2 * some optimizations on startup speed by reducing initial text output
5 * added caching of custom artwork information for faster startup times
8 * fixed graphical bug when using fewer menu entries on level selection
9 screen than usual (with "menu.list_size.LEVELS" directive)
10 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
11 the backbuffer to the backbuffer by error (with identical rectangle)
14 * fixed bug when displaying titlescreen with size less than element tile
15 * fixed bug that caused elements with "change when digging <e>" event
16 to change for _every_ digged element, not only those specified in <e>
17 * fixed bug that caused impact style collision when dropping element one
18 tile over the player that can both fall down and smash players
19 * fixed bug that caused impact style collision when element changed to
20 falling/smashing element over the player immediately after movement
23 * fixed bug that allowed making engine snapshots from the level editor
26 * fixed bugs with player name and current level positions on main screen
29 * added configuration directives for control of title screens:
30 - "title.fade_delay" for fading time
31 - "title.post_delay" for pause between screens (when not crossfading)
32 - "title.auto_delay" to automatically continue after some time
33 these settings can each be overridden by specifying them with titles:
34 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
35 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
36 fading mode can also be specified:
37 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
38 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
39 default is using normal fading for menues and initial title screens,
40 while using cross-fading for level set title screens
41 * fixed bug with background not drawn in Hall of Fame after game was won
44 * added configuration directives for the remaining main menu items
47 * added additional configuration directives for info screen draw offset:
48 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
49 * added additional configuration directives for preview info text
50 * limited mouse wheel sensitive screen area to scrollable screen area
53 * added highlighted menu text entries to menu navigation when selected
56 * fixed bug that prevented player from correctly being created in the
57 top left corner by a custom element change in a level without player
58 * fixed bug that prevented player from being killed when indestructible,
59 non-walkable element is placed on player position by extended change
60 * added configurable menu button, text and input positions to main menu
63 * added page fading effects for remaining info sub-screens
64 * fixed small bug that caused some delays when answering door request
67 * added directives "border.draw_masked.*" for menu/playfield area and
68 door areas to display overlapping/masked borders from "global.border"
71 * fixed bug with CE with move speed "not moving" not being animated
72 * when changing player artwork by CE action, reset animation frame
75 * fixed bug with not unmapping main menu screen gadgets on other screens
76 * fixed bug with un-pausing a paused game by releasing still pressed key
77 * fixed bug with not redrawing screen when toggling to/from fullscreen
78 mode while fast reloading tape (without redrawing playfield contents)
79 * fixed bug with quick-saving tape snapshot despite answering with "no"
82 * version number set to 3.2.3
85 * version 3.2.2 released
88 * fixed bug with redrawing screen in fullscreen mode after quick tape
89 reloading when using the EMC game engine
90 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
93 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
96 * added engine snapshot functionality for instant tape reloading (this
97 only works for the last tape saved using "quick save", and does not
98 work across program restarts, because it completely works in memory)
101 * version number set to 3.2.2
104 * version 3.2.1 released
107 * fixed nasty bugs with handling error message file on Mac OS X systems
110 * general code cleanup (removing many annoying "#if 0" blocks etc.)
113 * fixed bug that caused broken tapes when manually appending to tapes
114 using the "pause before death" functionality, followed by recording
115 * added setup option to disable fading of screens for faster testing
118 * code cleanup of new fading functions
121 * changed behaviour after solved game -- do not immediately stop engine
122 * added some more smooth screen fadings (game start, hall of fame etc.)
125 * fixed bug with displaying pushed CE with value/score/delay anim_mode
128 * added configurable level preview position, tile size and dimensions
129 * added configurable game panel value positions (gems, time, score etc.)
132 * fixed small bug with time displayed incorrectly when collecting CEs
135 * fixed bug with bumpy scrolling with EM engine in double player mode
138 * added compatibility code to fix "Snake Bite" style levels that were
139 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
142 * fixed bug with scrollbars inside editor when using the Windows mouse
143 enhancement tool "True X-Mouse" (which injects key events to the event
144 queue to insert selected stuff into the Windows clipboard, which gets
145 confused with the "Insert" key for jumping to the last editor cascade
146 block in the element list)
147 * added Rocks'n'Diamonds icon for use as window icon to SDL version
148 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
151 * added selection of preferred fullscreen mode to setup / graphics menu
152 (useful if default mode 800 x 600 does not match screen aspect ratio)
155 * improved down-scaling of images for better editor and preview graphics
156 * changed user data directory for Mac OS X from Unix style to new place
159 * improved level number selection in main menu and player selection in
160 setup menu (input devices section) by using standard button gadgets
161 * added support for mouse scroll wheel (caused buggy behaviour before)
162 * added support for scrolling horizontal scrollbars with mouse wheel by
163 holding "Shift" key pressed while scrolling the wheel
164 * added support for single step mouse wheel scrolling by holding "Alt"
165 key pressed while scrolling the wheel (can be combined with "Shift")
166 * changed output file "stderr.txt" on Windows platform now always to be
167 created in the R'n'D sub-directory of the personal documents directory
168 * added Windows message box to direct to "stderr.txt" after error aborts
171 * improved general scrollbar handling (when jump-scrolling scrollbars)
174 * changed scrollbars to always show last line as first after scrolling
175 (that means jumping n - 1 screen lines instead of n screen lines)
178 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
179 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
180 * fixed special handling of vertically stacked acid becoming fake acid
183 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
184 affect multiple instances of the same CE, although this kind of
185 change condition usually only affects one single custom element
188 * version number set to 3.2.1
191 * version 3.2.0 released
