2 * fixed major bug which prevented private levels from being edited
3 * fixed bug with precedence of general and special font definitions
6 * fixed graphical bug with player animation when player moves slowly
9 * fixed bug which prevented "global.num_toons: 0" from working
12 * major code cleanup (removed all these annoying "#if 0" blocks)
15 * added custom element actions for CE change page in level editor
18 * fixed music initialization bug in init.c (thanks to David Binderman)
19 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
20 (this bug must probably be fixed at other places, too)
23 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
24 (should be '#include <SDL.h>' instead)
27 * fixed bug which prevented "walkable from no direction" from working
28 (due to compatibility code overwriting this setting after loading)
31 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
34 * version number temporarily set to 3.1.1 (intermediate bugfix release)
35 * version 3.1.1 released
38 * changed some va_arg() arguments from 'long' to 'int', fixing problems
39 on 64-bit architecture systems with LP64 data model
42 * fixed bug with bombs not exploding when hitting the last level line
43 (introduced after the release of 3.1.0)
46 * added support for dumping small-sized level sketches from editor
49 * added recognition of "trigger element" for "change digged element to"
50 (this is not really what the "trigger element" was made for, but its
51 use may seem obvious for leaving back digged elements unchanged)
54 * fixed multiple warnings about failed joystick device initialization
57 * fixed bug with dynamite dropped on top of just dropped custom element
58 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
59 dynamite can still be dropped, but drop key must be released before
62 * fixed bug with wrong start directory when started from file browser
63 (due to this bug, R'n'D could not be started from KDE's Konqueror)
66 * fixed bug causing "change when impact" on player not working
67 * fixed wrong priority of "hitting something" over "hitting <element>"
68 * fixed wrong priority of "hit by something" over "hit by <element>"
71 * fixed graphical bug which caused the player (being Murphy) to show
72 collecting animations although the element was collected by penguin
75 * fixed two bugs causing wrong door background graphics in system.c
76 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
79 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
80 * added "no direction" to "walkable/passable from" selectbox options
83 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
84 * in tape autoplay, not only report broken, but also missing tapes
87 * uploaded pre-release (test) version 3.2.0-2 binary and source code
90 * fixed small bug with "linear" animation not working for active lamp
93 * fixed bug with moving up despite gravity due to "block last field"
94 * fixed small bug with wrong draw offset when typing name in main menu
95 * when reading user names from "passwd", ignore data after first comma
96 * when creating new "levelinfo.conf", only write some selected entries
99 * fixed displaying "imported from/by" on preview with empty string
100 * fixed ignoring draw offset for fonts used for level preview texts
103 * fixed a delay problem with SDL and too many mouse motion events
104 * added setup option "skip levels" and level skipping functionality
107 * added move speed "not moving" for non-moving CEs, but with direction
110 * fixed mapping of obsolete element token names in "editorsetup.conf"
111 * fixed bug with sound "acid.splashing" treated as a loop sound
112 * fixed some little sound bugs in native EM engine
115 * fixed small bug when dragging scrollbars to end positions
118 * added editor element descriptions written by Aaron Davidson
121 * improved fallback handling when configured artwork is not available
122 (now using default artwork instead of exiting when files not found)
125 * fixed bug on level selection screen when dragging scrollbar
128 * fixed bug which caused broken tapes when appending to EM engine tapes
131 * uploaded pre-release (test) version 3.2.0-1 binary and source code
134 * added code to replace changed artwork config tokens with other tokens
135 (needed for backwards compatibility, so that older tokens still work)
138 * added native R'n'D graphics for some new EMC elements in EM engine
141 * fixed some bugs in the EM engine integration code
142 * changed EM engine code to allow diagonal movement
143 * changed EM engine code to allow use of separate snap and drop keys
146 * fixed some redraw bugs when using EM engine
149 * fixed bug with not converting RND levels which are set to use native
150 engine to native level structure when loading
153 * uploaded pre-release (test) version 3.2.0-0 binary and source code
156 * version number set to 3.2.0
159 * level data now reset to defaults after attempt to load invalid file
162 * added use of "editorsetup.conf" for different level sets
