2 * added sort priority for order of title screens and title messages
5 * changed end of game again: do not wait for the user to press a key
6 anymore, but directly ask/confirm tape saving and go to hall of fame
7 * re-enabled quitting of lost game by pressing space or return again
8 * added blanking of mouse pointer when displaying title screens
9 * added remaining menu draw offset definitions for info sub-screens
12 * added setup option to select game speed (from very slow to very fast)
13 * improved handling of title text messages (initial and for level set)
16 * added new options "auto-wrap" and "centered" for DC2 style envelopes
19 * fixed displaying and typing of player name when it is centered
20 * added special characters to be allowed for player name (not only A-Z)
23 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
24 (newer versions of the SDL library seem to not like this anymore)
27 * added code for configuration directives for control of game panel
30 * fixed small cosmetical bug with underlining property tabs in editor
33 * fixed small drawing bug in X11FadeRectangle
34 * added new elements for newly supported Diamond Caves II levels:
35 - EM/DC style exits that disappear after passing
36 - white key and gate (one white key needed for each white gate)
37 - fake gate (there is no key to open/pass this kind of gate!)
38 - extended magic wall which also handles pearls and crystals
42 * changed maximum value for endless loop detection to a higher value
43 (some levels really used very deep recursion without being endless)
46 * added new elements for newly supported Diamond Caves II levels:
51 * added new elements for newly supported Diamond Caves II levels:
55 * added level file loader for native Diamond Caves II levels
58 * version number set to 3.2.4
61 * version 3.2.3 released
64 * fixed malloc/free bug when updating EMC artwork entries in level list
65 * added workaround (warning and request to quit the current game) when
66 changing elements cause endless recursion loop (which would otherwise
67 freeze the game, causing a crash-like program exit on some systems)
70 * fixed nasty string overflow bug when entering too long envelope text
73 * added feedback sounds for menu navigation "menu.item.activating" and
74 "menu.item.selecting" (for highlighting and executing menu entries)
77 * improved "no scrolling when relocating" to also consider scroll delay
78 (meaning that the player is not automatically centered in this case;
79 this makes it possible to "invisibly" relocate the player to a region
80 of the level playfield which looks the same as the old level region)
81 * fixed bug with not recognizing "main.input.name.align" when active
84 * fixed bug with displaying masked borders over title screens when
85 screen fading is disabled
88 * fixed infinite loop / crash bug when killing the player while having
89 a CE with the setting "kill player X when explosion of <player X>"
90 * added special editor graphic for "char_space" to distinguish it from
91 "empty_space" when editing a level (in-game graphics still the same)
94 * fixed nasty bug with initialization only done for the first player
97 * small change to handle loading empty element/content list micro chunks
100 * uploaded pre-release (test) version 3.2.3-0 binary and source code
103 * some optimizations on startup speed by reducing initial text output
106 * added caching of custom artwork information for faster startup times
109 * fixed graphical bug when using fewer menu entries on level selection
110 screen than usual (with "menu.list_size.LEVELS" directive)
111 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
112 the backbuffer to the backbuffer by error (with identical rectangle)
115 * fixed bug when displaying titlescreen with size less than element tile
116 * fixed bug that caused elements with "change when digging <e>" event
117 to change for _every_ digged element, not only those specified in <e>
118 * fixed bug that caused impact style collision when dropping element one
119 tile over the player that can both fall down and smash players
120 * fixed bug that caused impact style collision when element changed to
121 falling/smashing element over the player immediately after movement
124 * fixed bug that allowed making engine snapshots from the level editor
127 * fixed bugs with player name and current level positions on main screen
130 * added configuration directives for control of title screens:
131 - "title.fade_delay" for fading time
132 - "title.post_delay" for pause between screens (when not crossfading)
133 - "title.auto_delay" to automatically continue after some time
134 these settings can each be overridden by specifying them with titles:
135 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
136 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
137 fading mode can also be specified:
138 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
139 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
140 default is using normal fading for menues and initial title screens,
141 while using cross-fading for level set title screens
142 * fixed bug with background not drawn in Hall of Fame after game was won
145 * added configuration directives for the remaining main menu items
148 * added additional configuration directives for info screen draw offset:
149 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
150 * added additional configuration directives for preview info text
151 * limited mouse wheel sensitive screen area to scrollable screen area
154 * added highlighted menu text entries to menu navigation when selected
157 * fixed bug that prevented player from correctly being created in the
158 top left corner by a custom element change in a level without player
159 * fixed bug that prevented player from being killed when indestructible,
160 non-walkable element is placed on player position by extended change
161 * added configurable menu button, text and input positions to main menu
164 * added page fading effects for remaining info sub-screens
165 * fixed small bug that caused some delays when answering door request
168 * added directives "border.draw_masked.*" for menu/playfield area and
169 door areas to display overlapping/masked borders from "global.border"
172 * fixed bug with CE with move speed "not moving" not being animated
173 * when changing player artwork by CE action, reset animation frame
176 * fixed bug with not unmapping main menu screen gadgets on other screens
177 * fixed bug with un-pausing a paused game by releasing still pressed key
178 * fixed bug with not redrawing screen when toggling to/from fullscreen
179 mode while fast reloading tape (without redrawing playfield contents)
180 * fixed bug with quick-saving tape snapshot despite answering with "no"
183 * version number set to 3.2.3
186 * version 3.2.2 released
189 * fixed bug with redrawing screen in fullscreen mode after quick tape
190 reloading when using the EMC game engine
191 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
194 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
197 * added engine snapshot functionality for instant tape reloading (this
198 only works for the last tape saved using "quick save", and does not
199 work across program restarts, because it completely works in memory)
202 * version number set to 3.2.2
205 * version 3.2.1 released
208 * fixed nasty bugs with handling error message file on Mac OS X systems
211 * general code cleanup (removing many annoying "#if 0" blocks etc.)
214 * fixed bug that caused broken tapes when manually appending to tapes
215 using the "pause before death" functionality, followed by recording
216 * added setup option to disable fading of screens for faster testing
219 * code cleanup of new fading functions
222 * changed behaviour after solved game -- do not immediately stop engine
223 * added some more smooth screen fadings (game start, hall of fame etc.)
226 * fixed bug with displaying pushed CE with value/score/delay anim_mode
229 * added configurable level preview position, tile size and dimensions
230 * added configurable game panel value positions (gems, time, score etc.)
