2 * fixed two bugs causing wrong door background graphics in system.c
3 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
6 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
7 * added "no direction" to "walkable/passable from" selectbox options
10 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
11 * in tape autoplay, not only report broken, but also missing tapes
14 * uploaded pre-release (test) version 3.2.0-2 binary and source code
17 * fixed small bug with "linear" animation not working for active lamp
20 * fixed bug with moving up despite gravity due to "block last field"
21 * fixed small bug with wrong draw offset when typing name in main menu
22 * when reading user names from "passwd", ignore data after first comma
23 * when creating new "levelinfo.conf", only write some selected entries
26 * fixed displaying "imported from/by" on preview with empty string
27 * fixed ignoring draw offset for fonts used for level preview texts
30 * fixed a delay problem with SDL and too many mouse motion events
31 * added setup option "skip levels" and level skipping functionality
34 * added move speed "not moving" for non-moving CEs, but with direction
37 * fixed mapping of obsolete element token names in "editorsetup.conf"
38 * fixed bug with sound "acid.splashing" treated as a loop sound
39 * fixed some little sound bugs in native EM engine
42 * fixed small bug when dragging scrollbars to end positions
45 * added editor element descriptions written by Aaron Davidson
48 * improved fallback handling when configured artwork is not available
49 (now using default artwork instead of exiting when files not found)
52 * fixed bug on level selection screen when dragging scrollbar
55 * fixed bug which caused broken tapes when appending to EM engine tapes
58 * uploaded pre-release (test) version 3.2.0-1 binary and source code
61 * added code to replace changed artwork config tokens with other tokens
62 (needed for backwards compatibility, so that older tokens still work)
65 * added native R'n'D graphics for some new EMC elements in EM engine
68 * fixed some bugs in the EM engine integration code
69 * changed EM engine code to allow diagonal movement
70 * changed EM engine code to allow use of separate snap and drop keys
73 * fixed some redraw bugs when using EM engine
76 * fixed bug with not converting RND levels which are set to use native
77 engine to native level structure when loading
80 * uploaded pre-release (test) version 3.2.0-0 binary and source code
83 * version number set to 3.2.0
86 * level data now reset to defaults after attempt to load invalid file
89 * added use of "editorsetup.conf" for different level sets
92 * added auto-detection for various types of Emerald Mine level files
95 * fixed bug with scrollbars getting too small when list is very large
98 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
101 * added most level editor configuration gadgets for new EMC elements
104 * added more element and graphic definitions for new EMC elements
107 * modified native EM engine to use integrated R'n'D sound system
110 * added SDL support to graphics functions in native EM engine
111 (by always using generic libgame interface functions)
114 * fixed bug in frame synchronization in native EM engine
117 * added code to convert levels between R'n'D and native EM engine
120 * new Emerald Mine engine can now play levels selected in main menu
123 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
124 (which creates scaled down graphics for level editor and preview);
125 there's still a memory leak somewhere in the artwork handling code
126 * added "scale image up" functionality to X11 version of zoom function
129 * first attempts to integrate new, native Emerald Mine Club engine
132 * fixed bug in gadget code which caused reset of CEs in level editor
133 (example: pressing 'b' [grab brush] on CE config page erased values)
134 (solution: check if gadgets in ClickOnGadget() are really mapped)
135 * improved level change detection in editor (settings now also checked)
136 * fixed bug with "can move into acid" and "don't collide with" state
139 * fixed maze runner style CEs to use the configured move delay value
142 * added Aaron Davidson's tutorial level set to the "Tutorials" section
145 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
146 * fixed the above fix because it broke level set "machine" (*sigh*)
147 * fixed random element placement in level editor to work as expected
148 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
151 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
154 * fixed bug (missing array boundary check) which caused broken tapes
155 * fixed bug (when loading level template) which caused broken levels
156 * fixed bug with new block last field code when using non-yellow player
159 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
160 * internal change of how the player blocks the last field when moving
161 * fixed blocking delay of last field for EM and SP style block delay
162 * fixed bug where the player had to wait for the usual move delay after
163 unsuccessfully trying to move, when he directly could move after that
164 * the last two changes should make original Supaplex level 93 solvable
165 * improved use of random number generator to make it less predictable
166 * fixed behaviour of slippery SP elements to let slip left, then right
169 * fixed bug with wrong door state after trying to quickload empty tape
170 * fixed waste of static memory usage of the binary, making it smaller
171 * fixed very little graphical bug in Supaplex explosion
174 * version number set to 3.1.1
177 * version 3.1.0 released
180 * fixed bug with crash when writing user levelinfo.conf the first time
183 * added option "convert LEVELDIR [NR]" to command line batch commands
184 * re-converted Supaplex levels to apply latest engine fixes
185 * changed "use graphic/sound of element" to "use graphic of element"
186 due to compatibility problems with some levels ("bug machine" etc.)
