2 * uploaded pre-release (test) version 3.2.0-2 binary and source code
5 * fixed small bug with "linear" animation not working for active lamp
8 * fixed bug with moving up despite gravity due to "block last field"
9 * fixed small bug with wrong draw offset when typing name in main menu
10 * when reading user names from "passwd", ignore data after first comma
11 * when creating new "levelinfo.conf", only write some selected entries
14 * fixed displaying "imported from/by" on preview with empty string
15 * fixed ignoring draw offset for fonts used for level preview texts
18 * fixed a delay problem with SDL and too many mouse motion events
19 * added setup option "skip levels" and level skipping functionality
22 * added move speed "not moving" for non-moving CEs, but with direction
25 * fixed mapping of obsolete element token names in "editorsetup.conf"
26 * fixed bug with sound "acid.splashing" treated as a loop sound
27 * fixed some little sound bugs in native EM engine
30 * fixed small bug when dragging scrollbars to end positions
33 * added editor element descriptions written by Aaron Davidson
36 * improved fallback handling when configured artwork is not available
37 (now using default artwork instead of exiting when files not found)
40 * fixed bug on level selection screen when dragging scrollbar
43 * fixed bug which caused broken tapes when appending to EM engine tapes
46 * uploaded pre-release (test) version 3.2.0-1 binary and source code
49 * added code to replace changed artwork config tokens with other tokens
50 (needed for backwards compatibility, so that older tokens still work)
53 * added native R'n'D graphics for some new EMC elements in EM engine
56 * fixed some bugs in the EM engine integration code
57 * changed EM engine code to allow diagonal movement
58 * changed EM engine code to allow use of separate snap and drop keys
61 * fixed some redraw bugs when using EM engine
64 * fixed bug with not converting RND levels which are set to use native
65 engine to native level structure when loading
68 * uploaded pre-release (test) version 3.2.0-0 binary and source code
71 * version number set to 3.2.0
74 * level data now reset to defaults after attempt to load invalid file
77 * added use of "editorsetup.conf" for different level sets
80 * added auto-detection for various types of Emerald Mine level files
83 * fixed bug with scrollbars getting too small when list is very large
86 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
89 * added most level editor configuration gadgets for new EMC elements
92 * added more element and graphic definitions for new EMC elements
95 * modified native EM engine to use integrated R'n'D sound system
98 * added SDL support to graphics functions in native EM engine
99 (by always using generic libgame interface functions)
102 * fixed bug in frame synchronization in native EM engine
105 * added code to convert levels between R'n'D and native EM engine
108 * new Emerald Mine engine can now play levels selected in main menu
111 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
112 (which creates scaled down graphics for level editor and preview);
113 there's still a memory leak somewhere in the artwork handling code
114 * added "scale image up" functionality to X11 version of zoom function
117 * first attempts to integrate new, native Emerald Mine Club engine
120 * fixed bug in gadget code which caused reset of CEs in level editor
121 (example: pressing 'b' [grab brush] on CE config page erased values)
122 (solution: check if gadgets in ClickOnGadget() are really mapped)
123 * improved level change detection in editor (settings now also checked)
124 * fixed bug with "can move into acid" and "don't collide with" state
127 * fixed maze runner style CEs to use the configured move delay value
130 * added Aaron Davidson's tutorial level set to the "Tutorials" section
133 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
134 * fixed the above fix because it broke level set "machine" (*sigh*)
135 * fixed random element placement in level editor to work as expected
136 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
139 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
142 * fixed bug (missing array boundary check) which caused broken tapes
143 * fixed bug (when loading level template) which caused broken levels
144 * fixed bug with new block last field code when using non-yellow player
147 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
148 * internal change of how the player blocks the last field when moving
149 * fixed blocking delay of last field for EM and SP style block delay
150 * fixed bug where the player had to wait for the usual move delay after
151 unsuccessfully trying to move, when he directly could move after that
152 * the last two changes should make original Supaplex level 93 solvable
153 * improved use of random number generator to make it less predictable
154 * fixed behaviour of slippery SP elements to let slip left, then right
157 * fixed bug with wrong door state after trying to quickload empty tape
158 * fixed waste of static memory usage of the binary, making it smaller
159 * fixed very little graphical bug in Supaplex explosion
162 * version number set to 3.1.1
165 * version 3.1.0 released
168 * fixed bug with crash when writing user levelinfo.conf the first time
171 * added option "convert LEVELDIR [NR]" to command line batch commands
172 * re-converted Supaplex levels to apply latest engine fixes
173 * changed "use graphic/sound of element" to "use graphic of element"
174 due to compatibility problems with some levels ("bug machine" etc.)
