2 * fixed small drawing bug in X11FadeRectangle
5 * changed maximum value for endless loop detection to a higher value
6 (some levels really used very deep recursion without being endless)
9 * added growing steel walls for newly supported Diamond Caves II levels
10 * added snappable land mine for newly supported Diamond Caves II levels
13 * added steel text elements for newly supported Diamond Caves II levels
16 * added level file loader for native Diamond Caves II levels
19 * version number set to 3.2.4
22 * version 3.2.3 released
25 * fixed malloc/free bug when updating EMC artwork entries in level list
26 * added workaround (warning and request to quit the current game) when
27 changing elements cause endless recursion loop (which would otherwise
28 freeze the game, causing a crash-like program exit on some systems)
31 * fixed nasty string overflow bug when entering too long envelope text
34 * added feedback sounds for menu navigation "menu.item.activating" and
35 "menu.item.selecting" (for highlighting and executing menu entries)
38 * improved "no scrolling when relocating" to also consider scroll delay
39 (meaning that the player is not automatically centered in this case;
40 this makes it possible to "invisibly" relocate the player to a region
41 of the level playfield which looks the same as the old level region)
42 * fixed bug with not recognizing "main.input.name.align" when active
45 * fixed bug with displaying masked borders over title screens when
46 screen fading is disabled
49 * fixed infinite loop / crash bug when killing the player while having
50 a CE with the setting "kill player X when explosion of <player X>"
51 * added special editor graphic for "char_space" to distinguish it from
52 "empty_space" when editing a level (in-game graphics still the same)
55 * fixed nasty bug with initialization only done for the first player
58 * small change to handle loading empty element/content list micro chunks
61 * uploaded pre-release (test) version 3.2.3-0 binary and source code
64 * some optimizations on startup speed by reducing initial text output
67 * added caching of custom artwork information for faster startup times
70 * fixed graphical bug when using fewer menu entries on level selection
71 screen than usual (with "menu.list_size.LEVELS" directive)
72 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
73 the backbuffer to the backbuffer by error (with identical rectangle)
76 * fixed bug when displaying titlescreen with size less than element tile
77 * fixed bug that caused elements with "change when digging <e>" event
78 to change for _every_ digged element, not only those specified in <e>
79 * fixed bug that caused impact style collision when dropping element one
80 tile over the player that can both fall down and smash players
81 * fixed bug that caused impact style collision when element changed to
82 falling/smashing element over the player immediately after movement
85 * fixed bug that allowed making engine snapshots from the level editor
88 * fixed bugs with player name and current level positions on main screen
91 * added configuration directives for control of title screens:
92 - "title.fade_delay" for fading time
93 - "title.post_delay" for pause between screens (when not crossfading)
94 - "title.auto_delay" to automatically continue after some time
95 these settings can each be overridden by specifying them with titles:
96 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
97 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
98 fading mode can also be specified:
99 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
100 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
101 default is using normal fading for menues and initial title screens,
102 while using cross-fading for level set title screens
103 * fixed bug with background not drawn in Hall of Fame after game was won
106 * added configuration directives for the remaining main menu items
109 * added additional configuration directives for info screen draw offset:
110 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
111 * added additional configuration directives for preview info text
112 * limited mouse wheel sensitive screen area to scrollable screen area
115 * added highlighted menu text entries to menu navigation when selected
118 * fixed bug that prevented player from correctly being created in the
119 top left corner by a custom element change in a level without player
120 * fixed bug that prevented player from being killed when indestructible,
121 non-walkable element is placed on player position by extended change
122 * added configurable menu button, text and input positions to main menu
125 * added page fading effects for remaining info sub-screens
126 * fixed small bug that caused some delays when answering door request
129 * added directives "border.draw_masked.*" for menu/playfield area and
130 door areas to display overlapping/masked borders from "global.border"
133 * fixed bug with CE with move speed "not moving" not being animated
134 * when changing player artwork by CE action, reset animation frame
137 * fixed bug with not unmapping main menu screen gadgets on other screens
138 * fixed bug with un-pausing a paused game by releasing still pressed key
139 * fixed bug with not redrawing screen when toggling to/from fullscreen
140 mode while fast reloading tape (without redrawing playfield contents)
141 * fixed bug with quick-saving tape snapshot despite answering with "no"
144 * version number set to 3.2.3
147 * version 3.2.2 released
150 * fixed bug with redrawing screen in fullscreen mode after quick tape
151 reloading when using the EMC game engine
152 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
155 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
158 * added engine snapshot functionality for instant tape reloading (this
159 only works for the last tape saved using "quick save", and does not
160 work across program restarts, because it completely works in memory)
163 * version number set to 3.2.2
166 * version 3.2.1 released
169 * fixed nasty bugs with handling error message file on Mac OS X systems
172 * general code cleanup (removing many annoying "#if 0" blocks etc.)
175 * fixed bug that caused broken tapes when manually appending to tapes
176 using the "pause before death" functionality, followed by recording
177 * added setup option to disable fading of screens for faster testing
180 * code cleanup of new fading functions
183 * changed behaviour after solved game -- do not immediately stop engine
184 * added some more smooth screen fadings (game start, hall of fame etc.)
187 * fixed bug with displaying pushed CE with value/score/delay anim_mode
190 * added configurable level preview position, tile size and dimensions
191 * added configurable game panel value positions (gems, time, score etc.)
