2 * added internal ad-hoc config settings for displaying text files like
3 title messages or "readme.txt" style level set info files:
4 - .autowrap: true,false (default: true)
5 - .centered: true,false (default: false)
6 - .skip_comments: true,false (default: true)
7 (the leading '.' and the separating ':' are mandatory here)
10 * changed some numerical limits in the level editor from 255 to 999
13 * added option "system.sdl_videodriver" to select SDL video driver
14 * added output of SDL video and audio driver to "version info" page
17 * added group element drawing to IntelliDraw drawing functions
18 * fixed animation resetting problem again (last try broke Snake Bite)
19 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
22 * added new (special) "include: <filename>" directive that works in all
23 configuration files (like "graphicsinfo.conf") and that has the same
24 effect as if that directive would be replaced with the content of the
25 specified file (this can be useful to split large configuration files
26 into several smaller ones and include them from one main file, or to
27 store configuration settings that always stay the same into a separate
28 file, while including it and only add those parts that really change)
31 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
34 * fixed bug in "InitMovingField()" where treating an integer array as
35 boolean caused wrong resetting of animations while elements are moving
36 * fixed problem with resetting animations when starting element change
39 * added sort priority for order of title screens and title messages
42 * changed end of game again: do not wait for the user to press a key
43 anymore, but directly ask/confirm tape saving and go to hall of fame
44 * re-enabled quitting of lost game by pressing space or return again
45 * added blanking of mouse pointer when displaying title screens
46 * added remaining menu draw offset definitions for info sub-screens
49 * added setup option to select game speed (from very slow to very fast)
50 * improved handling of title text messages (initial and for level set)
53 * added new options "auto-wrap" and "centered" for DC2 style envelopes
56 * fixed displaying and typing of player name when it is centered
57 * added special characters to be allowed for player name (not only A-Z)
60 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
61 (newer versions of the SDL library seem to not like this anymore)
64 * added code for configuration directives for control of game panel
67 * fixed small cosmetical bug with underlining property tabs in editor
70 * fixed small drawing bug in X11FadeRectangle
71 * added new elements for newly supported Diamond Caves II levels:
72 - EM/DC style exits that disappear after passing
73 - white key and gate (one white key needed for each white gate)
74 - fake gate (there is no key to open/pass this kind of gate!)
75 - extended magic wall which also handles pearls and crystals
79 * changed maximum value for endless loop detection to a higher value
80 (some levels really used very deep recursion without being endless)
83 * added new elements for newly supported Diamond Caves II levels:
88 * added new elements for newly supported Diamond Caves II levels:
92 * added level file loader for native Diamond Caves II levels
95 * version number set to 3.2.4
98 * version 3.2.3 released
101 * fixed malloc/free bug when updating EMC artwork entries in level list
102 * added workaround (warning and request to quit the current game) when
103 changing elements cause endless recursion loop (which would otherwise
104 freeze the game, causing a crash-like program exit on some systems)
107 * fixed nasty string overflow bug when entering too long envelope text
110 * added feedback sounds for menu navigation "menu.item.activating" and
111 "menu.item.selecting" (for highlighting and executing menu entries)
114 * improved "no scrolling when relocating" to also consider scroll delay
115 (meaning that the player is not automatically centered in this case;
116 this makes it possible to "invisibly" relocate the player to a region
117 of the level playfield which looks the same as the old level region)
118 * fixed bug with not recognizing "main.input.name.align" when active
121 * fixed bug with displaying masked borders over title screens when
122 screen fading is disabled
125 * fixed infinite loop / crash bug when killing the player while having
126 a CE with the setting "kill player X when explosion of <player X>"
127 * added special editor graphic for "char_space" to distinguish it from
128 "empty_space" when editing a level (in-game graphics still the same)
131 * fixed nasty bug with initialization only done for the first player
134 * small change to handle loading empty element/content list micro chunks
137 * uploaded pre-release (test) version 3.2.3-0 binary and source code
140 * some optimizations on startup speed by reducing initial text output
143 * added caching of custom artwork information for faster startup times
146 * fixed graphical bug when using fewer menu entries on level selection
147 screen than usual (with "menu.list_size.LEVELS" directive)
148 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
149 the backbuffer to the backbuffer by error (with identical rectangle)
152 * fixed bug when displaying titlescreen with size less than element tile
153 * fixed bug that caused elements with "change when digging <e>" event
154 to change for _every_ digged element, not only those specified in <e>
155 * fixed bug that caused impact style collision when dropping element one
156 tile over the player that can both fall down and smash players
