2 * added most level editor configuration gadgets for new EMC elements
5 * added more element and graphic definitions for new EMC elements
8 * modified native EM engine to use integrated R'n'D sound system
11 * added SDL support to graphics functions in native EM engine
12 (by always using generic libgame interface functions)
15 * fixed bug in frame synchronization in native EM engine
18 * added code to convert levels between R'n'D and native EM engine
21 * new Emerald Mine engine can now play levels selected in main menu
24 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
25 (which creates scaled down graphics for level editor and preview);
26 there's still a memory leak somewhere in the artwork handling code
27 * added "scale image up" functionality to X11 version of zoom function
30 * first attempts to integrate new, native Emerald Mine Club engine
33 * fixed bug in gadget code which caused reset of CEs in level editor
34 (example: pressing 'b' [grab brush] on CE config page erased values)
35 (solution: check if gadgets in ClickOnGadget() are really mapped)
36 * improved level change detection in editor (settings now also checked)
37 * fixed bug with "can move into acid" and "don't collide with" state
40 * fixed maze runner style CEs to use the configured move delay value
43 * added Aaron Davidson's tutorial level set to the "Tutorials" section
46 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
47 * fixed the above fix because it broke level set "machine" (*sigh*)
48 * fixed random element placement in level editor to work as expected
49 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
52 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
55 * fixed bug (missing array boundary check) which caused broken tapes
56 * fixed bug (when loading level template) which caused broken levels
57 * fixed bug with new block last field code when using non-yellow player
60 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
61 * internal change of how the player blocks the last field when moving
62 * fixed blocking delay of last field for EM and SP style block delay
63 * fixed bug where the player had to wait for the usual move delay after
64 unsuccessfully trying to move, when he directly could move after that
65 * the last two changes should make original Supaplex level 93 solvable
66 * improved use of random number generator to make it less predictable
67 * fixed behaviour of slippery SP elements to let slip left, then right
70 * fixed bug with wrong door state after trying to quickload empty tape
71 * fixed waste of static memory usage of the binary, making it smaller
72 * fixed very little graphical bug in Supaplex explosion
75 * version number set to 3.1.1
78 * version 3.1.0 released
81 * fixed bug with crash when writing user levelinfo.conf the first time
84 * added option "convert LEVELDIR [NR]" to command line batch commands
85 * re-converted Supaplex levels to apply latest engine fixes
86 * changed "use graphic/sound of element" to "use graphic of element"
87 due to compatibility problems with some levels ("bug machine" etc.)
90 * fixed bug with CE change replacing player with same or other player
93 * fixed bug with opaque font in envelope with background graphic when
94 background graphic is not transparent itself
97 * added "gravity on" and "gravity off" ports for Supaplex compatibility
98 * corrected original Supaplex level loading code to use these new ports
99 * also corrected Supaplex loader to auto-count infotrons if set to zero
102 * fixed bug with missing initialization of "modified" flag for GEs
105 * fixed bug that caused endless recursion loop when relocating player
106 * fixed tape recorder bug in "step mode" when using "pause before end"
107 * fixed tape recorder bug when changing from "warp forward" mode
110 * fixed bug with "when touching" for pushed elements at last position
113 * fixed bug that caused two activated toolbox buttons in level editor
114 * fixed bug with exploding dynabomb under player due to other explosion
117 * fixed bug with creating walkable custom element under player (again)
118 * fixed bug with not copying explosion type when copying CEs in editor
119 * fixed graphical bug when drawing player in setup menu (input devices)
120 * fixed graphical bug when the player is pushing an accessible element
121 * fixed bug with classic switchable elements triggering CE changes
122 * fixed bug with entering/leaving walkable element in RelocatePlayer()
123 * fixed crash bug when CE leaves behind the trigger player element
126 * fixed bug with broken tubes after placing/exploding dynamite in them
127 * fixed bug with exploding dynamite under player due to other explosion
128 * fixed bug with not resetting push delay under certain circumstances
131 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
