2 * version number temporarily set to 3.1.1 (intermediate bugfix release)
3 * version 3.1.1 released
6 * changed some va_arg() arguments from 'long' to 'int', fixing problems
7 on 64-bit architecture systems with LP64 data model
10 * fixed bug with bombs not exploding when hitting the last level line
11 (introduced after the release of 3.1.0)
14 * added support for dumping small-sized level sketches from editor
17 * added recognition of "trigger element" for "change digged element to"
18 (this is not really what the "trigger element" was made for, but its
19 use may seem obvious for leaving back digged elements unchanged)
22 * fixed multiple warnings about failed joystick device initialization
25 * fixed bug with dynamite dropped on top of just dropped custom element
26 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
27 dynamite can still be dropped, but drop key must be released before
30 * fixed bug with wrong start directory when started from file browser
31 (due to this bug, R'n'D could not be started from KDE's Konqueror)
34 * fixed bug causing "change when impact" on player not working
35 * fixed wrong priority of "hitting something" over "hitting <element>"
36 * fixed wrong priority of "hit by something" over "hit by <element>"
39 * fixed graphical bug which caused the player (being Murphy) to show
40 collecting animations although the element was collected by penguin
43 * fixed two bugs causing wrong door background graphics in system.c
44 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
47 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
48 * added "no direction" to "walkable/passable from" selectbox options
51 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
52 * in tape autoplay, not only report broken, but also missing tapes
55 * uploaded pre-release (test) version 3.2.0-2 binary and source code
58 * fixed small bug with "linear" animation not working for active lamp
61 * fixed bug with moving up despite gravity due to "block last field"
62 * fixed small bug with wrong draw offset when typing name in main menu
63 * when reading user names from "passwd", ignore data after first comma
64 * when creating new "levelinfo.conf", only write some selected entries
67 * fixed displaying "imported from/by" on preview with empty string
68 * fixed ignoring draw offset for fonts used for level preview texts
71 * fixed a delay problem with SDL and too many mouse motion events
72 * added setup option "skip levels" and level skipping functionality
75 * added move speed "not moving" for non-moving CEs, but with direction
78 * fixed mapping of obsolete element token names in "editorsetup.conf"
79 * fixed bug with sound "acid.splashing" treated as a loop sound
80 * fixed some little sound bugs in native EM engine
83 * fixed small bug when dragging scrollbars to end positions
86 * added editor element descriptions written by Aaron Davidson
89 * improved fallback handling when configured artwork is not available
90 (now using default artwork instead of exiting when files not found)
93 * fixed bug on level selection screen when dragging scrollbar
96 * fixed bug which caused broken tapes when appending to EM engine tapes
99 * uploaded pre-release (test) version 3.2.0-1 binary and source code
102 * added code to replace changed artwork config tokens with other tokens
103 (needed for backwards compatibility, so that older tokens still work)
106 * added native R'n'D graphics for some new EMC elements in EM engine
109 * fixed some bugs in the EM engine integration code
110 * changed EM engine code to allow diagonal movement
111 * changed EM engine code to allow use of separate snap and drop keys
114 * fixed some redraw bugs when using EM engine
117 * fixed bug with not converting RND levels which are set to use native
118 engine to native level structure when loading
121 * uploaded pre-release (test) version 3.2.0-0 binary and source code
124 * version number set to 3.2.0
127 * level data now reset to defaults after attempt to load invalid file
130 * added use of "editorsetup.conf" for different level sets
133 * added auto-detection for various types of Emerald Mine level files
136 * fixed bug with scrollbars getting too small when list is very large
139 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
142 * added most level editor configuration gadgets for new EMC elements
145 * added more element and graphic definitions for new EMC elements
148 * modified native EM engine to use integrated R'n'D sound system
151 * added SDL support to graphics functions in native EM engine
152 (by always using generic libgame interface functions)
155 * fixed bug in frame synchronization in native EM engine