177 * fixed bug with CE change replacing player with same or other player
180 * fixed bug with opaque font in envelope with background graphic when
181 background graphic is not transparent itself
184 * added "gravity on" and "gravity off" ports for Supaplex compatibility
185 * corrected original Supaplex level loading code to use these new ports
186 * also corrected Supaplex loader to auto-count infotrons if set to zero
189 * fixed bug with missing initialization of "modified" flag for GEs
192 * fixed bug that caused endless recursion loop when relocating player
193 * fixed tape recorder bug in "step mode" when using "pause before end"
194 * fixed tape recorder bug when changing from "warp forward" mode
197 * fixed bug with "when touching" for pushed elements at last position
200 * fixed bug that caused two activated toolbox buttons in level editor
201 * fixed bug with exploding dynabomb under player due to other explosion
204 * fixed bug with creating walkable custom element under player (again)
205 * fixed bug with not copying explosion type when copying CEs in editor
206 * fixed graphical bug when drawing player in setup menu (input devices)
207 * fixed graphical bug when the player is pushing an accessible element
208 * fixed bug with classic switchable elements triggering CE changes
209 * fixed bug with entering/leaving walkable element in RelocatePlayer()
210 * fixed crash bug when CE leaves behind the trigger player element
213 * fixed bug with broken tubes after placing/exploding dynamite in them
214 * fixed bug with exploding dynamite under player due to other explosion
215 * fixed bug with not resetting push delay under certain circumstances
218 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
219 * added network multiplayer code for Windows (thanks to Niko Böhm)
222 * added option "reachable despite gravity" for gravity movement
223 * changed gravity movement of most classic walkable and passable
224 elements back to "not reachable" (for compatibility reasons)
227 * fixed (removed) "indestructible" / "can explode" dependency in editor
228 * fixed (removed) "accessible inside" / "protected" dependency
229 * fixed (removed) "step mode" / "shield time" dependency
232 * fixed dynabombs exploding now into anything diggable
233 * fixed Supaplex style gravity movement into buggy base now impossible
234 * added pressing key "space" as valid action to select menu options
237 * added "replace when walkable" to relocate player to walkable element
238 * added "enter"/"leave" event for elements affected by relocation
239 * fixed "direct"/"indirect" change order also for "when change" event
240 * fixed graphical bug when pushing things from elements walkable inside
243 * fixed graphic bug when player is snapping while moving in old levels
244 * fixed bug when a moving custom element leaves a player element behind
245 * fixed bug with mole not disappearing when moving into acid pool
246 * fixed bug with incomplete path setting when using "--basepath" option
247 * moving CE can now leave walkable elements behind under the player
248 * when relocating, player can be set on walkable element now
249 * fixed another gravity movement bug
252 * uploaded pre-release (test) version 3.1.0-2 binary and source code
255 * added "collectible" and "removable" to extended replacement types
256 (where "removable" replaces "diggable" and "collectible" elements)
257 * added "collectible & throwable" (to throw element to the next field)
258 * fixed bug with CEs digging elements that are just about to explode
259 * changed mouse cursor now always being visible when game is paused
262 * added possibility to push/press accessible elements from a side that
264 * fixed bug with not setting actual date when appending to tape
267 * fixed bug with incorrectly initialized custom element editor graphics
270 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
271 - number of levels corrected from 18 to 17 in "levelinfo.conf"
274 * fixed bug with destroyed robot wheel still attracting robots forever
275 * fixed bug with time gate switch deactivating after robot wheel time
276 (while the time gate itself is not affected by this misbehaviour)
277 * changed behaviour of BD style amoeba to always get blocked by player
278 (before it was different when there were non-BD elements in level)
279 * fixed bug with player destroying indestructable elements with shield
282 * added option to make growing elements grow into anything diggable
283 (for the various amoeba types, biomaze and "game of life")
286 * fixed bug with movable elements not moving after left behind by CEs
287 * changed gravity movement to anything diggable, not only sand/base
288 * optionally allowing passing to walkable element, not only empty space
289 * added option "can pass to walkable element" for players
290 * finally fixed gravity movement (hopefully)
293 * fixed bug with movable elements not moving anymore after falling down
296 * fixed another bug with custom elements digging and leaving elements
297 * fixed bug with "along left/right side" and automatic start direction
298 * trigger elements now also displayed when "more custom" deactivated
299 * fixed bug with clipboard element initialized when loading new level
300 * added option "drop delay" to set delay before dropping next element
303 * uploaded pre-release (test) version 3.1.0-1 binary and source code
306 * added copy and paste functions for custom change pages