194 * fixed small bug with time displayed incorrectly when collecting CEs
197 * fixed bug with bumpy scrolling with EM engine in double player mode
200 * added compatibility code to fix "Snake Bite" style levels that were
201 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
204 * fixed bug with scrollbars inside editor when using the Windows mouse
205 enhancement tool "True X-Mouse" (which injects key events to the event
206 queue to insert selected stuff into the Windows clipboard, which gets
207 confused with the "Insert" key for jumping to the last editor cascade
208 block in the element list)
209 * added Rocks'n'Diamonds icon for use as window icon to SDL version
210 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
213 * added selection of preferred fullscreen mode to setup / graphics menu
214 (useful if default mode 800 x 600 does not match screen aspect ratio)
217 * improved down-scaling of images for better editor and preview graphics
218 * changed user data directory for Mac OS X from Unix style to new place
221 * improved level number selection in main menu and player selection in
222 setup menu (input devices section) by using standard button gadgets
223 * added support for mouse scroll wheel (caused buggy behaviour before)
224 * added support for scrolling horizontal scrollbars with mouse wheel by
225 holding "Shift" key pressed while scrolling the wheel
226 * added support for single step mouse wheel scrolling by holding "Alt"
227 key pressed while scrolling the wheel (can be combined with "Shift")
228 * changed output file "stderr.txt" on Windows platform now always to be
229 created in the R'n'D sub-directory of the personal documents directory
230 * added Windows message box to direct to "stderr.txt" after error aborts
233 * improved general scrollbar handling (when jump-scrolling scrollbars)
236 * changed scrollbars to always show last line as first after scrolling
237 (that means jumping n - 1 screen lines instead of n screen lines)
240 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
241 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
242 * fixed special handling of vertically stacked acid becoming fake acid
245 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
246 affect multiple instances of the same CE, although this kind of
247 change condition usually only affects one single custom element
250 * version number set to 3.2.1
253 * version 3.2.0 released
256 * reorganized level editor element list a bit to match engines better
259 * fixed newly introduced bug with wrongly initializing clipboard element
262 * fixed bug with displaying visible/invisible level border in editor
265 * reorganized some elements in the level editor element list
268 * fixed bug with displaying any player as "yellow" when moving into acid
269 * fixed bug with displaying running player when player stopped at border
272 * fixed bug with player exploding when moving into acid
273 * fixed bug with level settings being reset in editor and when playing
274 (some compatibility settings being set not only after level loading)
275 * fixed crash bug when number of custom graphic frames was set to zero
276 * fixed bug with teleporting player on walkable tile not working anymore
277 * added partial compatibility support for pre-release-only "CONF" chunk
278 (to make Alan Bond's "color cycle" demo work again :-) )
281 * fixed some bugs when displaying title screens from info screen menu
282 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
285 * changed file major version to 3 to reflect level file format changes
286 * uploaded pre-release (test) version 3.2.0-8 binary and source code
289 * added new chunk "NAME" to level file format for level name settings
290 * added new chunk "NOTE" to level file format for envelope settings
291 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
292 * updated magic(5) file to recognize changed and new level file chunks
293 * removed change events "change when CE value/score changes" as unneeded
296 * changed gravity (which only affects the player) from level property
297 to player property (only makes a difference in multi-player levels)
298 * added change events "change when CE value/score changes"
299 * added change events "change when CE value/score changes of <element>"
302 * added new chunk "INFO" to level file format for global level settings
303 * added all element settings from "HEAD" chunk to "CONF" chunk
304 * added all global level settings from "HEAD" chunk to "INFO" chunk
307 * changed level file format by adding two new chunks "CUSX" (for custom
308 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
309 elements, replacing the previous "GRP1" chunk); these new IFF style
310 chunks use the new and flexible "micro chunks inside chunks" technique
311 already used with the new "CONF" chunk (for normal element properties)
312 which makes it possible to easily extend the existing level format
313 (instead of using fixed-length chunks like before, which are either
314 too big due to reserved bytes for future use, or too small when those
315 reserved bytes have all been used and even more data should be stored,
316 requiring the replacement by new and larger chunks just like it went
317 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
320 * added credits pages to the "credits" section that were really missing
321 * added some missing element descriptions to the level editor
322 * added down position of switchgate switch to the level editor
323 and allowed the use of both switch positions at the same time
324 * changed use of "Insert" and "Delete" keys to navigate element list in
325 level editor to start of previous or next cascading block of elements
328 * added the possibility to view the title screen to the info screen menu
329 * fixed some minor bugs with viewing title screens
332 * fixed bug with title (cross)fading in/out when using fullscreen mode
335 * fixed bug that forced re-defining of menu settings in local graphics
336 config file which are already defined in existing base config file
337 * fixed small bug that caused door sounds playing when music is enabled
340 * added the possibility to define up to five title screens for each
341 level set that are displayed after loading using (cross)fading in/out
342 (this was added to display the various start images of the EMC sets)
345 * added "CE score gets zero [of]" to custom element trigger conditions
346 * added setup option to display element token name in level editor
349 * added compatibility code for Juergen Bonhagen's menu artwork settings
352 * fixed bug with displaying wrong animation frame 0 after CE changes
353 * fixed bug with creating invisible elements when light switch is on
356 * added selection between ECS and AGA graphics for EMC levels to setup
359 * adjusted font handling for various narrow EMC style fonts
362 * changed EM engine behaviour back to re-allow initial rolling springs
365 * fixed handling of over-large selectboxes (less error-prone now)
366 * fixed bug when creating GE with walkable element under the player
369 * added use of "Insert" and "Delete" keys to navigate element list in
370 level editor to start of custom elements or start of group elements
371 * added virtual elements to access CE value and CE score of elements:
372 - "CE value of triggering element"
373 - "CE score of triggering element"
374 - "CE value of current element"
375 - "CE score of current element"
378 * fixed "grass" to "sand" in older EM levels (up to file version V4)
381 * changed behaviour of network games with internal errors (because of
382 different client frame counters) from immediately terminating R'n'D
383 to displaying an error message requester and stopping only the game
384 (also to prevent impression of crashes under non command-line runs)
385 * fixed playing network games with the EMC engine (did not work before)
386 * fixed bug with not scrolling the screen in multi-player mode with the
387 focus on player 1 when all players are moving in different directions
