2 * fixed small cosmetical bug with underlining property tabs in editor
5 * fixed small drawing bug in X11FadeRectangle
6 * added new elements for newly supported Diamond Caves II levels:
7 - EM/DC style exits that disappear after passing
8 - white key and gate (one white key needed for each white gate)
9 - fake gate (there is no key to open/pass this kind of gate!)
10 - extended magic wall which also handles pearls and crystals
14 * changed maximum value for endless loop detection to a higher value
15 (some levels really used very deep recursion without being endless)
18 * added new elements for newly supported Diamond Caves II levels:
23 * added new elements for newly supported Diamond Caves II levels:
27 * added level file loader for native Diamond Caves II levels
30 * version number set to 3.2.4
33 * version 3.2.3 released
36 * fixed malloc/free bug when updating EMC artwork entries in level list
37 * added workaround (warning and request to quit the current game) when
38 changing elements cause endless recursion loop (which would otherwise
39 freeze the game, causing a crash-like program exit on some systems)
42 * fixed nasty string overflow bug when entering too long envelope text
45 * added feedback sounds for menu navigation "menu.item.activating" and
46 "menu.item.selecting" (for highlighting and executing menu entries)
49 * improved "no scrolling when relocating" to also consider scroll delay
50 (meaning that the player is not automatically centered in this case;
51 this makes it possible to "invisibly" relocate the player to a region
52 of the level playfield which looks the same as the old level region)
53 * fixed bug with not recognizing "main.input.name.align" when active
56 * fixed bug with displaying masked borders over title screens when
57 screen fading is disabled
60 * fixed infinite loop / crash bug when killing the player while having
61 a CE with the setting "kill player X when explosion of <player X>"
62 * added special editor graphic for "char_space" to distinguish it from
63 "empty_space" when editing a level (in-game graphics still the same)
66 * fixed nasty bug with initialization only done for the first player
69 * small change to handle loading empty element/content list micro chunks
72 * uploaded pre-release (test) version 3.2.3-0 binary and source code
75 * some optimizations on startup speed by reducing initial text output
78 * added caching of custom artwork information for faster startup times
81 * fixed graphical bug when using fewer menu entries on level selection
82 screen than usual (with "menu.list_size.LEVELS" directive)
83 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
84 the backbuffer to the backbuffer by error (with identical rectangle)
87 * fixed bug when displaying titlescreen with size less than element tile
88 * fixed bug that caused elements with "change when digging <e>" event
89 to change for _every_ digged element, not only those specified in <e>
90 * fixed bug that caused impact style collision when dropping element one
91 tile over the player that can both fall down and smash players
92 * fixed bug that caused impact style collision when element changed to
93 falling/smashing element over the player immediately after movement
96 * fixed bug that allowed making engine snapshots from the level editor
99 * fixed bugs with player name and current level positions on main screen
102 * added configuration directives for control of title screens:
103 - "title.fade_delay" for fading time
104 - "title.post_delay" for pause between screens (when not crossfading)
105 - "title.auto_delay" to automatically continue after some time
106 these settings can each be overridden by specifying them with titles:
107 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
108 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
109 fading mode can also be specified:
110 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
111 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
112 default is using normal fading for menues and initial title screens,
113 while using cross-fading for level set title screens
114 * fixed bug with background not drawn in Hall of Fame after game was won
117 * added configuration directives for the remaining main menu items
120 * added additional configuration directives for info screen draw offset:
121 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
122 * added additional configuration directives for preview info text
123 * limited mouse wheel sensitive screen area to scrollable screen area
126 * added highlighted menu text entries to menu navigation when selected
129 * fixed bug that prevented player from correctly being created in the
130 top left corner by a custom element change in a level without player
131 * fixed bug that prevented player from being killed when indestructible,
132 non-walkable element is placed on player position by extended change
133 * added configurable menu button, text and input positions to main menu
136 * added page fading effects for remaining info sub-screens
137 * fixed small bug that caused some delays when answering door request
140 * added directives "border.draw_masked.*" for menu/playfield area and
141 door areas to display overlapping/masked borders from "global.border"
144 * fixed bug with CE with move speed "not moving" not being animated
145 * when changing player artwork by CE action, reset animation frame
148 * fixed bug with not unmapping main menu screen gadgets on other screens
149 * fixed bug with un-pausing a paused game by releasing still pressed key
150 * fixed bug with not redrawing screen when toggling to/from fullscreen
151 mode while fast reloading tape (without redrawing playfield contents)
152 * fixed bug with quick-saving tape snapshot despite answering with "no"
155 * version number set to 3.2.3
158 * version 3.2.2 released
161 * fixed bug with redrawing screen in fullscreen mode after quick tape
162 reloading when using the EMC game engine
163 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
166 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
169 * added engine snapshot functionality for instant tape reloading (this
170 only works for the last tape saved using "quick save", and does not
171 work across program restarts, because it completely works in memory)
174 * version number set to 3.2.2
177 * version 3.2.1 released
180 * fixed nasty bugs with handling error message file on Mac OS X systems
183 * general code cleanup (removing many annoying "#if 0" blocks etc.)
186 * fixed bug that caused broken tapes when manually appending to tapes
187 using the "pause before death" functionality, followed by recording
188 * added setup option to disable fading of screens for faster testing
191 * code cleanup of new fading functions
194 * changed behaviour after solved game -- do not immediately stop engine
195 * added some more smooth screen fadings (game start, hall of fame etc.)
198 * fixed bug with displaying pushed CE with value/score/delay anim_mode
201 * added configurable level preview position, tile size and dimensions
202 * added configurable game panel value positions (gems, time, score etc.)