132 * added network multiplayer code for Windows (thanks to Niko Böhm)
135 * added option "reachable despite gravity" for gravity movement
136 * changed gravity movement of most classic walkable and passable
137 elements back to "not reachable" (for compatibility reasons)
140 * fixed (removed) "indestructible" / "can explode" dependency in editor
141 * fixed (removed) "accessible inside" / "protected" dependency
142 * fixed (removed) "step mode" / "shield time" dependency
145 * fixed dynabombs exploding now into anything diggable
146 * fixed Supaplex style gravity movement into buggy base now impossible
147 * added pressing key "space" as valid action to select menu options
150 * added "replace when walkable" to relocate player to walkable element
151 * added "enter"/"leave" event for elements affected by relocation
152 * fixed "direct"/"indirect" change order also for "when change" event
153 * fixed graphical bug when pushing things from elements walkable inside
156 * fixed graphic bug when player is snapping while moving in old levels
157 * fixed bug when a moving custom element leaves a player element behind
158 * fixed bug with mole not disappearing when moving into acid pool
159 * fixed bug with incomplete path setting when using "--basepath" option
160 * moving CE can now leave walkable elements behind under the player
161 * when relocating, player can be set on walkable element now
162 * fixed another gravity movement bug
165 * uploaded pre-release (test) version 3.1.0-2 binary and source code
168 * added "collectible" and "removable" to extended replacement types
169 (where "removable" replaces "diggable" and "collectible" elements)
170 * added "collectible & throwable" (to throw element to the next field)
171 * fixed bug with CEs digging elements that are just about to explode
172 * changed mouse cursor now always being visible when game is paused
175 * added possibility to push/press accessible elements from a side that
177 * fixed bug with not setting actual date when appending to tape
180 * fixed bug with incorrectly initialized custom element editor graphics
183 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
184 - number of levels corrected from 18 to 17 in "levelinfo.conf"
187 * fixed bug with destroyed robot wheel still attracting robots forever
188 * fixed bug with time gate switch deactivating after robot wheel time
189 (while the time gate itself is not affected by this misbehaviour)
190 * changed behaviour of BD style amoeba to always get blocked by player
191 (before it was different when there were non-BD elements in level)
192 * fixed bug with player destroying indestructable elements with shield
195 * added option to make growing elements grow into anything diggable
196 (for the various amoeba types, biomaze and "game of life")
199 * fixed bug with movable elements not moving after left behind by CEs
200 * changed gravity movement to anything diggable, not only sand/base
201 * optionally allowing passing to walkable element, not only empty space
202 * added option "can pass to walkable element" for players
203 * finally fixed gravity movement (hopefully)
206 * fixed bug with movable elements not moving anymore after falling down
209 * fixed another bug with custom elements digging and leaving elements
210 * fixed bug with "along left/right side" and automatic start direction
211 * trigger elements now also displayed when "more custom" deactivated
212 * fixed bug with clipboard element initialized when loading new level
213 * added option "drop delay" to set delay before dropping next element
216 * uploaded pre-release (test) version 3.1.0-1 binary and source code
219 * added copy and paste functions for custom change pages
220 * enhanced graphical display and functionality of tape recorder
221 * fixed bug with custom elements digging and leaving elements
224 * added move speed faster than "very fast" for custom elements
225 * fixed bug with 3+3 style explosions and missing border content
226 * fixed little bug when copying custom elements in the editor
227 * enhanced custom element changes by more side trigger actions
230 * added option "no scrolling when relocating" for instant teleporting
231 * uploaded pre-release (test) version 3.1.0-0 binary and source code
234 * added trigger element and trigger player to use as target elements
235 * added copy and paste functions for custom and group elements
238 * fixed graphical bug when displaying explosion animations
239 * fixed bug when appending to tapes, resulting in broken tapes
240 * re-recorded a few tapes broken by fixing gravity checking bug
243 * "can move into acid" property now for all elements independently
244 * "can fall into acid" property for player stored in same bitfield now
245 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
246 * version number set to 3.1.0 (finally!)
