2 * fixed bug which prevented "global.num_toons: 0" from working
5 * major code cleanup (removed all these annoying "#if 0" blocks)
8 * added custom element actions for CE change page in level editor
11 * fixed music initialization bug in init.c (thanks to David Binderman)
12 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
13 (this bug must probably be fixed at other places, too)
16 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
17 (should be '#include <SDL.h>' instead)
20 * fixed bug which prevented "walkable from no direction" from working
21 (due to compatibility code overwriting this setting after loading)
24 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
27 * version number temporarily set to 3.1.1 (intermediate bugfix release)
28 * version 3.1.1 released
31 * changed some va_arg() arguments from 'long' to 'int', fixing problems
32 on 64-bit architecture systems with LP64 data model
35 * fixed bug with bombs not exploding when hitting the last level line
36 (introduced after the release of 3.1.0)
39 * added support for dumping small-sized level sketches from editor
42 * added recognition of "trigger element" for "change digged element to"
43 (this is not really what the "trigger element" was made for, but its
44 use may seem obvious for leaving back digged elements unchanged)
47 * fixed multiple warnings about failed joystick device initialization
50 * fixed bug with dynamite dropped on top of just dropped custom element
51 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
52 dynamite can still be dropped, but drop key must be released before
55 * fixed bug with wrong start directory when started from file browser
56 (due to this bug, R'n'D could not be started from KDE's Konqueror)
59 * fixed bug causing "change when impact" on player not working
60 * fixed wrong priority of "hitting something" over "hitting <element>"
61 * fixed wrong priority of "hit by something" over "hit by <element>"
64 * fixed graphical bug which caused the player (being Murphy) to show
65 collecting animations although the element was collected by penguin
68 * fixed two bugs causing wrong door background graphics in system.c
69 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
72 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
73 * added "no direction" to "walkable/passable from" selectbox options
76 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
77 * in tape autoplay, not only report broken, but also missing tapes
80 * uploaded pre-release (test) version 3.2.0-2 binary and source code
83 * fixed small bug with "linear" animation not working for active lamp
86 * fixed bug with moving up despite gravity due to "block last field"
87 * fixed small bug with wrong draw offset when typing name in main menu
88 * when reading user names from "passwd", ignore data after first comma
89 * when creating new "levelinfo.conf", only write some selected entries
92 * fixed displaying "imported from/by" on preview with empty string
93 * fixed ignoring draw offset for fonts used for level preview texts
96 * fixed a delay problem with SDL and too many mouse motion events
97 * added setup option "skip levels" and level skipping functionality
100 * added move speed "not moving" for non-moving CEs, but with direction
103 * fixed mapping of obsolete element token names in "editorsetup.conf"
104 * fixed bug with sound "acid.splashing" treated as a loop sound
105 * fixed some little sound bugs in native EM engine
108 * fixed small bug when dragging scrollbars to end positions
111 * added editor element descriptions written by Aaron Davidson
114 * improved fallback handling when configured artwork is not available
115 (now using default artwork instead of exiting when files not found)
118 * fixed bug on level selection screen when dragging scrollbar
121 * fixed bug which caused broken tapes when appending to EM engine tapes
124 * uploaded pre-release (test) version 3.2.0-1 binary and source code
127 * added code to replace changed artwork config tokens with other tokens
128 (needed for backwards compatibility, so that older tokens still work)
131 * added native R'n'D graphics for some new EMC elements in EM engine
134 * fixed some bugs in the EM engine integration code
135 * changed EM engine code to allow diagonal movement
136 * changed EM engine code to allow use of separate snap and drop keys
139 * fixed some redraw bugs when using EM engine
142 * fixed bug with not converting RND levels which are set to use native
143 engine to native level structure when loading
146 * uploaded pre-release (test) version 3.2.0-0 binary and source code
149 * version number set to 3.2.0
152 * level data now reset to defaults after attempt to load invalid file
155 * added use of "editorsetup.conf" for different level sets
158 * added auto-detection for various types of Emerald Mine level files
161 * fixed bug with scrollbars getting too small when list is very large