158 * added code to convert levels between R'n'D and native EM engine
161 * new Emerald Mine engine can now play levels selected in main menu
164 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
165 (which creates scaled down graphics for level editor and preview);
166 there's still a memory leak somewhere in the artwork handling code
167 * added "scale image up" functionality to X11 version of zoom function
170 * first attempts to integrate new, native Emerald Mine Club engine
173 * fixed bug in gadget code which caused reset of CEs in level editor
174 (example: pressing 'b' [grab brush] on CE config page erased values)
175 (solution: check if gadgets in ClickOnGadget() are really mapped)
176 * improved level change detection in editor (settings now also checked)
177 * fixed bug with "can move into acid" and "don't collide with" state
180 * fixed maze runner style CEs to use the configured move delay value
183 * added Aaron Davidson's tutorial level set to the "Tutorials" section
186 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
187 * fixed the above fix because it broke level set "machine" (*sigh*)
188 * fixed random element placement in level editor to work as expected
189 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
192 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
195 * fixed bug (missing array boundary check) which caused broken tapes
196 * fixed bug (when loading level template) which caused broken levels
197 * fixed bug with new block last field code when using non-yellow player
200 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
201 * internal change of how the player blocks the last field when moving
202 * fixed blocking delay of last field for EM and SP style block delay
203 * fixed bug where the player had to wait for the usual move delay after
204 unsuccessfully trying to move, when he directly could move after that
205 * the last two changes should make original Supaplex level 93 solvable
206 * improved use of random number generator to make it less predictable
207 * fixed behaviour of slippery SP elements to let slip left, then right
210 * fixed bug with wrong door state after trying to quickload empty tape
211 * fixed waste of static memory usage of the binary, making it smaller
212 * fixed very little graphical bug in Supaplex explosion
215 * version number set to 3.1.1
218 * version 3.1.0 released
221 * fixed bug with crash when writing user levelinfo.conf the first time
224 * added option "convert LEVELDIR [NR]" to command line batch commands
225 * re-converted Supaplex levels to apply latest engine fixes
226 * changed "use graphic/sound of element" to "use graphic of element"
227 due to compatibility problems with some levels ("bug machine" etc.)
230 * fixed bug with CE change replacing player with same or other player
233 * fixed bug with opaque font in envelope with background graphic when
234 background graphic is not transparent itself
237 * added "gravity on" and "gravity off" ports for Supaplex compatibility
238 * corrected original Supaplex level loading code to use these new ports
239 * also corrected Supaplex loader to auto-count infotrons if set to zero
242 * fixed bug with missing initialization of "modified" flag for GEs
245 * fixed bug that caused endless recursion loop when relocating player
246 * fixed tape recorder bug in "step mode" when using "pause before end"
247 * fixed tape recorder bug when changing from "warp forward" mode
250 * fixed bug with "when touching" for pushed elements at last position
253 * fixed bug that caused two activated toolbox buttons in level editor
254 * fixed bug with exploding dynabomb under player due to other explosion
257 * fixed bug with creating walkable custom element under player (again)
258 * fixed bug with not copying explosion type when copying CEs in editor
259 * fixed graphical bug when drawing player in setup menu (input devices)
260 * fixed graphical bug when the player is pushing an accessible element
261 * fixed bug with classic switchable elements triggering CE changes
262 * fixed bug with entering/leaving walkable element in RelocatePlayer()
263 * fixed crash bug when CE leaves behind the trigger player element
266 * fixed bug with broken tubes after placing/exploding dynamite in them
267 * fixed bug with exploding dynamite under player due to other explosion
268 * fixed bug with not resetting push delay under certain circumstances
271 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
272 * added network multiplayer code for Windows (thanks to Niko Böhm)
275 * added option "reachable despite gravity" for gravity movement
276 * changed gravity movement of most classic walkable and passable