205 * fixed small bug with time displayed incorrectly when collecting CEs
208 * fixed bug with bumpy scrolling with EM engine in double player mode
211 * added compatibility code to fix "Snake Bite" style levels that were
212 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
215 * fixed bug with scrollbars inside editor when using the Windows mouse
216 enhancement tool "True X-Mouse" (which injects key events to the event
217 queue to insert selected stuff into the Windows clipboard, which gets
218 confused with the "Insert" key for jumping to the last editor cascade
219 block in the element list)
220 * added Rocks'n'Diamonds icon for use as window icon to SDL version
221 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
224 * added selection of preferred fullscreen mode to setup / graphics menu
225 (useful if default mode 800 x 600 does not match screen aspect ratio)
228 * improved down-scaling of images for better editor and preview graphics
229 * changed user data directory for Mac OS X from Unix style to new place
232 * improved level number selection in main menu and player selection in
233 setup menu (input devices section) by using standard button gadgets
234 * added support for mouse scroll wheel (caused buggy behaviour before)
235 * added support for scrolling horizontal scrollbars with mouse wheel by
236 holding "Shift" key pressed while scrolling the wheel
237 * added support for single step mouse wheel scrolling by holding "Alt"
238 key pressed while scrolling the wheel (can be combined with "Shift")
239 * changed output file "stderr.txt" on Windows platform now always to be
240 created in the R'n'D sub-directory of the personal documents directory
241 * added Windows message box to direct to "stderr.txt" after error aborts
244 * improved general scrollbar handling (when jump-scrolling scrollbars)
247 * changed scrollbars to always show last line as first after scrolling
248 (that means jumping n - 1 screen lines instead of n screen lines)
251 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
252 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
253 * fixed special handling of vertically stacked acid becoming fake acid
256 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
257 affect multiple instances of the same CE, although this kind of
258 change condition usually only affects one single custom element
261 * version number set to 3.2.1
264 * version 3.2.0 released
267 * reorganized level editor element list a bit to match engines better
270 * fixed newly introduced bug with wrongly initializing clipboard element
273 * fixed bug with displaying visible/invisible level border in editor
276 * reorganized some elements in the level editor element list
279 * fixed bug with displaying any player as "yellow" when moving into acid
280 * fixed bug with displaying running player when player stopped at border
283 * fixed bug with player exploding when moving into acid
284 * fixed bug with level settings being reset in editor and when playing
285 (some compatibility settings being set not only after level loading)
286 * fixed crash bug when number of custom graphic frames was set to zero
287 * fixed bug with teleporting player on walkable tile not working anymore
288 * added partial compatibility support for pre-release-only "CONF" chunk
289 (to make Alan Bond's "color cycle" demo work again :-) )
292 * fixed some bugs when displaying title screens from info screen menu
293 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
296 * changed file major version to 3 to reflect level file format changes
297 * uploaded pre-release (test) version 3.2.0-8 binary and source code
300 * added new chunk "NAME" to level file format for level name settings
301 * added new chunk "NOTE" to level file format for envelope settings
302 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
303 * updated magic(5) file to recognize changed and new level file chunks
304 * removed change events "change when CE value/score changes" as unneeded
307 * changed gravity (which only affects the player) from level property
308 to player property (only makes a difference in multi-player levels)
309 * added change events "change when CE value/score changes"
310 * added change events "change when CE value/score changes of <element>"
313 * added new chunk "INFO" to level file format for global level settings
314 * added all element settings from "HEAD" chunk to "CONF" chunk
315 * added all global level settings from "HEAD" chunk to "INFO" chunk
318 * changed level file format by adding two new chunks "CUSX" (for custom
319 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
320 elements, replacing the previous "GRP1" chunk); these new IFF style
321 chunks use the new and flexible "micro chunks inside chunks" technique
322 already used with the new "CONF" chunk (for normal element properties)
323 which makes it possible to easily extend the existing level format
324 (instead of using fixed-length chunks like before, which are either
325 too big due to reserved bytes for future use, or too small when those
326 reserved bytes have all been used and even more data should be stored,
327 requiring the replacement by new and larger chunks just like it went
328 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
331 * added credits pages to the "credits" section that were really missing
332 * added some missing element descriptions to the level editor
333 * added down position of switchgate switch to the level editor
334 and allowed the use of both switch positions at the same time
335 * changed use of "Insert" and "Delete" keys to navigate element list in
336 level editor to start of previous or next cascading block of elements
339 * added the possibility to view the title screen to the info screen menu
340 * fixed some minor bugs with viewing title screens
343 * fixed bug with title (cross)fading in/out when using fullscreen mode
346 * fixed bug that forced re-defining of menu settings in local graphics
347 config file which are already defined in existing base config file
348 * fixed small bug that caused door sounds playing when music is enabled
351 * added the possibility to define up to five title screens for each
352 level set that are displayed after loading using (cross)fading in/out
353 (this was added to display the various start images of the EMC sets)
356 * added "CE score gets zero [of]" to custom element trigger conditions
357 * added setup option to display element token name in level editor
360 * added compatibility code for Juergen Bonhagen's menu artwork settings
363 * fixed bug with displaying wrong animation frame 0 after CE changes
364 * fixed bug with creating invisible elements when light switch is on
367 * added selection between ECS and AGA graphics for EMC levels to setup
370 * adjusted font handling for various narrow EMC style fonts
373 * changed EM engine behaviour back to re-allow initial rolling springs
376 * fixed handling of over-large selectboxes (less error-prone now)
377 * fixed bug when creating GE with walkable element under the player
380 * added use of "Insert" and "Delete" keys to navigate element list in
381 level editor to start of custom elements or start of group elements
382 * added virtual elements to access CE value and CE score of elements:
383 - "CE value of triggering element"
384 - "CE score of triggering element"
385 - "CE value of current element"
386 - "CE score of current element"
389 * fixed "grass" to "sand" in older EM levels (up to file version V4)
392 * changed behaviour of network games with internal errors (because of
393 different client frame counters) from immediately terminating R'n'D
394 to displaying an error message requester and stopping only the game
395 (also to prevent impression of crashes under non command-line runs)
396 * fixed playing network games with the EMC engine (did not work before)
397 * fixed bug with not scrolling the screen in multi-player mode with the
398 focus on player 1 when all players are moving in different directions
