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 * improved handling of title text messages (initial and for level set)
15 * added new options "auto-wrap" and "centered" for DC2 style envelopes
18 * fixed displaying and typing of player name when it is centered
19 * added special characters to be allowed for player name (not only A-Z)
22 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
23 (newer versions of the SDL library seem to not like this anymore)
26 * added code for configuration directives for control of game panel
29 * fixed small cosmetical bug with underlining property tabs in editor
32 * fixed small drawing bug in X11FadeRectangle
33 * added new elements for newly supported Diamond Caves II levels:
34 - EM/DC style exits that disappear after passing
35 - white key and gate (one white key needed for each white gate)
36 - fake gate (there is no key to open/pass this kind of gate!)
37 - extended magic wall which also handles pearls and crystals
41 * changed maximum value for endless loop detection to a higher value
42 (some levels really used very deep recursion without being endless)
45 * added new elements for newly supported Diamond Caves II levels:
50 * added new elements for newly supported Diamond Caves II levels:
54 * added level file loader for native Diamond Caves II levels
57 * version number set to 3.2.4
60 * version 3.2.3 released
63 * fixed malloc/free bug when updating EMC artwork entries in level list
64 * added workaround (warning and request to quit the current game) when
65 changing elements cause endless recursion loop (which would otherwise
66 freeze the game, causing a crash-like program exit on some systems)
69 * fixed nasty string overflow bug when entering too long envelope text
72 * added feedback sounds for menu navigation "menu.item.activating" and
73 "menu.item.selecting" (for highlighting and executing menu entries)
76 * improved "no scrolling when relocating" to also consider scroll delay
77 (meaning that the player is not automatically centered in this case;
78 this makes it possible to "invisibly" relocate the player to a region
79 of the level playfield which looks the same as the old level region)
80 * fixed bug with not recognizing "main.input.name.align" when active
83 * fixed bug with displaying masked borders over title screens when
84 screen fading is disabled
87 * fixed infinite loop / crash bug when killing the player while having
88 a CE with the setting "kill player X when explosion of <player X>"
89 * added special editor graphic for "char_space" to distinguish it from
90 "empty_space" when editing a level (in-game graphics still the same)
93 * fixed nasty bug with initialization only done for the first player
96 * small change to handle loading empty element/content list micro chunks
99 * uploaded pre-release (test) version 3.2.3-0 binary and source code
102 * some optimizations on startup speed by reducing initial text output
105 * added caching of custom artwork information for faster startup times
108 * fixed graphical bug when using fewer menu entries on level selection
109 screen than usual (with "menu.list_size.LEVELS" directive)
110 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
111 the backbuffer to the backbuffer by error (with identical rectangle)
114 * fixed bug when displaying titlescreen with size less than element tile
115 * fixed bug that caused elements with "change when digging <e>" event
116 to change for _every_ digged element, not only those specified in <e>
117 * fixed bug that caused impact style collision when dropping element one
118 tile over the player that can both fall down and smash players
119 * fixed bug that caused impact style collision when element changed to
120 falling/smashing element over the player immediately after movement
123 * fixed bug that allowed making engine snapshots from the level editor
126 * fixed bugs with player name and current level positions on main screen
129 * added configuration directives for control of title screens:
130 - "title.fade_delay" for fading time
131 - "title.post_delay" for pause between screens (when not crossfading)
132 - "title.auto_delay" to automatically continue after some time
133 these settings can each be overridden by specifying them with titles:
134 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
135 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
136 fading mode can also be specified:
137 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
138 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
139 default is using normal fading for menues and initial title screens,
140 while using cross-fading for level set title screens
141 * fixed bug with background not drawn in Hall of Fame after game was won
144 * added configuration directives for the remaining main menu items
147 * added additional configuration directives for info screen draw offset:
148 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
149 * added additional configuration directives for preview info text
150 * limited mouse wheel sensitive screen area to scrollable screen area
153 * added highlighted menu text entries to menu navigation when selected
156 * fixed bug that prevented player from correctly being created in the
157 top left corner by a custom element change in a level without player
158 * fixed bug that prevented player from being killed when indestructible,
159 non-walkable element is placed on player position by extended change
160 * added configurable menu button, text and input positions to main menu
163 * added page fading effects for remaining info sub-screens
164 * fixed small bug that caused some delays when answering door request
167 * added directives "border.draw_masked.*" for menu/playfield area and
168 door areas to display overlapping/masked borders from "global.border"
171 * fixed bug with CE with move speed "not moving" not being animated
172 * when changing player artwork by CE action, reset animation frame
175 * fixed bug with not unmapping main menu screen gadgets on other screens
176 * fixed bug with un-pausing a paused game by releasing still pressed key
177 * fixed bug with not redrawing screen when toggling to/from fullscreen
178 mode while fast reloading tape (without redrawing playfield contents)
179 * fixed bug with quick-saving tape snapshot despite answering with "no"
182 * version number set to 3.2.3
185 * version 3.2.2 released
188 * fixed bug with redrawing screen in fullscreen mode after quick tape
189 reloading when using the EMC game engine
190 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
193 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
196 * added engine snapshot functionality for instant tape reloading (this
197 only works for the last tape saved using "quick save", and does not
198 work across program restarts, because it completely works in memory)
201 * version number set to 3.2.2
204 * version 3.2.1 released
207 * fixed nasty bugs with handling error message file on Mac OS X systems
210 * general code cleanup (removing many annoying "#if 0" blocks etc.)
213 * fixed bug that caused broken tapes when manually appending to tapes
214 using the "pause before death" functionality, followed by recording
215 * added setup option to disable fading of screens for faster testing
218 * code cleanup of new fading functions
221 * changed behaviour after solved game -- do not immediately stop engine
222 * added some more smooth screen fadings (game start, hall of fame etc.)
225 * fixed bug with displaying pushed CE with value/score/delay anim_mode
228 * added configurable level preview position, tile size and dimensions
229 * added configurable game panel value positions (gems, time, score etc.)
