2 * added new (special) "include: <filename>" directive that works in all
3 configuration files (like "graphicsinfo.conf") and that has the same
4 effect as if that directive would be replaced with the content of the
5 specified file (this can be useful to split large configuration files
6 into several smaller ones and include them from one main file, or to
7 store configuration settings that always stay the same into a separate
8 file, while including it and only add those parts that really change)
11 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
14 * fixed bug in "InitMovingField()" where treating an integer array as
15 boolean caused wrong resetting of animations while elements are moving
16 * fixed problem with resetting animations when starting element change
19 * added sort priority for order of title screens and title messages
22 * changed end of game again: do not wait for the user to press a key
23 anymore, but directly ask/confirm tape saving and go to hall of fame
24 * re-enabled quitting of lost game by pressing space or return again
25 * added blanking of mouse pointer when displaying title screens
26 * added remaining menu draw offset definitions for info sub-screens
29 * added setup option to select game speed (from very slow to very fast)
30 * improved handling of title text messages (initial and for level set)
33 * added new options "auto-wrap" and "centered" for DC2 style envelopes
36 * fixed displaying and typing of player name when it is centered
37 * added special characters to be allowed for player name (not only A-Z)
40 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
41 (newer versions of the SDL library seem to not like this anymore)
44 * added code for configuration directives for control of game panel
47 * fixed small cosmetical bug with underlining property tabs in editor
50 * fixed small drawing bug in X11FadeRectangle
51 * added new elements for newly supported Diamond Caves II levels:
52 - EM/DC style exits that disappear after passing
53 - white key and gate (one white key needed for each white gate)
54 - fake gate (there is no key to open/pass this kind of gate!)
55 - extended magic wall which also handles pearls and crystals
59 * changed maximum value for endless loop detection to a higher value
60 (some levels really used very deep recursion without being endless)
63 * added new elements for newly supported Diamond Caves II levels:
68 * added new elements for newly supported Diamond Caves II levels:
72 * added level file loader for native Diamond Caves II levels
75 * version number set to 3.2.4
78 * version 3.2.3 released
81 * fixed malloc/free bug when updating EMC artwork entries in level list
82 * added workaround (warning and request to quit the current game) when
83 changing elements cause endless recursion loop (which would otherwise
84 freeze the game, causing a crash-like program exit on some systems)
87 * fixed nasty string overflow bug when entering too long envelope text
90 * added feedback sounds for menu navigation "menu.item.activating" and
91 "menu.item.selecting" (for highlighting and executing menu entries)
94 * improved "no scrolling when relocating" to also consider scroll delay
95 (meaning that the player is not automatically centered in this case;
96 this makes it possible to "invisibly" relocate the player to a region
97 of the level playfield which looks the same as the old level region)
98 * fixed bug with not recognizing "main.input.name.align" when active
101 * fixed bug with displaying masked borders over title screens when
102 screen fading is disabled
105 * fixed infinite loop / crash bug when killing the player while having
106 a CE with the setting "kill player X when explosion of <player X>"
107 * added special editor graphic for "char_space" to distinguish it from
108 "empty_space" when editing a level (in-game graphics still the same)
111 * fixed nasty bug with initialization only done for the first player
114 * small change to handle loading empty element/content list micro chunks
117 * uploaded pre-release (test) version 3.2.3-0 binary and source code
120 * some optimizations on startup speed by reducing initial text output
123 * added caching of custom artwork information for faster startup times
126 * fixed graphical bug when using fewer menu entries on level selection
127 screen than usual (with "menu.list_size.LEVELS" directive)
128 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
129 the backbuffer to the backbuffer by error (with identical rectangle)
132 * fixed bug when displaying titlescreen with size less than element tile
133 * fixed bug that caused elements with "change when digging <e>" event
134 to change for _every_ digged element, not only those specified in <e>
135 * fixed bug that caused impact style collision when dropping element one
136 tile over the player that can both fall down and smash players
137 * fixed bug that caused impact style collision when element changed to
138 falling/smashing element over the player immediately after movement
141 * fixed bug that allowed making engine snapshots from the level editor
144 * fixed bugs with player name and current level positions on main screen
147 * added configuration directives for control of title screens:
148 - "title.fade_delay" for fading time
149 - "title.post_delay" for pause between screens (when not crossfading)
150 - "title.auto_delay" to automatically continue after some time
151 these settings can each be overridden by specifying them with titles:
152 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
153 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
154 fading mode can also be specified:
155 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
156 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
157 default is using normal fading for menues and initial title screens,
158 while using cross-fading for level set title screens
159 * fixed bug with background not drawn in Hall of Fame after game was won
162 * added configuration directives for the remaining main menu items
165 * added additional configuration directives for info screen draw offset:
166 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
167 * added additional configuration directives for preview info text
168 * limited mouse wheel sensitive screen area to scrollable screen area
171 * added highlighted menu text entries to menu navigation when selected
174 * fixed bug that prevented player from correctly being created in the
175 top left corner by a custom element change in a level without player
176 * fixed bug that prevented player from being killed when indestructible,
177 non-walkable element is placed on player position by extended change
178 * added configurable menu button, text and input positions to main menu
181 * added page fading effects for remaining info sub-screens
182 * fixed small bug that caused some delays when answering door request
185 * added directives "border.draw_masked.*" for menu/playfield area and
186 door areas to display overlapping/masked borders from "global.border"
189 * fixed bug with CE with move speed "not moving" not being animated
190 * when changing player artwork by CE action, reset animation frame
193 * fixed bug with not unmapping main menu screen gadgets on other screens
194 * fixed bug with un-pausing a paused game by releasing still pressed key
195 * fixed bug with not redrawing screen when toggling to/from fullscreen
196 mode while fast reloading tape (without redrawing playfield contents)
197 * fixed bug with quick-saving tape snapshot despite answering with "no"
200 * version number set to 3.2.3
203 * version 3.2.2 released
206 * fixed bug with redrawing screen in fullscreen mode after quick tape
207 reloading when using the EMC game engine
208 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
211 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
214 * added engine snapshot functionality for instant tape reloading (this
215 only works for the last tape saved using "quick save", and does not
216 work across program restarts, because it completely works in memory)
219 * version number set to 3.2.2
222 * version 3.2.1 released
225 * fixed nasty bugs with handling error message file on Mac OS X systems
228 * general code cleanup (removing many annoying "#if 0" blocks etc.)
