2 * fixed music initialization bug in init.c (thanks to David Binderman)
3 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
4 (this bug must probably be fixed at other places, too)
7 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
8 (should be '#include <SDL.h>' instead)
11 * fixed bug preventing "walkable from no direction" from being ignored
12 (due to compatibility code overwriting this setting after loading)
15 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
18 * version number temporarily set to 3.1.1 (intermediate bugfix release)
19 * version 3.1.1 released
22 * changed some va_arg() arguments from 'long' to 'int', fixing problems
23 on 64-bit architecture systems with LP64 data model
26 * fixed bug with bombs not exploding when hitting the last level line
27 (introduced after the release of 3.1.0)
30 * added support for dumping small-sized level sketches from editor
33 * added recognition of "trigger element" for "change digged element to"
34 (this is not really what the "trigger element" was made for, but its
35 use may seem obvious for leaving back digged elements unchanged)
38 * fixed multiple warnings about failed joystick device initialization
41 * fixed bug with dynamite dropped on top of just dropped custom element
42 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
43 dynamite can still be dropped, but drop key must be released before
46 * fixed bug with wrong start directory when started from file browser
47 (due to this bug, R'n'D could not be started from KDE's Konqueror)
50 * fixed bug causing "change when impact" on player not working
51 * fixed wrong priority of "hitting something" over "hitting <element>"
52 * fixed wrong priority of "hit by something" over "hit by <element>"
55 * fixed graphical bug which caused the player (being Murphy) to show
56 collecting animations although the element was collected by penguin
59 * fixed two bugs causing wrong door background graphics in system.c
60 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
63 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
64 * added "no direction" to "walkable/passable from" selectbox options
67 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
68 * in tape autoplay, not only report broken, but also missing tapes
71 * uploaded pre-release (test) version 3.2.0-2 binary and source code
74 * fixed small bug with "linear" animation not working for active lamp
77 * fixed bug with moving up despite gravity due to "block last field"
78 * fixed small bug with wrong draw offset when typing name in main menu
79 * when reading user names from "passwd", ignore data after first comma
80 * when creating new "levelinfo.conf", only write some selected entries
83 * fixed displaying "imported from/by" on preview with empty string
84 * fixed ignoring draw offset for fonts used for level preview texts
87 * fixed a delay problem with SDL and too many mouse motion events
88 * added setup option "skip levels" and level skipping functionality
91 * added move speed "not moving" for non-moving CEs, but with direction
94 * fixed mapping of obsolete element token names in "editorsetup.conf"
95 * fixed bug with sound "acid.splashing" treated as a loop sound
96 * fixed some little sound bugs in native EM engine
99 * fixed small bug when dragging scrollbars to end positions
102 * added editor element descriptions written by Aaron Davidson
105 * improved fallback handling when configured artwork is not available
106 (now using default artwork instead of exiting when files not found)
109 * fixed bug on level selection screen when dragging scrollbar
112 * fixed bug which caused broken tapes when appending to EM engine tapes
115 * uploaded pre-release (test) version 3.2.0-1 binary and source code
118 * added code to replace changed artwork config tokens with other tokens
119 (needed for backwards compatibility, so that older tokens still work)
122 * added native R'n'D graphics for some new EMC elements in EM engine
125 * fixed some bugs in the EM engine integration code
126 * changed EM engine code to allow diagonal movement
127 * changed EM engine code to allow use of separate snap and drop keys
130 * fixed some redraw bugs when using EM engine
133 * fixed bug with not converting RND levels which are set to use native
134 engine to native level structure when loading
137 * uploaded pre-release (test) version 3.2.0-0 binary and source code
140 * version number set to 3.2.0
143 * level data now reset to defaults after attempt to load invalid file
146 * added use of "editorsetup.conf" for different level sets
149 * added auto-detection for various types of Emerald Mine level files
152 * fixed bug with scrollbars getting too small when list is very large
155 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
158 * added most level editor configuration gadgets for new EMC elements