189 * fixed bug with CE change replacing player with same or other player
192 * fixed bug with opaque font in envelope with background graphic when
193 background graphic is not transparent itself
196 * added "gravity on" and "gravity off" ports for Supaplex compatibility
197 * corrected original Supaplex level loading code to use these new ports
198 * also corrected Supaplex loader to auto-count infotrons if set to zero
201 * fixed bug with missing initialization of "modified" flag for GEs
204 * fixed bug that caused endless recursion loop when relocating player
205 * fixed tape recorder bug in "step mode" when using "pause before end"
206 * fixed tape recorder bug when changing from "warp forward" mode
209 * fixed bug with "when touching" for pushed elements at last position
212 * fixed bug that caused two activated toolbox buttons in level editor
213 * fixed bug with exploding dynabomb under player due to other explosion
216 * fixed bug with creating walkable custom element under player (again)
217 * fixed bug with not copying explosion type when copying CEs in editor
218 * fixed graphical bug when drawing player in setup menu (input devices)
219 * fixed graphical bug when the player is pushing an accessible element
220 * fixed bug with classic switchable elements triggering CE changes
221 * fixed bug with entering/leaving walkable element in RelocatePlayer()
222 * fixed crash bug when CE leaves behind the trigger player element
225 * fixed bug with broken tubes after placing/exploding dynamite in them
226 * fixed bug with exploding dynamite under player due to other explosion
227 * fixed bug with not resetting push delay under certain circumstances
230 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
231 * added network multiplayer code for Windows (thanks to Niko Böhm)
234 * added option "reachable despite gravity" for gravity movement
235 * changed gravity movement of most classic walkable and passable
236 elements back to "not reachable" (for compatibility reasons)
239 * fixed (removed) "indestructible" / "can explode" dependency in editor
240 * fixed (removed) "accessible inside" / "protected" dependency
241 * fixed (removed) "step mode" / "shield time" dependency
244 * fixed dynabombs exploding now into anything diggable
245 * fixed Supaplex style gravity movement into buggy base now impossible
246 * added pressing key "space" as valid action to select menu options
249 * added "replace when walkable" to relocate player to walkable element
250 * added "enter"/"leave" event for elements affected by relocation
251 * fixed "direct"/"indirect" change order also for "when change" event
252 * fixed graphical bug when pushing things from elements walkable inside
255 * fixed graphic bug when player is snapping while moving in old levels
256 * fixed bug when a moving custom element leaves a player element behind
257 * fixed bug with mole not disappearing when moving into acid pool
258 * fixed bug with incomplete path setting when using "--basepath" option
259 * moving CE can now leave walkable elements behind under the player
260 * when relocating, player can be set on walkable element now
261 * fixed another gravity movement bug
264 * uploaded pre-release (test) version 3.1.0-2 binary and source code
267 * added "collectible" and "removable" to extended replacement types
268 (where "removable" replaces "diggable" and "collectible" elements)
269 * added "collectible & throwable" (to throw element to the next field)
270 * fixed bug with CEs digging elements that are just about to explode
271 * changed mouse cursor now always being visible when game is paused
274 * added possibility to push/press accessible elements from a side that
276 * fixed bug with not setting actual date when appending to tape
279 * fixed bug with incorrectly initialized custom element editor graphics
282 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
283 - number of levels corrected from 18 to 17 in "levelinfo.conf"
286 * fixed bug with destroyed robot wheel still attracting robots forever
287 * fixed bug with time gate switch deactivating after robot wheel time
288 (while the time gate itself is not affected by this misbehaviour)
289 * changed behaviour of BD style amoeba to always get blocked by player
290 (before it was different when there were non-BD elements in level)
291 * fixed bug with player destroying indestructable elements with shield
294 * added option to make growing elements grow into anything diggable
295 (for the various amoeba types, biomaze and "game of life")
298 * fixed bug with movable elements not moving after left behind by CEs
299 * changed gravity movement to anything diggable, not only sand/base
300 * optionally allowing passing to walkable element, not only empty space
301 * added option "can pass to walkable element" for players
302 * finally fixed gravity movement (hopefully)
305 * fixed bug with movable elements not moving anymore after falling down
308 * fixed another bug with custom elements digging and leaving elements
309 * fixed bug with "along left/right side" and automatic start direction
310 * trigger elements now also displayed when "more custom" deactivated
311 * fixed bug with clipboard element initialized when loading new level
312 * added option "drop delay" to set delay before dropping next element
315 * uploaded pre-release (test) version 3.1.0-1 binary and source code
318 * added copy and paste functions for custom change pages