231 * fixed bug that caused broken tapes when manually appending to tapes
232 using the "pause before death" functionality, followed by recording
233 * added setup option to disable fading of screens for faster testing
236 * code cleanup of new fading functions
239 * changed behaviour after solved game -- do not immediately stop engine
240 * added some more smooth screen fadings (game start, hall of fame etc.)
243 * fixed bug with displaying pushed CE with value/score/delay anim_mode
246 * added configurable level preview position, tile size and dimensions
247 * added configurable game panel value positions (gems, time, score etc.)
250 * fixed small bug with time displayed incorrectly when collecting CEs
253 * fixed bug with bumpy scrolling with EM engine in double player mode
256 * added compatibility code to fix "Snake Bite" style levels that were
257 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
260 * fixed bug with scrollbars inside editor when using the Windows mouse
261 enhancement tool "True X-Mouse" (which injects key events to the event
262 queue to insert selected stuff into the Windows clipboard, which gets
263 confused with the "Insert" key for jumping to the last editor cascade
264 block in the element list)
265 * added Rocks'n'Diamonds icon for use as window icon to SDL version
266 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
269 * added selection of preferred fullscreen mode to setup / graphics menu
270 (useful if default mode 800 x 600 does not match screen aspect ratio)
273 * improved down-scaling of images for better editor and preview graphics
274 * changed user data directory for Mac OS X from Unix style to new place
277 * improved level number selection in main menu and player selection in
278 setup menu (input devices section) by using standard button gadgets
279 * added support for mouse scroll wheel (caused buggy behaviour before)
280 * added support for scrolling horizontal scrollbars with mouse wheel by
281 holding "Shift" key pressed while scrolling the wheel
282 * added support for single step mouse wheel scrolling by holding "Alt"
283 key pressed while scrolling the wheel (can be combined with "Shift")
284 * changed output file "stderr.txt" on Windows platform now always to be
285 created in the R'n'D sub-directory of the personal documents directory
286 * added Windows message box to direct to "stderr.txt" after error aborts
289 * improved general scrollbar handling (when jump-scrolling scrollbars)
292 * changed scrollbars to always show last line as first after scrolling
293 (that means jumping n - 1 screen lines instead of n screen lines)
296 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
297 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
298 * fixed special handling of vertically stacked acid becoming fake acid
301 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
302 affect multiple instances of the same CE, although this kind of
303 change condition usually only affects one single custom element
306 * version number set to 3.2.1
309 * version 3.2.0 released
312 * reorganized level editor element list a bit to match engines better
315 * fixed newly introduced bug with wrongly initializing clipboard element
318 * fixed bug with displaying visible/invisible level border in editor
321 * reorganized some elements in the level editor element list
324 * fixed bug with displaying any player as "yellow" when moving into acid
325 * fixed bug with displaying running player when player stopped at border
328 * fixed bug with player exploding when moving into acid
329 * fixed bug with level settings being reset in editor and when playing
330 (some compatibility settings being set not only after level loading)
331 * fixed crash bug when number of custom graphic frames was set to zero
332 * fixed bug with teleporting player on walkable tile not working anymore
333 * added partial compatibility support for pre-release-only "CONF" chunk
334 (to make Alan Bond's "color cycle" demo work again :-) )
337 * fixed some bugs when displaying title screens from info screen menu
338 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
341 * changed file major version to 3 to reflect level file format changes
342 * uploaded pre-release (test) version 3.2.0-8 binary and source code
345 * added new chunk "NAME" to level file format for level name settings
346 * added new chunk "NOTE" to level file format for envelope settings
347 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
348 * updated magic(5) file to recognize changed and new level file chunks
349 * removed change events "change when CE value/score changes" as unneeded
352 * changed gravity (which only affects the player) from level property
353 to player property (only makes a difference in multi-player levels)
354 * added change events "change when CE value/score changes"
355 * added change events "change when CE value/score changes of <element>"
358 * added new chunk "INFO" to level file format for global level settings
359 * added all element settings from "HEAD" chunk to "CONF" chunk
360 * added all global level settings from "HEAD" chunk to "INFO" chunk
363 * changed level file format by adding two new chunks "CUSX" (for custom
364 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
365 elements, replacing the previous "GRP1" chunk); these new IFF style
366 chunks use the new and flexible "micro chunks inside chunks" technique
367 already used with the new "CONF" chunk (for normal element properties)
368 which makes it possible to easily extend the existing level format
369 (instead of using fixed-length chunks like before, which are either
370 too big due to reserved bytes for future use, or too small when those
371 reserved bytes have all been used and even more data should be stored,
372 requiring the replacement by new and larger chunks just like it went
373 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
376 * added credits pages to the "credits" section that were really missing
377 * added some missing element descriptions to the level editor
378 * added down position of switchgate switch to the level editor
379 and allowed the use of both switch positions at the same time
380 * changed use of "Insert" and "Delete" keys to navigate element list in
381 level editor to start of previous or next cascading block of elements
384 * added the possibility to view the title screen to the info screen menu
385 * fixed some minor bugs with viewing title screens
388 * fixed bug with title (cross)fading in/out when using fullscreen mode
391 * fixed bug that forced re-defining of menu settings in local graphics
392 config file which are already defined in existing base config file
393 * fixed small bug that caused door sounds playing when music is enabled
396 * added the possibility to define up to five title screens for each
397 level set that are displayed after loading using (cross)fading in/out
398 (this was added to display the various start images of the EMC sets)
401 * added "CE score gets zero [of]" to custom element trigger conditions
402 * added setup option to display element token name in level editor
405 * added compatibility code for Juergen Bonhagen's menu artwork settings
408 * fixed bug with displaying wrong animation frame 0 after CE changes
409 * fixed bug with creating invisible elements when light switch is on
412 * added selection between ECS and AGA graphics for EMC levels to setup
415 * adjusted font handling for various narrow EMC style fonts
418 * changed EM engine behaviour back to re-allow initial rolling springs
421 * fixed handling of over-large selectboxes (less error-prone now)
422 * fixed bug when creating GE with walkable element under the player
425 * added use of "Insert" and "Delete" keys to navigate element list in
426 level editor to start of custom elements or start of group elements
427 * added virtual elements to access CE value and CE score of elements:
428 - "CE value of triggering element"
429 - "CE score of triggering element"
430 - "CE value of current element"
431 - "CE score of current element"
434 * fixed "grass" to "sand" in older EM levels (up to file version V4)
437 * changed behaviour of network games with internal errors (because of
