2 * added recognition of "trigger element" for "change digged element to"
3 (this is not really what the "trigger element" was made for, but its
4 use may seem obvious for leaving back digged elements unchanged)
7 * fixed multiple warnings about failed joystick device initialization
10 * fixed bug with dynamite dropped on top of just dropped custom element
11 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
12 dynamite can still be dropped, but drop key must be released before
15 * fixed bug with wrong start directory when started from file browser
16 (due to this bug, R'n'D could not be started from KDE's Konqueror)
19 * fixed bug causing "change when impact" on player not working
20 * fixed wrong priority of "hitting something" over "hitting <element>"
21 * fixed wrong priority of "hit by something" over "hit by <element>"
24 * fixed graphical bug which caused the player (being Murphy) to show
25 collecting animations although the element was collected by penguin
28 * fixed two bugs causing wrong door background graphics in system.c
29 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
32 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
33 * added "no direction" to "walkable/passable from" selectbox options
36 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
37 * in tape autoplay, not only report broken, but also missing tapes
40 * uploaded pre-release (test) version 3.2.0-2 binary and source code
43 * fixed small bug with "linear" animation not working for active lamp
46 * fixed bug with moving up despite gravity due to "block last field"
47 * fixed small bug with wrong draw offset when typing name in main menu
48 * when reading user names from "passwd", ignore data after first comma
49 * when creating new "levelinfo.conf", only write some selected entries
52 * fixed displaying "imported from/by" on preview with empty string
53 * fixed ignoring draw offset for fonts used for level preview texts
56 * fixed a delay problem with SDL and too many mouse motion events
57 * added setup option "skip levels" and level skipping functionality
60 * added move speed "not moving" for non-moving CEs, but with direction
63 * fixed mapping of obsolete element token names in "editorsetup.conf"
64 * fixed bug with sound "acid.splashing" treated as a loop sound
65 * fixed some little sound bugs in native EM engine
68 * fixed small bug when dragging scrollbars to end positions
71 * added editor element descriptions written by Aaron Davidson
74 * improved fallback handling when configured artwork is not available
75 (now using default artwork instead of exiting when files not found)
78 * fixed bug on level selection screen when dragging scrollbar
81 * fixed bug which caused broken tapes when appending to EM engine tapes
84 * uploaded pre-release (test) version 3.2.0-1 binary and source code
87 * added code to replace changed artwork config tokens with other tokens
88 (needed for backwards compatibility, so that older tokens still work)
91 * added native R'n'D graphics for some new EMC elements in EM engine
94 * fixed some bugs in the EM engine integration code
95 * changed EM engine code to allow diagonal movement
96 * changed EM engine code to allow use of separate snap and drop keys
99 * fixed some redraw bugs when using EM engine
102 * fixed bug with not converting RND levels which are set to use native
103 engine to native level structure when loading
106 * uploaded pre-release (test) version 3.2.0-0 binary and source code
109 * version number set to 3.2.0
112 * level data now reset to defaults after attempt to load invalid file
115 * added use of "editorsetup.conf" for different level sets
118 * added auto-detection for various types of Emerald Mine level files
121 * fixed bug with scrollbars getting too small when list is very large
124 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
127 * added most level editor configuration gadgets for new EMC elements
130 * added more element and graphic definitions for new EMC elements
133 * modified native EM engine to use integrated R'n'D sound system
136 * added SDL support to graphics functions in native EM engine
137 (by always using generic libgame interface functions)
140 * fixed bug in frame synchronization in native EM engine
143 * added code to convert levels between R'n'D and native EM engine
146 * new Emerald Mine engine can now play levels selected in main menu
149 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
150 (which creates scaled down graphics for level editor and preview);
151 there's still a memory leak somewhere in the artwork handling code
152 * added "scale image up" functionality to X11 version of zoom function
155 * first attempts to integrate new, native Emerald Mine Club engine
158 * fixed bug in gadget code which caused reset of CEs in level editor
159 (example: pressing 'b' [grab brush] on CE config page erased values)
160 (solution: check if gadgets in ClickOnGadget() are really mapped)
161 * improved level change detection in editor (settings now also checked)
162 * fixed bug with "can move into acid" and "don't collide with" state
165 * fixed maze runner style CEs to use the configured move delay value
168 * added Aaron Davidson's tutorial level set to the "Tutorials" section
171 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
172 * fixed the above fix because it broke level set "machine" (*sigh*)
173 * fixed random element placement in level editor to work as expected
174 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
177 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
180 * fixed bug (missing array boundary check) which caused broken tapes
181 * fixed bug (when loading level template) which caused broken levels
182 * fixed bug with new block last field code when using non-yellow player
185 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
186 * internal change of how the player blocks the last field when moving
187 * fixed blocking delay of last field for EM and SP style block delay
188 * fixed bug where the player had to wait for the usual move delay after
189 unsuccessfully trying to move, when he directly could move after that
190 * the last two changes should make original Supaplex level 93 solvable
191 * improved use of random number generator to make it less predictable
192 * fixed behaviour of slippery SP elements to let slip left, then right
195 * fixed bug with wrong door state after trying to quickload empty tape
196 * fixed waste of static memory usage of the binary, making it smaller
197 * fixed very little graphical bug in Supaplex explosion
200 * version number set to 3.1.1
203 * version 3.1.0 released
206 * fixed bug with crash when writing user levelinfo.conf the first time
209 * added option "convert LEVELDIR [NR]" to command line batch commands
210 * re-converted Supaplex levels to apply latest engine fixes
211 * changed "use graphic/sound of element" to "use graphic of element"
212 due to compatibility problems with some levels ("bug machine" etc.)