388 * fixed bug with keeping pointer to gadget even after its deallocation
389 * fixed bug with allowing "focus on all players" in network games
390 * fixed bug with player focus when playing tapes from network games
393 * uploaded pre-release (test) version 3.2.0-7 binary and source code
396 * code cleanup for game action control for R'n'D and EMC game engine
399 * fixed bug in multi-player movement with focus on both players
400 * added option to control only the focussed player with all input
403 * added player focus switching to level tape recording and re-playing
406 * fixed some bugs in player focus switching in EMC and RND game engine
409 * added special Supaplex animations for Murphy digging and snapping
410 * added special Supaplex animations for Murphy being bored and sleeping
413 * added four new yam yams with explicit start direction for EMC engine
414 * fixed bug in src/libgame/text.c with printing text outside the window
417 * fixed small bug in EMC level loader (copyright sign in EM II levels)
420 * added delayed ignition of EM style dynamite when used in R'n'D engine
421 * added limited movement range to EMC engine when focus on all players
424 * fixed bug with missing (zero) score values for native Supaplex levels
427 * added "continuous snapping" (snapping many elements while holding the
428 snap key pressed, without releasing the snap key after each element)
429 as a new player setting for more compatibility with the classic games
432 * finished scrolling for "focus on all players" in EMC graphics engine
435 * level sets with "levels: 0" are ignored for levels, but not artwork
436 * fixed bug when scanning empty level group directories (endless loop)
439 * fixed bug with explosion graphic for player using "Murphy" graphic
440 * fixed bug with explosion graphic if player leaves explosion in time
441 * changed some descriptive text in setup menu to use medium-width font
442 * added key shortcut settings for switching player focus to setup menu
445 * fixed bug with random value initialization when recording tapes
446 * fixed bug with playing single player tapes when team mode activated
449 * fixed little bug when trying to switch to player that does not exist
452 * added player switching (visual and quick) to R'n'D and EM game engine
453 * added setup option to select visual or quick in-game player switching
456 * added use of "Home" and "End" keys to handle element list in editor
459 * fixed bug with adding score when playing tape with EMC game engine
460 * added steel wall border for levels using EMC engine without border
461 * finally fixed delayed scrolling in EMC engine also for small levels
464 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
467 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
468 * fixed bug when displaying info element without action, but direction
471 * fixed minor graphical problems with springs smashing and slurping
472 (when using R'n'D style graphics instead of EMC style graphics)
475 * added scroll delay (as configured in setup) to EMC graphics engine
478 * improved screen redraw for EMC graphics engine (faster and smoother)
479 * when not scrolling, do not redraw the whole playfield if not needed
482 * added multi-player mode for EMC game engine (with up to four players)
485 * added android (can clone elements) from EMC engine to R'n'D engine
488 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
491 * added selectbox for initial player speed to player settings in editor
494 * version 3.1.2 created that is basically version 3.1.1, but with a
495 major bug fixed that prevented editing your own private levels
496 * version 3.1.2 released
499 * added magic ball (creates elements) from EMC engine to R'n'D engine
502 * uploaded fixed pre-release version 3.2.0-6 binary and source code
505 * fixed bug when using "CE can leave behind <trigger element>"
506 * added new change condition "(after/when) creation of <element>"
507 * added new change condition "(after/when) digging <element>"
508 * fixed bug accessing invalid gadget that caused crashes under Windows
509 * deactivated new possibility for multiple CE changes per frame
512 * uploaded pre-release (test) version 3.2.0-6 binary and source code
515 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
516 * fixed bug with not keeping CE value for moving CEs with only action
517 * changed CE action selectboxes in editor to be only reset when needed
520 * added option "use artwork from element" for custom player artwork
521 * added option "use explosion from element" for player explosions
524 * added cascaded element lists in the level editor
525 * added persistence for cascaded element lists by "editorcascade.conf"
526 * added dynamic element list with all elements used in current level
527 * added possibility for multiple CE changes per frame (experimental)
530 * uploaded pre-release (test) version 3.2.0-5 binary and source code
533 * changed "score for each 10 seconds/steps left" to "1 second/step"
534 * added own score for collecting "extra time" instead of sharing it
535 * added change events "switched by player" and "player switches <e>"
536 * added change events "snapped by player" and "player snaps <e>"
537 * added "set player artwork: <element choice>" to CE action options
538 * added change event "move of <element>"
541 * added "set player shield: off / normal / deadly" to CE action options
542 * added new player option "use level start element" in level editor
543 to set the correct focus at level start to elements from which the
544 player is created later (this did not work before for cascaded CE
545 changes resulting in creation of the player; it is now also possible
546 to create the player from a yam yam which is smashed at level start)
549 * added "set player speed: frozen (not moving)" to CE action options
550 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
553 * added new player option "block snap field" (enabled by default) to
554 make it possible to show a snapping animation like in Emerald Mine
557 * added dynamic selectboxes to custom element action settings in editor
558 * added "CE value" counter for custom elements (instead of "CE count")
559 * added option to use the last "CE value" after custom element change
560 * added option to use the "CE value" of other elements in CE actions
561 * fixed odd behaviour when pressing time orb in levels w/o time limit
562 * added checkbox "use time orb bug" for older levels that use this bug
565 * added missing configuration settings for the following elements:
566 - EL_TIMEGATE_SWITCH (time of open time gate)
567 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
568 - EL_SHIELD_NORMAL (time of shield duration)
569 - EL_SHIELD_DEADLY (time of shield duration)
570 - EL_EXTRA_TIME (time added to level time)
571 - EL_TIME_ORB_FULL (time added to level time)
574 * added "wind direction" as a movement pattern for custom elements
575 * added initial wind direction for balloon / custom elements to editor
576 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
579 * added parameters for "game of life" and "biomaze" elements to editor
582 * added level file chunk "CONF" for generic level and element settings
585 * uploaded pre-release (test) version 3.2.0-4 binary and source code
588 * skip empty level sets (with "levels: 0"; may be artwork base sets)
589 * added sound action ".page[1]" to ".page[32]" for each CE change page
592 * added image config suffix ".clone_from" to copy whole image settings
593 * fixed bug with invalid ("undefined") CE settings in old level files
596 * fixed graphical bug with smashing elements falling faster than player
599 * fixed major bug which prevented private levels from being edited
600 * fixed bug with precedence of general and special font definitions
603 * fixed graphical bug with player animation when player moves slowly
606 * uploaded pre-release (test) version 3.2.0-3 binary and source code
609 * fixed bug which prevented "global.num_toons: 0" from working
612 * major code cleanup (removed all these annoying "#if 0" blocks)