165 * added auto-detection for various types of Emerald Mine level files
168 * fixed bug with scrollbars getting too small when list is very large
171 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
174 * added most level editor configuration gadgets for new EMC elements
177 * added more element and graphic definitions for new EMC elements
180 * modified native EM engine to use integrated R'n'D sound system
183 * added SDL support to graphics functions in native EM engine
184 (by always using generic libgame interface functions)
187 * fixed bug in frame synchronization in native EM engine
190 * added code to convert levels between R'n'D and native EM engine
193 * new Emerald Mine engine can now play levels selected in main menu
196 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
197 (which creates scaled down graphics for level editor and preview);
198 there's still a memory leak somewhere in the artwork handling code
199 * added "scale image up" functionality to X11 version of zoom function
202 * first attempts to integrate new, native Emerald Mine Club engine
205 * fixed bug in gadget code which caused reset of CEs in level editor
206 (example: pressing 'b' [grab brush] on CE config page erased values)
207 (solution: check if gadgets in ClickOnGadget() are really mapped)
208 * improved level change detection in editor (settings now also checked)
209 * fixed bug with "can move into acid" and "don't collide with" state
212 * fixed maze runner style CEs to use the configured move delay value
215 * added Aaron Davidson's tutorial level set to the "Tutorials" section
218 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
219 * fixed the above fix because it broke level set "machine" (*sigh*)
220 * fixed random element placement in level editor to work as expected
221 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
224 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
227 * fixed bug (missing array boundary check) which caused broken tapes
228 * fixed bug (when loading level template) which caused broken levels
229 * fixed bug with new block last field code when using non-yellow player
232 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
233 * internal change of how the player blocks the last field when moving
234 * fixed blocking delay of last field for EM and SP style block delay
235 * fixed bug where the player had to wait for the usual move delay after
236 unsuccessfully trying to move, when he directly could move after that
237 * the last two changes should make original Supaplex level 93 solvable
238 * improved use of random number generator to make it less predictable
239 * fixed behaviour of slippery SP elements to let slip left, then right
242 * fixed bug with wrong door state after trying to quickload empty tape
243 * fixed waste of static memory usage of the binary, making it smaller
244 * fixed very little graphical bug in Supaplex explosion
247 * version number set to 3.1.1
250 * version 3.1.0 released
253 * fixed bug with crash when writing user levelinfo.conf the first time
256 * added option "convert LEVELDIR [NR]" to command line batch commands
257 * re-converted Supaplex levels to apply latest engine fixes
258 * changed "use graphic/sound of element" to "use graphic of element"
259 due to compatibility problems with some levels ("bug machine" etc.)
262 * fixed bug with CE change replacing player with same or other player
265 * fixed bug with opaque font in envelope with background graphic when
266 background graphic is not transparent itself
269 * added "gravity on" and "gravity off" ports for Supaplex compatibility
270 * corrected original Supaplex level loading code to use these new ports
271 * also corrected Supaplex loader to auto-count infotrons if set to zero
274 * fixed bug with missing initialization of "modified" flag for GEs
277 * fixed bug that caused endless recursion loop when relocating player
278 * fixed tape recorder bug in "step mode" when using "pause before end"
279 * fixed tape recorder bug when changing from "warp forward" mode
282 * fixed bug with "when touching" for pushed elements at last position
285 * fixed bug that caused two activated toolbox buttons in level editor
286 * fixed bug with exploding dynabomb under player due to other explosion
289 * fixed bug with creating walkable custom element under player (again)
290 * fixed bug with not copying explosion type when copying CEs in editor
291 * fixed graphical bug when drawing player in setup menu (input devices)
292 * fixed graphical bug when the player is pushing an accessible element
293 * fixed bug with classic switchable elements triggering CE changes
294 * fixed bug with entering/leaving walkable element in RelocatePlayer()
295 * fixed crash bug when CE leaves behind the trigger player element
298 * fixed bug with broken tubes after placing/exploding dynamite in them
299 * fixed bug with exploding dynamite under player due to other explosion