232 * fixed small bug with time displayed incorrectly when collecting CEs
235 * fixed bug with bumpy scrolling with EM engine in double player mode
238 * added compatibility code to fix "Snake Bite" style levels that were
239 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
242 * fixed bug with scrollbars inside editor when using the Windows mouse
243 enhancement tool "True X-Mouse" (which injects key events to the event
244 queue to insert selected stuff into the Windows clipboard, which gets
245 confused with the "Insert" key for jumping to the last editor cascade
246 block in the element list)
247 * added Rocks'n'Diamonds icon for use as window icon to SDL version
248 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
251 * added selection of preferred fullscreen mode to setup / graphics menu
252 (useful if default mode 800 x 600 does not match screen aspect ratio)
255 * improved down-scaling of images for better editor and preview graphics
256 * changed user data directory for Mac OS X from Unix style to new place
259 * improved level number selection in main menu and player selection in
260 setup menu (input devices section) by using standard button gadgets
261 * added support for mouse scroll wheel (caused buggy behaviour before)
262 * added support for scrolling horizontal scrollbars with mouse wheel by
263 holding "Shift" key pressed while scrolling the wheel
264 * added support for single step mouse wheel scrolling by holding "Alt"
265 key pressed while scrolling the wheel (can be combined with "Shift")
266 * changed output file "stderr.txt" on Windows platform now always to be
267 created in the R'n'D sub-directory of the personal documents directory
268 * added Windows message box to direct to "stderr.txt" after error aborts
271 * improved general scrollbar handling (when jump-scrolling scrollbars)
274 * changed scrollbars to always show last line as first after scrolling
275 (that means jumping n - 1 screen lines instead of n screen lines)
278 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
279 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
280 * fixed special handling of vertically stacked acid becoming fake acid
283 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
284 affect multiple instances of the same CE, although this kind of
285 change condition usually only affects one single custom element
288 * version number set to 3.2.1
291 * version 3.2.0 released
294 * reorganized level editor element list a bit to match engines better
297 * fixed newly introduced bug with wrongly initializing clipboard element
300 * fixed bug with displaying visible/invisible level border in editor
303 * reorganized some elements in the level editor element list
306 * fixed bug with displaying any player as "yellow" when moving into acid
307 * fixed bug with displaying running player when player stopped at border
310 * fixed bug with player exploding when moving into acid
311 * fixed bug with level settings being reset in editor and when playing
312 (some compatibility settings being set not only after level loading)
313 * fixed crash bug when number of custom graphic frames was set to zero
314 * fixed bug with teleporting player on walkable tile not working anymore
315 * added partial compatibility support for pre-release-only "CONF" chunk
316 (to make Alan Bond's "color cycle" demo work again :-) )
319 * fixed some bugs when displaying title screens from info screen menu
320 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
323 * changed file major version to 3 to reflect level file format changes
324 * uploaded pre-release (test) version 3.2.0-8 binary and source code
327 * added new chunk "NAME" to level file format for level name settings
328 * added new chunk "NOTE" to level file format for envelope settings
329 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
330 * updated magic(5) file to recognize changed and new level file chunks
331 * removed change events "change when CE value/score changes" as unneeded
334 * changed gravity (which only affects the player) from level property
335 to player property (only makes a difference in multi-player levels)
336 * added change events "change when CE value/score changes"
337 * added change events "change when CE value/score changes of <element>"
340 * added new chunk "INFO" to level file format for global level settings
341 * added all element settings from "HEAD" chunk to "CONF" chunk
342 * added all global level settings from "HEAD" chunk to "INFO" chunk
345 * changed level file format by adding two new chunks "CUSX" (for custom
346 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
347 elements, replacing the previous "GRP1" chunk); these new IFF style
348 chunks use the new and flexible "micro chunks inside chunks" technique
349 already used with the new "CONF" chunk (for normal element properties)
350 which makes it possible to easily extend the existing level format
351 (instead of using fixed-length chunks like before, which are either
352 too big due to reserved bytes for future use, or too small when those
353 reserved bytes have all been used and even more data should be stored,
354 requiring the replacement by new and larger chunks just like it went
355 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
358 * added credits pages to the "credits" section that were really missing
359 * added some missing element descriptions to the level editor
360 * added down position of switchgate switch to the level editor
361 and allowed the use of both switch positions at the same time
362 * changed use of "Insert" and "Delete" keys to navigate element list in
363 level editor to start of previous or next cascading block of elements
366 * added the possibility to view the title screen to the info screen menu
367 * fixed some minor bugs with viewing title screens
370 * fixed bug with title (cross)fading in/out when using fullscreen mode
373 * fixed bug that forced re-defining of menu settings in local graphics
374 config file which are already defined in existing base config file
375 * fixed small bug that caused door sounds playing when music is enabled
378 * added the possibility to define up to five title screens for each
379 level set that are displayed after loading using (cross)fading in/out
380 (this was added to display the various start images of the EMC sets)
383 * added "CE score gets zero [of]" to custom element trigger conditions
384 * added setup option to display element token name in level editor
387 * added compatibility code for Juergen Bonhagen's menu artwork settings
390 * fixed bug with displaying wrong animation frame 0 after CE changes
391 * fixed bug with creating invisible elements when light switch is on
394 * added selection between ECS and AGA graphics for EMC levels to setup
397 * adjusted font handling for various narrow EMC style fonts
400 * changed EM engine behaviour back to re-allow initial rolling springs
403 * fixed handling of over-large selectboxes (less error-prone now)
404 * fixed bug when creating GE with walkable element under the player
407 * added use of "Insert" and "Delete" keys to navigate element list in
408 level editor to start of custom elements or start of group elements
409 * added virtual elements to access CE value and CE score of elements:
410 - "CE value of triggering element"
411 - "CE score of triggering element"
412 - "CE value of current element"
413 - "CE score of current element"
416 * fixed "grass" to "sand" in older EM levels (up to file version V4)
419 * changed behaviour of network games with internal errors (because of
420 different client frame counters) from immediately terminating R'n'D
421 to displaying an error message requester and stopping only the game
422 (also to prevent impression of crashes under non command-line runs)
423 * fixed playing network games with the EMC engine (did not work before)
424 * fixed bug with not scrolling the screen in multi-player mode with the
425 focus on player 1 when all players are moving in different directions
