2 * fixed bug preventing "walkable from no direction" from being ignored
3 (due to compatibility code overwriting this setting after loading)
6 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
9 * version number temporarily set to 3.1.1 (intermediate bugfix release)
10 * version 3.1.1 released
13 * changed some va_arg() arguments from 'long' to 'int', fixing problems
14 on 64-bit architecture systems with LP64 data model
17 * fixed bug with bombs not exploding when hitting the last level line
18 (introduced after the release of 3.1.0)
21 * added support for dumping small-sized level sketches from editor
24 * added recognition of "trigger element" for "change digged element to"
25 (this is not really what the "trigger element" was made for, but its
26 use may seem obvious for leaving back digged elements unchanged)
29 * fixed multiple warnings about failed joystick device initialization
32 * fixed bug with dynamite dropped on top of just dropped custom element
33 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
34 dynamite can still be dropped, but drop key must be released before
37 * fixed bug with wrong start directory when started from file browser
38 (due to this bug, R'n'D could not be started from KDE's Konqueror)
41 * fixed bug causing "change when impact" on player not working
42 * fixed wrong priority of "hitting something" over "hitting <element>"
43 * fixed wrong priority of "hit by something" over "hit by <element>"
46 * fixed graphical bug which caused the player (being Murphy) to show
47 collecting animations although the element was collected by penguin
50 * fixed two bugs causing wrong door background graphics in system.c
51 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
54 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
55 * added "no direction" to "walkable/passable from" selectbox options
58 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
59 * in tape autoplay, not only report broken, but also missing tapes
62 * uploaded pre-release (test) version 3.2.0-2 binary and source code
65 * fixed small bug with "linear" animation not working for active lamp
68 * fixed bug with moving up despite gravity due to "block last field"
69 * fixed small bug with wrong draw offset when typing name in main menu
70 * when reading user names from "passwd", ignore data after first comma
71 * when creating new "levelinfo.conf", only write some selected entries
74 * fixed displaying "imported from/by" on preview with empty string
75 * fixed ignoring draw offset for fonts used for level preview texts
78 * fixed a delay problem with SDL and too many mouse motion events
79 * added setup option "skip levels" and level skipping functionality
82 * added move speed "not moving" for non-moving CEs, but with direction
85 * fixed mapping of obsolete element token names in "editorsetup.conf"
86 * fixed bug with sound "acid.splashing" treated as a loop sound
87 * fixed some little sound bugs in native EM engine
90 * fixed small bug when dragging scrollbars to end positions
93 * added editor element descriptions written by Aaron Davidson
96 * improved fallback handling when configured artwork is not available
97 (now using default artwork instead of exiting when files not found)
100 * fixed bug on level selection screen when dragging scrollbar
103 * fixed bug which caused broken tapes when appending to EM engine tapes
106 * uploaded pre-release (test) version 3.2.0-1 binary and source code
109 * added code to replace changed artwork config tokens with other tokens
110 (needed for backwards compatibility, so that older tokens still work)
113 * added native R'n'D graphics for some new EMC elements in EM engine
116 * fixed some bugs in the EM engine integration code
117 * changed EM engine code to allow diagonal movement
118 * changed EM engine code to allow use of separate snap and drop keys
121 * fixed some redraw bugs when using EM engine
124 * fixed bug with not converting RND levels which are set to use native
125 engine to native level structure when loading
128 * uploaded pre-release (test) version 3.2.0-0 binary and source code
131 * version number set to 3.2.0
134 * level data now reset to defaults after attempt to load invalid file
137 * added use of "editorsetup.conf" for different level sets
140 * added auto-detection for various types of Emerald Mine level files
143 * fixed bug with scrollbars getting too small when list is very large
146 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
149 * added most level editor configuration gadgets for new EMC elements
152 * added more element and graphic definitions for new EMC elements
155 * modified native EM engine to use integrated R'n'D sound system
158 * added SDL support to graphics functions in native EM engine