319 * enhanced graphical display and functionality of tape recorder
320 * fixed bug with custom elements digging and leaving elements
323 * added move speed faster than "very fast" for custom elements
324 * fixed bug with 3+3 style explosions and missing border content
325 * fixed little bug when copying custom elements in the editor
326 * enhanced custom element changes by more side trigger actions
329 * added option "no scrolling when relocating" for instant teleporting
330 * uploaded pre-release (test) version 3.1.0-0 binary and source code
333 * added trigger element and trigger player to use as target elements
334 * added copy and paste functions for custom and group elements
337 * fixed graphical bug when displaying explosion animations
338 * fixed bug when appending to tapes, resulting in broken tapes
339 * re-recorded a few tapes broken by fixing gravity checking bug
342 * "can move into acid" property now for all elements independently
343 * "can fall into acid" property for player stored in same bitfield now
344 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
345 * version number set to 3.1.0 (finally!)
348 * changed tape recording to only record input, not programmed actions
351 * fixed totally broken (every 8th frame skipped) step-by-step recording
352 * fixed bug with requester not displayed when quick-loading interrupted
353 * added option "can fall into acid (with gravity)" for players
354 * fixed bug with player not falling when snapping down with gravity
357 * fixed bug which messed up key config when using keypad number keys
360 * fixed bug which allowed moving upwards even when gravity was active
361 * fixed bug with missing error handling when dumping levels or tapes
364 * added different colored editor graphics for Supaplex gravity tubes
367 * fixed bug that allowed solvable tapes for unsolvable levels
370 * use unlimited number of droppable elements when "count" set to zero
371 * added option to use step limit instead of time limit for level
374 * added player and change page as trigger for custom element change
377 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
380 * fixed bug with dark yamyam changing to acid when moving over acid
381 * fixed handling of levels with more than 999 seconds level time
382 (example: level 76 of "Denmine")
385 * "spring push bug" reintroduced as configurable element property
386 * fixed bug with missing properties for "mole"
387 * fixed bug that showed up when fixing the above "mole" properties bug
388 * added option "can move into acid" for all movable elements
389 * fixed graphical bug for elements moving into acid
390 * changed event handling to handle all pending events before going on
393 * fixed bug which caused all CE change pages to be ignored which had
394 the same change event, but used a different element side
395 (reported by Simon Forsberg)
397 * fixed bug which caused elements that can move and fall and that are
398 transported by a conveyor belt to continue moving into that direction
399 after leaving the conveyor belt, regardless of their own movement
400 type; only elements which can not move are transported now
401 (reported by Simon Forsberg)
403 * fixed bug which could cause an array overflow in RelocatePlayer()
404 (reported by Niko Böhm)
406 * changed Emerald Mine style "passable / over" elements to "protected"
407 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
409 * added new option to select from which side a "walkable/passable"
410 element can be entered
413 * added explosion and ignition delay for elements that can explode
416 * fixed bug which caused player not being protected against enemies
417 when a CE was "walkable / inside" and was not "indestructible"
418 * added "walkable/passable" fields to be "protected/unprotected"
419 against enemies, even if not accessible "inside" but "over/under"
422 * corrected move pattern to 32 bit and initial move direction to 8 bit
425 * added second custom element base configuration page
428 * added some special EMC mappings to Emerald Mine level loader
429 (also covering previously unknown element in level 0 of "Bondmine 8")
432 * added option to block last field when player is moving (for Supaplex)
433 * adjusted push delay of Supaplex elements
434 * removed delays for envelopes etc. when replaying with maximum speed
435 * fixed bug when dropping element on a field that just changed to empty
438 * fixed bug: infotrons can now smash yellow disks
439 * fixed bug: when gravity active, port above player can now be entered
440 * removed "one white dot" mouse pointer which irritated some people
443 * added "choice type" for group element selection
446 * fixed bug with initial invulnerability of non-yellow player
449 * added level loader for loading native Supaplex packed levels
450 (including multi-part levels like the "splvls99" levels)
453 * fixed bug which allowed creating emeralds by escaping explosions
456 * custom elements can change (limited) or leave (unlimited) elements
457 * finally added multiple matches using group elements
458 * added shortcut to dump brush (type ":DB" in editor) for use in forum
461 * added new start movement type "previous" for continued CE movement
462 * added new start movement type "random" for random CE movement start
465 * added new element "sokoban_field_player" needed for Sokoban levels
466 (thanks to Ed Booker for pointing this out!)