194 * reorganized level editor element list a bit to match engines better
197 * fixed newly introduced bug with wrongly initializing clipboard element
200 * fixed bug with displaying visible/invisible level border in editor
203 * reorganized some elements in the level editor element list
206 * fixed bug with displaying any player as "yellow" when moving into acid
207 * fixed bug with displaying running player when player stopped at border
210 * fixed bug with player exploding when moving into acid
211 * fixed bug with level settings being reset in editor and when playing
212 (some compatibility settings being set not only after level loading)
213 * fixed crash bug when number of custom graphic frames was set to zero
214 * fixed bug with teleporting player on walkable tile not working anymore
215 * added partial compatibility support for pre-release-only "CONF" chunk
216 (to make Alan Bond's "color cycle" demo work again :-) )
219 * fixed some bugs when displaying title screens from info screen menu
220 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
223 * changed file major version to 3 to reflect level file format changes
224 * uploaded pre-release (test) version 3.2.0-8 binary and source code
227 * added new chunk "NAME" to level file format for level name settings
228 * added new chunk "NOTE" to level file format for envelope settings
229 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
230 * updated magic(5) file to recognize changed and new level file chunks
231 * removed change events "change when CE value/score changes" as unneeded
234 * changed gravity (which only affects the player) from level property
235 to player property (only makes a difference in multi-player levels)
236 * added change events "change when CE value/score changes"
237 * added change events "change when CE value/score changes of <element>"
240 * added new chunk "INFO" to level file format for global level settings
241 * added all element settings from "HEAD" chunk to "CONF" chunk
242 * added all global level settings from "HEAD" chunk to "INFO" chunk
245 * changed level file format by adding two new chunks "CUSX" (for custom
246 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
247 elements, replacing the previous "GRP1" chunk); these new IFF style
248 chunks use the new and flexible "micro chunks inside chunks" technique
249 already used with the new "CONF" chunk (for normal element properties)
250 which makes it possible to easily extend the existing level format
251 (instead of using fixed-length chunks like before, which are either
252 too big due to reserved bytes for future use, or too small when those
253 reserved bytes have all been used and even more data should be stored,
254 requiring the replacement by new and larger chunks just like it went
255 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
258 * added credits pages to the "credits" section that were really missing
259 * added some missing element descriptions to the level editor
260 * added down position of switchgate switch to the level editor
261 and allowed the use of both switch positions at the same time
262 * changed use of "Insert" and "Delete" keys to navigate element list in
263 level editor to start of previous or next cascading block of elements
266 * added the possibility to view the title screen to the info screen menu
267 * fixed some minor bugs with viewing title screens
270 * fixed bug with title (cross)fading in/out when using fullscreen mode
273 * fixed bug that forced re-defining of menu settings in local graphics
274 config file which are already defined in existing base config file
275 * fixed small bug that caused door sounds playing when music is enabled
278 * added the possibility to define up to five title screens for each
279 level set that are displayed after loading using (cross)fading in/out
280 (this was added to display the various start images of the EMC sets)
283 * added "CE score gets zero [of]" to custom element trigger conditions
284 * added setup option to display element token name in level editor
287 * added compatibility code for Juergen Bonhagen's menu artwork settings
290 * fixed bug with displaying wrong animation frame 0 after CE changes
291 * fixed bug with creating invisible elements when light switch is on
294 * added selection between ECS and AGA graphics for EMC levels to setup
297 * adjusted font handling for various narrow EMC style fonts
300 * changed EM engine behaviour back to re-allow initial rolling springs
303 * fixed handling of over-large selectboxes (less error-prone now)
304 * fixed bug when creating GE with walkable element under the player
307 * added use of "Insert" and "Delete" keys to navigate element list in
308 level editor to start of custom elements or start of group elements
309 * added virtual elements to access CE value and CE score of elements:
310 - "CE value of triggering element"
311 - "CE score of triggering element"
312 - "CE value of current element"
313 - "CE score of current element"
316 * fixed "grass" to "sand" in older EM levels (up to file version V4)
319 * changed behaviour of network games with internal errors (because of
320 different client frame counters) from immediately terminating R'n'D
321 to displaying an error message requester and stopping only the game
322 (also to prevent impression of crashes under non command-line runs)
323 * fixed playing network games with the EMC engine (did not work before)
324 * fixed bug with not scrolling the screen in multi-player mode with the
325 focus on player 1 when all players are moving in different directions
326 * fixed bug with keeping pointer to gadget even after its deallocation
327 * fixed bug with allowing "focus on all players" in network games
328 * fixed bug with player focus when playing tapes from network games
331 * uploaded pre-release (test) version 3.2.0-7 binary and source code
334 * code cleanup for game action control for R'n'D and EMC game engine
337 * fixed bug in multi-player movement with focus on both players
338 * added option to control only the focussed player with all input
341 * added player focus switching to level tape recording and re-playing
344 * fixed some bugs in player focus switching in EMC and RND game engine
347 * added special Supaplex animations for Murphy digging and snapping
348 * added special Supaplex animations for Murphy being bored and sleeping
351 * added four new yam yams with explicit start direction for EMC engine
352 * fixed bug in src/libgame/text.c with printing text outside the window
355 * fixed small bug in EMC level loader (copyright sign in EM II levels)
358 * added delayed ignition of EM style dynamite when used in R'n'D engine
359 * added limited movement range to EMC engine when focus on all players
362 * fixed bug with missing (zero) score values for native Supaplex levels
365 * added "continuous snapping" (snapping many elements while holding the
366 snap key pressed, without releasing the snap key after each element)
367 as a new player setting for more compatibility with the classic games
370 * finished scrolling for "focus on all players" in EMC graphics engine
373 * level sets with "levels: 0" are ignored for levels, but not artwork