159 (by always using generic libgame interface functions)
162 * fixed bug in frame synchronization in native EM engine
165 * added code to convert levels between R'n'D and native EM engine
168 * new Emerald Mine engine can now play levels selected in main menu
171 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
172 (which creates scaled down graphics for level editor and preview);
173 there's still a memory leak somewhere in the artwork handling code
174 * added "scale image up" functionality to X11 version of zoom function
177 * first attempts to integrate new, native Emerald Mine Club engine
180 * fixed bug in gadget code which caused reset of CEs in level editor
181 (example: pressing 'b' [grab brush] on CE config page erased values)
182 (solution: check if gadgets in ClickOnGadget() are really mapped)
183 * improved level change detection in editor (settings now also checked)
184 * fixed bug with "can move into acid" and "don't collide with" state
187 * fixed maze runner style CEs to use the configured move delay value
190 * added Aaron Davidson's tutorial level set to the "Tutorials" section
193 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
194 * fixed the above fix because it broke level set "machine" (*sigh*)
195 * fixed random element placement in level editor to work as expected
196 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
199 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
202 * fixed bug (missing array boundary check) which caused broken tapes
203 * fixed bug (when loading level template) which caused broken levels
204 * fixed bug with new block last field code when using non-yellow player
207 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
208 * internal change of how the player blocks the last field when moving
209 * fixed blocking delay of last field for EM and SP style block delay
210 * fixed bug where the player had to wait for the usual move delay after
211 unsuccessfully trying to move, when he directly could move after that
212 * the last two changes should make original Supaplex level 93 solvable
213 * improved use of random number generator to make it less predictable
214 * fixed behaviour of slippery SP elements to let slip left, then right
217 * fixed bug with wrong door state after trying to quickload empty tape
218 * fixed waste of static memory usage of the binary, making it smaller
219 * fixed very little graphical bug in Supaplex explosion
222 * version number set to 3.1.1
225 * version 3.1.0 released
228 * fixed bug with crash when writing user levelinfo.conf the first time
231 * added option "convert LEVELDIR [NR]" to command line batch commands
232 * re-converted Supaplex levels to apply latest engine fixes
233 * changed "use graphic/sound of element" to "use graphic of element"
234 due to compatibility problems with some levels ("bug machine" etc.)
237 * fixed bug with CE change replacing player with same or other player
240 * fixed bug with opaque font in envelope with background graphic when
241 background graphic is not transparent itself
244 * added "gravity on" and "gravity off" ports for Supaplex compatibility
245 * corrected original Supaplex level loading code to use these new ports
246 * also corrected Supaplex loader to auto-count infotrons if set to zero
249 * fixed bug with missing initialization of "modified" flag for GEs
252 * fixed bug that caused endless recursion loop when relocating player
253 * fixed tape recorder bug in "step mode" when using "pause before end"
254 * fixed tape recorder bug when changing from "warp forward" mode
257 * fixed bug with "when touching" for pushed elements at last position
260 * fixed bug that caused two activated toolbox buttons in level editor
261 * fixed bug with exploding dynabomb under player due to other explosion
264 * fixed bug with creating walkable custom element under player (again)
265 * fixed bug with not copying explosion type when copying CEs in editor
266 * fixed graphical bug when drawing player in setup menu (input devices)
267 * fixed graphical bug when the player is pushing an accessible element
268 * fixed bug with classic switchable elements triggering CE changes
269 * fixed bug with entering/leaving walkable element in RelocatePlayer()
270 * fixed crash bug when CE leaves behind the trigger player element
273 * fixed bug with broken tubes after placing/exploding dynamite in them
274 * fixed bug with exploding dynamite under player due to other explosion
275 * fixed bug with not resetting push delay under certain circumstances
278 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
279 * added network multiplayer code for Windows (thanks to Niko Böhm)
282 * added option "reachable despite gravity" for gravity movement