164 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
167 * added most level editor configuration gadgets for new EMC elements
170 * added more element and graphic definitions for new EMC elements
173 * modified native EM engine to use integrated R'n'D sound system
176 * added SDL support to graphics functions in native EM engine
177 (by always using generic libgame interface functions)
180 * fixed bug in frame synchronization in native EM engine
183 * added code to convert levels between R'n'D and native EM engine
186 * new Emerald Mine engine can now play levels selected in main menu
189 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
190 (which creates scaled down graphics for level editor and preview);
191 there's still a memory leak somewhere in the artwork handling code
192 * added "scale image up" functionality to X11 version of zoom function
195 * first attempts to integrate new, native Emerald Mine Club engine
198 * fixed bug in gadget code which caused reset of CEs in level editor
199 (example: pressing 'b' [grab brush] on CE config page erased values)
200 (solution: check if gadgets in ClickOnGadget() are really mapped)
201 * improved level change detection in editor (settings now also checked)
202 * fixed bug with "can move into acid" and "don't collide with" state
205 * fixed maze runner style CEs to use the configured move delay value
208 * added Aaron Davidson's tutorial level set to the "Tutorials" section
211 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
212 * fixed the above fix because it broke level set "machine" (*sigh*)
213 * fixed random element placement in level editor to work as expected
214 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
217 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
220 * fixed bug (missing array boundary check) which caused broken tapes
221 * fixed bug (when loading level template) which caused broken levels
222 * fixed bug with new block last field code when using non-yellow player
225 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
226 * internal change of how the player blocks the last field when moving
227 * fixed blocking delay of last field for EM and SP style block delay
228 * fixed bug where the player had to wait for the usual move delay after
229 unsuccessfully trying to move, when he directly could move after that
230 * the last two changes should make original Supaplex level 93 solvable
231 * improved use of random number generator to make it less predictable
232 * fixed behaviour of slippery SP elements to let slip left, then right
235 * fixed bug with wrong door state after trying to quickload empty tape
236 * fixed waste of static memory usage of the binary, making it smaller
237 * fixed very little graphical bug in Supaplex explosion
240 * version number set to 3.1.1
243 * version 3.1.0 released
246 * fixed bug with crash when writing user levelinfo.conf the first time
249 * added option "convert LEVELDIR [NR]" to command line batch commands
250 * re-converted Supaplex levels to apply latest engine fixes
251 * changed "use graphic/sound of element" to "use graphic of element"
252 due to compatibility problems with some levels ("bug machine" etc.)
255 * fixed bug with CE change replacing player with same or other player
258 * fixed bug with opaque font in envelope with background graphic when
259 background graphic is not transparent itself
262 * added "gravity on" and "gravity off" ports for Supaplex compatibility
263 * corrected original Supaplex level loading code to use these new ports
264 * also corrected Supaplex loader to auto-count infotrons if set to zero
267 * fixed bug with missing initialization of "modified" flag for GEs
270 * fixed bug that caused endless recursion loop when relocating player
271 * fixed tape recorder bug in "step mode" when using "pause before end"
272 * fixed tape recorder bug when changing from "warp forward" mode
275 * fixed bug with "when touching" for pushed elements at last position
278 * fixed bug that caused two activated toolbox buttons in level editor
279 * fixed bug with exploding dynabomb under player due to other explosion
282 * fixed bug with creating walkable custom element under player (again)
283 * fixed bug with not copying explosion type when copying CEs in editor
284 * fixed graphical bug when drawing player in setup menu (input devices)
285 * fixed graphical bug when the player is pushing an accessible element
286 * fixed bug with classic switchable elements triggering CE changes
287 * fixed bug with entering/leaving walkable element in RelocatePlayer()
288 * fixed crash bug when CE leaves behind the trigger player element
291 * fixed bug with broken tubes after placing/exploding dynamite in them
292 * fixed bug with exploding dynamite under player due to other explosion
293 * fixed bug with not resetting push delay under certain circumstances