399 * fixed bug with keeping pointer to gadget even after its deallocation
400 * fixed bug with allowing "focus on all players" in network games
401 * fixed bug with player focus when playing tapes from network games
404 * uploaded pre-release (test) version 3.2.0-7 binary and source code
407 * code cleanup for game action control for R'n'D and EMC game engine
410 * fixed bug in multi-player movement with focus on both players
411 * added option to control only the focussed player with all input
414 * added player focus switching to level tape recording and re-playing
417 * fixed some bugs in player focus switching in EMC and RND game engine
420 * added special Supaplex animations for Murphy digging and snapping
421 * added special Supaplex animations for Murphy being bored and sleeping
424 * added four new yam yams with explicit start direction for EMC engine
425 * fixed bug in src/libgame/text.c with printing text outside the window
428 * fixed small bug in EMC level loader (copyright sign in EM II levels)
431 * added delayed ignition of EM style dynamite when used in R'n'D engine
432 * added limited movement range to EMC engine when focus on all players
435 * fixed bug with missing (zero) score values for native Supaplex levels
438 * added "continuous snapping" (snapping many elements while holding the
439 snap key pressed, without releasing the snap key after each element)
440 as a new player setting for more compatibility with the classic games
443 * finished scrolling for "focus on all players" in EMC graphics engine
446 * level sets with "levels: 0" are ignored for levels, but not artwork
447 * fixed bug when scanning empty level group directories (endless loop)
450 * fixed bug with explosion graphic for player using "Murphy" graphic
451 * fixed bug with explosion graphic if player leaves explosion in time
452 * changed some descriptive text in setup menu to use medium-width font
453 * added key shortcut settings for switching player focus to setup menu
456 * fixed bug with random value initialization when recording tapes
457 * fixed bug with playing single player tapes when team mode activated
460 * fixed little bug when trying to switch to player that does not exist
463 * added player switching (visual and quick) to R'n'D and EM game engine
464 * added setup option to select visual or quick in-game player switching
467 * added use of "Home" and "End" keys to handle element list in editor
470 * fixed bug with adding score when playing tape with EMC game engine
471 * added steel wall border for levels using EMC engine without border
472 * finally fixed delayed scrolling in EMC engine also for small levels
475 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
478 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
479 * fixed bug when displaying info element without action, but direction
482 * fixed minor graphical problems with springs smashing and slurping
483 (when using R'n'D style graphics instead of EMC style graphics)
486 * added scroll delay (as configured in setup) to EMC graphics engine
489 * improved screen redraw for EMC graphics engine (faster and smoother)
490 * when not scrolling, do not redraw the whole playfield if not needed
493 * added multi-player mode for EMC game engine (with up to four players)
496 * added android (can clone elements) from EMC engine to R'n'D engine
499 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
502 * added selectbox for initial player speed to player settings in editor
505 * version 3.1.2 created that is basically version 3.1.1, but with a
506 major bug fixed that prevented editing your own private levels
507 * version 3.1.2 released
510 * added magic ball (creates elements) from EMC engine to R'n'D engine
513 * uploaded fixed pre-release version 3.2.0-6 binary and source code
516 * fixed bug when using "CE can leave behind <trigger element>"
517 * added new change condition "(after/when) creation of <element>"
518 * added new change condition "(after/when) digging <element>"
519 * fixed bug accessing invalid gadget that caused crashes under Windows
520 * deactivated new possibility for multiple CE changes per frame
523 * uploaded pre-release (test) version 3.2.0-6 binary and source code
526 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
527 * fixed bug with not keeping CE value for moving CEs with only action
528 * changed CE action selectboxes in editor to be only reset when needed
531 * added option "use artwork from element" for custom player artwork
532 * added option "use explosion from element" for player explosions
535 * added cascaded element lists in the level editor
536 * added persistence for cascaded element lists by "editorcascade.conf"
537 * added dynamic element list with all elements used in current level
538 * added possibility for multiple CE changes per frame (experimental)
541 * uploaded pre-release (test) version 3.2.0-5 binary and source code
544 * changed "score for each 10 seconds/steps left" to "1 second/step"
545 * added own score for collecting "extra time" instead of sharing it
546 * added change events "switched by player" and "player switches <e>"
547 * added change events "snapped by player" and "player snaps <e>"
548 * added "set player artwork: <element choice>" to CE action options
549 * added change event "move of <element>"
552 * added "set player shield: off / normal / deadly" to CE action options
553 * added new player option "use level start element" in level editor
554 to set the correct focus at level start to elements from which the
555 player is created later (this did not work before for cascaded CE
556 changes resulting in creation of the player; it is now also possible
557 to create the player from a yam yam which is smashed at level start)
560 * added "set player speed: frozen (not moving)" to CE action options
561 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
564 * added new player option "block snap field" (enabled by default) to
565 make it possible to show a snapping animation like in Emerald Mine
568 * added dynamic selectboxes to custom element action settings in editor
569 * added "CE value" counter for custom elements (instead of "CE count")
570 * added option to use the last "CE value" after custom element change
571 * added option to use the "CE value" of other elements in CE actions
572 * fixed odd behaviour when pressing time orb in levels w/o time limit
573 * added checkbox "use time orb bug" for older levels that use this bug
576 * added missing configuration settings for the following elements:
577 - EL_TIMEGATE_SWITCH (time of open time gate)
578 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
579 - EL_SHIELD_NORMAL (time of shield duration)
580 - EL_SHIELD_DEADLY (time of shield duration)
581 - EL_EXTRA_TIME (time added to level time)
582 - EL_TIME_ORB_FULL (time added to level time)
585 * added "wind direction" as a movement pattern for custom elements
586 * added initial wind direction for balloon / custom elements to editor
587 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
590 * added parameters for "game of life" and "biomaze" elements to editor
593 * added level file chunk "CONF" for generic level and element settings
596 * uploaded pre-release (test) version 3.2.0-4 binary and source code
599 * skip empty level sets (with "levels: 0"; may be artwork base sets)
600 * added sound action ".page[1]" to ".page[32]" for each CE change page
603 * added image config suffix ".clone_from" to copy whole image settings
604 * fixed bug with invalid ("undefined") CE settings in old level files
607 * fixed graphical bug with smashing elements falling faster than player
610 * fixed major bug which prevented private levels from being edited
611 * fixed bug with precedence of general and special font definitions
614 * fixed graphical bug with player animation when player moves slowly
617 * uploaded pre-release (test) version 3.2.0-3 binary and source code
620 * fixed bug which prevented "global.num_toons: 0" from working
623 * major code cleanup (removed all these annoying "#if 0" blocks)