469 * added elements that can be digged or left behind by custom elements
472 * added group elements for multiple matches and random element creation
475 * fixed some graphical errors displayed in old levels
478 * fixed wrong double speed movement after passing closing gates
481 * added level loader for loading native Emerald Mine levels
484 * changes for "shooting" style CE movement
487 * Happy New Year! ;-)
490 * changed default snap/drop keys from left/right Shift to Control keys
493 * fixed bug with dead player getting reanimated from custom element
496 * fixed bug with wrong penguin graphics (when entering exit)
499 * fixed bug with wrong "Murphy" graphics (when digging etc.)
502 * version number set to 3.0.9
505 * version 3.0.8 released
508 * added function checked_free()
511 * fixed bug with double nut cracking sound
512 (by eliminating "default element action sound" assignment in init.c)
515 * fixed crash when no music info files are available
518 * fixed boring and sleeping sounds
521 * added "maze runner" and "maze hunter" movement types
522 * added extended collision conditions for custom elements
525 * added warnings for undefined token values in artwork config files
528 * added menu entry for level set information to the info screen
531 * fixed bug with wrong default impact sound for colored emeralds
534 * added several sub-screens for the info screen
535 * menu text now also clickable (not only blue/red sphere left of it)
538 * added configurable "bored" and "sleeping" animations for the player
539 * added "awakening" sound for player when waking up after sleeping
542 * added "copy" and "exchange" functions for custom elements to editor
545 * added configurable element animations for info screen
548 * added configurable music credits for info screen
551 * finally fixed tape recording when player is created from CE change
554 * added "editorsetup.conf" for editor element list configuration
557 * added "musicinfo.conf" for menu and level music configuration
560 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
561 (that only showed up on Linux, but not on Windows systems)
564 * fixed turning movement of butterflies and fireflies (no frame reset)
565 * enhanced sniksnak turning movement (two steps instead of only one)
568 * version number set to 3.0.8
571 * version 3.0.7 released
574 * fixed reset of player animation frame when, for example,
575 walking, digging or collecting share the same animation
576 * fixed CE with "deadly when touching" exploding when touching amoeba
579 * fixed tape recording when player is created from CE element change
582 * introduced "turning..." action graphic for elements with move delay
583 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
584 * added turning animations for bug, spaceship and sniksnak
587 * prevent "extended" changed elements from delay change in same frame
590 * fixed bug when pushing element that can move away to the side
591 (like pushing falling elements, but now with moving elements)
594 * finally fixed serious bug in code for delayed element pushing (again)
597 * unavailable setup options now marked as "n/a" instead of "off"
598 * new boolean directive "latest_engine" for "levelinfo.conf": when set
599 to "true", levels are always played with the latest game engine,
600 which is desired for levels that are imported from other games; all
601 other levels are played with the engine version stored in level file
602 (which is normally the engine version the level was created with)
605 * fixed serious bug in code for delayed element pushing
606 * fixed little bug in animation frame selection for pushed elements
607 * speed-up of reading config file for verbose output
610 * added configuration option for opening and closing Supaplex exit
611 * added configuration option for moving up/down animation for Murphy
612 * fixed incorrectly displayed animation for attacking dragon
613 * fixed bug with not setting initial gravity for each new game
614 * fixed bug with teleportation of player by custom element change
615 * fixed bug with player not getting smashed by rock sometimes
618 * version number set to 3.0.7
621 * version 3.0.6 released
624 * added support for MP3 music for SDL version through SMPEG library
627 * fixed bug when initializing font graphic structure
628 * fixed bug with animation mode "pingpong" when using only 1 frame
629 * fixed bug with extended change target introduced in 3.0.5
630 * fixed bug where passing over moving element doubles player speed
631 * fixed bug with elements continuing to move into push direction
632 * fixed bug with duplicated player when dropping bomb with shield on
633 * added "switching" event for custom elements ("pressing" only once)
634 * fixed switching bug (resetting flag when not switching but not idle)
637 * fixed element tokens for certain file elements with ".active" etc.