296 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
297 * added network multiplayer code for Windows (thanks to Niko Böhm)
300 * added option "reachable despite gravity" for gravity movement
301 * changed gravity movement of most classic walkable and passable
302 elements back to "not reachable" (for compatibility reasons)
305 * fixed (removed) "indestructible" / "can explode" dependency in editor
306 * fixed (removed) "accessible inside" / "protected" dependency
307 * fixed (removed) "step mode" / "shield time" dependency
310 * fixed dynabombs exploding now into anything diggable
311 * fixed Supaplex style gravity movement into buggy base now impossible
312 * added pressing key "space" as valid action to select menu options
315 * added "replace when walkable" to relocate player to walkable element
316 * added "enter"/"leave" event for elements affected by relocation
317 * fixed "direct"/"indirect" change order also for "when change" event
318 * fixed graphical bug when pushing things from elements walkable inside
321 * fixed graphic bug when player is snapping while moving in old levels
322 * fixed bug when a moving custom element leaves a player element behind
323 * fixed bug with mole not disappearing when moving into acid pool
324 * fixed bug with incomplete path setting when using "--basepath" option
325 * moving CE can now leave walkable elements behind under the player
326 * when relocating, player can be set on walkable element now
327 * fixed another gravity movement bug
330 * uploaded pre-release (test) version 3.1.0-2 binary and source code
333 * added "collectible" and "removable" to extended replacement types
334 (where "removable" replaces "diggable" and "collectible" elements)
335 * added "collectible & throwable" (to throw element to the next field)
336 * fixed bug with CEs digging elements that are just about to explode
337 * changed mouse cursor now always being visible when game is paused
340 * added possibility to push/press accessible elements from a side that
342 * fixed bug with not setting actual date when appending to tape
345 * fixed bug with incorrectly initialized custom element editor graphics
348 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
349 - number of levels corrected from 18 to 17 in "levelinfo.conf"
352 * fixed bug with destroyed robot wheel still attracting robots forever
353 * fixed bug with time gate switch deactivating after robot wheel time
354 (while the time gate itself is not affected by this misbehaviour)
355 * changed behaviour of BD style amoeba to always get blocked by player
356 (before it was different when there were non-BD elements in level)
357 * fixed bug with player destroying indestructable elements with shield
360 * added option to make growing elements grow into anything diggable
361 (for the various amoeba types, biomaze and "game of life")
364 * fixed bug with movable elements not moving after left behind by CEs
365 * changed gravity movement to anything diggable, not only sand/base
366 * optionally allowing passing to walkable element, not only empty space
367 * added option "can pass to walkable element" for players
368 * finally fixed gravity movement (hopefully)
371 * fixed bug with movable elements not moving anymore after falling down
374 * fixed another bug with custom elements digging and leaving elements
375 * fixed bug with "along left/right side" and automatic start direction
376 * trigger elements now also displayed when "more custom" deactivated
377 * fixed bug with clipboard element initialized when loading new level
378 * added option "drop delay" to set delay before dropping next element
381 * uploaded pre-release (test) version 3.1.0-1 binary and source code
384 * added copy and paste functions for custom change pages
385 * enhanced graphical display and functionality of tape recorder
386 * fixed bug with custom elements digging and leaving elements
389 * added move speed faster than "very fast" for custom elements
390 * fixed bug with 3+3 style explosions and missing border content
391 * fixed little bug when copying custom elements in the editor
392 * enhanced custom element changes by more side trigger actions
395 * added option "no scrolling when relocating" for instant teleporting
396 * uploaded pre-release (test) version 3.1.0-0 binary and source code
399 * added trigger element and trigger player to use as target elements
400 * added copy and paste functions for custom and group elements
403 * fixed graphical bug when displaying explosion animations
404 * fixed bug when appending to tapes, resulting in broken tapes
405 * re-recorded a few tapes broken by fixing gravity checking bug
408 * "can move into acid" property now for all elements independently
409 * "can fall into acid" property for player stored in same bitfield now
410 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
411 * version number set to 3.1.0 (finally!)