215 * fixed bug with CE change replacing player with same or other player
218 * fixed bug with opaque font in envelope with background graphic when
219 background graphic is not transparent itself
222 * added "gravity on" and "gravity off" ports for Supaplex compatibility
223 * corrected original Supaplex level loading code to use these new ports
224 * also corrected Supaplex loader to auto-count infotrons if set to zero
227 * fixed bug with missing initialization of "modified" flag for GEs
230 * fixed bug that caused endless recursion loop when relocating player
231 * fixed tape recorder bug in "step mode" when using "pause before end"
232 * fixed tape recorder bug when changing from "warp forward" mode
235 * fixed bug with "when touching" for pushed elements at last position
238 * fixed bug that caused two activated toolbox buttons in level editor
239 * fixed bug with exploding dynabomb under player due to other explosion
242 * fixed bug with creating walkable custom element under player (again)
243 * fixed bug with not copying explosion type when copying CEs in editor
244 * fixed graphical bug when drawing player in setup menu (input devices)
245 * fixed graphical bug when the player is pushing an accessible element
246 * fixed bug with classic switchable elements triggering CE changes
247 * fixed bug with entering/leaving walkable element in RelocatePlayer()
248 * fixed crash bug when CE leaves behind the trigger player element
251 * fixed bug with broken tubes after placing/exploding dynamite in them
252 * fixed bug with exploding dynamite under player due to other explosion
253 * fixed bug with not resetting push delay under certain circumstances
256 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
257 * added network multiplayer code for Windows (thanks to Niko Böhm)
260 * added option "reachable despite gravity" for gravity movement
261 * changed gravity movement of most classic walkable and passable
262 elements back to "not reachable" (for compatibility reasons)
265 * fixed (removed) "indestructible" / "can explode" dependency in editor
266 * fixed (removed) "accessible inside" / "protected" dependency
267 * fixed (removed) "step mode" / "shield time" dependency
270 * fixed dynabombs exploding now into anything diggable
271 * fixed Supaplex style gravity movement into buggy base now impossible
272 * added pressing key "space" as valid action to select menu options
275 * added "replace when walkable" to relocate player to walkable element
276 * added "enter"/"leave" event for elements affected by relocation
277 * fixed "direct"/"indirect" change order also for "when change" event
278 * fixed graphical bug when pushing things from elements walkable inside
281 * fixed graphic bug when player is snapping while moving in old levels
282 * fixed bug when a moving custom element leaves a player element behind
283 * fixed bug with mole not disappearing when moving into acid pool
284 * fixed bug with incomplete path setting when using "--basepath" option
285 * moving CE can now leave walkable elements behind under the player
286 * when relocating, player can be set on walkable element now
287 * fixed another gravity movement bug
290 * uploaded pre-release (test) version 3.1.0-2 binary and source code
293 * added "collectible" and "removable" to extended replacement types
294 (where "removable" replaces "diggable" and "collectible" elements)
295 * added "collectible & throwable" (to throw element to the next field)
296 * fixed bug with CEs digging elements that are just about to explode
297 * changed mouse cursor now always being visible when game is paused
300 * added possibility to push/press accessible elements from a side that
302 * fixed bug with not setting actual date when appending to tape
305 * fixed bug with incorrectly initialized custom element editor graphics
308 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
309 - number of levels corrected from 18 to 17 in "levelinfo.conf"
312 * fixed bug with destroyed robot wheel still attracting robots forever
313 * fixed bug with time gate switch deactivating after robot wheel time
314 (while the time gate itself is not affected by this misbehaviour)
315 * changed behaviour of BD style amoeba to always get blocked by player
316 (before it was different when there were non-BD elements in level)
317 * fixed bug with player destroying indestructable elements with shield
320 * added option to make growing elements grow into anything diggable
321 (for the various amoeba types, biomaze and "game of life")
324 * fixed bug with movable elements not moving after left behind by CEs
325 * changed gravity movement to anything diggable, not only sand/base
326 * optionally allowing passing to walkable element, not only empty space
327 * added option "can pass to walkable element" for players
328 * finally fixed gravity movement (hopefully)
331 * fixed bug with movable elements not moving anymore after falling down
334 * fixed another bug with custom elements digging and leaving elements
335 * fixed bug with "along left/right side" and automatic start direction
336 * trigger elements now also displayed when "more custom" deactivated
337 * fixed bug with clipboard element initialized when loading new level