161 * added more element and graphic definitions for new EMC elements
164 * modified native EM engine to use integrated R'n'D sound system
167 * added SDL support to graphics functions in native EM engine
168 (by always using generic libgame interface functions)
171 * fixed bug in frame synchronization in native EM engine
174 * added code to convert levels between R'n'D and native EM engine
177 * new Emerald Mine engine can now play levels selected in main menu
180 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
181 (which creates scaled down graphics for level editor and preview);
182 there's still a memory leak somewhere in the artwork handling code
183 * added "scale image up" functionality to X11 version of zoom function
186 * first attempts to integrate new, native Emerald Mine Club engine
189 * fixed bug in gadget code which caused reset of CEs in level editor
190 (example: pressing 'b' [grab brush] on CE config page erased values)
191 (solution: check if gadgets in ClickOnGadget() are really mapped)
192 * improved level change detection in editor (settings now also checked)
193 * fixed bug with "can move into acid" and "don't collide with" state
196 * fixed maze runner style CEs to use the configured move delay value
199 * added Aaron Davidson's tutorial level set to the "Tutorials" section
202 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
203 * fixed the above fix because it broke level set "machine" (*sigh*)
204 * fixed random element placement in level editor to work as expected
205 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
208 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
211 * fixed bug (missing array boundary check) which caused broken tapes
212 * fixed bug (when loading level template) which caused broken levels
213 * fixed bug with new block last field code when using non-yellow player
216 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
217 * internal change of how the player blocks the last field when moving
218 * fixed blocking delay of last field for EM and SP style block delay
219 * fixed bug where the player had to wait for the usual move delay after
220 unsuccessfully trying to move, when he directly could move after that
221 * the last two changes should make original Supaplex level 93 solvable
222 * improved use of random number generator to make it less predictable
223 * fixed behaviour of slippery SP elements to let slip left, then right
226 * fixed bug with wrong door state after trying to quickload empty tape
227 * fixed waste of static memory usage of the binary, making it smaller
228 * fixed very little graphical bug in Supaplex explosion
231 * version number set to 3.1.1
234 * version 3.1.0 released
237 * fixed bug with crash when writing user levelinfo.conf the first time
240 * added option "convert LEVELDIR [NR]" to command line batch commands
241 * re-converted Supaplex levels to apply latest engine fixes
242 * changed "use graphic/sound of element" to "use graphic of element"
243 due to compatibility problems with some levels ("bug machine" etc.)
246 * fixed bug with CE change replacing player with same or other player
249 * fixed bug with opaque font in envelope with background graphic when
250 background graphic is not transparent itself
253 * added "gravity on" and "gravity off" ports for Supaplex compatibility
254 * corrected original Supaplex level loading code to use these new ports
255 * also corrected Supaplex loader to auto-count infotrons if set to zero
258 * fixed bug with missing initialization of "modified" flag for GEs
261 * fixed bug that caused endless recursion loop when relocating player
262 * fixed tape recorder bug in "step mode" when using "pause before end"
263 * fixed tape recorder bug when changing from "warp forward" mode
266 * fixed bug with "when touching" for pushed elements at last position
269 * fixed bug that caused two activated toolbox buttons in level editor
270 * fixed bug with exploding dynabomb under player due to other explosion
273 * fixed bug with creating walkable custom element under player (again)
274 * fixed bug with not copying explosion type when copying CEs in editor
275 * fixed graphical bug when drawing player in setup menu (input devices)
276 * fixed graphical bug when the player is pushing an accessible element
277 * fixed bug with classic switchable elements triggering CE changes
278 * fixed bug with entering/leaving walkable element in RelocatePlayer()
279 * fixed crash bug when CE leaves behind the trigger player element
282 * fixed bug with broken tubes after placing/exploding dynamite in them
283 * fixed bug with exploding dynamite under player due to other explosion
284 * fixed bug with not resetting push delay under certain circumstances
287 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