249 * changed tape recording to only record input, not programmed actions
252 * fixed totally broken (every 8th frame skipped) step-by-step recording
253 * fixed bug with requester not displayed when quick-loading interrupted
254 * added option "can fall into acid (with gravity)" for players
255 * fixed bug with player not falling when snapping down with gravity
258 * fixed bug which messed up key config when using keypad number keys
261 * fixed bug which allowed moving upwards even when gravity was active
262 * fixed bug with missing error handling when dumping levels or tapes
265 * added different colored editor graphics for Supaplex gravity tubes
268 * fixed bug that allowed solvable tapes for unsolvable levels
271 * use unlimited number of droppable elements when "count" set to zero
272 * added option to use step limit instead of time limit for level
275 * added player and change page as trigger for custom element change
278 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
281 * fixed bug with dark yamyam changing to acid when moving over acid
282 * fixed handling of levels with more than 999 seconds level time
283 (example: level 76 of "Denmine")
286 * "spring push bug" reintroduced as configurable element property
287 * fixed bug with missing properties for "mole"
288 * fixed bug that showed up when fixing the above "mole" properties bug
289 * added option "can move into acid" for all movable elements
290 * fixed graphical bug for elements moving into acid
291 * changed event handling to handle all pending events before going on
294 * fixed bug which caused all CE change pages to be ignored which had
295 the same change event, but used a different element side
296 (reported by Simon Forsberg)
298 * fixed bug which caused elements that can move and fall and that are
299 transported by a conveyor belt to continue moving into that direction
300 after leaving the conveyor belt, regardless of their own movement
301 type; only elements which can not move are transported now
302 (reported by Simon Forsberg)
304 * fixed bug which could cause an array overflow in RelocatePlayer()
305 (reported by Niko Böhm)
307 * changed Emerald Mine style "passable / over" elements to "protected"
308 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
310 * added new option to select from which side a "walkable/passable"
311 element can be entered
314 * added explosion and ignition delay for elements that can explode
317 * fixed bug which caused player not being protected against enemies
318 when a CE was "walkable / inside" and was not "indestructible"
319 * added "walkable/passable" fields to be "protected/unprotected"
320 against enemies, even if not accessible "inside" but "over/under"
323 * corrected move pattern to 32 bit and initial move direction to 8 bit
326 * added second custom element base configuration page
329 * added some special EMC mappings to Emerald Mine level loader
330 (also covering previously unknown element in level 0 of "Bondmine 8")
333 * added option to block last field when player is moving (for Supaplex)
334 * adjusted push delay of Supaplex elements
335 * removed delays for envelopes etc. when replaying with maximum speed
336 * fixed bug when dropping element on a field that just changed to empty
339 * fixed bug: infotrons can now smash yellow disks
340 * fixed bug: when gravity active, port above player can now be entered
341 * removed "one white dot" mouse pointer which irritated some people
344 * added "choice type" for group element selection
347 * fixed bug with initial invulnerability of non-yellow player
350 * added level loader for loading native Supaplex packed levels
351 (including multi-part levels like the "splvls99" levels)
354 * fixed bug which allowed creating emeralds by escaping explosions
357 * custom elements can change (limited) or leave (unlimited) elements
358 * finally added multiple matches using group elements
359 * added shortcut to dump brush (type ":DB" in editor) for use in forum
362 * added new start movement type "previous" for continued CE movement
363 * added new start movement type "random" for random CE movement start
366 * added new element "sokoban_field_player" needed for Sokoban levels
367 (thanks to Ed Booker for pointing this out!)
370 * added elements that can be digged or left behind by custom elements
373 * added group elements for multiple matches and random element creation
376 * fixed some graphical errors displayed in old levels
379 * fixed wrong double speed movement after passing closing gates
382 * added level loader for loading native Emerald Mine levels
385 * changes for "shooting" style CE movement
388 * Happy New Year! ;-)
391 * changed default snap/drop keys from left/right Shift to Control keys
394 * fixed bug with dead player getting reanimated from custom element
397 * fixed bug with wrong penguin graphics (when entering exit)
400 * fixed bug with wrong "Murphy" graphics (when digging etc.)