374 * fixed bug when scanning empty level group directories (endless loop)
377 * fixed bug with explosion graphic for player using "Murphy" graphic
378 * fixed bug with explosion graphic if player leaves explosion in time
379 * changed some descriptive text in setup menu to use medium-width font
380 * added key shortcut settings for switching player focus to setup menu
383 * fixed bug with random value initialization when recording tapes
384 * fixed bug with playing single player tapes when team mode activated
387 * fixed little bug when trying to switch to player that does not exist
390 * added player switching (visual and quick) to R'n'D and EM game engine
391 * added setup option to select visual or quick in-game player switching
394 * added use of "Home" and "End" keys to handle element list in editor
397 * fixed bug with adding score when playing tape with EMC game engine
398 * added steel wall border for levels using EMC engine without border
399 * finally fixed delayed scrolling in EMC engine also for small levels
402 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
405 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
406 * fixed bug when displaying info element without action, but direction
409 * fixed minor graphical problems with springs smashing and slurping
410 (when using R'n'D style graphics instead of EMC style graphics)
413 * added scroll delay (as configured in setup) to EMC graphics engine
416 * improved screen redraw for EMC graphics engine (faster and smoother)
417 * when not scrolling, do not redraw the whole playfield if not needed
420 * added multi-player mode for EMC game engine (with up to four players)
423 * added android (can clone elements) from EMC engine to R'n'D engine
426 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
429 * added selectbox for initial player speed to player settings in editor
432 * version 3.1.2 created that is basically version 3.1.1, but with a
433 major bug fixed that prevented editing your own private levels
434 * version 3.1.2 released
437 * added magic ball (creates elements) from EMC engine to R'n'D engine
440 * uploaded fixed pre-release version 3.2.0-6 binary and source code
443 * fixed bug when using "CE can leave behind <trigger element>"
444 * added new change condition "(after/when) creation of <element>"
445 * added new change condition "(after/when) digging <element>"
446 * fixed bug accessing invalid gadget that caused crashes under Windows
447 * deactivated new possibility for multiple CE changes per frame
450 * uploaded pre-release (test) version 3.2.0-6 binary and source code
453 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
454 * fixed bug with not keeping CE value for moving CEs with only action
455 * changed CE action selectboxes in editor to be only reset when needed
458 * added option "use artwork from element" for custom player artwork
459 * added option "use explosion from element" for player explosions
462 * added cascaded element lists in the level editor
463 * added persistence for cascaded element lists by "editorcascade.conf"
464 * added dynamic element list with all elements used in current level
465 * added possibility for multiple CE changes per frame (experimental)
468 * uploaded pre-release (test) version 3.2.0-5 binary and source code
471 * changed "score for each 10 seconds/steps left" to "1 second/step"
472 * added own score for collecting "extra time" instead of sharing it
473 * added change events "switched by player" and "player switches <e>"
474 * added change events "snapped by player" and "player snaps <e>"
475 * added "set player artwork: <element choice>" to CE action options
476 * added change event "move of <element>"
479 * added "set player shield: off / normal / deadly" to CE action options
480 * added new player option "use level start element" in level editor
481 to set the correct focus at level start to elements from which the
482 player is created later (this did not work before for cascaded CE
483 changes resulting in creation of the player; it is now also possible
484 to create the player from a yam yam which is smashed at level start)
487 * added "set player speed: frozen (not moving)" to CE action options
488 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
491 * added new player option "block snap field" (enabled by default) to
492 make it possible to show a snapping animation like in Emerald Mine
495 * added dynamic selectboxes to custom element action settings in editor
496 * added "CE value" counter for custom elements (instead of "CE count")
497 * added option to use the last "CE value" after custom element change
498 * added option to use the "CE value" of other elements in CE actions
499 * fixed odd behaviour when pressing time orb in levels w/o time limit
500 * added checkbox "use time orb bug" for older levels that use this bug
503 * added missing configuration settings for the following elements:
504 - EL_TIMEGATE_SWITCH (time of open time gate)
505 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
506 - EL_SHIELD_NORMAL (time of shield duration)
507 - EL_SHIELD_DEADLY (time of shield duration)
508 - EL_EXTRA_TIME (time added to level time)
509 - EL_TIME_ORB_FULL (time added to level time)
512 * added "wind direction" as a movement pattern for custom elements
513 * added initial wind direction for balloon / custom elements to editor
514 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
517 * added parameters for "game of life" and "biomaze" elements to editor
520 * added level file chunk "CONF" for generic level and element settings
523 * uploaded pre-release (test) version 3.2.0-4 binary and source code
526 * skip empty level sets (with "levels: 0"; may be artwork base sets)
527 * added sound action ".page[1]" to ".page[32]" for each CE change page
530 * added image config suffix ".clone_from" to copy whole image settings
531 * fixed bug with invalid ("undefined") CE settings in old level files
534 * fixed graphical bug with smashing elements falling faster than player
537 * fixed major bug which prevented private levels from being edited
538 * fixed bug with precedence of general and special font definitions
541 * fixed graphical bug with player animation when player moves slowly
544 * uploaded pre-release (test) version 3.2.0-3 binary and source code
547 * fixed bug which prevented "global.num_toons: 0" from working
550 * major code cleanup (removed all these annoying "#if 0" blocks)
553 * added custom element actions for CE change page in level editor
556 * fixed music initialization bug in init.c (thanks to David Binderman)
557 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
558 (this bug must probably be fixed at other places, too)
561 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
562 (should be '#include <SDL.h>' instead)
565 * fixed bug which prevented "walkable from no direction" from working
566 (due to compatibility code overwriting this setting after loading)
569 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
572 * version number temporarily set to 3.1.1 (intermediate bugfix release)
573 * version 3.1.1 released
576 * changed some va_arg() arguments from 'long' to 'int', fixing problems
577 on 64-bit architecture systems with LP64 data model