277 elements back to "not reachable" (for compatibility reasons)
280 * fixed (removed) "indestructible" / "can explode" dependency in editor
281 * fixed (removed) "accessible inside" / "protected" dependency
282 * fixed (removed) "step mode" / "shield time" dependency
285 * fixed dynabombs exploding now into anything diggable
286 * fixed Supaplex style gravity movement into buggy base now impossible
287 * added pressing key "space" as valid action to select menu options
290 * added "replace when walkable" to relocate player to walkable element
291 * added "enter"/"leave" event for elements affected by relocation
292 * fixed "direct"/"indirect" change order also for "when change" event
293 * fixed graphical bug when pushing things from elements walkable inside
296 * fixed graphic bug when player is snapping while moving in old levels
297 * fixed bug when a moving custom element leaves a player element behind
298 * fixed bug with mole not disappearing when moving into acid pool
299 * fixed bug with incomplete path setting when using "--basepath" option
300 * moving CE can now leave walkable elements behind under the player
301 * when relocating, player can be set on walkable element now
302 * fixed another gravity movement bug
305 * uploaded pre-release (test) version 3.1.0-2 binary and source code
308 * added "collectible" and "removable" to extended replacement types
309 (where "removable" replaces "diggable" and "collectible" elements)
310 * added "collectible & throwable" (to throw element to the next field)
311 * fixed bug with CEs digging elements that are just about to explode
312 * changed mouse cursor now always being visible when game is paused
315 * added possibility to push/press accessible elements from a side that
317 * fixed bug with not setting actual date when appending to tape
320 * fixed bug with incorrectly initialized custom element editor graphics
323 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
324 - number of levels corrected from 18 to 17 in "levelinfo.conf"
327 * fixed bug with destroyed robot wheel still attracting robots forever
328 * fixed bug with time gate switch deactivating after robot wheel time
329 (while the time gate itself is not affected by this misbehaviour)
330 * changed behaviour of BD style amoeba to always get blocked by player
331 (before it was different when there were non-BD elements in level)
332 * fixed bug with player destroying indestructable elements with shield
335 * added option to make growing elements grow into anything diggable
336 (for the various amoeba types, biomaze and "game of life")
339 * fixed bug with movable elements not moving after left behind by CEs
340 * changed gravity movement to anything diggable, not only sand/base
341 * optionally allowing passing to walkable element, not only empty space
342 * added option "can pass to walkable element" for players
343 * finally fixed gravity movement (hopefully)
346 * fixed bug with movable elements not moving anymore after falling down
349 * fixed another bug with custom elements digging and leaving elements
350 * fixed bug with "along left/right side" and automatic start direction
351 * trigger elements now also displayed when "more custom" deactivated
352 * fixed bug with clipboard element initialized when loading new level
353 * added option "drop delay" to set delay before dropping next element
356 * uploaded pre-release (test) version 3.1.0-1 binary and source code
359 * added copy and paste functions for custom change pages
360 * enhanced graphical display and functionality of tape recorder
361 * fixed bug with custom elements digging and leaving elements
364 * added move speed faster than "very fast" for custom elements
365 * fixed bug with 3+3 style explosions and missing border content
366 * fixed little bug when copying custom elements in the editor
367 * enhanced custom element changes by more side trigger actions
370 * added option "no scrolling when relocating" for instant teleporting
371 * uploaded pre-release (test) version 3.1.0-0 binary and source code
374 * added trigger element and trigger player to use as target elements
375 * added copy and paste functions for custom and group elements
378 * fixed graphical bug when displaying explosion animations
379 * fixed bug when appending to tapes, resulting in broken tapes
380 * re-recorded a few tapes broken by fixing gravity checking bug
383 * "can move into acid" property now for all elements independently
384 * "can fall into acid" property for player stored in same bitfield now
385 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
386 * version number set to 3.1.0 (finally!)