414 * changed tape recording to only record input, not programmed actions
417 * fixed totally broken (every 8th frame skipped) step-by-step recording
418 * fixed bug with requester not displayed when quick-loading interrupted
419 * added option "can fall into acid (with gravity)" for players
420 * fixed bug with player not falling when snapping down with gravity
423 * fixed bug which messed up key config when using keypad number keys
426 * fixed bug which allowed moving upwards even when gravity was active
427 * fixed bug with missing error handling when dumping levels or tapes
430 * added different colored editor graphics for Supaplex gravity tubes
433 * fixed bug that allowed solvable tapes for unsolvable levels
436 * use unlimited number of droppable elements when "count" set to zero
437 * added option to use step limit instead of time limit for level
440 * added player and change page as trigger for custom element change
443 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
446 * fixed bug with dark yamyam changing to acid when moving over acid
447 * fixed handling of levels with more than 999 seconds level time
448 (example: level 76 of "Denmine")
451 * "spring push bug" reintroduced as configurable element property
452 * fixed bug with missing properties for "mole"
453 * fixed bug that showed up when fixing the above "mole" properties bug
454 * added option "can move into acid" for all movable elements
455 * fixed graphical bug for elements moving into acid
456 * changed event handling to handle all pending events before going on
459 * fixed bug which caused all CE change pages to be ignored which had
460 the same change event, but used a different element side
461 (reported by Simon Forsberg)
463 * fixed bug which caused elements that can move and fall and that are
464 transported by a conveyor belt to continue moving into that direction
465 after leaving the conveyor belt, regardless of their own movement
466 type; only elements which can not move are transported now
467 (reported by Simon Forsberg)
469 * fixed bug which could cause an array overflow in RelocatePlayer()
470 (reported by Niko Böhm)
472 * changed Emerald Mine style "passable / over" elements to "protected"
473 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
475 * added new option to select from which side a "walkable/passable"
476 element can be entered
479 * added explosion and ignition delay for elements that can explode
482 * fixed bug which caused player not being protected against enemies
483 when a CE was "walkable / inside" and was not "indestructible"
484 * added "walkable/passable" fields to be "protected/unprotected"
485 against enemies, even if not accessible "inside" but "over/under"
488 * corrected move pattern to 32 bit and initial move direction to 8 bit
491 * added second custom element base configuration page
494 * added some special EMC mappings to Emerald Mine level loader
495 (also covering previously unknown element in level 0 of "Bondmine 8")
498 * added option to block last field when player is moving (for Supaplex)
499 * adjusted push delay of Supaplex elements
500 * removed delays for envelopes etc. when replaying with maximum speed
501 * fixed bug when dropping element on a field that just changed to empty
504 * fixed bug: infotrons can now smash yellow disks
505 * fixed bug: when gravity active, port above player can now be entered
506 * removed "one white dot" mouse pointer which irritated some people
509 * added "choice type" for group element selection
512 * fixed bug with initial invulnerability of non-yellow player
515 * added level loader for loading native Supaplex packed levels
516 (including multi-part levels like the "splvls99" levels)
519 * fixed bug which allowed creating emeralds by escaping explosions
522 * custom elements can change (limited) or leave (unlimited) elements
523 * finally added multiple matches using group elements
524 * added shortcut to dump brush (type ":DB" in editor) for use in forum
527 * added new start movement type "previous" for continued CE movement
528 * added new start movement type "random" for random CE movement start
531 * added new element "sokoban_field_player" needed for Sokoban levels
532 (thanks to Ed Booker for pointing this out!)
535 * added elements that can be digged or left behind by custom elements
538 * added group elements for multiple matches and random element creation
541 * fixed some graphical errors displayed in old levels
544 * fixed wrong double speed movement after passing closing gates
547 * added level loader for loading native Emerald Mine levels
550 * changes for "shooting" style CE movement
553 * Happy New Year! ;-)
556 * changed default snap/drop keys from left/right Shift to Control keys
559 * fixed bug with dead player getting reanimated from custom element
562 * fixed bug with wrong penguin graphics (when entering exit)
565 * fixed bug with wrong "Murphy" graphics (when digging etc.)