283 * changed gravity movement of most classic walkable and passable
284 elements back to "not reachable" (for compatibility reasons)
287 * fixed (removed) "indestructible" / "can explode" dependency in editor
288 * fixed (removed) "accessible inside" / "protected" dependency
289 * fixed (removed) "step mode" / "shield time" dependency
292 * fixed dynabombs exploding now into anything diggable
293 * fixed Supaplex style gravity movement into buggy base now impossible
294 * added pressing key "space" as valid action to select menu options
297 * added "replace when walkable" to relocate player to walkable element
298 * added "enter"/"leave" event for elements affected by relocation
299 * fixed "direct"/"indirect" change order also for "when change" event
300 * fixed graphical bug when pushing things from elements walkable inside
303 * fixed graphic bug when player is snapping while moving in old levels
304 * fixed bug when a moving custom element leaves a player element behind
305 * fixed bug with mole not disappearing when moving into acid pool
306 * fixed bug with incomplete path setting when using "--basepath" option
307 * moving CE can now leave walkable elements behind under the player
308 * when relocating, player can be set on walkable element now
309 * fixed another gravity movement bug
312 * uploaded pre-release (test) version 3.1.0-2 binary and source code
315 * added "collectible" and "removable" to extended replacement types
316 (where "removable" replaces "diggable" and "collectible" elements)
317 * added "collectible & throwable" (to throw element to the next field)
318 * fixed bug with CEs digging elements that are just about to explode
319 * changed mouse cursor now always being visible when game is paused
322 * added possibility to push/press accessible elements from a side that
324 * fixed bug with not setting actual date when appending to tape
327 * fixed bug with incorrectly initialized custom element editor graphics
330 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
331 - number of levels corrected from 18 to 17 in "levelinfo.conf"
334 * fixed bug with destroyed robot wheel still attracting robots forever
335 * fixed bug with time gate switch deactivating after robot wheel time
336 (while the time gate itself is not affected by this misbehaviour)
337 * changed behaviour of BD style amoeba to always get blocked by player
338 (before it was different when there were non-BD elements in level)
339 * fixed bug with player destroying indestructable elements with shield
342 * added option to make growing elements grow into anything diggable
343 (for the various amoeba types, biomaze and "game of life")
346 * fixed bug with movable elements not moving after left behind by CEs
347 * changed gravity movement to anything diggable, not only sand/base
348 * optionally allowing passing to walkable element, not only empty space
349 * added option "can pass to walkable element" for players
350 * finally fixed gravity movement (hopefully)
353 * fixed bug with movable elements not moving anymore after falling down
356 * fixed another bug with custom elements digging and leaving elements
357 * fixed bug with "along left/right side" and automatic start direction
358 * trigger elements now also displayed when "more custom" deactivated
359 * fixed bug with clipboard element initialized when loading new level
360 * added option "drop delay" to set delay before dropping next element
363 * uploaded pre-release (test) version 3.1.0-1 binary and source code
366 * added copy and paste functions for custom change pages
367 * enhanced graphical display and functionality of tape recorder
368 * fixed bug with custom elements digging and leaving elements
371 * added move speed faster than "very fast" for custom elements
372 * fixed bug with 3+3 style explosions and missing border content
373 * fixed little bug when copying custom elements in the editor
374 * enhanced custom element changes by more side trigger actions
377 * added option "no scrolling when relocating" for instant teleporting
378 * uploaded pre-release (test) version 3.1.0-0 binary and source code
381 * added trigger element and trigger player to use as target elements
382 * added copy and paste functions for custom and group elements
385 * fixed graphical bug when displaying explosion animations
386 * fixed bug when appending to tapes, resulting in broken tapes
387 * re-recorded a few tapes broken by fixing gravity checking bug
390 * "can move into acid" property now for all elements independently
391 * "can fall into acid" property for player stored in same bitfield now
392 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
393 * version number set to 3.1.0 (finally!)