640 * version number set to 3.0.6
643 * version 3.0.5 released
646 * now four envelope elements available
647 * font, background, animation and sound for envelope now configurable
648 * main menu doors opening/closing animation type now configurable
651 * active/inactive sides configurable for custom element changes
652 * new movement type "move when pushed" available for custom elements
655 * fixed bug in multiple config pages loader code that caused crashes
658 * enhanced (remaining low-resolution) Supaplex graphics
661 * version number set to 3.0.5
664 * version 3.0.4 released
666 2003-09-12 src/tools.c
667 * fixed bug in custom definition of crumbled element graphics
669 2003-09-11 src/files.c
670 * fixed bug in multiple config pages code that caused crashes
673 * version number set to 3.0.4
676 * version 3.0.3 released
679 * added music to Supaplex classic level set
681 2003-09-07 src/libgame/misc.c
682 * added support for loading various music formats through SDL_mixer
684 2003-09-06 (various source files)
685 * fixed several nasty bugs that may have caused crashes on some systems
686 * added envelope content which gets displayed when collecting envelope
687 * added multiple change event pages for custom elements
689 2003-08-24 src/game.c
690 * fixed problem with player animation when snapping and moving
692 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
693 * fixed problem with flickering when drawing toon animations
695 2003-08-23 src/libgame/sdl.c
696 * fixed problem with setting mouse cursor in SDL version in fullscreen
698 2003-08-23 src/game.c
699 * fixed bug (missing array boundary check) which could crash the game
702 * version number set to 3.0.3
705 * version 3.0.2 released
707 2003-08-21 src/game.c
708 * fixed bug with creating inaccessible elements at player position
710 2003-08-20 src/init.c
711 * fixed bug with not finding current level artwork directory
713 2003-08-20 src/files.c
714 * fixed bug with choosing wrong engine version when playing tapes
715 * fixed bug with messing up custom element properties in 3.0.0 levels
718 * version number set to 3.0.2
721 * version 3.0.1 released
723 2003-08-17 (no source files affected)
724 * changed all "classic" PCX image files with 16 colors or less to
725 256 color (8 bit) storage format, because the Allegro game library
726 cannot handle PCX files with less than 256 colors (contributed
727 graphics are not affected and might look wrong in the DOS version)
729 2003-08-16 src/init.c
730 * fixed bug which (for example) crashed the level editor when defining
731 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
732 (only set to default) -- invalid graphics now set to default graphic
734 2003-08-16 src/init.c
735 * fixed graphical bug of player digging/collecting/snapping element
736 when no corresponding graphic/animation is defined for this action,
737 resulting in player being drawn as EL_EMPTY (which should only be
738 done to elements being collected, but not to the player)
740 2003-08-16 src/game.c
741 * fixed small graphical bug of player not totally moving into exit
743 2003-08-16 src/libgame/setup.c
744 * fixed bug with wrong MS-DOS 8.3 filename conversion
746 2003-08-16 src/tools.c
747 * fixed bug with invisible mouse cursor when pressing ESC while playing
749 2003-08-16 (various source files)
750 * added another 128 custom elements (disabled in editor by default)
752 2003-08-16 src/editor.c
753 * fixed NULL string bug causing Solaris to crash in sprintf()
755 2003-08-16 src/screen.c
756 * fixed drawing over scrollbar on level selection with custom fonts
758 2003-08-15 src/game.c
759 * cleanup of simple sounds / loop sounds / music settings
761 2003-08-08 (various source files)
762 * added custom element property for dropping collected elements
764 2003-08-08 src/conf_gfx.c
765 * fixed bug with missing graphic for active red disk bomb
767 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
768 * extended variable "level.gravity" to "level.initial_gravity" and
769 "game.current_gravity" to prevent level setting from being changed
770 by playing the level (keeping the runtime value after playing)
772 * fixed graphics bug when digging element that has 'crumbled' graphic
773 definition, but not 'diggable' graphic definition
776 * version number set to 3.0.1
779 * version 3.0.0 released
782 * various bug fixes; among others:
783 - fixed bug with pushing spring over empty space
784 - fixed bug with leaving tube while placing dynamite
785 - fixed bug with explosion of smashed penguins
786 - allow Murphy player graphic in levels with non-Supaplex elements
790 * I have forgotten to document changes for some time
793 * pre-release version 2.2.0rc1 released
796 * version number set to 2.1.2
799 * version 2.1.1 released
802 * version number set to 2.1.1
805 * version 2.1.0 released
808 * version number set to 2.1.0
810 2002-04-03 to 2002-05-19 (various source files)
811 * graphics, sounds and music now fully configurable
812 * bug fixed that prevented walking through tubes when gravity on
814 2002-04-02 src/events.c, src/editor.c
815 * Make Escape key less aggressive when playing or when editing level.