233 * fixed small bug with time displayed incorrectly when collecting CEs
236 * fixed bug with bumpy scrolling with EM engine in double player mode
239 * added compatibility code to fix "Snake Bite" style levels that were
240 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
243 * fixed bug with scrollbars inside editor when using the Windows mouse
244 enhancement tool "True X-Mouse" (which injects key events to the event
245 queue to insert selected stuff into the Windows clipboard, which gets
246 confused with the "Insert" key for jumping to the last editor cascade
247 block in the element list)
248 * added Rocks'n'Diamonds icon for use as window icon to SDL version
249 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
252 * added selection of preferred fullscreen mode to setup / graphics menu
253 (useful if default mode 800 x 600 does not match screen aspect ratio)
256 * improved down-scaling of images for better editor and preview graphics
257 * changed user data directory for Mac OS X from Unix style to new place
260 * improved level number selection in main menu and player selection in
261 setup menu (input devices section) by using standard button gadgets
262 * added support for mouse scroll wheel (caused buggy behaviour before)
263 * added support for scrolling horizontal scrollbars with mouse wheel by
264 holding "Shift" key pressed while scrolling the wheel
265 * added support for single step mouse wheel scrolling by holding "Alt"
266 key pressed while scrolling the wheel (can be combined with "Shift")
267 * changed output file "stderr.txt" on Windows platform now always to be
268 created in the R'n'D sub-directory of the personal documents directory
269 * added Windows message box to direct to "stderr.txt" after error aborts
272 * improved general scrollbar handling (when jump-scrolling scrollbars)
275 * changed scrollbars to always show last line as first after scrolling
276 (that means jumping n - 1 screen lines instead of n screen lines)
279 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
280 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
281 * fixed special handling of vertically stacked acid becoming fake acid
284 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
285 affect multiple instances of the same CE, although this kind of
286 change condition usually only affects one single custom element
289 * version number set to 3.2.1
292 * version 3.2.0 released
295 * reorganized level editor element list a bit to match engines better
298 * fixed newly introduced bug with wrongly initializing clipboard element
301 * fixed bug with displaying visible/invisible level border in editor
304 * reorganized some elements in the level editor element list
307 * fixed bug with displaying any player as "yellow" when moving into acid
308 * fixed bug with displaying running player when player stopped at border
311 * fixed bug with player exploding when moving into acid
312 * fixed bug with level settings being reset in editor and when playing
313 (some compatibility settings being set not only after level loading)
314 * fixed crash bug when number of custom graphic frames was set to zero
315 * fixed bug with teleporting player on walkable tile not working anymore
316 * added partial compatibility support for pre-release-only "CONF" chunk
317 (to make Alan Bond's "color cycle" demo work again :-) )
320 * fixed some bugs when displaying title screens from info screen menu
321 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
324 * changed file major version to 3 to reflect level file format changes
325 * uploaded pre-release (test) version 3.2.0-8 binary and source code
328 * added new chunk "NAME" to level file format for level name settings
329 * added new chunk "NOTE" to level file format for envelope settings
330 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
331 * updated magic(5) file to recognize changed and new level file chunks
332 * removed change events "change when CE value/score changes" as unneeded
335 * changed gravity (which only affects the player) from level property
336 to player property (only makes a difference in multi-player levels)
337 * added change events "change when CE value/score changes"
338 * added change events "change when CE value/score changes of <element>"
341 * added new chunk "INFO" to level file format for global level settings
342 * added all element settings from "HEAD" chunk to "CONF" chunk
343 * added all global level settings from "HEAD" chunk to "INFO" chunk
346 * changed level file format by adding two new chunks "CUSX" (for custom
347 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
348 elements, replacing the previous "GRP1" chunk); these new IFF style
349 chunks use the new and flexible "micro chunks inside chunks" technique
350 already used with the new "CONF" chunk (for normal element properties)
351 which makes it possible to easily extend the existing level format
352 (instead of using fixed-length chunks like before, which are either
353 too big due to reserved bytes for future use, or too small when those
354 reserved bytes have all been used and even more data should be stored,
355 requiring the replacement by new and larger chunks just like it went
356 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
359 * added credits pages to the "credits" section that were really missing
360 * added some missing element descriptions to the level editor
361 * added down position of switchgate switch to the level editor
362 and allowed the use of both switch positions at the same time
363 * changed use of "Insert" and "Delete" keys to navigate element list in
364 level editor to start of previous or next cascading block of elements
367 * added the possibility to view the title screen to the info screen menu
368 * fixed some minor bugs with viewing title screens
371 * fixed bug with title (cross)fading in/out when using fullscreen mode
374 * fixed bug that forced re-defining of menu settings in local graphics
375 config file which are already defined in existing base config file
376 * fixed small bug that caused door sounds playing when music is enabled
379 * added the possibility to define up to five title screens for each
380 level set that are displayed after loading using (cross)fading in/out
381 (this was added to display the various start images of the EMC sets)
384 * added "CE score gets zero [of]" to custom element trigger conditions
385 * added setup option to display element token name in level editor
388 * added compatibility code for Juergen Bonhagen's menu artwork settings
391 * fixed bug with displaying wrong animation frame 0 after CE changes
392 * fixed bug with creating invisible elements when light switch is on
395 * added selection between ECS and AGA graphics for EMC levels to setup
398 * adjusted font handling for various narrow EMC style fonts
401 * changed EM engine behaviour back to re-allow initial rolling springs
404 * fixed handling of over-large selectboxes (less error-prone now)
405 * fixed bug when creating GE with walkable element under the player
408 * added use of "Insert" and "Delete" keys to navigate element list in
409 level editor to start of custom elements or start of group elements
410 * added virtual elements to access CE value and CE score of elements:
411 - "CE value of triggering element"
412 - "CE score of triggering element"
413 - "CE value of current element"
414 - "CE score of current element"
417 * fixed "grass" to "sand" in older EM levels (up to file version V4)
420 * changed behaviour of network games with internal errors (because of
421 different client frame counters) from immediately terminating R'n'D
422 to displaying an error message requester and stopping only the game
423 (also to prevent impression of crashes under non command-line runs)
424 * fixed playing network games with the EMC engine (did not work before)
425 * fixed bug with not scrolling the screen in multi-player mode with the
426 focus on player 1 when all players are moving in different directions