396 * changed tape recording to only record input, not programmed actions
399 * fixed totally broken (every 8th frame skipped) step-by-step recording
400 * fixed bug with requester not displayed when quick-loading interrupted
401 * added option "can fall into acid (with gravity)" for players
402 * fixed bug with player not falling when snapping down with gravity
405 * fixed bug which messed up key config when using keypad number keys
408 * fixed bug which allowed moving upwards even when gravity was active
409 * fixed bug with missing error handling when dumping levels or tapes
412 * added different colored editor graphics for Supaplex gravity tubes
415 * fixed bug that allowed solvable tapes for unsolvable levels
418 * use unlimited number of droppable elements when "count" set to zero
419 * added option to use step limit instead of time limit for level
422 * added player and change page as trigger for custom element change
425 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
428 * fixed bug with dark yamyam changing to acid when moving over acid
429 * fixed handling of levels with more than 999 seconds level time
430 (example: level 76 of "Denmine")
433 * "spring push bug" reintroduced as configurable element property
434 * fixed bug with missing properties for "mole"
435 * fixed bug that showed up when fixing the above "mole" properties bug
436 * added option "can move into acid" for all movable elements
437 * fixed graphical bug for elements moving into acid
438 * changed event handling to handle all pending events before going on
441 * fixed bug which caused all CE change pages to be ignored which had
442 the same change event, but used a different element side
443 (reported by Simon Forsberg)
445 * fixed bug which caused elements that can move and fall and that are
446 transported by a conveyor belt to continue moving into that direction
447 after leaving the conveyor belt, regardless of their own movement
448 type; only elements which can not move are transported now
449 (reported by Simon Forsberg)
451 * fixed bug which could cause an array overflow in RelocatePlayer()
452 (reported by Niko Böhm)
454 * changed Emerald Mine style "passable / over" elements to "protected"
455 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
457 * added new option to select from which side a "walkable/passable"
458 element can be entered
461 * added explosion and ignition delay for elements that can explode
464 * fixed bug which caused player not being protected against enemies
465 when a CE was "walkable / inside" and was not "indestructible"
466 * added "walkable/passable" fields to be "protected/unprotected"
467 against enemies, even if not accessible "inside" but "over/under"
470 * corrected move pattern to 32 bit and initial move direction to 8 bit
473 * added second custom element base configuration page
476 * added some special EMC mappings to Emerald Mine level loader
477 (also covering previously unknown element in level 0 of "Bondmine 8")
480 * added option to block last field when player is moving (for Supaplex)
481 * adjusted push delay of Supaplex elements
482 * removed delays for envelopes etc. when replaying with maximum speed
483 * fixed bug when dropping element on a field that just changed to empty
486 * fixed bug: infotrons can now smash yellow disks
487 * fixed bug: when gravity active, port above player can now be entered
488 * removed "one white dot" mouse pointer which irritated some people
491 * added "choice type" for group element selection
494 * fixed bug with initial invulnerability of non-yellow player
497 * added level loader for loading native Supaplex packed levels
498 (including multi-part levels like the "splvls99" levels)
501 * fixed bug which allowed creating emeralds by escaping explosions
504 * custom elements can change (limited) or leave (unlimited) elements
505 * finally added multiple matches using group elements
506 * added shortcut to dump brush (type ":DB" in editor) for use in forum
509 * added new start movement type "previous" for continued CE movement
510 * added new start movement type "random" for random CE movement start
513 * added new element "sokoban_field_player" needed for Sokoban levels
514 (thanks to Ed Booker for pointing this out!)
517 * added elements that can be digged or left behind by custom elements
520 * added group elements for multiple matches and random element creation
523 * fixed some graphical errors displayed in old levels
526 * fixed wrong double speed movement after passing closing gates
529 * added level loader for loading native Emerald Mine levels
532 * changes for "shooting" style CE movement
535 * Happy New Year! ;-)
538 * changed default snap/drop keys from left/right Shift to Control keys
541 * fixed bug with dead player getting reanimated from custom element
544 * fixed bug with wrong penguin graphics (when entering exit)
547 * fixed bug with wrong "Murphy" graphics (when digging etc.)