816 This can be configured as an option in the setup menu. (Default is
817 "less aggressive" which means "ask user if something can be lost"
818 when pressing the Escape key.)
820 2002-04-02 src/screen.c
821 * Added "graphics setup" screen.
823 2002-04-01 src/screen.c
824 * Changed "choose level" setup screen stuff to be more generic (to
825 make it easier to add more "choose from generic tree" setup screens).
827 2002-04-01 src/config.c, src/timestamp.h
828 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
829 automatically gets created by "src/Makefile" and contains an actual
830 compile-time timestamp to identify development versions of the game).
832 2002-03-31 src/tape.c, src/events.c
833 * Added quick game/tape save/load functions to tape stuff which can be
834 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
835 loads previously recorded tape and directly goes into recording mode
836 from the end of the tape (therefore appending to the tape).
838 2002-03-31 src/tape.c
839 * Added "index mark" function to tape recorder. When playing or
840 recording, "eject" button changes to "index" button. Setting index
841 mark is not yet implemented, but pressing index button when playing
842 allows very quick advancing to end of tape (when normal playing),
843 very fast forward mode (when playing with normal fast forward) or
844 very fast reaching of "pause before end of tape" (when playing with
845 "pause before end" playing mode).
847 2002-03-30 src/cartoons.c
848 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
850 2002-03-29 src/screen.c
851 * Changed setup screen stuff to be more generic (to make it easier
852 to add more setup screens).
854 2002-03-23 src/main.c, src/main.h
855 * Various changes due to the introduction of the new libgame files
856 "setup.c" and "joystick.c".
858 2002-03-23 src/files.c
859 * Generic parts of "src/files.c" (mainly setup and level directory
860 stuff) moved to new libgame file "src/libgame/setup.c".
862 2002-03-23 src/joystick.c
863 * File "src/joystick.c" moved to libgame source tree, with
864 correspondig changes.
866 2002-03-22 src/screens.c
867 * "HandleChooseLevel()": Another bug in level series navigation fixed.
868 (Wrong level series information displayed when entering main group.)
870 2002-03-22 src/editor.c
871 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
873 2002-03-22 src/editor.c
874 * Changed behaviour of "Escape" key in level editor to be more
875 intuitive: When in "Element Properties" or "Level Info" mode,
876 return to "Drawing Mode" instead of leaving the level editor.
878 2002-03-21 src/game.c, src/editor.c, src/files.c
879 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
880 gems (emeralds, diamonds, ...) slipping down from normal wall,
881 steel wall and growing wall (as in E.M.C. style levels). Although
882 the behaviour of contributed and private levels wasn't changed (due
883 to the use of "level.game_version"; see previous entry), editing
884 those levels will (of course) change the behaviour accordingly.
886 This change seems a bit too hard after thinking about it, because
887 the EM style behaviour is not the "expected" behaviour (gems would
888 normally only slip down from "rounded" walls). Therefore this was
889 now changed to an element property for gem style elements, with the
890 default setting "off" (which means: no special EM style behaviour).
891 To fix older converted levels, this flag is set to "on" for pre-2.0
892 levels that are neither contributed nor private levels.