615 * added custom element actions for CE change page in level editor
618 * fixed music initialization bug in init.c (thanks to David Binderman)
619 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
620 (this bug must probably be fixed at other places, too)
623 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
624 (should be '#include <SDL.h>' instead)
627 * fixed bug which prevented "walkable from no direction" from working
628 (due to compatibility code overwriting this setting after loading)
631 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
634 * version number temporarily set to 3.1.1 (intermediate bugfix release)
635 * version 3.1.1 released
638 * changed some va_arg() arguments from 'long' to 'int', fixing problems
639 on 64-bit architecture systems with LP64 data model
642 * fixed bug with bombs not exploding when hitting the last level line
643 (introduced after the release of 3.1.0)
646 * added support for dumping small-sized level sketches from editor
649 * added recognition of "trigger element" for "change digged element to"
650 (this is not really what the "trigger element" was made for, but its
651 use may seem obvious for leaving back digged elements unchanged)
654 * fixed multiple warnings about failed joystick device initialization
657 * fixed bug with dynamite dropped on top of just dropped custom element
658 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
659 dynamite can still be dropped, but drop key must be released before
662 * fixed bug with wrong start directory when started from file browser
663 (due to this bug, R'n'D could not be started from KDE's Konqueror)
666 * fixed bug causing "change when impact" on player not working
667 * fixed wrong priority of "hitting something" over "hitting <element>"
668 * fixed wrong priority of "hit by something" over "hit by <element>"
671 * fixed graphical bug which caused the player (being Murphy) to show
672 collecting animations although the element was collected by penguin
675 * fixed two bugs causing wrong door background graphics in system.c
676 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
679 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
680 * added "no direction" to "walkable/passable from" selectbox options
683 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
684 * in tape autoplay, not only report broken, but also missing tapes
687 * uploaded pre-release (test) version 3.2.0-2 binary and source code
690 * fixed small bug with "linear" animation not working for active lamp
693 * fixed bug with moving up despite gravity due to "block last field"
694 * fixed small bug with wrong draw offset when typing name in main menu
695 * when reading user names from "passwd", ignore data after first comma
696 * when creating new "levelinfo.conf", only write some selected entries
699 * fixed displaying "imported from/by" on preview with empty string
700 * fixed ignoring draw offset for fonts used for level preview texts
703 * fixed a delay problem with SDL and too many mouse motion events
704 * added setup option "skip levels" and level skipping functionality
707 * added move speed "not moving" for non-moving CEs, but with direction
710 * fixed mapping of obsolete element token names in "editorsetup.conf"
711 * fixed bug with sound "acid.splashing" treated as a loop sound
712 * fixed some little sound bugs in native EM engine
715 * fixed small bug when dragging scrollbars to end positions
718 * added editor element descriptions written by Aaron Davidson
721 * improved fallback handling when configured artwork is not available
722 (now using default artwork instead of exiting when files not found)
725 * fixed bug on level selection screen when dragging scrollbar
728 * fixed bug which caused broken tapes when appending to EM engine tapes
731 * uploaded pre-release (test) version 3.2.0-1 binary and source code
734 * added code to replace changed artwork config tokens with other tokens
735 (needed for backwards compatibility, so that older tokens still work)
738 * added native R'n'D graphics for some new EMC elements in EM engine
741 * fixed some bugs in the EM engine integration code
742 * changed EM engine code to allow diagonal movement
743 * changed EM engine code to allow use of separate snap and drop keys
746 * fixed some redraw bugs when using EM engine
749 * fixed bug with not converting RND levels which are set to use native
750 engine to native level structure when loading
753 * uploaded pre-release (test) version 3.2.0-0 binary and source code
756 * version number set to 3.2.0
759 * level data now reset to defaults after attempt to load invalid file
762 * added use of "editorsetup.conf" for different level sets
765 * added auto-detection for various types of Emerald Mine level files
768 * fixed bug with scrollbars getting too small when list is very large
771 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
774 * added most level editor configuration gadgets for new EMC elements
777 * added more element and graphic definitions for new EMC elements
780 * modified native EM engine to use integrated R'n'D sound system
783 * added SDL support to graphics functions in native EM engine
784 (by always using generic libgame interface functions)
787 * fixed bug in frame synchronization in native EM engine
790 * added code to convert levels between R'n'D and native EM engine
793 * new Emerald Mine engine can now play levels selected in main menu
796 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
797 (which creates scaled down graphics for level editor and preview);
798 there's still a memory leak somewhere in the artwork handling code
799 * added "scale image up" functionality to X11 version of zoom function
802 * first attempts to integrate new, native Emerald Mine Club engine
805 * fixed bug in gadget code which caused reset of CEs in level editor
806 (example: pressing 'b' [grab brush] on CE config page erased values)
807 (solution: check if gadgets in ClickOnGadget() are really mapped)
808 * improved level change detection in editor (settings now also checked)
809 * fixed bug with "can move into acid" and "don't collide with" state
812 * fixed maze runner style CEs to use the configured move delay value
815 * added Aaron Davidson's tutorial level set to the "Tutorials" section
818 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
819 * fixed the above fix because it broke level set "machine" (*sigh*)
820 * fixed random element placement in level editor to work as expected
821 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
824 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
827 * fixed bug (missing array boundary check) which caused broken tapes
828 * fixed bug (when loading level template) which caused broken levels
829 * fixed bug with new block last field code when using non-yellow player
832 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
833 * internal change of how the player blocks the last field when moving
834 * fixed blocking delay of last field for EM and SP style block delay
835 * fixed bug where the player had to wait for the usual move delay after
836 unsuccessfully trying to move, when he directly could move after that
837 * the last two changes should make original Supaplex level 93 solvable
838 * improved use of random number generator to make it less predictable
839 * fixed behaviour of slippery SP elements to let slip left, then right
842 * fixed bug with wrong door state after trying to quickload empty tape
843 * fixed waste of static memory usage of the binary, making it smaller
844 * fixed very little graphical bug in Supaplex explosion
847 * version number set to 3.1.1
850 * version 3.1.0 released
853 * fixed bug with crash when writing user levelinfo.conf the first time
856 * added option "convert LEVELDIR [NR]" to command line batch commands
857 * re-converted Supaplex levels to apply latest engine fixes
858 * changed "use graphic/sound of element" to "use graphic of element"
859 due to compatibility problems with some levels ("bug machine" etc.)