550 * version number set to 3.0.9
553 * version 3.0.8 released
556 * added function checked_free()
559 * fixed bug with double nut cracking sound
560 (by eliminating "default element action sound" assignment in init.c)
563 * fixed crash when no music info files are available
566 * fixed boring and sleeping sounds
569 * added "maze runner" and "maze hunter" movement types
570 * added extended collision conditions for custom elements
573 * added warnings for undefined token values in artwork config files
576 * added menu entry for level set information to the info screen
579 * fixed bug with wrong default impact sound for colored emeralds
582 * added several sub-screens for the info screen
583 * menu text now also clickable (not only blue/red sphere left of it)
586 * added configurable "bored" and "sleeping" animations for the player
587 * added "awakening" sound for player when waking up after sleeping
590 * added "copy" and "exchange" functions for custom elements to editor
593 * added configurable element animations for info screen
596 * added configurable music credits for info screen
599 * finally fixed tape recording when player is created from CE change
602 * added "editorsetup.conf" for editor element list configuration
605 * added "musicinfo.conf" for menu and level music configuration
608 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
609 (that only showed up on Linux, but not on Windows systems)
612 * fixed turning movement of butterflies and fireflies (no frame reset)
613 * enhanced sniksnak turning movement (two steps instead of only one)
616 * version number set to 3.0.8
619 * version 3.0.7 released
622 * fixed reset of player animation frame when, for example,
623 walking, digging or collecting share the same animation
624 * fixed CE with "deadly when touching" exploding when touching amoeba
627 * fixed tape recording when player is created from CE element change
630 * introduced "turning..." action graphic for elements with move delay
631 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
632 * added turning animations for bug, spaceship and sniksnak
635 * prevent "extended" changed elements from delay change in same frame
638 * fixed bug when pushing element that can move away to the side
639 (like pushing falling elements, but now with moving elements)
642 * finally fixed serious bug in code for delayed element pushing (again)
645 * unavailable setup options now marked as "n/a" instead of "off"
646 * new boolean directive "latest_engine" for "levelinfo.conf": when set
647 to "true", levels are always played with the latest game engine,
648 which is desired for levels that are imported from other games; all
649 other levels are played with the engine version stored in level file
650 (which is normally the engine version the level was created with)
653 * fixed serious bug in code for delayed element pushing
654 * fixed little bug in animation frame selection for pushed elements
655 * speed-up of reading config file for verbose output
658 * added configuration option for opening and closing Supaplex exit
659 * added configuration option for moving up/down animation for Murphy
660 * fixed incorrectly displayed animation for attacking dragon
661 * fixed bug with not setting initial gravity for each new game
662 * fixed bug with teleportation of player by custom element change
663 * fixed bug with player not getting smashed by rock sometimes
666 * version number set to 3.0.7
669 * version 3.0.6 released
672 * added support for MP3 music for SDL version through SMPEG library
675 * fixed bug when initializing font graphic structure
676 * fixed bug with animation mode "pingpong" when using only 1 frame
677 * fixed bug with extended change target introduced in 3.0.5
678 * fixed bug where passing over moving element doubles player speed
679 * fixed bug with elements continuing to move into push direction
680 * fixed bug with duplicated player when dropping bomb with shield on
681 * added "switching" event for custom elements ("pressing" only once)
682 * fixed switching bug (resetting flag when not switching but not idle)
685 * fixed element tokens for certain file elements with ".active" etc.