626 * added custom element actions for CE change page in level editor
629 * fixed music initialization bug in init.c (thanks to David Binderman)
630 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
631 (this bug must probably be fixed at other places, too)
634 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
635 (should be '#include <SDL.h>' instead)
638 * fixed bug which prevented "walkable from no direction" from working
639 (due to compatibility code overwriting this setting after loading)
642 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
645 * version number temporarily set to 3.1.1 (intermediate bugfix release)
646 * version 3.1.1 released
649 * changed some va_arg() arguments from 'long' to 'int', fixing problems
650 on 64-bit architecture systems with LP64 data model
653 * fixed bug with bombs not exploding when hitting the last level line
654 (introduced after the release of 3.1.0)
657 * added support for dumping small-sized level sketches from editor
660 * added recognition of "trigger element" for "change digged element to"
661 (this is not really what the "trigger element" was made for, but its
662 use may seem obvious for leaving back digged elements unchanged)
665 * fixed multiple warnings about failed joystick device initialization
668 * fixed bug with dynamite dropped on top of just dropped custom element
669 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
670 dynamite can still be dropped, but drop key must be released before
673 * fixed bug with wrong start directory when started from file browser
674 (due to this bug, R'n'D could not be started from KDE's Konqueror)
677 * fixed bug causing "change when impact" on player not working
678 * fixed wrong priority of "hitting something" over "hitting <element>"
679 * fixed wrong priority of "hit by something" over "hit by <element>"
682 * fixed graphical bug which caused the player (being Murphy) to show
683 collecting animations although the element was collected by penguin
686 * fixed two bugs causing wrong door background graphics in system.c
687 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
690 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
691 * added "no direction" to "walkable/passable from" selectbox options
694 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
695 * in tape autoplay, not only report broken, but also missing tapes
698 * uploaded pre-release (test) version 3.2.0-2 binary and source code
701 * fixed small bug with "linear" animation not working for active lamp
704 * fixed bug with moving up despite gravity due to "block last field"
705 * fixed small bug with wrong draw offset when typing name in main menu
706 * when reading user names from "passwd", ignore data after first comma
707 * when creating new "levelinfo.conf", only write some selected entries
710 * fixed displaying "imported from/by" on preview with empty string
711 * fixed ignoring draw offset for fonts used for level preview texts
714 * fixed a delay problem with SDL and too many mouse motion events
715 * added setup option "skip levels" and level skipping functionality
718 * added move speed "not moving" for non-moving CEs, but with direction
721 * fixed mapping of obsolete element token names in "editorsetup.conf"
722 * fixed bug with sound "acid.splashing" treated as a loop sound
723 * fixed some little sound bugs in native EM engine
726 * fixed small bug when dragging scrollbars to end positions
729 * added editor element descriptions written by Aaron Davidson
732 * improved fallback handling when configured artwork is not available
733 (now using default artwork instead of exiting when files not found)
736 * fixed bug on level selection screen when dragging scrollbar
739 * fixed bug which caused broken tapes when appending to EM engine tapes
742 * uploaded pre-release (test) version 3.2.0-1 binary and source code
745 * added code to replace changed artwork config tokens with other tokens
746 (needed for backwards compatibility, so that older tokens still work)
749 * added native R'n'D graphics for some new EMC elements in EM engine
752 * fixed some bugs in the EM engine integration code
753 * changed EM engine code to allow diagonal movement
754 * changed EM engine code to allow use of separate snap and drop keys
757 * fixed some redraw bugs when using EM engine
760 * fixed bug with not converting RND levels which are set to use native
761 engine to native level structure when loading
764 * uploaded pre-release (test) version 3.2.0-0 binary and source code
767 * version number set to 3.2.0
770 * level data now reset to defaults after attempt to load invalid file
773 * added use of "editorsetup.conf" for different level sets
776 * added auto-detection for various types of Emerald Mine level files
779 * fixed bug with scrollbars getting too small when list is very large
782 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
785 * added most level editor configuration gadgets for new EMC elements
788 * added more element and graphic definitions for new EMC elements
791 * modified native EM engine to use integrated R'n'D sound system
794 * added SDL support to graphics functions in native EM engine
795 (by always using generic libgame interface functions)
798 * fixed bug in frame synchronization in native EM engine
801 * added code to convert levels between R'n'D and native EM engine
804 * new Emerald Mine engine can now play levels selected in main menu
807 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
808 (which creates scaled down graphics for level editor and preview);
809 there's still a memory leak somewhere in the artwork handling code
810 * added "scale image up" functionality to X11 version of zoom function
813 * first attempts to integrate new, native Emerald Mine Club engine
816 * fixed bug in gadget code which caused reset of CEs in level editor
817 (example: pressing 'b' [grab brush] on CE config page erased values)
818 (solution: check if gadgets in ClickOnGadget() are really mapped)
819 * improved level change detection in editor (settings now also checked)
820 * fixed bug with "can move into acid" and "don't collide with" state
823 * fixed maze runner style CEs to use the configured move delay value
826 * added Aaron Davidson's tutorial level set to the "Tutorials" section
829 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
830 * fixed the above fix because it broke level set "machine" (*sigh*)
831 * fixed random element placement in level editor to work as expected
832 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
835 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
838 * fixed bug (missing array boundary check) which caused broken tapes
839 * fixed bug (when loading level template) which caused broken levels
840 * fixed bug with new block last field code when using non-yellow player
843 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
844 * internal change of how the player blocks the last field when moving
845 * fixed blocking delay of last field for EM and SP style block delay
846 * fixed bug where the player had to wait for the usual move delay after
847 unsuccessfully trying to move, when he directly could move after that
848 * the last two changes should make original Supaplex level 93 solvable
849 * improved use of random number generator to make it less predictable
850 * fixed behaviour of slippery SP elements to let slip left, then right
853 * fixed bug with wrong door state after trying to quickload empty tape
854 * fixed waste of static memory usage of the binary, making it smaller
855 * fixed very little graphical bug in Supaplex explosion
858 * version number set to 3.1.1
861 * version 3.1.0 released
864 * fixed bug with crash when writing user levelinfo.conf the first time
867 * added option "convert LEVELDIR [NR]" to command line batch commands
868 * re-converted Supaplex levels to apply latest engine fixes
869 * changed "use graphic/sound of element" to "use graphic of element"
870 due to compatibility problems with some levels ("bug machine" etc.)
