2 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
5 * version number temporarily set to 3.1.1 (intermediate bugfix release)
6 * version 3.1.1 released
9 * changed some va_arg() arguments from 'long' to 'int', fixing problems
10 on 64-bit architecture systems with LP64 data model
13 * fixed bug with bombs not exploding when hitting the last level line
14 (introduced after the release of 3.1.0)
17 * added support for dumping small-sized level sketches from editor
20 * added recognition of "trigger element" for "change digged element to"
21 (this is not really what the "trigger element" was made for, but its
22 use may seem obvious for leaving back digged elements unchanged)
25 * fixed multiple warnings about failed joystick device initialization
28 * fixed bug with dynamite dropped on top of just dropped custom element
29 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
30 dynamite can still be dropped, but drop key must be released before
33 * fixed bug with wrong start directory when started from file browser
34 (due to this bug, R'n'D could not be started from KDE's Konqueror)
37 * fixed bug causing "change when impact" on player not working
38 * fixed wrong priority of "hitting something" over "hitting <element>"
39 * fixed wrong priority of "hit by something" over "hit by <element>"
42 * fixed graphical bug which caused the player (being Murphy) to show
43 collecting animations although the element was collected by penguin
46 * fixed two bugs causing wrong door background graphics in system.c
47 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
50 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
51 * added "no direction" to "walkable/passable from" selectbox options
54 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
55 * in tape autoplay, not only report broken, but also missing tapes
58 * uploaded pre-release (test) version 3.2.0-2 binary and source code
61 * fixed small bug with "linear" animation not working for active lamp
64 * fixed bug with moving up despite gravity due to "block last field"
65 * fixed small bug with wrong draw offset when typing name in main menu
66 * when reading user names from "passwd", ignore data after first comma
67 * when creating new "levelinfo.conf", only write some selected entries
70 * fixed displaying "imported from/by" on preview with empty string
71 * fixed ignoring draw offset for fonts used for level preview texts
74 * fixed a delay problem with SDL and too many mouse motion events
75 * added setup option "skip levels" and level skipping functionality
78 * added move speed "not moving" for non-moving CEs, but with direction
81 * fixed mapping of obsolete element token names in "editorsetup.conf"
82 * fixed bug with sound "acid.splashing" treated as a loop sound
83 * fixed some little sound bugs in native EM engine
86 * fixed small bug when dragging scrollbars to end positions
89 * added editor element descriptions written by Aaron Davidson
92 * improved fallback handling when configured artwork is not available
93 (now using default artwork instead of exiting when files not found)
96 * fixed bug on level selection screen when dragging scrollbar
99 * fixed bug which caused broken tapes when appending to EM engine tapes
102 * uploaded pre-release (test) version 3.2.0-1 binary and source code
105 * added code to replace changed artwork config tokens with other tokens
106 (needed for backwards compatibility, so that older tokens still work)
109 * added native R'n'D graphics for some new EMC elements in EM engine
112 * fixed some bugs in the EM engine integration code
113 * changed EM engine code to allow diagonal movement
114 * changed EM engine code to allow use of separate snap and drop keys
117 * fixed some redraw bugs when using EM engine
120 * fixed bug with not converting RND levels which are set to use native
121 engine to native level structure when loading
124 * uploaded pre-release (test) version 3.2.0-0 binary and source code
127 * version number set to 3.2.0
130 * level data now reset to defaults after attempt to load invalid file
133 * added use of "editorsetup.conf" for different level sets
136 * added auto-detection for various types of Emerald Mine level files
139 * fixed bug with scrollbars getting too small when list is very large
142 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
145 * added most level editor configuration gadgets for new EMC elements
148 * added more element and graphic definitions for new EMC elements
151 * modified native EM engine to use integrated R'n'D sound system
154 * added SDL support to graphics functions in native EM engine
155 (by always using generic libgame interface functions)