389 * changed tape recording to only record input, not programmed actions
392 * fixed totally broken (every 8th frame skipped) step-by-step recording
393 * fixed bug with requester not displayed when quick-loading interrupted
394 * added option "can fall into acid (with gravity)" for players
395 * fixed bug with player not falling when snapping down with gravity
398 * fixed bug which messed up key config when using keypad number keys
401 * fixed bug which allowed moving upwards even when gravity was active
402 * fixed bug with missing error handling when dumping levels or tapes
405 * added different colored editor graphics for Supaplex gravity tubes
408 * fixed bug that allowed solvable tapes for unsolvable levels
411 * use unlimited number of droppable elements when "count" set to zero
412 * added option to use step limit instead of time limit for level
415 * added player and change page as trigger for custom element change
418 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
421 * fixed bug with dark yamyam changing to acid when moving over acid
422 * fixed handling of levels with more than 999 seconds level time
423 (example: level 76 of "Denmine")
426 * "spring push bug" reintroduced as configurable element property
427 * fixed bug with missing properties for "mole"
428 * fixed bug that showed up when fixing the above "mole" properties bug
429 * added option "can move into acid" for all movable elements
430 * fixed graphical bug for elements moving into acid
431 * changed event handling to handle all pending events before going on
434 * fixed bug which caused all CE change pages to be ignored which had
435 the same change event, but used a different element side
436 (reported by Simon Forsberg)
438 * fixed bug which caused elements that can move and fall and that are
439 transported by a conveyor belt to continue moving into that direction
440 after leaving the conveyor belt, regardless of their own movement
441 type; only elements which can not move are transported now
442 (reported by Simon Forsberg)
444 * fixed bug which could cause an array overflow in RelocatePlayer()
445 (reported by Niko Böhm)
447 * changed Emerald Mine style "passable / over" elements to "protected"
448 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
450 * added new option to select from which side a "walkable/passable"
451 element can be entered
454 * added explosion and ignition delay for elements that can explode
457 * fixed bug which caused player not being protected against enemies
458 when a CE was "walkable / inside" and was not "indestructible"
459 * added "walkable/passable" fields to be "protected/unprotected"
460 against enemies, even if not accessible "inside" but "over/under"
463 * corrected move pattern to 32 bit and initial move direction to 8 bit
466 * added second custom element base configuration page
469 * added some special EMC mappings to Emerald Mine level loader
470 (also covering previously unknown element in level 0 of "Bondmine 8")
473 * added option to block last field when player is moving (for Supaplex)
474 * adjusted push delay of Supaplex elements
475 * removed delays for envelopes etc. when replaying with maximum speed
476 * fixed bug when dropping element on a field that just changed to empty
479 * fixed bug: infotrons can now smash yellow disks
480 * fixed bug: when gravity active, port above player can now be entered
481 * removed "one white dot" mouse pointer which irritated some people
484 * added "choice type" for group element selection
487 * fixed bug with initial invulnerability of non-yellow player
490 * added level loader for loading native Supaplex packed levels
491 (including multi-part levels like the "splvls99" levels)
494 * fixed bug which allowed creating emeralds by escaping explosions
497 * custom elements can change (limited) or leave (unlimited) elements
498 * finally added multiple matches using group elements
499 * added shortcut to dump brush (type ":DB" in editor) for use in forum
502 * added new start movement type "previous" for continued CE movement
503 * added new start movement type "random" for random CE movement start
506 * added new element "sokoban_field_player" needed for Sokoban levels
507 (thanks to Ed Booker for pointing this out!)
510 * added elements that can be digged or left behind by custom elements
513 * added group elements for multiple matches and random element creation
516 * fixed some graphical errors displayed in old levels
519 * fixed wrong double speed movement after passing closing gates
522 * added level loader for loading native Emerald Mine levels
525 * changes for "shooting" style CE movement
528 * Happy New Year! ;-)
531 * changed default snap/drop keys from left/right Shift to Control keys
534 * fixed bug with dead player getting reanimated from custom element
537 * fixed bug with wrong penguin graphics (when entering exit)
540 * fixed bug with wrong "Murphy" graphics (when digging etc.)
