2 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
5 * fixed bug in "InitMovingField()" where treating an integer array as
6 boolean caused wrong resetting of animations while elements are moving
7 * fixed problem with resetting animations when starting element change
10 * added sort priority for order of title screens and title messages
13 * changed end of game again: do not wait for the user to press a key
14 anymore, but directly ask/confirm tape saving and go to hall of fame
15 * re-enabled quitting of lost game by pressing space or return again
16 * added blanking of mouse pointer when displaying title screens
17 * added remaining menu draw offset definitions for info sub-screens
20 * added setup option to select game speed (from very slow to very fast)
21 * improved handling of title text messages (initial and for level set)
24 * added new options "auto-wrap" and "centered" for DC2 style envelopes
27 * fixed displaying and typing of player name when it is centered
28 * added special characters to be allowed for player name (not only A-Z)
31 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
32 (newer versions of the SDL library seem to not like this anymore)
35 * added code for configuration directives for control of game panel
38 * fixed small cosmetical bug with underlining property tabs in editor
41 * fixed small drawing bug in X11FadeRectangle
42 * added new elements for newly supported Diamond Caves II levels:
43 - EM/DC style exits that disappear after passing
44 - white key and gate (one white key needed for each white gate)
45 - fake gate (there is no key to open/pass this kind of gate!)
46 - extended magic wall which also handles pearls and crystals
50 * changed maximum value for endless loop detection to a higher value
51 (some levels really used very deep recursion without being endless)
54 * added new elements for newly supported Diamond Caves II levels:
59 * added new elements for newly supported Diamond Caves II levels:
63 * added level file loader for native Diamond Caves II levels
66 * version number set to 3.2.4
69 * version 3.2.3 released
72 * fixed malloc/free bug when updating EMC artwork entries in level list
73 * added workaround (warning and request to quit the current game) when
74 changing elements cause endless recursion loop (which would otherwise
75 freeze the game, causing a crash-like program exit on some systems)
78 * fixed nasty string overflow bug when entering too long envelope text
81 * added feedback sounds for menu navigation "menu.item.activating" and
82 "menu.item.selecting" (for highlighting and executing menu entries)
85 * improved "no scrolling when relocating" to also consider scroll delay
86 (meaning that the player is not automatically centered in this case;
87 this makes it possible to "invisibly" relocate the player to a region
88 of the level playfield which looks the same as the old level region)
89 * fixed bug with not recognizing "main.input.name.align" when active
92 * fixed bug with displaying masked borders over title screens when
93 screen fading is disabled
96 * fixed infinite loop / crash bug when killing the player while having
97 a CE with the setting "kill player X when explosion of <player X>"
98 * added special editor graphic for "char_space" to distinguish it from
99 "empty_space" when editing a level (in-game graphics still the same)
102 * fixed nasty bug with initialization only done for the first player
105 * small change to handle loading empty element/content list micro chunks
108 * uploaded pre-release (test) version 3.2.3-0 binary and source code
111 * some optimizations on startup speed by reducing initial text output
114 * added caching of custom artwork information for faster startup times
117 * fixed graphical bug when using fewer menu entries on level selection
118 screen than usual (with "menu.list_size.LEVELS" directive)
119 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
120 the backbuffer to the backbuffer by error (with identical rectangle)
123 * fixed bug when displaying titlescreen with size less than element tile
124 * fixed bug that caused elements with "change when digging <e>" event
125 to change for _every_ digged element, not only those specified in <e>
126 * fixed bug that caused impact style collision when dropping element one
127 tile over the player that can both fall down and smash players
128 * fixed bug that caused impact style collision when element changed to
129 falling/smashing element over the player immediately after movement
132 * fixed bug that allowed making engine snapshots from the level editor
135 * fixed bugs with player name and current level positions on main screen
138 * added configuration directives for control of title screens:
139 - "title.fade_delay" for fading time
140 - "title.post_delay" for pause between screens (when not crossfading)
141 - "title.auto_delay" to automatically continue after some time
142 these settings can each be overridden by specifying them with titles:
143 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
144 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
145 fading mode can also be specified:
146 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
147 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
148 default is using normal fading for menues and initial title screens,
149 while using cross-fading for level set title screens
150 * fixed bug with background not drawn in Hall of Fame after game was won
153 * added configuration directives for the remaining main menu items
156 * added additional configuration directives for info screen draw offset:
157 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
158 * added additional configuration directives for preview info text
159 * limited mouse wheel sensitive screen area to scrollable screen area
162 * added highlighted menu text entries to menu navigation when selected
165 * fixed bug that prevented player from correctly being created in the
166 top left corner by a custom element change in a level without player
167 * fixed bug that prevented player from being killed when indestructible,
168 non-walkable element is placed on player position by extended change
169 * added configurable menu button, text and input positions to main menu
172 * added page fading effects for remaining info sub-screens
173 * fixed small bug that caused some delays when answering door request
176 * added directives "border.draw_masked.*" for menu/playfield area and
177 door areas to display overlapping/masked borders from "global.border"
180 * fixed bug with CE with move speed "not moving" not being animated
181 * when changing player artwork by CE action, reset animation frame
184 * fixed bug with not unmapping main menu screen gadgets on other screens
185 * fixed bug with un-pausing a paused game by releasing still pressed key
186 * fixed bug with not redrawing screen when toggling to/from fullscreen
187 mode while fast reloading tape (without redrawing playfield contents)
188 * fixed bug with quick-saving tape snapshot despite answering with "no"
191 * version number set to 3.2.3
194 * version 3.2.2 released
197 * fixed bug with redrawing screen in fullscreen mode after quick tape
198 reloading when using the EMC game engine
199 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
202 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
205 * added engine snapshot functionality for instant tape reloading (this
206 only works for the last tape saved using "quick save", and does not
207 work across program restarts, because it completely works in memory)
210 * version number set to 3.2.2
213 * version 3.2.1 released
216 * fixed nasty bugs with handling error message file on Mac OS X systems
219 * general code cleanup (removing many annoying "#if 0" blocks etc.)
222 * fixed bug that caused broken tapes when manually appending to tapes
223 using the "pause before death" functionality, followed by recording
224 * added setup option to disable fading of screens for faster testing
227 * code cleanup of new fading functions
230 * changed behaviour after solved game -- do not immediately stop engine
231 * added some more smooth screen fadings (game start, hall of fame etc.)