158 * fixed bug in frame synchronization in native EM engine
161 * added code to convert levels between R'n'D and native EM engine
164 * new Emerald Mine engine can now play levels selected in main menu
167 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
168 (which creates scaled down graphics for level editor and preview);
169 there's still a memory leak somewhere in the artwork handling code
170 * added "scale image up" functionality to X11 version of zoom function
173 * first attempts to integrate new, native Emerald Mine Club engine
176 * fixed bug in gadget code which caused reset of CEs in level editor
177 (example: pressing 'b' [grab brush] on CE config page erased values)
178 (solution: check if gadgets in ClickOnGadget() are really mapped)
179 * improved level change detection in editor (settings now also checked)
180 * fixed bug with "can move into acid" and "don't collide with" state
183 * fixed maze runner style CEs to use the configured move delay value
186 * added Aaron Davidson's tutorial level set to the "Tutorials" section
189 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
190 * fixed the above fix because it broke level set "machine" (*sigh*)
191 * fixed random element placement in level editor to work as expected
192 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
195 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
198 * fixed bug (missing array boundary check) which caused broken tapes
199 * fixed bug (when loading level template) which caused broken levels
200 * fixed bug with new block last field code when using non-yellow player
203 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
204 * internal change of how the player blocks the last field when moving
205 * fixed blocking delay of last field for EM and SP style block delay
206 * fixed bug where the player had to wait for the usual move delay after
207 unsuccessfully trying to move, when he directly could move after that
208 * the last two changes should make original Supaplex level 93 solvable
209 * improved use of random number generator to make it less predictable
210 * fixed behaviour of slippery SP elements to let slip left, then right
213 * fixed bug with wrong door state after trying to quickload empty tape
214 * fixed waste of static memory usage of the binary, making it smaller
215 * fixed very little graphical bug in Supaplex explosion
218 * version number set to 3.1.1
221 * version 3.1.0 released
224 * fixed bug with crash when writing user levelinfo.conf the first time
227 * added option "convert LEVELDIR [NR]" to command line batch commands
228 * re-converted Supaplex levels to apply latest engine fixes
229 * changed "use graphic/sound of element" to "use graphic of element"
230 due to compatibility problems with some levels ("bug machine" etc.)
233 * fixed bug with CE change replacing player with same or other player
236 * fixed bug with opaque font in envelope with background graphic when
237 background graphic is not transparent itself
240 * added "gravity on" and "gravity off" ports for Supaplex compatibility
241 * corrected original Supaplex level loading code to use these new ports
242 * also corrected Supaplex loader to auto-count infotrons if set to zero
245 * fixed bug with missing initialization of "modified" flag for GEs
248 * fixed bug that caused endless recursion loop when relocating player
249 * fixed tape recorder bug in "step mode" when using "pause before end"
250 * fixed tape recorder bug when changing from "warp forward" mode
253 * fixed bug with "when touching" for pushed elements at last position
256 * fixed bug that caused two activated toolbox buttons in level editor
257 * fixed bug with exploding dynabomb under player due to other explosion
260 * fixed bug with creating walkable custom element under player (again)
261 * fixed bug with not copying explosion type when copying CEs in editor
262 * fixed graphical bug when drawing player in setup menu (input devices)
263 * fixed graphical bug when the player is pushing an accessible element
264 * fixed bug with classic switchable elements triggering CE changes
265 * fixed bug with entering/leaving walkable element in RelocatePlayer()
266 * fixed crash bug when CE leaves behind the trigger player element
269 * fixed bug with broken tubes after placing/exploding dynamite in them
270 * fixed bug with exploding dynamite under player due to other explosion
271 * fixed bug with not resetting push delay under certain circumstances
274 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
275 * added network multiplayer code for Windows (thanks to Niko Böhm)
278 * added option "reachable despite gravity" for gravity movement