543 * version number set to 3.0.9
546 * version 3.0.8 released
549 * added function checked_free()
552 * fixed bug with double nut cracking sound
553 (by eliminating "default element action sound" assignment in init.c)
556 * fixed crash when no music info files are available
559 * fixed boring and sleeping sounds
562 * added "maze runner" and "maze hunter" movement types
563 * added extended collision conditions for custom elements
566 * added warnings for undefined token values in artwork config files
569 * added menu entry for level set information to the info screen
572 * fixed bug with wrong default impact sound for colored emeralds
575 * added several sub-screens for the info screen
576 * menu text now also clickable (not only blue/red sphere left of it)
579 * added configurable "bored" and "sleeping" animations for the player
580 * added "awakening" sound for player when waking up after sleeping
583 * added "copy" and "exchange" functions for custom elements to editor
586 * added configurable element animations for info screen
589 * added configurable music credits for info screen
592 * finally fixed tape recording when player is created from CE change
595 * added "editorsetup.conf" for editor element list configuration
598 * added "musicinfo.conf" for menu and level music configuration
601 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
602 (that only showed up on Linux, but not on Windows systems)
605 * fixed turning movement of butterflies and fireflies (no frame reset)
606 * enhanced sniksnak turning movement (two steps instead of only one)
609 * version number set to 3.0.8
612 * version 3.0.7 released
615 * fixed reset of player animation frame when, for example,
616 walking, digging or collecting share the same animation
617 * fixed CE with "deadly when touching" exploding when touching amoeba
620 * fixed tape recording when player is created from CE element change
623 * introduced "turning..." action graphic for elements with move delay
624 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
625 * added turning animations for bug, spaceship and sniksnak
628 * prevent "extended" changed elements from delay change in same frame
631 * fixed bug when pushing element that can move away to the side
632 (like pushing falling elements, but now with moving elements)
635 * finally fixed serious bug in code for delayed element pushing (again)
638 * unavailable setup options now marked as "n/a" instead of "off"
639 * new boolean directive "latest_engine" for "levelinfo.conf": when set
640 to "true", levels are always played with the latest game engine,
641 which is desired for levels that are imported from other games; all
642 other levels are played with the engine version stored in level file
643 (which is normally the engine version the level was created with)
646 * fixed serious bug in code for delayed element pushing
647 * fixed little bug in animation frame selection for pushed elements
648 * speed-up of reading config file for verbose output
651 * added configuration option for opening and closing Supaplex exit
652 * added configuration option for moving up/down animation for Murphy
653 * fixed incorrectly displayed animation for attacking dragon
654 * fixed bug with not setting initial gravity for each new game
655 * fixed bug with teleportation of player by custom element change
656 * fixed bug with player not getting smashed by rock sometimes
659 * version number set to 3.0.7
662 * version 3.0.6 released
665 * added support for MP3 music for SDL version through SMPEG library
668 * fixed bug when initializing font graphic structure
669 * fixed bug with animation mode "pingpong" when using only 1 frame
670 * fixed bug with extended change target introduced in 3.0.5
671 * fixed bug where passing over moving element doubles player speed
672 * fixed bug with elements continuing to move into push direction
673 * fixed bug with duplicated player when dropping bomb with shield on
674 * added "switching" event for custom elements ("pressing" only once)
675 * fixed switching bug (resetting flag when not switching but not idle)
678 * fixed element tokens for certain file elements with ".active" etc.