338 * added option "drop delay" to set delay before dropping next element
341 * uploaded pre-release (test) version 3.1.0-1 binary and source code
344 * added copy and paste functions for custom change pages
345 * enhanced graphical display and functionality of tape recorder
346 * fixed bug with custom elements digging and leaving elements
349 * added move speed faster than "very fast" for custom elements
350 * fixed bug with 3+3 style explosions and missing border content
351 * fixed little bug when copying custom elements in the editor
352 * enhanced custom element changes by more side trigger actions
355 * added option "no scrolling when relocating" for instant teleporting
356 * uploaded pre-release (test) version 3.1.0-0 binary and source code
359 * added trigger element and trigger player to use as target elements
360 * added copy and paste functions for custom and group elements
363 * fixed graphical bug when displaying explosion animations
364 * fixed bug when appending to tapes, resulting in broken tapes
365 * re-recorded a few tapes broken by fixing gravity checking bug
368 * "can move into acid" property now for all elements independently
369 * "can fall into acid" property for player stored in same bitfield now
370 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
371 * version number set to 3.1.0 (finally!)
374 * changed tape recording to only record input, not programmed actions
377 * fixed totally broken (every 8th frame skipped) step-by-step recording
378 * fixed bug with requester not displayed when quick-loading interrupted
379 * added option "can fall into acid (with gravity)" for players
380 * fixed bug with player not falling when snapping down with gravity
383 * fixed bug which messed up key config when using keypad number keys
386 * fixed bug which allowed moving upwards even when gravity was active
387 * fixed bug with missing error handling when dumping levels or tapes
390 * added different colored editor graphics for Supaplex gravity tubes
393 * fixed bug that allowed solvable tapes for unsolvable levels
396 * use unlimited number of droppable elements when "count" set to zero
397 * added option to use step limit instead of time limit for level
400 * added player and change page as trigger for custom element change
403 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
406 * fixed bug with dark yamyam changing to acid when moving over acid
407 * fixed handling of levels with more than 999 seconds level time
408 (example: level 76 of "Denmine")
411 * "spring push bug" reintroduced as configurable element property
412 * fixed bug with missing properties for "mole"
413 * fixed bug that showed up when fixing the above "mole" properties bug
414 * added option "can move into acid" for all movable elements
415 * fixed graphical bug for elements moving into acid
416 * changed event handling to handle all pending events before going on
419 * fixed bug which caused all CE change pages to be ignored which had
420 the same change event, but used a different element side
421 (reported by Simon Forsberg)
423 * fixed bug which caused elements that can move and fall and that are
424 transported by a conveyor belt to continue moving into that direction
425 after leaving the conveyor belt, regardless of their own movement
426 type; only elements which can not move are transported now
427 (reported by Simon Forsberg)
429 * fixed bug which could cause an array overflow in RelocatePlayer()
430 (reported by Niko Böhm)
432 * changed Emerald Mine style "passable / over" elements to "protected"
433 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
435 * added new option to select from which side a "walkable/passable"
436 element can be entered
439 * added explosion and ignition delay for elements that can explode
442 * fixed bug which caused player not being protected against enemies
443 when a CE was "walkable / inside" and was not "indestructible"
444 * added "walkable/passable" fields to be "protected/unprotected"
445 against enemies, even if not accessible "inside" but "over/under"
448 * corrected move pattern to 32 bit and initial move direction to 8 bit
451 * added second custom element base configuration page
454 * added some special EMC mappings to Emerald Mine level loader
455 (also covering previously unknown element in level 0 of "Bondmine 8")
458 * added option to block last field when player is moving (for Supaplex)
459 * adjusted push delay of Supaplex elements
460 * removed delays for envelopes etc. when replaying with maximum speed
461 * fixed bug when dropping element on a field that just changed to empty
464 * fixed bug: infotrons can now smash yellow disks
465 * fixed bug: when gravity active, port above player can now be entered
466 * removed "one white dot" mouse pointer which irritated some people
469 * added "choice type" for group element selection
472 * fixed bug with initial invulnerability of non-yellow player
475 * added level loader for loading native Supaplex packed levels
476 (including multi-part levels like the "splvls99" levels)
479 * fixed bug which allowed creating emeralds by escaping explosions
482 * custom elements can change (limited) or leave (unlimited) elements
483 * finally added multiple matches using group elements