300 * fixed bug with not resetting push delay under certain circumstances
303 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
304 * added network multiplayer code for Windows (thanks to Niko Böhm)
307 * added option "reachable despite gravity" for gravity movement
308 * changed gravity movement of most classic walkable and passable
309 elements back to "not reachable" (for compatibility reasons)
312 * fixed (removed) "indestructible" / "can explode" dependency in editor
313 * fixed (removed) "accessible inside" / "protected" dependency
314 * fixed (removed) "step mode" / "shield time" dependency
317 * fixed dynabombs exploding now into anything diggable
318 * fixed Supaplex style gravity movement into buggy base now impossible
319 * added pressing key "space" as valid action to select menu options
322 * added "replace when walkable" to relocate player to walkable element
323 * added "enter"/"leave" event for elements affected by relocation
324 * fixed "direct"/"indirect" change order also for "when change" event
325 * fixed graphical bug when pushing things from elements walkable inside
328 * fixed graphic bug when player is snapping while moving in old levels
329 * fixed bug when a moving custom element leaves a player element behind
330 * fixed bug with mole not disappearing when moving into acid pool
331 * fixed bug with incomplete path setting when using "--basepath" option
332 * moving CE can now leave walkable elements behind under the player
333 * when relocating, player can be set on walkable element now
334 * fixed another gravity movement bug
337 * uploaded pre-release (test) version 3.1.0-2 binary and source code
340 * added "collectible" and "removable" to extended replacement types
341 (where "removable" replaces "diggable" and "collectible" elements)
342 * added "collectible & throwable" (to throw element to the next field)
343 * fixed bug with CEs digging elements that are just about to explode
344 * changed mouse cursor now always being visible when game is paused
347 * added possibility to push/press accessible elements from a side that
349 * fixed bug with not setting actual date when appending to tape
352 * fixed bug with incorrectly initialized custom element editor graphics
355 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
356 - number of levels corrected from 18 to 17 in "levelinfo.conf"
359 * fixed bug with destroyed robot wheel still attracting robots forever
360 * fixed bug with time gate switch deactivating after robot wheel time
361 (while the time gate itself is not affected by this misbehaviour)
362 * changed behaviour of BD style amoeba to always get blocked by player
363 (before it was different when there were non-BD elements in level)
364 * fixed bug with player destroying indestructable elements with shield
367 * added option to make growing elements grow into anything diggable
368 (for the various amoeba types, biomaze and "game of life")
371 * fixed bug with movable elements not moving after left behind by CEs
372 * changed gravity movement to anything diggable, not only sand/base
373 * optionally allowing passing to walkable element, not only empty space
374 * added option "can pass to walkable element" for players
375 * finally fixed gravity movement (hopefully)
378 * fixed bug with movable elements not moving anymore after falling down
381 * fixed another bug with custom elements digging and leaving elements
382 * fixed bug with "along left/right side" and automatic start direction
383 * trigger elements now also displayed when "more custom" deactivated
384 * fixed bug with clipboard element initialized when loading new level
385 * added option "drop delay" to set delay before dropping next element
388 * uploaded pre-release (test) version 3.1.0-1 binary and source code
391 * added copy and paste functions for custom change pages
392 * enhanced graphical display and functionality of tape recorder
393 * fixed bug with custom elements digging and leaving elements
396 * added move speed faster than "very fast" for custom elements
397 * fixed bug with 3+3 style explosions and missing border content
398 * fixed little bug when copying custom elements in the editor
399 * enhanced custom element changes by more side trigger actions
402 * added option "no scrolling when relocating" for instant teleporting
403 * uploaded pre-release (test) version 3.1.0-0 binary and source code
406 * added trigger element and trigger player to use as target elements
407 * added copy and paste functions for custom and group elements
410 * fixed graphical bug when displaying explosion animations
411 * fixed bug when appending to tapes, resulting in broken tapes
412 * re-recorded a few tapes broken by fixing gravity checking bug
415 * "can move into acid" property now for all elements independently
416 * "can fall into acid" property for player stored in same bitfield now
417 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
418 * version number set to 3.1.0 (finally!)