427 * fixed bug with keeping pointer to gadget even after its deallocation
428 * fixed bug with allowing "focus on all players" in network games
429 * fixed bug with player focus when playing tapes from network games
432 * uploaded pre-release (test) version 3.2.0-7 binary and source code
435 * code cleanup for game action control for R'n'D and EMC game engine
438 * fixed bug in multi-player movement with focus on both players
439 * added option to control only the focussed player with all input
442 * added player focus switching to level tape recording and re-playing
445 * fixed some bugs in player focus switching in EMC and RND game engine
448 * added special Supaplex animations for Murphy digging and snapping
449 * added special Supaplex animations for Murphy being bored and sleeping
452 * added four new yam yams with explicit start direction for EMC engine
453 * fixed bug in src/libgame/text.c with printing text outside the window
456 * fixed small bug in EMC level loader (copyright sign in EM II levels)
459 * added delayed ignition of EM style dynamite when used in R'n'D engine
460 * added limited movement range to EMC engine when focus on all players
463 * fixed bug with missing (zero) score values for native Supaplex levels
466 * added "continuous snapping" (snapping many elements while holding the
467 snap key pressed, without releasing the snap key after each element)
468 as a new player setting for more compatibility with the classic games
471 * finished scrolling for "focus on all players" in EMC graphics engine
474 * level sets with "levels: 0" are ignored for levels, but not artwork
475 * fixed bug when scanning empty level group directories (endless loop)
478 * fixed bug with explosion graphic for player using "Murphy" graphic
479 * fixed bug with explosion graphic if player leaves explosion in time
480 * changed some descriptive text in setup menu to use medium-width font
481 * added key shortcut settings for switching player focus to setup menu
484 * fixed bug with random value initialization when recording tapes
485 * fixed bug with playing single player tapes when team mode activated
488 * fixed little bug when trying to switch to player that does not exist
491 * added player switching (visual and quick) to R'n'D and EM game engine
492 * added setup option to select visual or quick in-game player switching
495 * added use of "Home" and "End" keys to handle element list in editor
498 * fixed bug with adding score when playing tape with EMC game engine
499 * added steel wall border for levels using EMC engine without border
500 * finally fixed delayed scrolling in EMC engine also for small levels
503 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
506 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
507 * fixed bug when displaying info element without action, but direction
510 * fixed minor graphical problems with springs smashing and slurping
511 (when using R'n'D style graphics instead of EMC style graphics)
514 * added scroll delay (as configured in setup) to EMC graphics engine
517 * improved screen redraw for EMC graphics engine (faster and smoother)
518 * when not scrolling, do not redraw the whole playfield if not needed
521 * added multi-player mode for EMC game engine (with up to four players)
524 * added android (can clone elements) from EMC engine to R'n'D engine
527 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
530 * added selectbox for initial player speed to player settings in editor
533 * version 3.1.2 created that is basically version 3.1.1, but with a
534 major bug fixed that prevented editing your own private levels
535 * version 3.1.2 released
538 * added magic ball (creates elements) from EMC engine to R'n'D engine
541 * uploaded fixed pre-release version 3.2.0-6 binary and source code
544 * fixed bug when using "CE can leave behind <trigger element>"
545 * added new change condition "(after/when) creation of <element>"
546 * added new change condition "(after/when) digging <element>"
547 * fixed bug accessing invalid gadget that caused crashes under Windows
548 * deactivated new possibility for multiple CE changes per frame
551 * uploaded pre-release (test) version 3.2.0-6 binary and source code
554 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
555 * fixed bug with not keeping CE value for moving CEs with only action
556 * changed CE action selectboxes in editor to be only reset when needed
559 * added option "use artwork from element" for custom player artwork
560 * added option "use explosion from element" for player explosions
563 * added cascaded element lists in the level editor
564 * added persistence for cascaded element lists by "editorcascade.conf"
565 * added dynamic element list with all elements used in current level
566 * added possibility for multiple CE changes per frame (experimental)
569 * uploaded pre-release (test) version 3.2.0-5 binary and source code
572 * changed "score for each 10 seconds/steps left" to "1 second/step"
573 * added own score for collecting "extra time" instead of sharing it
574 * added change events "switched by player" and "player switches <e>"
575 * added change events "snapped by player" and "player snaps <e>"
576 * added "set player artwork: <element choice>" to CE action options
577 * added change event "move of <element>"
580 * added "set player shield: off / normal / deadly" to CE action options
581 * added new player option "use level start element" in level editor
582 to set the correct focus at level start to elements from which the
583 player is created later (this did not work before for cascaded CE
584 changes resulting in creation of the player; it is now also possible
585 to create the player from a yam yam which is smashed at level start)
588 * added "set player speed: frozen (not moving)" to CE action options
589 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
592 * added new player option "block snap field" (enabled by default) to
593 make it possible to show a snapping animation like in Emerald Mine
596 * added dynamic selectboxes to custom element action settings in editor
597 * added "CE value" counter for custom elements (instead of "CE count")
598 * added option to use the last "CE value" after custom element change
599 * added option to use the "CE value" of other elements in CE actions
600 * fixed odd behaviour when pressing time orb in levels w/o time limit
601 * added checkbox "use time orb bug" for older levels that use this bug
604 * added missing configuration settings for the following elements:
605 - EL_TIMEGATE_SWITCH (time of open time gate)
606 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
607 - EL_SHIELD_NORMAL (time of shield duration)
608 - EL_SHIELD_DEADLY (time of shield duration)
609 - EL_EXTRA_TIME (time added to level time)
610 - EL_TIME_ORB_FULL (time added to level time)
613 * added "wind direction" as a movement pattern for custom elements
614 * added initial wind direction for balloon / custom elements to editor
615 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
618 * added parameters for "game of life" and "biomaze" elements to editor
621 * added level file chunk "CONF" for generic level and element settings
624 * uploaded pre-release (test) version 3.2.0-4 binary and source code
627 * skip empty level sets (with "levels: 0"; may be artwork base sets)
628 * added sound action ".page[1]" to ".page[32]" for each CE change page
631 * added image config suffix ".clone_from" to copy whole image settings
632 * fixed bug with invalid ("undefined") CE settings in old level files
635 * fixed graphical bug with smashing elements falling faster than player
638 * fixed major bug which prevented private levels from being edited
639 * fixed bug with precedence of general and special font definitions
642 * fixed graphical bug with player animation when player moves slowly
645 * uploaded pre-release (test) version 3.2.0-3 binary and source code
648 * fixed bug which prevented "global.num_toons: 0" from working
651 * major code cleanup (removed all these annoying "#if 0" blocks)