484 * added shortcut to dump brush (type ":DB" in editor) for use in forum
487 * added new start movement type "previous" for continued CE movement
488 * added new start movement type "random" for random CE movement start
491 * added new element "sokoban_field_player" needed for Sokoban levels
492 (thanks to Ed Booker for pointing this out!)
495 * added elements that can be digged or left behind by custom elements
498 * added group elements for multiple matches and random element creation
501 * fixed some graphical errors displayed in old levels
504 * fixed wrong double speed movement after passing closing gates
507 * added level loader for loading native Emerald Mine levels
510 * changes for "shooting" style CE movement
513 * Happy New Year! ;-)
516 * changed default snap/drop keys from left/right Shift to Control keys
519 * fixed bug with dead player getting reanimated from custom element
522 * fixed bug with wrong penguin graphics (when entering exit)
525 * fixed bug with wrong "Murphy" graphics (when digging etc.)
528 * version number set to 3.0.9
531 * version 3.0.8 released
534 * added function checked_free()
537 * fixed bug with double nut cracking sound
538 (by eliminating "default element action sound" assignment in init.c)
541 * fixed crash when no music info files are available
544 * fixed boring and sleeping sounds
547 * added "maze runner" and "maze hunter" movement types
548 * added extended collision conditions for custom elements
551 * added warnings for undefined token values in artwork config files
554 * added menu entry for level set information to the info screen
557 * fixed bug with wrong default impact sound for colored emeralds
560 * added several sub-screens for the info screen
561 * menu text now also clickable (not only blue/red sphere left of it)
564 * added configurable "bored" and "sleeping" animations for the player
565 * added "awakening" sound for player when waking up after sleeping
568 * added "copy" and "exchange" functions for custom elements to editor
571 * added configurable element animations for info screen
574 * added configurable music credits for info screen
577 * finally fixed tape recording when player is created from CE change
580 * added "editorsetup.conf" for editor element list configuration
583 * added "musicinfo.conf" for menu and level music configuration
586 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
587 (that only showed up on Linux, but not on Windows systems)
590 * fixed turning movement of butterflies and fireflies (no frame reset)
591 * enhanced sniksnak turning movement (two steps instead of only one)
594 * version number set to 3.0.8
597 * version 3.0.7 released
600 * fixed reset of player animation frame when, for example,
601 walking, digging or collecting share the same animation
602 * fixed CE with "deadly when touching" exploding when touching amoeba
605 * fixed tape recording when player is created from CE element change
608 * introduced "turning..." action graphic for elements with move delay
609 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
610 * added turning animations for bug, spaceship and sniksnak
613 * prevent "extended" changed elements from delay change in same frame
616 * fixed bug when pushing element that can move away to the side
617 (like pushing falling elements, but now with moving elements)
620 * finally fixed serious bug in code for delayed element pushing (again)
623 * unavailable setup options now marked as "n/a" instead of "off"
624 * new boolean directive "latest_engine" for "levelinfo.conf": when set
625 to "true", levels are always played with the latest game engine,
626 which is desired for levels that are imported from other games; all
627 other levels are played with the engine version stored in level file
628 (which is normally the engine version the level was created with)
631 * fixed serious bug in code for delayed element pushing
632 * fixed little bug in animation frame selection for pushed elements
633 * speed-up of reading config file for verbose output
636 * added configuration option for opening and closing Supaplex exit
637 * added configuration option for moving up/down animation for Murphy
638 * fixed incorrectly displayed animation for attacking dragon
639 * fixed bug with not setting initial gravity for each new game
640 * fixed bug with teleportation of player by custom element change
641 * fixed bug with player not getting smashed by rock sometimes
644 * version number set to 3.0.7
647 * version 3.0.6 released
650 * added support for MP3 music for SDL version through SMPEG library
653 * fixed bug when initializing font graphic structure
654 * fixed bug with animation mode "pingpong" when using only 1 frame
655 * fixed bug with extended change target introduced in 3.0.5
656 * fixed bug where passing over moving element doubles player speed
657 * fixed bug with elements continuing to move into push direction
658 * fixed bug with duplicated player when dropping bomb with shield on
659 * added "switching" event for custom elements ("pressing" only once)
660 * fixed switching bug (resetting flag when not switching but not idle)
663 * fixed element tokens for certain file elements with ".active" etc.