279 * changed gravity movement of most classic walkable and passable
280 elements back to "not reachable" (for compatibility reasons)
283 * fixed (removed) "indestructible" / "can explode" dependency in editor
284 * fixed (removed) "accessible inside" / "protected" dependency
285 * fixed (removed) "step mode" / "shield time" dependency
288 * fixed dynabombs exploding now into anything diggable
289 * fixed Supaplex style gravity movement into buggy base now impossible
290 * added pressing key "space" as valid action to select menu options
293 * added "replace when walkable" to relocate player to walkable element
294 * added "enter"/"leave" event for elements affected by relocation
295 * fixed "direct"/"indirect" change order also for "when change" event
296 * fixed graphical bug when pushing things from elements walkable inside
299 * fixed graphic bug when player is snapping while moving in old levels
300 * fixed bug when a moving custom element leaves a player element behind
301 * fixed bug with mole not disappearing when moving into acid pool
302 * fixed bug with incomplete path setting when using "--basepath" option
303 * moving CE can now leave walkable elements behind under the player
304 * when relocating, player can be set on walkable element now
305 * fixed another gravity movement bug
308 * uploaded pre-release (test) version 3.1.0-2 binary and source code
311 * added "collectible" and "removable" to extended replacement types
312 (where "removable" replaces "diggable" and "collectible" elements)
313 * added "collectible & throwable" (to throw element to the next field)
314 * fixed bug with CEs digging elements that are just about to explode
315 * changed mouse cursor now always being visible when game is paused
318 * added possibility to push/press accessible elements from a side that
320 * fixed bug with not setting actual date when appending to tape
323 * fixed bug with incorrectly initialized custom element editor graphics
326 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
327 - number of levels corrected from 18 to 17 in "levelinfo.conf"
330 * fixed bug with destroyed robot wheel still attracting robots forever
331 * fixed bug with time gate switch deactivating after robot wheel time
332 (while the time gate itself is not affected by this misbehaviour)
333 * changed behaviour of BD style amoeba to always get blocked by player
334 (before it was different when there were non-BD elements in level)
335 * fixed bug with player destroying indestructable elements with shield
338 * added option to make growing elements grow into anything diggable
339 (for the various amoeba types, biomaze and "game of life")
342 * fixed bug with movable elements not moving after left behind by CEs
343 * changed gravity movement to anything diggable, not only sand/base
344 * optionally allowing passing to walkable element, not only empty space
345 * added option "can pass to walkable element" for players
346 * finally fixed gravity movement (hopefully)
349 * fixed bug with movable elements not moving anymore after falling down
352 * fixed another bug with custom elements digging and leaving elements
353 * fixed bug with "along left/right side" and automatic start direction
354 * trigger elements now also displayed when "more custom" deactivated
355 * fixed bug with clipboard element initialized when loading new level
356 * added option "drop delay" to set delay before dropping next element
359 * uploaded pre-release (test) version 3.1.0-1 binary and source code
362 * added copy and paste functions for custom change pages
363 * enhanced graphical display and functionality of tape recorder
364 * fixed bug with custom elements digging and leaving elements
367 * added move speed faster than "very fast" for custom elements
368 * fixed bug with 3+3 style explosions and missing border content
369 * fixed little bug when copying custom elements in the editor
370 * enhanced custom element changes by more side trigger actions
373 * added option "no scrolling when relocating" for instant teleporting
374 * uploaded pre-release (test) version 3.1.0-0 binary and source code
377 * added trigger element and trigger player to use as target elements
378 * added copy and paste functions for custom and group elements
381 * fixed graphical bug when displaying explosion animations
382 * fixed bug when appending to tapes, resulting in broken tapes
383 * re-recorded a few tapes broken by fixing gravity checking bug
386 * "can move into acid" property now for all elements independently
387 * "can fall into acid" property for player stored in same bitfield now
388 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
389 * version number set to 3.1.0 (finally!)