568 * version number set to 3.0.9
571 * version 3.0.8 released
574 * added function checked_free()
577 * fixed bug with double nut cracking sound
578 (by eliminating "default element action sound" assignment in init.c)
581 * fixed crash when no music info files are available
584 * fixed boring and sleeping sounds
587 * added "maze runner" and "maze hunter" movement types
588 * added extended collision conditions for custom elements
591 * added warnings for undefined token values in artwork config files
594 * added menu entry for level set information to the info screen
597 * fixed bug with wrong default impact sound for colored emeralds
600 * added several sub-screens for the info screen
601 * menu text now also clickable (not only blue/red sphere left of it)
604 * added configurable "bored" and "sleeping" animations for the player
605 * added "awakening" sound for player when waking up after sleeping
608 * added "copy" and "exchange" functions for custom elements to editor
611 * added configurable element animations for info screen
614 * added configurable music credits for info screen
617 * finally fixed tape recording when player is created from CE change
620 * added "editorsetup.conf" for editor element list configuration
623 * added "musicinfo.conf" for menu and level music configuration
626 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
627 (that only showed up on Linux, but not on Windows systems)
630 * fixed turning movement of butterflies and fireflies (no frame reset)
631 * enhanced sniksnak turning movement (two steps instead of only one)
634 * version number set to 3.0.8
637 * version 3.0.7 released
640 * fixed reset of player animation frame when, for example,
641 walking, digging or collecting share the same animation
642 * fixed CE with "deadly when touching" exploding when touching amoeba
645 * fixed tape recording when player is created from CE element change
648 * introduced "turning..." action graphic for elements with move delay
649 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
650 * added turning animations for bug, spaceship and sniksnak
653 * prevent "extended" changed elements from delay change in same frame
656 * fixed bug when pushing element that can move away to the side
657 (like pushing falling elements, but now with moving elements)
660 * finally fixed serious bug in code for delayed element pushing (again)
663 * unavailable setup options now marked as "n/a" instead of "off"
664 * new boolean directive "latest_engine" for "levelinfo.conf": when set
665 to "true", levels are always played with the latest game engine,
666 which is desired for levels that are imported from other games; all
667 other levels are played with the engine version stored in level file
668 (which is normally the engine version the level was created with)
671 * fixed serious bug in code for delayed element pushing
672 * fixed little bug in animation frame selection for pushed elements
673 * speed-up of reading config file for verbose output
676 * added configuration option for opening and closing Supaplex exit
677 * added configuration option for moving up/down animation for Murphy
678 * fixed incorrectly displayed animation for attacking dragon
679 * fixed bug with not setting initial gravity for each new game
680 * fixed bug with teleportation of player by custom element change
681 * fixed bug with player not getting smashed by rock sometimes
684 * version number set to 3.0.7
687 * version 3.0.6 released
690 * added support for MP3 music for SDL version through SMPEG library
693 * fixed bug when initializing font graphic structure
694 * fixed bug with animation mode "pingpong" when using only 1 frame
695 * fixed bug with extended change target introduced in 3.0.5
696 * fixed bug where passing over moving element doubles player speed
697 * fixed bug with elements continuing to move into push direction
698 * fixed bug with duplicated player when dropping bomb with shield on
699 * added "switching" event for custom elements ("pressing" only once)
700 * fixed switching bug (resetting flag when not switching but not idle)
703 * fixed element tokens for certain file elements with ".active" etc.