234 * fixed bug with displaying pushed CE with value/score/delay anim_mode
237 * added configurable level preview position, tile size and dimensions
238 * added configurable game panel value positions (gems, time, score etc.)
241 * fixed small bug with time displayed incorrectly when collecting CEs
244 * fixed bug with bumpy scrolling with EM engine in double player mode
247 * added compatibility code to fix "Snake Bite" style levels that were
248 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
251 * fixed bug with scrollbars inside editor when using the Windows mouse
252 enhancement tool "True X-Mouse" (which injects key events to the event
253 queue to insert selected stuff into the Windows clipboard, which gets
254 confused with the "Insert" key for jumping to the last editor cascade
255 block in the element list)
256 * added Rocks'n'Diamonds icon for use as window icon to SDL version
257 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
260 * added selection of preferred fullscreen mode to setup / graphics menu
261 (useful if default mode 800 x 600 does not match screen aspect ratio)
264 * improved down-scaling of images for better editor and preview graphics
265 * changed user data directory for Mac OS X from Unix style to new place
268 * improved level number selection in main menu and player selection in
269 setup menu (input devices section) by using standard button gadgets
270 * added support for mouse scroll wheel (caused buggy behaviour before)
271 * added support for scrolling horizontal scrollbars with mouse wheel by
272 holding "Shift" key pressed while scrolling the wheel
273 * added support for single step mouse wheel scrolling by holding "Alt"
274 key pressed while scrolling the wheel (can be combined with "Shift")
275 * changed output file "stderr.txt" on Windows platform now always to be
276 created in the R'n'D sub-directory of the personal documents directory
277 * added Windows message box to direct to "stderr.txt" after error aborts
280 * improved general scrollbar handling (when jump-scrolling scrollbars)
283 * changed scrollbars to always show last line as first after scrolling
284 (that means jumping n - 1 screen lines instead of n screen lines)
287 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
288 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
289 * fixed special handling of vertically stacked acid becoming fake acid
292 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
293 affect multiple instances of the same CE, although this kind of
294 change condition usually only affects one single custom element
297 * version number set to 3.2.1
300 * version 3.2.0 released
303 * reorganized level editor element list a bit to match engines better
306 * fixed newly introduced bug with wrongly initializing clipboard element
309 * fixed bug with displaying visible/invisible level border in editor
312 * reorganized some elements in the level editor element list
315 * fixed bug with displaying any player as "yellow" when moving into acid
316 * fixed bug with displaying running player when player stopped at border
319 * fixed bug with player exploding when moving into acid
320 * fixed bug with level settings being reset in editor and when playing
321 (some compatibility settings being set not only after level loading)
322 * fixed crash bug when number of custom graphic frames was set to zero
323 * fixed bug with teleporting player on walkable tile not working anymore
324 * added partial compatibility support for pre-release-only "CONF" chunk
325 (to make Alan Bond's "color cycle" demo work again :-) )
328 * fixed some bugs when displaying title screens from info screen menu
329 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
332 * changed file major version to 3 to reflect level file format changes
333 * uploaded pre-release (test) version 3.2.0-8 binary and source code
336 * added new chunk "NAME" to level file format for level name settings
337 * added new chunk "NOTE" to level file format for envelope settings
338 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
339 * updated magic(5) file to recognize changed and new level file chunks
340 * removed change events "change when CE value/score changes" as unneeded
343 * changed gravity (which only affects the player) from level property
344 to player property (only makes a difference in multi-player levels)
345 * added change events "change when CE value/score changes"
346 * added change events "change when CE value/score changes of <element>"
349 * added new chunk "INFO" to level file format for global level settings
350 * added all element settings from "HEAD" chunk to "CONF" chunk
351 * added all global level settings from "HEAD" chunk to "INFO" chunk
354 * changed level file format by adding two new chunks "CUSX" (for custom
355 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
356 elements, replacing the previous "GRP1" chunk); these new IFF style
357 chunks use the new and flexible "micro chunks inside chunks" technique
358 already used with the new "CONF" chunk (for normal element properties)
359 which makes it possible to easily extend the existing level format
360 (instead of using fixed-length chunks like before, which are either
361 too big due to reserved bytes for future use, or too small when those
362 reserved bytes have all been used and even more data should be stored,
363 requiring the replacement by new and larger chunks just like it went
364 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
367 * added credits pages to the "credits" section that were really missing
368 * added some missing element descriptions to the level editor
369 * added down position of switchgate switch to the level editor
370 and allowed the use of both switch positions at the same time
371 * changed use of "Insert" and "Delete" keys to navigate element list in
372 level editor to start of previous or next cascading block of elements
375 * added the possibility to view the title screen to the info screen menu
376 * fixed some minor bugs with viewing title screens
379 * fixed bug with title (cross)fading in/out when using fullscreen mode
382 * fixed bug that forced re-defining of menu settings in local graphics
383 config file which are already defined in existing base config file
384 * fixed small bug that caused door sounds playing when music is enabled
387 * added the possibility to define up to five title screens for each
388 level set that are displayed after loading using (cross)fading in/out
389 (this was added to display the various start images of the EMC sets)
392 * added "CE score gets zero [of]" to custom element trigger conditions
393 * added setup option to display element token name in level editor
396 * added compatibility code for Juergen Bonhagen's menu artwork settings
399 * fixed bug with displaying wrong animation frame 0 after CE changes
400 * fixed bug with creating invisible elements when light switch is on
403 * added selection between ECS and AGA graphics for EMC levels to setup
406 * adjusted font handling for various narrow EMC style fonts
409 * changed EM engine behaviour back to re-allow initial rolling springs
412 * fixed handling of over-large selectboxes (less error-prone now)
413 * fixed bug when creating GE with walkable element under the player
416 * added use of "Insert" and "Delete" keys to navigate element list in
417 level editor to start of custom elements or start of group elements
418 * added virtual elements to access CE value and CE score of elements:
419 - "CE value of triggering element"
420 - "CE score of triggering element"
421 - "CE value of current element"
422 - "CE score of current element"
425 * fixed "grass" to "sand" in older EM levels (up to file version V4)
428 * changed behaviour of network games with internal errors (because of
429 different client frame counters) from immediately terminating R'n'D
430 to displaying an error message requester and stopping only the game
431 (also to prevent impression of crashes under non command-line runs)
432 * fixed playing network games with the EMC engine (did not work before)