307 * enhanced graphical display and functionality of tape recorder
308 * fixed bug with custom elements digging and leaving elements
311 * added move speed faster than "very fast" for custom elements
312 * fixed bug with 3+3 style explosions and missing border content
313 * fixed little bug when copying custom elements in the editor
314 * enhanced custom element changes by more side trigger actions
317 * added option "no scrolling when relocating" for instant teleporting
318 * uploaded pre-release (test) version 3.1.0-0 binary and source code
321 * added trigger element and trigger player to use as target elements
322 * added copy and paste functions for custom and group elements
325 * fixed graphical bug when displaying explosion animations
326 * fixed bug when appending to tapes, resulting in broken tapes
327 * re-recorded a few tapes broken by fixing gravity checking bug
330 * "can move into acid" property now for all elements independently
331 * "can fall into acid" property for player stored in same bitfield now
332 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
333 * version number set to 3.1.0 (finally!)
336 * changed tape recording to only record input, not programmed actions
339 * fixed totally broken (every 8th frame skipped) step-by-step recording
340 * fixed bug with requester not displayed when quick-loading interrupted
341 * added option "can fall into acid (with gravity)" for players
342 * fixed bug with player not falling when snapping down with gravity
345 * fixed bug which messed up key config when using keypad number keys
348 * fixed bug which allowed moving upwards even when gravity was active
349 * fixed bug with missing error handling when dumping levels or tapes
352 * added different colored editor graphics for Supaplex gravity tubes
355 * fixed bug that allowed solvable tapes for unsolvable levels
358 * use unlimited number of droppable elements when "count" set to zero
359 * added option to use step limit instead of time limit for level
362 * added player and change page as trigger for custom element change
365 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
368 * fixed bug with dark yamyam changing to acid when moving over acid
369 * fixed handling of levels with more than 999 seconds level time
370 (example: level 76 of "Denmine")
373 * "spring push bug" reintroduced as configurable element property
374 * fixed bug with missing properties for "mole"
375 * fixed bug that showed up when fixing the above "mole" properties bug
376 * added option "can move into acid" for all movable elements
377 * fixed graphical bug for elements moving into acid
378 * changed event handling to handle all pending events before going on
381 * fixed bug which caused all CE change pages to be ignored which had
382 the same change event, but used a different element side
383 (reported by Simon Forsberg)
385 * fixed bug which caused elements that can move and fall and that are
386 transported by a conveyor belt to continue moving into that direction
387 after leaving the conveyor belt, regardless of their own movement
388 type; only elements which can not move are transported now
389 (reported by Simon Forsberg)
391 * fixed bug which could cause an array overflow in RelocatePlayer()
392 (reported by Niko Böhm)
394 * changed Emerald Mine style "passable / over" elements to "protected"
395 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
397 * added new option to select from which side a "walkable/passable"
398 element can be entered
401 * added explosion and ignition delay for elements that can explode
404 * fixed bug which caused player not being protected against enemies
405 when a CE was "walkable / inside" and was not "indestructible"
406 * added "walkable/passable" fields to be "protected/unprotected"
407 against enemies, even if not accessible "inside" but "over/under"
410 * corrected move pattern to 32 bit and initial move direction to 8 bit
413 * added second custom element base configuration page
416 * added some special EMC mappings to Emerald Mine level loader
417 (also covering previously unknown element in level 0 of "Bondmine 8")
420 * added option to block last field when player is moving (for Supaplex)
421 * adjusted push delay of Supaplex elements
422 * removed delays for envelopes etc. when replaying with maximum speed
423 * fixed bug when dropping element on a field that just changed to empty
426 * fixed bug: infotrons can now smash yellow disks
427 * fixed bug: when gravity active, port above player can now be entered
428 * removed "one white dot" mouse pointer which irritated some people
431 * added "choice type" for group element selection
434 * fixed bug with initial invulnerability of non-yellow player
437 * added level loader for loading native Supaplex packed levels
438 (including multi-part levels like the "splvls99" levels)
441 * fixed bug which allowed creating emeralds by escaping explosions
444 * custom elements can change (limited) or leave (unlimited) elements
445 * finally added multiple matches using group elements
446 * added shortcut to dump brush (type ":DB" in editor) for use in forum
449 * added new start movement type "previous" for continued CE movement
450 * added new start movement type "random" for random CE movement start
453 * added new element "sokoban_field_player" needed for Sokoban levels
454 (thanks to Ed Booker for pointing this out!)