421 * changed tape recording to only record input, not programmed actions
424 * fixed totally broken (every 8th frame skipped) step-by-step recording
425 * fixed bug with requester not displayed when quick-loading interrupted
426 * added option "can fall into acid (with gravity)" for players
427 * fixed bug with player not falling when snapping down with gravity
430 * fixed bug which messed up key config when using keypad number keys
433 * fixed bug which allowed moving upwards even when gravity was active
434 * fixed bug with missing error handling when dumping levels or tapes
437 * added different colored editor graphics for Supaplex gravity tubes
440 * fixed bug that allowed solvable tapes for unsolvable levels
443 * use unlimited number of droppable elements when "count" set to zero
444 * added option to use step limit instead of time limit for level
447 * added player and change page as trigger for custom element change
450 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
453 * fixed bug with dark yamyam changing to acid when moving over acid
454 * fixed handling of levels with more than 999 seconds level time
455 (example: level 76 of "Denmine")
458 * "spring push bug" reintroduced as configurable element property
459 * fixed bug with missing properties for "mole"
460 * fixed bug that showed up when fixing the above "mole" properties bug
461 * added option "can move into acid" for all movable elements
462 * fixed graphical bug for elements moving into acid
463 * changed event handling to handle all pending events before going on
466 * fixed bug which caused all CE change pages to be ignored which had
467 the same change event, but used a different element side
468 (reported by Simon Forsberg)
470 * fixed bug which caused elements that can move and fall and that are
471 transported by a conveyor belt to continue moving into that direction
472 after leaving the conveyor belt, regardless of their own movement
473 type; only elements which can not move are transported now
474 (reported by Simon Forsberg)
476 * fixed bug which could cause an array overflow in RelocatePlayer()
477 (reported by Niko Böhm)
479 * changed Emerald Mine style "passable / over" elements to "protected"
480 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
482 * added new option to select from which side a "walkable/passable"
483 element can be entered
486 * added explosion and ignition delay for elements that can explode
489 * fixed bug which caused player not being protected against enemies
490 when a CE was "walkable / inside" and was not "indestructible"
491 * added "walkable/passable" fields to be "protected/unprotected"
492 against enemies, even if not accessible "inside" but "over/under"
495 * corrected move pattern to 32 bit and initial move direction to 8 bit
498 * added second custom element base configuration page
501 * added some special EMC mappings to Emerald Mine level loader
502 (also covering previously unknown element in level 0 of "Bondmine 8")
505 * added option to block last field when player is moving (for Supaplex)
506 * adjusted push delay of Supaplex elements
507 * removed delays for envelopes etc. when replaying with maximum speed
508 * fixed bug when dropping element on a field that just changed to empty
511 * fixed bug: infotrons can now smash yellow disks
512 * fixed bug: when gravity active, port above player can now be entered
513 * removed "one white dot" mouse pointer which irritated some people
516 * added "choice type" for group element selection
519 * fixed bug with initial invulnerability of non-yellow player
522 * added level loader for loading native Supaplex packed levels
523 (including multi-part levels like the "splvls99" levels)
526 * fixed bug which allowed creating emeralds by escaping explosions
529 * custom elements can change (limited) or leave (unlimited) elements
530 * finally added multiple matches using group elements
531 * added shortcut to dump brush (type ":DB" in editor) for use in forum
534 * added new start movement type "previous" for continued CE movement
535 * added new start movement type "random" for random CE movement start
538 * added new element "sokoban_field_player" needed for Sokoban levels
539 (thanks to Ed Booker for pointing this out!)