438 different client frame counters) from immediately terminating R'n'D
439 to displaying an error message requester and stopping only the game
440 (also to prevent impression of crashes under non command-line runs)
441 * fixed playing network games with the EMC engine (did not work before)
442 * fixed bug with not scrolling the screen in multi-player mode with the
443 focus on player 1 when all players are moving in different directions
444 * fixed bug with keeping pointer to gadget even after its deallocation
445 * fixed bug with allowing "focus on all players" in network games
446 * fixed bug with player focus when playing tapes from network games
449 * uploaded pre-release (test) version 3.2.0-7 binary and source code
452 * code cleanup for game action control for R'n'D and EMC game engine
455 * fixed bug in multi-player movement with focus on both players
456 * added option to control only the focussed player with all input
459 * added player focus switching to level tape recording and re-playing
462 * fixed some bugs in player focus switching in EMC and RND game engine
465 * added special Supaplex animations for Murphy digging and snapping
466 * added special Supaplex animations for Murphy being bored and sleeping
469 * added four new yam yams with explicit start direction for EMC engine
470 * fixed bug in src/libgame/text.c with printing text outside the window
473 * fixed small bug in EMC level loader (copyright sign in EM II levels)
476 * added delayed ignition of EM style dynamite when used in R'n'D engine
477 * added limited movement range to EMC engine when focus on all players
480 * fixed bug with missing (zero) score values for native Supaplex levels
483 * added "continuous snapping" (snapping many elements while holding the
484 snap key pressed, without releasing the snap key after each element)
485 as a new player setting for more compatibility with the classic games
488 * finished scrolling for "focus on all players" in EMC graphics engine
491 * level sets with "levels: 0" are ignored for levels, but not artwork
492 * fixed bug when scanning empty level group directories (endless loop)
495 * fixed bug with explosion graphic for player using "Murphy" graphic
496 * fixed bug with explosion graphic if player leaves explosion in time
497 * changed some descriptive text in setup menu to use medium-width font
498 * added key shortcut settings for switching player focus to setup menu
501 * fixed bug with random value initialization when recording tapes
502 * fixed bug with playing single player tapes when team mode activated
505 * fixed little bug when trying to switch to player that does not exist
508 * added player switching (visual and quick) to R'n'D and EM game engine
509 * added setup option to select visual or quick in-game player switching
512 * added use of "Home" and "End" keys to handle element list in editor
515 * fixed bug with adding score when playing tape with EMC game engine
516 * added steel wall border for levels using EMC engine without border
517 * finally fixed delayed scrolling in EMC engine also for small levels
520 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
523 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
524 * fixed bug when displaying info element without action, but direction
527 * fixed minor graphical problems with springs smashing and slurping
528 (when using R'n'D style graphics instead of EMC style graphics)
531 * added scroll delay (as configured in setup) to EMC graphics engine
534 * improved screen redraw for EMC graphics engine (faster and smoother)
535 * when not scrolling, do not redraw the whole playfield if not needed
538 * added multi-player mode for EMC game engine (with up to four players)
541 * added android (can clone elements) from EMC engine to R'n'D engine
544 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
547 * added selectbox for initial player speed to player settings in editor
550 * version 3.1.2 created that is basically version 3.1.1, but with a
551 major bug fixed that prevented editing your own private levels
552 * version 3.1.2 released
555 * added magic ball (creates elements) from EMC engine to R'n'D engine
558 * uploaded fixed pre-release version 3.2.0-6 binary and source code
561 * fixed bug when using "CE can leave behind <trigger element>"
562 * added new change condition "(after/when) creation of <element>"
563 * added new change condition "(after/when) digging <element>"
564 * fixed bug accessing invalid gadget that caused crashes under Windows
565 * deactivated new possibility for multiple CE changes per frame
568 * uploaded pre-release (test) version 3.2.0-6 binary and source code
571 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
572 * fixed bug with not keeping CE value for moving CEs with only action
573 * changed CE action selectboxes in editor to be only reset when needed
576 * added option "use artwork from element" for custom player artwork
577 * added option "use explosion from element" for player explosions
580 * added cascaded element lists in the level editor
581 * added persistence for cascaded element lists by "editorcascade.conf"
582 * added dynamic element list with all elements used in current level
583 * added possibility for multiple CE changes per frame (experimental)
586 * uploaded pre-release (test) version 3.2.0-5 binary and source code
589 * changed "score for each 10 seconds/steps left" to "1 second/step"
590 * added own score for collecting "extra time" instead of sharing it
591 * added change events "switched by player" and "player switches <e>"
592 * added change events "snapped by player" and "player snaps <e>"
593 * added "set player artwork: <element choice>" to CE action options
594 * added change event "move of <element>"
597 * added "set player shield: off / normal / deadly" to CE action options
598 * added new player option "use level start element" in level editor
599 to set the correct focus at level start to elements from which the
600 player is created later (this did not work before for cascaded CE
601 changes resulting in creation of the player; it is now also possible
602 to create the player from a yam yam which is smashed at level start)
605 * added "set player speed: frozen (not moving)" to CE action options
606 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
609 * added new player option "block snap field" (enabled by default) to
610 make it possible to show a snapping animation like in Emerald Mine
613 * added dynamic selectboxes to custom element action settings in editor
614 * added "CE value" counter for custom elements (instead of "CE count")
615 * added option to use the last "CE value" after custom element change
616 * added option to use the "CE value" of other elements in CE actions
617 * fixed odd behaviour when pressing time orb in levels w/o time limit
618 * added checkbox "use time orb bug" for older levels that use this bug
621 * added missing configuration settings for the following elements:
622 - EL_TIMEGATE_SWITCH (time of open time gate)
623 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
624 - EL_SHIELD_NORMAL (time of shield duration)
625 - EL_SHIELD_DEADLY (time of shield duration)
626 - EL_EXTRA_TIME (time added to level time)
627 - EL_TIME_ORB_FULL (time added to level time)
630 * added "wind direction" as a movement pattern for custom elements
631 * added initial wind direction for balloon / custom elements to editor
632 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
635 * added parameters for "game of life" and "biomaze" elements to editor
638 * added level file chunk "CONF" for generic level and element settings
641 * uploaded pre-release (test) version 3.2.0-4 binary and source code
644 * skip empty level sets (with "levels: 0"; may be artwork base sets)
645 * added sound action ".page[1]" to ".page[32]" for each CE change page
648 * added image config suffix ".clone_from" to copy whole image settings
649 * fixed bug with invalid ("undefined") CE settings in old level files
652 * fixed graphical bug with smashing elements falling faster than player
655 * fixed major bug which prevented private levels from being edited
656 * fixed bug with precedence of general and special font definitions
659 * fixed graphical bug with player animation when player moves slowly