288 * added network multiplayer code for Windows (thanks to Niko Böhm)
291 * added option "reachable despite gravity" for gravity movement
292 * changed gravity movement of most classic walkable and passable
293 elements back to "not reachable" (for compatibility reasons)
296 * fixed (removed) "indestructible" / "can explode" dependency in editor
297 * fixed (removed) "accessible inside" / "protected" dependency
298 * fixed (removed) "step mode" / "shield time" dependency
301 * fixed dynabombs exploding now into anything diggable
302 * fixed Supaplex style gravity movement into buggy base now impossible
303 * added pressing key "space" as valid action to select menu options
306 * added "replace when walkable" to relocate player to walkable element
307 * added "enter"/"leave" event for elements affected by relocation
308 * fixed "direct"/"indirect" change order also for "when change" event
309 * fixed graphical bug when pushing things from elements walkable inside
312 * fixed graphic bug when player is snapping while moving in old levels
313 * fixed bug when a moving custom element leaves a player element behind
314 * fixed bug with mole not disappearing when moving into acid pool
315 * fixed bug with incomplete path setting when using "--basepath" option
316 * moving CE can now leave walkable elements behind under the player
317 * when relocating, player can be set on walkable element now
318 * fixed another gravity movement bug
321 * uploaded pre-release (test) version 3.1.0-2 binary and source code
324 * added "collectible" and "removable" to extended replacement types
325 (where "removable" replaces "diggable" and "collectible" elements)
326 * added "collectible & throwable" (to throw element to the next field)
327 * fixed bug with CEs digging elements that are just about to explode
328 * changed mouse cursor now always being visible when game is paused
331 * added possibility to push/press accessible elements from a side that
333 * fixed bug with not setting actual date when appending to tape
336 * fixed bug with incorrectly initialized custom element editor graphics
339 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
340 - number of levels corrected from 18 to 17 in "levelinfo.conf"
343 * fixed bug with destroyed robot wheel still attracting robots forever
344 * fixed bug with time gate switch deactivating after robot wheel time
345 (while the time gate itself is not affected by this misbehaviour)
346 * changed behaviour of BD style amoeba to always get blocked by player
347 (before it was different when there were non-BD elements in level)
348 * fixed bug with player destroying indestructable elements with shield
351 * added option to make growing elements grow into anything diggable
352 (for the various amoeba types, biomaze and "game of life")
355 * fixed bug with movable elements not moving after left behind by CEs
356 * changed gravity movement to anything diggable, not only sand/base
357 * optionally allowing passing to walkable element, not only empty space
358 * added option "can pass to walkable element" for players
359 * finally fixed gravity movement (hopefully)
362 * fixed bug with movable elements not moving anymore after falling down
365 * fixed another bug with custom elements digging and leaving elements
366 * fixed bug with "along left/right side" and automatic start direction
367 * trigger elements now also displayed when "more custom" deactivated
368 * fixed bug with clipboard element initialized when loading new level
369 * added option "drop delay" to set delay before dropping next element
372 * uploaded pre-release (test) version 3.1.0-1 binary and source code
375 * added copy and paste functions for custom change pages
376 * enhanced graphical display and functionality of tape recorder
377 * fixed bug with custom elements digging and leaving elements
380 * added move speed faster than "very fast" for custom elements
381 * fixed bug with 3+3 style explosions and missing border content
382 * fixed little bug when copying custom elements in the editor
383 * enhanced custom element changes by more side trigger actions
386 * added option "no scrolling when relocating" for instant teleporting
387 * uploaded pre-release (test) version 3.1.0-0 binary and source code
390 * added trigger element and trigger player to use as target elements
391 * added copy and paste functions for custom and group elements
394 * fixed graphical bug when displaying explosion animations
395 * fixed bug when appending to tapes, resulting in broken tapes
396 * re-recorded a few tapes broken by fixing gravity checking bug
399 * "can move into acid" property now for all elements independently
400 * "can fall into acid" property for player stored in same bitfield now
401 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
402 * version number set to 3.1.0 (finally!)