666 * version number set to 3.0.6
669 * version 3.0.5 released
672 * now four envelope elements available
673 * font, background, animation and sound for envelope now configurable
674 * main menu doors opening/closing animation type now configurable
677 * active/inactive sides configurable for custom element changes
678 * new movement type "move when pushed" available for custom elements
681 * fixed bug in multiple config pages loader code that caused crashes
684 * enhanced (remaining low-resolution) Supaplex graphics
687 * version number set to 3.0.5
690 * version 3.0.4 released
692 2003-09-12 src/tools.c
693 * fixed bug in custom definition of crumbled element graphics
695 2003-09-11 src/files.c
696 * fixed bug in multiple config pages code that caused crashes
699 * version number set to 3.0.4
702 * version 3.0.3 released
705 * added music to Supaplex classic level set
707 2003-09-07 src/libgame/misc.c
708 * added support for loading various music formats through SDL_mixer
710 2003-09-06 (various source files)
711 * fixed several nasty bugs that may have caused crashes on some systems
712 * added envelope content which gets displayed when collecting envelope
713 * added multiple change event pages for custom elements
715 2003-08-24 src/game.c
716 * fixed problem with player animation when snapping and moving
718 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
719 * fixed problem with flickering when drawing toon animations
721 2003-08-23 src/libgame/sdl.c
722 * fixed problem with setting mouse cursor in SDL version in fullscreen
724 2003-08-23 src/game.c
725 * fixed bug (missing array boundary check) which could crash the game
728 * version number set to 3.0.3
731 * version 3.0.2 released
733 2003-08-21 src/game.c
734 * fixed bug with creating inaccessible elements at player position
736 2003-08-20 src/init.c
737 * fixed bug with not finding current level artwork directory
739 2003-08-20 src/files.c
740 * fixed bug with choosing wrong engine version when playing tapes
741 * fixed bug with messing up custom element properties in 3.0.0 levels
744 * version number set to 3.0.2
747 * version 3.0.1 released
749 2003-08-17 (no source files affected)
750 * changed all "classic" PCX image files with 16 colors or less to
751 256 color (8 bit) storage format, because the Allegro game library
752 cannot handle PCX files with less than 256 colors (contributed
753 graphics are not affected and might look wrong in the DOS version)
755 2003-08-16 src/init.c
756 * fixed bug which (for example) crashed the level editor when defining
757 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
758 (only set to default) -- invalid graphics now set to default graphic
760 2003-08-16 src/init.c
761 * fixed graphical bug of player digging/collecting/snapping element
762 when no corresponding graphic/animation is defined for this action,
763 resulting in player being drawn as EL_EMPTY (which should only be
764 done to elements being collected, but not to the player)
766 2003-08-16 src/game.c
767 * fixed small graphical bug of player not totally moving into exit
769 2003-08-16 src/libgame/setup.c
770 * fixed bug with wrong MS-DOS 8.3 filename conversion
772 2003-08-16 src/tools.c
773 * fixed bug with invisible mouse cursor when pressing ESC while playing
775 2003-08-16 (various source files)
776 * added another 128 custom elements (disabled in editor by default)
778 2003-08-16 src/editor.c
779 * fixed NULL string bug causing Solaris to crash in sprintf()
781 2003-08-16 src/screen.c
782 * fixed drawing over scrollbar on level selection with custom fonts
784 2003-08-15 src/game.c
785 * cleanup of simple sounds / loop sounds / music settings
787 2003-08-08 (various source files)
788 * added custom element property for dropping collected elements
790 2003-08-08 src/conf_gfx.c
791 * fixed bug with missing graphic for active red disk bomb
793 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
794 * extended variable "level.gravity" to "level.initial_gravity" and
795 "game.current_gravity" to prevent level setting from being changed
796 by playing the level (keeping the runtime value after playing)
798 * fixed graphics bug when digging element that has 'crumbled' graphic
799 definition, but not 'diggable' graphic definition
