2 * changed some va_arg() arguments from 'long' to 'int', fixing problems
3 on 64-bit architecture systems with LP64 data model
6 * fixed bug with bombs not exploding when hitting the last level line
7 (introduced after the release of 3.1.0)
10 * added support for dumping small-sized level sketches from editor
13 * added recognition of "trigger element" for "change digged element to"
14 (this is not really what the "trigger element" was made for, but its
15 use may seem obvious for leaving back digged elements unchanged)
18 * fixed multiple warnings about failed joystick device initialization
21 * fixed bug with dynamite dropped on top of just dropped custom element
22 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
23 dynamite can still be dropped, but drop key must be released before
26 * fixed bug with wrong start directory when started from file browser
27 (due to this bug, R'n'D could not be started from KDE's Konqueror)
30 * fixed bug causing "change when impact" on player not working
31 * fixed wrong priority of "hitting something" over "hitting <element>"
32 * fixed wrong priority of "hit by something" over "hit by <element>"
35 * fixed graphical bug which caused the player (being Murphy) to show
36 collecting animations although the element was collected by penguin
39 * fixed two bugs causing wrong door background graphics in system.c
40 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
43 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
44 * added "no direction" to "walkable/passable from" selectbox options
47 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
48 * in tape autoplay, not only report broken, but also missing tapes
51 * uploaded pre-release (test) version 3.2.0-2 binary and source code
54 * fixed small bug with "linear" animation not working for active lamp
57 * fixed bug with moving up despite gravity due to "block last field"
58 * fixed small bug with wrong draw offset when typing name in main menu
59 * when reading user names from "passwd", ignore data after first comma
60 * when creating new "levelinfo.conf", only write some selected entries
63 * fixed displaying "imported from/by" on preview with empty string
64 * fixed ignoring draw offset for fonts used for level preview texts
67 * fixed a delay problem with SDL and too many mouse motion events
68 * added setup option "skip levels" and level skipping functionality
71 * added move speed "not moving" for non-moving CEs, but with direction
74 * fixed mapping of obsolete element token names in "editorsetup.conf"
75 * fixed bug with sound "acid.splashing" treated as a loop sound
76 * fixed some little sound bugs in native EM engine
79 * fixed small bug when dragging scrollbars to end positions
82 * added editor element descriptions written by Aaron Davidson
85 * improved fallback handling when configured artwork is not available
86 (now using default artwork instead of exiting when files not found)
89 * fixed bug on level selection screen when dragging scrollbar
92 * fixed bug which caused broken tapes when appending to EM engine tapes
95 * uploaded pre-release (test) version 3.2.0-1 binary and source code
98 * added code to replace changed artwork config tokens with other tokens
99 (needed for backwards compatibility, so that older tokens still work)
102 * added native R'n'D graphics for some new EMC elements in EM engine
105 * fixed some bugs in the EM engine integration code
106 * changed EM engine code to allow diagonal movement
107 * changed EM engine code to allow use of separate snap and drop keys
110 * fixed some redraw bugs when using EM engine
113 * fixed bug with not converting RND levels which are set to use native
114 engine to native level structure when loading
117 * uploaded pre-release (test) version 3.2.0-0 binary and source code
120 * version number set to 3.2.0
123 * level data now reset to defaults after attempt to load invalid file
126 * added use of "editorsetup.conf" for different level sets
129 * added auto-detection for various types of Emerald Mine level files
132 * fixed bug with scrollbars getting too small when list is very large
135 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
138 * added most level editor configuration gadgets for new EMC elements
141 * added more element and graphic definitions for new EMC elements
144 * modified native EM engine to use integrated R'n'D sound system
147 * added SDL support to graphics functions in native EM engine
148 (by always using generic libgame interface functions)
151 * fixed bug in frame synchronization in native EM engine
154 * added code to convert levels between R'n'D and native EM engine