403 * version number set to 3.0.9
406 * version 3.0.8 released
409 * added function checked_free()
412 * fixed bug with double nut cracking sound
413 (by eliminating "default element action sound" assignment in init.c)
416 * fixed crash when no music info files are available
419 * fixed boring and sleeping sounds
422 * added "maze runner" and "maze hunter" movement types
423 * added extended collision conditions for custom elements
426 * added warnings for undefined token values in artwork config files
429 * added menu entry for level set information to the info screen
432 * fixed bug with wrong default impact sound for colored emeralds
435 * added several sub-screens for the info screen
436 * menu text now also clickable (not only blue/red sphere left of it)
439 * added configurable "bored" and "sleeping" animations for the player
440 * added "awakening" sound for player when waking up after sleeping
443 * added "copy" and "exchange" functions for custom elements to editor
446 * added configurable element animations for info screen
449 * added configurable music credits for info screen
452 * finally fixed tape recording when player is created from CE change
455 * added "editorsetup.conf" for editor element list configuration
458 * added "musicinfo.conf" for menu and level music configuration
461 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
462 (that only showed up on Linux, but not on Windows systems)
465 * fixed turning movement of butterflies and fireflies (no frame reset)
466 * enhanced sniksnak turning movement (two steps instead of only one)
469 * version number set to 3.0.8
472 * version 3.0.7 released
475 * fixed reset of player animation frame when, for example,
476 walking, digging or collecting share the same animation
477 * fixed CE with "deadly when touching" exploding when touching amoeba
480 * fixed tape recording when player is created from CE element change
483 * introduced "turning..." action graphic for elements with move delay
484 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
485 * added turning animations for bug, spaceship and sniksnak
488 * prevent "extended" changed elements from delay change in same frame
491 * fixed bug when pushing element that can move away to the side
492 (like pushing falling elements, but now with moving elements)
495 * finally fixed serious bug in code for delayed element pushing (again)
498 * unavailable setup options now marked as "n/a" instead of "off"
499 * new boolean directive "latest_engine" for "levelinfo.conf": when set
500 to "true", levels are always played with the latest game engine,
501 which is desired for levels that are imported from other games; all
502 other levels are played with the engine version stored in level file
503 (which is normally the engine version the level was created with)
506 * fixed serious bug in code for delayed element pushing
507 * fixed little bug in animation frame selection for pushed elements
508 * speed-up of reading config file for verbose output
511 * added configuration option for opening and closing Supaplex exit
512 * added configuration option for moving up/down animation for Murphy
513 * fixed incorrectly displayed animation for attacking dragon
514 * fixed bug with not setting initial gravity for each new game
515 * fixed bug with teleportation of player by custom element change
516 * fixed bug with player not getting smashed by rock sometimes
519 * version number set to 3.0.7
522 * version 3.0.6 released
525 * added support for MP3 music for SDL version through SMPEG library
528 * fixed bug when initializing font graphic structure
529 * fixed bug with animation mode "pingpong" when using only 1 frame
530 * fixed bug with extended change target introduced in 3.0.5
531 * fixed bug where passing over moving element doubles player speed
532 * fixed bug with elements continuing to move into push direction
533 * fixed bug with duplicated player when dropping bomb with shield on
534 * added "switching" event for custom elements ("pressing" only once)
535 * fixed switching bug (resetting flag when not switching but not idle)
538 * fixed element tokens for certain file elements with ".active" etc.