873 * fixed bug with CE change replacing player with same or other player
876 * fixed bug with opaque font in envelope with background graphic when
877 background graphic is not transparent itself
880 * added "gravity on" and "gravity off" ports for Supaplex compatibility
881 * corrected original Supaplex level loading code to use these new ports
882 * also corrected Supaplex loader to auto-count infotrons if set to zero
885 * fixed bug with missing initialization of "modified" flag for GEs
888 * fixed bug that caused endless recursion loop when relocating player
889 * fixed tape recorder bug in "step mode" when using "pause before end"
890 * fixed tape recorder bug when changing from "warp forward" mode
893 * fixed bug with "when touching" for pushed elements at last position
896 * fixed bug that caused two activated toolbox buttons in level editor
897 * fixed bug with exploding dynabomb under player due to other explosion
900 * fixed bug with creating walkable custom element under player (again)
901 * fixed bug with not copying explosion type when copying CEs in editor
902 * fixed graphical bug when drawing player in setup menu (input devices)
903 * fixed graphical bug when the player is pushing an accessible element
904 * fixed bug with classic switchable elements triggering CE changes
905 * fixed bug with entering/leaving walkable element in RelocatePlayer()
906 * fixed crash bug when CE leaves behind the trigger player element
909 * fixed bug with broken tubes after placing/exploding dynamite in them
910 * fixed bug with exploding dynamite under player due to other explosion
911 * fixed bug with not resetting push delay under certain circumstances
914 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
915 * added network multiplayer code for Windows (thanks to Niko Böhm)
918 * added option "reachable despite gravity" for gravity movement
919 * changed gravity movement of most classic walkable and passable
920 elements back to "not reachable" (for compatibility reasons)
923 * fixed (removed) "indestructible" / "can explode" dependency in editor
924 * fixed (removed) "accessible inside" / "protected" dependency
925 * fixed (removed) "step mode" / "shield time" dependency
928 * fixed dynabombs exploding now into anything diggable
929 * fixed Supaplex style gravity movement into buggy base now impossible
930 * added pressing key "space" as valid action to select menu options
933 * added "replace when walkable" to relocate player to walkable element
934 * added "enter"/"leave" event for elements affected by relocation
935 * fixed "direct"/"indirect" change order also for "when change" event
936 * fixed graphical bug when pushing things from elements walkable inside
939 * fixed graphic bug when player is snapping while moving in old levels
940 * fixed bug when a moving custom element leaves a player element behind
941 * fixed bug with mole not disappearing when moving into acid pool
942 * fixed bug with incomplete path setting when using "--basepath" option
943 * moving CE can now leave walkable elements behind under the player
944 * when relocating, player can be set on walkable element now
945 * fixed another gravity movement bug
948 * uploaded pre-release (test) version 3.1.0-2 binary and source code
951 * added "collectible" and "removable" to extended replacement types
952 (where "removable" replaces "diggable" and "collectible" elements)
953 * added "collectible & throwable" (to throw element to the next field)
954 * fixed bug with CEs digging elements that are just about to explode
955 * changed mouse cursor now always being visible when game is paused
958 * added possibility to push/press accessible elements from a side that
960 * fixed bug with not setting actual date when appending to tape
963 * fixed bug with incorrectly initialized custom element editor graphics
966 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
967 - number of levels corrected from 18 to 17 in "levelinfo.conf"
970 * fixed bug with destroyed robot wheel still attracting robots forever
971 * fixed bug with time gate switch deactivating after robot wheel time
972 (while the time gate itself is not affected by this misbehaviour)
973 * changed behaviour of BD style amoeba to always get blocked by player
974 (before it was different when there were non-BD elements in level)
975 * fixed bug with player destroying indestructable elements with shield
978 * added option to make growing elements grow into anything diggable
979 (for the various amoeba types, biomaze and "game of life")
982 * fixed bug with movable elements not moving after left behind by CEs
983 * changed gravity movement to anything diggable, not only sand/base
984 * optionally allowing passing to walkable element, not only empty space
985 * added option "can pass to walkable element" for players
986 * finally fixed gravity movement (hopefully)
989 * fixed bug with movable elements not moving anymore after falling down
992 * fixed another bug with custom elements digging and leaving elements
993 * fixed bug with "along left/right side" and automatic start direction
994 * trigger elements now also displayed when "more custom" deactivated
995 * fixed bug with clipboard element initialized when loading new level
996 * added option "drop delay" to set delay before dropping next element
999 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1002 * added copy and paste functions for custom change pages
1003 * enhanced graphical display and functionality of tape recorder
1004 * fixed bug with custom elements digging and leaving elements
1007 * added move speed faster than "very fast" for custom elements
1008 * fixed bug with 3+3 style explosions and missing border content
1009 * fixed little bug when copying custom elements in the editor
1010 * enhanced custom element changes by more side trigger actions
1013 * added option "no scrolling when relocating" for instant teleporting
1014 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1017 * added trigger element and trigger player to use as target elements
1018 * added copy and paste functions for custom and group elements
1021 * fixed graphical bug when displaying explosion animations
1022 * fixed bug when appending to tapes, resulting in broken tapes
1023 * re-recorded a few tapes broken by fixing gravity checking bug
1026 * "can move into acid" property now for all elements independently
1027 * "can fall into acid" property for player stored in same bitfield now
1028 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1029 * version number set to 3.1.0 (finally!)