580 * fixed bug with bombs not exploding when hitting the last level line
581 (introduced after the release of 3.1.0)
584 * added support for dumping small-sized level sketches from editor
587 * added recognition of "trigger element" for "change digged element to"
588 (this is not really what the "trigger element" was made for, but its
589 use may seem obvious for leaving back digged elements unchanged)
592 * fixed multiple warnings about failed joystick device initialization
595 * fixed bug with dynamite dropped on top of just dropped custom element
596 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
597 dynamite can still be dropped, but drop key must be released before
600 * fixed bug with wrong start directory when started from file browser
601 (due to this bug, R'n'D could not be started from KDE's Konqueror)
604 * fixed bug causing "change when impact" on player not working
605 * fixed wrong priority of "hitting something" over "hitting <element>"
606 * fixed wrong priority of "hit by something" over "hit by <element>"
609 * fixed graphical bug which caused the player (being Murphy) to show
610 collecting animations although the element was collected by penguin
613 * fixed two bugs causing wrong door background graphics in system.c
614 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
617 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
618 * added "no direction" to "walkable/passable from" selectbox options
621 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
622 * in tape autoplay, not only report broken, but also missing tapes
625 * uploaded pre-release (test) version 3.2.0-2 binary and source code
628 * fixed small bug with "linear" animation not working for active lamp
631 * fixed bug with moving up despite gravity due to "block last field"
632 * fixed small bug with wrong draw offset when typing name in main menu
633 * when reading user names from "passwd", ignore data after first comma
634 * when creating new "levelinfo.conf", only write some selected entries
637 * fixed displaying "imported from/by" on preview with empty string
638 * fixed ignoring draw offset for fonts used for level preview texts
641 * fixed a delay problem with SDL and too many mouse motion events
642 * added setup option "skip levels" and level skipping functionality
645 * added move speed "not moving" for non-moving CEs, but with direction
648 * fixed mapping of obsolete element token names in "editorsetup.conf"
649 * fixed bug with sound "acid.splashing" treated as a loop sound
650 * fixed some little sound bugs in native EM engine
653 * fixed small bug when dragging scrollbars to end positions
656 * added editor element descriptions written by Aaron Davidson
659 * improved fallback handling when configured artwork is not available
660 (now using default artwork instead of exiting when files not found)
663 * fixed bug on level selection screen when dragging scrollbar
666 * fixed bug which caused broken tapes when appending to EM engine tapes
669 * uploaded pre-release (test) version 3.2.0-1 binary and source code
672 * added code to replace changed artwork config tokens with other tokens
673 (needed for backwards compatibility, so that older tokens still work)
676 * added native R'n'D graphics for some new EMC elements in EM engine
679 * fixed some bugs in the EM engine integration code
680 * changed EM engine code to allow diagonal movement
681 * changed EM engine code to allow use of separate snap and drop keys
684 * fixed some redraw bugs when using EM engine
687 * fixed bug with not converting RND levels which are set to use native
688 engine to native level structure when loading
691 * uploaded pre-release (test) version 3.2.0-0 binary and source code
694 * version number set to 3.2.0
697 * level data now reset to defaults after attempt to load invalid file
700 * added use of "editorsetup.conf" for different level sets
703 * added auto-detection for various types of Emerald Mine level files
706 * fixed bug with scrollbars getting too small when list is very large
709 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
712 * added most level editor configuration gadgets for new EMC elements
715 * added more element and graphic definitions for new EMC elements
718 * modified native EM engine to use integrated R'n'D sound system
721 * added SDL support to graphics functions in native EM engine
722 (by always using generic libgame interface functions)
725 * fixed bug in frame synchronization in native EM engine
728 * added code to convert levels between R'n'D and native EM engine
731 * new Emerald Mine engine can now play levels selected in main menu
734 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
735 (which creates scaled down graphics for level editor and preview);
736 there's still a memory leak somewhere in the artwork handling code
737 * added "scale image up" functionality to X11 version of zoom function
740 * first attempts to integrate new, native Emerald Mine Club engine
743 * fixed bug in gadget code which caused reset of CEs in level editor
744 (example: pressing 'b' [grab brush] on CE config page erased values)
745 (solution: check if gadgets in ClickOnGadget() are really mapped)
746 * improved level change detection in editor (settings now also checked)
747 * fixed bug with "can move into acid" and "don't collide with" state
750 * fixed maze runner style CEs to use the configured move delay value
753 * added Aaron Davidson's tutorial level set to the "Tutorials" section
756 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
757 * fixed the above fix because it broke level set "machine" (*sigh*)
758 * fixed random element placement in level editor to work as expected
759 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
762 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
765 * fixed bug (missing array boundary check) which caused broken tapes
766 * fixed bug (when loading level template) which caused broken levels
767 * fixed bug with new block last field code when using non-yellow player
770 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
771 * internal change of how the player blocks the last field when moving
772 * fixed blocking delay of last field for EM and SP style block delay
773 * fixed bug where the player had to wait for the usual move delay after
774 unsuccessfully trying to move, when he directly could move after that
775 * the last two changes should make original Supaplex level 93 solvable
776 * improved use of random number generator to make it less predictable
777 * fixed behaviour of slippery SP elements to let slip left, then right
780 * fixed bug with wrong door state after trying to quickload empty tape
781 * fixed waste of static memory usage of the binary, making it smaller
782 * fixed very little graphical bug in Supaplex explosion
785 * version number set to 3.1.1
788 * version 3.1.0 released
791 * fixed bug with crash when writing user levelinfo.conf the first time
794 * added option "convert LEVELDIR [NR]" to command line batch commands
795 * re-converted Supaplex levels to apply latest engine fixes
796 * changed "use graphic/sound of element" to "use graphic of element"
797 due to compatibility problems with some levels ("bug machine" etc.)