662 * uploaded pre-release (test) version 3.2.0-3 binary and source code
665 * fixed bug which prevented "global.num_toons: 0" from working
668 * major code cleanup (removed all these annoying "#if 0" blocks)
671 * added custom element actions for CE change page in level editor
674 * fixed music initialization bug in init.c (thanks to David Binderman)
675 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
676 (this bug must probably be fixed at other places, too)
679 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
680 (should be '#include <SDL.h>' instead)
683 * fixed bug which prevented "walkable from no direction" from working
684 (due to compatibility code overwriting this setting after loading)
687 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
690 * version number temporarily set to 3.1.1 (intermediate bugfix release)
691 * version 3.1.1 released
694 * changed some va_arg() arguments from 'long' to 'int', fixing problems
695 on 64-bit architecture systems with LP64 data model
698 * fixed bug with bombs not exploding when hitting the last level line
699 (introduced after the release of 3.1.0)
702 * added support for dumping small-sized level sketches from editor
705 * added recognition of "trigger element" for "change digged element to"
706 (this is not really what the "trigger element" was made for, but its
707 use may seem obvious for leaving back digged elements unchanged)
710 * fixed multiple warnings about failed joystick device initialization
713 * fixed bug with dynamite dropped on top of just dropped custom element
714 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
715 dynamite can still be dropped, but drop key must be released before
718 * fixed bug with wrong start directory when started from file browser
719 (due to this bug, R'n'D could not be started from KDE's Konqueror)
722 * fixed bug causing "change when impact" on player not working
723 * fixed wrong priority of "hitting something" over "hitting <element>"
724 * fixed wrong priority of "hit by something" over "hit by <element>"
727 * fixed graphical bug which caused the player (being Murphy) to show
728 collecting animations although the element was collected by penguin
731 * fixed two bugs causing wrong door background graphics in system.c
732 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
735 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
736 * added "no direction" to "walkable/passable from" selectbox options
739 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
740 * in tape autoplay, not only report broken, but also missing tapes
743 * uploaded pre-release (test) version 3.2.0-2 binary and source code
746 * fixed small bug with "linear" animation not working for active lamp
749 * fixed bug with moving up despite gravity due to "block last field"
750 * fixed small bug with wrong draw offset when typing name in main menu
751 * when reading user names from "passwd", ignore data after first comma
752 * when creating new "levelinfo.conf", only write some selected entries
755 * fixed displaying "imported from/by" on preview with empty string
756 * fixed ignoring draw offset for fonts used for level preview texts
759 * fixed a delay problem with SDL and too many mouse motion events
760 * added setup option "skip levels" and level skipping functionality
763 * added move speed "not moving" for non-moving CEs, but with direction
766 * fixed mapping of obsolete element token names in "editorsetup.conf"
767 * fixed bug with sound "acid.splashing" treated as a loop sound
768 * fixed some little sound bugs in native EM engine
771 * fixed small bug when dragging scrollbars to end positions
774 * added editor element descriptions written by Aaron Davidson
777 * improved fallback handling when configured artwork is not available
778 (now using default artwork instead of exiting when files not found)
781 * fixed bug on level selection screen when dragging scrollbar
784 * fixed bug which caused broken tapes when appending to EM engine tapes
787 * uploaded pre-release (test) version 3.2.0-1 binary and source code
790 * added code to replace changed artwork config tokens with other tokens
791 (needed for backwards compatibility, so that older tokens still work)
794 * added native R'n'D graphics for some new EMC elements in EM engine
797 * fixed some bugs in the EM engine integration code
798 * changed EM engine code to allow diagonal movement
799 * changed EM engine code to allow use of separate snap and drop keys
802 * fixed some redraw bugs when using EM engine
805 * fixed bug with not converting RND levels which are set to use native
806 engine to native level structure when loading
809 * uploaded pre-release (test) version 3.2.0-0 binary and source code
812 * version number set to 3.2.0
815 * level data now reset to defaults after attempt to load invalid file
818 * added use of "editorsetup.conf" for different level sets
821 * added auto-detection for various types of Emerald Mine level files
824 * fixed bug with scrollbars getting too small when list is very large
827 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
830 * added most level editor configuration gadgets for new EMC elements
833 * added more element and graphic definitions for new EMC elements
836 * modified native EM engine to use integrated R'n'D sound system
839 * added SDL support to graphics functions in native EM engine
840 (by always using generic libgame interface functions)
843 * fixed bug in frame synchronization in native EM engine
846 * added code to convert levels between R'n'D and native EM engine
849 * new Emerald Mine engine can now play levels selected in main menu
852 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
853 (which creates scaled down graphics for level editor and preview);
854 there's still a memory leak somewhere in the artwork handling code
855 * added "scale image up" functionality to X11 version of zoom function
858 * first attempts to integrate new, native Emerald Mine Club engine
861 * fixed bug in gadget code which caused reset of CEs in level editor
862 (example: pressing 'b' [grab brush] on CE config page erased values)
863 (solution: check if gadgets in ClickOnGadget() are really mapped)
864 * improved level change detection in editor (settings now also checked)
865 * fixed bug with "can move into acid" and "don't collide with" state
868 * fixed maze runner style CEs to use the configured move delay value
871 * added Aaron Davidson's tutorial level set to the "Tutorials" section
874 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
875 * fixed the above fix because it broke level set "machine" (*sigh*)
876 * fixed random element placement in level editor to work as expected
877 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
880 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
883 * fixed bug (missing array boundary check) which caused broken tapes
884 * fixed bug (when loading level template) which caused broken levels
885 * fixed bug with new block last field code when using non-yellow player
888 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
889 * internal change of how the player blocks the last field when moving
890 * fixed blocking delay of last field for EM and SP style block delay
891 * fixed bug where the player had to wait for the usual move delay after
892 unsuccessfully trying to move, when he directly could move after that
893 * the last two changes should make original Supaplex level 93 solvable
894 * improved use of random number generator to make it less predictable
895 * fixed behaviour of slippery SP elements to let slip left, then right
898 * fixed bug with wrong door state after trying to quickload empty tape
899 * fixed waste of static memory usage of the binary, making it smaller
900 * fixed very little graphical bug in Supaplex explosion
903 * version number set to 3.1.1
906 * version 3.1.0 released
909 * fixed bug with crash when writing user levelinfo.conf the first time
912 * added option "convert LEVELDIR [NR]" to command line batch commands
913 * re-converted Supaplex levels to apply latest engine fixes
914 * changed "use graphic/sound of element" to "use graphic of element"
915 due to compatibility problems with some levels ("bug machine" etc.)