426 * fixed bug with keeping pointer to gadget even after its deallocation
427 * fixed bug with allowing "focus on all players" in network games
428 * fixed bug with player focus when playing tapes from network games
431 * uploaded pre-release (test) version 3.2.0-7 binary and source code
434 * code cleanup for game action control for R'n'D and EMC game engine
437 * fixed bug in multi-player movement with focus on both players
438 * added option to control only the focussed player with all input
441 * added player focus switching to level tape recording and re-playing
444 * fixed some bugs in player focus switching in EMC and RND game engine
447 * added special Supaplex animations for Murphy digging and snapping
448 * added special Supaplex animations for Murphy being bored and sleeping
451 * added four new yam yams with explicit start direction for EMC engine
452 * fixed bug in src/libgame/text.c with printing text outside the window
455 * fixed small bug in EMC level loader (copyright sign in EM II levels)
458 * added delayed ignition of EM style dynamite when used in R'n'D engine
459 * added limited movement range to EMC engine when focus on all players
462 * fixed bug with missing (zero) score values for native Supaplex levels
465 * added "continuous snapping" (snapping many elements while holding the
466 snap key pressed, without releasing the snap key after each element)
467 as a new player setting for more compatibility with the classic games
470 * finished scrolling for "focus on all players" in EMC graphics engine
473 * level sets with "levels: 0" are ignored for levels, but not artwork
474 * fixed bug when scanning empty level group directories (endless loop)
477 * fixed bug with explosion graphic for player using "Murphy" graphic
478 * fixed bug with explosion graphic if player leaves explosion in time
479 * changed some descriptive text in setup menu to use medium-width font
480 * added key shortcut settings for switching player focus to setup menu
483 * fixed bug with random value initialization when recording tapes
484 * fixed bug with playing single player tapes when team mode activated
487 * fixed little bug when trying to switch to player that does not exist
490 * added player switching (visual and quick) to R'n'D and EM game engine
491 * added setup option to select visual or quick in-game player switching
494 * added use of "Home" and "End" keys to handle element list in editor
497 * fixed bug with adding score when playing tape with EMC game engine
498 * added steel wall border for levels using EMC engine without border
499 * finally fixed delayed scrolling in EMC engine also for small levels
502 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
505 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
506 * fixed bug when displaying info element without action, but direction
509 * fixed minor graphical problems with springs smashing and slurping
510 (when using R'n'D style graphics instead of EMC style graphics)
513 * added scroll delay (as configured in setup) to EMC graphics engine
516 * improved screen redraw for EMC graphics engine (faster and smoother)
517 * when not scrolling, do not redraw the whole playfield if not needed
520 * added multi-player mode for EMC game engine (with up to four players)
523 * added android (can clone elements) from EMC engine to R'n'D engine
526 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
529 * added selectbox for initial player speed to player settings in editor
532 * version 3.1.2 created that is basically version 3.1.1, but with a
533 major bug fixed that prevented editing your own private levels
534 * version 3.1.2 released
537 * added magic ball (creates elements) from EMC engine to R'n'D engine
540 * uploaded fixed pre-release version 3.2.0-6 binary and source code
543 * fixed bug when using "CE can leave behind <trigger element>"
544 * added new change condition "(after/when) creation of <element>"
545 * added new change condition "(after/when) digging <element>"
546 * fixed bug accessing invalid gadget that caused crashes under Windows
547 * deactivated new possibility for multiple CE changes per frame
550 * uploaded pre-release (test) version 3.2.0-6 binary and source code
553 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
554 * fixed bug with not keeping CE value for moving CEs with only action
555 * changed CE action selectboxes in editor to be only reset when needed
558 * added option "use artwork from element" for custom player artwork
559 * added option "use explosion from element" for player explosions
562 * added cascaded element lists in the level editor
563 * added persistence for cascaded element lists by "editorcascade.conf"
564 * added dynamic element list with all elements used in current level
565 * added possibility for multiple CE changes per frame (experimental)
568 * uploaded pre-release (test) version 3.2.0-5 binary and source code
571 * changed "score for each 10 seconds/steps left" to "1 second/step"
572 * added own score for collecting "extra time" instead of sharing it
573 * added change events "switched by player" and "player switches <e>"
574 * added change events "snapped by player" and "player snaps <e>"
575 * added "set player artwork: <element choice>" to CE action options
576 * added change event "move of <element>"
579 * added "set player shield: off / normal / deadly" to CE action options
580 * added new player option "use level start element" in level editor
581 to set the correct focus at level start to elements from which the
582 player is created later (this did not work before for cascaded CE
583 changes resulting in creation of the player; it is now also possible
584 to create the player from a yam yam which is smashed at level start)
587 * added "set player speed: frozen (not moving)" to CE action options
588 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
591 * added new player option "block snap field" (enabled by default) to
592 make it possible to show a snapping animation like in Emerald Mine
595 * added dynamic selectboxes to custom element action settings in editor
596 * added "CE value" counter for custom elements (instead of "CE count")
597 * added option to use the last "CE value" after custom element change
598 * added option to use the "CE value" of other elements in CE actions
599 * fixed odd behaviour when pressing time orb in levels w/o time limit
600 * added checkbox "use time orb bug" for older levels that use this bug
603 * added missing configuration settings for the following elements:
604 - EL_TIMEGATE_SWITCH (time of open time gate)
605 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
606 - EL_SHIELD_NORMAL (time of shield duration)
607 - EL_SHIELD_DEADLY (time of shield duration)
608 - EL_EXTRA_TIME (time added to level time)
609 - EL_TIME_ORB_FULL (time added to level time)
612 * added "wind direction" as a movement pattern for custom elements
613 * added initial wind direction for balloon / custom elements to editor
614 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
617 * added parameters for "game of life" and "biomaze" elements to editor
620 * added level file chunk "CONF" for generic level and element settings
623 * uploaded pre-release (test) version 3.2.0-4 binary and source code
626 * skip empty level sets (with "levels: 0"; may be artwork base sets)
627 * added sound action ".page[1]" to ".page[32]" for each CE change page
630 * added image config suffix ".clone_from" to copy whole image settings
631 * fixed bug with invalid ("undefined") CE settings in old level files
634 * fixed graphical bug with smashing elements falling faster than player
637 * fixed major bug which prevented private levels from being edited
638 * fixed bug with precedence of general and special font definitions
641 * fixed graphical bug with player animation when player moves slowly
644 * uploaded pre-release (test) version 3.2.0-3 binary and source code
647 * fixed bug which prevented "global.num_toons: 0" from working
650 * major code cleanup (removed all these annoying "#if 0" blocks)