800 * fixed bug with CE change replacing player with same or other player
803 * fixed bug with opaque font in envelope with background graphic when
804 background graphic is not transparent itself
807 * added "gravity on" and "gravity off" ports for Supaplex compatibility
808 * corrected original Supaplex level loading code to use these new ports
809 * also corrected Supaplex loader to auto-count infotrons if set to zero
812 * fixed bug with missing initialization of "modified" flag for GEs
815 * fixed bug that caused endless recursion loop when relocating player
816 * fixed tape recorder bug in "step mode" when using "pause before end"
817 * fixed tape recorder bug when changing from "warp forward" mode
820 * fixed bug with "when touching" for pushed elements at last position
823 * fixed bug that caused two activated toolbox buttons in level editor
824 * fixed bug with exploding dynabomb under player due to other explosion
827 * fixed bug with creating walkable custom element under player (again)
828 * fixed bug with not copying explosion type when copying CEs in editor
829 * fixed graphical bug when drawing player in setup menu (input devices)
830 * fixed graphical bug when the player is pushing an accessible element
831 * fixed bug with classic switchable elements triggering CE changes
832 * fixed bug with entering/leaving walkable element in RelocatePlayer()
833 * fixed crash bug when CE leaves behind the trigger player element
836 * fixed bug with broken tubes after placing/exploding dynamite in them
837 * fixed bug with exploding dynamite under player due to other explosion
838 * fixed bug with not resetting push delay under certain circumstances
841 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
842 * added network multiplayer code for Windows (thanks to Niko Böhm)
845 * added option "reachable despite gravity" for gravity movement
846 * changed gravity movement of most classic walkable and passable
847 elements back to "not reachable" (for compatibility reasons)
850 * fixed (removed) "indestructible" / "can explode" dependency in editor
851 * fixed (removed) "accessible inside" / "protected" dependency
852 * fixed (removed) "step mode" / "shield time" dependency
855 * fixed dynabombs exploding now into anything diggable
856 * fixed Supaplex style gravity movement into buggy base now impossible
857 * added pressing key "space" as valid action to select menu options
860 * added "replace when walkable" to relocate player to walkable element
861 * added "enter"/"leave" event for elements affected by relocation
862 * fixed "direct"/"indirect" change order also for "when change" event
863 * fixed graphical bug when pushing things from elements walkable inside
866 * fixed graphic bug when player is snapping while moving in old levels
867 * fixed bug when a moving custom element leaves a player element behind
868 * fixed bug with mole not disappearing when moving into acid pool
869 * fixed bug with incomplete path setting when using "--basepath" option
870 * moving CE can now leave walkable elements behind under the player
871 * when relocating, player can be set on walkable element now
872 * fixed another gravity movement bug
875 * uploaded pre-release (test) version 3.1.0-2 binary and source code
878 * added "collectible" and "removable" to extended replacement types
879 (where "removable" replaces "diggable" and "collectible" elements)
880 * added "collectible & throwable" (to throw element to the next field)
881 * fixed bug with CEs digging elements that are just about to explode
882 * changed mouse cursor now always being visible when game is paused
885 * added possibility to push/press accessible elements from a side that
887 * fixed bug with not setting actual date when appending to tape
890 * fixed bug with incorrectly initialized custom element editor graphics
893 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
894 - number of levels corrected from 18 to 17 in "levelinfo.conf"
897 * fixed bug with destroyed robot wheel still attracting robots forever
898 * fixed bug with time gate switch deactivating after robot wheel time
899 (while the time gate itself is not affected by this misbehaviour)
900 * changed behaviour of BD style amoeba to always get blocked by player
901 (before it was different when there were non-BD elements in level)
902 * fixed bug with player destroying indestructable elements with shield
905 * added option to make growing elements grow into anything diggable
906 (for the various amoeba types, biomaze and "game of life")
909 * fixed bug with movable elements not moving after left behind by CEs
910 * changed gravity movement to anything diggable, not only sand/base
911 * optionally allowing passing to walkable element, not only empty space
912 * added option "can pass to walkable element" for players
913 * finally fixed gravity movement (hopefully)
916 * fixed bug with movable elements not moving anymore after falling down
919 * fixed another bug with custom elements digging and leaving elements
920 * fixed bug with "along left/right side" and automatic start direction
921 * trigger elements now also displayed when "more custom" deactivated
922 * fixed bug with clipboard element initialized when loading new level
923 * added option "drop delay" to set delay before dropping next element
926 * uploaded pre-release (test) version 3.1.0-1 binary and source code
929 * added copy and paste functions for custom change pages
930 * enhanced graphical display and functionality of tape recorder
931 * fixed bug with custom elements digging and leaving elements
934 * added move speed faster than "very fast" for custom elements
935 * fixed bug with 3+3 style explosions and missing border content
936 * fixed little bug when copying custom elements in the editor
937 * enhanced custom element changes by more side trigger actions
940 * added option "no scrolling when relocating" for instant teleporting
941 * uploaded pre-release (test) version 3.1.0-0 binary and source code
944 * added trigger element and trigger player to use as target elements
945 * added copy and paste functions for custom and group elements
948 * fixed graphical bug when displaying explosion animations
949 * fixed bug when appending to tapes, resulting in broken tapes
950 * re-recorded a few tapes broken by fixing gravity checking bug
953 * "can move into acid" property now for all elements independently
954 * "can fall into acid" property for player stored in same bitfield now
955 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
956 * version number set to 3.1.0 (finally!)
959 * changed tape recording to only record input, not programmed actions
962 * fixed totally broken (every 8th frame skipped) step-by-step recording
963 * fixed bug with requester not displayed when quick-loading interrupted
964 * added option "can fall into acid (with gravity)" for players
965 * fixed bug with player not falling when snapping down with gravity
968 * fixed bug which messed up key config when using keypad number keys
971 * fixed bug which allowed moving upwards even when gravity was active
972 * fixed bug with missing error handling when dumping levels or tapes
975 * added different colored editor graphics for Supaplex gravity tubes
978 * fixed bug that allowed solvable tapes for unsolvable levels
981 * use unlimited number of droppable elements when "count" set to zero
982 * added option to use step limit instead of time limit for level
985 * added player and change page as trigger for custom element change
988 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
991 * fixed bug with dark yamyam changing to acid when moving over acid
992 * fixed handling of levels with more than 999 seconds level time
993 (example: level 76 of "Denmine")
996 * "spring push bug" reintroduced as configurable element property
997 * fixed bug with missing properties for "mole"
998 * fixed bug that showed up when fixing the above "mole" properties bug
999 * added option "can move into acid" for all movable elements
1000 * fixed graphical bug for elements moving into acid
1001 * changed event handling to handle all pending events before going on
1004 * fixed bug which caused all CE change pages to be ignored which had
1005 the same change event, but used a different element side
1006 (reported by Simon Forsberg)
1008 * fixed bug which caused elements that can move and fall and that are
1009 transported by a conveyor belt to continue moving into that direction
1010 after leaving the conveyor belt, regardless of their own movement
1011 type; only elements which can not move are transported now
1012 (reported by Simon Forsberg)
1014 * fixed bug which could cause an array overflow in RelocatePlayer()
1015 (reported by Niko Böhm)
1017 * changed Emerald Mine style "passable / over" elements to "protected"
1018 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1020 * added new option to select from which side a "walkable/passable"
1021 element can be entered
1024 * added explosion and ignition delay for elements that can explode
1027 * fixed bug which caused player not being protected against enemies
1028 when a CE was "walkable / inside" and was not "indestructible"
1029 * added "walkable/passable" fields to be "protected/unprotected"
1030 against enemies, even if not accessible "inside" but "over/under"
1033 * corrected move pattern to 32 bit and initial move direction to 8 bit
1036 * added second custom element base configuration page
1039 * added some special EMC mappings to Emerald Mine level loader
1040 (also covering previously unknown element in level 0 of "Bondmine 8")
1043 * added option to block last field when player is moving (for Supaplex)
1044 * adjusted push delay of Supaplex elements
1045 * removed delays for envelopes etc. when replaying with maximum speed
1046 * fixed bug when dropping element on a field that just changed to empty
1049 * fixed bug: infotrons can now smash yellow disks
1050 * fixed bug: when gravity active, port above player can now be entered
1051 * removed "one white dot" mouse pointer which irritated some people
1054 * added "choice type" for group element selection
1057 * fixed bug with initial invulnerability of non-yellow player
1060 * added level loader for loading native Supaplex packed levels
1061 (including multi-part levels like the "splvls99" levels)
1064 * fixed bug which allowed creating emeralds by escaping explosions
1067 * custom elements can change (limited) or leave (unlimited) elements
1068 * finally added multiple matches using group elements
1069 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1072 * added new start movement type "previous" for continued CE movement
1073 * added new start movement type "random" for random CE movement start
1076 * added new element "sokoban_field_player" needed for Sokoban levels
1077 (thanks to Ed Booker for pointing this out!)