433 * fixed bug with not scrolling the screen in multi-player mode with the
434 focus on player 1 when all players are moving in different directions
435 * fixed bug with keeping pointer to gadget even after its deallocation
436 * fixed bug with allowing "focus on all players" in network games
437 * fixed bug with player focus when playing tapes from network games
440 * uploaded pre-release (test) version 3.2.0-7 binary and source code
443 * code cleanup for game action control for R'n'D and EMC game engine
446 * fixed bug in multi-player movement with focus on both players
447 * added option to control only the focussed player with all input
450 * added player focus switching to level tape recording and re-playing
453 * fixed some bugs in player focus switching in EMC and RND game engine
456 * added special Supaplex animations for Murphy digging and snapping
457 * added special Supaplex animations for Murphy being bored and sleeping
460 * added four new yam yams with explicit start direction for EMC engine
461 * fixed bug in src/libgame/text.c with printing text outside the window
464 * fixed small bug in EMC level loader (copyright sign in EM II levels)
467 * added delayed ignition of EM style dynamite when used in R'n'D engine
468 * added limited movement range to EMC engine when focus on all players
471 * fixed bug with missing (zero) score values for native Supaplex levels
474 * added "continuous snapping" (snapping many elements while holding the
475 snap key pressed, without releasing the snap key after each element)
476 as a new player setting for more compatibility with the classic games
479 * finished scrolling for "focus on all players" in EMC graphics engine
482 * level sets with "levels: 0" are ignored for levels, but not artwork
483 * fixed bug when scanning empty level group directories (endless loop)
486 * fixed bug with explosion graphic for player using "Murphy" graphic
487 * fixed bug with explosion graphic if player leaves explosion in time
488 * changed some descriptive text in setup menu to use medium-width font
489 * added key shortcut settings for switching player focus to setup menu
492 * fixed bug with random value initialization when recording tapes
493 * fixed bug with playing single player tapes when team mode activated
496 * fixed little bug when trying to switch to player that does not exist
499 * added player switching (visual and quick) to R'n'D and EM game engine
500 * added setup option to select visual or quick in-game player switching
503 * added use of "Home" and "End" keys to handle element list in editor
506 * fixed bug with adding score when playing tape with EMC game engine
507 * added steel wall border for levels using EMC engine without border
508 * finally fixed delayed scrolling in EMC engine also for small levels
511 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
514 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
515 * fixed bug when displaying info element without action, but direction
518 * fixed minor graphical problems with springs smashing and slurping
519 (when using R'n'D style graphics instead of EMC style graphics)
522 * added scroll delay (as configured in setup) to EMC graphics engine
525 * improved screen redraw for EMC graphics engine (faster and smoother)
526 * when not scrolling, do not redraw the whole playfield if not needed
529 * added multi-player mode for EMC game engine (with up to four players)
532 * added android (can clone elements) from EMC engine to R'n'D engine
535 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
538 * added selectbox for initial player speed to player settings in editor
541 * version 3.1.2 created that is basically version 3.1.1, but with a
542 major bug fixed that prevented editing your own private levels
543 * version 3.1.2 released
546 * added magic ball (creates elements) from EMC engine to R'n'D engine
549 * uploaded fixed pre-release version 3.2.0-6 binary and source code
552 * fixed bug when using "CE can leave behind <trigger element>"
553 * added new change condition "(after/when) creation of <element>"
554 * added new change condition "(after/when) digging <element>"
555 * fixed bug accessing invalid gadget that caused crashes under Windows
556 * deactivated new possibility for multiple CE changes per frame
559 * uploaded pre-release (test) version 3.2.0-6 binary and source code
562 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
563 * fixed bug with not keeping CE value for moving CEs with only action
564 * changed CE action selectboxes in editor to be only reset when needed
567 * added option "use artwork from element" for custom player artwork
568 * added option "use explosion from element" for player explosions
571 * added cascaded element lists in the level editor
572 * added persistence for cascaded element lists by "editorcascade.conf"
573 * added dynamic element list with all elements used in current level
574 * added possibility for multiple CE changes per frame (experimental)
577 * uploaded pre-release (test) version 3.2.0-5 binary and source code
580 * changed "score for each 10 seconds/steps left" to "1 second/step"
581 * added own score for collecting "extra time" instead of sharing it
582 * added change events "switched by player" and "player switches <e>"
583 * added change events "snapped by player" and "player snaps <e>"
584 * added "set player artwork: <element choice>" to CE action options
585 * added change event "move of <element>"
588 * added "set player shield: off / normal / deadly" to CE action options
589 * added new player option "use level start element" in level editor
590 to set the correct focus at level start to elements from which the
591 player is created later (this did not work before for cascaded CE
592 changes resulting in creation of the player; it is now also possible
593 to create the player from a yam yam which is smashed at level start)
596 * added "set player speed: frozen (not moving)" to CE action options
597 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
600 * added new player option "block snap field" (enabled by default) to
601 make it possible to show a snapping animation like in Emerald Mine
604 * added dynamic selectboxes to custom element action settings in editor
605 * added "CE value" counter for custom elements (instead of "CE count")
606 * added option to use the last "CE value" after custom element change
607 * added option to use the "CE value" of other elements in CE actions
608 * fixed odd behaviour when pressing time orb in levels w/o time limit
609 * added checkbox "use time orb bug" for older levels that use this bug
612 * added missing configuration settings for the following elements:
613 - EL_TIMEGATE_SWITCH (time of open time gate)
614 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
615 - EL_SHIELD_NORMAL (time of shield duration)
616 - EL_SHIELD_DEADLY (time of shield duration)
617 - EL_EXTRA_TIME (time added to level time)
618 - EL_TIME_ORB_FULL (time added to level time)
621 * added "wind direction" as a movement pattern for custom elements
622 * added initial wind direction for balloon / custom elements to editor
623 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
626 * added parameters for "game of life" and "biomaze" elements to editor
629 * added level file chunk "CONF" for generic level and element settings
632 * uploaded pre-release (test) version 3.2.0-4 binary and source code
635 * skip empty level sets (with "levels: 0"; may be artwork base sets)
636 * added sound action ".page[1]" to ".page[32]" for each CE change page
639 * added image config suffix ".clone_from" to copy whole image settings
640 * fixed bug with invalid ("undefined") CE settings in old level files
643 * fixed graphical bug with smashing elements falling faster than player
646 * fixed major bug which prevented private levels from being edited
647 * fixed bug with precedence of general and special font definitions
650 * fixed graphical bug with player animation when player moves slowly
653 * uploaded pre-release (test) version 3.2.0-3 binary and source code
656 * fixed bug which prevented "global.num_toons: 0" from working