653 * added custom element actions for CE change page in level editor
656 * fixed music initialization bug in init.c (thanks to David Binderman)
657 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
658 (this bug must probably be fixed at other places, too)
661 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
662 (should be '#include <SDL.h>' instead)
665 * fixed bug which prevented "walkable from no direction" from working
666 (due to compatibility code overwriting this setting after loading)
669 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
672 * version number temporarily set to 3.1.1 (intermediate bugfix release)
673 * version 3.1.1 released
676 * changed some va_arg() arguments from 'long' to 'int', fixing problems
677 on 64-bit architecture systems with LP64 data model
680 * fixed bug with bombs not exploding when hitting the last level line
681 (introduced after the release of 3.1.0)
684 * added support for dumping small-sized level sketches from editor
687 * added recognition of "trigger element" for "change digged element to"
688 (this is not really what the "trigger element" was made for, but its
689 use may seem obvious for leaving back digged elements unchanged)
692 * fixed multiple warnings about failed joystick device initialization
695 * fixed bug with dynamite dropped on top of just dropped custom element
696 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
697 dynamite can still be dropped, but drop key must be released before
700 * fixed bug with wrong start directory when started from file browser
701 (due to this bug, R'n'D could not be started from KDE's Konqueror)
704 * fixed bug causing "change when impact" on player not working
705 * fixed wrong priority of "hitting something" over "hitting <element>"
706 * fixed wrong priority of "hit by something" over "hit by <element>"
709 * fixed graphical bug which caused the player (being Murphy) to show
710 collecting animations although the element was collected by penguin
713 * fixed two bugs causing wrong door background graphics in system.c
714 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
717 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
718 * added "no direction" to "walkable/passable from" selectbox options
721 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
722 * in tape autoplay, not only report broken, but also missing tapes
725 * uploaded pre-release (test) version 3.2.0-2 binary and source code
728 * fixed small bug with "linear" animation not working for active lamp
731 * fixed bug with moving up despite gravity due to "block last field"
732 * fixed small bug with wrong draw offset when typing name in main menu
733 * when reading user names from "passwd", ignore data after first comma
734 * when creating new "levelinfo.conf", only write some selected entries
737 * fixed displaying "imported from/by" on preview with empty string
738 * fixed ignoring draw offset for fonts used for level preview texts
741 * fixed a delay problem with SDL and too many mouse motion events
742 * added setup option "skip levels" and level skipping functionality
745 * added move speed "not moving" for non-moving CEs, but with direction
748 * fixed mapping of obsolete element token names in "editorsetup.conf"
749 * fixed bug with sound "acid.splashing" treated as a loop sound
750 * fixed some little sound bugs in native EM engine
753 * fixed small bug when dragging scrollbars to end positions
756 * added editor element descriptions written by Aaron Davidson
759 * improved fallback handling when configured artwork is not available
760 (now using default artwork instead of exiting when files not found)
763 * fixed bug on level selection screen when dragging scrollbar
766 * fixed bug which caused broken tapes when appending to EM engine tapes
769 * uploaded pre-release (test) version 3.2.0-1 binary and source code
772 * added code to replace changed artwork config tokens with other tokens
773 (needed for backwards compatibility, so that older tokens still work)
776 * added native R'n'D graphics for some new EMC elements in EM engine
779 * fixed some bugs in the EM engine integration code
780 * changed EM engine code to allow diagonal movement
781 * changed EM engine code to allow use of separate snap and drop keys
784 * fixed some redraw bugs when using EM engine
787 * fixed bug with not converting RND levels which are set to use native
788 engine to native level structure when loading
791 * uploaded pre-release (test) version 3.2.0-0 binary and source code
794 * version number set to 3.2.0
797 * level data now reset to defaults after attempt to load invalid file
800 * added use of "editorsetup.conf" for different level sets
803 * added auto-detection for various types of Emerald Mine level files
806 * fixed bug with scrollbars getting too small when list is very large
809 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
812 * added most level editor configuration gadgets for new EMC elements
815 * added more element and graphic definitions for new EMC elements
818 * modified native EM engine to use integrated R'n'D sound system
821 * added SDL support to graphics functions in native EM engine
822 (by always using generic libgame interface functions)
825 * fixed bug in frame synchronization in native EM engine
828 * added code to convert levels between R'n'D and native EM engine
831 * new Emerald Mine engine can now play levels selected in main menu
834 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
835 (which creates scaled down graphics for level editor and preview);
836 there's still a memory leak somewhere in the artwork handling code
837 * added "scale image up" functionality to X11 version of zoom function
840 * first attempts to integrate new, native Emerald Mine Club engine
843 * fixed bug in gadget code which caused reset of CEs in level editor
844 (example: pressing 'b' [grab brush] on CE config page erased values)
845 (solution: check if gadgets in ClickOnGadget() are really mapped)
846 * improved level change detection in editor (settings now also checked)
847 * fixed bug with "can move into acid" and "don't collide with" state
850 * fixed maze runner style CEs to use the configured move delay value
853 * added Aaron Davidson's tutorial level set to the "Tutorials" section
856 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
857 * fixed the above fix because it broke level set "machine" (*sigh*)
858 * fixed random element placement in level editor to work as expected
859 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
862 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
865 * fixed bug (missing array boundary check) which caused broken tapes
866 * fixed bug (when loading level template) which caused broken levels
867 * fixed bug with new block last field code when using non-yellow player
870 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
871 * internal change of how the player blocks the last field when moving
872 * fixed blocking delay of last field for EM and SP style block delay
873 * fixed bug where the player had to wait for the usual move delay after
874 unsuccessfully trying to move, when he directly could move after that
875 * the last two changes should make original Supaplex level 93 solvable
876 * improved use of random number generator to make it less predictable
877 * fixed behaviour of slippery SP elements to let slip left, then right
880 * fixed bug with wrong door state after trying to quickload empty tape
881 * fixed waste of static memory usage of the binary, making it smaller
882 * fixed very little graphical bug in Supaplex explosion
885 * version number set to 3.1.1
888 * version 3.1.0 released
891 * fixed bug with crash when writing user levelinfo.conf the first time
894 * added option "convert LEVELDIR [NR]" to command line batch commands
895 * re-converted Supaplex levels to apply latest engine fixes
896 * changed "use graphic/sound of element" to "use graphic of element"
897 due to compatibility problems with some levels ("bug machine" etc.)