1080 * added elements that can be digged or left behind by custom elements
1083 * added group elements for multiple matches and random element creation
1086 * fixed some graphical errors displayed in old levels
1089 * fixed wrong double speed movement after passing closing gates
1092 * added level loader for loading native Emerald Mine levels
1095 * changes for "shooting" style CE movement
1098 * Happy New Year! ;-)
1101 * changed default snap/drop keys from left/right Shift to Control keys
1104 * fixed bug with dead player getting reanimated from custom element
1107 * fixed bug with wrong penguin graphics (when entering exit)
1110 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1113 * version number set to 3.0.9
1116 * version 3.0.8 released
1119 * added function checked_free()
1122 * fixed bug with double nut cracking sound
1123 (by eliminating "default element action sound" assignment in init.c)
1126 * fixed crash when no music info files are available
1129 * fixed boring and sleeping sounds
1132 * added "maze runner" and "maze hunter" movement types
1133 * added extended collision conditions for custom elements
1136 * added warnings for undefined token values in artwork config files
1139 * added menu entry for level set information to the info screen
1142 * fixed bug with wrong default impact sound for colored emeralds
1145 * added several sub-screens for the info screen
1146 * menu text now also clickable (not only blue/red sphere left of it)
1149 * added configurable "bored" and "sleeping" animations for the player
1150 * added "awakening" sound for player when waking up after sleeping
1153 * added "copy" and "exchange" functions for custom elements to editor
1156 * added configurable element animations for info screen
1159 * added configurable music credits for info screen
1162 * finally fixed tape recording when player is created from CE change
1165 * added "editorsetup.conf" for editor element list configuration
1168 * added "musicinfo.conf" for menu and level music configuration
1171 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1172 (that only showed up on Linux, but not on Windows systems)
1175 * fixed turning movement of butterflies and fireflies (no frame reset)
1176 * enhanced sniksnak turning movement (two steps instead of only one)
1179 * version number set to 3.0.8
1182 * version 3.0.7 released
1185 * fixed reset of player animation frame when, for example,
1186 walking, digging or collecting share the same animation
1187 * fixed CE with "deadly when touching" exploding when touching amoeba
1190 * fixed tape recording when player is created from CE element change
1193 * introduced "turning..." action graphic for elements with move delay
1194 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1195 * added turning animations for bug, spaceship and sniksnak
1198 * prevent "extended" changed elements from delay change in same frame
1201 * fixed bug when pushing element that can move away to the side
1202 (like pushing falling elements, but now with moving elements)
1205 * finally fixed serious bug in code for delayed element pushing (again)
1208 * unavailable setup options now marked as "n/a" instead of "off"
1209 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1210 to "true", levels are always played with the latest game engine,
1211 which is desired for levels that are imported from other games; all
1212 other levels are played with the engine version stored in level file
1213 (which is normally the engine version the level was created with)
1216 * fixed serious bug in code for delayed element pushing
1217 * fixed little bug in animation frame selection for pushed elements
1218 * speed-up of reading config file for verbose output
1221 * added configuration option for opening and closing Supaplex exit
1222 * added configuration option for moving up/down animation for Murphy
1223 * fixed incorrectly displayed animation for attacking dragon
1224 * fixed bug with not setting initial gravity for each new game
1225 * fixed bug with teleportation of player by custom element change
1226 * fixed bug with player not getting smashed by rock sometimes
1229 * version number set to 3.0.7
1232 * version 3.0.6 released
1235 * added support for MP3 music for SDL version through SMPEG library
1238 * fixed bug when initializing font graphic structure
1239 * fixed bug with animation mode "pingpong" when using only 1 frame
1240 * fixed bug with extended change target introduced in 3.0.5
1241 * fixed bug where passing over moving element doubles player speed
1242 * fixed bug with elements continuing to move into push direction
1243 * fixed bug with duplicated player when dropping bomb with shield on
1244 * added "switching" event for custom elements ("pressing" only once)
1245 * fixed switching bug (resetting flag when not switching but not idle)
1248 * fixed element tokens for certain file elements with ".active" etc.