1032 * changed tape recording to only record input, not programmed actions
1035 * fixed totally broken (every 8th frame skipped) step-by-step recording
1036 * fixed bug with requester not displayed when quick-loading interrupted
1037 * added option "can fall into acid (with gravity)" for players
1038 * fixed bug with player not falling when snapping down with gravity
1041 * fixed bug which messed up key config when using keypad number keys
1044 * fixed bug which allowed moving upwards even when gravity was active
1045 * fixed bug with missing error handling when dumping levels or tapes
1048 * added different colored editor graphics for Supaplex gravity tubes
1051 * fixed bug that allowed solvable tapes for unsolvable levels
1054 * use unlimited number of droppable elements when "count" set to zero
1055 * added option to use step limit instead of time limit for level
1058 * added player and change page as trigger for custom element change
1061 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1064 * fixed bug with dark yamyam changing to acid when moving over acid
1065 * fixed handling of levels with more than 999 seconds level time
1066 (example: level 76 of "Denmine")
1069 * "spring push bug" reintroduced as configurable element property
1070 * fixed bug with missing properties for "mole"
1071 * fixed bug that showed up when fixing the above "mole" properties bug
1072 * added option "can move into acid" for all movable elements
1073 * fixed graphical bug for elements moving into acid
1074 * changed event handling to handle all pending events before going on
1077 * fixed bug which caused all CE change pages to be ignored which had
1078 the same change event, but used a different element side
1079 (reported by Simon Forsberg)
1081 * fixed bug which caused elements that can move and fall and that are
1082 transported by a conveyor belt to continue moving into that direction
1083 after leaving the conveyor belt, regardless of their own movement
1084 type; only elements which can not move are transported now
1085 (reported by Simon Forsberg)
1087 * fixed bug which could cause an array overflow in RelocatePlayer()
1088 (reported by Niko Böhm)
1090 * changed Emerald Mine style "passable / over" elements to "protected"
1091 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1093 * added new option to select from which side a "walkable/passable"
1094 element can be entered
1097 * added explosion and ignition delay for elements that can explode
1100 * fixed bug which caused player not being protected against enemies
1101 when a CE was "walkable / inside" and was not "indestructible"
1102 * added "walkable/passable" fields to be "protected/unprotected"
1103 against enemies, even if not accessible "inside" but "over/under"
1106 * corrected move pattern to 32 bit and initial move direction to 8 bit
1109 * added second custom element base configuration page
1112 * added some special EMC mappings to Emerald Mine level loader
1113 (also covering previously unknown element in level 0 of "Bondmine 8")
1116 * added option to block last field when player is moving (for Supaplex)
1117 * adjusted push delay of Supaplex elements
1118 * removed delays for envelopes etc. when replaying with maximum speed
1119 * fixed bug when dropping element on a field that just changed to empty
1122 * fixed bug: infotrons can now smash yellow disks
1123 * fixed bug: when gravity active, port above player can now be entered
1124 * removed "one white dot" mouse pointer which irritated some people
1127 * added "choice type" for group element selection
1130 * fixed bug with initial invulnerability of non-yellow player
1133 * added level loader for loading native Supaplex packed levels
1134 (including multi-part levels like the "splvls99" levels)
1137 * fixed bug which allowed creating emeralds by escaping explosions
1140 * custom elements can change (limited) or leave (unlimited) elements
1141 * finally added multiple matches using group elements
1142 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1145 * added new start movement type "previous" for continued CE movement
1146 * added new start movement type "random" for random CE movement start
1149 * added new element "sokoban_field_player" needed for Sokoban levels
1150 (thanks to Ed Booker for pointing this out!)
1153 * added elements that can be digged or left behind by custom elements
1156 * added group elements for multiple matches and random element creation
1159 * fixed some graphical errors displayed in old levels
1162 * fixed wrong double speed movement after passing closing gates
1165 * added level loader for loading native Emerald Mine levels
1168 * changes for "shooting" style CE movement
1171 * Happy New Year! ;-)
1174 * changed default snap/drop keys from left/right Shift to Control keys
1177 * fixed bug with dead player getting reanimated from custom element
1180 * fixed bug with wrong penguin graphics (when entering exit)
1183 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1186 * version number set to 3.0.9
1189 * version 3.0.8 released
1192 * added function checked_free()
1195 * fixed bug with double nut cracking sound
1196 (by eliminating "default element action sound" assignment in init.c)
1199 * fixed crash when no music info files are available
1202 * fixed boring and sleeping sounds
1205 * added "maze runner" and "maze hunter" movement types
1206 * added extended collision conditions for custom elements
1209 * added warnings for undefined token values in artwork config files
1212 * added menu entry for level set information to the info screen
1215 * fixed bug with wrong default impact sound for colored emeralds
1218 * added several sub-screens for the info screen
1219 * menu text now also clickable (not only blue/red sphere left of it)
1222 * added configurable "bored" and "sleeping" animations for the player
1223 * added "awakening" sound for player when waking up after sleeping
1226 * added "copy" and "exchange" functions for custom elements to editor
1229 * added configurable element animations for info screen
1232 * added configurable music credits for info screen
1235 * finally fixed tape recording when player is created from CE change
1238 * added "editorsetup.conf" for editor element list configuration
1241 * added "musicinfo.conf" for menu and level music configuration
1244 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1245 (that only showed up on Linux, but not on Windows systems)
1248 * fixed turning movement of butterflies and fireflies (no frame reset)
1249 * enhanced sniksnak turning movement (two steps instead of only one)
1252 * version number set to 3.0.8
1255 * version 3.0.7 released
1258 * fixed reset of player animation frame when, for example,
1259 walking, digging or collecting share the same animation
1260 * fixed CE with "deadly when touching" exploding when touching amoeba
1263 * fixed tape recording when player is created from CE element change
1266 * introduced "turning..." action graphic for elements with move delay
1267 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1268 * added turning animations for bug, spaceship and sniksnak
1271 * prevent "extended" changed elements from delay change in same frame
1274 * fixed bug when pushing element that can move away to the side
1275 (like pushing falling elements, but now with moving elements)
1278 * finally fixed serious bug in code for delayed element pushing (again)
1281 * unavailable setup options now marked as "n/a" instead of "off"
1282 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1283 to "true", levels are always played with the latest game engine,
1284 which is desired for levels that are imported from other games; all
1285 other levels are played with the engine version stored in level file
1286 (which is normally the engine version the level was created with)
1289 * fixed serious bug in code for delayed element pushing
1290 * fixed little bug in animation frame selection for pushed elements
1291 * speed-up of reading config file for verbose output
1294 * added configuration option for opening and closing Supaplex exit
1295 * added configuration option for moving up/down animation for Murphy
1296 * fixed incorrectly displayed animation for attacking dragon
1297 * fixed bug with not setting initial gravity for each new game
1298 * fixed bug with teleportation of player by custom element change
1299 * fixed bug with player not getting smashed by rock sometimes
1302 * version number set to 3.0.7
1305 * version 3.0.6 released
1308 * added support for MP3 music for SDL version through SMPEG library
1311 * fixed bug when initializing font graphic structure
1312 * fixed bug with animation mode "pingpong" when using only 1 frame
1313 * fixed bug with extended change target introduced in 3.0.5
1314 * fixed bug where passing over moving element doubles player speed
1315 * fixed bug with elements continuing to move into push direction
1316 * fixed bug with duplicated player when dropping bomb with shield on
1317 * added "switching" event for custom elements ("pressing" only once)
1318 * fixed switching bug (resetting flag when not switching but not idle)
1321 * fixed element tokens for certain file elements with ".active" etc.