457 * added elements that can be digged or left behind by custom elements
460 * added group elements for multiple matches and random element creation
463 * fixed some graphical errors displayed in old levels
466 * fixed wrong double speed movement after passing closing gates
469 * added level loader for loading native Emerald Mine levels
472 * changes for "shooting" style CE movement
475 * Happy New Year! ;-)
478 * changed default snap/drop keys from left/right Shift to Control keys
481 * fixed bug with dead player getting reanimated from custom element
484 * fixed bug with wrong penguin graphics (when entering exit)
487 * fixed bug with wrong "Murphy" graphics (when digging etc.)
490 * version number set to 3.0.9
493 * version 3.0.8 released
496 * added function checked_free()
499 * fixed bug with double nut cracking sound
500 (by eliminating "default element action sound" assignment in init.c)
503 * fixed crash when no music info files are available
506 * fixed boring and sleeping sounds
509 * added "maze runner" and "maze hunter" movement types
510 * added extended collision conditions for custom elements
513 * added warnings for undefined token values in artwork config files
516 * added menu entry for level set information to the info screen
519 * fixed bug with wrong default impact sound for colored emeralds
522 * added several sub-screens for the info screen
523 * menu text now also clickable (not only blue/red sphere left of it)
526 * added configurable "bored" and "sleeping" animations for the player
527 * added "awakening" sound for player when waking up after sleeping
530 * added "copy" and "exchange" functions for custom elements to editor
533 * added configurable element animations for info screen
536 * added configurable music credits for info screen
539 * finally fixed tape recording when player is created from CE change
542 * added "editorsetup.conf" for editor element list configuration
545 * added "musicinfo.conf" for menu and level music configuration
548 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
549 (that only showed up on Linux, but not on Windows systems)
552 * fixed turning movement of butterflies and fireflies (no frame reset)
553 * enhanced sniksnak turning movement (two steps instead of only one)
556 * version number set to 3.0.8
559 * version 3.0.7 released
562 * fixed reset of player animation frame when, for example,
563 walking, digging or collecting share the same animation
564 * fixed CE with "deadly when touching" exploding when touching amoeba
567 * fixed tape recording when player is created from CE element change
570 * introduced "turning..." action graphic for elements with move delay
571 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
572 * added turning animations for bug, spaceship and sniksnak
575 * prevent "extended" changed elements from delay change in same frame
578 * fixed bug when pushing element that can move away to the side
579 (like pushing falling elements, but now with moving elements)
582 * finally fixed serious bug in code for delayed element pushing (again)
585 * unavailable setup options now marked as "n/a" instead of "off"
586 * new boolean directive "latest_engine" for "levelinfo.conf": when set
587 to "true", levels are always played with the latest game engine,
588 which is desired for levels that are imported from other games; all
589 other levels are played with the engine version stored in level file
590 (which is normally the engine version the level was created with)
593 * fixed serious bug in code for delayed element pushing
594 * fixed little bug in animation frame selection for pushed elements
595 * speed-up of reading config file for verbose output
598 * added configuration option for opening and closing Supaplex exit
599 * added configuration option for moving up/down animation for Murphy
600 * fixed incorrectly displayed animation for attacking dragon
601 * fixed bug with not setting initial gravity for each new game
602 * fixed bug with teleportation of player by custom element change
603 * fixed bug with player not getting smashed by rock sometimes
606 * version number set to 3.0.7
609 * version 3.0.6 released
612 * added support for MP3 music for SDL version through SMPEG library
615 * fixed bug when initializing font graphic structure
616 * fixed bug with animation mode "pingpong" when using only 1 frame
617 * fixed bug with extended change target introduced in 3.0.5
618 * fixed bug where passing over moving element doubles player speed
619 * fixed bug with elements continuing to move into push direction
620 * fixed bug with duplicated player when dropping bomb with shield on
621 * added "switching" event for custom elements ("pressing" only once)
622 * fixed switching bug (resetting flag when not switching but not idle)
625 * fixed element tokens for certain file elements with ".active" etc.