392 * changed tape recording to only record input, not programmed actions
395 * fixed totally broken (every 8th frame skipped) step-by-step recording
396 * fixed bug with requester not displayed when quick-loading interrupted
397 * added option "can fall into acid (with gravity)" for players
398 * fixed bug with player not falling when snapping down with gravity
401 * fixed bug which messed up key config when using keypad number keys
404 * fixed bug which allowed moving upwards even when gravity was active
405 * fixed bug with missing error handling when dumping levels or tapes
408 * added different colored editor graphics for Supaplex gravity tubes
411 * fixed bug that allowed solvable tapes for unsolvable levels
414 * use unlimited number of droppable elements when "count" set to zero
415 * added option to use step limit instead of time limit for level
418 * added player and change page as trigger for custom element change
421 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
424 * fixed bug with dark yamyam changing to acid when moving over acid
425 * fixed handling of levels with more than 999 seconds level time
426 (example: level 76 of "Denmine")
429 * "spring push bug" reintroduced as configurable element property
430 * fixed bug with missing properties for "mole"
431 * fixed bug that showed up when fixing the above "mole" properties bug
432 * added option "can move into acid" for all movable elements
433 * fixed graphical bug for elements moving into acid
434 * changed event handling to handle all pending events before going on
437 * fixed bug which caused all CE change pages to be ignored which had
438 the same change event, but used a different element side
439 (reported by Simon Forsberg)
441 * fixed bug which caused elements that can move and fall and that are
442 transported by a conveyor belt to continue moving into that direction
443 after leaving the conveyor belt, regardless of their own movement
444 type; only elements which can not move are transported now
445 (reported by Simon Forsberg)
447 * fixed bug which could cause an array overflow in RelocatePlayer()
448 (reported by Niko Böhm)
450 * changed Emerald Mine style "passable / over" elements to "protected"
451 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
453 * added new option to select from which side a "walkable/passable"
454 element can be entered
457 * added explosion and ignition delay for elements that can explode
460 * fixed bug which caused player not being protected against enemies
461 when a CE was "walkable / inside" and was not "indestructible"
462 * added "walkable/passable" fields to be "protected/unprotected"
463 against enemies, even if not accessible "inside" but "over/under"
466 * corrected move pattern to 32 bit and initial move direction to 8 bit
469 * added second custom element base configuration page
472 * added some special EMC mappings to Emerald Mine level loader
473 (also covering previously unknown element in level 0 of "Bondmine 8")
476 * added option to block last field when player is moving (for Supaplex)
477 * adjusted push delay of Supaplex elements
478 * removed delays for envelopes etc. when replaying with maximum speed
479 * fixed bug when dropping element on a field that just changed to empty
482 * fixed bug: infotrons can now smash yellow disks
483 * fixed bug: when gravity active, port above player can now be entered
484 * removed "one white dot" mouse pointer which irritated some people
487 * added "choice type" for group element selection
490 * fixed bug with initial invulnerability of non-yellow player
493 * added level loader for loading native Supaplex packed levels
494 (including multi-part levels like the "splvls99" levels)
497 * fixed bug which allowed creating emeralds by escaping explosions
500 * custom elements can change (limited) or leave (unlimited) elements
501 * finally added multiple matches using group elements
502 * added shortcut to dump brush (type ":DB" in editor) for use in forum
505 * added new start movement type "previous" for continued CE movement
506 * added new start movement type "random" for random CE movement start
509 * added new element "sokoban_field_player" needed for Sokoban levels
510 (thanks to Ed Booker for pointing this out!)
513 * added elements that can be digged or left behind by custom elements
516 * added group elements for multiple matches and random element creation
519 * fixed some graphical errors displayed in old levels
522 * fixed wrong double speed movement after passing closing gates
525 * added level loader for loading native Emerald Mine levels
528 * changes for "shooting" style CE movement
531 * Happy New Year! ;-)
534 * changed default snap/drop keys from left/right Shift to Control keys
537 * fixed bug with dead player getting reanimated from custom element
540 * fixed bug with wrong penguin graphics (when entering exit)
543 * fixed bug with wrong "Murphy" graphics (when digging etc.)