541 * version number set to 3.0.6
544 * version 3.0.5 released
547 * now four envelope elements available
548 * font, background, animation and sound for envelope now configurable
549 * main menu doors opening/closing animation type now configurable
552 * active/inactive sides configurable for custom element changes
553 * new movement type "move when pushed" available for custom elements
556 * fixed bug in multiple config pages loader code that caused crashes
559 * enhanced (remaining low-resolution) Supaplex graphics
562 * version number set to 3.0.5
565 * version 3.0.4 released
567 2003-09-12 src/tools.c
568 * fixed bug in custom definition of crumbled element graphics
570 2003-09-11 src/files.c
571 * fixed bug in multiple config pages code that caused crashes
574 * version number set to 3.0.4
577 * version 3.0.3 released
580 * added music to Supaplex classic level set
582 2003-09-07 src/libgame/misc.c
583 * added support for loading various music formats through SDL_mixer
585 2003-09-06 (various source files)
586 * fixed several nasty bugs that may have caused crashes on some systems
587 * added envelope content which gets displayed when collecting envelope
588 * added multiple change event pages for custom elements
590 2003-08-24 src/game.c
591 * fixed problem with player animation when snapping and moving
593 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
594 * fixed problem with flickering when drawing toon animations
596 2003-08-23 src/libgame/sdl.c
597 * fixed problem with setting mouse cursor in SDL version in fullscreen
599 2003-08-23 src/game.c
600 * fixed bug (missing array boundary check) which could crash the game
603 * version number set to 3.0.3
606 * version 3.0.2 released
608 2003-08-21 src/game.c
609 * fixed bug with creating inaccessible elements at player position
611 2003-08-20 src/init.c
612 * fixed bug with not finding current level artwork directory
614 2003-08-20 src/files.c
615 * fixed bug with choosing wrong engine version when playing tapes
616 * fixed bug with messing up custom element properties in 3.0.0 levels
619 * version number set to 3.0.2
622 * version 3.0.1 released
624 2003-08-17 (no source files affected)
625 * changed all "classic" PCX image files with 16 colors or less to
626 256 color (8 bit) storage format, because the Allegro game library
627 cannot handle PCX files with less than 256 colors (contributed
628 graphics are not affected and might look wrong in the DOS version)
630 2003-08-16 src/init.c
631 * fixed bug which (for example) crashed the level editor when defining
632 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
633 (only set to default) -- invalid graphics now set to default graphic
635 2003-08-16 src/init.c
636 * fixed graphical bug of player digging/collecting/snapping element
637 when no corresponding graphic/animation is defined for this action,
638 resulting in player being drawn as EL_EMPTY (which should only be
639 done to elements being collected, but not to the player)
641 2003-08-16 src/game.c
642 * fixed small graphical bug of player not totally moving into exit
644 2003-08-16 src/libgame/setup.c
645 * fixed bug with wrong MS-DOS 8.3 filename conversion
647 2003-08-16 src/tools.c
648 * fixed bug with invisible mouse cursor when pressing ESC while playing
650 2003-08-16 (various source files)
651 * added another 128 custom elements (disabled in editor by default)
653 2003-08-16 src/editor.c
654 * fixed NULL string bug causing Solaris to crash in sprintf()
656 2003-08-16 src/screen.c
657 * fixed drawing over scrollbar on level selection with custom fonts
659 2003-08-15 src/game.c
660 * cleanup of simple sounds / loop sounds / music settings
662 2003-08-08 (various source files)
663 * added custom element property for dropping collected elements
665 2003-08-08 src/conf_gfx.c
666 * fixed bug with missing graphic for active red disk bomb
668 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
669 * extended variable "level.gravity" to "level.initial_gravity" and
670 "game.current_gravity" to prevent level setting from being changed
671 by playing the level (keeping the runtime value after playing)
673 * fixed graphics bug when digging element that has 'crumbled' graphic
674 definition, but not 'diggable' graphic definition
677 * version number set to 3.0.1
680 * version 3.0.0 released
683 * various bug fixes; among others:
684 - fixed bug with pushing spring over empty space
685 - fixed bug with leaving tube while placing dynamite
686 - fixed bug with explosion of smashed penguins
687 - allow Murphy player graphic in levels with non-Supaplex elements
691 * I have forgotten to document changes for some time
694 * pre-release version 2.2.0rc1 released
697 * version number set to 2.1.2
700 * version 2.1.1 released
703 * version number set to 2.1.1
706 * version 2.1.0 released
709 * version number set to 2.1.0
711 2002-04-03 to 2002-05-19 (various source files)
712 * graphics, sounds and music now fully configurable
713 * bug fixed that prevented walking through tubes when gravity on
715 2002-04-02 src/events.c, src/editor.c
716 * Make Escape key less aggressive when playing or when editing level.