688 * version number set to 3.0.6
691 * version 3.0.5 released
694 * now four envelope elements available
695 * font, background, animation and sound for envelope now configurable
696 * main menu doors opening/closing animation type now configurable
699 * active/inactive sides configurable for custom element changes
700 * new movement type "move when pushed" available for custom elements
703 * fixed bug in multiple config pages loader code that caused crashes
706 * enhanced (remaining low-resolution) Supaplex graphics
709 * version number set to 3.0.5
712 * version 3.0.4 released
714 2003-09-12 src/tools.c
715 * fixed bug in custom definition of crumbled element graphics
717 2003-09-11 src/files.c
718 * fixed bug in multiple config pages code that caused crashes
721 * version number set to 3.0.4
724 * version 3.0.3 released
727 * added music to Supaplex classic level set
729 2003-09-07 src/libgame/misc.c
730 * added support for loading various music formats through SDL_mixer
732 2003-09-06 (various source files)
733 * fixed several nasty bugs that may have caused crashes on some systems
734 * added envelope content which gets displayed when collecting envelope
735 * added multiple change event pages for custom elements
737 2003-08-24 src/game.c
738 * fixed problem with player animation when snapping and moving
740 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
741 * fixed problem with flickering when drawing toon animations
743 2003-08-23 src/libgame/sdl.c
744 * fixed problem with setting mouse cursor in SDL version in fullscreen
746 2003-08-23 src/game.c
747 * fixed bug (missing array boundary check) which could crash the game
750 * version number set to 3.0.3
753 * version 3.0.2 released
755 2003-08-21 src/game.c
756 * fixed bug with creating inaccessible elements at player position
758 2003-08-20 src/init.c
759 * fixed bug with not finding current level artwork directory
761 2003-08-20 src/files.c
762 * fixed bug with choosing wrong engine version when playing tapes
763 * fixed bug with messing up custom element properties in 3.0.0 levels
766 * version number set to 3.0.2
769 * version 3.0.1 released
771 2003-08-17 (no source files affected)
772 * changed all "classic" PCX image files with 16 colors or less to
773 256 color (8 bit) storage format, because the Allegro game library
774 cannot handle PCX files with less than 256 colors (contributed
775 graphics are not affected and might look wrong in the DOS version)
777 2003-08-16 src/init.c
778 * fixed bug which (for example) crashed the level editor when defining
779 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
780 (only set to default) -- invalid graphics now set to default graphic
782 2003-08-16 src/init.c
783 * fixed graphical bug of player digging/collecting/snapping element
784 when no corresponding graphic/animation is defined for this action,
785 resulting in player being drawn as EL_EMPTY (which should only be
786 done to elements being collected, but not to the player)
788 2003-08-16 src/game.c
789 * fixed small graphical bug of player not totally moving into exit
791 2003-08-16 src/libgame/setup.c
792 * fixed bug with wrong MS-DOS 8.3 filename conversion
794 2003-08-16 src/tools.c
795 * fixed bug with invisible mouse cursor when pressing ESC while playing
797 2003-08-16 (various source files)
798 * added another 128 custom elements (disabled in editor by default)
800 2003-08-16 src/editor.c
801 * fixed NULL string bug causing Solaris to crash in sprintf()
803 2003-08-16 src/screen.c
804 * fixed drawing over scrollbar on level selection with custom fonts
806 2003-08-15 src/game.c
807 * cleanup of simple sounds / loop sounds / music settings
809 2003-08-08 (various source files)
810 * added custom element property for dropping collected elements
812 2003-08-08 src/conf_gfx.c
813 * fixed bug with missing graphic for active red disk bomb
815 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
816 * extended variable "level.gravity" to "level.initial_gravity" and
817 "game.current_gravity" to prevent level setting from being changed
818 by playing the level (keeping the runtime value after playing)
820 * fixed graphics bug when digging element that has 'crumbled' graphic
821 definition, but not 'diggable' graphic definition
824 * version number set to 3.0.1
827 * version 3.0.0 released
830 * various bug fixes; among others:
831 - fixed bug with pushing spring over empty space
832 - fixed bug with leaving tube while placing dynamite
833 - fixed bug with explosion of smashed penguins
834 - allow Murphy player graphic in levels with non-Supaplex elements
838 * I have forgotten to document changes for some time
841 * pre-release version 2.2.0rc1 released
844 * version number set to 2.1.2
847 * version 2.1.1 released
850 * version number set to 2.1.1
853 * version 2.1.0 released
856 * version number set to 2.1.0
858 2002-04-03 to 2002-05-19 (various source files)
859 * graphics, sounds and music now fully configurable
860 * bug fixed that prevented walking through tubes when gravity on
862 2002-04-02 src/events.c, src/editor.c
863 * Make Escape key less aggressive when playing or when editing level.