546 * version number set to 3.0.9
549 * version 3.0.8 released
552 * added function checked_free()
555 * fixed bug with double nut cracking sound
556 (by eliminating "default element action sound" assignment in init.c)
559 * fixed crash when no music info files are available
562 * fixed boring and sleeping sounds
565 * added "maze runner" and "maze hunter" movement types
566 * added extended collision conditions for custom elements
569 * added warnings for undefined token values in artwork config files
572 * added menu entry for level set information to the info screen
575 * fixed bug with wrong default impact sound for colored emeralds
578 * added several sub-screens for the info screen
579 * menu text now also clickable (not only blue/red sphere left of it)
582 * added configurable "bored" and "sleeping" animations for the player
583 * added "awakening" sound for player when waking up after sleeping
586 * added "copy" and "exchange" functions for custom elements to editor
589 * added configurable element animations for info screen
592 * added configurable music credits for info screen
595 * finally fixed tape recording when player is created from CE change
598 * added "editorsetup.conf" for editor element list configuration
601 * added "musicinfo.conf" for menu and level music configuration
604 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
605 (that only showed up on Linux, but not on Windows systems)
608 * fixed turning movement of butterflies and fireflies (no frame reset)
609 * enhanced sniksnak turning movement (two steps instead of only one)
612 * version number set to 3.0.8
615 * version 3.0.7 released
618 * fixed reset of player animation frame when, for example,
619 walking, digging or collecting share the same animation
620 * fixed CE with "deadly when touching" exploding when touching amoeba
623 * fixed tape recording when player is created from CE element change
626 * introduced "turning..." action graphic for elements with move delay
627 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
628 * added turning animations for bug, spaceship and sniksnak
631 * prevent "extended" changed elements from delay change in same frame
634 * fixed bug when pushing element that can move away to the side
635 (like pushing falling elements, but now with moving elements)
638 * finally fixed serious bug in code for delayed element pushing (again)
641 * unavailable setup options now marked as "n/a" instead of "off"
642 * new boolean directive "latest_engine" for "levelinfo.conf": when set
643 to "true", levels are always played with the latest game engine,
644 which is desired for levels that are imported from other games; all
645 other levels are played with the engine version stored in level file
646 (which is normally the engine version the level was created with)
649 * fixed serious bug in code for delayed element pushing
650 * fixed little bug in animation frame selection for pushed elements
651 * speed-up of reading config file for verbose output
654 * added configuration option for opening and closing Supaplex exit
655 * added configuration option for moving up/down animation for Murphy
656 * fixed incorrectly displayed animation for attacking dragon
657 * fixed bug with not setting initial gravity for each new game
658 * fixed bug with teleportation of player by custom element change
659 * fixed bug with player not getting smashed by rock sometimes
662 * version number set to 3.0.7
665 * version 3.0.6 released
668 * added support for MP3 music for SDL version through SMPEG library
671 * fixed bug when initializing font graphic structure
672 * fixed bug with animation mode "pingpong" when using only 1 frame
673 * fixed bug with extended change target introduced in 3.0.5
674 * fixed bug where passing over moving element doubles player speed
675 * fixed bug with elements continuing to move into push direction
676 * fixed bug with duplicated player when dropping bomb with shield on
677 * added "switching" event for custom elements ("pressing" only once)
678 * fixed switching bug (resetting flag when not switching but not idle)
681 * fixed element tokens for certain file elements with ".active" etc.