802 * version number set to 3.0.1
805 * version 3.0.0 released
808 * various bug fixes; among others:
809 - fixed bug with pushing spring over empty space
810 - fixed bug with leaving tube while placing dynamite
811 - fixed bug with explosion of smashed penguins
812 - allow Murphy player graphic in levels with non-Supaplex elements
816 * I have forgotten to document changes for some time
819 * pre-release version 2.2.0rc1 released
822 * version number set to 2.1.2
825 * version 2.1.1 released
828 * version number set to 2.1.1
831 * version 2.1.0 released
834 * version number set to 2.1.0
836 2002-04-03 to 2002-05-19 (various source files)
837 * graphics, sounds and music now fully configurable
838 * bug fixed that prevented walking through tubes when gravity on
840 2002-04-02 src/events.c, src/editor.c
841 * Make Escape key less aggressive when playing or when editing level.
842 This can be configured as an option in the setup menu. (Default is
843 "less aggressive" which means "ask user if something can be lost"
844 when pressing the Escape key.)
846 2002-04-02 src/screen.c
847 * Added "graphics setup" screen.
849 2002-04-01 src/screen.c
850 * Changed "choose level" setup screen stuff to be more generic (to
851 make it easier to add more "choose from generic tree" setup screens).
853 2002-04-01 src/config.c, src/timestamp.h
854 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
855 automatically gets created by "src/Makefile" and contains an actual
856 compile-time timestamp to identify development versions of the game).
858 2002-03-31 src/tape.c, src/events.c
859 * Added quick game/tape save/load functions to tape stuff which can be
860 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
861 loads previously recorded tape and directly goes into recording mode
862 from the end of the tape (therefore appending to the tape).
864 2002-03-31 src/tape.c
865 * Added "index mark" function to tape recorder. When playing or
866 recording, "eject" button changes to "index" button. Setting index
867 mark is not yet implemented, but pressing index button when playing
868 allows very quick advancing to end of tape (when normal playing),
869 very fast forward mode (when playing with normal fast forward) or
870 very fast reaching of "pause before end of tape" (when playing with
871 "pause before end" playing mode).
873 2002-03-30 src/cartoons.c
874 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
876 2002-03-29 src/screen.c
877 * Changed setup screen stuff to be more generic (to make it easier
878 to add more setup screens).
880 2002-03-23 src/main.c, src/main.h
881 * Various changes due to the introduction of the new libgame files
882 "setup.c" and "joystick.c".
884 2002-03-23 src/files.c
885 * Generic parts of "src/files.c" (mainly setup and level directory
886 stuff) moved to new libgame file "src/libgame/setup.c".
888 2002-03-23 src/joystick.c
889 * File "src/joystick.c" moved to libgame source tree, with
890 correspondig changes.
892 2002-03-22 src/screens.c
893 * "HandleChooseLevel()": Another bug in level series navigation fixed.
894 (Wrong level series information displayed when entering main group.)
896 2002-03-22 src/editor.c
897 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
899 2002-03-22 src/editor.c
900 * Changed behaviour of "Escape" key in level editor to be more
901 intuitive: When in "Element Properties" or "Level Info" mode,
902 return to "Drawing Mode" instead of leaving the level editor.
904 2002-03-21 src/game.c, src/editor.c, src/files.c
905 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
906 gems (emeralds, diamonds, ...) slipping down from normal wall,
907 steel wall and growing wall (as in E.M.C. style levels). Although
908 the behaviour of contributed and private levels wasn't changed (due
909 to the use of "level.game_version"; see previous entry), editing
910 those levels will (of course) change the behaviour accordingly.
912 This change seems a bit too hard after thinking about it, because
913 the EM style behaviour is not the "expected" behaviour (gems would
914 normally only slip down from "rounded" walls). Therefore this was
915 now changed to an element property for gem style elements, with the
916 default setting "off" (which means: no special EM style behaviour).