654 * added custom element actions for CE change page in level editor
657 * fixed music initialization bug in init.c (thanks to David Binderman)
658 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
659 (this bug must probably be fixed at other places, too)
662 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
663 (should be '#include <SDL.h>' instead)
666 * fixed bug which prevented "walkable from no direction" from working
667 (due to compatibility code overwriting this setting after loading)
670 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
673 * version number temporarily set to 3.1.1 (intermediate bugfix release)
674 * version 3.1.1 released
677 * changed some va_arg() arguments from 'long' to 'int', fixing problems
678 on 64-bit architecture systems with LP64 data model
681 * fixed bug with bombs not exploding when hitting the last level line
682 (introduced after the release of 3.1.0)
685 * added support for dumping small-sized level sketches from editor
688 * added recognition of "trigger element" for "change digged element to"
689 (this is not really what the "trigger element" was made for, but its
690 use may seem obvious for leaving back digged elements unchanged)
693 * fixed multiple warnings about failed joystick device initialization
696 * fixed bug with dynamite dropped on top of just dropped custom element
697 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
698 dynamite can still be dropped, but drop key must be released before
701 * fixed bug with wrong start directory when started from file browser
702 (due to this bug, R'n'D could not be started from KDE's Konqueror)
705 * fixed bug causing "change when impact" on player not working
706 * fixed wrong priority of "hitting something" over "hitting <element>"
707 * fixed wrong priority of "hit by something" over "hit by <element>"
710 * fixed graphical bug which caused the player (being Murphy) to show
711 collecting animations although the element was collected by penguin
714 * fixed two bugs causing wrong door background graphics in system.c
715 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
718 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
719 * added "no direction" to "walkable/passable from" selectbox options
722 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
723 * in tape autoplay, not only report broken, but also missing tapes
726 * uploaded pre-release (test) version 3.2.0-2 binary and source code
729 * fixed small bug with "linear" animation not working for active lamp
732 * fixed bug with moving up despite gravity due to "block last field"
733 * fixed small bug with wrong draw offset when typing name in main menu
734 * when reading user names from "passwd", ignore data after first comma
735 * when creating new "levelinfo.conf", only write some selected entries
738 * fixed displaying "imported from/by" on preview with empty string
739 * fixed ignoring draw offset for fonts used for level preview texts
742 * fixed a delay problem with SDL and too many mouse motion events
743 * added setup option "skip levels" and level skipping functionality
746 * added move speed "not moving" for non-moving CEs, but with direction
749 * fixed mapping of obsolete element token names in "editorsetup.conf"
750 * fixed bug with sound "acid.splashing" treated as a loop sound
751 * fixed some little sound bugs in native EM engine
754 * fixed small bug when dragging scrollbars to end positions
757 * added editor element descriptions written by Aaron Davidson
760 * improved fallback handling when configured artwork is not available
761 (now using default artwork instead of exiting when files not found)
764 * fixed bug on level selection screen when dragging scrollbar
767 * fixed bug which caused broken tapes when appending to EM engine tapes
770 * uploaded pre-release (test) version 3.2.0-1 binary and source code
773 * added code to replace changed artwork config tokens with other tokens
774 (needed for backwards compatibility, so that older tokens still work)
777 * added native R'n'D graphics for some new EMC elements in EM engine
780 * fixed some bugs in the EM engine integration code
781 * changed EM engine code to allow diagonal movement
782 * changed EM engine code to allow use of separate snap and drop keys
785 * fixed some redraw bugs when using EM engine
788 * fixed bug with not converting RND levels which are set to use native
789 engine to native level structure when loading
792 * uploaded pre-release (test) version 3.2.0-0 binary and source code
795 * version number set to 3.2.0
798 * level data now reset to defaults after attempt to load invalid file
801 * added use of "editorsetup.conf" for different level sets
804 * added auto-detection for various types of Emerald Mine level files
807 * fixed bug with scrollbars getting too small when list is very large
810 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
813 * added most level editor configuration gadgets for new EMC elements
816 * added more element and graphic definitions for new EMC elements
819 * modified native EM engine to use integrated R'n'D sound system
822 * added SDL support to graphics functions in native EM engine
823 (by always using generic libgame interface functions)
826 * fixed bug in frame synchronization in native EM engine
829 * added code to convert levels between R'n'D and native EM engine
832 * new Emerald Mine engine can now play levels selected in main menu
835 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
836 (which creates scaled down graphics for level editor and preview);
837 there's still a memory leak somewhere in the artwork handling code
838 * added "scale image up" functionality to X11 version of zoom function
841 * first attempts to integrate new, native Emerald Mine Club engine
844 * fixed bug in gadget code which caused reset of CEs in level editor
845 (example: pressing 'b' [grab brush] on CE config page erased values)
846 (solution: check if gadgets in ClickOnGadget() are really mapped)
847 * improved level change detection in editor (settings now also checked)
848 * fixed bug with "can move into acid" and "don't collide with" state
851 * fixed maze runner style CEs to use the configured move delay value
854 * added Aaron Davidson's tutorial level set to the "Tutorials" section
857 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
858 * fixed the above fix because it broke level set "machine" (*sigh*)
859 * fixed random element placement in level editor to work as expected
860 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
863 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
866 * fixed bug (missing array boundary check) which caused broken tapes
867 * fixed bug (when loading level template) which caused broken levels
868 * fixed bug with new block last field code when using non-yellow player
871 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
872 * internal change of how the player blocks the last field when moving
873 * fixed blocking delay of last field for EM and SP style block delay
874 * fixed bug where the player had to wait for the usual move delay after
875 unsuccessfully trying to move, when he directly could move after that
876 * the last two changes should make original Supaplex level 93 solvable
877 * improved use of random number generator to make it less predictable
878 * fixed behaviour of slippery SP elements to let slip left, then right
881 * fixed bug with wrong door state after trying to quickload empty tape
882 * fixed waste of static memory usage of the binary, making it smaller
883 * fixed very little graphical bug in Supaplex explosion
886 * version number set to 3.1.1
889 * version 3.1.0 released
892 * fixed bug with crash when writing user levelinfo.conf the first time
895 * added option "convert LEVELDIR [NR]" to command line batch commands
896 * re-converted Supaplex levels to apply latest engine fixes
897 * changed "use graphic/sound of element" to "use graphic of element"
898 due to compatibility problems with some levels ("bug machine" etc.)