918 * fixed bug with CE change replacing player with same or other player
921 * fixed bug with opaque font in envelope with background graphic when
922 background graphic is not transparent itself
925 * added "gravity on" and "gravity off" ports for Supaplex compatibility
926 * corrected original Supaplex level loading code to use these new ports
927 * also corrected Supaplex loader to auto-count infotrons if set to zero
930 * fixed bug with missing initialization of "modified" flag for GEs
933 * fixed bug that caused endless recursion loop when relocating player
934 * fixed tape recorder bug in "step mode" when using "pause before end"
935 * fixed tape recorder bug when changing from "warp forward" mode
938 * fixed bug with "when touching" for pushed elements at last position
941 * fixed bug that caused two activated toolbox buttons in level editor
942 * fixed bug with exploding dynabomb under player due to other explosion
945 * fixed bug with creating walkable custom element under player (again)
946 * fixed bug with not copying explosion type when copying CEs in editor
947 * fixed graphical bug when drawing player in setup menu (input devices)
948 * fixed graphical bug when the player is pushing an accessible element
949 * fixed bug with classic switchable elements triggering CE changes
950 * fixed bug with entering/leaving walkable element in RelocatePlayer()
951 * fixed crash bug when CE leaves behind the trigger player element
954 * fixed bug with broken tubes after placing/exploding dynamite in them
955 * fixed bug with exploding dynamite under player due to other explosion
956 * fixed bug with not resetting push delay under certain circumstances
959 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
960 * added network multiplayer code for Windows (thanks to Niko Böhm)
963 * added option "reachable despite gravity" for gravity movement
964 * changed gravity movement of most classic walkable and passable
965 elements back to "not reachable" (for compatibility reasons)
968 * fixed (removed) "indestructible" / "can explode" dependency in editor
969 * fixed (removed) "accessible inside" / "protected" dependency
970 * fixed (removed) "step mode" / "shield time" dependency
973 * fixed dynabombs exploding now into anything diggable
974 * fixed Supaplex style gravity movement into buggy base now impossible
975 * added pressing key "space" as valid action to select menu options
978 * added "replace when walkable" to relocate player to walkable element
979 * added "enter"/"leave" event for elements affected by relocation
980 * fixed "direct"/"indirect" change order also for "when change" event
981 * fixed graphical bug when pushing things from elements walkable inside
984 * fixed graphic bug when player is snapping while moving in old levels
985 * fixed bug when a moving custom element leaves a player element behind
986 * fixed bug with mole not disappearing when moving into acid pool
987 * fixed bug with incomplete path setting when using "--basepath" option
988 * moving CE can now leave walkable elements behind under the player
989 * when relocating, player can be set on walkable element now
990 * fixed another gravity movement bug
993 * uploaded pre-release (test) version 3.1.0-2 binary and source code
996 * added "collectible" and "removable" to extended replacement types
997 (where "removable" replaces "diggable" and "collectible" elements)
998 * added "collectible & throwable" (to throw element to the next field)
999 * fixed bug with CEs digging elements that are just about to explode
1000 * changed mouse cursor now always being visible when game is paused
1003 * added possibility to push/press accessible elements from a side that
1005 * fixed bug with not setting actual date when appending to tape
1008 * fixed bug with incorrectly initialized custom element editor graphics
1011 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1012 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1015 * fixed bug with destroyed robot wheel still attracting robots forever
1016 * fixed bug with time gate switch deactivating after robot wheel time
1017 (while the time gate itself is not affected by this misbehaviour)
1018 * changed behaviour of BD style amoeba to always get blocked by player
1019 (before it was different when there were non-BD elements in level)
1020 * fixed bug with player destroying indestructable elements with shield
1023 * added option to make growing elements grow into anything diggable
1024 (for the various amoeba types, biomaze and "game of life")
1027 * fixed bug with movable elements not moving after left behind by CEs
1028 * changed gravity movement to anything diggable, not only sand/base
1029 * optionally allowing passing to walkable element, not only empty space
1030 * added option "can pass to walkable element" for players
1031 * finally fixed gravity movement (hopefully)
1034 * fixed bug with movable elements not moving anymore after falling down
1037 * fixed another bug with custom elements digging and leaving elements
1038 * fixed bug with "along left/right side" and automatic start direction
1039 * trigger elements now also displayed when "more custom" deactivated
1040 * fixed bug with clipboard element initialized when loading new level
1041 * added option "drop delay" to set delay before dropping next element
1044 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1047 * added copy and paste functions for custom change pages
1048 * enhanced graphical display and functionality of tape recorder
1049 * fixed bug with custom elements digging and leaving elements
1052 * added move speed faster than "very fast" for custom elements
1053 * fixed bug with 3+3 style explosions and missing border content
1054 * fixed little bug when copying custom elements in the editor
1055 * enhanced custom element changes by more side trigger actions
1058 * added option "no scrolling when relocating" for instant teleporting
1059 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1062 * added trigger element and trigger player to use as target elements
1063 * added copy and paste functions for custom and group elements
1066 * fixed graphical bug when displaying explosion animations
1067 * fixed bug when appending to tapes, resulting in broken tapes
1068 * re-recorded a few tapes broken by fixing gravity checking bug
1071 * "can move into acid" property now for all elements independently
1072 * "can fall into acid" property for player stored in same bitfield now
1073 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1074 * version number set to 3.1.0 (finally!)