157 * new Emerald Mine engine can now play levels selected in main menu
160 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
161 (which creates scaled down graphics for level editor and preview);
162 there's still a memory leak somewhere in the artwork handling code
163 * added "scale image up" functionality to X11 version of zoom function
166 * first attempts to integrate new, native Emerald Mine Club engine
169 * fixed bug in gadget code which caused reset of CEs in level editor
170 (example: pressing 'b' [grab brush] on CE config page erased values)
171 (solution: check if gadgets in ClickOnGadget() are really mapped)
172 * improved level change detection in editor (settings now also checked)
173 * fixed bug with "can move into acid" and "don't collide with" state
176 * fixed maze runner style CEs to use the configured move delay value
179 * added Aaron Davidson's tutorial level set to the "Tutorials" section
182 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
183 * fixed the above fix because it broke level set "machine" (*sigh*)
184 * fixed random element placement in level editor to work as expected
185 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
188 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
191 * fixed bug (missing array boundary check) which caused broken tapes
192 * fixed bug (when loading level template) which caused broken levels
193 * fixed bug with new block last field code when using non-yellow player
196 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
197 * internal change of how the player blocks the last field when moving
198 * fixed blocking delay of last field for EM and SP style block delay
199 * fixed bug where the player had to wait for the usual move delay after
200 unsuccessfully trying to move, when he directly could move after that
201 * the last two changes should make original Supaplex level 93 solvable
202 * improved use of random number generator to make it less predictable
203 * fixed behaviour of slippery SP elements to let slip left, then right
206 * fixed bug with wrong door state after trying to quickload empty tape
207 * fixed waste of static memory usage of the binary, making it smaller
208 * fixed very little graphical bug in Supaplex explosion
211 * version number set to 3.1.1
214 * version 3.1.0 released
217 * fixed bug with crash when writing user levelinfo.conf the first time
220 * added option "convert LEVELDIR [NR]" to command line batch commands
221 * re-converted Supaplex levels to apply latest engine fixes
222 * changed "use graphic/sound of element" to "use graphic of element"
223 due to compatibility problems with some levels ("bug machine" etc.)
226 * fixed bug with CE change replacing player with same or other player
229 * fixed bug with opaque font in envelope with background graphic when
230 background graphic is not transparent itself
233 * added "gravity on" and "gravity off" ports for Supaplex compatibility
234 * corrected original Supaplex level loading code to use these new ports
235 * also corrected Supaplex loader to auto-count infotrons if set to zero
238 * fixed bug with missing initialization of "modified" flag for GEs
241 * fixed bug that caused endless recursion loop when relocating player
242 * fixed tape recorder bug in "step mode" when using "pause before end"
243 * fixed tape recorder bug when changing from "warp forward" mode
246 * fixed bug with "when touching" for pushed elements at last position
249 * fixed bug that caused two activated toolbox buttons in level editor
250 * fixed bug with exploding dynabomb under player due to other explosion
253 * fixed bug with creating walkable custom element under player (again)
254 * fixed bug with not copying explosion type when copying CEs in editor
255 * fixed graphical bug when drawing player in setup menu (input devices)
256 * fixed graphical bug when the player is pushing an accessible element
257 * fixed bug with classic switchable elements triggering CE changes
258 * fixed bug with entering/leaving walkable element in RelocatePlayer()
259 * fixed crash bug when CE leaves behind the trigger player element
262 * fixed bug with broken tubes after placing/exploding dynamite in them
263 * fixed bug with exploding dynamite under player due to other explosion
264 * fixed bug with not resetting push delay under certain circumstances
267 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
268 * added network multiplayer code for Windows (thanks to Niko Böhm)
271 * added option "reachable despite gravity" for gravity movement
272 * changed gravity movement of most classic walkable and passable