405 * changed tape recording to only record input, not programmed actions
408 * fixed totally broken (every 8th frame skipped) step-by-step recording
409 * fixed bug with requester not displayed when quick-loading interrupted
410 * added option "can fall into acid (with gravity)" for players
411 * fixed bug with player not falling when snapping down with gravity
414 * fixed bug which messed up key config when using keypad number keys
417 * fixed bug which allowed moving upwards even when gravity was active
418 * fixed bug with missing error handling when dumping levels or tapes
421 * added different colored editor graphics for Supaplex gravity tubes
424 * fixed bug that allowed solvable tapes for unsolvable levels
427 * use unlimited number of droppable elements when "count" set to zero
428 * added option to use step limit instead of time limit for level
431 * added player and change page as trigger for custom element change
434 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
437 * fixed bug with dark yamyam changing to acid when moving over acid
438 * fixed handling of levels with more than 999 seconds level time
439 (example: level 76 of "Denmine")
442 * "spring push bug" reintroduced as configurable element property
443 * fixed bug with missing properties for "mole"
444 * fixed bug that showed up when fixing the above "mole" properties bug
445 * added option "can move into acid" for all movable elements
446 * fixed graphical bug for elements moving into acid
447 * changed event handling to handle all pending events before going on
450 * fixed bug which caused all CE change pages to be ignored which had
451 the same change event, but used a different element side
452 (reported by Simon Forsberg)
454 * fixed bug which caused elements that can move and fall and that are
455 transported by a conveyor belt to continue moving into that direction
456 after leaving the conveyor belt, regardless of their own movement
457 type; only elements which can not move are transported now
458 (reported by Simon Forsberg)
460 * fixed bug which could cause an array overflow in RelocatePlayer()
461 (reported by Niko Böhm)
463 * changed Emerald Mine style "passable / over" elements to "protected"
464 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
466 * added new option to select from which side a "walkable/passable"
467 element can be entered
470 * added explosion and ignition delay for elements that can explode
473 * fixed bug which caused player not being protected against enemies
474 when a CE was "walkable / inside" and was not "indestructible"
475 * added "walkable/passable" fields to be "protected/unprotected"
476 against enemies, even if not accessible "inside" but "over/under"
479 * corrected move pattern to 32 bit and initial move direction to 8 bit
482 * added second custom element base configuration page
485 * added some special EMC mappings to Emerald Mine level loader
486 (also covering previously unknown element in level 0 of "Bondmine 8")
489 * added option to block last field when player is moving (for Supaplex)
490 * adjusted push delay of Supaplex elements
491 * removed delays for envelopes etc. when replaying with maximum speed
492 * fixed bug when dropping element on a field that just changed to empty
495 * fixed bug: infotrons can now smash yellow disks
496 * fixed bug: when gravity active, port above player can now be entered
497 * removed "one white dot" mouse pointer which irritated some people
500 * added "choice type" for group element selection
503 * fixed bug with initial invulnerability of non-yellow player
506 * added level loader for loading native Supaplex packed levels
507 (including multi-part levels like the "splvls99" levels)
510 * fixed bug which allowed creating emeralds by escaping explosions
513 * custom elements can change (limited) or leave (unlimited) elements
514 * finally added multiple matches using group elements
515 * added shortcut to dump brush (type ":DB" in editor) for use in forum
518 * added new start movement type "previous" for continued CE movement
519 * added new start movement type "random" for random CE movement start
522 * added new element "sokoban_field_player" needed for Sokoban levels
523 (thanks to Ed Booker for pointing this out!)
526 * added elements that can be digged or left behind by custom elements
529 * added group elements for multiple matches and random element creation
532 * fixed some graphical errors displayed in old levels
535 * fixed wrong double speed movement after passing closing gates
538 * added level loader for loading native Emerald Mine levels
541 * changes for "shooting" style CE movement
544 * Happy New Year! ;-)
547 * changed default snap/drop keys from left/right Shift to Control keys
550 * fixed bug with dead player getting reanimated from custom element
553 * fixed bug with wrong penguin graphics (when entering exit)
556 * fixed bug with wrong "Murphy" graphics (when digging etc.)
