by more side trigger actions
1005 * added option "no scrolling when relocating" for instant teleporting
1006 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1009 * added trigger element and trigger player to use as target elements
1010 * added copy and paste functions for custom and group elements
1013 * fixed graphical bug when displaying explosion animations
1014 * fixed bug when appending to tapes, resulting in broken tapes
1015 * re-recorded a few tapes broken by fixing gravity checking bug
1018 * "can move into acid" property now for all elements independently
1019 * "can fall into acid" property for player stored in same bitfield now
1020 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1021 * version number set to 3.1.0 (finally!)
1024 * changed tape recording to only record input, not programmed actions
1027 * fixed totally broken (every 8th frame skipped) step-by-step recording
1028 * fixed bug with requester not displayed when quick-loading interrupted
1029 * added option "can fall into acid (with gravity)" for players
1030 * fixed bug with player not falling when snapping down with gravity
1033 * fixed bug which messed up key config when using keypad number keys
1036 * fixed bug which allowed moving upwards even when gravity was active
1037 * fixed bug with missing error handling when dumping levels or tapes
1040 * added different colored editor graphics for Supaplex gravity tubes
1043 * fixed bug that allowed solvable tapes for unsolvable levels
1046 * use unlimited number of droppable elements when "count" set to zero
1047 * added option to use step limit instead of time limit for level
1050 * added player and change page as trigger for custom element change
1053 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1056 * fixed bug with dark yamyam changing to acid when moving over acid
1057 * fixed handling of levels with more than 999 seconds level time
1058 (example: level 76 of "Denmine")
1061 * "spring push bug" reintroduced as configurable element property
1062 * fixed bug with missing properties for "mole"
1063 * fixed bug that showed up when fixing the above "mole" properties bug
1064 * added option "can move into acid" for all movable elements
1065 * fixed graphical bug for elements moving into acid
1066 * changed event handling to handle all pending events before going on
1069 * fixed bug which caused all CE change pages to be ignored which had
1070 the same change event, but used a different element side
1071 (reported by Simon Forsberg)
1073 * fixed bug which caused elements that can move and fall and that are
1074 transported by a conveyor belt to continue moving into that direction
1075 after leaving the conveyor belt, regardless of their own movement
1076 type; only elements which can not move are transported now
1077 (reported by Simon Forsberg)
1079 * fixed bug which could cause an array overflow in RelocatePlayer()
1080 (reported by Niko Böhm)
1082 * changed Emerald Mine style "passable / over" elements to "protected"
1083 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1085 * added new option to select from which side a "walkable/passable"
1086 element can be entered
1089 * added explosion and ignition delay for elements that can explode
1092 * fixed bug which caused player not being protected against enemies
1093 when a CE was "walkable / inside" and was not "indestructible"
1094 * added "walkable/passable" fields to be "protected/unprotected"
1095 against enemies, even if not accessible "inside" but "over/under"
1098 * corrected move pattern to 32 bit and initial move direction to 8 bit
1101 * added second custom element base configuration page
1104 * added some special EMC mappings to Emerald Mine level loader
1105 (also covering previously unknown element in level 0 of "Bondmine 8")
1108 * added option to block last field when player is moving (for Supaplex)
1109 * adjusted push delay of Supaplex elements
1110 * removed delays for envelopes etc. when replaying with maximum speed
1111 * fixed bug when dropping element on a field that just changed to empty
1114 * fixed bug: infotrons can now smash yellow disks
1115 * fixed bug: when gravity active, port above player can now be entered
1116 * removed "one white dot" mouse pointer which irritated some people
1119 * added "choice type" for group element selection
1122 * fixed bug with initial invulnerability of non-yellow player
1125 * added level loader for loading native Supaplex packed levels
1126 (including multi-part levels like the "splvls99" levels)
1129 * fixed bug which allowed creating emeralds by escaping explosions
1132 * custom elements can change (limited) or leave (unlimited) elements
1133 * finally added multiple matches using group elements
1134 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1137 * added new start movement type "previous" for continued CE movement
1138 * added new start movement type "random" for random CE movement start
1141 * added new element "sokoban_field_player" needed for Sokoban levels
1142 (thanks to Ed Booker for pointing this out!)