1077 * changed tape recording to only record input, not programmed actions
1080 * fixed totally broken (every 8th frame skipped) step-by-step recording
1081 * fixed bug with requester not displayed when quick-loading interrupted
1082 * added option "can fall into acid (with gravity)" for players
1083 * fixed bug with player not falling when snapping down with gravity
1086 * fixed bug which messed up key config when using keypad number keys
1089 * fixed bug which allowed moving upwards even when gravity was active
1090 * fixed bug with missing error handling when dumping levels or tapes
1093 * added different colored editor graphics for Supaplex gravity tubes
1096 * fixed bug that allowed solvable tapes for unsolvable levels
1099 * use unlimited number of droppable elements when "count" set to zero
1100 * added option to use step limit instead of time limit for level
1103 * added player and change page as trigger for custom element change
1106 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1109 * fixed bug with dark yamyam changing to acid when moving over acid
1110 * fixed handling of levels with more than 999 seconds level time
1111 (example: level 76 of "Denmine")
1114 * "spring push bug" reintroduced as configurable element property
1115 * fixed bug with missing properties for "mole"
1116 * fixed bug that showed up when fixing the above "mole" properties bug
1117 * added option "can move into acid" for all movable elements
1118 * fixed graphical bug for elements moving into acid
1119 * changed event handling to handle all pending events before going on
1122 * fixed bug which caused all CE change pages to be ignored which had
1123 the same change event, but used a different element side
1124 (reported by Simon Forsberg)
1126 * fixed bug which caused elements that can move and fall and that are
1127 transported by a conveyor belt to continue moving into that direction
1128 after leaving the conveyor belt, regardless of their own movement
1129 type; only elements which can not move are transported now
1130 (reported by Simon Forsberg)
1132 * fixed bug which could cause an array overflow in RelocatePlayer()
1133 (reported by Niko Böhm)
1135 * changed Emerald Mine style "passable / over" elements to "protected"
1136 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1138 * added new option to select from which side a "walkable/passable"
1139 element can be entered
1142 * added explosion and ignition delay for elements that can explode
1145 * fixed bug which caused player not being protected against enemies
1146 when a CE was "walkable / inside" and was not "indestructible"
1147 * added "walkable/passable" fields to be "protected/unprotected"
1148 against enemies, even if not accessible "inside" but "over/under"
1151 * corrected move pattern to 32 bit and initial move direction to 8 bit
1154 * added second custom element base configuration page
1157 * added some special EMC mappings to Emerald Mine level loader
1158 (also covering previously unknown element in level 0 of "Bondmine 8")
1161 * added option to block last field when player is moving (for Supaplex)
1162 * adjusted push delay of Supaplex elements
1163 * removed delays for envelopes etc. when replaying with maximum speed
1164 * fixed bug when dropping element on a field that just changed to empty
1167 * fixed bug: infotrons can now smash yellow disks
1168 * fixed bug: when gravity active, port above player can now be entered
1169 * removed "one white dot" mouse pointer which irritated some people
1172 * added "choice type" for group element selection
1175 * fixed bug with initial invulnerability of non-yellow player
1178 * added level loader for loading native Supaplex packed levels
1179 (including multi-part levels like the "splvls99" levels)
1182 * fixed bug which allowed creating emeralds by escaping explosions
1185 * custom elements can change (limited) or leave (unlimited) elements
1186 * finally added multiple matches using group elements
1187 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1190 * added new start movement type "previous" for continued CE movement
1191 * added new start movement type "random" for random CE movement start
1194 * added new element "sokoban_field_player" needed for Sokoban levels
1195 (thanks to Ed Booker for pointing this out!)
1198 * added elements that can be digged or left behind by custom elements
1201 * added group elements for multiple matches and random element creation
1204 * fixed some graphical errors displayed in old levels
1207 * fixed wrong double speed movement after passing closing gates
1210 * added level loader for loading native Emerald Mine levels
1213 * changes for "shooting" style CE movement
1216 * Happy New Year! ;-)
1219 * changed default snap/drop keys from left/right Shift to Control keys
1222 * fixed bug with dead player getting reanimated from custom element
1225 * fixed bug with wrong penguin graphics (when entering exit)
1228 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1231 * version number set to 3.0.9
1234 * version 3.0.8 released
1237 * added function checked_free()
1240 * fixed bug with double nut cracking sound
1241 (by eliminating "default element action sound" assignment in init.c)
1244 * fixed crash when no music info files are available
1247 * fixed boring and sleeping sounds
1250 * added "maze runner" and "maze hunter" movement types
1251 * added extended collision conditions for custom elements
1254 * added warnings for undefined token values in artwork config files
1257 * added menu entry for level set information to the info screen
1260 * fixed bug with wrong default impact sound for colored emeralds
1263 * added several sub-screens for the info screen
1264 * menu text now also clickable (not only blue/red sphere left of it)
1267 * added configurable "bored" and "sleeping" animations for the player
1268 * added "awakening" sound for player when waking up after sleeping
1271 * added "copy" and "exchange" functions for custom elements to editor
1274 * added configurable element animations for info screen
1277 * added configurable music credits for info screen
1280 * finally fixed tape recording when player is created from CE change
1283 * added "editorsetup.conf" for editor element list configuration
1286 * added "musicinfo.conf" for menu and level music configuration
1289 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1290 (that only showed up on Linux, but not on Windows systems)
1293 * fixed turning movement of butterflies and fireflies (no frame reset)
1294 * enhanced sniksnak turning movement (two steps instead of only one)
1297 * version number set to 3.0.8
1300 * version 3.0.7 released
1303 * fixed reset of player animation frame when, for example,
1304 walking, digging or collecting share the same animation
1305 * fixed CE with "deadly when touching" exploding when touching amoeba
1308 * fixed tape recording when player is created from CE element change
1311 * introduced "turning..." action graphic for elements with move delay
1312 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1313 * added turning animations for bug, spaceship and sniksnak
1316 * prevent "extended" changed elements from delay change in same frame
1319 * fixed bug when pushing element that can move away to the side
1320 (like pushing falling elements, but now with moving elements)
1323 * finally fixed serious bug in code for delayed element pushing (again)
1326 * unavailable setup options now marked as "n/a" instead of "off"
1327 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1328 to "true", levels are always played with the latest game engine,
1329 which is desired for levels that are imported from other games; all
1330 other levels are played with the engine version stored in level file
1331 (which is normally the engine version the level was created with)
1334 * fixed serious bug in code for delayed element pushing
1335 * fixed little bug in animation frame selection for pushed elements
1336 * speed-up of reading config file for verbose output
1339 * added configuration option for opening and closing Supaplex exit
1340 * added configuration option for moving up/down animation for Murphy
1341 * fixed incorrectly displayed animation for attacking dragon
1342 * fixed bug with not setting initial gravity for each new game
1343 * fixed bug with teleportation of player by custom element change
1344 * fixed bug with player not getting smashed by rock sometimes
1347 * version number set to 3.0.7
1350 * version 3.0.6 released
1353 * added support for MP3 music for SDL version through SMPEG library
1356 * fixed bug when initializing font graphic structure
1357 * fixed bug with animation mode "pingpong" when using only 1 frame
1358 * fixed bug with extended change target introduced in 3.0.5
1359 * fixed bug where passing over moving element doubles player speed
1360 * fixed bug with elements continuing to move into push direction
1361 * fixed bug with duplicated player when dropping bomb with shield on
1362 * added "switching" event for custom elements ("pressing" only once)
1363 * fixed switching bug (resetting flag when not switching but not idle)
1366 * fixed element tokens for certain file elements with ".active" etc.