681 * version number set to 3.0.6
684 * version 3.0.5 released
687 * now four envelope elements available
688 * font, background, animation and sound for envelope now configurable
689 * main menu doors opening/closing animation type now configurable
692 * active/inactive sides configurable for custom element changes
693 * new movement type "move when pushed" available for custom elements
696 * fixed bug in multiple config pages loader code that caused crashes
699 * enhanced (remaining low-resolution) Supaplex graphics
702 * version number set to 3.0.5
705 * version 3.0.4 released
707 2003-09-12 src/tools.c
708 * fixed bug in custom definition of crumbled element graphics
710 2003-09-11 src/files.c
711 * fixed bug in multiple config pages code that caused crashes
714 * version number set to 3.0.4
717 * version 3.0.3 released
720 * added music to Supaplex classic level set
722 2003-09-07 src/libgame/misc.c
723 * added support for loading various music formats through SDL_mixer
725 2003-09-06 (various source files)
726 * fixed several nasty bugs that may have caused crashes on some systems
727 * added envelope content which gets displayed when collecting envelope
728 * added multiple change event pages for custom elements
730 2003-08-24 src/game.c
731 * fixed problem with player animation when snapping and moving
733 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
734 * fixed problem with flickering when drawing toon animations
736 2003-08-23 src/libgame/sdl.c
737 * fixed problem with setting mouse cursor in SDL version in fullscreen
739 2003-08-23 src/game.c
740 * fixed bug (missing array boundary check) which could crash the game
743 * version number set to 3.0.3
746 * version 3.0.2 released
748 2003-08-21 src/game.c
749 * fixed bug with creating inaccessible elements at player position
751 2003-08-20 src/init.c
752 * fixed bug with not finding current level artwork directory
754 2003-08-20 src/files.c
755 * fixed bug with choosing wrong engine version when playing tapes
756 * fixed bug with messing up custom element properties in 3.0.0 levels
759 * version number set to 3.0.2
762 * version 3.0.1 released
764 2003-08-17 (no source files affected)
765 * changed all "classic" PCX image files with 16 colors or less to
766 256 color (8 bit) storage format, because the Allegro game library
767 cannot handle PCX files with less than 256 colors (contributed
768 graphics are not affected and might look wrong in the DOS version)
770 2003-08-16 src/init.c
771 * fixed bug which (for example) crashed the level editor when defining
772 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
773 (only set to default) -- invalid graphics now set to default graphic
775 2003-08-16 src/init.c
776 * fixed graphical bug of player digging/collecting/snapping element
777 when no corresponding graphic/animation is defined for this action,
778 resulting in player being drawn as EL_EMPTY (which should only be
779 done to elements being collected, but not to the player)
781 2003-08-16 src/game.c
782 * fixed small graphical bug of player not totally moving into exit
784 2003-08-16 src/libgame/setup.c
785 * fixed bug with wrong MS-DOS 8.3 filename conversion
787 2003-08-16 src/tools.c
788 * fixed bug with invisible mouse cursor when pressing ESC while playing
790 2003-08-16 (various source files)
791 * added another 128 custom elements (disabled in editor by default)
793 2003-08-16 src/editor.c
794 * fixed NULL string bug causing Solaris to crash in sprintf()
796 2003-08-16 src/screen.c
797 * fixed drawing over scrollbar on level selection with custom fonts
799 2003-08-15 src/game.c
800 * cleanup of simple sounds / loop sounds / music settings
802 2003-08-08 (various source files)
803 * added custom element property for dropping collected elements
805 2003-08-08 src/conf_gfx.c
806 * fixed bug with missing graphic for active red disk bomb
808 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
809 * extended variable "level.gravity" to "level.initial_gravity" and
810 "game.current_gravity" to prevent level setting from being changed
811 by playing the level (keeping the runtime value after playing)
813 * fixed graphics bug when digging element that has 'crumbled' graphic
814 definition, but not 'diggable' graphic definition
817 * version number set to 3.0.1
820 * version 3.0.0 released
823 * various bug fixes; among others:
824 - fixed bug with pushing spring over empty space
825 - fixed bug with leaving tube while placing dynamite
826 - fixed bug with explosion of smashed penguins
827 - allow Murphy player graphic in levels with non-Supaplex elements
831 * I have forgotten to document changes for some time
834 * pre-release version 2.2.0rc1 released
837 * version number set to 2.1.2
840 * version 2.1.1 released
843 * version number set to 2.1.1
846 * version 2.1.0 released
849 * version number set to 2.1.0
851 2002-04-03 to 2002-05-19 (various source files)
852 * graphics, sounds and music now fully configurable
853 * bug fixed that prevented walking through tubes when gravity on
855 2002-04-02 src/events.c, src/editor.c
856 * Make Escape key less aggressive when playing or when editing level.