559 * version number set to 3.0.9
562 * version 3.0.8 released
565 * added function checked_free()
568 * fixed bug with double nut cracking sound
569 (by eliminating "default element action sound" assignment in init.c)
572 * fixed crash when no music info files are available
575 * fixed boring and sleeping sounds
578 * added "maze runner" and "maze hunter" movement types
579 * added extended collision conditions for custom elements
582 * added warnings for undefined token values in artwork config files
585 * added menu entry for level set information to the info screen
588 * fixed bug with wrong default impact sound for colored emeralds
591 * added several sub-screens for the info screen
592 * menu text now also clickable (not only blue/red sphere left of it)
595 * added configurable "bored" and "sleeping" animations for the player
596 * added "awakening" sound for player when waking up after sleeping
599 * added "copy" and "exchange" functions for custom elements to editor
602 * added configurable element animations for info screen
605 * added configurable music credits for info screen
608 * finally fixed tape recording when player is created from CE change
611 * added "editorsetup.conf" for editor element list configuration
614 * added "musicinfo.conf" for menu and level music configuration
617 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
618 (that only showed up on Linux, but not on Windows systems)
621 * fixed turning movement of butterflies and fireflies (no frame reset)
622 * enhanced sniksnak turning movement (two steps instead of only one)
625 * version number set to 3.0.8
628 * version 3.0.7 released
631 * fixed reset of player animation frame when, for example,
632 walking, digging or collecting share the same animation
633 * fixed CE with "deadly when touching" exploding when touching amoeba
636 * fixed tape recording when player is created from CE element change
639 * introduced "turning..." action graphic for elements with move delay
640 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
641 * added turning animations for bug, spaceship and sniksnak
644 * prevent "extended" changed elements from delay change in same frame
647 * fixed bug when pushing element that can move away to the side
648 (like pushing falling elements, but now with moving elements)
651 * finally fixed serious bug in code for delayed element pushing (again)
654 * unavailable setup options now marked as "n/a" instead of "off"
655 * new boolean directive "latest_engine" for "levelinfo.conf": when set
656 to "true", levels are always played with the latest game engine,
657 which is desired for levels that are imported from other games; all
658 other levels are played with the engine version stored in level file
659 (which is normally the engine version the level was created with)
662 * fixed serious bug in code for delayed element pushing
663 * fixed little bug in animation frame selection for pushed elements
664 * speed-up of reading config file for verbose output
667 * added configuration option for opening and closing Supaplex exit
668 * added configuration option for moving up/down animation for Murphy
669 * fixed incorrectly displayed animation for attacking dragon
670 * fixed bug with not setting initial gravity for each new game
671 * fixed bug with teleportation of player by custom element change
672 * fixed bug with player not getting smashed by rock sometimes
675 * version number set to 3.0.7
678 * version 3.0.6 released
681 * added support for MP3 music for SDL version through SMPEG library
684 * fixed bug when initializing font graphic structure
685 * fixed bug with animation mode "pingpong" when using only 1 frame
686 * fixed bug with extended change target introduced in 3.0.5
687 * fixed bug where passing over moving element doubles player speed
688 * fixed bug with elements continuing to move into push direction
689 * fixed bug with duplicated player when dropping bomb with shield on
690 * added "switching" event for custom elements ("pressing" only once)
691 * fixed switching bug (resetting flag when not switching but not idle)
694 * fixed element tokens for certain file elements with ".active" etc.