901 * fixed bug with CE change replacing player with same or other player
904 * fixed bug with opaque font in envelope with background graphic when
905 background graphic is not transparent itself
908 * added "gravity on" and "gravity off" ports for Supaplex compatibility
909 * corrected original Supaplex level loading code to use these new ports
910 * also corrected Supaplex loader to auto-count infotrons if set to zero
913 * fixed bug with missing initialization of "modified" flag for GEs
916 * fixed bug that caused endless recursion loop when relocating player
917 * fixed tape recorder bug in "step mode" when using "pause before end"
918 * fixed tape recorder bug when changing from "warp forward" mode
921 * fixed bug with "when touching" for pushed elements at last position
924 * fixed bug that caused two activated toolbox buttons in level editor
925 * fixed bug with exploding dynabomb under player due to other explosion
928 * fixed bug with creating walkable custom element under player (again)
929 * fixed bug with not copying explosion type when copying CEs in editor
930 * fixed graphical bug when drawing player in setup menu (input devices)
931 * fixed graphical bug when the player is pushing an accessible element
932 * fixed bug with classic switchable elements triggering CE changes
933 * fixed bug with entering/leaving walkable element in RelocatePlayer()
934 * fixed crash bug when CE leaves behind the trigger player element
937 * fixed bug with broken tubes after placing/exploding dynamite in them
938 * fixed bug with exploding dynamite under player due to other explosion
939 * fixed bug with not resetting push delay under certain circumstances
942 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
943 * added network multiplayer code for Windows (thanks to Niko Böhm)
946 * added option "reachable despite gravity" for gravity movement
947 * changed gravity movement of most classic walkable and passable
948 elements back to "not reachable" (for compatibility reasons)
951 * fixed (removed) "indestructible" / "can explode" dependency in editor
952 * fixed (removed) "accessible inside" / "protected" dependency
953 * fixed (removed) "step mode" / "shield time" dependency
956 * fixed dynabombs exploding now into anything diggable
957 * fixed Supaplex style gravity movement into buggy base now impossible
958 * added pressing key "space" as valid action to select menu options
961 * added "replace when walkable" to relocate player to walkable element
962 * added "enter"/"leave" event for elements affected by relocation
963 * fixed "direct"/"indirect" change order also for "when change" event
964 * fixed graphical bug when pushing things from elements walkable inside
967 * fixed graphic bug when player is snapping while moving in old levels
968 * fixed bug when a moving custom element leaves a player element behind
969 * fixed bug with mole not disappearing when moving into acid pool
970 * fixed bug with incomplete path setting when using "--basepath" option
971 * moving CE can now leave walkable elements behind under the player
972 * when relocating, player can be set on walkable element now
973 * fixed another gravity movement bug
976 * uploaded pre-release (test) version 3.1.0-2 binary and source code
979 * added "collectible" and "removable" to extended replacement types
980 (where "removable" replaces "diggable" and "collectible" elements)
981 * added "collectible & throwable" (to throw element to the next field)
982 * fixed bug with CEs digging elements that are just about to explode
983 * changed mouse cursor now always being visible when game is paused
986 * added possibility to push/press accessible elements from a side that
988 * fixed bug with not setting actual date when appending to tape
991 * fixed bug with incorrectly initialized custom element editor graphics
994 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
995 - number of levels corrected from 18 to 17 in "levelinfo.conf"
998 * fixed bug with destroyed robot wheel still attracting robots forever
999 * fixed bug with time gate switch deactivating after robot wheel time
1000 (while the time gate itself is not affected by this misbehaviour)
1001 * changed behaviour of BD style amoeba to always get blocked by player
1002 (before it was different when there were non-BD elements in level)
1003 * fixed bug with player destroying indestructable elements with shield
1006 * added option to make growing elements grow into anything diggable
1007 (for the various amoeba types, biomaze and "game of life")
1010 * fixed bug with movable elements not moving after left behind by CEs
1011 * changed gravity movement to anything diggable, not only sand/base
1012 * optionally allowing passing to walkable element, not only empty space
1013 * added option "can pass to walkable element" for players
1014 * finally fixed gravity movement (hopefully)
1017 * fixed bug with movable elements not moving anymore after falling down
1020 * fixed another bug with custom elements digging and leaving elements
1021 * fixed bug with "along left/right side" and automatic start direction
1022 * trigger elements now also displayed when "more custom" deactivated
1023 * fixed bug with clipboard element initialized when loading new level
1024 * added option "drop delay" to set delay before dropping next element
1027 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1030 * added copy and paste functions for custom change pages
1031 * enhanced graphical display and functionality of tape recorder
1032 * fixed bug with custom elements digging and leaving elements
1035 * added move speed faster than "very fast" for custom elements
1036 * fixed bug with 3+3 style explosions and missing border content
1037 * fixed little bug when copying custom elements in the editor
1038 * enhanced custom element changes by more side trigger actions
1041 * added option "no scrolling when relocating" for instant teleporting
1042 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1045 * added trigger element and trigger player to use as target elements
1046 * added copy and paste functions for custom and group elements
1049 * fixed graphical bug when displaying explosion animations
1050 * fixed bug when appending to tapes, resulting in broken tapes
1051 * re-recorded a few tapes broken by fixing gravity checking bug
1054 * "can move into acid" property now for all elements independently
1055 * "can fall into acid" property for player stored in same bitfield now
1056 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1057 * version number set to 3.1.0 (finally!)