684 * version number set to 3.0.6
687 * version 3.0.5 released
690 * now four envelope elements available
691 * font, background, animation and sound for envelope now configurable
692 * main menu doors opening/closing animation type now configurable
695 * active/inactive sides configurable for custom element changes
696 * new movement type "move when pushed" available for custom elements
699 * fixed bug in multiple config pages loader code that caused crashes
702 * enhanced (remaining low-resolution) Supaplex graphics
705 * version number set to 3.0.5
708 * version 3.0.4 released
710 2003-09-12 src/tools.c
711 * fixed bug in custom definition of crumbled element graphics
713 2003-09-11 src/files.c
714 * fixed bug in multiple config pages code that caused crashes
717 * version number set to 3.0.4
720 * version 3.0.3 released
723 * added music to Supaplex classic level set
725 2003-09-07 src/libgame/misc.c
726 * added support for loading various music formats through SDL_mixer
728 2003-09-06 (various source files)
729 * fixed several nasty bugs that may have caused crashes on some systems
730 * added envelope content which gets displayed when collecting envelope
731 * added multiple change event pages for custom elements
733 2003-08-24 src/game.c
734 * fixed problem with player animation when snapping and moving
736 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
737 * fixed problem with flickering when drawing toon animations
739 2003-08-23 src/libgame/sdl.c
740 * fixed problem with setting mouse cursor in SDL version in fullscreen
742 2003-08-23 src/game.c
743 * fixed bug (missing array boundary check) which could crash the game
746 * version number set to 3.0.3
749 * version 3.0.2 released
751 2003-08-21 src/game.c
752 * fixed bug with creating inaccessible elements at player position
754 2003-08-20 src/init.c
755 * fixed bug with not finding current level artwork directory
757 2003-08-20 src/files.c
758 * fixed bug with choosing wrong engine version when playing tapes
759 * fixed bug with messing up custom element properties in 3.0.0 levels
762 * version number set to 3.0.2
765 * version 3.0.1 released
767 2003-08-17 (no source files affected)
768 * changed all "classic" PCX image files with 16 colors or less to
769 256 color (8 bit) storage format, because the Allegro game library
770 cannot handle PCX files with less than 256 colors (contributed
771 graphics are not affected and might look wrong in the DOS version)
773 2003-08-16 src/init.c
774 * fixed bug which (for example) crashed the level editor when defining
775 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
776 (only set to default) -- invalid graphics now set to default graphic
778 2003-08-16 src/init.c
779 * fixed graphical bug of player digging/collecting/snapping element
780 when no corresponding graphic/animation is defined for this action,
781 resulting in player being drawn as EL_EMPTY (which should only be
782 done to elements being collected, but not to the player)
784 2003-08-16 src/game.c
785 * fixed small graphical bug of player not totally moving into exit
787 2003-08-16 src/libgame/setup.c
788 * fixed bug with wrong MS-DOS 8.3 filename conversion
790 2003-08-16 src/tools.c
791 * fixed bug with invisible mouse cursor when pressing ESC while playing
793 2003-08-16 (various source files)
794 * added another 128 custom elements (disabled in editor by default)
796 2003-08-16 src/editor.c
797 * fixed NULL string bug causing Solaris to crash in sprintf()
799 2003-08-16 src/screen.c
800 * fixed drawing over scrollbar on level selection with custom fonts
802 2003-08-15 src/game.c
803 * cleanup of simple sounds / loop sounds / music settings
805 2003-08-08 (various source files)
806 * added custom element property for dropping collected elements
808 2003-08-08 src/conf_gfx.c
809 * fixed bug with missing graphic for active red disk bomb
811 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
812 * extended variable "level.gravity" to "level.initial_gravity" and
813 "game.current_gravity" to prevent level setting from being changed
814 by playing the level (keeping the runtime value after playing)
816 * fixed graphics bug when digging element that has 'crumbled' graphic
817 definition, but not 'diggable' graphic definition
820 * version number set to 3.0.1
823 * version 3.0.0 released
826 * various bug fixes; among others:
827 - fixed bug with pushing spring over empty space
828 - fixed bug with leaving tube while placing dynamite
829 - fixed bug with explosion of smashed penguins
830 - allow Murphy player graphic in levels with non-Supaplex elements
834 * I have forgotten to document changes for some time
837 * pre-release version 2.2.0rc1 released
840 * version number set to 2.1.2
843 * version 2.1.1 released
846 * version number set to 2.1.1
849 * version 2.1.0 released
852 * version number set to 2.1.0
854 2002-04-03 to 2002-05-19 (various source files)
855 * graphics, sounds and music now fully configurable
856 * bug fixed that prevented walking through tubes when gravity on
858 2002-04-02 src/events.c, src/editor.c
859 * Make Escape key less aggressive when playing or when editing level.