697 * version number set to 3.0.6
700 * version 3.0.5 released
703 * now four envelope elements available
704 * font, background, animation and sound for envelope now configurable
705 * main menu doors opening/closing animation type now configurable
708 * active/inactive sides configurable for custom element changes
709 * new movement type "move when pushed" available for custom elements
712 * fixed bug in multiple config pages loader code that caused crashes
715 * enhanced (remaining low-resolution) Supaplex graphics
718 * version number set to 3.0.5
721 * version 3.0.4 released
723 2003-09-12 src/tools.c
724 * fixed bug in custom definition of crumbled element graphics
726 2003-09-11 src/files.c
727 * fixed bug in multiple config pages code that caused crashes
730 * version number set to 3.0.4
733 * version 3.0.3 released
736 * added music to Supaplex classic level set
738 2003-09-07 src/libgame/misc.c
739 * added support for loading various music formats through SDL_mixer
741 2003-09-06 (various source files)
742 * fixed several nasty bugs that may have caused crashes on some systems
743 * added envelope content which gets displayed when collecting envelope
744 * added multiple change event pages for custom elements
746 2003-08-24 src/game.c
747 * fixed problem with player animation when snapping and moving
749 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
750 * fixed problem with flickering when drawing toon animations
752 2003-08-23 src/libgame/sdl.c
753 * fixed problem with setting mouse cursor in SDL version in fullscreen
755 2003-08-23 src/game.c
756 * fixed bug (missing array boundary check) which could crash the game
759 * version number set to 3.0.3
762 * version 3.0.2 released
764 2003-08-21 src/game.c
765 * fixed bug with creating inaccessible elements at player position
767 2003-08-20 src/init.c
768 * fixed bug with not finding current level artwork directory
770 2003-08-20 src/files.c
771 * fixed bug with choosing wrong engine version when playing tapes
772 * fixed bug with messing up custom element properties in 3.0.0 levels
775 * version number set to 3.0.2
778 * version 3.0.1 released
780 2003-08-17 (no source files affected)
781 * changed all "classic" PCX image files with 16 colors or less to
782 256 color (8 bit) storage format, because the Allegro game library
783 cannot handle PCX files with less than 256 colors (contributed
784 graphics are not affected and might look wrong in the DOS version)
786 2003-08-16 src/init.c
787 * fixed bug which (for example) crashed the level editor when defining
788 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
789 (only set to default) -- invalid graphics now set to default graphic
791 2003-08-16 src/init.c
792 * fixed graphical bug of player digging/collecting/snapping element
793 when no corresponding graphic/animation is defined for this action,
794 resulting in player being drawn as EL_EMPTY (which should only be
795 done to elements being collected, but not to the player)
797 2003-08-16 src/game.c
798 * fixed small graphical bug of player not totally moving into exit
800 2003-08-16 src/libgame/setup.c
801 * fixed bug with wrong MS-DOS 8.3 filename conversion
803 2003-08-16 src/tools.c
804 * fixed bug with invisible mouse cursor when pressing ESC while playing
806 2003-08-16 (various source files)
807 * added another 128 custom elements (disabled in editor by default)
809 2003-08-16 src/editor.c
810 * fixed NULL string bug causing Solaris to crash in sprintf()
812 2003-08-16 src/screen.c
813 * fixed drawing over scrollbar on level selection with custom fonts
815 2003-08-15 src/game.c
816 * cleanup of simple sounds / loop sounds / music settings
818 2003-08-08 (various source files)
819 * added custom element property for dropping collected elements
821 2003-08-08 src/conf_gfx.c
822 * fixed bug with missing graphic for active red disk bomb
824 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
825 * extended variable "level.gravity" to "level.initial_gravity" and
826 "game.current_gravity" to prevent level setting from being changed
827 by playing the level (keeping the runtime value after playing)
829 * fixed graphics bug when digging element that has 'crumbled' graphic
830 definition, but not 'diggable' graphic definition
833 * version number set to 3.0.1
836 * version 3.0.0 released
839 * various bug fixes; among others:
840 - fixed bug with pushing spring over empty space
841 - fixed bug with leaving tube while placing dynamite
842 - fixed bug with explosion of smashed penguins
843 - allow Murphy player graphic in levels with non-Supaplex elements
847 * I have forgotten to document changes for some time
850 * pre-release version 2.2.0rc1 released
853 * version number set to 2.1.2
856 * version 2.1.1 released
859 * version number set to 2.1.1
862 * version 2.1.0 released
865 * version number set to 2.1.0
867 2002-04-03 to 2002-05-19 (various source files)
868 * graphics, sounds and music now fully configurable
869 * bug fixed that prevented walking through tubes when gravity on
871 2002-04-02 src/events.c, src/editor.c
872 * Make Escape key less aggressive when playing or when editing level.