542 * added elements that can be digged or left behind by custom elements
545 * added group elements for multiple matches and random element creation
548 * fixed some graphical errors displayed in old levels
551 * fixed wrong double speed movement after passing closing gates
554 * added level loader for loading native Emerald Mine levels
557 * changes for "shooting" style CE movement
560 * Happy New Year! ;-)
563 * changed default snap/drop keys from left/right Shift to Control keys
566 * fixed bug with dead player getting reanimated from custom element
569 * fixed bug with wrong penguin graphics (when entering exit)
572 * fixed bug with wrong "Murphy" graphics (when digging etc.)
575 * version number set to 3.0.9
578 * version 3.0.8 released
581 * added function checked_free()
584 * fixed bug with double nut cracking sound
585 (by eliminating "default element action sound" assignment in init.c)
588 * fixed crash when no music info files are available
591 * fixed boring and sleeping sounds
594 * added "maze runner" and "maze hunter" movement types
595 * added extended collision conditions for custom elements
598 * added warnings for undefined token values in artwork config files
601 * added menu entry for level set information to the info screen
604 * fixed bug with wrong default impact sound for colored emeralds
607 * added several sub-screens for the info screen
608 * menu text now also clickable (not only blue/red sphere left of it)
611 * added configurable "bored" and "sleeping" animations for the player
612 * added "awakening" sound for player when waking up after sleeping
615 * added "copy" and "exchange" functions for custom elements to editor
618 * added configurable element animations for info screen
621 * added configurable music credits for info screen
624 * finally fixed tape recording when player is created from CE change
627 * added "editorsetup.conf" for editor element list configuration
630 * added "musicinfo.conf" for menu and level music configuration
633 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
634 (that only showed up on Linux, but not on Windows systems)
637 * fixed turning movement of butterflies and fireflies (no frame reset)
638 * enhanced sniksnak turning movement (two steps instead of only one)
641 * version number set to 3.0.8
644 * version 3.0.7 released
647 * fixed reset of player animation frame when, for example,
648 walking, digging or collecting share the same animation
649 * fixed CE with "deadly when touching" exploding when touching amoeba
652 * fixed tape recording when player is created from CE element change
655 * introduced "turning..." action graphic for elements with move delay
656 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
657 * added turning animations for bug, spaceship and sniksnak
660 * prevent "extended" changed elements from delay change in same frame
663 * fixed bug when pushing element that can move away to the side
664 (like pushing falling elements, but now with moving elements)
667 * finally fixed serious bug in code for delayed element pushing (again)
670 * unavailable setup options now marked as "n/a" instead of "off"
671 * new boolean directive "latest_engine" for "levelinfo.conf": when set
672 to "true", levels are always played with the latest game engine,
673 which is desired for levels that are imported from other games; all
674 other levels are played with the engine version stored in level file
675 (which is normally the engine version the level was created with)
678 * fixed serious bug in code for delayed element pushing
679 * fixed little bug in animation frame selection for pushed elements
680 * speed-up of reading config file for verbose output
683 * added configuration option for opening and closing Supaplex exit
684 * added configuration option for moving up/down animation for Murphy
685 * fixed incorrectly displayed animation for attacking dragon
686 * fixed bug with not setting initial gravity for each new game
687 * fixed bug with teleportation of player by custom element change
688 * fixed bug with player not getting smashed by rock sometimes
691 * version number set to 3.0.7
694 * version 3.0.6 released
697 * added support for MP3 music for SDL version through SMPEG library
700 * fixed bug when initializing font graphic structure
701 * fixed bug with animation mode "pingpong" when using only 1 frame
702 * fixed bug with extended change target introduced in 3.0.5
703 * fixed bug where passing over moving element doubles player speed
704 * fixed bug with elements continuing to move into push direction
705 * fixed bug with duplicated player when dropping bomb with shield on
706 * added "switching" event for custom elements ("pressing" only once)
707 * fixed switching bug (resetting flag when not switching but not idle)
710 * fixed element tokens for certain file elements with ".active" etc.