273 elements back to "not reachable" (for compatibility reasons)
276 * fixed (removed) "indestructible" / "can explode" dependency in editor
277 * fixed (removed) "accessible inside" / "protected" dependency
278 * fixed (removed) "step mode" / "shield time" dependency
281 * fixed dynabombs exploding now into anything diggable
282 * fixed Supaplex style gravity movement into buggy base now impossible
283 * added pressing key "space" as valid action to select menu options
286 * added "replace when walkable" to relocate player to walkable element
287 * added "enter"/"leave" event for elements affected by relocation
288 * fixed "direct"/"indirect" change order also for "when change" event
289 * fixed graphical bug when pushing things from elements walkable inside
292 * fixed graphic bug when player is snapping while moving in old levels
293 * fixed bug when a moving custom element leaves a player element behind
294 * fixed bug with mole not disappearing when moving into acid pool
295 * fixed bug with incomplete path setting when using "--basepath" option
296 * moving CE can now leave walkable elements behind under the player
297 * when relocating, player can be set on walkable element now
298 * fixed another gravity movement bug
301 * uploaded pre-release (test) version 3.1.0-2 binary and source code
304 * added "collectible" and "removable" to extended replacement types
305 (where "removable" replaces "diggable" and "collectible" elements)
306 * added "collectible & throwable" (to throw element to the next field)
307 * fixed bug with CEs digging elements that are just about to explode
308 * changed mouse cursor now always being visible when game is paused
311 * added possibility to push/press accessible elements from a side that
313 * fixed bug with not setting actual date when appending to tape
316 * fixed bug with incorrectly initialized custom element editor graphics
319 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
320 - number of levels corrected from 18 to 17 in "levelinfo.conf"
323 * fixed bug with destroyed robot wheel still attracting robots forever
324 * fixed bug with time gate switch deactivating after robot wheel time
325 (while the time gate itself is not affected by this misbehaviour)
326 * changed behaviour of BD style amoeba to always get blocked by player
327 (before it was different when there were non-BD elements in level)
328 * fixed bug with player destroying indestructable elements with shield
331 * added option to make growing elements grow into anything diggable
332 (for the various amoeba types, biomaze and "game of life")
335 * fixed bug with movable elements not moving after left behind by CEs
336 * changed gravity movement to anything diggable, not only sand/base
337 * optionally allowing passing to walkable element, not only empty space
338 * added option "can pass to walkable element" for players
339 * finally fixed gravity movement (hopefully)
342 * fixed bug with movable elements not moving anymore after falling down
345 * fixed another bug with custom elements digging and leaving elements
346 * fixed bug with "along left/right side" and automatic start direction
347 * trigger elements now also displayed when "more custom" deactivated
348 * fixed bug with clipboard element initialized when loading new level
349 * added option "drop delay" to set delay before dropping next element
352 * uploaded pre-release (test) version 3.1.0-1 binary and source code
355 * added copy and paste functions for custom change pages
356 * enhanced graphical display and functionality of tape recorder
357 * fixed bug with custom elements digging and leaving elements
360 * added move speed faster than "very fast" for custom elements
361 * fixed bug with 3+3 style explosions and missing border content
362 * fixed little bug when copying custom elements in the editor
363 * enhanced custom element changes by more side trigger actions
366 * added option "no scrolling when relocating" for instant teleporting
367 * uploaded pre-release (test) version 3.1.0-0 binary and source code
370 * added trigger element and trigger player to use as target elements
371 * added copy and paste functions for custom and group elements
374 * fixed graphical bug when displaying explosion animations
375 * fixed bug when appending to tapes, resulting in broken tapes
376 * re-recorded a few tapes broken by fixing gravity checking bug
379 * "can move into acid" property now for all elements independently
380 * "can fall into acid" property for player stored in same bitfield now
381 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
382 * version number set to 3.1.0 (finally!)