894 2002-03-20 src/files.h
895 * Corrected settings for "level.game_version" depending of level type.
896 (Contributed and private levels always get played with game engine
897 version they were created with, while converted levels always get
898 played with the most recent version of the game engine, to let new
899 corrections of the emulation behaviour take effect.)
901 2002-03-20 src/main.h
902 * Added "#include <time.h>". This seems to be needed by "tape.c" for
903 compiling the SDL version on some systems.
904 Thanks to the several people who pointed this out.
907 * Version number set to 2.0.2.
910 * Version 2.0.1 released.
912 2002-03-18 src/screens.c
913 * "HandleChooseLevel()": Small bug in level series navigation fixed.
915 2002-03-18 src/files.c [src/libgame/misc.c]
916 * Moved some common functions from src/files.c to src/libgame/misc.c.
918 2002-03-18 src/files.c [src/libgame/misc.c]
919 * Changed permissions for new directories and saved files (especially
920 score files) according to suggestions of Debian users and mantainers.
921 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
923 2002-03-17 src/files.c
924 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
925 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
926 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
927 for levels and "TAPE" for tapes). Old "cookie" style format is
928 still supported for reading. New level and tape files are written
931 * New IFF chunk "VERS" contains version numbers for file and game
932 (where "game version" is the version of the program that wrote the
933 file, and "file version" is a version number to distinguish files
934 with different format, for example after adding new features).
936 2002-03-15 src/screen.c
937 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
938 (Before, you heard a mixture of the in-game music and the
941 2002-03-14 src/events.c
942 * Function "DumpTape()" (files.c) now available by pressing 't' from
943 main menu (when in DEBUG mode).
945 2002-03-14 src/game.c
946 * "GameWon()": When game was won playing a tape, now there is no delay
947 raising the score and no corresponding sound is played.
949 2002-03-14 src/files.c
950 * Changed "LoadTape()" for real chunk support and also adjusted
951 "SaveTape()" accordingly.
953 2002-03-14 src/game.c, src/tape.c, src/files.c
954 * Important changes to tape format: The old tape format stored all
955 actions with a real effect with a corresponding delay between the
956 stored actions. This had some major disadvantages (for example,
957 push delays had to be ignored, pressing a button for some seconds
958 mutated to several single button presses because of the non-action
959 delays between two action frames etc.). The new tape format just
960 stupidly records all device actions and replays them later. I really
961 don't know why I haven't solved it that way before?! Old-style tapes
962 (with tape file version less than 2.0) get converted to the new
963 format on-the-fly when loading and can therefore still be played;
964 only some minor parts of the old-style tape handling code was needed.
965 (A perfect conversion is not possible, because there is information
966 missing about the device actions between two action frames.)
968 2002-03-14 src/files.c
969 * New function "DumpTape()" to dump the contents of the current tape
970 in a human readable format.
972 2002-03-14 src/game.c
973 * Small tape bug fixed: When automatically advancing to next level
974 after a game was won, the tape from the previous level still was
975 loaded as a tape for the new level.
977 2002-03-14 src/tape.c
978 * Small graphical bug fixed: When pressing ""Record" or "Play" on
979 tape, cartoons did not get completely removed because
980 StopAnimation() was not called.
982 2002-03-13 src/files.c
983 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
984 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
985 size even when using 16-bit elements). Added new chunk "CNT2" for
986 16-bit amoeba content (previously written in 8-bit field in "HEAD"
987 chunk even when content was 16-bit element). "CNT2" should now be
988 able to store content for arbitrary elements (up to eight blocks of
989 3 x 3 element arrays). All "CNT2" elements will always be stored as
990 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
992 2002-03-13 src/files.c
993 * Changed "LoadLevel()" for real chunk support.
995 2002-03-12 src/game.c
996 * Fixed problem (introduced after 2.0.0 release) with penguins
997 not getting killed by enemies
999 2002-02-24 src/game.c, src/main.h
1000 * Added "player->is_moving"; now "player->last_move_dir" does
1001 not contain any information if the player is just moving at
1003 Before, "player->last_move_dir" was misused for this purpose
1004 for the robot stuff (robots don't kill players when they are
1005 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1006 broke tapes when walking through pipes!
1007 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1008 in a continuous movement. This fact is ignored for friends and