864 This can be configured as an option in the setup menu. (Default is
865 "less aggressive" which means "ask user if something can be lost"
866 when pressing the Escape key.)
868 2002-04-02 src/screen.c
869 * Added "graphics setup" screen.
871 2002-04-01 src/screen.c
872 * Changed "choose level" setup screen stuff to be more generic (to
873 make it easier to add more "choose from generic tree" setup screens).
875 2002-04-01 src/config.c, src/timestamp.h
876 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
877 automatically gets created by "src/Makefile" and contains an actual
878 compile-time timestamp to identify development versions of the game).
880 2002-03-31 src/tape.c, src/events.c
881 * Added quick game/tape save/load functions to tape stuff which can be
882 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
883 loads previously recorded tape and directly goes into recording mode
884 from the end of the tape (therefore appending to the tape).
886 2002-03-31 src/tape.c
887 * Added "index mark" function to tape recorder. When playing or
888 recording, "eject" button changes to "index" button. Setting index
889 mark is not yet implemented, but pressing index button when playing
890 allows very quick advancing to end of tape (when normal playing),
891 very fast forward mode (when playing with normal fast forward) or
892 very fast reaching of "pause before end of tape" (when playing with
893 "pause before end" playing mode).
895 2002-03-30 src/cartoons.c
896 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
898 2002-03-29 src/screen.c
899 * Changed setup screen stuff to be more generic (to make it easier
900 to add more setup screens).
902 2002-03-23 src/main.c, src/main.h
903 * Various changes due to the introduction of the new libgame files
904 "setup.c" and "joystick.c".
906 2002-03-23 src/files.c
907 * Generic parts of "src/files.c" (mainly setup and level directory
908 stuff) moved to new libgame file "src/libgame/setup.c".
910 2002-03-23 src/joystick.c
911 * File "src/joystick.c" moved to libgame source tree, with
912 correspondig changes.
914 2002-03-22 src/screens.c
915 * "HandleChooseLevel()": Another bug in level series navigation fixed.
916 (Wrong level series information displayed when entering main group.)
918 2002-03-22 src/editor.c
919 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
921 2002-03-22 src/editor.c
922 * Changed behaviour of "Escape" key in level editor to be more
923 intuitive: When in "Element Properties" or "Level Info" mode,
924 return to "Drawing Mode" instead of leaving the level editor.
926 2002-03-21 src/game.c, src/editor.c, src/files.c
927 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
928 gems (emeralds, diamonds, ...) slipping down from normal wall,
929 steel wall and growing wall (as in E.M.C. style levels). Although
930 the behaviour of contributed and private levels wasn't changed (due
931 to the use of "level.game_version"; see previous entry), editing
932 those levels will (of course) change the behaviour accordingly.
934 This change seems a bit too hard after thinking about it, because
935 the EM style behaviour is not the "expected" behaviour (gems would
936 normally only slip down from "rounded" walls). Therefore this was
937 now changed to an element property for gem style elements, with the
938 default setting "off" (which means: no special EM style behaviour).
939 To fix older converted levels, this flag is set to "on" for pre-2.0
940 levels that are neither contributed nor private levels.
942 2002-03-20 src/files.h
943 * Corrected settings for "level.game_version" depending of level type.
944 (Contributed and private levels always get played with game engine
945 version they were created with, while converted levels always get
946 played with the most recent version of the game engine, to let new
947 corrections of the emulation behaviour take effect.)