713 * version number set to 3.0.6
716 * version 3.0.5 released
719 * now four envelope elements available
720 * font, background, animation and sound for envelope now configurable
721 * main menu doors opening/closing animation type now configurable
724 * active/inactive sides configurable for custom element changes
725 * new movement type "move when pushed" available for custom elements
728 * fixed bug in multiple config pages loader code that caused crashes
731 * enhanced (remaining low-resolution) Supaplex graphics
734 * version number set to 3.0.5
737 * version 3.0.4 released
739 2003-09-12 src/tools.c
740 * fixed bug in custom definition of crumbled element graphics
742 2003-09-11 src/files.c
743 * fixed bug in multiple config pages code that caused crashes
746 * version number set to 3.0.4
749 * version 3.0.3 released
752 * added music to Supaplex classic level set
754 2003-09-07 src/libgame/misc.c
755 * added support for loading various music formats through SDL_mixer
757 2003-09-06 (various source files)
758 * fixed several nasty bugs that may have caused crashes on some systems
759 * added envelope content which gets displayed when collecting envelope
760 * added multiple change event pages for custom elements
762 2003-08-24 src/game.c
763 * fixed problem with player animation when snapping and moving
765 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
766 * fixed problem with flickering when drawing toon animations
768 2003-08-23 src/libgame/sdl.c
769 * fixed problem with setting mouse cursor in SDL version in fullscreen
771 2003-08-23 src/game.c
772 * fixed bug (missing array boundary check) which could crash the game
775 * version number set to 3.0.3
778 * version 3.0.2 released
780 2003-08-21 src/game.c
781 * fixed bug with creating inaccessible elements at player position
783 2003-08-20 src/init.c
784 * fixed bug with not finding current level artwork directory
786 2003-08-20 src/files.c
787 * fixed bug with choosing wrong engine version when playing tapes
788 * fixed bug with messing up custom element properties in 3.0.0 levels
791 * version number set to 3.0.2
794 * version 3.0.1 released
796 2003-08-17 (no source files affected)
797 * changed all "classic" PCX image files with 16 colors or less to
798 256 color (8 bit) storage format, because the Allegro game library
799 cannot handle PCX files with less than 256 colors (contributed
800 graphics are not affected and might look wrong in the DOS version)
802 2003-08-16 src/init.c
803 * fixed bug which (for example) crashed the level editor when defining
804 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
805 (only set to default) -- invalid graphics now set to default graphic
807 2003-08-16 src/init.c
808 * fixed graphical bug of player digging/collecting/snapping element
809 when no corresponding graphic/animation is defined for this action,
810 resulting in player being drawn as EL_EMPTY (which should only be
811 done to elements being collected, but not to the player)
813 2003-08-16 src/game.c
814 * fixed small graphical bug of player not totally moving into exit
816 2003-08-16 src/libgame/setup.c
817 * fixed bug with wrong MS-DOS 8.3 filename conversion
819 2003-08-16 src/tools.c
820 * fixed bug with invisible mouse cursor when pressing ESC while playing
822 2003-08-16 (various source files)
823 * added another 128 custom elements (disabled in editor by default)
825 2003-08-16 src/editor.c
826 * fixed NULL string bug causing Solaris to crash in sprintf()
828 2003-08-16 src/screen.c
829 * fixed drawing over scrollbar on level selection with custom fonts
831 2003-08-15 src/game.c
832 * cleanup of simple sounds / loop sounds / music settings
834 2003-08-08 (various source files)
835 * added custom element property for dropping collected elements
837 2003-08-08 src/conf_gfx.c
838 * fixed bug with missing graphic for active red disk bomb
840 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
841 * extended variable "level.gravity" to "level.initial_gravity" and
842 "game.current_gravity" to prevent level setting from being changed
843 by playing the level (keeping the runtime value after playing)
845 * fixed graphics bug when digging element that has 'crumbled' graphic
846 definition, but not 'diggable' graphic definition
849 * version number set to 3.0.1
852 * version 3.0.0 released
855 * various bug fixes; among others:
856 - fixed bug with pushing spring over empty space
857 - fixed bug with leaving tube while placing dynamite
858 - fixed bug with explosion of smashed penguins
859 - allow Murphy player graphic in levels with non-Supaplex elements
863 * I have forgotten to document changes for some time
866 * pre-release version 2.2.0rc1 released
869 * version number set to 2.1.2
872 * version 2.1.1 released
875 * version number set to 2.1.1
878 * version 2.1.0 released
881 * version number set to 2.1.0
883 2002-04-03 to 2002-05-19 (various source files)
884 * graphics, sounds and music now fully configurable
885 * bug fixed that prevented walking through tubes when gravity on
887 2002-04-02 src/events.c, src/editor.c
888 * Make Escape key less aggressive when playing or when editing level.