717 This can be configured as an option in the setup menu. (Default is
718 "less aggressive" which means "ask user if something can be lost"
719 when pressing the Escape key.)
721 2002-04-02 src/screen.c
722 * Added "graphics setup" screen.
724 2002-04-01 src/screen.c
725 * Changed "choose level" setup screen stuff to be more generic (to
726 make it easier to add more "choose from generic tree" setup screens).
728 2002-04-01 src/config.c, src/timestamp.h
729 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
730 automatically gets created by "src/Makefile" and contains an actual
731 compile-time timestamp to identify development versions of the game).
733 2002-03-31 src/tape.c, src/events.c
734 * Added quick game/tape save/load functions to tape stuff which can be
735 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
736 loads previously recorded tape and directly goes into recording mode
737 from the end of the tape (therefore appending to the tape).
739 2002-03-31 src/tape.c
740 * Added "index mark" function to tape recorder. When playing or
741 recording, "eject" button changes to "index" button. Setting index
742 mark is not yet implemented, but pressing index button when playing
743 allows very quick advancing to end of tape (when normal playing),
744 very fast forward mode (when playing with normal fast forward) or
745 very fast reaching of "pause before end of tape" (when playing with
746 "pause before end" playing mode).
748 2002-03-30 src/cartoons.c
749 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
751 2002-03-29 src/screen.c
752 * Changed setup screen stuff to be more generic (to make it easier
753 to add more setup screens).
755 2002-03-23 src/main.c, src/main.h
756 * Various changes due to the introduction of the new libgame files
757 "setup.c" and "joystick.c".
759 2002-03-23 src/files.c
760 * Generic parts of "src/files.c" (mainly setup and level directory
761 stuff) moved to new libgame file "src/libgame/setup.c".
763 2002-03-23 src/joystick.c
764 * File "src/joystick.c" moved to libgame source tree, with
765 correspondig changes.
767 2002-03-22 src/screens.c
768 * "HandleChooseLevel()": Another bug in level series navigation fixed.
769 (Wrong level series information displayed when entering main group.)
771 2002-03-22 src/editor.c
772 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
774 2002-03-22 src/editor.c
775 * Changed behaviour of "Escape" key in level editor to be more
776 intuitive: When in "Element Properties" or "Level Info" mode,
777 return to "Drawing Mode" instead of leaving the level editor.
779 2002-03-21 src/game.c, src/editor.c, src/files.c
780 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
781 gems (emeralds, diamonds, ...) slipping down from normal wall,
782 steel wall and growing wall (as in E.M.C. style levels). Although
783 the behaviour of contributed and private levels wasn't changed (due
784 to the use of "level.game_version"; see previous entry), editing
785 those levels will (of course) change the behaviour accordingly.
787 This change seems a bit too hard after thinking about it, because
788 the EM style behaviour is not the "expected" behaviour (gems would
789 normally only slip down from "rounded" walls). Therefore this was
790 now changed to an element property for gem style elements, with the
791 default setting "off" (which means: no special EM style behaviour).
792 To fix older converted levels, this flag is set to "on" for pre-2.0
793 levels that are neither contributed nor private levels.
795 2002-03-20 src/files.h
796 * Corrected settings for "level.game_version" depending of level type.
797 (Contributed and private levels always get played with game engine
798 version they were created with, while converted levels always get
799 played with the most recent version of the game engine, to let new
800 corrections of the emulation behaviour take effect.)