862 * fixed bug with CE change replacing player with same or other player
865 * fixed bug with opaque font in envelope with background graphic when
866 background graphic is not transparent itself
869 * added "gravity on" and "gravity off" ports for Supaplex compatibility
870 * corrected original Supaplex level loading code to use these new ports
871 * also corrected Supaplex loader to auto-count infotrons if set to zero
874 * fixed bug with missing initialization of "modified" flag for GEs
877 * fixed bug that caused endless recursion loop when relocating player
878 * fixed tape recorder bug in "step mode" when using "pause before end"
879 * fixed tape recorder bug when changing from "warp forward" mode
882 * fixed bug with "when touching" for pushed elements at last position
885 * fixed bug that caused two activated toolbox buttons in level editor
886 * fixed bug with exploding dynabomb under player due to other explosion
889 * fixed bug with creating walkable custom element under player (again)
890 * fixed bug with not copying explosion type when copying CEs in editor
891 * fixed graphical bug when drawing player in setup menu (input devices)
892 * fixed graphical bug when the player is pushing an accessible element
893 * fixed bug with classic switchable elements triggering CE changes
894 * fixed bug with entering/leaving walkable element in RelocatePlayer()
895 * fixed crash bug when CE leaves behind the trigger player element
898 * fixed bug with broken tubes after placing/exploding dynamite in them
899 * fixed bug with exploding dynamite under player due to other explosion
900 * fixed bug with not resetting push delay under certain circumstances
903 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
904 * added network multiplayer code for Windows (thanks to Niko Böhm)
907 * added option "reachable despite gravity" for gravity movement
908 * changed gravity movement of most classic walkable and passable
909 elements back to "not reachable" (for compatibility reasons)
912 * fixed (removed) "indestructible" / "can explode" dependency in editor
913 * fixed (removed) "accessible inside" / "protected" dependency
914 * fixed (removed) "step mode" / "shield time" dependency
917 * fixed dynabombs exploding now into anything diggable
918 * fixed Supaplex style gravity movement into buggy base now impossible
919 * added pressing key "space" as valid action to select menu options
922 * added "replace when walkable" to relocate player to walkable element
923 * added "enter"/"leave" event for elements affected by relocation
924 * fixed "direct"/"indirect" change order also for "when change" event
925 * fixed graphical bug when pushing things from elements walkable inside
928 * fixed graphic bug when player is snapping while moving in old levels
929 * fixed bug when a moving custom element leaves a player element behind
930 * fixed bug with mole not disappearing when moving into acid pool
931 * fixed bug with incomplete path setting when using "--basepath" option
932 * moving CE can now leave walkable elements behind under the player
933 * when relocating, player can be set on walkable element now
934 * fixed another gravity movement bug
937 * uploaded pre-release (test) version 3.1.0-2 binary and source code
940 * added "collectible" and "removable" to extended replacement types
941 (where "removable" replaces "diggable" and "collectible" elements)
942 * added "collectible & throwable" (to throw element to the next field)
943 * fixed bug with CEs digging elements that are just about to explode
944 * changed mouse cursor now always being visible when game is paused
947 * added possibility to push/press accessible elements from a side that
949 * fixed bug with not setting actual date when appending to tape
952 * fixed bug with incorrectly initialized custom element editor graphics
955 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
956 - number of levels corrected from 18 to 17 in "levelinfo.conf"
959 * fixed bug with destroyed robot wheel still attracting robots forever
960 * fixed bug with time gate switch deactivating after robot wheel time
961 (while the time gate itself is not affected by this misbehaviour)
962 * changed behaviour of BD style amoeba to always get blocked by player
963 (before it was different when there were non-BD elements in level)
964 * fixed bug with player destroying indestructable elements with shield
967 * added option to make growing elements grow into anything diggable
968 (for the various amoeba types, biomaze and "game of life")
971 * fixed bug with movable elements not moving after left behind by CEs
972 * changed gravity movement to anything diggable, not only sand/base
973 * optionally allowing passing to walkable element, not only empty space
974 * added option "can pass to walkable element" for players
975 * finally fixed gravity movement (hopefully)
978 * fixed bug with movable elements not moving anymore after falling down
981 * fixed another bug with custom elements digging and leaving elements
982 * fixed bug with "along left/right side" and automatic start direction
983 * trigger elements now also displayed when "more custom" deactivated
984 * fixed bug with clipboard element initialized when loading new level
985 * added option "drop delay" to set delay before dropping next element
988 * uploaded pre-release (test) version 3.1.0-1 binary and source code
991 * added copy and paste functions for custom change pages
992 * enhanced graphical display and functionality of tape recorder
993 * fixed bug with custom elements digging and leaving elements
996 * added move speed faster than "very fast" for custom elements
997 * fixed bug with 3+3 style explosions and missing border content
998 * fixed little bug when copying custom elements in the editor
999 * enhanced custom element changes by more side trigger actions
1002 * added option "no scrolling when relocating" for instant teleporting
1003 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1006 * added trigger element and trigger player to use as target elements
1007 * added copy and paste functions for custom and group elements
1010 * fixed graphical bug when displaying explosion animations
1011 * fixed bug when appending to tapes, resulting in broken tapes
1012 * re-recorded a few tapes broken by fixing gravity checking bug
1015 * "can move into acid" property now for all elements independently
1016 * "can fall into acid" property for player stored in same bitfield now
1017 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1018 * version number set to 3.1.0 (finally!)