628 * version number set to 3.0.6
631 * version 3.0.5 released
634 * now four envelope elements available
635 * font, background, animation and sound for envelope now configurable
636 * main menu doors opening/closing animation type now configurable
639 * active/inactive sides configurable for custom element changes
640 * new movement type "move when pushed" available for custom elements
643 * fixed bug in multiple config pages loader code that caused crashes
646 * enhanced (remaining low-resolution) Supaplex graphics
649 * version number set to 3.0.5
652 * version 3.0.4 released
654 2003-09-12 src/tools.c
655 * fixed bug in custom definition of crumbled element graphics
657 2003-09-11 src/files.c
658 * fixed bug in multiple config pages code that caused crashes
661 * version number set to 3.0.4
664 * version 3.0.3 released
667 * added music to Supaplex classic level set
669 2003-09-07 src/libgame/misc.c
670 * added support for loading various music formats through SDL_mixer
672 2003-09-06 (various source files)
673 * fixed several nasty bugs that may have caused crashes on some systems
674 * added envelope content which gets displayed when collecting envelope
675 * added multiple change event pages for custom elements
677 2003-08-24 src/game.c
678 * fixed problem with player animation when snapping and moving
680 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
681 * fixed problem with flickering when drawing toon animations
683 2003-08-23 src/libgame/sdl.c
684 * fixed problem with setting mouse cursor in SDL version in fullscreen
686 2003-08-23 src/game.c
687 * fixed bug (missing array boundary check) which could crash the game
690 * version number set to 3.0.3
693 * version 3.0.2 released
695 2003-08-21 src/game.c
696 * fixed bug with creating inaccessible elements at player position
698 2003-08-20 src/init.c
699 * fixed bug with not finding current level artwork directory
701 2003-08-20 src/files.c
702 * fixed bug with choosing wrong engine version when playing tapes
703 * fixed bug with messing up custom element properties in 3.0.0 levels
706 * version number set to 3.0.2
709 * version 3.0.1 released
711 2003-08-17 (no source files affected)
712 * changed all "classic" PCX image files with 16 colors or less to
713 256 color (8 bit) storage format, because the Allegro game library
714 cannot handle PCX files with less than 256 colors (contributed
715 graphics are not affected and might look wrong in the DOS version)
717 2003-08-16 src/init.c
718 * fixed bug which (for example) crashed the level editor when defining
719 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
720 (only set to default) -- invalid graphics now set to default graphic
722 2003-08-16 src/init.c
723 * fixed graphical bug of player digging/collecting/snapping element
724 when no corresponding graphic/animation is defined for this action,
725 resulting in player being drawn as EL_EMPTY (which should only be
726 done to elements being collected, but not to the player)
728 2003-08-16 src/game.c
729 * fixed small graphical bug of player not totally moving into exit
731 2003-08-16 src/libgame/setup.c
732 * fixed bug with wrong MS-DOS 8.3 filename conversion
734 2003-08-16 src/tools.c
735 * fixed bug with invisible mouse cursor when pressing ESC while playing
737 2003-08-16 (various source files)
738 * added another 128 custom elements (disabled in editor by default)
740 2003-08-16 src/editor.c
741 * fixed NULL string bug causing Solaris to crash in sprintf()
743 2003-08-16 src/screen.c
744 * fixed drawing over scrollbar on level selection with custom fonts
746 2003-08-15 src/game.c
747 * cleanup of simple sounds / loop sounds / music settings
749 2003-08-08 (various source files)
750 * added custom element property for dropping collected elements
752 2003-08-08 src/conf_gfx.c
753 * fixed bug with missing graphic for active red disk bomb
755 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
756 * extended variable "level.gravity" to "level.initial_gravity" and
757 "game.current_gravity" to prevent level setting from being changed
758 by playing the level (keeping the runtime value after playing)
760 * fixed graphics bug when digging element that has 'crumbled' graphic
761 definition, but not 'diggable' graphic definition
764 * version number set to 3.0.1
767 * version 3.0.0 released
770 * various bug fixes; among others:
771 - fixed bug with pushing spring over empty space
772 - fixed bug with leaving tube while placing dynamite
773 - fixed bug with explosion of smashed penguins
774 - allow Murphy player graphic in levels with non-Supaplex elements
778 * I have forgotten to document changes for some time
781 * pre-release version 2.2.0rc1 released
784 * version number set to 2.1.2
787 * version 2.1.1 released
790 * version number set to 2.1.1
793 * version 2.1.0 released
796 * version number set to 2.1.0
798 2002-04-03 to 2002-05-19 (various source files)
799 * graphics, sounds and music now fully configurable
800 * bug fixed that prevented walking through tubes when gravity on
802 2002-04-02 src/events.c, src/editor.c
803 * Make Escape key less aggressive when playing or when editing level.