706 * version number set to 3.0.6
709 * version 3.0.5 released
712 * now four envelope elements available
713 * font, background, animation and sound for envelope now configurable
714 * main menu doors opening/closing animation type now configurable
717 * active/inactive sides configurable for custom element changes
718 * new movement type "move when pushed" available for custom elements
721 * fixed bug in multiple config pages loader code that caused crashes
724 * enhanced (remaining low-resolution) Supaplex graphics
727 * version number set to 3.0.5
730 * version 3.0.4 released
732 2003-09-12 src/tools.c
733 * fixed bug in custom definition of crumbled element graphics
735 2003-09-11 src/files.c
736 * fixed bug in multiple config pages code that caused crashes
739 * version number set to 3.0.4
742 * version 3.0.3 released
745 * added music to Supaplex classic level set
747 2003-09-07 src/libgame/misc.c
748 * added support for loading various music formats through SDL_mixer
750 2003-09-06 (various source files)
751 * fixed several nasty bugs that may have caused crashes on some systems
752 * added envelope content which gets displayed when collecting envelope
753 * added multiple change event pages for custom elements
755 2003-08-24 src/game.c
756 * fixed problem with player animation when snapping and moving
758 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
759 * fixed problem with flickering when drawing toon animations
761 2003-08-23 src/libgame/sdl.c
762 * fixed problem with setting mouse cursor in SDL version in fullscreen
764 2003-08-23 src/game.c
765 * fixed bug (missing array boundary check) which could crash the game
768 * version number set to 3.0.3
771 * version 3.0.2 released
773 2003-08-21 src/game.c
774 * fixed bug with creating inaccessible elements at player position
776 2003-08-20 src/init.c
777 * fixed bug with not finding current level artwork directory
779 2003-08-20 src/files.c
780 * fixed bug with choosing wrong engine version when playing tapes
781 * fixed bug with messing up custom element properties in 3.0.0 levels
784 * version number set to 3.0.2
787 * version 3.0.1 released
789 2003-08-17 (no source files affected)
790 * changed all "classic" PCX image files with 16 colors or less to
791 256 color (8 bit) storage format, because the Allegro game library
792 cannot handle PCX files with less than 256 colors (contributed
793 graphics are not affected and might look wrong in the DOS version)
795 2003-08-16 src/init.c
796 * fixed bug which (for example) crashed the level editor when defining
797 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
798 (only set to default) -- invalid graphics now set to default graphic
800 2003-08-16 src/init.c
801 * fixed graphical bug of player digging/collecting/snapping element
802 when no corresponding graphic/animation is defined for this action,
803 resulting in player being drawn as EL_EMPTY (which should only be
804 done to elements being collected, but not to the player)
806 2003-08-16 src/game.c
807 * fixed small graphical bug of player not totally moving into exit
809 2003-08-16 src/libgame/setup.c
810 * fixed bug with wrong MS-DOS 8.3 filename conversion
812 2003-08-16 src/tools.c
813 * fixed bug with invisible mouse cursor when pressing ESC while playing
815 2003-08-16 (various source files)
816 * added another 128 custom elements (disabled in editor by default)
818 2003-08-16 src/editor.c
819 * fixed NULL string bug causing Solaris to crash in sprintf()
821 2003-08-16 src/screen.c
822 * fixed drawing over scrollbar on level selection with custom fonts
824 2003-08-15 src/game.c
825 * cleanup of simple sounds / loop sounds / music settings
827 2003-08-08 (various source files)
828 * added custom element property for dropping collected elements
830 2003-08-08 src/conf_gfx.c
831 * fixed bug with missing graphic for active red disk bomb
833 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
834 * extended variable "level.gravity" to "level.initial_gravity" and
835 "game.current_gravity" to prevent level setting from being changed
836 by playing the level (keeping the runtime value after playing)
838 * fixed graphics bug when digging element that has 'crumbled' graphic
839 definition, but not 'diggable' graphic definition
842 * version number set to 3.0.1
845 * version 3.0.0 released
848 * various bug fixes; among others:
849 - fixed bug with pushing spring over empty space
850 - fixed bug with leaving tube while placing dynamite
851 - fixed bug with explosion of smashed penguins
852 - allow Murphy player graphic in levels with non-Supaplex elements
856 * I have forgotten to document changes for some time
859 * pre-release version 2.2.0rc1 released
862 * version number set to 2.1.2
865 * version 2.1.1 released
868 * version number set to 2.1.1
871 * version 2.1.0 released
874 * version number set to 2.1.0
876 2002-04-03 to 2002-05-19 (various source files)
877 * graphics, sounds and music now fully configurable
878 * bug fixed that prevented walking through tubes when gravity on
880 2002-04-02 src/events.c, src/editor.c
881 * Make Escape key less aggressive when playing or when editing level.