1251 * version number set to 3.0.6
1254 * version 3.0.5 released
1257 * now four envelope elements available
1258 * font, background, animation and sound for envelope now configurable
1259 * main menu doors opening/closing animation type now configurable
1262 * active/inactive sides configurable for custom element changes
1263 * new movement type "move when pushed" available for custom elements
1266 * fixed bug in multiple config pages loader code that caused crashes
1269 * enhanced (remaining low-resolution) Supaplex graphics
1272 * version number set to 3.0.5
1275 * version 3.0.4 released
1277 2003-09-12 src/tools.c
1278 * fixed bug in custom definition of crumbled element graphics
1280 2003-09-11 src/files.c
1281 * fixed bug in multiple config pages code that caused crashes
1284 * version number set to 3.0.4
1287 * version 3.0.3 released
1290 * added music to Supaplex classic level set
1292 2003-09-07 src/libgame/misc.c
1293 * added support for loading various music formats through SDL_mixer
1295 2003-09-06 (various source files)
1296 * fixed several nasty bugs that may have caused crashes on some systems
1297 * added envelope content which gets displayed when collecting envelope
1298 * added multiple change event pages for custom elements
1300 2003-08-24 src/game.c
1301 * fixed problem with player animation when snapping and moving
1303 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1304 * fixed problem with flickering when drawing toon animations
1306 2003-08-23 src/libgame/sdl.c
1307 * fixed problem with setting mouse cursor in SDL version in fullscreen
1309 2003-08-23 src/game.c
1310 * fixed bug (missing array boundary check) which could crash the game
1313 * version number set to 3.0.3
1316 * version 3.0.2 released
1318 2003-08-21 src/game.c
1319 * fixed bug with creating inaccessible elements at player position
1321 2003-08-20 src/init.c
1322 * fixed bug with not finding current level artwork directory
1324 2003-08-20 src/files.c
1325 * fixed bug with choosing wrong engine version when playing tapes
1326 * fixed bug with messing up custom element properties in 3.0.0 levels
1329 * version number set to 3.0.2
1332 * version 3.0.1 released
1334 2003-08-17 (no source files affected)
1335 * changed all "classic" PCX image files with 16 colors or less to
1336 256 color (8 bit) storage format, because the Allegro game library
1337 cannot handle PCX files with less than 256 colors (contributed
1338 graphics are not affected and might look wrong in the DOS version)
1340 2003-08-16 src/init.c
1341 * fixed bug which (for example) crashed the level editor when defining
1342 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1343 (only set to default) -- invalid graphics now set to default graphic
1345 2003-08-16 src/init.c
1346 * fixed graphical bug of player digging/collecting/snapping element
1347 when no corresponding graphic/animation is defined for this action,
1348 resulting in player being drawn as EL_EMPTY (which should only be
1349 done to elements being collected, but not to the player)
1351 2003-08-16 src/game.c
1352 * fixed small graphical bug of player not totally moving into exit
1354 2003-08-16 src/libgame/setup.c
1355 * fixed bug with wrong MS-DOS 8.3 filename conversion
1357 2003-08-16 src/tools.c
1358 * fixed bug with invisible mouse cursor when pressing ESC while playing
1360 2003-08-16 (various source files)
1361 * added another 128 custom elements (disabled in editor by default)
1363 2003-08-16 src/editor.c
1364 * fixed NULL string bug causing Solaris to crash in sprintf()
1366 2003-08-16 src/screen.c
1367 * fixed drawing over scrollbar on level selection with custom fonts
1369 2003-08-15 src/game.c
1370 * cleanup of simple sounds / loop sounds / music settings
1372 2003-08-08 (various source files)
1373 * added custom element property for dropping collected elements
1375 2003-08-08 src/conf_gfx.c
1376 * fixed bug with missing graphic for active red disk bomb
1378 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1379 * extended variable "level.gravity" to "level.initial_gravity" and
1380 "game.current_gravity" to prevent level setting from being changed
1381 by playing the level (keeping the runtime value after playing)
1383 * fixed graphics bug when digging element that has 'crumbled' graphic
1384 definition, but not 'diggable' graphic definition
1387 * version number set to 3.0.1
1390 * version 3.0.0 released
1393 * various bug fixes; among others:
1394 - fixed bug with pushing spring over empty space
1395 - fixed bug with leaving tube while placing dynamite
1396 - fixed bug with explosion of smashed penguins
1397 - allow Murphy player graphic in levels with non-Supaplex elements
1401 * I have forgotten to document changes for some time
1404 * pre-release version 2.2.0rc1 released
1407 * version number set to 2.1.2
1410 * version 2.1.1 released
1413 * version number set to 2.1.1
1416 * version 2.1.0 released
1419 * version number set to 2.1.0
1421 2002-04-03 to 2002-05-19 (various source files)
1422 * graphics, sounds and music now fully configurable
1423 * bug fixed that prevented walking through tubes when gravity on
1425 2002-04-02 src/events.c, src/editor.c
1426 * Make Escape key less aggressive when playing or when editing level.
1427 This can be configured as an option in the setup menu. (Default is
1428 "less aggressive" which means "ask user if something can be lost"
1429 when pressing the Escape key.)
1431 2002-04-02 src/screen.c
1432 * Added "graphics setup" screen.
1434 2002-04-01 src/screen.c
1435 * Changed "choose level" setup screen stuff to be more generic (to
1436 make it easier to add more "choose from generic tree" setup screens).
1438 2002-04-01 src/config.c, src/timestamp.h
1439 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1440 automatically gets created by "src/Makefile" and contains an actual
1441 compile-time timestamp to identify development versions of the game).
1443 2002-03-31 src/tape.c, src/events.c
1444 * Added quick game/tape save/load functions to tape stuff which can be
1445 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1446 loads previously recorded tape and directly goes into recording mode
1447 from the end of the tape (therefore appending to the tape).
1449 2002-03-31 src/tape.c
1450 * Added "index mark" function to tape recorder. When playing or
1451 recording, "eject" button changes to "index" button. Setting index
1452 mark is not yet implemented, but pressing index button when playing
1453 allows very quick advancing to end of tape (when normal playing),
1454 very fast forward mode (when playing with normal fast forward) or
1455 very fast reaching of "pause before end of tape" (when playing with
1456 "pause before end" playing mode).