385 * changed tape recording to only record input, not programmed actions
388 * fixed totally broken (every 8th frame skipped) step-by-step recording
389 * fixed bug with requester not displayed when quick-loading interrupted
390 * added option "can fall into acid (with gravity)" for players
391 * fixed bug with player not falling when snapping down with gravity
394 * fixed bug which messed up key config when using keypad number keys
397 * fixed bug which allowed moving upwards even when gravity was active
398 * fixed bug with missing error handling when dumping levels or tapes
401 * added different colored editor graphics for Supaplex gravity tubes
404 * fixed bug that allowed solvable tapes for unsolvable levels
407 * use unlimited number of droppable elements when "count" set to zero
408 * added option to use step limit instead of time limit for level
411 * added player and change page as trigger for custom element change
414 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
417 * fixed bug with dark yamyam changing to acid when moving over acid
418 * fixed handling of levels with more than 999 seconds level time
419 (example: level 76 of "Denmine")
422 * "spring push bug" reintroduced as configurable element property
423 * fixed bug with missing properties for "mole"
424 * fixed bug that showed up when fixing the above "mole" properties bug
425 * added option "can move into acid" for all movable elements
426 * fixed graphical bug for elements moving into acid
427 * changed event handling to handle all pending events before going on
430 * fixed bug which caused all CE change pages to be ignored which had
431 the same change event, but used a different element side
432 (reported by Simon Forsberg)
434 * fixed bug which caused elements that can move and fall and that are
435 transported by a conveyor belt to continue moving into that direction
436 after leaving the conveyor belt, regardless of their own movement
437 type; only elements which can not move are transported now
438 (reported by Simon Forsberg)
440 * fixed bug which could cause an array overflow in RelocatePlayer()
441 (reported by Niko Böhm)
443 * changed Emerald Mine style "passable / over" elements to "protected"
444 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
446 * added new option to select from which side a "walkable/passable"
447 element can be entered
450 * added explosion and ignition delay for elements that can explode
453 * fixed bug which caused player not being protected against enemies
454 when a CE was "walkable / inside" and was not "indestructible"
455 * added "walkable/passable" fields to be "protected/unprotected"
456 against enemies, even if not accessible "inside" but "over/under"
459 * corrected move pattern to 32 bit and initial move direction to 8 bit
462 * added second custom element base configuration page
465 * added some special EMC mappings to Emerald Mine level loader
466 (also covering previously unknown element in level 0 of "Bondmine 8")
469 * added option to block last field when player is moving (for Supaplex)
470 * adjusted push delay of Supaplex elements
471 * removed delays for envelopes etc. when replaying with maximum speed
472 * fixed bug when dropping element on a field that just changed to empty
475 * fixed bug: infotrons can now smash yellow disks
476 * fixed bug: when gravity active, port above player can now be entered
477 * removed "one white dot" mouse pointer which irritated some people
480 * added "choice type" for group element selection
483 * fixed bug with initial invulnerability of non-yellow player
486 * added level loader for loading native Supaplex packed levels
487 (including multi-part levels like the "splvls99" levels)
490 * fixed bug which allowed creating emeralds by escaping explosions
493 * custom elements can change (limited) or leave (unlimited) elements
494 * finally added multiple matches using group elements
495 * added shortcut to dump brush (type ":DB" in editor) for use in forum
498 * added new start movement type "previous" for continued CE movement
499 * added new start movement type "random" for random CE movement start
502 * added new element "sokoban_field_player" needed for Sokoban levels
503 (thanks to Ed Booker for pointing this out!)
506 * added elements that can be digged or left behind by custom elements
509 * added group elements for multiple matches and random element creation
512 * fixed some graphical errors displayed in old levels
515 * fixed wrong double speed movement after passing closing gates
518 * added level loader for loading native Emerald Mine levels
521 * changes for "shooting" style CE movement
524 * Happy New Year! ;-)
527 * changed default snap/drop keys from left/right Shift to Control keys
530 * fixed bug with dead player getting reanimated from custom element
533 * fixed bug with wrong penguin graphics (when entering exit)
536 * fixed bug with wrong "Murphy" graphics (when digging etc.)