1145 * added elements that can be digged or left behind by custom elements
1148 * added group elements for multiple matches and random element creation
1151 * fixed some graphical errors displayed in old levels
1154 * fixed wrong double speed movement after passing closing gates
1157 * added level loader for loading native Emerald Mine levels
1160 * changes for "shooting" style CE movement
1163 * Happy New Year! ;-)
1166 * changed default snap/drop keys from left/right Shift to Control keys
1169 * fixed bug with dead player getting reanimated from custom element
1172 * fixed bug with wrong penguin graphics (when entering exit)
1175 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1178 * version number set to 3.0.9
1181 * version 3.0.8 released
1184 * added function checked_free()
1187 * fixed bug with double nut cracking sound
1188 (by eliminating "default element action sound" assignment in init.c)
1191 * fixed crash when no music info files are available
1194 * fixed boring and sleeping sounds
1197 * added "maze runner" and "maze hunter" movement types
1198 * added extended collision conditions for custom elements
1201 * added warnings for undefined token values in artwork config files
1204 * added menu entry for level set information to the info screen
1207 * fixed bug with wrong default impact sound for colored emeralds
1210 * added several sub-screens for the info screen
1211 * menu text now also clickable (not only blue/red sphere left of it)
1214 * added configurable "bored" and "sleeping" animations for the player
1215 * added "awakening" sound for player when waking up after sleeping
1218 * added "copy" and "exchange" functions for custom elements to editor
1221 * added configurable element animations for info screen
1224 * added configurable music credits for info screen
1227 * finally fixed tape recording when player is created from CE change
1230 * added "editorsetup.conf" for editor element list configuration
1233 * added "musicinfo.conf" for menu and level music configuration
1236 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1237 (that only showed up on Linux, but not on Windows systems)
1240 * fixed turning movement of butterflies and fireflies (no frame reset)
1241 * enhanced sniksnak turning movement (two steps instead of only one)
1244 * version number set to 3.0.8
1247 * version 3.0.7 released
1250 * fixed reset of player animation frame when, for example,
1251 walking, digging or collecting share the same animation
1252 * fixed CE with "deadly when touching" exploding when touching amoeba
1255 * fixed tape recording when player is created from CE element change
1258 * introduced "turning..." action graphic for elements with move delay
1259 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1260 * added turning animations for bug, spaceship and sniksnak
1263 * prevent "extended" changed elements from delay change in same frame
1266 * fixed bug when pushing element that can move away to the side
1267 (like pushing falling elements, but now with moving elements)
1270 * finally fixed serious bug in code for delayed element pushing (again)
1273 * unavailable setup options now marked as "n/a" instead of "off"
1274 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1275 to "true", levels are always played with the latest game engine,
1276 which is desired for levels that are imported from other games; all
1277 other levels are played with the engine version stored in level file
1278 (which is normally the engine version the level was created with)
1281 * fixed serious bug in code for delayed element pushing
1282 * fixed little bug in animation frame selection for pushed elements
1283 * speed-up of reading config file for verbose output
1286 * added configuration option for opening and closing Supaplex exit
1287 * added configuration option for moving up/down animation for Murphy
1288 * fixed incorrectly displayed animation for attacking dragon
1289 * fixed bug with not setting initial gravity for each new game
1290 * fixed bug with teleportation of player by custom element change
1291 * fixed bug with player not getting smashed by rock sometimes
1294 * version number set to 3.0.7
1297 * version 3.0.6 released
1300 * added support for MP3 music for SDL version through SMPEG library
1303 * fixed bug when initializing font graphic structure
1304 * fixed bug with animation mode "pingpong" when using only 1 frame
1305 * fixed bug with extended change target introduced in 3.0.5
1306 * fixed bug where passing over moving element doubles player speed
1307 * fixed bug with elements continuing to move into push direction
1308 * fixed bug with duplicated player when dropping bomb with shield on
1309 * added "switching" event for custom elements ("pressing" only once)
1310 * fixed switching bug (resetting flag when not switching but not idle)
1313 * fixed element tokens for certain file elements with ".active" etc.