882 This can be configured as an option in the setup menu. (Default is
883 "less aggressive" which means "ask user if something can be lost"
884 when pressing the Escape key.)
886 2002-04-02 src/screen.c
887 * Added "graphics setup" screen.
889 2002-04-01 src/screen.c
890 * Changed "choose level" setup screen stuff to be more generic (to
891 make it easier to add more "choose from generic tree" setup screens).
893 2002-04-01 src/config.c, src/timestamp.h
894 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
895 automatically gets created by "src/Makefile" and contains an actual
896 compile-time timestamp to identify development versions of the game).
898 2002-03-31 src/tape.c, src/events.c
899 * Added quick game/tape save/load functions to tape stuff which can be
900 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
901 loads previously recorded tape and directly goes into recording mode
902 from the end of the tape (therefore appending to the tape).
904 2002-03-31 src/tape.c
905 * Added "index mark" function to tape recorder. When playing or
906 recording, "eject" button changes to "index" button. Setting index
907 mark is not yet implemented, but pressing index button when playing
908 allows very quick advancing to end of tape (when normal playing),
909 very fast forward mode (when playing with normal fast forward) or
910 very fast reaching of "pause before end of tape" (when playing with
911 "pause before end" playing mode).
913 2002-03-30 src/cartoons.c
914 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
916 2002-03-29 src/screen.c
917 * Changed setup screen stuff to be more generic (to make it easier
918 to add more setup screens).
920 2002-03-23 src/main.c, src/main.h
921 * Various changes due to the introduction of the new libgame files
922 "setup.c" and "joystick.c".
924 2002-03-23 src/files.c
925 * Generic parts of "src/files.c" (mainly setup and level directory
926 stuff) moved to new libgame file "src/libgame/setup.c".
928 2002-03-23 src/joystick.c
929 * File "src/joystick.c" moved to libgame source tree, with
930 correspondig changes.
932 2002-03-22 src/screens.c
933 * "HandleChooseLevel()": Another bug in level series navigation fixed.
934 (Wrong level series information displayed when entering main group.)
936 2002-03-22 src/editor.c
937 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
939 2002-03-22 src/editor.c
940 * Changed behaviour of "Escape" key in level editor to be more
941 intuitive: When in "Element Properties" or "Level Info" mode,
942 return to "Drawing Mode" instead of leaving the level editor.
944 2002-03-21 src/game.c, src/editor.c, src/files.c
945 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
946 gems (emeralds, diamonds, ...) slipping down from normal wall,
947 steel wall and growing wall (as in E.M.C. style levels). Although
948 the behaviour of contributed and private levels wasn't changed (due
949 to the use of "level.game_version"; see previous entry), editing
950 those levels will (of course) change the behaviour accordingly.
952 This change seems a bit too hard after thinking about it, because
953 the EM style behaviour is not the "expected" behaviour (gems would
954 normally only slip down from "rounded" walls). Therefore this was
955 now changed to an element property for gem style elements, with the
956 default setting "off" (which means: no special EM style behaviour).
957 To fix older converted levels, this flag is set to "on" for pre-2.0
958 levels that are neither contributed nor private levels.
960 2002-03-20 src/files.h
961 * Corrected settings for "level.game_version" depending of level type.
962 (Contributed and private levels always get played with game engine
963 version they were created with, while converted levels always get
964 played with the most recent version of the game engine, to let new
965 corrections of the emulation behaviour take effect.)