157 * fixed bug that caused impact style collision when element changed to
158 falling/smashing element over the player immediately after movement
161 * fixed bug that allowed making engine snapshots from the level editor
164 * fixed bugs with player name and current level positions on main screen
167 * added configuration directives for control of title screens:
168 - "title.fade_delay" for fading time
169 - "title.post_delay" for pause between screens (when not crossfading)
170 - "title.auto_delay" to automatically continue after some time
171 these settings can each be overridden by specifying them with titles:
172 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
173 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
174 fading mode can also be specified:
175 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
176 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
177 default is using normal fading for menues and initial title screens,
178 while using cross-fading for level set title screens
179 * fixed bug with background not drawn in Hall of Fame after game was won
182 * added configuration directives for the remaining main menu items
185 * added additional configuration directives for info screen draw offset:
186 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
187 * added additional configuration directives for preview info text
188 * limited mouse wheel sensitive screen area to scrollable screen area
191 * added highlighted menu text entries to menu navigation when selected
194 * fixed bug that prevented player from correctly being created in the
195 top left corner by a custom element change in a level without player
196 * fixed bug that prevented player from being killed when indestructible,
197 non-walkable element is placed on player position by extended change
198 * added configurable menu button, text and input positions to main menu
201 * added page fading effects for remaining info sub-screens
202 * fixed small bug that caused some delays when answering door request
205 * added directives "border.draw_masked.*" for menu/playfield area and
206 door areas to display overlapping/masked borders from "global.border"
209 * fixed bug with CE with move speed "not moving" not being animated
210 * when changing player artwork by CE action, reset animation frame
213 * fixed bug with not unmapping main menu screen gadgets on other screens
214 * fixed bug with un-pausing a paused game by releasing still pressed key
215 * fixed bug with not redrawing screen when toggling to/from fullscreen
216 mode while fast reloading tape (without redrawing playfield contents)
217 * fixed bug with quick-saving tape snapshot despite answering with "no"
220 * version number set to 3.2.3
223 * version 3.2.2 released
226 * fixed bug with redrawing screen in fullscreen mode after quick tape
227 reloading when using the EMC game engine
228 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
231 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
234 * added engine snapshot functionality for instant tape reloading (this
235 only works for the last tape saved using "quick save", and does not
236 work across program restarts, because it completely works in memory)
239 * version number set to 3.2.2
242 * version 3.2.1 released
245 * fixed nasty bugs with handling error message file on Mac OS X systems
248 * general code cleanup (removing many annoying "#if 0" blocks etc.)
251 * fixed bug that caused broken tapes when manually appending to tapes
252 using the "pause before death" functionality, followed by recording
253 * added setup option to disable fading of screens for faster testing
256 * code cleanup of new fading functions
259 * changed behaviour after solved game -- do not immediately stop engine
260 * added some more smooth screen fadings (game start, hall of fame etc.)
263 * fixed bug with displaying pushed CE with value/score/delay anim_mode
266 * added configurable level preview position, tile size and dimensions
267 * added configurable game panel value positions (gems, time, score etc.)
270 * fixed small bug with time displayed incorrectly when collecting CEs
273 * fixed bug with bumpy scrolling with EM engine in double player mode
276 * added compatibility code to fix "Snake Bite" style levels that were
277 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
280 * fixed bug with scrollbars inside editor when using the Windows mouse
281 enhancement tool "True X-Mouse" (which injects key events to the event
282 queue to insert selected stuff into the Windows clipboard, which gets
283 confused with the "Insert" key for jumping to the last editor cascade
284 block in the element list)
285 * added Rocks'n'Diamonds icon for use as window icon to SDL version
286 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
289 * added selection of preferred fullscreen mode to setup / graphics menu
290 (useful if default mode 800 x 600 does not match screen aspect ratio)
293 * improved down-scaling of images for better editor and preview graphics
294 * changed user data directory for Mac OS X from Unix style to new place
297 * improved level number selection in main menu and player selection in
298 setup menu (input devices section) by using standard button gadgets
299 * added support for mouse scroll wheel (caused buggy behaviour before)
300 * added support for scrolling horizontal scrollbars with mouse wheel by
301 holding "Shift" key pressed while scrolling the wheel
302 * added support for single step mouse wheel scrolling by holding "Alt"
303 key pressed while scrolling the wheel (can be combined with "Shift")