539 * version number set to 3.0.9
542 * version 3.0.8 released
545 * added function checked_free()
548 * fixed bug with double nut cracking sound
549 (by eliminating "default element action sound" assignment in init.c)
552 * fixed crash when no music info files are available
555 * fixed boring and sleeping sounds
558 * added "maze runner" and "maze hunter" movement types
559 * added extended collision conditions for custom elements
562 * added warnings for undefined token values in artwork config files
565 * added menu entry for level set information to the info screen
568 * fixed bug with wrong default impact sound for colored emeralds
571 * added several sub-screens for the info screen
572 * menu text now also clickable (not only blue/red sphere left of it)
575 * added configurable "bored" and "sleeping" animations for the player
576 * added "awakening" sound for player when waking up after sleeping
579 * added "copy" and "exchange" functions for custom elements to editor
582 * added configurable element animations for info screen
585 * added configurable music credits for info screen
588 * finally fixed tape recording when player is created from CE change
591 * added "editorsetup.conf" for editor element list configuration
594 * added "musicinfo.conf" for menu and level music configuration
597 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
598 (that only showed up on Linux, but not on Windows systems)
601 * fixed turning movement of butterflies and fireflies (no frame reset)
602 * enhanced sniksnak turning movement (two steps instead of only one)
605 * version number set to 3.0.8
608 * version 3.0.7 released
611 * fixed reset of player animation frame when, for example,
612 walking, digging or collecting share the same animation
613 * fixed CE with "deadly when touching" exploding when touching amoeba
616 * fixed tape recording when player is created from CE element change
619 * introduced "turning..." action graphic for elements with move delay
620 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
621 * added turning animations for bug, spaceship and sniksnak
624 * prevent "extended" changed elements from delay change in same frame
627 * fixed bug when pushing element that can move away to the side
628 (like pushing falling elements, but now with moving elements)
631 * finally fixed serious bug in code for delayed element pushing (again)
634 * unavailable setup options now marked as "n/a" instead of "off"
635 * new boolean directive "latest_engine" for "levelinfo.conf": when set
636 to "true", levels are always played with the latest game engine,
637 which is desired for levels that are imported from other games; all
638 other levels are played with the engine version stored in level file
639 (which is normally the engine version the level was created with)
642 * fixed serious bug in code for delayed element pushing
643 * fixed little bug in animation frame selection for pushed elements
644 * speed-up of reading config file for verbose output
647 * added configuration option for opening and closing Supaplex exit
648 * added configuration option for moving up/down animation for Murphy
649 * fixed incorrectly displayed animation for attacking dragon
650 * fixed bug with not setting initial gravity for each new game
651 * fixed bug with teleportation of player by custom element change
652 * fixed bug with player not getting smashed by rock sometimes
655 * version number set to 3.0.7
658 * version 3.0.6 released
661 * added support for MP3 music for SDL version through SMPEG library
664 * fixed bug when initializing font graphic structure
665 * fixed bug with animation mode "pingpong" when using only 1 frame
666 * fixed bug with extended change target introduced in 3.0.5
667 * fixed bug where passing over moving element doubles player speed
668 * fixed bug with elements continuing to move into push direction
669 * fixed bug with duplicated player when dropping bomb with shield on
670 * added "switching" event for custom elements ("pressing" only once)
671 * fixed switching bug (resetting flag when not switching but not idle)
674 * fixed element tokens for certain file elements with ".active" etc.