889 This can be configured as an option in the setup menu. (Default is
890 "less aggressive" which means "ask user if something can be lost"
891 when pressing the Escape key.)
893 2002-04-02 src/screen.c
894 * Added "graphics setup" screen.
896 2002-04-01 src/screen.c
897 * Changed "choose level" setup screen stuff to be more generic (to
898 make it easier to add more "choose from generic tree" setup screens).
900 2002-04-01 src/config.c, src/timestamp.h
901 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
902 automatically gets created by "src/Makefile" and contains an actual
903 compile-time timestamp to identify development versions of the game).
905 2002-03-31 src/tape.c, src/events.c
906 * Added quick game/tape save/load functions to tape stuff which can be
907 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
908 loads previously recorded tape and directly goes into recording mode
909 from the end of the tape (therefore appending to the tape).
911 2002-03-31 src/tape.c
912 * Added "index mark" function to tape recorder. When playing or
913 recording, "eject" button changes to "index" button. Setting index
914 mark is not yet implemented, but pressing index button when playing
915 allows very quick advancing to end of tape (when normal playing),
916 very fast forward mode (when playing with normal fast forward) or
917 very fast reaching of "pause before end of tape" (when playing with
918 "pause before end" playing mode).
920 2002-03-30 src/cartoons.c
921 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
923 2002-03-29 src/screen.c
924 * Changed setup screen stuff to be more generic (to make it easier
925 to add more setup screens).
927 2002-03-23 src/main.c, src/main.h
928 * Various changes due to the introduction of the new libgame files
929 "setup.c" and "joystick.c".
931 2002-03-23 src/files.c
932 * Generic parts of "src/files.c" (mainly setup and level directory
933 stuff) moved to new libgame file "src/libgame/setup.c".
935 2002-03-23 src/joystick.c
936 * File "src/joystick.c" moved to libgame source tree, with
937 correspondig changes.
939 2002-03-22 src/screens.c
940 * "HandleChooseLevel()": Another bug in level series navigation fixed.
941 (Wrong level series information displayed when entering main group.)
943 2002-03-22 src/editor.c
944 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
946 2002-03-22 src/editor.c
947 * Changed behaviour of "Escape" key in level editor to be more
948 intuitive: When in "Element Properties" or "Level Info" mode,
949 return to "Drawing Mode" instead of leaving the level editor.
951 2002-03-21 src/game.c, src/editor.c, src/files.c
952 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
953 gems (emeralds, diamonds, ...) slipping down from normal wall,
954 steel wall and growing wall (as in E.M.C. style levels). Although
955 the behaviour of contributed and private levels wasn't changed (due
956 to the use of "level.game_version"; see previous entry), editing
957 those levels will (of course) change the behaviour accordingly.
959 This change seems a bit too hard after thinking about it, because
960 the EM style behaviour is not the "expected" behaviour (gems would
961 normally only slip down from "rounded" walls). Therefore this was
962 now changed to an element property for gem style elements, with the
963 default setting "off" (which means: no special EM style behaviour).
964 To fix older converted levels, this flag is set to "on" for pre-2.0
965 levels that are neither contributed nor private levels.
967 2002-03-20 src/files.h
968 * Corrected settings for "level.game_version" depending of level type.
969 (Contributed and private levels always get played with game engine
970 version they were created with, while converted levels always get
971 played with the most recent version of the game engine, to let new
972 corrections of the emulation behaviour take effect.)