1369 * version number set to 3.0.6
1372 * version 3.0.5 released
1375 * now four envelope elements available
1376 * font, background, animation and sound for envelope now configurable
1377 * main menu doors opening/closing animation type now configurable
1380 * active/inactive sides configurable for custom element changes
1381 * new movement type "move when pushed" available for custom elements
1384 * fixed bug in multiple config pages loader code that caused crashes
1387 * enhanced (remaining low-resolution) Supaplex graphics
1390 * version number set to 3.0.5
1393 * version 3.0.4 released
1395 2003-09-12 src/tools.c
1396 * fixed bug in custom definition of crumbled element graphics
1398 2003-09-11 src/files.c
1399 * fixed bug in multiple config pages code that caused crashes
1402 * version number set to 3.0.4
1405 * version 3.0.3 released
1408 * added music to Supaplex classic level set
1410 2003-09-07 src/libgame/misc.c
1411 * added support for loading various music formats through SDL_mixer
1413 2003-09-06 (various source files)
1414 * fixed several nasty bugs that may have caused crashes on some systems
1415 * added envelope content which gets displayed when collecting envelope
1416 * added multiple change event pages for custom elements
1418 2003-08-24 src/game.c
1419 * fixed problem with player animation when snapping and moving
1421 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1422 * fixed problem with flickering when drawing toon animations
1424 2003-08-23 src/libgame/sdl.c
1425 * fixed problem with setting mouse cursor in SDL version in fullscreen
1427 2003-08-23 src/game.c
1428 * fixed bug (missing array boundary check) which could crash the game
1431 * version number set to 3.0.3
1434 * version 3.0.2 released
1436 2003-08-21 src/game.c
1437 * fixed bug with creating inaccessible elements at player position
1439 2003-08-20 src/init.c
1440 * fixed bug with not finding current level artwork directory
1442 2003-08-20 src/files.c
1443 * fixed bug with choosing wrong engine version when playing tapes
1444 * fixed bug with messing up custom element properties in 3.0.0 levels
1447 * version number set to 3.0.2
1450 * version 3.0.1 released
1452 2003-08-17 (no source files affected)
1453 * changed all "classic" PCX image files with 16 colors or less to
1454 256 color (8 bit) storage format, because the Allegro game library
1455 cannot handle PCX files with less than 256 colors (contributed
1456 graphics are not affected and might look wrong in the DOS version)
1458 2003-08-16 src/init.c
1459 * fixed bug which (for example) crashed the level editor when defining
1460 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1461 (only set to default) -- invalid graphics now set to default graphic
1463 2003-08-16 src/init.c
1464 * fixed graphical bug of player digging/collecting/snapping element
1465 when no corresponding graphic/animation is defined for this action,
1466 resulting in player being drawn as EL_EMPTY (which should only be
1467 done to elements being collected, but not to the player)
1469 2003-08-16 src/game.c
1470 * fixed small graphical bug of player not totally moving into exit
1472 2003-08-16 src/libgame/setup.c
1473 * fixed bug with wrong MS-DOS 8.3 filename conversion
1475 2003-08-16 src/tools.c
1476 * fixed bug with invisible mouse cursor when pressing ESC while playing
1478 2003-08-16 (various source files)
1479 * added another 128 custom elements (disabled in editor by default)
1481 2003-08-16 src/editor.c
1482 * fixed NULL string bug causing Solaris to crash in sprintf()
1484 2003-08-16 src/screen.c
1485 * fixed drawing over scrollbar on level selection with custom fonts
1487 2003-08-15 src/game.c
1488 * cleanup of simple sounds / loop sounds / music settings
1490 2003-08-08 (various source files)
1491 * added custom element property for dropping collected elements
1493 2003-08-08 src/conf_gfx.c
1494 * fixed bug with missing graphic for active red disk bomb
1496 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1497 * extended variable "level.gravity" to "level.initial_gravity" and
1498 "game.current_gravity" to prevent level setting from being changed
1499 by playing the level (keeping the runtime value after playing)
1501 * fixed graphics bug when digging element that has 'crumbled' graphic
1502 definition, but not 'diggable' graphic definition
1505 * version number set to 3.0.1
1508 * version 3.0.0 released
1511 * various bug fixes; among others:
1512 - fixed bug with pushing spring over empty space
1513 - fixed bug with leaving tube while placing dynamite
1514 - fixed bug with explosion of smashed penguins
1515 - allow Murphy player graphic in levels with non-Supaplex elements
1519 * I have forgotten to document changes for some time
1522 * pre-release version 2.2.0rc1 released
1525 * version number set to 2.1.2
1528 * version 2.1.1 released
1531 * version number set to 2.1.1
1534 * version 2.1.0 released
1537 * version number set to 2.1.0
1539 2002-04-03 to 2002-05-19 (various source files)
1540 * graphics, sounds and music now fully configurable
1541 * bug fixed that prevented walking through tubes when gravity on
1543 2002-04-02 src/events.c, src/editor.c
1544 * Make Escape key less aggressive when playing or when editing level.
1545 This can be configured as an option in the setup menu. (Default is
1546 "less aggressive" which means "ask user if something can be lost"
1547 when pressing the Escape key.)
1549 2002-04-02 src/screen.c
1550 * Added "graphics setup" screen.
1552 2002-04-01 src/screen.c
1553 * Changed "choose level" setup screen stuff to be more generic (to
1554 make it easier to add more "choose from generic tree" setup screens).
1556 2002-04-01 src/config.c, src/timestamp.h
1557 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1558 automatically gets created by "src/Makefile" and contains an actual
1559 compile-time timestamp to identify development versions of the game).
1561 2002-03-31 src/tape.c, src/events.c
1562 * Added quick game/tape save/load functions to tape stuff which can be
1563 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1564 loads previously recorded tape and directly goes into recording mode
1565 from the end of the tape (therefore appending to the tape).