802 2002-03-20 src/main.h
803 * Added "#include <time.h>". This seems to be needed by "tape.c" for
804 compiling the SDL version on some systems.
805 Thanks to the several people who pointed this out.
808 * Version number set to 2.0.2.
811 * Version 2.0.1 released.
813 2002-03-18 src/screens.c
814 * "HandleChooseLevel()": Small bug in level series navigation fixed.
816 2002-03-18 src/files.c [src/libgame/misc.c]
817 * Moved some common functions from src/files.c to src/libgame/misc.c.
819 2002-03-18 src/files.c [src/libgame/misc.c]
820 * Changed permissions for new directories and saved files (especially
821 score files) according to suggestions of Debian users and mantainers.
822 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
824 2002-03-17 src/files.c
825 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
826 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
827 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
828 for levels and "TAPE" for tapes). Old "cookie" style format is
829 still supported for reading. New level and tape files are written
832 * New IFF chunk "VERS" contains version numbers for file and game
833 (where "game version" is the version of the program that wrote the
834 file, and "file version" is a version number to distinguish files
835 with different format, for example after adding new features).
837 2002-03-15 src/screen.c
838 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
839 (Before, you heard a mixture of the in-game music and the
842 2002-03-14 src/events.c
843 * Function "DumpTape()" (files.c) now available by pressing 't' from
844 main menu (when in DEBUG mode).
846 2002-03-14 src/game.c
847 * "GameWon()": When game was won playing a tape, now there is no delay
848 raising the score and no corresponding sound is played.
850 2002-03-14 src/files.c
851 * Changed "LoadTape()" for real chunk support and also adjusted
852 "SaveTape()" accordingly.
854 2002-03-14 src/game.c, src/tape.c, src/files.c
855 * Important changes to tape format: The old tape format stored all
856 actions with a real effect with a corresponding delay between the
857 stored actions. This had some major disadvantages (for example,
858 push delays had to be ignored, pressing a button for some seconds
859 mutated to several single button presses because of the non-action
860 delays between two action frames etc.). The new tape format just
861 stupidly records all device actions and replays them later. I really
862 don't know why I haven't solved it that way before?! Old-style tapes
863 (with tape file version less than 2.0) get converted to the new
864 format on-the-fly when loading and can therefore still be played;
865 only some minor parts of the old-style tape handling code was needed.
866 (A perfect conversion is not possible, because there is information
867 missing about the device actions between two action frames.)
869 2002-03-14 src/files.c
870 * New function "DumpTape()" to dump the contents of the current tape
871 in a human readable format.
873 2002-03-14 src/game.c
874 * Small tape bug fixed: When automatically advancing to next level
875 after a game was won, the tape from the previous level still was
876 loaded as a tape for the new level.
878 2002-03-14 src/tape.c
879 * Small graphical bug fixed: When pressing ""Record" or "Play" on
880 tape, cartoons did not get completely removed because
881 StopAnimation() was not called.
883 2002-03-13 src/files.c
884 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
885 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
886 size even when using 16-bit elements). Added new chunk "CNT2" for
887 16-bit amoeba content (previously written in 8-bit field in "HEAD"
888 chunk even when content was 16-bit element). "CNT2" should now be
889 able to store content for arbitrary elements (up to eight blocks of
890 3 x 3 element arrays). All "CNT2" elements will always be stored as
891 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
893 2002-03-13 src/files.c
894 * Changed "LoadLevel()" for real chunk support.
896 2002-03-12 src/game.c
897 * Fixed problem (introduced after 2.0.0 release) with penguins
898 not getting killed by enemies
900 2002-02-24 src/game.c, src/main.h
901 * Added "player->is_moving"; now "player->last_move_dir" does
902 not contain any information if the player is just moving at
904 Before, "player->last_move_dir" was misused for this purpose
905 for the robot stuff (robots don't kill players when they are
906 moving). But setting "player->last_move_dir" to MV_NO_MOVING
907 broke tapes when walking through pipes!
908 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
909 in a continuous movement. This fact is ignored for friends and