1060 * changed tape recording to only record input, not programmed actions
1063 * fixed totally broken (every 8th frame skipped) step-by-step recording
1064 * fixed bug with requester not displayed when quick-loading interrupted
1065 * added option "can fall into acid (with gravity)" for players
1066 * fixed bug with player not falling when snapping down with gravity
1069 * fixed bug which messed up key config when using keypad number keys
1072 * fixed bug which allowed moving upwards even when gravity was active
1073 * fixed bug with missing error handling when dumping levels or tapes
1076 * added different colored editor graphics for Supaplex gravity tubes
1079 * fixed bug that allowed solvable tapes for unsolvable levels
1082 * use unlimited number of droppable elements when "count" set to zero
1083 * added option to use step limit instead of time limit for level
1086 * added player and change page as trigger for custom element change
1089 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1092 * fixed bug with dark yamyam changing to acid when moving over acid
1093 * fixed handling of levels with more than 999 seconds level time
1094 (example: level 76 of "Denmine")
1097 * "spring push bug" reintroduced as configurable element property
1098 * fixed bug with missing properties for "mole"
1099 * fixed bug that showed up when fixing the above "mole" properties bug
1100 * added option "can move into acid" for all movable elements
1101 * fixed graphical bug for elements moving into acid
1102 * changed event handling to handle all pending events before going on
1105 * fixed bug which caused all CE change pages to be ignored which had
1106 the same change event, but used a different element side
1107 (reported by Simon Forsberg)
1109 * fixed bug which caused elements that can move and fall and that are
1110 transported by a conveyor belt to continue moving into that direction
1111 after leaving the conveyor belt, regardless of their own movement
1112 type; only elements which can not move are transported now
1113 (reported by Simon Forsberg)
1115 * fixed bug which could cause an array overflow in RelocatePlayer()
1116 (reported by Niko Böhm)
1118 * changed Emerald Mine style "passable / over" elements to "protected"
1119 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1121 * added new option to select from which side a "walkable/passable"
1122 element can be entered
1125 * added explosion and ignition delay for elements that can explode
1128 * fixed bug which caused player not being protected against enemies
1129 when a CE was "walkable / inside" and was not "indestructible"
1130 * added "walkable/passable" fields to be "protected/unprotected"
1131 against enemies, even if not accessible "inside" but "over/under"
1134 * corrected move pattern to 32 bit and initial move direction to 8 bit
1137 * added second custom element base configuration page
1140 * added some special EMC mappings to Emerald Mine level loader
1141 (also covering previously unknown element in level 0 of "Bondmine 8")
1144 * added option to block last field when player is moving (for Supaplex)
1145 * adjusted push delay of Supaplex elements
1146 * removed delays for envelopes etc. when replaying with maximum speed
1147 * fixed bug when dropping element on a field that just changed to empty
1150 * fixed bug: infotrons can now smash yellow disks
1151 * fixed bug: when gravity active, port above player can now be entered
1152 * removed "one white dot" mouse pointer which irritated some people
1155 * added "choice type" for group element selection
1158 * fixed bug with initial invulnerability of non-yellow player
1161 * added level loader for loading native Supaplex packed levels
1162 (including multi-part levels like the "splvls99" levels)
1165 * fixed bug which allowed creating emeralds by escaping explosions
1168 * custom elements can change (limited) or leave (unlimited) elements
1169 * finally added multiple matches using group elements
1170 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1173 * added new start movement type "previous" for continued CE movement
1174 * added new start movement type "random" for random CE movement start
1177 * added new element "sokoban_field_player" needed for Sokoban levels
1178 (thanks to Ed Booker for pointing this out!)
1181 * added elements that can be digged or left behind by custom elements
1184 * added group elements for multiple matches and random element creation
1187 * fixed some graphical errors displayed in old levels
1190 * fixed wrong double speed movement after passing closing gates
1193 * added level loader for loading native Emerald Mine levels
1196 * changes for "shooting" style CE movement
1199 * Happy New Year! ;-)
1202 * changed default snap/drop keys from left/right Shift to Control keys
1205 * fixed bug with dead player getting reanimated from custom element
1208 * fixed bug with wrong penguin graphics (when entering exit)
1211 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1214 * version number set to 3.0.9
1217 * version 3.0.8 released
1220 * added function checked_free()
1223 * fixed bug with double nut cracking sound
1224 (by eliminating "default element action sound" assignment in init.c)
1227 * fixed crash when no music info files are available
1230 * fixed boring and sleeping sounds
1233 * added "maze runner" and "maze hunter" movement types
1234 * added extended collision conditions for custom elements
1237 * added warnings for undefined token values in artwork config files
1240 * added menu entry for level set information to the info screen
1243 * fixed bug with wrong default impact sound for colored emeralds
1246 * added several sub-screens for the info screen
1247 * menu text now also clickable (not only blue/red sphere left of it)
1250 * added configurable "bored" and "sleeping" animations for the player
1251 * added "awakening" sound for player when waking up after sleeping
1254 * added "copy" and "exchange" functions for custom elements to editor
1257 * added configurable element animations for info screen
1260 * added configurable music credits for info screen
1263 * finally fixed tape recording when player is created from CE change
1266 * added "editorsetup.conf" for editor element list configuration
1269 * added "musicinfo.conf" for menu and level music configuration
1272 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1273 (that only showed up on Linux, but not on Windows systems)
1276 * fixed turning movement of butterflies and fireflies (no frame reset)
1277 * enhanced sniksnak turning movement (two steps instead of only one)
1280 * version number set to 3.0.8
1283 * version 3.0.7 released
1286 * fixed reset of player animation frame when, for example,
1287 walking, digging or collecting share the same animation
1288 * fixed CE with "deadly when touching" exploding when touching amoeba
1291 * fixed tape recording when player is created from CE element change
1294 * introduced "turning..." action graphic for elements with move delay
1295 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1296 * added turning animations for bug, spaceship and sniksnak
1299 * prevent "extended" changed elements from delay change in same frame
1302 * fixed bug when pushing element that can move away to the side
1303 (like pushing falling elements, but now with moving elements)
1306 * finally fixed serious bug in code for delayed element pushing (again)
1309 * unavailable setup options now marked as "n/a" instead of "off"
1310 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1311 to "true", levels are always played with the latest game engine,
1312 which is desired for levels that are imported from other games; all
1313 other levels are played with the engine version stored in level file
1314 (which is normally the engine version the level was created with)
1317 * fixed serious bug in code for delayed element pushing
1318 * fixed little bug in animation frame selection for pushed elements
1319 * speed-up of reading config file for verbose output
1322 * added configuration option for opening and closing Supaplex exit
1323 * added configuration option for moving up/down animation for Murphy
1324 * fixed incorrectly displayed animation for attacking dragon
1325 * fixed bug with not setting initial gravity for each new game
1326 * fixed bug with teleportation of player by custom element change
1327 * fixed bug with player not getting smashed by rock sometimes
1330 * version number set to 3.0.7
1333 * version 3.0.6 released
1336 * added support for MP3 music for SDL version through SMPEG library
1339 * fixed bug when initializing font graphic structure
1340 * fixed bug with animation mode "pingpong" when using only 1 frame
1341 * fixed bug with extended change target introduced in 3.0.5
1342 * fixed bug where passing over moving element doubles player speed
1343 * fixed bug with elements continuing to move into push direction
1344 * fixed bug with duplicated player when dropping bomb with shield on
1345 * added "switching" event for custom elements ("pressing" only once)
1346 * fixed switching bug (resetting flag when not switching but not idle)
1349 * fixed element tokens for certain file elements with ".active" etc.