304 * changed output file "stderr.txt" on Windows platform now always to be
305 created in the R'n'D sub-directory of the personal documents directory
306 * added Windows message box to direct to "stderr.txt" after error aborts
309 * improved general scrollbar handling (when jump-scrolling scrollbars)
312 * changed scrollbars to always show last line as first after scrolling
313 (that means jumping n - 1 screen lines instead of n screen lines)
316 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
317 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
318 * fixed special handling of vertically stacked acid becoming fake acid
321 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
322 affect multiple instances of the same CE, although this kind of
323 change condition usually only affects one single custom element
326 * version number set to 3.2.1
329 * version 3.2.0 released
332 * reorganized level editor element list a bit to match engines better
335 * fixed newly introduced bug with wrongly initializing clipboard element
338 * fixed bug with displaying visible/invisible level border in editor
341 * reorganized some elements in the level editor element list
344 * fixed bug with displaying any player as "yellow" when moving into acid
345 * fixed bug with displaying running player when player stopped at border
348 * fixed bug with player exploding when moving into acid
349 * fixed bug with level settings being reset in editor and when playing
350 (some compatibility settings being set not only after level loading)
351 * fixed crash bug when number of custom graphic frames was set to zero
352 * fixed bug with teleporting player on walkable tile not working anymore
353 * added partial compatibility support for pre-release-only "CONF" chunk
354 (to make Alan Bond's "color cycle" demo work again :-) )
357 * fixed some bugs when displaying title screens from info screen menu
358 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
361 * changed file major version to 3 to reflect level file format changes
362 * uploaded pre-release (test) version 3.2.0-8 binary and source code
365 * added new chunk "NAME" to level file format for level name settings
366 * added new chunk "NOTE" to level file format for envelope settings
367 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
368 * updated magic(5) file to recognize changed and new level file chunks
369 * removed change events "change when CE value/score changes" as unneeded
372 * changed gravity (which only affects the player) from level property
373 to player property (only makes a difference in multi-player levels)
374 * added change events "change when CE value/score changes"
375 * added change events "change when CE value/score changes of <element>"
378 * added new chunk "INFO" to level file format for global level settings
379 * added all element settings from "HEAD" chunk to "CONF" chunk
380 * added all global level settings from "HEAD" chunk to "INFO" chunk
383 * changed level file format by adding two new chunks "CUSX" (for custom
384 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
385 elements, replacing the previous "GRP1" chunk); these new IFF style
386 chunks use the new and flexible "micro chunks inside chunks" technique
387 already used with the new "CONF" chunk (for normal element properties)
388 which makes it possible to easily extend the existing level format
389 (instead of using fixed-length chunks like before, which are either
390 too big due to reserved bytes for future use, or too small when those
391 reserved bytes have all been used and even more data should be stored,
392 requiring the replacement by new and larger chunks just like it went
393 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
396 * added credits pages to the "credits" section that were really missing
397 * added some missing element descriptions to the level editor
398 * added down position of switchgate switch to the level editor
399 and allowed the use of both switch positions at the same time
400 * changed use of "Insert" and "Delete" keys to navigate element list in
401 level editor to start of previous or next cascading block of elements
404 * added the possibility to view the title screen to the info screen menu
405 * fixed some minor bugs with viewing title screens
408 * fixed bug with title (cross)fading in/out when using fullscreen mode
411 * fixed bug that forced re-defining of menu settings in local graphics
412 config file which are already defined in existing base config file
413 * fixed small bug that caused door sounds playing when music is enabled
416 * added the possibility to define up to five title screens for each
417 level set that are displayed after loading using (cross)fading in/out
418 (this was added to display the various start images of the EMC sets)
421 * added "CE score gets zero [of]" to custom element trigger conditions
422 * added setup option to display element token name in level editor
425 * added compatibility code for Juergen Bonhagen's menu artwork settings
428 * fixed bug with displaying wrong animation frame 0 after CE changes
429 * fixed bug with creating invisible elements when light switch is on
432 * added selection between ECS and AGA graphics for EMC levels to setup
435 * adjusted font handling for various narrow EMC style fonts
438 * changed EM engine behaviour back to re-allow initial rolling springs
441 * fixed handling of over-large selectboxes (less error-prone now)
442 * fixed bug when creating GE with walkable element under the player
445 * added use of "Insert" and "Delete" keys to navigate element list in
446 level editor to start of custom elements or start of group elements