873 This can be configured as an option in the setup menu. (Default is
874 "less aggressive" which means "ask user if something can be lost"
875 when pressing the Escape key.)
877 2002-04-02 src/screen.c
878 * Added "graphics setup" screen.
880 2002-04-01 src/screen.c
881 * Changed "choose level" setup screen stuff to be more generic (to
882 make it easier to add more "choose from generic tree" setup screens).
884 2002-04-01 src/config.c, src/timestamp.h
885 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
886 automatically gets created by "src/Makefile" and contains an actual
887 compile-time timestamp to identify development versions of the game).
889 2002-03-31 src/tape.c, src/events.c
890 * Added quick game/tape save/load functions to tape stuff which can be
891 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
892 loads previously recorded tape and directly goes into recording mode
893 from the end of the tape (therefore appending to the tape).
895 2002-03-31 src/tape.c
896 * Added "index mark" function to tape recorder. When playing or
897 recording, "eject" button changes to "index" button. Setting index
898 mark is not yet implemented, but pressing index button when playing
899 allows very quick advancing to end of tape (when normal playing),
900 very fast forward mode (when playing with normal fast forward) or
901 very fast reaching of "pause before end of tape" (when playing with
902 "pause before end" playing mode).
904 2002-03-30 src/cartoons.c
905 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
907 2002-03-29 src/screen.c
908 * Changed setup screen stuff to be more generic (to make it easier
909 to add more setup screens).
911 2002-03-23 src/main.c, src/main.h
912 * Various changes due to the introduction of the new libgame files
913 "setup.c" and "joystick.c".
915 2002-03-23 src/files.c
916 * Generic parts of "src/files.c" (mainly setup and level directory
917 stuff) moved to new libgame file "src/libgame/setup.c".
919 2002-03-23 src/joystick.c
920 * File "src/joystick.c" moved to libgame source tree, with
921 correspondig changes.
923 2002-03-22 src/screens.c
924 * "HandleChooseLevel()": Another bug in level series navigation fixed.
925 (Wrong level series information displayed when entering main group.)
927 2002-03-22 src/editor.c
928 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
930 2002-03-22 src/editor.c
931 * Changed behaviour of "Escape" key in level editor to be more
932 intuitive: When in "Element Properties" or "Level Info" mode,
933 return to "Drawing Mode" instead of leaving the level editor.
935 2002-03-21 src/game.c, src/editor.c, src/files.c
936 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
937 gems (emeralds, diamonds, ...) slipping down from normal wall,
938 steel wall and growing wall (as in E.M.C. style levels). Although
939 the behaviour of contributed and private levels wasn't changed (due
940 to the use of "level.game_version"; see previous entry), editing
941 those levels will (of course) change the behaviour accordingly.
943 This change seems a bit too hard after thinking about it, because
944 the EM style behaviour is not the "expected" behaviour (gems would
945 normally only slip down from "rounded" walls). Therefore this was
946 now changed to an element property for gem style elements, with the
947 default setting "off" (which means: no special EM style behaviour).
948 To fix older converted levels, this flag is set to "on" for pre-2.0
949 levels that are neither contributed nor private levels.
951 2002-03-20 src/files.h
952 * Corrected settings for "level.game_version" depending of level type.
953 (Contributed and private levels always get played with game engine
954 version they were created with, while converted levels always get
955 played with the most recent version of the game engine, to let new
956 corrections of the emulation behaviour take effect.)