1021 * changed tape recording to only record input, not programmed actions
1024 * fixed totally broken (every 8th frame skipped) step-by-step recording
1025 * fixed bug with requester not displayed when quick-loading interrupted
1026 * added option "can fall into acid (with gravity)" for players
1027 * fixed bug with player not falling when snapping down with gravity
1030 * fixed bug which messed up key config when using keypad number keys
1033 * fixed bug which allowed moving upwards even when gravity was active
1034 * fixed bug with missing error handling when dumping levels or tapes
1037 * added different colored editor graphics for Supaplex gravity tubes
1040 * fixed bug that allowed solvable tapes for unsolvable levels
1043 * use unlimited number of droppable elements when "count" set to zero
1044 * added option to use step limit instead of time limit for level
1047 * added player and change page as trigger for custom element change
1050 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1053 * fixed bug with dark yamyam changing to acid when moving over acid
1054 * fixed handling of levels with more than 999 seconds level time
1055 (example: level 76 of "Denmine")
1058 * "spring push bug" reintroduced as configurable element property
1059 * fixed bug with missing properties for "mole"
1060 * fixed bug that showed up when fixing the above "mole" properties bug
1061 * added option "can move into acid" for all movable elements
1062 * fixed graphical bug for elements moving into acid
1063 * changed event handling to handle all pending events before going on
1066 * fixed bug which caused all CE change pages to be ignored which had
1067 the same change event, but used a different element side
1068 (reported by Simon Forsberg)
1070 * fixed bug which caused elements that can move and fall and that are
1071 transported by a conveyor belt to continue moving into that direction
1072 after leaving the conveyor belt, regardless of their own movement
1073 type; only elements which can not move are transported now
1074 (reported by Simon Forsberg)
1076 * fixed bug which could cause an array overflow in RelocatePlayer()
1077 (reported by Niko Böhm)
1079 * changed Emerald Mine style "passable / over" elements to "protected"
1080 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1082 * added new option to select from which side a "walkable/passable"
1083 element can be entered
1086 * added explosion and ignition delay for elements that can explode
1089 * fixed bug which caused player not being protected against enemies
1090 when a CE was "walkable / inside" and was not "indestructible"
1091 * added "walkable/passable" fields to be "protected/unprotected"
1092 against enemies, even if not accessible "inside" but "over/under"
1095 * corrected move pattern to 32 bit and initial move direction to 8 bit
1098 * added second custom element base configuration page
1101 * added some special EMC mappings to Emerald Mine level loader
1102 (also covering previously unknown element in level 0 of "Bondmine 8")
1105 * added option to block last field when player is moving (for Supaplex)
1106 * adjusted push delay of Supaplex elements
1107 * removed delays for envelopes etc. when replaying with maximum speed
1108 * fixed bug when dropping element on a field that just changed to empty
1111 * fixed bug: infotrons can now smash yellow disks
1112 * fixed bug: when gravity active, port above player can now be entered
1113 * removed "one white dot" mouse pointer which irritated some people
1116 * added "choice type" for group element selection
1119 * fixed bug with initial invulnerability of non-yellow player
1122 * added level loader for loading native Supaplex packed levels
1123 (including multi-part levels like the "splvls99" levels)
1126 * fixed bug which allowed creating emeralds by escaping explosions
1129 * custom elements can change (limited) or leave (unlimited) elements
1130 * finally added multiple matches using group elements
1131 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1134 * added new start movement type "previous" for continued CE movement
1135 * added new start movement type "random" for random CE movement start
1138 * added new element "sokoban_field_player" needed for Sokoban levels
1139 (thanks to Ed Booker for pointing this out!)
1142 * added elements that can be digged or left behind by custom elements
1145 * added group elements for multiple matches and random element creation
1148 * fixed some graphical errors displayed in old levels
1151 * fixed wrong double speed movement after passing closing gates
1154 * added level loader for loading native Emerald Mine levels
1157 * changes for "shooting" style CE movement
1160 * Happy New Year! ;-)
1163 * changed default snap/drop keys from left/right Shift to Control keys
1166 * fixed bug with dead player getting reanimated from custom element
1169 * fixed bug with wrong penguin graphics (when entering exit)
1172 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1175 * version number set to 3.0.9
1178 * version 3.0.8 released
1181 * added function checked_free()
1184 * fixed bug with double nut cracking sound
1185 (by eliminating "default element action sound" assignment in init.c)
1188 * fixed crash when no music info files are available
1191 * fixed boring and sleeping sounds
1194 * added "maze runner" and "maze hunter" movement types
1195 * added extended collision conditions for custom elements
1198 * added warnings for undefined token values in artwork config files
1201 * added menu entry for level set information to the info screen
1204 * fixed bug with wrong default impact sound for colored emeralds
1207 * added several sub-screens for the info screen
1208 * menu text now also clickable (not only blue/red sphere left of it)
1211 * added configurable "bored" and "sleeping" animations for the player
1212 * added "awakening" sound for player when waking up after sleeping
1215 * added "copy" and "exchange" functions for custom elements to editor
1218 * added configurable element animations for info screen
1221 * added configurable music credits for info screen
1224 * finally fixed tape recording when player is created from CE change
1227 * added "editorsetup.conf" for editor element list configuration
1230 * added "musicinfo.conf" for menu and level music configuration
1233 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1234 (that only showed up on Linux, but not on Windows systems)
1237 * fixed turning movement of butterflies and fireflies (no frame reset)
1238 * enhanced sniksnak turning movement (two steps instead of only one)
1241 * version number set to 3.0.8
1244 * version 3.0.7 released
1247 * fixed reset of player animation frame when, for example,
1248 walking, digging or collecting share the same animation
1249 * fixed CE with "deadly when touching" exploding when touching amoeba
1252 * fixed tape recording when player is created from CE element change
1255 * introduced "turning..." action graphic for elements with move delay
1256 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1257 * added turning animations for bug, spaceship and sniksnak
1260 * prevent "extended" changed elements from delay change in same frame
1263 * fixed bug when pushing element that can move away to the side
1264 (like pushing falling elements, but now with moving elements)
1267 * finally fixed serious bug in code for delayed element pushing (again)
1270 * unavailable setup options now marked as "n/a" instead of "off"
1271 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1272 to "true", levels are always played with the latest game engine,
1273 which is desired for levels that are imported from other games; all
1274 other levels are played with the engine version stored in level file
1275 (which is normally the engine version the level was created with)
1278 * fixed serious bug in code for delayed element pushing
1279 * fixed little bug in animation frame selection for pushed elements
1280 * speed-up of reading config file for verbose output
1283 * added configuration option for opening and closing Supaplex exit
1284 * added configuration option for moving up/down animation for Murphy
1285 * fixed incorrectly displayed animation for attacking dragon
1286 * fixed bug with not setting initial gravity for each new game
1287 * fixed bug with teleportation of player by custom element change
1288 * fixed bug with player not getting smashed by rock sometimes
1291 * version number set to 3.0.7
1294 * version 3.0.6 released
1297 * added support for MP3 music for SDL version through SMPEG library
1300 * fixed bug when initializing font graphic structure
1301 * fixed bug with animation mode "pingpong" when using only 1 frame
1302 * fixed bug with extended change target introduced in 3.0.5
1303 * fixed bug where passing over moving element doubles player speed
1304 * fixed bug with elements continuing to move into push direction
1305 * fixed bug with duplicated player when dropping bomb with shield on
1306 * added "switching" event for custom elements ("pressing" only once)
1307 * fixed switching bug (resetting flag when not switching but not idle)
1310 * fixed element tokens for certain file elements with ".active" etc.