1316 * version number set to 3.0.6
1319 * version 3.0.5 released
1322 * now four envelope elements available
1323 * font, background, animation and sound for envelope now configurable
1324 * main menu doors opening/closing animation type now configurable
1327 * active/inactive sides configurable for custom element changes
1328 * new movement type "move when pushed" available for custom elements
1331 * fixed bug in multiple config pages loader code that caused crashes
1334 * enhanced (remaining low-resolution) Supaplex graphics
1337 * version number set to 3.0.5
1340 * version 3.0.4 released
1342 2003-09-12 src/tools.c
1343 * fixed bug in custom definition of crumbled element graphics
1345 2003-09-11 src/files.c
1346 * fixed bug in multiple config pages code that caused crashes
1349 * version number set to 3.0.4
1352 * version 3.0.3 released
1355 * added music to Supaplex classic level set
1357 2003-09-07 src/libgame/misc.c
1358 * added support for loading various music formats through SDL_mixer
1360 2003-09-06 (various source files)
1361 * fixed several nasty bugs that may have caused crashes on some systems
1362 * added envelope content which gets displayed when collecting envelope
1363 * added multiple change event pages for custom elements
1365 2003-08-24 src/game.c
1366 * fixed problem with player animation when snapping and moving
1368 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1369 * fixed problem with flickering when drawing toon animations
1371 2003-08-23 src/libgame/sdl.c
1372 * fixed problem with setting mouse cursor in SDL version in fullscreen
1374 2003-08-23 src/game.c
1375 * fixed bug (missing array boundary check) which could crash the game
1378 * version number set to 3.0.3
1381 * version 3.0.2 released
1383 2003-08-21 src/game.c
1384 * fixed bug with creating inaccessible elements at player position
1386 2003-08-20 src/init.c
1387 * fixed bug with not finding current level artwork directory
1389 2003-08-20 src/files.c
1390 * fixed bug with choosing wrong engine version when playing tapes
1391 * fixed bug with messing up custom element properties in 3.0.0 levels
1394 * version number set to 3.0.2
1397 * version 3.0.1 released
1399 2003-08-17 (no source files affected)
1400 * changed all "classic" PCX image files with 16 colors or less to
1401 256 color (8 bit) storage format, because the Allegro game library
1402 cannot handle PCX files with less than 256 colors (contributed
1403 graphics are not affected and might look wrong in the DOS version)
1405 2003-08-16 src/init.c
1406 * fixed bug which (for example) crashed the level editor when defining
1407 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1408 (only set to default) -- invalid graphics now set to default graphic
1410 2003-08-16 src/init.c
1411 * fixed graphical bug of player digging/collecting/snapping element
1412 when no corresponding graphic/animation is defined for this action,
1413 resulting in player being drawn as EL_EMPTY (which should only be
1414 done to elements being collected, but not to the player)
1416 2003-08-16 src/game.c
1417 * fixed small graphical bug of player not totally moving into exit
1419 2003-08-16 src/libgame/setup.c
1420 * fixed bug with wrong MS-DOS 8.3 filename conversion
1422 2003-08-16 src/tools.c
1423 * fixed bug with invisible mouse cursor when pressing ESC while playing
1425 2003-08-16 (various source files)
1426 * added another 128 custom elements (disabled in editor by default)
1428 2003-08-16 src/editor.c
1429 * fixed NULL string bug causing Solaris to crash in sprintf()
1431 2003-08-16 src/screen.c
1432 * fixed drawing over scrollbar on level selection with custom fonts
1434 2003-08-15 src/game.c
1435 * cleanup of simple sounds / loop sounds / music settings
1437 2003-08-08 (various source files)
1438 * added custom element property for dropping collected elements
1440 2003-08-08 src/conf_gfx.c
1441 * fixed bug with missing graphic for active red disk bomb
1443 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1444 * extended variable "level.gravity" to "level.initial_gravity" and
1445 "game.current_gravity" to prevent level setting from being changed
1446 by playing the level (keeping the runtime value after playing)
1448 * fixed graphics bug when digging element that has 'crumbled' graphic
1449 definition, but not 'diggable' graphic definition
1452 * version number set to 3.0.1
1455 * version 3.0.0 released
1458 * various bug fixes; among others:
1459 - fixed bug with pushing spring over empty space
1460 - fixed bug with leaving tube while placing dynamite
1461 - fixed bug with explosion of smashed penguins
1462 - allow Murphy player graphic in levels with non-Supaplex elements
1466 * I have forgotten to document changes for some time
1469 * pre-release version 2.2.0rc1 released
1472 * version number set to 2.1.2
1475 * version 2.1.1 released
1478 * version number set to 2.1.1
1481 * version 2.1.0 released
1484 * version number set to 2.1.0
1486 2002-04-03 to 2002-05-19 (various source files)
1487 * graphics, sounds and music now fully configurable
1488 * bug fixed that prevented walking through tubes when gravity on
1490 2002-04-02 src/events.c, src/editor.c
1491 * Make Escape key less aggressive when playing or when editing level.