958 2002-03-20 src/main.h
959 * Added "#include <time.h>". This seems to be needed by "tape.c" for
960 compiling the SDL version on some systems.
961 Thanks to the several people who pointed this out.
964 * Version number set to 2.0.2.
967 * Version 2.0.1 released.
969 2002-03-18 src/screens.c
970 * "HandleChooseLevel()": Small bug in level series navigation fixed.
972 2002-03-18 src/files.c [src/libgame/misc.c]
973 * Moved some common functions from src/files.c to src/libgame/misc.c.
975 2002-03-18 src/files.c [src/libgame/misc.c]
976 * Changed permissions for new directories and saved files (especially
977 score files) according to suggestions of Debian users and mantainers.
978 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
980 2002-03-17 src/files.c
981 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
982 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
983 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
984 for levels and "TAPE" for tapes). Old "cookie" style format is
985 still supported for reading. New level and tape files are written
988 * New IFF chunk "VERS" contains version numbers for file and game
989 (where "game version" is the version of the program that wrote the
990 file, and "file version" is a version number to distinguish files
991 with different format, for example after adding new features).
993 2002-03-15 src/screen.c
994 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
995 (Before, you heard a mixture of the in-game music and the
998 2002-03-14 src/events.c
999 * Function "DumpTape()" (files.c) now available by pressing 't' from
1000 main menu (when in DEBUG mode).
1002 2002-03-14 src/game.c
1003 * "GameWon()": When game was won playing a tape, now there is no delay
1004 raising the score and no corresponding sound is played.
1006 2002-03-14 src/files.c
1007 * Changed "LoadTape()" for real chunk support and also adjusted
1008 "SaveTape()" accordingly.
1010 2002-03-14 src/game.c, src/tape.c, src/files.c
1011 * Important changes to tape format: The old tape format stored all
1012 actions with a real effect with a corresponding delay between the
1013 stored actions. This had some major disadvantages (for example,
1014 push delays had to be ignored, pressing a button for some seconds
1015 mutated to several single button presses because of the non-action
1016 delays between two action frames etc.). The new tape format just
1017 stupidly records all device actions and replays them later. I really
1018 don't know why I haven't solved it that way before?! Old-style tapes
1019 (with tape file version less than 2.0) get converted to the new
1020 format on-the-fly when loading and can therefore still be played;
1021 only some minor parts of the old-style tape handling code was needed.
1022 (A perfect conversion is not possible, because there is information
1023 missing about the device actions between two action frames.)
1025 2002-03-14 src/files.c
1026 * New function "DumpTape()" to dump the contents of the current tape
1027 in a human readable format.
1029 2002-03-14 src/game.c
1030 * Small tape bug fixed: When automatically advancing to next level
1031 after a game was won, the tape from the previous level still was
1032 loaded as a tape for the new level.
1034 2002-03-14 src/tape.c
1035 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1036 tape, cartoons did not get completely removed because
1037 StopAnimation() was not called.
1039 2002-03-13 src/files.c
1040 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1041 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1042 size even when using 16-bit elements). Added new chunk "CNT2" for
1043 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1044 chunk even when content was 16-bit element). "CNT2" should now be
1045 able to store content for arbitrary elements (up to eight blocks of
1046 3 x 3 element arrays). All "CNT2" elements will always be stored as
1047 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1049 2002-03-13 src/files.c
1050 * Changed "LoadLevel()" for real chunk support.
1052 2002-03-12 src/game.c
1053 * Fixed problem (introduced after 2.0.0 release) with penguins
1054 not getting killed by enemies
1056 2002-02-24 src/game.c, src/main.h
1057 * Added "player->is_moving"; now "player->last_move_dir" does
1058 not contain any information if the player is just moving at
1060 Before, "player->last_move_dir" was misused for this purpose
1061 for the robot stuff (robots don't kill players when they are
1062 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1063 broke tapes when walking through pipes!
1064 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1065 in a continuous movement. This fact is ignored for friends and