659 * major code cleanup (removed all these annoying "#if 0" blocks)
662 * added custom element actions for CE change page in level editor
665 * fixed music initialization bug in init.c (thanks to David Binderman)
666 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
667 (this bug must probably be fixed at other places, too)
670 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
671 (should be '#include <SDL.h>' instead)
674 * fixed bug which prevented "walkable from no direction" from working
675 (due to compatibility code overwriting this setting after loading)
678 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
681 * version number temporarily set to 3.1.1 (intermediate bugfix release)
682 * version 3.1.1 released
685 * changed some va_arg() arguments from 'long' to 'int', fixing problems
686 on 64-bit architecture systems with LP64 data model
689 * fixed bug with bombs not exploding when hitting the last level line
690 (introduced after the release of 3.1.0)
693 * added support for dumping small-sized level sketches from editor
696 * added recognition of "trigger element" for "change digged element to"
697 (this is not really what the "trigger element" was made for, but its
698 use may seem obvious for leaving back digged elements unchanged)
701 * fixed multiple warnings about failed joystick device initialization
704 * fixed bug with dynamite dropped on top of just dropped custom element
705 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
706 dynamite can still be dropped, but drop key must be released before
709 * fixed bug with wrong start directory when started from file browser
710 (due to this bug, R'n'D could not be started from KDE's Konqueror)
713 * fixed bug causing "change when impact" on player not working
714 * fixed wrong priority of "hitting something" over "hitting <element>"
715 * fixed wrong priority of "hit by something" over "hit by <element>"
718 * fixed graphical bug which caused the player (being Murphy) to show
719 collecting animations although the element was collected by penguin
722 * fixed two bugs causing wrong door background graphics in system.c
723 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
726 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
727 * added "no direction" to "walkable/passable from" selectbox options
730 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
731 * in tape autoplay, not only report broken, but also missing tapes
734 * uploaded pre-release (test) version 3.2.0-2 binary and source code
737 * fixed small bug with "linear" animation not working for active lamp
740 * fixed bug with moving up despite gravity due to "block last field"
741 * fixed small bug with wrong draw offset when typing name in main menu
742 * when reading user names from "passwd", ignore data after first comma
743 * when creating new "levelinfo.conf", only write some selected entries
746 * fixed displaying "imported from/by" on preview with empty string
747 * fixed ignoring draw offset for fonts used for level preview texts
750 * fixed a delay problem with SDL and too many mouse motion events
751 * added setup option "skip levels" and level skipping functionality
754 * added move speed "not moving" for non-moving CEs, but with direction
757 * fixed mapping of obsolete element token names in "editorsetup.conf"
758 * fixed bug with sound "acid.splashing" treated as a loop sound
759 * fixed some little sound bugs in native EM engine
762 * fixed small bug when dragging scrollbars to end positions
765 * added editor element descriptions written by Aaron Davidson
768 * improved fallback handling when configured artwork is not available
769 (now using default artwork instead of exiting when files not found)
772 * fixed bug on level selection screen when dragging scrollbar
775 * fixed bug which caused broken tapes when appending to EM engine tapes
778 * uploaded pre-release (test) version 3.2.0-1 binary and source code
781 * added code to replace changed artwork config tokens with other tokens
782 (needed for backwards compatibility, so that older tokens still work)
785 * added native R'n'D graphics for some new EMC elements in EM engine
788 * fixed some bugs in the EM engine integration code
789 * changed EM engine code to allow diagonal movement
790 * changed EM engine code to allow use of separate snap and drop keys
793 * fixed some redraw bugs when using EM engine
796 * fixed bug with not converting RND levels which are set to use native
797 engine to native level structure when loading
800 * uploaded pre-release (test) version 3.2.0-0 binary and source code
803 * version number set to 3.2.0
806 * level data now reset to defaults after attempt to load invalid file
809 * added use of "editorsetup.conf" for different level sets
812 * added auto-detection for various types of Emerald Mine level files
815 * fixed bug with scrollbars getting too small when list is very large
818 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
821 * added most level editor configuration gadgets for new EMC elements
824 * added more element and graphic definitions for new EMC elements
827 * modified native EM engine to use integrated R'n'D sound system
830 * added SDL support to graphics functions in native EM engine
831 (by always using generic libgame interface functions)
834 * fixed bug in frame synchronization in native EM engine
837 * added code to convert levels between R'n'D and native EM engine
840 * new Emerald Mine engine can now play levels selected in main menu
843 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
844 (which creates scaled down graphics for level editor and preview);
845 there's still a memory leak somewhere in the artwork handling code
846 * added "scale image up" functionality to X11 version of zoom function
849 * first attempts to integrate new, native Emerald Mine Club engine
852 * fixed bug in gadget code which caused reset of CEs in level editor
853 (example: pressing 'b' [grab brush] on CE config page erased values)
854 (solution: check if gadgets in ClickOnGadget() are really mapped)
855 * improved level change detection in editor (settings now also checked)
856 * fixed bug with "can move into acid" and "don't collide with" state
859 * fixed maze runner style CEs to use the configured move delay value
862 * added Aaron Davidson's tutorial level set to the "Tutorials" section
865 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
866 * fixed the above fix because it broke level set "machine" (*sigh*)
867 * fixed random element placement in level editor to work as expected
868 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
871 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
874 * fixed bug (missing array boundary check) which caused broken tapes
875 * fixed bug (when loading level template) which caused broken levels
876 * fixed bug with new block last field code when using non-yellow player
879 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
880 * internal change of how the player blocks the last field when moving
881 * fixed blocking delay of last field for EM and SP style block delay
882 * fixed bug where the player had to wait for the usual move delay after
883 unsuccessfully trying to move, when he directly could move after that
884 * the last two changes should make original Supaplex level 93 solvable
885 * improved use of random number generator to make it less predictable
886 * fixed behaviour of slippery SP elements to let slip left, then right
889 * fixed bug with wrong door state after trying to quickload empty tape
890 * fixed waste of static memory usage of the binary, making it smaller
891 * fixed very little graphical bug in Supaplex explosion
894 * version number set to 3.1.1
897 * version 3.1.0 released
900 * fixed bug with crash when writing user levelinfo.conf the first time
903 * added option "convert LEVELDIR [NR]" to command line batch commands
904 * re-converted Supaplex levels to apply latest engine fixes
905 * changed "use graphic/sound of element" to "use graphic of element"
906 due to compatibility problems with some levels ("bug machine" etc.)