1352 * version number set to 3.0.6
1355 * version 3.0.5 released
1358 * now four envelope elements available
1359 * font, background, animation and sound for envelope now configurable
1360 * main menu doors opening/closing animation type now configurable
1363 * active/inactive sides configurable for custom element changes
1364 * new movement type "move when pushed" available for custom elements
1367 * fixed bug in multiple config pages loader code that caused crashes
1370 * enhanced (remaining low-resolution) Supaplex graphics
1373 * version number set to 3.0.5
1376 * version 3.0.4 released
1378 2003-09-12 src/tools.c
1379 * fixed bug in custom definition of crumbled element graphics
1381 2003-09-11 src/files.c
1382 * fixed bug in multiple config pages code that caused crashes
1385 * version number set to 3.0.4
1388 * version 3.0.3 released
1391 * added music to Supaplex classic level set
1393 2003-09-07 src/libgame/misc.c
1394 * added support for loading various music formats through SDL_mixer
1396 2003-09-06 (various source files)
1397 * fixed several nasty bugs that may have caused crashes on some systems
1398 * added envelope content which gets displayed when collecting envelope
1399 * added multiple change event pages for custom elements
1401 2003-08-24 src/game.c
1402 * fixed problem with player animation when snapping and moving
1404 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1405 * fixed problem with flickering when drawing toon animations
1407 2003-08-23 src/libgame/sdl.c
1408 * fixed problem with setting mouse cursor in SDL version in fullscreen
1410 2003-08-23 src/game.c
1411 * fixed bug (missing array boundary check) which could crash the game
1414 * version number set to 3.0.3
1417 * version 3.0.2 released
1419 2003-08-21 src/game.c
1420 * fixed bug with creating inaccessible elements at player position
1422 2003-08-20 src/init.c
1423 * fixed bug with not finding current level artwork directory
1425 2003-08-20 src/files.c
1426 * fixed bug with choosing wrong engine version when playing tapes
1427 * fixed bug with messing up custom element properties in 3.0.0 levels
1430 * version number set to 3.0.2
1433 * version 3.0.1 released
1435 2003-08-17 (no source files affected)
1436 * changed all "classic" PCX image files with 16 colors or less to
1437 256 color (8 bit) storage format, because the Allegro game library
1438 cannot handle PCX files with less than 256 colors (contributed
1439 graphics are not affected and might look wrong in the DOS version)
1441 2003-08-16 src/init.c
1442 * fixed bug which (for example) crashed the level editor when defining
1443 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1444 (only set to default) -- invalid graphics now set to default graphic
1446 2003-08-16 src/init.c
1447 * fixed graphical bug of player digging/collecting/snapping element
1448 when no corresponding graphic/animation is defined for this action,
1449 resulting in player being drawn as EL_EMPTY (which should only be
1450 done to elements being collected, but not to the player)
1452 2003-08-16 src/game.c
1453 * fixed small graphical bug of player not totally moving into exit
1455 2003-08-16 src/libgame/setup.c
1456 * fixed bug with wrong MS-DOS 8.3 filename conversion
1458 2003-08-16 src/tools.c
1459 * fixed bug with invisible mouse cursor when pressing ESC while playing
1461 2003-08-16 (various source files)
1462 * added another 128 custom elements (disabled in editor by default)
1464 2003-08-16 src/editor.c
1465 * fixed NULL string bug causing Solaris to crash in sprintf()
1467 2003-08-16 src/screen.c
1468 * fixed drawing over scrollbar on level selection with custom fonts
1470 2003-08-15 src/game.c
1471 * cleanup of simple sounds / loop sounds / music settings
1473 2003-08-08 (various source files)
1474 * added custom element property for dropping collected elements
1476 2003-08-08 src/conf_gfx.c
1477 * fixed bug with missing graphic for active red disk bomb
1479 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1480 * extended variable "level.gravity" to "level.initial_gravity" and
1481 "game.current_gravity" to prevent level setting from being changed
1482 by playing the level (keeping the runtime value after playing)
1484 * fixed graphics bug when digging element that has 'crumbled' graphic
1485 definition, but not 'diggable' graphic definition
1488 * version number set to 3.0.1
1491 * version 3.0.0 released
1494 * various bug fixes; among others:
1495 - fixed bug with pushing spring over empty space
1496 - fixed bug with leaving tube while placing dynamite
1497 - fixed bug with explosion of smashed penguins
1498 - allow Murphy player graphic in levels with non-Supaplex elements
1502 * I have forgotten to document changes for some time
1505 * pre-release version 2.2.0rc1 released
1508 * version number set to 2.1.2
1511 * version 2.1.1 released
1514 * version number set to 2.1.1
1517 * version 2.1.0 released
1520 * version number set to 2.1.0
1522 2002-04-03 to 2002-05-19 (various source files)
1523 * graphics, sounds and music now fully configurable
1524 * bug fixed that prevented walking through tubes when gravity on
1526 2002-04-02 src/events.c, src/editor.c
1527 * Make Escape key less aggressive when playing or when editing level.
1528 This can be configured as an option in the setup menu. (Default is
1529 "less aggressive" which means "ask user if something can be lost"
1530 when pressing the Escape key.)
1532 2002-04-02 src/screen.c
1533 * Added "graphics setup" screen.
1535 2002-04-01 src/screen.c
1536 * Changed "choose level" setup screen stuff to be more generic (to
1537 make it easier to add more "choose from generic tree" setup screens).
1539 2002-04-01 src/config.c, src/timestamp.h
1540 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1541 automatically gets created by "src/Makefile" and contains an actual
1542 compile-time timestamp to identify development versions of the game).
1544 2002-03-31 src/tape.c, src/events.c
1545 * Added quick game/tape save/load functions to tape stuff which can be
1546 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1547 loads previously recorded tape and directly goes into recording mode
1548 from the end of the tape (therefore appending to the tape).