1492 This can be configured as an option in the setup menu. (Default is
1493 "less aggressive" which means "ask user if something can be lost"
1494 when pressing the Escape key.)
1496 2002-04-02 src/screen.c
1497 * Added "graphics setup" screen.
1499 2002-04-01 src/screen.c
1500 * Changed "choose level" setup screen stuff to be more generic (to
1501 make it easier to add more "choose from generic tree" setup screens).
1503 2002-04-01 src/config.c, src/timestamp.h
1504 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1505 automatically gets created by "src/Makefile" and contains an actual
1506 compile-time timestamp to identify development versions of the game).
1508 2002-03-31 src/tape.c, src/events.c
1509 * Added quick game/tape save/load functions to tape stuff which can be
1510 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1511 loads previously recorded tape and directly goes into recording mode
1512 from the end of the tape (therefore appending to the tape).
1514 2002-03-31 src/tape.c
1515 * Added "index mark" function to tape recorder. When playing or
1516 recording, "eject" button changes to "index" button. Setting index
1517 mark is not yet implemented, but pressing index button when playing
1518 allows very quick advancing to end of tape (when normal playing),
1519 very fast forward mode (when playing with normal fast forward) or
1520 very fast reaching of "pause before end of tape" (when playing with
1521 "pause before end" playing mode).
1523 2002-03-30 src/cartoons.c
1524 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1526 2002-03-29 src/screen.c
1527 * Changed setup screen stuff to be more generic (to make it easier
1528 to add more setup screens).
1530 2002-03-23 src/main.c, src/main.h
1531 * Various changes due to the introduction of the new libgame files
1532 "setup.c" and "joystick.c".
1534 2002-03-23 src/files.c
1535 * Generic parts of "src/files.c" (mainly setup and level directory
1536 stuff) moved to new libgame file "src/libgame/setup.c".
1538 2002-03-23 src/joystick.c
1539 * File "src/joystick.c" moved to libgame source tree, with
1540 correspondig changes.
1542 2002-03-22 src/screens.c
1543 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1544 (Wrong level series information displayed when entering main group.)
1546 2002-03-22 src/editor.c
1547 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1549 2002-03-22 src/editor.c
1550 * Changed behaviour of "Escape" key in level editor to be more
1551 intuitive: When in "Element Properties" or "Level Info" mode,
1552 return to "Drawing Mode" instead of leaving the level editor.
1554 2002-03-21 src/game.c, src/editor.c, src/files.c
1555 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1556 gems (emeralds, diamonds, ...) slipping down from normal wall,
1557 steel wall and growing wall (as in E.M.C. style levels). Although
1558 the behaviour of contributed and private levels wasn't changed (due
1559 to the use of "level.game_version"; see previous entry), editing
1560 those levels will (of course) change the behaviour accordingly.
1562 This change seems a bit too hard after thinking about it, because
1563 the EM style behaviour is not the "expected" behaviour (gems would
1564 normally only slip down from "rounded" walls). Therefore this was
1565 now changed to an element property for gem style elements, with the
1566 default setting "off" (which means: no special EM style behaviour).
1567 To fix older converted levels, this flag is set to "on" for pre-2.0
1568 levels that are neither contributed nor private levels.
1570 2002-03-20 src/files.h
1571 * Corrected settings for "level.game_version" depending of level type.