900 * fixed bug with CE change replacing player with same or other player
903 * fixed bug with opaque font in envelope with background graphic when
904 background graphic is not transparent itself
907 * added "gravity on" and "gravity off" ports for Supaplex compatibility
908 * corrected original Supaplex level loading code to use these new ports
909 * also corrected Supaplex loader to auto-count infotrons if set to zero
912 * fixed bug with missing initialization of "modified" flag for GEs
915 * fixed bug that caused endless recursion loop when relocating player
916 * fixed tape recorder bug in "step mode" when using "pause before end"
917 * fixed tape recorder bug when changing from "warp forward" mode
920 * fixed bug with "when touching" for pushed elements at last position
923 * fixed bug that caused two activated toolbox buttons in level editor
924 * fixed bug with exploding dynabomb under player due to other explosion
927 * fixed bug with creating walkable custom element under player (again)
928 * fixed bug with not copying explosion type when copying CEs in editor
929 * fixed graphical bug when drawing player in setup menu (input devices)
930 * fixed graphical bug when the player is pushing an accessible element
931 * fixed bug with classic switchable elements triggering CE changes
932 * fixed bug with entering/leaving walkable element in RelocatePlayer()
933 * fixed crash bug when CE leaves behind the trigger player element
936 * fixed bug with broken tubes after placing/exploding dynamite in them
937 * fixed bug with exploding dynamite under player due to other explosion
938 * fixed bug with not resetting push delay under certain circumstances
941 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
942 * added network multiplayer code for Windows (thanks to Niko Böhm)
945 * added option "reachable despite gravity" for gravity movement
946 * changed gravity movement of most classic walkable and passable
947 elements back to "not reachable" (for compatibility reasons)
950 * fixed (removed) "indestructible" / "can explode" dependency in editor
951 * fixed (removed) "accessible inside" / "protected" dependency
952 * fixed (removed) "step mode" / "shield time" dependency
955 * fixed dynabombs exploding now into anything diggable
956 * fixed Supaplex style gravity movement into buggy base now impossible
957 * added pressing key "space" as valid action to select menu options
960 * added "replace when walkable" to relocate player to walkable element
961 * added "enter"/"leave" event for elements affected by relocation
962 * fixed "direct"/"indirect" change order also for "when change" event
963 * fixed graphical bug when pushing things from elements walkable inside
966 * fixed graphic bug when player is snapping while moving in old levels
967 * fixed bug when a moving custom element leaves a player element behind
968 * fixed bug with mole not disappearing when moving into acid pool
969 * fixed bug with incomplete path setting when using "--basepath" option
970 * moving CE can now leave walkable elements behind under the player
971 * when relocating, player can be set on walkable element now
972 * fixed another gravity movement bug
975 * uploaded pre-release (test) version 3.1.0-2 binary and source code
978 * added "collectible" and "removable" to extended replacement types
979 (where "removable" replaces "diggable" and "collectible" elements)
980 * added "collectible & throwable" (to throw element to the next field)
981 * fixed bug with CEs digging elements that are just about to explode
982 * changed mouse cursor now always being visible when game is paused
985 * added possibility to push/press accessible elements from a side that
987 * fixed bug with not setting actual date when appending to tape
990 * fixed bug with incorrectly initialized custom element editor graphics
993 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
994 - number of levels corrected from 18 to 17 in "levelinfo.conf"
997 * fixed bug with destroyed robot wheel still attracting robots forever
998 * fixed bug with time gate switch deactivating after robot wheel time
999 (while the time gate itself is not affected by this misbehaviour)
1000 * changed behaviour of BD style amoeba to always get blocked by player
1001 (before it was different when there were non-BD elements in level)
1002 * fixed bug with player destroying indestructable elements with shield
1005 * added option to make growing elements grow into anything diggable
1006 (for the various amoeba types, biomaze and "game of life")
1009 * fixed bug with movable elements not moving after left behind by CEs
1010 * changed gravity movement to anything diggable, not only sand/base
1011 * optionally allowing passing to walkable element, not only empty space
1012 * added option "can pass to walkable element" for players
1013 * finally fixed gravity movement (hopefully)
1016 * fixed bug with movable elements not moving anymore after falling down
1019 * fixed another bug with custom elements digging and leaving elements
1020 * fixed bug with "along left/right side" and automatic start direction
1021 * trigger elements now also displayed when "more custom" deactivated
1022 * fixed bug with clipboard element initialized when loading new level
1023 * added option "drop delay" to set delay before dropping next element
1026 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1029 * added copy and paste functions for custom change pages
1030 * enhanced graphical display and functionality of tape recorder
1031 * fixed bug with custom elements digging and leaving elements
1034 * added move speed faster than "very fast" for custom elements
1035 * fixed bug with 3+3 style explosions and missing border content
1036 * fixed little bug when copying custom elements in the editor
1037 * enhanced custom element changes by more side trigger actions
1040 * added option "no scrolling when relocating" for instant teleporting
1041 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1044 * added trigger element and trigger player to use as target elements
1045 * added copy and paste functions for custom and group elements
1048 * fixed graphical bug when displaying explosion animations
1049 * fixed bug when appending to tapes, resulting in broken tapes
1050 * re-recorded a few tapes broken by fixing gravity checking bug
1053 * "can move into acid" property now for all elements independently
1054 * "can fall into acid" property for player stored in same bitfield now
1055 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1056 * version number set to 3.1.0 (finally!)