1458 2002-03-30 src/cartoons.c
1459 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1461 2002-03-29 src/screen.c
1462 * Changed setup screen stuff to be more generic (to make it easier
1463 to add more setup screens).
1465 2002-03-23 src/main.c, src/main.h
1466 * Various changes due to the introduction of the new libgame files
1467 "setup.c" and "joystick.c".
1469 2002-03-23 src/files.c
1470 * Generic parts of "src/files.c" (mainly setup and level directory
1471 stuff) moved to new libgame file "src/libgame/setup.c".
1473 2002-03-23 src/joystick.c
1474 * File "src/joystick.c" moved to libgame source tree, with
1475 correspondig changes.
1477 2002-03-22 src/screens.c
1478 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1479 (Wrong level series information displayed when entering main group.)
1481 2002-03-22 src/editor.c
1482 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1484 2002-03-22 src/editor.c
1485 * Changed behaviour of "Escape" key in level editor to be more
1486 intuitive: When in "Element Properties" or "Level Info" mode,
1487 return to "Drawing Mode" instead of leaving the level editor.
1489 2002-03-21 src/game.c, src/editor.c, src/files.c
1490 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1491 gems (emeralds, diamonds, ...) slipping down from normal wall,
1492 steel wall and growing wall (as in E.M.C. style levels). Although
1493 the behaviour of contributed and private levels wasn't changed (due
1494 to the use of "level.game_version"; see previous entry), editing
1495 those levels will (of course) change the behaviour accordingly.
1497 This change seems a bit too hard after thinking about it, because
1498 the EM style behaviour is not the "expected" behaviour (gems would
1499 normally only slip down from "rounded" walls). Therefore this was
1500 now changed to an element property for gem style elements, with the
1501 default setting "off" (which means: no special EM style behaviour).
1502 To fix older converted levels, this flag is set to "on" for pre-2.0
1503 levels that are neither contributed nor private levels.
1505 2002-03-20 src/files.h
1506 * Corrected settings for "level.game_version" depending of level type.
1507 (Contributed and private levels always get played with game engine
1508 version they were created with, while converted levels always get
1509 played with the most recent version of the game engine, to let new
1510 corrections of the emulation behaviour take effect.)
1512 2002-03-20 src/main.h
1513 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1514 compiling the SDL version on some systems.
1515 Thanks to the several people who pointed this out.
1518 * Version number set to 2.0.2.
1521 * Version 2.0.1 released.
1523 2002-03-18 src/screens.c
1524 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1526 2002-03-18 src/files.c [src/libgame/misc.c]
1527 * Moved some common functions from src/files.c to src/libgame/misc.c.
1529 2002-03-18 src/files.c [src/libgame/misc.c]
1530 * Changed permissions for new directories and saved files (especially
1531 score files) according to suggestions of Debian users and mantainers.
1532 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1534 2002-03-17 src/files.c
1535 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1536 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1537 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1538 for levels and "TAPE" for tapes). Old "cookie" style format is
1539 still supported for reading. New level and tape files are written
1542 * New IFF chunk "VERS" contains version numbers for file and game
1543 (where "game version" is the version of the program that wrote the
1544 file, and "file version" is a version number to distinguish files
1545 with different format, for example after adding new features).
1547 2002-03-15 src/screen.c
1548 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1549 (Before, you heard a mixture of the in-game music and the
1550 hall-of-fame music.)
1552 2002-03-14 src/events.c
1553 * Function "DumpTape()" (files.c) now available by pressing 't' from
1554 main menu (when in DEBUG mode).
1556 2002-03-14 src/game.c
1557 * "GameWon()": When game was won playing a tape, now there is no delay
1558 raising the score and no corresponding sound is played.
1560 2002-03-14 src/files.c
1561 * Changed "LoadTape()" for real chunk support and also adjusted
1562 "SaveTape()" accordingly.
1564 2002-03-14 src/game.c, src/tape.c, src/files.c
1565 * Important changes to tape format: The old tape format stored all
1566 actions with a real effect with a corresponding delay between the
1567 stored actions. This had some major disadvantages (for example,
1568 push delays had to be ignored, pressing a button for some seconds
1569 mutated to several single button presses because of the non-action
1570 delays between two action frames etc.). The new tape format just
1571 stupidly records all device actions and replays them later. I really
1572 don't know why I haven't solved it that way before?! Old-style tapes
1573 (with tape file version less than 2.0) get converted to the new
1574 format on-the-fly when loading and can therefore still be played;
1575 only some minor parts of the old-style tape handling code was needed.
1576 (A perfect conversion is not possible, because there is information
1577 missing about the device actions between two action frames.)
1579 2002-03-14 src/files.c
1580 * New function "DumpTape()" to dump the contents of the current tape
1581 in a human readable format.
1583 2002-03-14 src/game.c
1584 * Small tape bug fixed: When automatically advancing to next level
1585 after a game was won, the tape from the previous level still was
1586 loaded as a tape for the new level.
1588 2002-03-14 src/tape.c
1589 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1590 tape, cartoons did not get completely removed because
1591 StopAnimation() was not called.
1593 2002-03-13 src/files.c
1594 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1595 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1596 size even when using 16-bit elements). Added new chunk "CNT2" for
1597 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1598 chunk even when content was 16-bit element). "CNT2" should now be
1599 able to store content for arbitrary elements (up to eight blocks of
1600 3 x 3 element arrays). All "CNT2" elements will always be stored as
1601 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1603 2002-03-13 src/files.c
1604 * Changed "LoadLevel()" for real chunk support.
1606 2002-03-12 src/game.c
1607 * Fixed problem (introduced after 2.0.0 release) with penguins
1608 not getting killed by enemies
1610 2002-02-24 src/game.c, src/main.h
1611 * Added "player->is_moving"; now "player->last_move_dir" does
1612 not contain any information if the player is just moving at
1614 Before, "player->last_move_dir" was misused for this purpose
1615 for the robot stuff (robots don't kill players when they are
1616 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1617 broke tapes when walking through pipes!
1618 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1619 in a continuous movement. This fact is ignored for friends and