677 * version number set to 3.0.6
680 * version 3.0.5 released
683 * now four envelope elements available
684 * font, background, animation and sound for envelope now configurable
685 * main menu doors opening/closing animation type now configurable
688 * active/inactive sides configurable for custom element changes
689 * new movement type "move when pushed" available for custom elements
692 * fixed bug in multiple config pages loader code that caused crashes
695 * enhanced (remaining low-resolution) Supaplex graphics
698 * version number set to 3.0.5
701 * version 3.0.4 released
703 2003-09-12 src/tools.c
704 * fixed bug in custom definition of crumbled element graphics
706 2003-09-11 src/files.c
707 * fixed bug in multiple config pages code that caused crashes
710 * version number set to 3.0.4
713 * version 3.0.3 released
716 * added music to Supaplex classic level set
718 2003-09-07 src/libgame/misc.c
719 * added support for loading various music formats through SDL_mixer
721 2003-09-06 (various source files)
722 * fixed several nasty bugs that may have caused crashes on some systems
723 * added envelope content which gets displayed when collecting envelope
724 * added multiple change event pages for custom elements
726 2003-08-24 src/game.c
727 * fixed problem with player animation when snapping and moving
729 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
730 * fixed problem with flickering when drawing toon animations
732 2003-08-23 src/libgame/sdl.c
733 * fixed problem with setting mouse cursor in SDL version in fullscreen
735 2003-08-23 src/game.c
736 * fixed bug (missing array boundary check) which could crash the game
739 * version number set to 3.0.3
742 * version 3.0.2 released
744 2003-08-21 src/game.c
745 * fixed bug with creating inaccessible elements at player position
747 2003-08-20 src/init.c
748 * fixed bug with not finding current level artwork directory
750 2003-08-20 src/files.c
751 * fixed bug with choosing wrong engine version when playing tapes
752 * fixed bug with messing up custom element properties in 3.0.0 levels
755 * version number set to 3.0.2
758 * version 3.0.1 released
760 2003-08-17 (no source files affected)
761 * changed all "classic" PCX image files with 16 colors or less to
762 256 color (8 bit) storage format, because the Allegro game library
763 cannot handle PCX files with less than 256 colors (contributed
764 graphics are not affected and might look wrong in the DOS version)
766 2003-08-16 src/init.c
767 * fixed bug which (for example) crashed the level editor when defining
768 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
769 (only set to default) -- invalid graphics now set to default graphic
771 2003-08-16 src/init.c
772 * fixed graphical bug of player digging/collecting/snapping element
773 when no corresponding graphic/animation is defined for this action,
774 resulting in player being drawn as EL_EMPTY (which should only be
775 done to elements being collected, but not to the player)
777 2003-08-16 src/game.c
778 * fixed small graphical bug of player not totally moving into exit
780 2003-08-16 src/libgame/setup.c
781 * fixed bug with wrong MS-DOS 8.3 filename conversion
783 2003-08-16 src/tools.c
784 * fixed bug with invisible mouse cursor when pressing ESC while playing
786 2003-08-16 (various source files)
787 * added another 128 custom elements (disabled in editor by default)
789 2003-08-16 src/editor.c
790 * fixed NULL string bug causing Solaris to crash in sprintf()
792 2003-08-16 src/screen.c
793 * fixed drawing over scrollbar on level selection with custom fonts
795 2003-08-15 src/game.c
796 * cleanup of simple sounds / loop sounds / music settings
798 2003-08-08 (various source files)
799 * added custom element property for dropping collected elements
801 2003-08-08 src/conf_gfx.c
802 * fixed bug with missing graphic for active red disk bomb
804 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
805 * extended variable "level.gravity" to "level.initial_gravity" and
806 "game.current_gravity" to prevent level setting from being changed
807 by playing the level (keeping the runtime value after playing)
809 * fixed graphics bug when digging element that has 'crumbled' graphic
810 definition, but not 'diggable' graphic definition
813 * version number set to 3.0.1
816 * version 3.0.0 released
819 * various bug fixes; among others:
820 - fixed bug with pushing spring over empty space
821 - fixed bug with leaving tube while placing dynamite
822 - fixed bug with explosion of smashed penguins
823 - allow Murphy player graphic in levels with non-Supaplex elements
827 * I have forgotten to document changes for some time
830 * pre-release version 2.2.0rc1 released
833 * version number set to 2.1.2
836 * version 2.1.1 released
839 * version number set to 2.1.1
842 * version 2.1.0 released
845 * version number set to 2.1.0
847 2002-04-03 to 2002-05-19 (various source files)
848 * graphics, sounds and music now fully configurable
849 * bug fixed that prevented walking through tubes when gravity on
851 2002-04-02 src/events.c, src/editor.c
852 * Make Escape key less aggressive when playing or when editing level.