1059 * changed tape recording to only record input, not programmed actions
1062 * fixed totally broken (every 8th frame skipped) step-by-step recording
1063 * fixed bug with requester not displayed when quick-loading interrupted
1064 * added option "can fall into acid (with gravity)" for players
1065 * fixed bug with player not falling when snapping down with gravity
1068 * fixed bug which messed up key config when using keypad number keys
1071 * fixed bug which allowed moving upwards even when gravity was active
1072 * fixed bug with missing error handling when dumping levels or tapes
1075 * added different colored editor graphics for Supaplex gravity tubes
1078 * fixed bug that allowed solvable tapes for unsolvable levels
1081 * use unlimited number of droppable elements when "count" set to zero
1082 * added option to use step limit instead of time limit for level
1085 * added player and change page as trigger for custom element change
1088 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1091 * fixed bug with dark yamyam changing to acid when moving over acid
1092 * fixed handling of levels with more than 999 seconds level time
1093 (example: level 76 of "Denmine")
1096 * "spring push bug" reintroduced as configurable element property
1097 * fixed bug with missing properties for "mole"
1098 * fixed bug that showed up when fixing the above "mole" properties bug
1099 * added option "can move into acid" for all movable elements
1100 * fixed graphical bug for elements moving into acid
1101 * changed event handling to handle all pending events before going on
1104 * fixed bug which caused all CE change pages to be ignored which had
1105 the same change event, but used a different element side
1106 (reported by Simon Forsberg)
1108 * fixed bug which caused elements that can move and fall and that are
1109 transported by a conveyor belt to continue moving into that direction
1110 after leaving the conveyor belt, regardless of their own movement
1111 type; only elements which can not move are transported now
1112 (reported by Simon Forsberg)
1114 * fixed bug which could cause an array overflow in RelocatePlayer()
1115 (reported by Niko Böhm)
1117 * changed Emerald Mine style "passable / over" elements to "protected"
1118 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1120 * added new option to select from which side a "walkable/passable"
1121 element can be entered
1124 * added explosion and ignition delay for elements that can explode
1127 * fixed bug which caused player not being protected against enemies
1128 when a CE was "walkable / inside" and was not "indestructible"
1129 * added "walkable/passable" fields to be "protected/unprotected"
1130 against enemies, even if not accessible "inside" but "over/under"
1133 * corrected move pattern to 32 bit and initial move direction to 8 bit
1136 * added second custom element base configuration page
1139 * added some special EMC mappings to Emerald Mine level loader
1140 (also covering previously unknown element in level 0 of "Bondmine 8")
1143 * added option to block last field when player is moving (for Supaplex)
1144 * adjusted push delay of Supaplex elements
1145 * removed delays for envelopes etc. when replaying with maximum speed
1146 * fixed bug when dropping element on a field that just changed to empty
1149 * fixed bug: infotrons can now smash yellow disks
1150 * fixed bug: when gravity active, port above player can now be entered
1151 * removed "one white dot" mouse pointer which irritated some people
1154 * added "choice type" for group element selection
1157 * fixed bug with initial invulnerability of non-yellow player
1160 * added level loader for loading native Supaplex packed levels
1161 (including multi-part levels like the "splvls99" levels)
1164 * fixed bug which allowed creating emeralds by escaping explosions
1167 * custom elements can change (limited) or leave (unlimited) elements
1168 * finally added multiple matches using group elements
1169 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1172 * added new start movement type "previous" for continued CE movement
1173 * added new start movement type "random" for random CE movement start
1176 * added new element "sokoban_field_player" needed for Sokoban levels
1177 (thanks to Ed Booker for pointing this out!)
1180 * added elements that can be digged or left behind by custom elements
1183 * added group elements for multiple matches and random element creation
1186 * fixed some graphical errors displayed in old levels
1189 * fixed wrong double speed movement after passing closing gates
1192 * added level loader for loading native Emerald Mine levels
1195 * changes for "shooting" style CE movement
1198 * Happy New Year! ;-)
1201 * changed default snap/drop keys from left/right Shift to Control keys
1204 * fixed bug with dead player getting reanimated from custom element
1207 * fixed bug with wrong penguin graphics (when entering exit)
1210 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1213 * version number set to 3.0.9
1216 * version 3.0.8 released
1219 * added function checked_free()
1222 * fixed bug with double nut cracking sound
1223 (by eliminating "default element action sound" assignment in init.c)
1226 * fixed crash when no music info files are available
1229 * fixed boring and sleeping sounds
1232 * added "maze runner" and "maze hunter" movement types
1233 * added extended collision conditions for custom elements
1236 * added warnings for undefined token values in artwork config files
1239 * added menu entry for level set information to the info screen
1242 * fixed bug with wrong default impact sound for colored emeralds
1245 * added several sub-screens for the info screen
1246 * menu text now also clickable (not only blue/red sphere left of it)
1249 * added configurable "bored" and "sleeping" animations for the player
1250 * added "awakening" sound for player when waking up after sleeping
1253 * added "copy" and "exchange" functions for custom elements to editor
1256 * added configurable element animations for info screen
1259 * added configurable music credits for info screen
1262 * finally fixed tape recording when player is created from CE change
1265 * added "editorsetup.conf" for editor element list configuration
1268 * added "musicinfo.conf" for menu and level music configuration
1271 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1272 (that only showed up on Linux, but not on Windows systems)
1275 * fixed turning movement of butterflies and fireflies (no frame reset)
1276 * enhanced sniksnak turning movement (two steps instead of only one)
1279 * version number set to 3.0.8
1282 * version 3.0.7 released
1285 * fixed reset of player animation frame when, for example,
1286 walking, digging or collecting share the same animation
1287 * fixed CE with "deadly when touching" exploding when touching amoeba
1290 * fixed tape recording when player is created from CE element change
1293 * introduced "turning..." action graphic for elements with move delay
1294 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1295 * added turning animations for bug, spaceship and sniksnak
1298 * prevent "extended" changed elements from delay change in same frame
1301 * fixed bug when pushing element that can move away to the side
1302 (like pushing falling elements, but now with moving elements)
1305 * finally fixed serious bug in code for delayed element pushing (again)
1308 * unavailable setup options now marked as "n/a" instead of "off"
1309 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1310 to "true", levels are always played with the latest game engine,
1311 which is desired for levels that are imported from other games; all
1312 other levels are played with the engine version stored in level file
1313 (which is normally the engine version the level was created with)
1316 * fixed serious bug in code for delayed element pushing
1317 * fixed little bug in animation frame selection for pushed elements
1318 * speed-up of reading config file for verbose output
1321 * added configuration option for opening and closing Supaplex exit
1322 * added configuration option for moving up/down animation for Murphy
1323 * fixed incorrectly displayed animation for attacking dragon
1324 * fixed bug with not setting initial gravity for each new game
1325 * fixed bug with teleportation of player by custom element change
1326 * fixed bug with player not getting smashed by rock sometimes
1329 * version number set to 3.0.7
1332 * version 3.0.6 released
1335 * added support for MP3 music for SDL version through SMPEG library
1338 * fixed bug when initializing font graphic structure
1339 * fixed bug with animation mode "pingpong" when using only 1 frame
1340 * fixed bug with extended change target introduced in 3.0.5
1341 * fixed bug where passing over moving element doubles player speed
1342 * fixed bug with elements continuing to move into push direction
1343 * fixed bug with duplicated player when dropping bomb with shield on
1344 * added "switching" event for custom elements ("pressing" only once)
1345 * fixed switching bug (resetting flag when not switching but not idle)
1348 * fixed element tokens for certain file elements with ".active" etc.