1572 (Contributed and private levels always get played with game engine
1573 version they were created with, while converted levels always get
1574 played with the most recent version of the game engine, to let new
1575 corrections of the emulation behaviour take effect.)
1577 2002-03-20 src/main.h
1578 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1579 compiling the SDL version on some systems.
1580 Thanks to the several people who pointed this out.
1583 * Version number set to 2.0.2.
1586 * Version 2.0.1 released.
1588 2002-03-18 src/screens.c
1589 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1591 2002-03-18 src/files.c [src/libgame/misc.c]
1592 * Moved some common functions from src/files.c to src/libgame/misc.c.
1594 2002-03-18 src/files.c [src/libgame/misc.c]
1595 * Changed permissions for new directories and saved files (especially
1596 score files) according to suggestions of Debian users and mantainers.
1597 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1599 2002-03-17 src/files.c
1600 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1601 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1602 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1603 for levels and "TAPE" for tapes). Old "cookie" style format is
1604 still supported for reading. New level and tape files are written
1607 * New IFF chunk "VERS" contains version numbers for file and game
1608 (where "game version" is the version of the program that wrote the
1609 file, and "file version" is a version number to distinguish files
1610 with different format, for example after adding new features).
1612 2002-03-15 src/screen.c
1613 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1614 (Before, you heard a mixture of the in-game music and the
1615 hall-of-fame music.)
1617 2002-03-14 src/events.c
1618 * Function "DumpTape()" (files.c) now available by pressing 't' from
1619 main menu (when in DEBUG mode).
1621 2002-03-14 src/game.c
1622 * "GameWon()": When game was won playing a tape, now there is no delay
1623 raising the score and no corresponding sound is played.
1625 2002-03-14 src/files.c
1626 * Changed "LoadTape()" for real chunk support and also adjusted
1627 "SaveTape()" accordingly.
1629 2002-03-14 src/game.c, src/tape.c, src/files.c
1630 * Important changes to tape format: The old tape format stored all
1631 actions with a real effect with a corresponding delay between the
1632 stored actions. This had some major disadvantages (for example,
1633 push delays had to be ignored, pressing a button for some seconds
1634 mutated to several single button presses because of the non-action
1635 delays between two action frames etc.). The new tape format just
1636 stupidly records all device actions and replays them later. I really
1637 don't know why I haven't solved it that way before?! Old-style tapes
1638 (with tape file version less than 2.0) get converted to the new
1639 format on-the-fly when loading and can therefore still be played;
1640 only some minor parts of the old-style tape handling code was needed.
1641 (A perfect conversion is not possible, because there is information
1642 missing about the device actions between two action frames.)
1644 2002-03-14 src/files.c
1645 * New function "DumpTape()" to dump the contents of the current tape
1646 in a human readable format.
1648 2002-03-14 src/game.c
1649 * Small tape bug fixed: When automatically advancing to next level
1650 after a game was won, the tape from the previous level still was
1651 loaded as a tape for the new level.
1653 2002-03-14 src/tape.c
1654 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1655 tape, cartoons did not get completely removed because
1656 StopAnimation() was not called.
1658 2002-03-13 src/files.c
1659 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1660 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1661 size even when using 16-bit elements). Added new chunk "CNT2" for
1662 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1663 chunk even when content was 16-bit element). "CNT2" should now be
1664 able to store content for arbitrary elements (up to eight blocks of
1665 3 x 3 element arrays). All "CNT2" elements will always be stored as
1666 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1668 2002-03-13 src/files.c
1669 * Changed "LoadLevel()" for real chunk support.
1671 2002-03-12 src/game.c
1672 * Fixed problem (introduced after 2.0.0 release) with penguins
1673 not getting killed by enemies
1675 2002-02-24 src/game.c, src/main.h
1676 * Added "player->is_moving"; now "player->last_move_dir" does
1677 not contain any information if the player is just moving at
1679 Before, "player->last_move_dir" was misused for this purpose
1680 for the robot stuff (robots don't kill players when they are
1681 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1682 broke tapes when walking through pipes!
1683 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1684 in a continuous movement. This fact is ignored for friends and