853 This can be configured as an option in the setup menu. (Default is
854 "less aggressive" which means "ask user if something can be lost"
855 when pressing the Escape key.)
857 2002-04-02 src/screen.c
858 * Added "graphics setup" screen.
860 2002-04-01 src/screen.c
861 * Changed "choose level" setup screen stuff to be more generic (to
862 make it easier to add more "choose from generic tree" setup screens).
864 2002-04-01 src/config.c, src/timestamp.h
865 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
866 automatically gets created by "src/Makefile" and contains an actual
867 compile-time timestamp to identify development versions of the game).
869 2002-03-31 src/tape.c, src/events.c
870 * Added quick game/tape save/load functions to tape stuff which can be
871 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
872 loads previously recorded tape and directly goes into recording mode
873 from the end of the tape (therefore appending to the tape).
875 2002-03-31 src/tape.c
876 * Added "index mark" function to tape recorder. When playing or
877 recording, "eject" button changes to "index" button. Setting index
878 mark is not yet implemented, but pressing index button when playing
879 allows very quick advancing to end of tape (when normal playing),
880 very fast forward mode (when playing with normal fast forward) or
881 very fast reaching of "pause before end of tape" (when playing with
882 "pause before end" playing mode).
884 2002-03-30 src/cartoons.c
885 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
887 2002-03-29 src/screen.c
888 * Changed setup screen stuff to be more generic (to make it easier
889 to add more setup screens).
891 2002-03-23 src/main.c, src/main.h
892 * Various changes due to the introduction of the new libgame files
893 "setup.c" and "joystick.c".
895 2002-03-23 src/files.c
896 * Generic parts of "src/files.c" (mainly setup and level directory
897 stuff) moved to new libgame file "src/libgame/setup.c".
899 2002-03-23 src/joystick.c
900 * File "src/joystick.c" moved to libgame source tree, with
901 correspondig changes.
903 2002-03-22 src/screens.c
904 * "HandleChooseLevel()": Another bug in level series navigation fixed.
905 (Wrong level series information displayed when entering main group.)
907 2002-03-22 src/editor.c
908 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
910 2002-03-22 src/editor.c
911 * Changed behaviour of "Escape" key in level editor to be more
912 intuitive: When in "Element Properties" or "Level Info" mode,
913 return to "Drawing Mode" instead of leaving the level editor.
915 2002-03-21 src/game.c, src/editor.c, src/files.c
916 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
917 gems (emeralds, diamonds, ...) slipping down from normal wall,
918 steel wall and growing wall (as in E.M.C. style levels). Although
919 the behaviour of contributed and private levels wasn't changed (due
920 to the use of "level.game_version"; see previous entry), editing
921 those levels will (of course) change the behaviour accordingly.
923 This change seems a bit too hard after thinking about it, because
924 the EM style behaviour is not the "expected" behaviour (gems would
925 normally only slip down from "rounded" walls). Therefore this was
926 now changed to an element property for gem style elements, with the
927 default setting "off" (which means: no special EM style behaviour).
928 To fix older converted levels, this flag is set to "on" for pre-2.0
929 levels that are neither contributed nor private levels.
931 2002-03-20 src/files.h
932 * Corrected settings for "level.game_version" depending of level type.
933 (Contributed and private levels always get played with game engine
934 version they were created with, while converted levels always get
935 played with the most recent version of the game engine, to let new
936 corrections of the emulation behaviour take effect.)