447 * added virtual elements to access CE value and CE score of elements:
448 - "CE value of triggering element"
449 - "CE score of triggering element"
450 - "CE value of current element"
451 - "CE score of current element"
454 * fixed "grass" to "sand" in older EM levels (up to file version V4)
457 * changed behaviour of network games with internal errors (because of
458 different client frame counters) from immediately terminating R'n'D
459 to displaying an error message requester and stopping only the game
460 (also to prevent impression of crashes under non command-line runs)
461 * fixed playing network games with the EMC engine (did not work before)
462 * fixed bug with not scrolling the screen in multi-player mode with the
463 focus on player 1 when all players are moving in different directions
464 * fixed bug with keeping pointer to gadget even after its deallocation
465 * fixed bug with allowing "focus on all players" in network games
466 * fixed bug with player focus when playing tapes from network games
469 * uploaded pre-release (test) version 3.2.0-7 binary and source code
472 * code cleanup for game action control for R'n'D and EMC game engine
475 * fixed bug in multi-player movement with focus on both players
476 * added option to control only the focussed player with all input
479 * added player focus switching to level tape recording and re-playing
482 * fixed some bugs in player focus switching in EMC and RND game engine
485 * added special Supaplex animations for Murphy digging and snapping
486 * added special Supaplex animations for Murphy being bored and sleeping
489 * added four new yam yams with explicit start direction for EMC engine
490 * fixed bug in src/libgame/text.c with printing text outside the window
493 * fixed small bug in EMC level loader (copyright sign in EM II levels)
496 * added delayed ignition of EM style dynamite when used in R'n'D engine
497 * added limited movement range to EMC engine when focus on all players
500 * fixed bug with missing (zero) score values for native Supaplex levels
503 * added "continuous snapping" (snapping many elements while holding the
504 snap key pressed, without releasing the snap key after each element)
505 as a new player setting for more compatibility with the classic games
508 * finished scrolling for "focus on all players" in EMC graphics engine
511 * level sets with "levels: 0" are ignored for levels, but not artwork
512 * fixed bug when scanning empty level group directories (endless loop)
515 * fixed bug with explosion graphic for player using "Murphy" graphic
516 * fixed bug with explosion graphic if player leaves explosion in time
517 * changed some descriptive text in setup menu to use medium-width font
518 * added key shortcut settings for switching player focus to setup menu
521 * fixed bug with random value initialization when recording tapes
522 * fixed bug with playing single player tapes when team mode activated
525 * fixed little bug when trying to switch to player that does not exist
528 * added player switching (visual and quick) to R'n'D and EM game engine
529 * added setup option to select visual or quick in-game player switching
532 * added use of "Home" and "End" keys to handle element list in editor
535 * fixed bug with adding score when playing tape with EMC game engine
536 * added steel wall border for levels using EMC engine without border
537 * finally fixed delayed scrolling in EMC engine also for small levels
540 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
543 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
544 * fixed bug when displaying info element without action, but direction
547 * fixed minor graphical problems with springs smashing and slurping
548 (when using R'n'D style graphics instead of EMC style graphics)
551 * added scroll delay (as configured in setup) to EMC graphics engine
554 * improved screen redraw for EMC graphics engine (faster and smoother)
555 * when not scrolling, do not redraw the whole playfield if not needed
558 * added multi-player mode for EMC game engine (with up to four players)
561 * added android (can clone elements) from EMC engine to R'n'D engine
564 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
567 * added selectbox for initial player speed to player settings in editor
570 * version 3.1.2 created that is basically version 3.1.1, but with a
571 major bug fixed that prevented editing your own private levels
572 * version 3.1.2 released
575 * added magic ball (creates elements) from EMC engine to R'n'D engine
578 * uploaded fixed pre-release version 3.2.0-6 binary and source code
581 * fixed bug when using "CE can leave behind <trigger element>"
582 * added new change condition "(after/when) creation of <element>"
583 * added new change condition "(after/when) digging <element>"
584 * fixed bug accessing invalid gadget that caused crashes under Windows
585 * deactivated new possibility for multiple CE changes per frame
588 * uploaded pre-release (test) version 3.2.0-6 binary and source code
591 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
592 * fixed bug with not keeping CE value for moving CEs with only action
593 * changed CE action selectboxes in editor to be only reset when needed
596 * added option "use artwork from element" for custom player artwork
597 * added option "use explosion from element" for player explosions
600 * added cascaded element lists in the level editor
601 * added persistence for cascaded element lists by "editorcascade.conf"
602 * added dynamic element list with all elements used in current level
603 * added possibility for multiple CE changes per frame (experimental)