860 This can be configured as an option in the setup menu. (Default is
861 "less aggressive" which means "ask user if something can be lost"
862 when pressing the Escape key.)
864 2002-04-02 src/screen.c
865 * Added "graphics setup" screen.
867 2002-04-01 src/screen.c
868 * Changed "choose level" setup screen stuff to be more generic (to
869 make it easier to add more "choose from generic tree" setup screens).
871 2002-04-01 src/config.c, src/timestamp.h
872 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
873 automatically gets created by "src/Makefile" and contains an actual
874 compile-time timestamp to identify development versions of the game).
876 2002-03-31 src/tape.c, src/events.c
877 * Added quick game/tape save/load functions to tape stuff which can be
878 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
879 loads previously recorded tape and directly goes into recording mode
880 from the end of the tape (therefore appending to the tape).
882 2002-03-31 src/tape.c
883 * Added "index mark" function to tape recorder. When playing or
884 recording, "eject" button changes to "index" button. Setting index
885 mark is not yet implemented, but pressing index button when playing
886 allows very quick advancing to end of tape (when normal playing),
887 very fast forward mode (when playing with normal fast forward) or
888 very fast reaching of "pause before end of tape" (when playing with
889 "pause before end" playing mode).
891 2002-03-30 src/cartoons.c
892 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
894 2002-03-29 src/screen.c
895 * Changed setup screen stuff to be more generic (to make it easier
896 to add more setup screens).
898 2002-03-23 src/main.c, src/main.h
899 * Various changes due to the introduction of the new libgame files
900 "setup.c" and "joystick.c".
902 2002-03-23 src/files.c
903 * Generic parts of "src/files.c" (mainly setup and level directory
904 stuff) moved to new libgame file "src/libgame/setup.c".
906 2002-03-23 src/joystick.c
907 * File "src/joystick.c" moved to libgame source tree, with
908 correspondig changes.
910 2002-03-22 src/screens.c
911 * "HandleChooseLevel()": Another bug in level series navigation fixed.
912 (Wrong level series information displayed when entering main group.)
914 2002-03-22 src/editor.c
915 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
917 2002-03-22 src/editor.c
918 * Changed behaviour of "Escape" key in level editor to be more
919 intuitive: When in "Element Properties" or "Level Info" mode,
920 return to "Drawing Mode" instead of leaving the level editor.
922 2002-03-21 src/game.c, src/editor.c, src/files.c
923 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
924 gems (emeralds, diamonds, ...) slipping down from normal wall,
925 steel wall and growing wall (as in E.M.C. style levels). Although
926 the behaviour of contributed and private levels wasn't changed (due
927 to the use of "level.game_version"; see previous entry), editing
928 those levels will (of course) change the behaviour accordingly.
930 This change seems a bit too hard after thinking about it, because
931 the EM style behaviour is not the "expected" behaviour (gems would
932 normally only slip down from "rounded" walls). Therefore this was
933 now changed to an element property for gem style elements, with the
934 default setting "off" (which means: no special EM style behaviour).
935 To fix older converted levels, this flag is set to "on" for pre-2.0
936 levels that are neither contributed nor private levels.
938 2002-03-20 src/files.h
939 * Corrected settings for "level.game_version" depending of level type.
940 (Contributed and private levels always get played with game engine
941 version they were created with, while converted levels always get
942 played with the most recent version of the game engine, to let new
943 corrections of the emulation behaviour take effect.)