1550 2002-03-31 src/tape.c
1551 * Added "index mark" function to tape recorder. When playing or
1552 recording, "eject" button changes to "index" button. Setting index
1553 mark is not yet implemented, but pressing index button when playing
1554 allows very quick advancing to end of tape (when normal playing),
1555 very fast forward mode (when playing with normal fast forward) or
1556 very fast reaching of "pause before end of tape" (when playing with
1557 "pause before end" playing mode).
1559 2002-03-30 src/cartoons.c
1560 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1562 2002-03-29 src/screen.c
1563 * Changed setup screen stuff to be more generic (to make it easier
1564 to add more setup screens).
1566 2002-03-23 src/main.c, src/main.h
1567 * Various changes due to the introduction of the new libgame files
1568 "setup.c" and "joystick.c".
1570 2002-03-23 src/files.c
1571 * Generic parts of "src/files.c" (mainly setup and level directory
1572 stuff) moved to new libgame file "src/libgame/setup.c".
1574 2002-03-23 src/joystick.c
1575 * File "src/joystick.c" moved to libgame source tree, with
1576 correspondig changes.
1578 2002-03-22 src/screens.c
1579 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1580 (Wrong level series information displayed when entering main group.)
1582 2002-03-22 src/editor.c
1583 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1585 2002-03-22 src/editor.c
1586 * Changed behaviour of "Escape" key in level editor to be more
1587 intuitive: When in "Element Properties" or "Level Info" mode,
1588 return to "Drawing Mode" instead of leaving the level editor.
1590 2002-03-21 src/game.c, src/editor.c, src/files.c
1591 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1592 gems (emeralds, diamonds, ...) slipping down from normal wall,
1593 steel wall and growing wall (as in E.M.C. style levels). Although
1594 the behaviour of contributed and private levels wasn't changed (due
1595 to the use of "level.game_version"; see previous entry), editing
1596 those levels will (of course) change the behaviour accordingly.
1598 This change seems a bit too hard after thinking about it, because
1599 the EM style behaviour is not the "expected" behaviour (gems would
1600 normally only slip down from "rounded" walls). Therefore this was
1601 now changed to an element property for gem style elements, with the
1602 default setting "off" (which means: no special EM style behaviour).
1603 To fix older converted levels, this flag is set to "on" for pre-2.0
1604 levels that are neither contributed nor private levels.
1606 2002-03-20 src/files.h
1607 * Corrected settings for "level.game_version" depending of level type.
1608 (Contributed and private levels always get played with game engine
1609 version they were created with, while converted levels always get
1610 played with the most recent version of the game engine, to let new
1611 corrections of the emulation behaviour take effect.)
1613 2002-03-20 src/main.h
1614 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1615 compiling the SDL version on some systems.
1616 Thanks to the several people who pointed this out.
1619 * Version number set to 2.0.2.
1622 * Version 2.0.1 released.
1624 2002-03-18 src/screens.c
1625 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1627 2002-03-18 src/files.c [src/libgame/misc.c]
1628 * Moved some common functions from src/files.c to src/libgame/misc.c.
1630 2002-03-18 src/files.c [src/libgame/misc.c]
1631 * Changed permissions for new directories and saved files (especially
1632 score files) according to suggestions of Debian users and mantainers.
1633 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1635 2002-03-17 src/files.c
1636 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1637 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1638 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1639 for levels and "TAPE" for tapes). Old "cookie" style format is
1640 still supported for reading. New level and tape files are written
1643 * New IFF chunk "VERS" contains version numbers for file and game
1644 (where "game version" is the version of the program that wrote the
1645 file, and "file version" is a version number to distinguish files
1646 with different format, for example after adding new features).
1648 2002-03-15 src/screen.c
1649 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1650 (Before, you heard a mixture of the in-game music and the
1651 hall-of-fame music.)
1653 2002-03-14 src/events.c
1654 * Function "DumpTape()" (files.c) now available by pressing 't' from
1655 main menu (when in DEBUG mode).
1657 2002-03-14 src/game.c
1658 * "GameWon()": When game was won playing a tape, now there is no delay
1659 raising the score and no corresponding sound is played.
1661 2002-03-14 src/files.c
1662 * Changed "LoadTape()" for real chunk support and also adjusted
1663 "SaveTape()" accordingly.
1665 2002-03-14 src/game.c, src/tape.c, src/files.c
1666 * Important changes to tape format: The old tape format stored all
1667 actions with a real effect with a corresponding delay between the
1668 stored actions. This had some major disadvantages (for example,
1669 push delays had to be ignored, pressing a button for some seconds
1670 mutated to several single button presses because of the non-action
1671 delays between two action frames etc.). The new tape format just
1672 stupidly records all device actions and replays them later. I really
1673 don't know why I haven't solved it that way before?! Old-style tapes
1674 (with tape file version less than 2.0) get converted to the new
1675 format on-the-fly when loading and can therefore still be played;
1676 only some minor parts of the old-style tape handling code was needed.
1677 (A perfect conversion is not possible, because there is information
1678 missing about the device actions between two action frames.)
1680 2002-03-14 src/files.c
1681 * New function "DumpTape()" to dump the contents of the current tape
1682 in a human readable format.
1684 2002-03-14 src/game.c
1685 * Small tape bug fixed: When automatically advancing to next level
1686 after a game was won, the tape from the previous level still was
1687 loaded as a tape for the new level.
1689 2002-03-14 src/tape.c
1690 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1691 tape, cartoons did not get completely removed because
1692 StopAnimation() was not called.
1694 2002-03-13 src/files.c
1695 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1696 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1697 size even when using 16-bit elements). Added new chunk "CNT2" for
1698 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1699 chunk even when content was 16-bit element). "CNT2" should now be
1700 able to store content for arbitrary elements (up to eight blocks of
1701 3 x 3 element arrays). All "CNT2" elements will always be stored as
1702 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1704 2002-03-13 src/files.c
1705 * Changed "LoadLevel()" for real chunk support.
1707 2002-03-12 src/game.c
1708 * Fixed problem (introduced after 2.0.0 release) with penguins
1709 not getting killed by enemies
1711 2002-02-24 src/game.c, src/main.h
1712 * Added "player->is_moving"; now "player->last_move_dir" does
1713 not contain any information if the player is just moving at
1715 Before, "player->last_move_dir" was misused for this purpose
1716 for the robot stuff (robots don't kill players when they are
1717 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1718 broke tapes when walking through pipes!
1719 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1720 in a continuous movement. This fact is ignored for friends and