606 * uploaded pre-release (test) version 3.2.0-5 binary and source code
609 * changed "score for each 10 seconds/steps left" to "1 second/step"
610 * added own score for collecting "extra time" instead of sharing it
611 * added change events "switched by player" and "player switches <e>"
612 * added change events "snapped by player" and "player snaps <e>"
613 * added "set player artwork: <element choice>" to CE action options
614 * added change event "move of <element>"
617 * added "set player shield: off / normal / deadly" to CE action options
618 * added new player option "use level start element" in level editor
619 to set the correct focus at level start to elements from which the
620 player is created later (this did not work before for cascaded CE
621 changes resulting in creation of the player; it is now also possible
622 to create the player from a yam yam which is smashed at level start)
625 * added "set player speed: frozen (not moving)" to CE action options
626 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
629 * added new player option "block snap field" (enabled by default) to
630 make it possible to show a snapping animation like in Emerald Mine
633 * added dynamic selectboxes to custom element action settings in editor
634 * added "CE value" counter for custom elements (instead of "CE count")
635 * added option to use the last "CE value" after custom element change
636 * added option to use the "CE value" of other elements in CE actions
637 * fixed odd behaviour when pressing time orb in levels w/o time limit
638 * added checkbox "use time orb bug" for older levels that use this bug
641 * added missing configuration settings for the following elements:
642 - EL_TIMEGATE_SWITCH (time of open time gate)
643 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
644 - EL_SHIELD_NORMAL (time of shield duration)
645 - EL_SHIELD_DEADLY (time of shield duration)
646 - EL_EXTRA_TIME (time added to level time)
647 - EL_TIME_ORB_FULL (time added to level time)
650 * added "wind direction" as a movement pattern for custom elements
651 * added initial wind direction for balloon / custom elements to editor
652 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
655 * added parameters for "game of life" and "biomaze" elements to editor
658 * added level file chunk "CONF" for generic level and element settings
661 * uploaded pre-release (test) version 3.2.0-4 binary and source code
664 * skip empty level sets (with "levels: 0"; may be artwork base sets)
665 * added sound action ".page[1]" to ".page[32]" for each CE change page
668 * added image config suffix ".clone_from" to copy whole image settings
669 * fixed bug with invalid ("undefined") CE settings in old level files
672 * fixed graphical bug with smashing elements falling faster than player
675 * fixed major bug which prevented private levels from being edited
676 * fixed bug with precedence of general and special font definitions
679 * fixed graphical bug with player animation when player moves slowly
682 * uploaded pre-release (test) version 3.2.0-3 binary and source code
685 * fixed bug which prevented "global.num_toons: 0" from working
688 * major code cleanup (removed all these annoying "#if 0" blocks)
691 * added custom element actions for CE change page in level editor
694 * fixed music initialization bug in init.c (thanks to David Binderman)
695 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
696 (this bug must probably be fixed at other places, too)
699 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
700 (should be '#include <SDL.h>' instead)
703 * fixed bug which prevented "walkable from no direction" from working
704 (due to compatibility code overwriting this setting after loading)
707 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
710 * version number temporarily set to 3.1.1 (intermediate bugfix release)
711 * version 3.1.1 released
714 * changed some va_arg() arguments from 'long' to 'int', fixing problems
715 on 64-bit architecture systems with LP64 data model
718 * fixed bug with bombs not exploding when hitting the last level line
719 (introduced after the release of 3.1.0)
722 * added support for dumping small-sized level sketches from editor
725 * added recognition of "trigger element" for "change digged element to"
726 (this is not really what the "trigger element" was made for, but its
727 use may seem obvious for leaving back digged elements unchanged)
730 * fixed multiple warnings about failed joystick device initialization
733 * fixed bug with dynamite dropped on top of just dropped custom element
734 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
735 dynamite can still be dropped, but drop key must be released before
738 * fixed bug with wrong start directory when started from file browser
739 (due to this bug, R'n'D could not be started from KDE's Konqueror)
742 * fixed bug causing "change when impact" on player not working
743 * fixed wrong priority of "hitting something" over "hitting <element>"
744 * fixed wrong priority of "hit by something" over "hit by <element>"
747 * fixed graphical bug which caused the player (being Murphy) to show
748 collecting animations although the element was collected by penguin
751 * fixed two bugs causing wrong door background graphics in system.c
752 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
755 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
756 * added "no direction" to "walkable/passable from" selectbox options
759 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
760 * in tape autoplay, not only report broken, but also missing tapes