909 * fixed bug with CE change replacing player with same or other player
912 * fixed bug with opaque font in envelope with background graphic when
913 background graphic is not transparent itself
916 * added "gravity on" and "gravity off" ports for Supaplex compatibility
917 * corrected original Supaplex level loading code to use these new ports
918 * also corrected Supaplex loader to auto-count infotrons if set to zero
921 * fixed bug with missing initialization of "modified" flag for GEs
924 * fixed bug that caused endless recursion loop when relocating player
925 * fixed tape recorder bug in "step mode" when using "pause before end"
926 * fixed tape recorder bug when changing from "warp forward" mode
929 * fixed bug with "when touching" for pushed elements at last position
932 * fixed bug that caused two activated toolbox buttons in level editor
933 * fixed bug with exploding dynabomb under player due to other explosion
936 * fixed bug with creating walkable custom element under player (again)
937 * fixed bug with not copying explosion type when copying CEs in editor
938 * fixed graphical bug when drawing player in setup menu (input devices)
939 * fixed graphical bug when the player is pushing an accessible element
940 * fixed bug with classic switchable elements triggering CE changes
941 * fixed bug with entering/leaving walkable element in RelocatePlayer()
942 * fixed crash bug when CE leaves behind the trigger player element
945 * fixed bug with broken tubes after placing/exploding dynamite in them
946 * fixed bug with exploding dynamite under player due to other explosion
947 * fixed bug with not resetting push delay under certain circumstances
950 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
951 * added network multiplayer code for Windows (thanks to Niko Böhm)
954 * added option "reachable despite gravity" for gravity movement
955 * changed gravity movement of most classic walkable and passable
956 elements back to "not reachable" (for compatibility reasons)
959 * fixed (removed) "indestructible" / "can explode" dependency in editor
960 * fixed (removed) "accessible inside" / "protected" dependency
961 * fixed (removed) "step mode" / "shield time" dependency
964 * fixed dynabombs exploding now into anything diggable
965 * fixed Supaplex style gravity movement into buggy base now impossible
966 * added pressing key "space" as valid action to select menu options
969 * added "replace when walkable" to relocate player to walkable element
970 * added "enter"/"leave" event for elements affected by relocation
971 * fixed "direct"/"indirect" change order also for "when change" event
972 * fixed graphical bug when pushing things from elements walkable inside
975 * fixed graphic bug when player is snapping while moving in old levels
976 * fixed bug when a moving custom element leaves a player element behind
977 * fixed bug with mole not disappearing when moving into acid pool
978 * fixed bug with incomplete path setting when using "--basepath" option
979 * moving CE can now leave walkable elements behind under the player
980 * when relocating, player can be set on walkable element now
981 * fixed another gravity movement bug
984 * uploaded pre-release (test) version 3.1.0-2 binary and source code
987 * added "collectible" and "removable" to extended replacement types
988 (where "removable" replaces "diggable" and "collectible" elements)
989 * added "collectible & throwable" (to throw element to the next field)
990 * fixed bug with CEs digging elements that are just about to explode
991 * changed mouse cursor now always being visible when game is paused
994 * added possibility to push/press accessible elements from a side that
996 * fixed bug with not setting actual date when appending to tape
999 * fixed bug with incorrectly initialized custom element editor graphics
1002 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1003 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1006 * fixed bug with destroyed robot wheel still attracting robots forever
1007 * fixed bug with time gate switch deactivating after robot wheel time
1008 (while the time gate itself is not affected by this misbehaviour)
1009 * changed behaviour of BD style amoeba to always get blocked by player
1010 (before it was different when there were non-BD elements in level)
1011 * fixed bug with player destroying indestructable elements with shield
1014 * added option to make growing elements grow into anything diggable
1015 (for the various amoeba types, biomaze and "game of life")
1018 * fixed bug with movable elements not moving after left behind by CEs
1019 * changed gravity movement to anything diggable, not only sand/base
1020 * optionally allowing passing to walkable element, not only empty space
1021 * added option "can pass to walkable element" for players
1022 * finally fixed gravity movement (hopefully)
1025 * fixed bug with movable elements not moving anymore after falling down
1028 * fixed another bug with custom elements digging and leaving elements
1029 * fixed bug with "along left/right side" and automatic start direction
1030 * trigger elements now also displayed when "more custom" deactivated
1031 * fixed bug with clipboard element initialized when loading new level
1032 * added option "drop delay" to set delay before dropping next element
1035 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1038 * added copy and paste functions for custom change pages
1039 * enhanced graphical display and functionality of tape recorder
1040 * fixed bug with custom elements digging and leaving elements
1043 * added move speed faster than "very fast" for custom elements
1044 * fixed bug with 3+3 style explosions and missing border content
1045 * fixed little bug when copying custom elements in the editor
1046 * enhanced custom element changes by more side trigger actions
1049 * added option "no scrolling when relocating" for instant teleporting
1050 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1053 * added trigger element and trigger player to use as target elements
1054 * added copy and paste functions for custom and group elements
1057 * fixed graphical bug when displaying explosion animations
1058 * fixed bug when appending to tapes, resulting in broken tapes
1059 * re-recorded a few tapes broken by fixing gravity checking bug
1062 * "can move into acid" property now for all elements independently
1063 * "can fall into acid" property for player stored in same bitfield now
1064 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1065 * version number set to 3.1.0 (finally!)