967 2002-03-20 src/main.h
968 * Added "#include <time.h>". This seems to be needed by "tape.c" for
969 compiling the SDL version on some systems.
970 Thanks to the several people who pointed this out.
973 * Version number set to 2.0.2.
976 * Version 2.0.1 released.
978 2002-03-18 src/screens.c
979 * "HandleChooseLevel()": Small bug in level series navigation fixed.
981 2002-03-18 src/files.c [src/libgame/misc.c]
982 * Moved some common functions from src/files.c to src/libgame/misc.c.
984 2002-03-18 src/files.c [src/libgame/misc.c]
985 * Changed permissions for new directories and saved files (especially
986 score files) according to suggestions of Debian users and mantainers.
987 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
989 2002-03-17 src/files.c
990 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
991 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
992 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
993 for levels and "TAPE" for tapes). Old "cookie" style format is
994 still supported for reading. New level and tape files are written
997 * New IFF chunk "VERS" contains version numbers for file and game
998 (where "game version" is the version of the program that wrote the
999 file, and "file version" is a version number to distinguish files
1000 with different format, for example after adding new features).
1002 2002-03-15 src/screen.c
1003 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1004 (Before, you heard a mixture of the in-game music and the
1005 hall-of-fame music.)
1007 2002-03-14 src/events.c
1008 * Function "DumpTape()" (files.c) now available by pressing 't' from
1009 main menu (when in DEBUG mode).
1011 2002-03-14 src/game.c
1012 * "GameWon()": When game was won playing a tape, now there is no delay
1013 raising the score and no corresponding sound is played.
1015 2002-03-14 src/files.c
1016 * Changed "LoadTape()" for real chunk support and also adjusted
1017 "SaveTape()" accordingly.
1019 2002-03-14 src/game.c, src/tape.c, src/files.c
1020 * Important changes to tape format: The old tape format stored all
1021 actions with a real effect with a corresponding delay between the
1022 stored actions. This had some major disadvantages (for example,
1023 push delays had to be ignored, pressing a button for some seconds
1024 mutated to several single button presses because of the non-action
1025 delays between two action frames etc.). The new tape format just
1026 stupidly records all device actions and replays them later. I really
1027 don't know why I haven't solved it that way before?! Old-style tapes
1028 (with tape file version less than 2.0) get converted to the new
1029 format on-the-fly when loading and can therefore still be played;
1030 only some minor parts of the old-style tape handling code was needed.
1031 (A perfect conversion is not possible, because there is information
1032 missing about the device actions between two action frames.)
1034 2002-03-14 src/files.c
1035 * New function "DumpTape()" to dump the contents of the current tape
1036 in a human readable format.
1038 2002-03-14 src/game.c
1039 * Small tape bug fixed: When automatically advancing to next level
1040 after a game was won, the tape from the previous level still was
1041 loaded as a tape for the new level.
1043 2002-03-14 src/tape.c
1044 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1045 tape, cartoons did not get completely removed because
1046 StopAnimation() was not called.
1048 2002-03-13 src/files.c
1049 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1050 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1051 size even when using 16-bit elements). Added new chunk "CNT2" for
1052 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1053 chunk even when content was 16-bit element). "CNT2" should now be
1054 able to store content for arbitrary elements (up to eight blocks of
1055 3 x 3 element arrays). All "CNT2" elements will always be stored as
1056 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1058 2002-03-13 src/files.c
1059 * Changed "LoadLevel()" for real chunk support.
1061 2002-03-12 src/game.c
1062 * Fixed problem (introduced after 2.0.0 release) with penguins
1063 not getting killed by enemies
1065 2002-02-24 src/game.c, src/main.h
1066 * Added "player->is_moving"; now "player->last_move_dir" does
1067 not contain any information if the player is just moving at
1069 Before, "player->last_move_dir" was misused for this purpose
1070 for the robot stuff (robots don't kill players when they are
1071 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1072 broke tapes when walking through pipes!
1073 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1074 in a continuous movement. This fact is ignored for friends and