1324 * version number set to 3.0.6
1327 * version 3.0.5 released
1330 * now four envelope elements available
1331 * font, background, animation and sound for envelope now configurable
1332 * main menu doors opening/closing animation type now configurable
1335 * active/inactive sides configurable for custom element changes
1336 * new movement type "move when pushed" available for custom elements
1339 * fixed bug in multiple config pages loader code that caused crashes
1342 * enhanced (remaining low-resolution) Supaplex graphics
1345 * version number set to 3.0.5
1348 * version 3.0.4 released
1350 2003-09-12 src/tools.c
1351 * fixed bug in custom definition of crumbled element graphics
1353 2003-09-11 src/files.c
1354 * fixed bug in multiple config pages code that caused crashes
1357 * version number set to 3.0.4
1360 * version 3.0.3 released
1363 * added music to Supaplex classic level set
1365 2003-09-07 src/libgame/misc.c
1366 * added support for loading various music formats through SDL_mixer
1368 2003-09-06 (various source files)
1369 * fixed several nasty bugs that may have caused crashes on some systems
1370 * added envelope content which gets displayed when collecting envelope
1371 * added multiple change event pages for custom elements
1373 2003-08-24 src/game.c
1374 * fixed problem with player animation when snapping and moving
1376 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1377 * fixed problem with flickering when drawing toon animations
1379 2003-08-23 src/libgame/sdl.c
1380 * fixed problem with setting mouse cursor in SDL version in fullscreen
1382 2003-08-23 src/game.c
1383 * fixed bug (missing array boundary check) which could crash the game
1386 * version number set to 3.0.3
1389 * version 3.0.2 released
1391 2003-08-21 src/game.c
1392 * fixed bug with creating inaccessible elements at player position
1394 2003-08-20 src/init.c
1395 * fixed bug with not finding current level artwork directory
1397 2003-08-20 src/files.c
1398 * fixed bug with choosing wrong engine version when playing tapes
1399 * fixed bug with messing up custom element properties in 3.0.0 levels
1402 * version number set to 3.0.2
1405 * version 3.0.1 released
1407 2003-08-17 (no source files affected)
1408 * changed all "classic" PCX image files with 16 colors or less to
1409 256 color (8 bit) storage format, because the Allegro game library
1410 cannot handle PCX files with less than 256 colors (contributed
1411 graphics are not affected and might look wrong in the DOS version)
1413 2003-08-16 src/init.c
1414 * fixed bug which (for example) crashed the level editor when defining
1415 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1416 (only set to default) -- invalid graphics now set to default graphic
1418 2003-08-16 src/init.c
1419 * fixed graphical bug of player digging/collecting/snapping element
1420 when no corresponding graphic/animation is defined for this action,
1421 resulting in player being drawn as EL_EMPTY (which should only be
1422 done to elements being collected, but not to the player)
1424 2003-08-16 src/game.c
1425 * fixed small graphical bug of player not totally moving into exit
1427 2003-08-16 src/libgame/setup.c
1428 * fixed bug with wrong MS-DOS 8.3 filename conversion
1430 2003-08-16 src/tools.c
1431 * fixed bug with invisible mouse cursor when pressing ESC while playing
1433 2003-08-16 (various source files)
1434 * added another 128 custom elements (disabled in editor by default)
1436 2003-08-16 src/editor.c
1437 * fixed NULL string bug causing Solaris to crash in sprintf()
1439 2003-08-16 src/screen.c
1440 * fixed drawing over scrollbar on level selection with custom fonts
1442 2003-08-15 src/game.c
1443 * cleanup of simple sounds / loop sounds / music settings
1445 2003-08-08 (various source files)
1446 * added custom element property for dropping collected elements
1448 2003-08-08 src/conf_gfx.c
1449 * fixed bug with missing graphic for active red disk bomb
1451 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1452 * extended variable "level.gravity" to "level.initial_gravity" and
1453 "game.current_gravity" to prevent level setting from being changed
1454 by playing the level (keeping the runtime value after playing)
1456 * fixed graphics bug when digging element that has 'crumbled' graphic
1457 definition, but not 'diggable' graphic definition
1460 * version number set to 3.0.1
1463 * version 3.0.0 released
1466 * various bug fixes; among others:
1467 - fixed bug with pushing spring over empty space
1468 - fixed bug with leaving tube while placing dynamite
1469 - fixed bug with explosion of smashed penguins
1470 - allow Murphy player graphic in levels with non-Supaplex elements
1474 * I have forgotten to document changes for some time
1477 * pre-release version 2.2.0rc1 released
1480 * version number set to 2.1.2
1483 * version 2.1.1 released
1486 * version number set to 2.1.1
1489 * version 2.1.0 released
1492 * version number set to 2.1.0
1494 2002-04-03 to 2002-05-19 (various source files)
1495 * graphics, sounds and music now fully configurable
1496 * bug fixed that prevented walking through tubes when gravity on
1498 2002-04-02 src/events.c, src/editor.c
1499 * Make Escape key less aggressive when playing or when editing level.
1500 This can be configured as an option in the setup menu. (Default is
1501 "less aggressive" which means "ask user if something can be lost"
1502 when pressing the Escape key.)
1504 2002-04-02 src/screen.c
1505 * Added "graphics setup" screen.
1507 2002-04-01 src/screen.c
1508 * Changed "choose level" setup screen stuff to be more generic (to
1509 make it easier to add more "choose from generic tree" setup screens).
1511 2002-04-01 src/config.c, src/timestamp.h
1512 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1513 automatically gets created by "src/Makefile" and contains an actual
1514 compile-time timestamp to identify development versions of the game).
1516 2002-03-31 src/tape.c, src/events.c
1517 * Added quick game/tape save/load functions to tape stuff which can be
1518 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1519 loads previously recorded tape and directly goes into recording mode
1520 from the end of the tape (therefore appending to the tape).
1522 2002-03-31 src/tape.c
1523 * Added "index mark" function to tape recorder. When playing or
1524 recording, "eject" button changes to "index" button. Setting index
1525 mark is not yet implemented, but pressing index button when playing
1526 allows very quick advancing to end of tape (when normal playing),
1527 very fast forward mode (when playing with normal fast forward) or
1528 very fast reaching of "pause before end of tape" (when playing with
1529 "pause before end" playing mode).