804 This can be configured as an option in the setup menu. (Default is
805 "less aggressive" which means "ask user if something can be lost"
806 when pressing the Escape key.)
808 2002-04-02 src/screen.c
809 * Added "graphics setup" screen.
811 2002-04-01 src/screen.c
812 * Changed "choose level" setup screen stuff to be more generic (to
813 make it easier to add more "choose from generic tree" setup screens).
815 2002-04-01 src/config.c, src/timestamp.h
816 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
817 automatically gets created by "src/Makefile" and contains an actual
818 compile-time timestamp to identify development versions of the game).
820 2002-03-31 src/tape.c, src/events.c
821 * Added quick game/tape save/load functions to tape stuff which can be
822 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
823 loads previously recorded tape and directly goes into recording mode
824 from the end of the tape (therefore appending to the tape).
826 2002-03-31 src/tape.c
827 * Added "index mark" function to tape recorder. When playing or
828 recording, "eject" button changes to "index" button. Setting index
829 mark is not yet implemented, but pressing index button when playing
830 allows very quick advancing to end of tape (when normal playing),
831 very fast forward mode (when playing with normal fast forward) or
832 very fast reaching of "pause before end of tape" (when playing with
833 "pause before end" playing mode).
835 2002-03-30 src/cartoons.c
836 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
838 2002-03-29 src/screen.c
839 * Changed setup screen stuff to be more generic (to make it easier
840 to add more setup screens).
842 2002-03-23 src/main.c, src/main.h
843 * Various changes due to the introduction of the new libgame files
844 "setup.c" and "joystick.c".
846 2002-03-23 src/files.c
847 * Generic parts of "src/files.c" (mainly setup and level directory
848 stuff) moved to new libgame file "src/libgame/setup.c".
850 2002-03-23 src/joystick.c
851 * File "src/joystick.c" moved to libgame source tree, with
852 correspondig changes.
854 2002-03-22 src/screens.c
855 * "HandleChooseLevel()": Another bug in level series navigation fixed.
856 (Wrong level series information displayed when entering main group.)
858 2002-03-22 src/editor.c
859 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
861 2002-03-22 src/editor.c
862 * Changed behaviour of "Escape" key in level editor to be more
863 intuitive: When in "Element Properties" or "Level Info" mode,
864 return to "Drawing Mode" instead of leaving the level editor.
866 2002-03-21 src/game.c, src/editor.c, src/files.c
867 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
868 gems (emeralds, diamonds, ...) slipping down from normal wall,
869 steel wall and growing wall (as in E.M.C. style levels). Although
870 the behaviour of contributed and private levels wasn't changed (due
871 to the use of "level.game_version"; see previous entry), editing
872 those levels will (of course) change the behaviour accordingly.
874 This change seems a bit too hard after thinking about it, because
875 the EM style behaviour is not the "expected" behaviour (gems would
876 normally only slip down from "rounded" walls). Therefore this was
877 now changed to an element property for gem style elements, with the
878 default setting "off" (which means: no special EM style behaviour).
879 To fix older converted levels, this flag is set to "on" for pre-2.0
880 levels that are neither contributed nor private levels.