1068 * changed tape recording to only record input, not programmed actions
1071 * fixed totally broken (every 8th frame skipped) step-by-step recording
1072 * fixed bug with requester not displayed when quick-loading interrupted
1073 * added option "can fall into acid (with gravity)" for players
1074 * fixed bug with player not falling when snapping down with gravity
1077 * fixed bug which messed up key config when using keypad number keys
1080 * fixed bug which allowed moving upwards even when gravity was active
1081 * fixed bug with missing error handling when dumping levels or tapes
1084 * added different colored editor graphics for Supaplex gravity tubes
1087 * fixed bug that allowed solvable tapes for unsolvable levels
1090 * use unlimited number of droppable elements when "count" set to zero
1091 * added option to use step limit instead of time limit for level
1094 * added player and change page as trigger for custom element change
1097 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1100 * fixed bug with dark yamyam changing to acid when moving over acid
1101 * fixed handling of levels with more than 999 seconds level time
1102 (example: level 76 of "Denmine")
1105 * "spring push bug" reintroduced as configurable element property
1106 * fixed bug with missing properties for "mole"
1107 * fixed bug that showed up when fixing the above "mole" properties bug
1108 * added option "can move into acid" for all movable elements
1109 * fixed graphical bug for elements moving into acid
1110 * changed event handling to handle all pending events before going on
1113 * fixed bug which caused all CE change pages to be ignored which had
1114 the same change event, but used a different element side
1115 (reported by Simon Forsberg)
1117 * fixed bug which caused elements that can move and fall and that are
1118 transported by a conveyor belt to continue moving into that direction
1119 after leaving the conveyor belt, regardless of their own movement
1120 type; only elements which can not move are transported now
1121 (reported by Simon Forsberg)
1123 * fixed bug which could cause an array overflow in RelocatePlayer()
1124 (reported by Niko Böhm)
1126 * changed Emerald Mine style "passable / over" elements to "protected"
1127 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1129 * added new option to select from which side a "walkable/passable"
1130 element can be entered
1133 * added explosion and ignition delay for elements that can explode
1136 * fixed bug which caused player not being protected against enemies
1137 when a CE was "walkable / inside" and was not "indestructible"
1138 * added "walkable/passable" fields to be "protected/unprotected"
1139 against enemies, even if not accessible "inside" but "over/under"
1142 * corrected move pattern to 32 bit and initial move direction to 8 bit
1145 * added second custom element base configuration page
1148 * added some special EMC mappings to Emerald Mine level loader
1149 (also covering previously unknown element in level 0 of "Bondmine 8")
1152 * added option to block last field when player is moving (for Supaplex)
1153 * adjusted push delay of Supaplex elements
1154 * removed delays for envelopes etc. when replaying with maximum speed
1155 * fixed bug when dropping element on a field that just changed to empty
1158 * fixed bug: infotrons can now smash yellow disks
1159 * fixed bug: when gravity active, port above player can now be entered
1160 * removed "one white dot" mouse pointer which irritated some people
1163 * added "choice type" for group element selection
1166 * fixed bug with initial invulnerability of non-yellow player
1169 * added level loader for loading native Supaplex packed levels
1170 (including multi-part levels like the "splvls99" levels)
1173 * fixed bug which allowed creating emeralds by escaping explosions
1176 * custom elements can change (limited) or leave (unlimited) elements
1177 * finally added multiple matches using group elements
1178 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1181 * added new start movement type "previous" for continued CE movement
1182 * added new start movement type "random" for random CE movement start
1185 * added new element "sokoban_field_player" needed for Sokoban levels
1186 (thanks to Ed Booker for pointing this out!)
1189 * added elements that can be digged or left behind by custom elements
1192 * added group elements for multiple matches and random element creation
1195 * fixed some graphical errors displayed in old levels
1198 * fixed wrong double speed movement after passing closing gates
1201 * added level loader for loading native Emerald Mine levels
1204 * changes for "shooting" style CE movement
1207 * Happy New Year! ;-)
1210 * changed default snap/drop keys from left/right Shift to Control keys
1213 * fixed bug with dead player getting reanimated from custom element
1216 * fixed bug with wrong penguin graphics (when entering exit)
1219 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1222 * version number set to 3.0.9
1225 * version 3.0.8 released
1228 * added function checked_free()
1231 * fixed bug with double nut cracking sound
1232 (by eliminating "default element action sound" assignment in init.c)
1235 * fixed crash when no music info files are available
1238 * fixed boring and sleeping sounds
1241 * added "maze runner" and "maze hunter" movement types
1242 * added extended collision conditions for custom elements
1245 * added warnings for undefined token values in artwork config files
1248 * added menu entry for level set information to the info screen
1251 * fixed bug with wrong default impact sound for colored emeralds
1254 * added several sub-screens for the info screen
1255 * menu text now also clickable (not only blue/red sphere left of it)
1258 * added configurable "bored" and "sleeping" animations for the player
1259 * added "awakening" sound for player when waking up after sleeping
1262 * added "copy" and "exchange" functions for custom elements to editor
1265 * added configurable element animations for info screen
1268 * added configurable music credits for info screen
1271 * finally fixed tape recording when player is created from CE change
1274 * added "editorsetup.conf" for editor element list configuration
1277 * added "musicinfo.conf" for menu and level music configuration
1280 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1281 (that only showed up on Linux, but not on Windows systems)
1284 * fixed turning movement of butterflies and fireflies (no frame reset)
1285 * enhanced sniksnak turning movement (two steps instead of only one)
1288 * version number set to 3.0.8
1291 * version 3.0.7 released
1294 * fixed reset of player animation frame when, for example,
1295 walking, digging or collecting share the same animation
1296 * fixed CE with "deadly when touching" exploding when touching amoeba
1299 * fixed tape recording when player is created from CE element change
1302 * introduced "turning..." action graphic for elements with move delay
1303 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1304 * added turning animations for bug, spaceship and sniksnak
1307 * prevent "extended" changed elements from delay change in same frame
1310 * fixed bug when pushing element that can move away to the side
1311 (like pushing falling elements, but now with moving elements)
1314 * finally fixed serious bug in code for delayed element pushing (again)
1317 * unavailable setup options now marked as "n/a" instead of "off"
1318 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1319 to "true", levels are always played with the latest game engine,
1320 which is desired for levels that are imported from other games; all
1321 other levels are played with the engine version stored in level file
1322 (which is normally the engine version the level was created with)
1325 * fixed serious bug in code for delayed element pushing
1326 * fixed little bug in animation frame selection for pushed elements
1327 * speed-up of reading config file for verbose output
1330 * added configuration option for opening and closing Supaplex exit
1331 * added configuration option for moving up/down animation for Murphy
1332 * fixed incorrectly displayed animation for attacking dragon
1333 * fixed bug with not setting initial gravity for each new game
1334 * fixed bug with teleportation of player by custom element change
1335 * fixed bug with player not getting smashed by rock sometimes
1338 * version number set to 3.0.7
1341 * version 3.0.6 released
1344 * added support for MP3 music for SDL version through SMPEG library
1347 * fixed bug when initializing font graphic structure
1348 * fixed bug with animation mode "pingpong" when using only 1 frame
1349 * fixed bug with extended change target introduced in 3.0.5
1350 * fixed bug where passing over moving element doubles player speed
1351 * fixed bug with elements continuing to move into push direction
1352 * fixed bug with duplicated player when dropping bomb with shield on
1353 * added "switching" event for custom elements ("pressing" only once)
1354 * fixed switching bug (resetting flag when not switching but not idle)
1357 * fixed element tokens for certain file elements with ".active" etc.