938 2002-03-20 src/main.h
939 * Added "#include <time.h>". This seems to be needed by "tape.c" for
940 compiling the SDL version on some systems.
941 Thanks to the several people who pointed this out.
944 * Version number set to 2.0.2.
947 * Version 2.0.1 released.
949 2002-03-18 src/screens.c
950 * "HandleChooseLevel()": Small bug in level series navigation fixed.
952 2002-03-18 src/files.c [src/libgame/misc.c]
953 * Moved some common functions from src/files.c to src/libgame/misc.c.
955 2002-03-18 src/files.c [src/libgame/misc.c]
956 * Changed permissions for new directories and saved files (especially
957 score files) according to suggestions of Debian users and mantainers.
958 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
960 2002-03-17 src/files.c
961 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
962 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
963 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
964 for levels and "TAPE" for tapes). Old "cookie" style format is
965 still supported for reading. New level and tape files are written
968 * New IFF chunk "VERS" contains version numbers for file and game
969 (where "game version" is the version of the program that wrote the
970 file, and "file version" is a version number to distinguish files
971 with different format, for example after adding new features).
973 2002-03-15 src/screen.c
974 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
975 (Before, you heard a mixture of the in-game music and the
978 2002-03-14 src/events.c
979 * Function "DumpTape()" (files.c) now available by pressing 't' from
980 main menu (when in DEBUG mode).
982 2002-03-14 src/game.c
983 * "GameWon()": When game was won playing a tape, now there is no delay
984 raising the score and no corresponding sound is played.
986 2002-03-14 src/files.c
987 * Changed "LoadTape()" for real chunk support and also adjusted
988 "SaveTape()" accordingly.
990 2002-03-14 src/game.c, src/tape.c, src/files.c
991 * Important changes to tape format: The old tape format stored all
992 actions with a real effect with a corresponding delay between the
993 stored actions. This had some major disadvantages (for example,
994 push delays had to be ignored, pressing a button for some seconds
995 mutated to several single button presses because of the non-action
996 delays between two action frames etc.). The new tape format just
997 stupidly records all device actions and replays them later. I really
998 don't know why I haven't solved it that way before?! Old-style tapes
999 (with tape file version less than 2.0) get converted to the new
1000 format on-the-fly when loading and can therefore still be played;
1001 only some minor parts of the old-style tape handling code was needed.
1002 (A perfect conversion is not possible, because there is information
1003 missing about the device actions between two action frames.)
1005 2002-03-14 src/files.c
1006 * New function "DumpTape()" to dump the contents of the current tape
1007 in a human readable format.
1009 2002-03-14 src/game.c
1010 * Small tape bug fixed: When automatically advancing to next level
1011 after a game was won, the tape from the previous level still was
1012 loaded as a tape for the new level.
1014 2002-03-14 src/tape.c
1015 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1016 tape, cartoons did not get completely removed because
1017 StopAnimation() was not called.
1019 2002-03-13 src/files.c
1020 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1021 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1022 size even when using 16-bit elements). Added new chunk "CNT2" for
1023 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1024 chunk even when content was 16-bit element). "CNT2" should now be
1025 able to store content for arbitrary elements (up to eight blocks of
1026 3 x 3 element arrays). All "CNT2" elements will always be stored as
1027 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1029 2002-03-13 src/files.c
1030 * Changed "LoadLevel()" for real chunk support.
1032 2002-03-12 src/game.c
1033 * Fixed problem (introduced after 2.0.0 release) with penguins
1034 not getting killed by enemies
1036 2002-02-24 src/game.c, src/main.h
1037 * Added "player->is_moving"; now "player->last_move_dir" does
1038 not contain any information if the player is just moving at
1040 Before, "player->last_move_dir" was misused for this purpose
1041 for the robot stuff (robots don't kill players when they are
1042 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1043 broke tapes when walking through pipes!
1044 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1045 in a continuous movement. This fact is ignored for friends and