882 2002-03-20 src/files.h
883 * Corrected settings for "level.game_version" depending of level type.
884 (Contributed and private levels always get played with game engine
885 version they were created with, while converted levels always get
886 played with the most recent version of the game engine, to let new
887 corrections of the emulation behaviour take effect.)
889 2002-03-20 src/main.h
890 * Added "#include <time.h>". This seems to be needed by "tape.c" for
891 compiling the SDL version on some systems.
892 Thanks to the several people who pointed this out.
895 * Version number set to 2.0.2.
898 * Version 2.0.1 released.
900 2002-03-18 src/screens.c
901 * "HandleChooseLevel()": Small bug in level series navigation fixed.
903 2002-03-18 src/files.c [src/libgame/misc.c]
904 * Moved some common functions from src/files.c to src/libgame/misc.c.
906 2002-03-18 src/files.c [src/libgame/misc.c]
907 * Changed permissions for new directories and saved files (especially
908 score files) according to suggestions of Debian users and mantainers.
909 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
911 2002-03-17 src/files.c
912 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
913 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
914 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
915 for levels and "TAPE" for tapes). Old "cookie" style format is
916 still supported for reading. New level and tape files are written
919 * New IFF chunk "VERS" contains version numbers for file and game
920 (where "game version" is the version of the program that wrote the
921 file, and "file version" is a version number to distinguish files
922 with different format, for example after adding new features).
924 2002-03-15 src/screen.c
925 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
926 (Before, you heard a mixture of the in-game music and the
929 2002-03-14 src/events.c
930 * Function "DumpTape()" (files.c) now available by pressing 't' from
931 main menu (when in DEBUG mode).
933 2002-03-14 src/game.c
934 * "GameWon()": When game was won playing a tape, now there is no delay
935 raising the score and no corresponding sound is played.
937 2002-03-14 src/files.c
938 * Changed "LoadTape()" for real chunk support and also adjusted
939 "SaveTape()" accordingly.
941 2002-03-14 src/game.c, src/tape.c, src/files.c
942 * Important changes to tape format: The old tape format stored all
943 actions with a real effect with a corresponding delay between the
944 stored actions. This had some major disadvantages (for example,
945 push delays had to be ignored, pressing a button for some seconds
946 mutated to several single button presses because of the non-action
947 delays between two action frames etc.). The new tape format just
948 stupidly records all device actions and replays them later. I really
949 don't know why I haven't solved it that way before?! Old-style tapes
950 (with tape file version less than 2.0) get converted to the new
951 format on-the-fly when loading and can therefore still be played;
952 only some minor parts of the old-style tape handling code was needed.
953 (A perfect conversion is not possible, because there is information
954 missing about the device actions between two action frames.)
956 2002-03-14 src/files.c
957 * New function "DumpTape()" to dump the contents of the current tape
958 in a human readable format.
960 2002-03-14 src/game.c
961 * Small tape bug fixed: When automatically advancing to next level
962 after a game was won, the tape from the previous level still was
963 loaded as a tape for the new level.
965 2002-03-14 src/tape.c
966 * Small graphical bug fixed: When pressing ""Record" or "Play" on
967 tape, cartoons did not get completely removed because
968 StopAnimation() was not called.
970 2002-03-13 src/files.c
971 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
972 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
973 size even when using 16-bit elements). Added new chunk "CNT2" for
974 16-bit amoeba content (previously written in 8-bit field in "HEAD"
975 chunk even when content was 16-bit element). "CNT2" should now be
976 able to store content for arbitrary elements (up to eight blocks of
977 3 x 3 element arrays). All "CNT2" elements will always be stored as
978 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
980 2002-03-13 src/files.c
981 * Changed "LoadLevel()" for real chunk support.
983 2002-03-12 src/game.c
984 * Fixed problem (introduced after 2.0.0 release) with penguins
985 not getting killed by enemies
987 2002-02-24 src/game.c, src/main.h
988 * Added "player->is_moving"; now "player->last_move_dir" does
989 not contain any information if the player is just moving at
991 Before, "player->last_move_dir" was misused for this purpose
992 for the robot stuff (robots don't kill players when they are
993 moving). But setting "player->last_move_dir" to MV_NO_MOVING
994 broke tapes when walking through pipes!
995 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
996 in a continuous movement. This fact is ignored for friends and