917 To fix older converted levels, this flag is set to "on" for pre-2.0
918 levels that are neither contributed nor private levels.
920 2002-03-20 src/files.h
921 * Corrected settings for "level.game_version" depending of level type.
922 (Contributed and private levels always get played with game engine
923 version they were created with, while converted levels always get
924 played with the most recent version of the game engine, to let new
925 corrections of the emulation behaviour take effect.)
927 2002-03-20 src/main.h
928 * Added "#include <time.h>". This seems to be needed by "tape.c" for
929 compiling the SDL version on some systems.
930 Thanks to the several people who pointed this out.
933 * Version number set to 2.0.2.
936 * Version 2.0.1 released.
938 2002-03-18 src/screens.c
939 * "HandleChooseLevel()": Small bug in level series navigation fixed.
941 2002-03-18 src/files.c [src/libgame/misc.c]
942 * Moved some common functions from src/files.c to src/libgame/misc.c.
944 2002-03-18 src/files.c [src/libgame/misc.c]
945 * Changed permissions for new directories and saved files (especially
946 score files) according to suggestions of Debian users and mantainers.
947 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
949 2002-03-17 src/files.c
950 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
951 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
952 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
953 for levels and "TAPE" for tapes). Old "cookie" style format is
954 still supported for reading. New level and tape files are written
957 * New IFF chunk "VERS" contains version numbers for file and game
958 (where "game version" is the version of the program that wrote the
959 file, and "file version" is a version number to distinguish files
960 with different format, for example after adding new features).
962 2002-03-15 src/screen.c
963 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
964 (Before, you heard a mixture of the in-game music and the
967 2002-03-14 src/events.c
968 * Function "DumpTape()" (files.c) now available by pressing 't' from
969 main menu (when in DEBUG mode).
971 2002-03-14 src/game.c
972 * "GameWon()": When game was won playing a tape, now there is no delay
973 raising the score and no corresponding sound is played.
975 2002-03-14 src/files.c
976 * Changed "LoadTape()" for real chunk support and also adjusted
977 "SaveTape()" accordingly.
979 2002-03-14 src/game.c, src/tape.c, src/files.c
980 * Important changes to tape format: The old tape format stored all
981 actions with a real effect with a corresponding delay between the
982 stored actions. This had some major disadvantages (for example,
983 push delays had to be ignored, pressing a button for some seconds
984 mutated to several single button presses because of the non-action
985 delays between two action frames etc.). The new tape format just
986 stupidly records all device actions and replays them later. I really
987 don't know why I haven't solved it that way before?! Old-style tapes
988 (with tape file version less than 2.0) get converted to the new
989 format on-the-fly when loading and can therefore still be played;
990 only some minor parts of the old-style tape handling code was needed.
991 (A perfect conversion is not possible, because there is information
992 missing about the device actions between two action frames.)
994 2002-03-14 src/files.c
995 * New function "DumpTape()" to dump the contents of the current tape
996 in a human readable format.
998 2002-03-14 src/game.c
999 * Small tape bug fixed: When automatically advancing to next level
1000 after a game was won, the tape from the previous level still was
1001 loaded as a tape for the new level.
1003 2002-03-14 src/tape.c
1004 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1005 tape, cartoons did not get completely removed because
1006 StopAnimation() was not called.
1008 2002-03-13 src/files.c
1009 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1010 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1011 size even when using 16-bit elements). Added new chunk "CNT2" for
1012 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1013 chunk even when content was 16-bit element). "CNT2" should now be
1014 able to store content for arbitrary elements (up to eight blocks of
1015 3 x 3 element arrays). All "CNT2" elements will always be stored as
1016 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1018 2002-03-13 src/files.c
1019 * Changed "LoadLevel()" for real chunk support.
1021 2002-03-12 src/game.c
1022 * Fixed problem (introduced after 2.0.0 release) with penguins
1023 not getting killed by enemies
1025 2002-02-24 src/game.c, src/main.h
1026 * Added "player->is_moving"; now "player->last_move_dir" does
1027 not contain any information if the player is just moving at
1029 Before, "player->last_move_dir" was misused for this purpose
1030 for the robot stuff (robots don't kill players when they are
1031 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1032 broke tapes when walking through pipes!
1033 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1034 in a continuous movement. This fact is ignored for friends and