763 * uploaded pre-release (test) version 3.2.0-2 binary and source code
766 * fixed small bug with "linear" animation not working for active lamp
769 * fixed bug with moving up despite gravity due to "block last field"
770 * fixed small bug with wrong draw offset when typing name in main menu
771 * when reading user names from "passwd", ignore data after first comma
772 * when creating new "levelinfo.conf", only write some selected entries
775 * fixed displaying "imported from/by" on preview with empty string
776 * fixed ignoring draw offset for fonts used for level preview texts
779 * fixed a delay problem with SDL and too many mouse motion events
780 * added setup option "skip levels" and level skipping functionality
783 * added move speed "not moving" for non-moving CEs, but with direction
786 * fixed mapping of obsolete element token names in "editorsetup.conf"
787 * fixed bug with sound "acid.splashing" treated as a loop sound
788 * fixed some little sound bugs in native EM engine
791 * fixed small bug when dragging scrollbars to end positions
794 * added editor element descriptions written by Aaron Davidson
797 * improved fallback handling when configured artwork is not available
798 (now using default artwork instead of exiting when files not found)
801 * fixed bug on level selection screen when dragging scrollbar
804 * fixed bug which caused broken tapes when appending to EM engine tapes
807 * uploaded pre-release (test) version 3.2.0-1 binary and source code
810 * added code to replace changed artwork config tokens with other tokens
811 (needed for backwards compatibility, so that older tokens still work)
814 * added native R'n'D graphics for some new EMC elements in EM engine
817 * fixed some bugs in the EM engine integration code
818 * changed EM engine code to allow diagonal movement
819 * changed EM engine code to allow use of separate snap and drop keys
822 * fixed some redraw bugs when using EM engine
825 * fixed bug with not converting RND levels which are set to use native
826 engine to native level structure when loading
829 * uploaded pre-release (test) version 3.2.0-0 binary and source code
832 * version number set to 3.2.0
835 * level data now reset to defaults after attempt to load invalid file
838 * added use of "editorsetup.conf" for different level sets
841 * added auto-detection for various types of Emerald Mine level files
844 * fixed bug with scrollbars getting too small when list is very large
847 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
850 * added most level editor configuration gadgets for new EMC elements
853 * added more element and graphic definitions for new EMC elements
856 * modified native EM engine to use integrated R'n'D sound system
859 * added SDL support to graphics functions in native EM engine
860 (by always using generic libgame interface functions)
863 * fixed bug in frame synchronization in native EM engine
866 * added code to convert levels between R'n'D and native EM engine
869 * new Emerald Mine engine can now play levels selected in main menu
872 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
873 (which creates scaled down graphics for level editor and preview);
874 there's still a memory leak somewhere in the artwork handling code
875 * added "scale image up" functionality to X11 version of zoom function
878 * first attempts to integrate new, native Emerald Mine Club engine
881 * fixed bug in gadget code which caused reset of CEs in level editor
882 (example: pressing 'b' [grab brush] on CE config page erased values)
883 (solution: check if gadgets in ClickOnGadget() are really mapped)
884 * improved level change detection in editor (settings now also checked)
885 * fixed bug with "can move into acid" and "don't collide with" state
888 * fixed maze runner style CEs to use the configured move delay value
891 * added Aaron Davidson's tutorial level set to the "Tutorials" section
894 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
895 * fixed the above fix because it broke level set "machine" (*sigh*)
896 * fixed random element placement in level editor to work as expected
897 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
900 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
903 * fixed bug (missing array boundary check) which caused broken tapes
904 * fixed bug (when loading level template) which caused broken levels
905 * fixed bug with new block last field code when using non-yellow player
908 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
909 * internal change of how the player blocks the last field when moving
910 * fixed blocking delay of last field for EM and SP style block delay
911 * fixed bug where the player had to wait for the usual move delay after
912 unsuccessfully trying to move, when he directly could move after that
913 * the last two changes should make original Supaplex level 93 solvable
914 * improved use of random number generator to make it less predictable
915 * fixed behaviour of slippery SP elements to let slip left, then right
918 * fixed bug with wrong door state after trying to quickload empty tape
919 * fixed waste of static memory usage of the binary, making it smaller
920 * fixed very little graphical bug in Supaplex explosion
923 * version number set to 3.1.1
926 * version 3.1.0 released
929 * fixed bug with crash when writing user levelinfo.conf the first time
932 * added option "convert LEVELDIR [NR]" to command line batch commands
933 * re-converted Supaplex levels to apply latest engine fixes
934 * changed "use graphic/sound of element" to "use graphic of element"
935 due to compatibility problems with some levels ("bug machine" etc.)