1531 2002-03-30 src/cartoons.c
1532 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1534 2002-03-29 src/screen.c
1535 * Changed setup screen stuff to be more generic (to make it easier
1536 to add more setup screens).
1538 2002-03-23 src/main.c, src/main.h
1539 * Various changes due to the introduction of the new libgame files
1540 "setup.c" and "joystick.c".
1542 2002-03-23 src/files.c
1543 * Generic parts of "src/files.c" (mainly setup and level directory
1544 stuff) moved to new libgame file "src/libgame/setup.c".
1546 2002-03-23 src/joystick.c
1547 * File "src/joystick.c" moved to libgame source tree, with
1548 correspondig changes.
1550 2002-03-22 src/screens.c
1551 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1552 (Wrong level series information displayed when entering main group.)
1554 2002-03-22 src/editor.c
1555 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1557 2002-03-22 src/editor.c
1558 * Changed behaviour of "Escape" key in level editor to be more
1559 intuitive: When in "Element Properties" or "Level Info" mode,
1560 return to "Drawing Mode" instead of leaving the level editor.
1562 2002-03-21 src/game.c, src/editor.c, src/files.c
1563 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1564 gems (emeralds, diamonds, ...) slipping down from normal wall,
1565 steel wall and growing wall (as in E.M.C. style levels). Although
1566 the behaviour of contributed and private levels wasn't changed (due
1567 to the use of "level.game_version"; see previous entry), editing
1568 those levels will (of course) change the behaviour accordingly.
1570 This change seems a bit too hard after thinking about it, because
1571 the EM style behaviour is not the "expected" behaviour (gems would
1572 normally only slip down from "rounded" walls). Therefore this was
1573 now changed to an element property for gem style elements, with the
1574 default setting "off" (which means: no special EM style behaviour).
1575 To fix older converted levels, this flag is set to "on" for pre-2.0
1576 levels that are neither contributed nor private levels.
1578 2002-03-20 src/files.h
1579 * Corrected settings for "level.game_version" depending of level type.
1580 (Contributed and private levels always get played with game engine
1581 version they were created with, while converted levels always get
1582 played with the most recent version of the game engine, to let new
1583 corrections of the emulation behaviour take effect.)
1585 2002-03-20 src/main.h
1586 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1587 compiling the SDL version on some systems.
1588 Thanks to the several people who pointed this out.
1591 * Version number set to 2.0.2.
1594 * Version 2.0.1 released.
1596 2002-03-18 src/screens.c
1597 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1599 2002-03-18 src/files.c [src/libgame/misc.c]
1600 * Moved some common functions from src/files.c to src/libgame/misc.c.
1602 2002-03-18 src/files.c [src/libgame/misc.c]
1603 * Changed permissions for new directories and saved files (especially
1604 score files) according to suggestions of Debian users and mantainers.
1605 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1607 2002-03-17 src/files.c
1608 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1609 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1610 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1611 for levels and "TAPE" for tapes). Old "cookie" style format is
1612 still supported for reading. New level and tape files are written
1615 * New IFF chunk "VERS" contains version numbers for file and game
1616 (where "game version" is the version of the program that wrote the
1617 file, and "file version" is a version number to distinguish files
1618 with different format, for example after adding new features).
1620 2002-03-15 src/screen.c
1621 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1622 (Before, you heard a mixture of the in-game music and the
1623 hall-of-fame music.)
1625 2002-03-14 src/events.c
1626 * Function "DumpTape()" (files.c) now available by pressing 't' from
1627 main menu (when in DEBUG mode).
1629 2002-03-14 src/game.c
1630 * "GameWon()": When game was won playing a tape, now there is no delay
1631 raising the score and no corresponding sound is played.
1633 2002-03-14 src/files.c
1634 * Changed "LoadTape()" for real chunk support and also adjusted
1635 "SaveTape()" accordingly.
1637 2002-03-14 src/game.c, src/tape.c, src/files.c
1638 * Important changes to tape format: The old tape format stored all
1639 actions with a real effect with a corresponding delay between the
1640 stored actions. This had some major disadvantages (for example,
1641 push delays had to be ignored, pressing a button for some seconds
1642 mutated to several single button presses because of the non-action
1643 delays between two action frames etc.). The new tape format just
1644 stupidly records all device actions and replays them later. I really
1645 don't know why I haven't solved it that way before?! Old-style tapes
1646 (with tape file version less than 2.0) get converted to the new
1647 format on-the-fly when loading and can therefore still be played;
1648 only some minor parts of the old-style tape handling code was needed.
1649 (A perfect conversion is not possible, because there is information
1650 missing about the device actions between two action frames.)
1652 2002-03-14 src/files.c
1653 * New function "DumpTape()" to dump the contents of the current tape
1654 in a human readable format.
1656 2002-03-14 src/game.c
1657 * Small tape bug fixed: When automatically advancing to next level
1658 after a game was won, the tape from the previous level still was
1659 loaded as a tape for the new level.
1661 2002-03-14 src/tape.c
1662 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1663 tape, cartoons did not get completely removed because
1664 StopAnimation() was not called.
1666 2002-03-13 src/files.c
1667 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1668 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1669 size even when using 16-bit elements). Added new chunk "CNT2" for
1670 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1671 chunk even when content was 16-bit element). "CNT2" should now be
1672 able to store content for arbitrary elements (up to eight blocks of
1673 3 x 3 element arrays). All "CNT2" elements will always be stored as
1674 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1676 2002-03-13 src/files.c
1677 * Changed "LoadLevel()" for real chunk support.
1679 2002-03-12 src/game.c
1680 * Fixed problem (introduced after 2.0.0 release) with penguins
1681 not getting killed by enemies
1683 2002-02-24 src/game.c, src/main.h
1684 * Added "player->is_moving"; now "player->last_move_dir" does
1685 not contain any information if the player is just moving at
1687 Before, "player->last_move_dir" was misused for this purpose
1688 for the robot stuff (robots don't kill players when they are
1689 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1690 broke tapes when walking through pipes!
1691 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1692 in a continuous movement. This fact is ignored for friends and