945 2002-03-20 src/main.h
946 * Added "#include <time.h>". This seems to be needed by "tape.c" for
947 compiling the SDL version on some systems.
948 Thanks to the several people who pointed this out.
951 * Version number set to 2.0.2.
954 * Version 2.0.1 released.
956 2002-03-18 src/screens.c
957 * "HandleChooseLevel()": Small bug in level series navigation fixed.
959 2002-03-18 src/files.c [src/libgame/misc.c]
960 * Moved some common functions from src/files.c to src/libgame/misc.c.
962 2002-03-18 src/files.c [src/libgame/misc.c]
963 * Changed permissions for new directories and saved files (especially
964 score files) according to suggestions of Debian users and mantainers.
965 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
967 2002-03-17 src/files.c
968 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
969 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
970 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
971 for levels and "TAPE" for tapes). Old "cookie" style format is
972 still supported for reading. New level and tape files are written
975 * New IFF chunk "VERS" contains version numbers for file and game
976 (where "game version" is the version of the program that wrote the
977 file, and "file version" is a version number to distinguish files
978 with different format, for example after adding new features).
980 2002-03-15 src/screen.c
981 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
982 (Before, you heard a mixture of the in-game music and the
985 2002-03-14 src/events.c
986 * Function "DumpTape()" (files.c) now available by pressing 't' from
987 main menu (when in DEBUG mode).
989 2002-03-14 src/game.c
990 * "GameWon()": When game was won playing a tape, now there is no delay
991 raising the score and no corresponding sound is played.
993 2002-03-14 src/files.c
994 * Changed "LoadTape()" for real chunk support and also adjusted
995 "SaveTape()" accordingly.
997 2002-03-14 src/game.c, src/tape.c, src/files.c
998 * Important changes to tape format: The old tape format stored all
999 actions with a real effect with a corresponding delay between the
1000 stored actions. This had some major disadvantages (for example,
1001 push delays had to be ignored, pressing a button for some seconds
1002 mutated to several single button presses because of the non-action
1003 delays between two action frames etc.). The new tape format just
1004 stupidly records all device actions and replays them later. I really
1005 don't know why I haven't solved it that way before?! Old-style tapes
1006 (with tape file version less than 2.0) get converted to the new
1007 format on-the-fly when loading and can therefore still be played;
1008 only some minor parts of the old-style tape handling code was needed.
1009 (A perfect conversion is not possible, because there is information
1010 missing about the device actions between two action frames.)
1012 2002-03-14 src/files.c
1013 * New function "DumpTape()" to dump the contents of the current tape
1014 in a human readable format.
1016 2002-03-14 src/game.c
1017 * Small tape bug fixed: When automatically advancing to next level
1018 after a game was won, the tape from the previous level still was
1019 loaded as a tape for the new level.
1021 2002-03-14 src/tape.c
1022 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1023 tape, cartoons did not get completely removed because
1024 StopAnimation() was not called.
1026 2002-03-13 src/files.c
1027 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1028 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1029 size even when using 16-bit elements). Added new chunk "CNT2" for
1030 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1031 chunk even when content was 16-bit element). "CNT2" should now be
1032 able to store content for arbitrary elements (up to eight blocks of
1033 3 x 3 element arrays). All "CNT2" elements will always be stored as
1034 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1036 2002-03-13 src/files.c
1037 * Changed "LoadLevel()" for real chunk support.
1039 2002-03-12 src/game.c
1040 * Fixed problem (introduced after 2.0.0 release) with penguins
1041 not getting killed by enemies
1043 2002-02-24 src/game.c, src/main.h
1044 * Added "player->is_moving"; now "player->last_move_dir" does
1045 not contain any information if the player is just moving at
1047 Before, "player->last_move_dir" was misused for this purpose
1048 for the robot stuff (robots don't kill players when they are
1049 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1050 broke tapes when walking through pipes!
1051 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1052 in a continuous movement. This fact is ignored for friends and