1313 * version number set to 3.0.6
1316 * version 3.0.5 released
1319 * now four envelope elements available
1320 * font, background, animation and sound for envelope now configurable
1321 * main menu doors opening/closing animation type now configurable
1324 * active/inactive sides configurable for custom element changes
1325 * new movement type "move when pushed" available for custom elements
1328 * fixed bug in multiple config pages loader code that caused crashes
1331 * enhanced (remaining low-resolution) Supaplex graphics
1334 * version number set to 3.0.5
1337 * version 3.0.4 released
1339 2003-09-12 src/tools.c
1340 * fixed bug in custom definition of crumbled element graphics
1342 2003-09-11 src/files.c
1343 * fixed bug in multiple config pages code that caused crashes
1346 * version number set to 3.0.4
1349 * version 3.0.3 released
1352 * added music to Supaplex classic level set
1354 2003-09-07 src/libgame/misc.c
1355 * added support for loading various music formats through SDL_mixer
1357 2003-09-06 (various source files)
1358 * fixed several nasty bugs that may have caused crashes on some systems
1359 * added envelope content which gets displayed when collecting envelope
1360 * added multiple change event pages for custom elements
1362 2003-08-24 src/game.c
1363 * fixed problem with player animation when snapping and moving
1365 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1366 * fixed problem with flickering when drawing toon animations
1368 2003-08-23 src/libgame/sdl.c
1369 * fixed problem with setting mouse cursor in SDL version in fullscreen
1371 2003-08-23 src/game.c
1372 * fixed bug (missing array boundary check) which could crash the game
1375 * version number set to 3.0.3
1378 * version 3.0.2 released
1380 2003-08-21 src/game.c
1381 * fixed bug with creating inaccessible elements at player position
1383 2003-08-20 src/init.c
1384 * fixed bug with not finding current level artwork directory
1386 2003-08-20 src/files.c
1387 * fixed bug with choosing wrong engine version when playing tapes
1388 * fixed bug with messing up custom element properties in 3.0.0 levels
1391 * version number set to 3.0.2
1394 * version 3.0.1 released
1396 2003-08-17 (no source files affected)
1397 * changed all "classic" PCX image files with 16 colors or less to
1398 256 color (8 bit) storage format, because the Allegro game library
1399 cannot handle PCX files with less than 256 colors (contributed
1400 graphics are not affected and might look wrong in the DOS version)
1402 2003-08-16 src/init.c
1403 * fixed bug which (for example) crashed the level editor when defining
1404 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1405 (only set to default) -- invalid graphics now set to default graphic
1407 2003-08-16 src/init.c
1408 * fixed graphical bug of player digging/collecting/snapping element
1409 when no corresponding graphic/animation is defined for this action,
1410 resulting in player being drawn as EL_EMPTY (which should only be
1411 done to elements being collected, but not to the player)
1413 2003-08-16 src/game.c
1414 * fixed small graphical bug of player not totally moving into exit
1416 2003-08-16 src/libgame/setup.c
1417 * fixed bug with wrong MS-DOS 8.3 filename conversion
1419 2003-08-16 src/tools.c
1420 * fixed bug with invisible mouse cursor when pressing ESC while playing
1422 2003-08-16 (various source files)
1423 * added another 128 custom elements (disabled in editor by default)
1425 2003-08-16 src/editor.c
1426 * fixed NULL string bug causing Solaris to crash in sprintf()
1428 2003-08-16 src/screen.c
1429 * fixed drawing over scrollbar on level selection with custom fonts
1431 2003-08-15 src/game.c
1432 * cleanup of simple sounds / loop sounds / music settings
1434 2003-08-08 (various source files)
1435 * added custom element property for dropping collected elements
1437 2003-08-08 src/conf_gfx.c
1438 * fixed bug with missing graphic for active red disk bomb
1440 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1441 * extended variable "level.gravity" to "level.initial_gravity" and
1442 "game.current_gravity" to prevent level setting from being changed
1443 by playing the level (keeping the runtime value after playing)
1445 * fixed graphics bug when digging element that has 'crumbled' graphic
1446 definition, but not 'diggable' graphic definition
1449 * version number set to 3.0.1
1452 * version 3.0.0 released
1455 * various bug fixes; among others:
1456 - fixed bug with pushing spring over empty space
1457 - fixed bug with leaving tube while placing dynamite
1458 - fixed bug with explosion of smashed penguins
1459 - allow Murphy player graphic in levels with non-Supaplex elements
1463 * I have forgotten to document changes for some time
1466 * pre-release version 2.2.0rc1 released
1469 * version number set to 2.1.2
1472 * version 2.1.1 released
1475 * version number set to 2.1.1
1478 * version 2.1.0 released
1481 * version number set to 2.1.0
1483 2002-04-03 to 2002-05-19 (various source files)
1484 * graphics, sounds and music now fully configurable
1485 * bug fixed that prevented walking through tubes when gravity on
1487 2002-04-02 src/events.c, src/editor.c
1488 * Make Escape key less aggressive when playing or when editing level.
1489 This can be configured as an option in the setup menu. (Default is
1490 "less aggressive" which means "ask user if something can be lost"
1491 when pressing the Escape key.)
1493 2002-04-02 src/screen.c
1494 * Added "graphics setup" screen.
1496 2002-04-01 src/screen.c
1497 * Changed "choose level" setup screen stuff to be more generic (to
1498 make it easier to add more "choose from generic tree" setup screens).
1500 2002-04-01 src/config.c, src/timestamp.h
1501 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1502 automatically gets created by "src/Makefile" and contains an actual
1503 compile-time timestamp to identify development versions of the game).
1505 2002-03-31 src/tape.c, src/events.c
1506 * Added quick game/tape save/load functions to tape stuff which can be
1507 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1508 loads previously recorded tape and directly goes into recording mode
1509 from the end of the tape (therefore appending to the tape).
1511 2002-03-31 src/tape.c
1512 * Added "index mark" function to tape recorder. When playing or
1513 recording, "eject" button changes to "index" button. Setting index
1514 mark is not yet implemented, but pressing index button when playing
1515 allows very quick advancing to end of tape (when normal playing),
1516 very fast forward mode (when playing with normal fast forward) or
1517 very fast reaching of "pause before end of tape" (when playing with
1518 "pause before end" playing mode).