1360 * version number set to 3.0.6
1363 * version 3.0.5 released
1366 * now four envelope elements available
1367 * font, background, animation and sound for envelope now configurable
1368 * main menu doors opening/closing animation type now configurable
1371 * active/inactive sides configurable for custom element changes
1372 * new movement type "move when pushed" available for custom elements
1375 * fixed bug in multiple config pages loader code that caused crashes
1378 * enhanced (remaining low-resolution) Supaplex graphics
1381 * version number set to 3.0.5
1384 * version 3.0.4 released
1386 2003-09-12 src/tools.c
1387 * fixed bug in custom definition of crumbled element graphics
1389 2003-09-11 src/files.c
1390 * fixed bug in multiple config pages code that caused crashes
1393 * version number set to 3.0.4
1396 * version 3.0.3 released
1399 * added music to Supaplex classic level set
1401 2003-09-07 src/libgame/misc.c
1402 * added support for loading various music formats through SDL_mixer
1404 2003-09-06 (various source files)
1405 * fixed several nasty bugs that may have caused crashes on some systems
1406 * added envelope content which gets displayed when collecting envelope
1407 * added multiple change event pages for custom elements
1409 2003-08-24 src/game.c
1410 * fixed problem with player animation when snapping and moving
1412 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1413 * fixed problem with flickering when drawing toon animations
1415 2003-08-23 src/libgame/sdl.c
1416 * fixed problem with setting mouse cursor in SDL version in fullscreen
1418 2003-08-23 src/game.c
1419 * fixed bug (missing array boundary check) which could crash the game
1422 * version number set to 3.0.3
1425 * version 3.0.2 released
1427 2003-08-21 src/game.c
1428 * fixed bug with creating inaccessible elements at player position
1430 2003-08-20 src/init.c
1431 * fixed bug with not finding current level artwork directory
1433 2003-08-20 src/files.c
1434 * fixed bug with choosing wrong engine version when playing tapes
1435 * fixed bug with messing up custom element properties in 3.0.0 levels
1438 * version number set to 3.0.2
1441 * version 3.0.1 released
1443 2003-08-17 (no source files affected)
1444 * changed all "classic" PCX image files with 16 colors or less to
1445 256 color (8 bit) storage format, because the Allegro game library
1446 cannot handle PCX files with less than 256 colors (contributed
1447 graphics are not affected and might look wrong in the DOS version)
1449 2003-08-16 src/init.c
1450 * fixed bug which (for example) crashed the level editor when defining
1451 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1452 (only set to default) -- invalid graphics now set to default graphic
1454 2003-08-16 src/init.c
1455 * fixed graphical bug of player digging/collecting/snapping element
1456 when no corresponding graphic/animation is defined for this action,
1457 resulting in player being drawn as EL_EMPTY (which should only be
1458 done to elements being collected, but not to the player)
1460 2003-08-16 src/game.c
1461 * fixed small graphical bug of player not totally moving into exit
1463 2003-08-16 src/libgame/setup.c
1464 * fixed bug with wrong MS-DOS 8.3 filename conversion
1466 2003-08-16 src/tools.c
1467 * fixed bug with invisible mouse cursor when pressing ESC while playing
1469 2003-08-16 (various source files)
1470 * added another 128 custom elements (disabled in editor by default)
1472 2003-08-16 src/editor.c
1473 * fixed NULL string bug causing Solaris to crash in sprintf()
1475 2003-08-16 src/screen.c
1476 * fixed drawing over scrollbar on level selection with custom fonts
1478 2003-08-15 src/game.c
1479 * cleanup of simple sounds / loop sounds / music settings
1481 2003-08-08 (various source files)
1482 * added custom element property for dropping collected elements
1484 2003-08-08 src/conf_gfx.c
1485 * fixed bug with missing graphic for active red disk bomb
1487 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1488 * extended variable "level.gravity" to "level.initial_gravity" and
1489 "game.current_gravity" to prevent level setting from being changed
1490 by playing the level (keeping the runtime value after playing)
1492 * fixed graphics bug when digging element that has 'crumbled' graphic
1493 definition, but not 'diggable' graphic definition
1496 * version number set to 3.0.1
1499 * version 3.0.0 released
1502 * various bug fixes; among others:
1503 - fixed bug with pushing spring over empty space
1504 - fixed bug with leaving tube while placing dynamite
1505 - fixed bug with explosion of smashed penguins
1506 - allow Murphy player graphic in levels with non-Supaplex elements
1510 * I have forgotten to document changes for some time
1513 * pre-release version 2.2.0rc1 released
1516 * version number set to 2.1.2
1519 * version 2.1.1 released
1522 * version number set to 2.1.1
1525 * version 2.1.0 released
1528 * version number set to 2.1.0
1530 2002-04-03 to 2002-05-19 (various source files)
1531 * graphics, sounds and music now fully configurable
1532 * bug fixed that prevented walking through tubes when gravity on
1534 2002-04-02 src/events.c, src/editor.c
1535 * Make Escape key less aggressive when playing or when editing level.
1536 This can be configured as an option in the setup menu. (Default is
1537 "less aggressive" which means "ask user if something can be lost"
1538 when pressing the Escape key.)
1540 2002-04-02 src/screen.c
1541 * Added "graphics setup" screen.
1543 2002-04-01 src/screen.c
1544 * Changed "choose level" setup screen stuff to be more generic (to
1545 make it easier to add more "choose from generic tree" setup screens).
1547 2002-04-01 src/config.c, src/timestamp.h
1548 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1549 automatically gets created by "src/Makefile" and contains an actual
1550 compile-time timestamp to identify development versions of the game).
1552 2002-03-31 src/tape.c, src/events.c
1553 * Added quick game/tape save/load functions to tape stuff which can be
1554 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1555 loads previously recorded tape and directly goes into recording mode
1556 from the end of the tape (therefore appending to the tape).