857 This can be configured as an option in the setup menu. (Default is
858 "less aggressive" which means "ask user if something can be lost"
859 when pressing the Escape key.)
861 2002-04-02 src/screen.c
862 * Added "graphics setup" screen.
864 2002-04-01 src/screen.c
865 * Changed "choose level" setup screen stuff to be more generic (to
866 make it easier to add more "choose from generic tree" setup screens).
868 2002-04-01 src/config.c, src/timestamp.h
869 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
870 automatically gets created by "src/Makefile" and contains an actual
871 compile-time timestamp to identify development versions of the game).
873 2002-03-31 src/tape.c, src/events.c
874 * Added quick game/tape save/load functions to tape stuff which can be
875 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
876 loads previously recorded tape and directly goes into recording mode
877 from the end of the tape (therefore appending to the tape).
879 2002-03-31 src/tape.c
880 * Added "index mark" function to tape recorder. When playing or
881 recording, "eject" button changes to "index" button. Setting index
882 mark is not yet implemented, but pressing index button when playing
883 allows very quick advancing to end of tape (when normal playing),
884 very fast forward mode (when playing with normal fast forward) or
885 very fast reaching of "pause before end of tape" (when playing with
886 "pause before end" playing mode).
888 2002-03-30 src/cartoons.c
889 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
891 2002-03-29 src/screen.c
892 * Changed setup screen stuff to be more generic (to make it easier
893 to add more setup screens).
895 2002-03-23 src/main.c, src/main.h
896 * Various changes due to the introduction of the new libgame files
897 "setup.c" and "joystick.c".
899 2002-03-23 src/files.c
900 * Generic parts of "src/files.c" (mainly setup and level directory
901 stuff) moved to new libgame file "src/libgame/setup.c".
903 2002-03-23 src/joystick.c
904 * File "src/joystick.c" moved to libgame source tree, with
905 correspondig changes.
907 2002-03-22 src/screens.c
908 * "HandleChooseLevel()": Another bug in level series navigation fixed.
909 (Wrong level series information displayed when entering main group.)
911 2002-03-22 src/editor.c
912 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
914 2002-03-22 src/editor.c
915 * Changed behaviour of "Escape" key in level editor to be more
916 intuitive: When in "Element Properties" or "Level Info" mode,
917 return to "Drawing Mode" instead of leaving the level editor.
919 2002-03-21 src/game.c, src/editor.c, src/files.c
920 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
921 gems (emeralds, diamonds, ...) slipping down from normal wall,
922 steel wall and growing wall (as in E.M.C. style levels). Although
923 the behaviour of contributed and private levels wasn't changed (due
924 to the use of "level.game_version"; see previous entry), editing
925 those levels will (of course) change the behaviour accordingly.
927 This change seems a bit too hard after thinking about it, because
928 the EM style behaviour is not the "expected" behaviour (gems would
929 normally only slip down from "rounded" walls). Therefore this was
930 now changed to an element property for gem style elements, with the
931 default setting "off" (which means: no special EM style behaviour).
932 To fix older converted levels, this flag is set to "on" for pre-2.0
933 levels that are neither contributed nor private levels.
935 2002-03-20 src/files.h
936 * Corrected settings for "level.game_version" depending of level type.
937 (Contributed and private levels always get played with game engine
938 version they were created with, while converted levels always get
939 played with the most recent version of the game engine, to let new
940 corrections of the emulation behaviour take effect.)