1520 2002-03-30 src/cartoons.c
1521 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1523 2002-03-29 src/screen.c
1524 * Changed setup screen stuff to be more generic (to make it easier
1525 to add more setup screens).
1527 2002-03-23 src/main.c, src/main.h
1528 * Various changes due to the introduction of the new libgame files
1529 "setup.c" and "joystick.c".
1531 2002-03-23 src/files.c
1532 * Generic parts of "src/files.c" (mainly setup and level directory
1533 stuff) moved to new libgame file "src/libgame/setup.c".
1535 2002-03-23 src/joystick.c
1536 * File "src/joystick.c" moved to libgame source tree, with
1537 correspondig changes.
1539 2002-03-22 src/screens.c
1540 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1541 (Wrong level series information displayed when entering main group.)
1543 2002-03-22 src/editor.c
1544 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1546 2002-03-22 src/editor.c
1547 * Changed behaviour of "Escape" key in level editor to be more
1548 intuitive: When in "Element Properties" or "Level Info" mode,
1549 return to "Drawing Mode" instead of leaving the level editor.
1551 2002-03-21 src/game.c, src/editor.c, src/files.c
1552 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1553 gems (emeralds, diamonds, ...) slipping down from normal wall,
1554 steel wall and growing wall (as in E.M.C. style levels). Although
1555 the behaviour of contributed and private levels wasn't changed (due
1556 to the use of "level.game_version"; see previous entry), editing
1557 those levels will (of course) change the behaviour accordingly.
1559 This change seems a bit too hard after thinking about it, because
1560 the EM style behaviour is not the "expected" behaviour (gems would
1561 normally only slip down from "rounded" walls). Therefore this was
1562 now changed to an element property for gem style elements, with the
1563 default setting "off" (which means: no special EM style behaviour).
1564 To fix older converted levels, this flag is set to "on" for pre-2.0
1565 levels that are neither contributed nor private levels.
1567 2002-03-20 src/files.h
1568 * Corrected settings for "level.game_version" depending of level type.
1569 (Contributed and private levels always get played with game engine
1570 version they were created with, while converted levels always get
1571 played with the most recent version of the game engine, to let new
1572 corrections of the emulation behaviour take effect.)
1574 2002-03-20 src/main.h
1575 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1576 compiling the SDL version on some systems.
1577 Thanks to the several people who pointed this out.
1580 * Version number set to 2.0.2.
1583 * Version 2.0.1 released.
1585 2002-03-18 src/screens.c
1586 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1588 2002-03-18 src/files.c [src/libgame/misc.c]
1589 * Moved some common functions from src/files.c to src/libgame/misc.c.
1591 2002-03-18 src/files.c [src/libgame/misc.c]
1592 * Changed permissions for new directories and saved files (especially
1593 score files) according to suggestions of Debian users and mantainers.
1594 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1596 2002-03-17 src/files.c
1597 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1598 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1599 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1600 for levels and "TAPE" for tapes). Old "cookie" style format is
1601 still supported for reading. New level and tape files are written
1604 * New IFF chunk "VERS" contains version numbers for file and game
1605 (where "game version" is the version of the program that wrote the
1606 file, and "file version" is a version number to distinguish files
1607 with different format, for example after adding new features).
1609 2002-03-15 src/screen.c
1610 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1611 (Before, you heard a mixture of the in-game music and the
1612 hall-of-fame music.)
1614 2002-03-14 src/events.c
1615 * Function "DumpTape()" (files.c) now available by pressing 't' from
1616 main menu (when in DEBUG mode).
1618 2002-03-14 src/game.c
1619 * "GameWon()": When game was won playing a tape, now there is no delay
1620 raising the score and no corresponding sound is played.
1622 2002-03-14 src/files.c
1623 * Changed "LoadTape()" for real chunk support and also adjusted
1624 "SaveTape()" accordingly.
1626 2002-03-14 src/game.c, src/tape.c, src/files.c
1627 * Important changes to tape format: The old tape format stored all
1628 actions with a real effect with a corresponding delay between the
1629 stored actions. This had some major disadvantages (for example,
1630 push delays had to be ignored, pressing a button for some seconds
1631 mutated to several single button presses because of the non-action
1632 delays between two action frames etc.). The new tape format just
1633 stupidly records all device actions and replays them later. I really
1634 don't know why I haven't solved it that way before?! Old-style tapes
1635 (with tape file version less than 2.0) get converted to the new
1636 format on-the-fly when loading and can therefore still be played;
1637 only some minor parts of the old-style tape handling code was needed.
1638 (A perfect conversion is not possible, because there is information
1639 missing about the device actions between two action frames.)
1641 2002-03-14 src/files.c
1642 * New function "DumpTape()" to dump the contents of the current tape
1643 in a human readable format.
1645 2002-03-14 src/game.c
1646 * Small tape bug fixed: When automatically advancing to next level
1647 after a game was won, the tape from the previous level still was
1648 loaded as a tape for the new level.
1650 2002-03-14 src/tape.c
1651 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1652 tape, cartoons did not get completely removed because
1653 StopAnimation() was not called.
1655 2002-03-13 src/files.c
1656 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1657 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1658 size even when using 16-bit elements). Added new chunk "CNT2" for
1659 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1660 chunk even when content was 16-bit element). "CNT2" should now be
1661 able to store content for arbitrary elements (up to eight blocks of
1662 3 x 3 element arrays). All "CNT2" elements will always be stored as
1663 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1665 2002-03-13 src/files.c
1666 * Changed "LoadLevel()" for real chunk support.
1668 2002-03-12 src/game.c
1669 * Fixed problem (introduced after 2.0.0 release) with penguins
1670 not getting killed by enemies
1672 2002-02-24 src/game.c, src/main.h
1673 * Added "player->is_moving"; now "player->last_move_dir" does
1674 not contain any information if the player is just moving at
1676 Before, "player->last_move_dir" was misused for this purpose
1677 for the robot stuff (robots don't kill players when they are
1678 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1679 broke tapes when walking through pipes!
1680 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1681 in a continuous movement. This fact is ignored for friends and