1558 2002-03-31 src/tape.c
1559 * Added "index mark" function to tape recorder. When playing or
1560 recording, "eject" button changes to "index" button. Setting index
1561 mark is not yet implemented, but pressing index button when playing
1562 allows very quick advancing to end of tape (when normal playing),
1563 very fast forward mode (when playing with normal fast forward) or
1564 very fast reaching of "pause before end of tape" (when playing with
1565 "pause before end" playing mode).
1567 2002-03-30 src/cartoons.c
1568 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1570 2002-03-29 src/screen.c
1571 * Changed setup screen stuff to be more generic (to make it easier
1572 to add more setup screens).
1574 2002-03-23 src/main.c, src/main.h
1575 * Various changes due to the introduction of the new libgame files
1576 "setup.c" and "joystick.c".
1578 2002-03-23 src/files.c
1579 * Generic parts of "src/files.c" (mainly setup and level directory
1580 stuff) moved to new libgame file "src/libgame/setup.c".
1582 2002-03-23 src/joystick.c
1583 * File "src/joystick.c" moved to libgame source tree, with
1584 correspondig changes.
1586 2002-03-22 src/screens.c
1587 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1588 (Wrong level series information displayed when entering main group.)
1590 2002-03-22 src/editor.c
1591 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1593 2002-03-22 src/editor.c
1594 * Changed behaviour of "Escape" key in level editor to be more
1595 intuitive: When in "Element Properties" or "Level Info" mode,
1596 return to "Drawing Mode" instead of leaving the level editor.
1598 2002-03-21 src/game.c, src/editor.c, src/files.c
1599 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1600 gems (emeralds, diamonds, ...) slipping down from normal wall,
1601 steel wall and growing wall (as in E.M.C. style levels). Although
1602 the behaviour of contributed and private levels wasn't changed (due
1603 to the use of "level.game_version"; see previous entry), editing
1604 those levels will (of course) change the behaviour accordingly.
1606 This change seems a bit too hard after thinking about it, because
1607 the EM style behaviour is not the "expected" behaviour (gems would
1608 normally only slip down from "rounded" walls). Therefore this was
1609 now changed to an element property for gem style elements, with the
1610 default setting "off" (which means: no special EM style behaviour).
1611 To fix older converted levels, this flag is set to "on" for pre-2.0
1612 levels that are neither contributed nor private levels.
1614 2002-03-20 src/files.h
1615 * Corrected settings for "level.game_version" depending of level type.
1616 (Contributed and private levels always get played with game engine
1617 version they were created with, while converted levels always get
1618 played with the most recent version of the game engine, to let new
1619 corrections of the emulation behaviour take effect.)
1621 2002-03-20 src/main.h
1622 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1623 compiling the SDL version on some systems.
1624 Thanks to the several people who pointed this out.
1627 * Version number set to 2.0.2.
1630 * Version 2.0.1 released.
1632 2002-03-18 src/screens.c
1633 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1635 2002-03-18 src/files.c [src/libgame/misc.c]
1636 * Moved some common functions from src/files.c to src/libgame/misc.c.
1638 2002-03-18 src/files.c [src/libgame/misc.c]
1639 * Changed permissions for new directories and saved files (especially
1640 score files) according to suggestions of Debian users and mantainers.
1641 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1643 2002-03-17 src/files.c
1644 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1645 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1646 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1647 for levels and "TAPE" for tapes). Old "cookie" style format is
1648 still supported for reading. New level and tape files are written
1651 * New IFF chunk "VERS" contains version numbers for file and game
1652 (where "game version" is the version of the program that wrote the
1653 file, and "file version" is a version number to distinguish files
1654 with different format, for example after adding new features).
1656 2002-03-15 src/screen.c
1657 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1658 (Before, you heard a mixture of the in-game music and the
1659 hall-of-fame music.)
1661 2002-03-14 src/events.c
1662 * Function "DumpTape()" (files.c) now available by pressing 't' from
1663 main menu (when in DEBUG mode).
1665 2002-03-14 src/game.c
1666 * "GameWon()": When game was won playing a tape, now there is no delay
1667 raising the score and no corresponding sound is played.
1669 2002-03-14 src/files.c
1670 * Changed "LoadTape()" for real chunk support and also adjusted
1671 "SaveTape()" accordingly.
1673 2002-03-14 src/game.c, src/tape.c, src/files.c
1674 * Important changes to tape format: The old tape format stored all
1675 actions with a real effect with a corresponding delay between the
1676 stored actions. This had some major disadvantages (for example,
1677 push delays had to be ignored, pressing a button for some seconds
1678 mutated to several single button presses because of the non-action
1679 delays between two action frames etc.). The new tape format just
1680 stupidly records all device actions and replays them later. I really
1681 don't know why I haven't solved it that way before?! Old-style tapes
1682 (with tape file version less than 2.0) get converted to the new
1683 format on-the-fly when loading and can therefore still be played;
1684 only some minor parts of the old-style tape handling code was needed.
1685 (A perfect conversion is not possible, because there is information
1686 missing about the device actions between two action frames.)
1688 2002-03-14 src/files.c
1689 * New function "DumpTape()" to dump the contents of the current tape
1690 in a human readable format.
1692 2002-03-14 src/game.c
1693 * Small tape bug fixed: When automatically advancing to next level
1694 after a game was won, the tape from the previous level still was
1695 loaded as a tape for the new level.
1697 2002-03-14 src/tape.c
1698 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1699 tape, cartoons did not get completely removed because
1700 StopAnimation() was not called.
1702 2002-03-13 src/files.c
1703 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1704 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1705 size even when using 16-bit elements). Added new chunk "CNT2" for
1706 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1707 chunk even when content was 16-bit element). "CNT2" should now be
1708 able to store content for arbitrary elements (up to eight blocks of
1709 3 x 3 element arrays). All "CNT2" elements will always be stored as
1710 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1712 2002-03-13 src/files.c
1713 * Changed "LoadLevel()" for real chunk support.
1715 2002-03-12 src/game.c
1716 * Fixed problem (introduced after 2.0.0 release) with penguins
1717 not getting killed by enemies
1719 2002-02-24 src/game.c, src/main.h
1720 * Added "player->is_moving"; now "player->last_move_dir" does
1721 not contain any information if the player is just moving at
1723 Before, "player->last_move_dir" was misused for this purpose
1724 for the robot stuff (robots don't kill players when they are
1725 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1726 broke tapes when walking through pipes!
1727 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1728 in a continuous movement. This fact is ignored for friends and