1351 * version number set to 3.0.6
1354 * version 3.0.5 released
1357 * now four envelope elements available
1358 * font, background, animation and sound for envelope now configurable
1359 * main menu doors opening/closing animation type now configurable
1362 * active/inactive sides configurable for custom element changes
1363 * new movement type "move when pushed" available for custom elements
1366 * fixed bug in multiple config pages loader code that caused crashes
1369 * enhanced (remaining low-resolution) Supaplex graphics
1372 * version number set to 3.0.5
1375 * version 3.0.4 released
1377 2003-09-12 src/tools.c
1378 * fixed bug in custom definition of crumbled element graphics
1380 2003-09-11 src/files.c
1381 * fixed bug in multiple config pages code that caused crashes
1384 * version number set to 3.0.4
1387 * version 3.0.3 released
1390 * added music to Supaplex classic level set
1392 2003-09-07 src/libgame/misc.c
1393 * added support for loading various music formats through SDL_mixer
1395 2003-09-06 (various source files)
1396 * fixed several nasty bugs that may have caused crashes on some systems
1397 * added envelope content which gets displayed when collecting envelope
1398 * added multiple change event pages for custom elements
1400 2003-08-24 src/game.c
1401 * fixed problem with player animation when snapping and moving
1403 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1404 * fixed problem with flickering when drawing toon animations
1406 2003-08-23 src/libgame/sdl.c
1407 * fixed problem with setting mouse cursor in SDL version in fullscreen
1409 2003-08-23 src/game.c
1410 * fixed bug (missing array boundary check) which could crash the game
1413 * version number set to 3.0.3
1416 * version 3.0.2 released
1418 2003-08-21 src/game.c
1419 * fixed bug with creating inaccessible elements at player position
1421 2003-08-20 src/init.c
1422 * fixed bug with not finding current level artwork directory
1424 2003-08-20 src/files.c
1425 * fixed bug with choosing wrong engine version when playing tapes
1426 * fixed bug with messing up custom element properties in 3.0.0 levels
1429 * version number set to 3.0.2
1432 * version 3.0.1 released
1434 2003-08-17 (no source files affected)
1435 * changed all "classic" PCX image files with 16 colors or less to
1436 256 color (8 bit) storage format, because the Allegro game library
1437 cannot handle PCX files with less than 256 colors (contributed
1438 graphics are not affected and might look wrong in the DOS version)
1440 2003-08-16 src/init.c
1441 * fixed bug which (for example) crashed the level editor when defining
1442 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1443 (only set to default) -- invalid graphics now set to default graphic
1445 2003-08-16 src/init.c
1446 * fixed graphical bug of player digging/collecting/snapping element
1447 when no corresponding graphic/animation is defined for this action,
1448 resulting in player being drawn as EL_EMPTY (which should only be
1449 done to elements being collected, but not to the player)
1451 2003-08-16 src/game.c
1452 * fixed small graphical bug of player not totally moving into exit
1454 2003-08-16 src/libgame/setup.c
1455 * fixed bug with wrong MS-DOS 8.3 filename conversion
1457 2003-08-16 src/tools.c
1458 * fixed bug with invisible mouse cursor when pressing ESC while playing
1460 2003-08-16 (various source files)
1461 * added another 128 custom elements (disabled in editor by default)
1463 2003-08-16 src/editor.c
1464 * fixed NULL string bug causing Solaris to crash in sprintf()
1466 2003-08-16 src/screen.c
1467 * fixed drawing over scrollbar on level selection with custom fonts
1469 2003-08-15 src/game.c
1470 * cleanup of simple sounds / loop sounds / music settings
1472 2003-08-08 (various source files)
1473 * added custom element property for dropping collected elements
1475 2003-08-08 src/conf_gfx.c
1476 * fixed bug with missing graphic for active red disk bomb
1478 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1479 * extended variable "level.gravity" to "level.initial_gravity" and
1480 "game.current_gravity" to prevent level setting from being changed
1481 by playing the level (keeping the runtime value after playing)
1483 * fixed graphics bug when digging element that has 'crumbled' graphic
1484 definition, but not 'diggable' graphic definition
1487 * version number set to 3.0.1
1490 * version 3.0.0 released
1493 * various bug fixes; among others:
1494 - fixed bug with pushing spring over empty space
1495 - fixed bug with leaving tube while placing dynamite
1496 - fixed bug with explosion of smashed penguins
1497 - allow Murphy player graphic in levels with non-Supaplex elements
1501 * I have forgotten to document changes for some time
1504 * pre-release version 2.2.0rc1 released
1507 * version number set to 2.1.2
1510 * version 2.1.1 released
1513 * version number set to 2.1.1
1516 * version 2.1.0 released
1519 * version number set to 2.1.0
1521 2002-04-03 to 2002-05-19 (various source files)
1522 * graphics, sounds and music now fully configurable
1523 * bug fixed that prevented walking through tubes when gravity on
1525 2002-04-02 src/events.c, src/editor.c
1526 * Make Escape key less aggressive when playing or when editing level.
1527 This can be configured as an option in the setup menu. (Default is
1528 "less aggressive" which means "ask user if something can be lost"
1529 when pressing the Escape key.)
1531 2002-04-02 src/screen.c
1532 * Added "graphics setup" screen.
1534 2002-04-01 src/screen.c
1535 * Changed "choose level" setup screen stuff to be more generic (to
1536 make it easier to add more "choose from generic tree" setup screens).
1538 2002-04-01 src/config.c, src/timestamp.h
1539 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1540 automatically gets created by "src/Makefile" and contains an actual
1541 compile-time timestamp to identify development versions of the game).
1543 2002-03-31 src/tape.c, src/events.c
1544 * Added quick game/tape save/load functions to tape stuff which can be
1545 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1546 loads previously recorded tape and directly goes into recording mode
1547 from the end of the tape (therefore appending to the tape).