974 2002-03-20 src/main.h
975 * Added "#include <time.h>". This seems to be needed by "tape.c" for
976 compiling the SDL version on some systems.
977 Thanks to the several people who pointed this out.
980 * Version number set to 2.0.2.
983 * Version 2.0.1 released.
985 2002-03-18 src/screens.c
986 * "HandleChooseLevel()": Small bug in level series navigation fixed.
988 2002-03-18 src/files.c [src/libgame/misc.c]
989 * Moved some common functions from src/files.c to src/libgame/misc.c.
991 2002-03-18 src/files.c [src/libgame/misc.c]
992 * Changed permissions for new directories and saved files (especially
993 score files) according to suggestions of Debian users and mantainers.
994 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
996 2002-03-17 src/files.c
997 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
998 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
999 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1000 for levels and "TAPE" for tapes). Old "cookie" style format is
1001 still supported for reading. New level and tape files are written
1004 * New IFF chunk "VERS" contains version numbers for file and game
1005 (where "game version" is the version of the program that wrote the
1006 file, and "file version" is a version number to distinguish files
1007 with different format, for example after adding new features).
1009 2002-03-15 src/screen.c
1010 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1011 (Before, you heard a mixture of the in-game music and the
1012 hall-of-fame music.)
1014 2002-03-14 src/events.c
1015 * Function "DumpTape()" (files.c) now available by pressing 't' from
1016 main menu (when in DEBUG mode).
1018 2002-03-14 src/game.c
1019 * "GameWon()": When game was won playing a tape, now there is no delay
1020 raising the score and no corresponding sound is played.
1022 2002-03-14 src/files.c
1023 * Changed "LoadTape()" for real chunk support and also adjusted
1024 "SaveTape()" accordingly.
1026 2002-03-14 src/game.c, src/tape.c, src/files.c
1027 * Important changes to tape format: The old tape format stored all
1028 actions with a real effect with a corresponding delay between the
1029 stored actions. This had some major disadvantages (for example,
1030 push delays had to be ignored, pressing a button for some seconds
1031 mutated to several single button presses because of the non-action
1032 delays between two action frames etc.). The new tape format just
1033 stupidly records all device actions and replays them later. I really
1034 don't know why I haven't solved it that way before?! Old-style tapes
1035 (with tape file version less than 2.0) get converted to the new
1036 format on-the-fly when loading and can therefore still be played;
1037 only some minor parts of the old-style tape handling code was needed.
1038 (A perfect conversion is not possible, because there is information
1039 missing about the device actions between two action frames.)
1041 2002-03-14 src/files.c
1042 * New function "DumpTape()" to dump the contents of the current tape
1043 in a human readable format.
1045 2002-03-14 src/game.c
1046 * Small tape bug fixed: When automatically advancing to next level
1047 after a game was won, the tape from the previous level still was
1048 loaded as a tape for the new level.
1050 2002-03-14 src/tape.c
1051 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1052 tape, cartoons did not get completely removed because
1053 StopAnimation() was not called.
1055 2002-03-13 src/files.c
1056 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1057 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1058 size even when using 16-bit elements). Added new chunk "CNT2" for
1059 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1060 chunk even when content was 16-bit element). "CNT2" should now be
1061 able to store content for arbitrary elements (up to eight blocks of
1062 3 x 3 element arrays). All "CNT2" elements will always be stored as
1063 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1065 2002-03-13 src/files.c
1066 * Changed "LoadLevel()" for real chunk support.
1068 2002-03-12 src/game.c
1069 * Fixed problem (introduced after 2.0.0 release) with penguins
1070 not getting killed by enemies
1072 2002-02-24 src/game.c, src/main.h
1073 * Added "player->is_moving"; now "player->last_move_dir" does
1074 not contain any information if the player is just moving at
1076 Before, "player->last_move_dir" was misused for this purpose
1077 for the robot stuff (robots don't kill players when they are
1078 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1079 broke tapes when walking through pipes!
1080 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1081 in a continuous movement. This fact is ignored for friends and