938 * fixed bug with CE change replacing player with same or other player
941 * fixed bug with opaque font in envelope with background graphic when
942 background graphic is not transparent itself
945 * added "gravity on" and "gravity off" ports for Supaplex compatibility
946 * corrected original Supaplex level loading code to use these new ports
947 * also corrected Supaplex loader to auto-count infotrons if set to zero
950 * fixed bug with missing initialization of "modified" flag for GEs
953 * fixed bug that caused endless recursion loop when relocating player
954 * fixed tape recorder bug in "step mode" when using "pause before end"
955 * fixed tape recorder bug when changing from "warp forward" mode
958 * fixed bug with "when touching" for pushed elements at last position
961 * fixed bug that caused two activated toolbox buttons in level editor
962 * fixed bug with exploding dynabomb under player due to other explosion
965 * fixed bug with creating walkable custom element under player (again)
966 * fixed bug with not copying explosion type when copying CEs in editor
967 * fixed graphical bug when drawing player in setup menu (input devices)
968 * fixed graphical bug when the player is pushing an accessible element
969 * fixed bug with classic switchable elements triggering CE changes
970 * fixed bug with entering/leaving walkable element in RelocatePlayer()
971 * fixed crash bug when CE leaves behind the trigger player element
974 * fixed bug with broken tubes after placing/exploding dynamite in them
975 * fixed bug with exploding dynamite under player due to other explosion
976 * fixed bug with not resetting push delay under certain circumstances
979 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
980 * added network multiplayer code for Windows (thanks to Niko Böhm)
983 * added option "reachable despite gravity" for gravity movement
984 * changed gravity movement of most classic walkable and passable
985 elements back to "not reachable" (for compatibility reasons)
988 * fixed (removed) "indestructible" / "can explode" dependency in editor
989 * fixed (removed) "accessible inside" / "protected" dependency
990 * fixed (removed) "step mode" / "shield time" dependency
993 * fixed dynabombs exploding now into anything diggable
994 * fixed Supaplex style gravity movement into buggy base now impossible
995 * added pressing key "space" as valid action to select menu options
998 * added "replace when walkable" to relocate player to walkable element
999 * added "enter"/"leave" event for elements affected by relocation
1000 * fixed "direct"/"indirect" change order also for "when change" event
1001 * fixed graphical bug when pushing things from elements walkable inside
1004 * fixed graphic bug when player is snapping while moving in old levels
1005 * fixed bug when a moving custom element leaves a player element behind
1006 * fixed bug with mole not disappearing when moving into acid pool
1007 * fixed bug with incomplete path setting when using "--basepath" option
1008 * moving CE can now leave walkable elements behind under the player
1009 * when relocating, player can be set on walkable element now
1010 * fixed another gravity movement bug
1013 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1016 * added "collectible" and "removable" to extended replacement types
1017 (where "removable" replaces "diggable" and "collectible" elements)
1018 * added "collectible & throwable" (to throw element to the next field)
1019 * fixed bug with CEs digging elements that are just about to explode
1020 * changed mouse cursor now always being visible when game is paused
1023 * added possibility to push/press accessible elements from a side that
1025 * fixed bug with not setting actual date when appending to tape
1028 * fixed bug with incorrectly initialized custom element editor graphics
1031 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1032 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1035 * fixed bug with destroyed robot wheel still attracting robots forever
1036 * fixed bug with time gate switch deactivating after robot wheel time
1037 (while the time gate itself is not affected by this misbehaviour)
1038 * changed behaviour of BD style amoeba to always get blocked by player
1039 (before it was different when there were non-BD elements in level)
1040 * fixed bug with player destroying indestructable elements with shield
1043 * added option to make growing elements grow into anything diggable
1044 (for the various amoeba types, biomaze and "game of life")
1047 * fixed bug with movable elements not moving after left behind by CEs
1048 * changed gravity movement to anything diggable, not only sand/base
1049 * optionally allowing passing to walkable element, not only empty space
1050 * added option "can pass to walkable element" for players
1051 * finally fixed gravity movement (hopefully)
1054 * fixed bug with movable elements not moving anymore after falling down
1057 * fixed another bug with custom elements digging and leaving elements
1058 * fixed bug with "along left/right side" and automatic start direction
1059 * trigger elements now also displayed when "more custom" deactivated
1060 * fixed bug with clipboard element initialized when loading new level
1061 * added option "drop delay" to set delay before dropping next element
1064 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1067 * added copy and paste functions for custom change pages
1068 * enhanced graphical display and functionality of tape recorder
1069 * fixed bug with custom elements digging and leaving elements
1072 * added move speed faster than "very fast" for custom elements
1073 * fixed bug with 3+3 style explosions and missing border content
1074 * fixed little bug when copying custom elements in the editor
1075 * enhanced custom element changes by more side trigger actions
1078 * added option "no scrolling when relocating" for instant teleporting
1079 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1082 * added trigger element and trigger player to use as target elements
1083 * added copy and paste functions for custom and group elements
1086 * fixed graphical bug when displaying explosion animations
1087 * fixed bug when appending to tapes, resulting in broken tapes
1088 * re-recorded a few tapes broken by fixing gravity checking bug
1091 * "can move into acid" property now for all elements independently
1092 * "can fall into acid" property for player stored in same bitfield now
1093 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1094 * version number set to 3.1.0 (finally!)