1567 2002-03-31 src/tape.c
1568 * Added "index mark" function to tape recorder. When playing or
1569 recording, "eject" button changes to "index" button. Setting index
1570 mark is not yet implemented, but pressing index button when playing
1571 allows very quick advancing to end of tape (when normal playing),
1572 very fast forward mode (when playing with normal fast forward) or
1573 very fast reaching of "pause before end of tape" (when playing with
1574 "pause before end" playing mode).
1576 2002-03-30 src/cartoons.c
1577 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1579 2002-03-29 src/screen.c
1580 * Changed setup screen stuff to be more generic (to make it easier
1581 to add more setup screens).
1583 2002-03-23 src/main.c, src/main.h
1584 * Various changes due to the introduction of the new libgame files
1585 "setup.c" and "joystick.c".
1587 2002-03-23 src/files.c
1588 * Generic parts of "src/files.c" (mainly setup and level directory
1589 stuff) moved to new libgame file "src/libgame/setup.c".
1591 2002-03-23 src/joystick.c
1592 * File "src/joystick.c" moved to libgame source tree, with
1593 correspondig changes.
1595 2002-03-22 src/screens.c
1596 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1597 (Wrong level series information displayed when entering main group.)
1599 2002-03-22 src/editor.c
1600 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1602 2002-03-22 src/editor.c
1603 * Changed behaviour of "Escape" key in level editor to be more
1604 intuitive: When in "Element Properties" or "Level Info" mode,
1605 return to "Drawing Mode" instead of leaving the level editor.
1607 2002-03-21 src/game.c, src/editor.c, src/files.c
1608 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1609 gems (emeralds, diamonds, ...) slipping down from normal wall,
1610 steel wall and growing wall (as in E.M.C. style levels). Although
1611 the behaviour of contributed and private levels wasn't changed (due
1612 to the use of "level.game_version"; see previous entry), editing
1613 those levels will (of course) change the behaviour accordingly.
1615 This change seems a bit too hard after thinking about it, because
1616 the EM style behaviour is not the "expected" behaviour (gems would
1617 normally only slip down from "rounded" walls). Therefore this was
1618 now changed to an element property for gem style elements, with the
1619 default setting "off" (which means: no special EM style behaviour).
1620 To fix older converted levels, this flag is set to "on" for pre-2.0
1621 levels that are neither contributed nor private levels.
1623 2002-03-20 src/files.h
1624 * Corrected settings for "level.game_version" depending of level type.
1625 (Contributed and private levels always get played with game engine
1626 version they were created with, while converted levels always get
1627 played with the most recent version of the game engine, to let new
1628 corrections of the emulation behaviour take effect.)
1630 2002-03-20 src/main.h
1631 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1632 compiling the SDL version on some systems.
1633 Thanks to the several people who pointed this out.
1636 * Version number set to 2.0.2.
1639 * Version 2.0.1 released.
1641 2002-03-18 src/screens.c
1642 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1644 2002-03-18 src/files.c [src/libgame/misc.c]
1645 * Moved some common functions from src/files.c to src/libgame/misc.c.
1647 2002-03-18 src/files.c [src/libgame/misc.c]
1648 * Changed permissions for new directories and saved files (especially
1649 score files) according to suggestions of Debian users and mantainers.
1650 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1652 2002-03-17 src/files.c
1653 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1654 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1655 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1656 for levels and "TAPE" for tapes). Old "cookie" style format is
1657 still supported for reading. New level and tape files are written
1660 * New IFF chunk "VERS" contains version numbers for file and game
1661 (where "game version" is the version of the program that wrote the
1662 file, and "file version" is a version number to distinguish files
1663 with different format, for example after adding new features).
1665 2002-03-15 src/screen.c
1666 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1667 (Before, you heard a mixture of the in-game music and the
1668 hall-of-fame music.)
1670 2002-03-14 src/events.c
1671 * Function "DumpTape()" (files.c) now available by pressing 't' from
1672 main menu (when in DEBUG mode).
1674 2002-03-14 src/game.c
1675 * "GameWon()": When game was won playing a tape, now there is no delay
1676 raising the score and no corresponding sound is played.
1678 2002-03-14 src/files.c
1679 * Changed "LoadTape()" for real chunk support and also adjusted
1680 "SaveTape()" accordingly.
1682 2002-03-14 src/game.c, src/tape.c, src/files.c
1683 * Important changes to tape format: The old tape format stored all
1684 actions with a real effect with a corresponding delay between the
1685 stored actions. This had some major disadvantages (for example,
1686 push delays had to be ignored, pressing a button for some seconds
1687 mutated to several single button presses because of the non-action
1688 delays between two action frames etc.). The new tape format just
1689 stupidly records all device actions and replays them later. I really
1690 don't know why I haven't solved it that way before?! Old-style tapes
1691 (with tape file version less than 2.0) get converted to the new
1692 format on-the-fly when loading and can therefore still be played;
1693 only some minor parts of the old-style tape handling code was needed.
1694 (A perfect conversion is not possible, because there is information
1695 missing about the device actions between two action frames.)
1697 2002-03-14 src/files.c
1698 * New function "DumpTape()" to dump the contents of the current tape
1699 in a human readable format.
1701 2002-03-14 src/game.c
1702 * Small tape bug fixed: When automatically advancing to next level
1703 after a game was won, the tape from the previous level still was
1704 loaded as a tape for the new level.
1706 2002-03-14 src/tape.c
1707 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1708 tape, cartoons did not get completely removed because
1709 StopAnimation() was not called.
1711 2002-03-13 src/files.c
1712 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1713 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1714 size even when using 16-bit elements). Added new chunk "CNT2" for
1715 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1716 chunk even when content was 16-bit element). "CNT2" should now be
1717 able to store content for arbitrary elements (up to eight blocks of
1718 3 x 3 element arrays). All "CNT2" elements will always be stored as
1719 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1721 2002-03-13 src/files.c
1722 * Changed "LoadLevel()" for real chunk support.
1724 2002-03-12 src/game.c
1725 * Fixed problem (introduced after 2.0.0 release) with penguins
1726 not getting killed by enemies
1728 2002-02-24 src/game.c, src/main.h
1729 * Added "player->is_moving"; now "player->last_move_dir" does
1730 not contain any information if the player is just moving at
1732 Before, "player->last_move_dir" was misused for this purpose
1733 for the robot stuff (robots don't kill players when they are
1734 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1735 broke tapes when walking through pipes!
1736 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1737 in a continuous movement. This fact is ignored for friends and