949 2002-03-20 src/main.h
950 * Added "#include <time.h>". This seems to be needed by "tape.c" for
951 compiling the SDL version on some systems.
952 Thanks to the several people who pointed this out.
955 * Version number set to 2.0.2.
958 * Version 2.0.1 released.
960 2002-03-18 src/screens.c
961 * "HandleChooseLevel()": Small bug in level series navigation fixed.
963 2002-03-18 src/files.c [src/libgame/misc.c]
964 * Moved some common functions from src/files.c to src/libgame/misc.c.
966 2002-03-18 src/files.c [src/libgame/misc.c]
967 * Changed permissions for new directories and saved files (especially
968 score files) according to suggestions of Debian users and mantainers.
969 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
971 2002-03-17 src/files.c
972 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
973 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
974 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
975 for levels and "TAPE" for tapes). Old "cookie" style format is
976 still supported for reading. New level and tape files are written
979 * New IFF chunk "VERS" contains version numbers for file and game
980 (where "game version" is the version of the program that wrote the
981 file, and "file version" is a version number to distinguish files
982 with different format, for example after adding new features).
984 2002-03-15 src/screen.c
985 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
986 (Before, you heard a mixture of the in-game music and the
989 2002-03-14 src/events.c
990 * Function "DumpTape()" (files.c) now available by pressing 't' from
991 main menu (when in DEBUG mode).
993 2002-03-14 src/game.c
994 * "GameWon()": When game was won playing a tape, now there is no delay
995 raising the score and no corresponding sound is played.
997 2002-03-14 src/files.c
998 * Changed "LoadTape()" for real chunk support and also adjusted
999 "SaveTape()" accordingly.
1001 2002-03-14 src/game.c, src/tape.c, src/files.c
1002 * Important changes to tape format: The old tape format stored all
1003 actions with a real effect with a corresponding delay between the
1004 stored actions. This had some major disadvantages (for example,
1005 push delays had to be ignored, pressing a button for some seconds
1006 mutated to several single button presses because of the non-action
1007 delays between two action frames etc.). The new tape format just
1008 stupidly records all device actions and replays them later. I really
1009 don't know why I haven't solved it that way before?! Old-style tapes
1010 (with tape file version less than 2.0) get converted to the new
1011 format on-the-fly when loading and can therefore still be played;
1012 only some minor parts of the old-style tape handling code was needed.
1013 (A perfect conversion is not possible, because there is information
1014 missing about the device actions between two action frames.)
1016 2002-03-14 src/files.c
1017 * New function "DumpTape()" to dump the contents of the current tape
1018 in a human readable format.
1020 2002-03-14 src/game.c
1021 * Small tape bug fixed: When automatically advancing to next level
1022 after a game was won, the tape from the previous level still was
1023 loaded as a tape for the new level.
1025 2002-03-14 src/tape.c
1026 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1027 tape, cartoons did not get completely removed because
1028 StopAnimation() was not called.
1030 2002-03-13 src/files.c
1031 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1032 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1033 size even when using 16-bit elements). Added new chunk "CNT2" for
1034 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1035 chunk even when content was 16-bit element). "CNT2" should now be
1036 able to store content for arbitrary elements (up to eight blocks of
1037 3 x 3 element arrays). All "CNT2" elements will always be stored as
1038 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1040 2002-03-13 src/files.c
1041 * Changed "LoadLevel()" for real chunk support.
1043 2002-03-12 src/game.c
1044 * Fixed problem (introduced after 2.0.0 release) with penguins
1045 not getting killed by enemies
1047 2002-02-24 src/game.c, src/main.h
1048 * Added "player->is_moving"; now "player->last_move_dir" does
1049 not contain any information if the player is just moving at
1051 Before, "player->last_move_dir" was misused for this purpose
1052 for the robot stuff (robots don't kill players when they are
1053 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1054 broke tapes when walking through pipes!
1055 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1056 in a continuous movement. This fact is ignored for friends and