1549 2002-03-31 src/tape.c
1550 * Added "index mark" function to tape recorder. When playing or
1551 recording, "eject" button changes to "index" button. Setting index
1552 mark is not yet implemented, but pressing index button when playing
1553 allows very quick advancing to end of tape (when normal playing),
1554 very fast forward mode (when playing with normal fast forward) or
1555 very fast reaching of "pause before end of tape" (when playing with
1556 "pause before end" playing mode).
1558 2002-03-30 src/cartoons.c
1559 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1561 2002-03-29 src/screen.c
1562 * Changed setup screen stuff to be more generic (to make it easier
1563 to add more setup screens).
1565 2002-03-23 src/main.c, src/main.h
1566 * Various changes due to the introduction of the new libgame files
1567 "setup.c" and "joystick.c".
1569 2002-03-23 src/files.c
1570 * Generic parts of "src/files.c" (mainly setup and level directory
1571 stuff) moved to new libgame file "src/libgame/setup.c".
1573 2002-03-23 src/joystick.c
1574 * File "src/joystick.c" moved to libgame source tree, with
1575 correspondig changes.
1577 2002-03-22 src/screens.c
1578 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1579 (Wrong level series information displayed when entering main group.)
1581 2002-03-22 src/editor.c
1582 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1584 2002-03-22 src/editor.c
1585 * Changed behaviour of "Escape" key in level editor to be more
1586 intuitive: When in "Element Properties" or "Level Info" mode,
1587 return to "Drawing Mode" instead of leaving the level editor.
1589 2002-03-21 src/game.c, src/editor.c, src/files.c
1590 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1591 gems (emeralds, diamonds, ...) slipping down from normal wall,
1592 steel wall and growing wall (as in E.M.C. style levels). Although
1593 the behaviour of contributed and private levels wasn't changed (due
1594 to the use of "level.game_version"; see previous entry), editing
1595 those levels will (of course) change the behaviour accordingly.
1597 This change seems a bit too hard after thinking about it, because
1598 the EM style behaviour is not the "expected" behaviour (gems would
1599 normally only slip down from "rounded" walls). Therefore this was
1600 now changed to an element property for gem style elements, with the
1601 default setting "off" (which means: no special EM style behaviour).
1602 To fix older converted levels, this flag is set to "on" for pre-2.0
1603 levels that are neither contributed nor private levels.
1605 2002-03-20 src/files.h
1606 * Corrected settings for "level.game_version" depending of level type.
1607 (Contributed and private levels always get played with game engine
1608 version they were created with, while converted levels always get
1609 played with the most recent version of the game engine, to let new
1610 corrections of the emulation behaviour take effect.)
1612 2002-03-20 src/main.h
1613 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1614 compiling the SDL version on some systems.
1615 Thanks to the several people who pointed this out.
1618 * Version number set to 2.0.2.
1621 * Version 2.0.1 released.
1623 2002-03-18 src/screens.c
1624 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1626 2002-03-18 src/files.c [src/libgame/misc.c]
1627 * Moved some common functions from src/files.c to src/libgame/misc.c.
1629 2002-03-18 src/files.c [src/libgame/misc.c]
1630 * Changed permissions for new directories and saved files (especially
1631 score files) according to suggestions of Debian users and mantainers.
1632 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1634 2002-03-17 src/files.c
1635 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1636 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1637 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1638 for levels and "TAPE" for tapes). Old "cookie" style format is
1639 still supported for reading. New level and tape files are written
1642 * New IFF chunk "VERS" contains version numbers for file and game
1643 (where "game version" is the version of the program that wrote the
1644 file, and "file version" is a version number to distinguish files
1645 with different format, for example after adding new features).
1647 2002-03-15 src/screen.c
1648 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1649 (Before, you heard a mixture of the in-game music and the
1650 hall-of-fame music.)
1652 2002-03-14 src/events.c
1653 * Function "DumpTape()" (files.c) now available by pressing 't' from
1654 main menu (when in DEBUG mode).
1656 2002-03-14 src/game.c
1657 * "GameWon()": When game was won playing a tape, now there is no delay
1658 raising the score and no corresponding sound is played.
1660 2002-03-14 src/files.c
1661 * Changed "LoadTape()" for real chunk support and also adjusted
1662 "SaveTape()" accordingly.
1664 2002-03-14 src/game.c, src/tape.c, src/files.c
1665 * Important changes to tape format: The old tape format stored all
1666 actions with a real effect with a corresponding delay between the
1667 stored actions. This had some major disadvantages (for example,
1668 push delays had to be ignored, pressing a button for some seconds
1669 mutated to several single button presses because of the non-action
1670 delays between two action frames etc.). The new tape format just
1671 stupidly records all device actions and replays them later. I really
1672 don't know why I haven't solved it that way before?! Old-style tapes
1673 (with tape file version less than 2.0) get converted to the new
1674 format on-the-fly when loading and can therefore still be played;
1675 only some minor parts of the old-style tape handling code was needed.
1676 (A perfect conversion is not possible, because there is information
1677 missing about the device actions between two action frames.)
1679 2002-03-14 src/files.c
1680 * New function "DumpTape()" to dump the contents of the current tape
1681 in a human readable format.
1683 2002-03-14 src/game.c
1684 * Small tape bug fixed: When automatically advancing to next level
1685 after a game was won, the tape from the previous level still was
1686 loaded as a tape for the new level.
1688 2002-03-14 src/tape.c
1689 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1690 tape, cartoons did not get completely removed because
1691 StopAnimation() was not called.
1693 2002-03-13 src/files.c
1694 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1695 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1696 size even when using 16-bit elements). Added new chunk "CNT2" for
1697 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1698 chunk even when content was 16-bit element). "CNT2" should now be
1699 able to store content for arbitrary elements (up to eight blocks of
1700 3 x 3 element arrays). All "CNT2" elements will always be stored as
1701 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1703 2002-03-13 src/files.c
1704 * Changed "LoadLevel()" for real chunk support.
1706 2002-03-12 src/game.c
1707 * Fixed problem (introduced after 2.0.0 release) with penguins
1708 not getting killed by enemies
1710 2002-02-24 src/game.c, src/main.h
1711 * Added "player->is_moving"; now "player->last_move_dir" does
1712 not contain any information if the player is just moving at
1714 Before, "player->last_move_dir" was misused for this purpose
1715 for the robot stuff (robots don't kill players when they are
1716 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1717 broke tapes when walking through pipes!
1718 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1719 in a continuous movement. This fact is ignored for friends and