942 2002-03-20 src/main.h
943 * Added "#include <time.h>". This seems to be needed by "tape.c" for
944 compiling the SDL version on some systems.
945 Thanks to the several people who pointed this out.
948 * Version number set to 2.0.2.
951 * Version 2.0.1 released.
953 2002-03-18 src/screens.c
954 * "HandleChooseLevel()": Small bug in level series navigation fixed.
956 2002-03-18 src/files.c [src/libgame/misc.c]
957 * Moved some common functions from src/files.c to src/libgame/misc.c.
959 2002-03-18 src/files.c [src/libgame/misc.c]
960 * Changed permissions for new directories and saved files (especially
961 score files) according to suggestions of Debian users and mantainers.
962 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
964 2002-03-17 src/files.c
965 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
966 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
967 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
968 for levels and "TAPE" for tapes). Old "cookie" style format is
969 still supported for reading. New level and tape files are written
972 * New IFF chunk "VERS" contains version numbers for file and game
973 (where "game version" is the version of the program that wrote the
974 file, and "file version" is a version number to distinguish files
975 with different format, for example after adding new features).
977 2002-03-15 src/screen.c
978 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
979 (Before, you heard a mixture of the in-game music and the
982 2002-03-14 src/events.c
983 * Function "DumpTape()" (files.c) now available by pressing 't' from
984 main menu (when in DEBUG mode).
986 2002-03-14 src/game.c
987 * "GameWon()": When game was won playing a tape, now there is no delay
988 raising the score and no corresponding sound is played.
990 2002-03-14 src/files.c
991 * Changed "LoadTape()" for real chunk support and also adjusted
992 "SaveTape()" accordingly.
994 2002-03-14 src/game.c, src/tape.c, src/files.c
995 * Important changes to tape format: The old tape format stored all
996 actions with a real effect with a corresponding delay between the
997 stored actions. This had some major disadvantages (for example,
998 push delays had to be ignored, pressing a button for some seconds
999 mutated to several single button presses because of the non-action
1000 delays between two action frames etc.). The new tape format just
1001 stupidly records all device actions and replays them later. I really
1002 don't know why I haven't solved it that way before?! Old-style tapes
1003 (with tape file version less than 2.0) get converted to the new
1004 format on-the-fly when loading and can therefore still be played;
1005 only some minor parts of the old-style tape handling code was needed.
1006 (A perfect conversion is not possible, because there is information
1007 missing about the device actions between two action frames.)
1009 2002-03-14 src/files.c
1010 * New function "DumpTape()" to dump the contents of the current tape
1011 in a human readable format.
1013 2002-03-14 src/game.c
1014 * Small tape bug fixed: When automatically advancing to next level
1015 after a game was won, the tape from the previous level still was
1016 loaded as a tape for the new level.
1018 2002-03-14 src/tape.c
1019 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1020 tape, cartoons did not get completely removed because
1021 StopAnimation() was not called.
1023 2002-03-13 src/files.c
1024 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1025 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1026 size even when using 16-bit elements). Added new chunk "CNT2" for
1027 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1028 chunk even when content was 16-bit element). "CNT2" should now be
1029 able to store content for arbitrary elements (up to eight blocks of
1030 3 x 3 element arrays). All "CNT2" elements will always be stored as
1031 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1033 2002-03-13 src/files.c
1034 * Changed "LoadLevel()" for real chunk support.
1036 2002-03-12 src/game.c
1037 * Fixed problem (introduced after 2.0.0 release) with penguins
1038 not getting killed by enemies
1040 2002-02-24 src/game.c, src/main.h
1041 * Added "player->is_moving"; now "player->last_move_dir" does
1042 not contain any information if the player is just moving at
1044 Before, "player->last_move_dir" was misused for this purpose
1045 for the robot stuff (robots don't kill players when they are
1046 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1047 broke tapes when walking through pipes!
1048 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1049 in a continuous movement. This fact is ignored for friends and