1097 * changed tape recording to only record input, not programmed actions
1100 * fixed totally broken (every 8th frame skipped) step-by-step recording
1101 * fixed bug with requester not displayed when quick-loading interrupted
1102 * added option "can fall into acid (with gravity)" for players
1103 * fixed bug with player not falling when snapping down with gravity
1106 * fixed bug which messed up key config when using keypad number keys
1109 * fixed bug which allowed moving upwards even when gravity was active
1110 * fixed bug with missing error handling when dumping levels or tapes
1113 * added different colored editor graphics for Supaplex gravity tubes
1116 * fixed bug that allowed solvable tapes for unsolvable levels
1119 * use unlimited number of droppable elements when "count" set to zero
1120 * added option to use step limit instead of time limit for level
1123 * added player and change page as trigger for custom element change
1126 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1129 * fixed bug with dark yamyam changing to acid when moving over acid
1130 * fixed handling of levels with more than 999 seconds level time
1131 (example: level 76 of "Denmine")
1134 * "spring push bug" reintroduced as configurable element property
1135 * fixed bug with missing properties for "mole"
1136 * fixed bug that showed up when fixing the above "mole" properties bug
1137 * added option "can move into acid" for all movable elements
1138 * fixed graphical bug for elements moving into acid
1139 * changed event handling to handle all pending events before going on
1142 * fixed bug which caused all CE change pages to be ignored which had
1143 the same change event, but used a different element side
1144 (reported by Simon Forsberg)
1146 * fixed bug which caused elements that can move and fall and that are
1147 transported by a conveyor belt to continue moving into that direction
1148 after leaving the conveyor belt, regardless of their own movement
1149 type; only elements which can not move are transported now
1150 (reported by Simon Forsberg)
1152 * fixed bug which could cause an array overflow in RelocatePlayer()
1153 (reported by Niko Böhm)
1155 * changed Emerald Mine style "passable / over" elements to "protected"
1156 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1158 * added new option to select from which side a "walkable/passable"
1159 element can be entered
1162 * added explosion and ignition delay for elements that can explode
1165 * fixed bug which caused player not being protected against enemies
1166 when a CE was "walkable / inside" and was not "indestructible"
1167 * added "walkable/passable" fields to be "protected/unprotected"
1168 against enemies, even if not accessible "inside" but "over/under"
1171 * corrected move pattern to 32 bit and initial move direction to 8 bit
1174 * added second custom element base configuration page
1177 * added some special EMC mappings to Emerald Mine level loader
1178 (also covering previously unknown element in level 0 of "Bondmine 8")
1181 * added option to block last field when player is moving (for Supaplex)
1182 * adjusted push delay of Supaplex elements
1183 * removed delays for envelopes etc. when replaying with maximum speed
1184 * fixed bug when dropping element on a field that just changed to empty
1187 * fixed bug: infotrons can now smash yellow disks
1188 * fixed bug: when gravity active, port above player can now be entered
1189 * removed "one white dot" mouse pointer which irritated some people
1192 * added "choice type" for group element selection
1195 * fixed bug with initial invulnerability of non-yellow player
1198 * added level loader for loading native Supaplex packed levels
1199 (including multi-part levels like the "splvls99" levels)
1202 * fixed bug which allowed creating emeralds by escaping explosions
1205 * custom elements can change (limited) or leave (unlimited) elements
1206 * finally added multiple matches using group elements
1207 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1210 * added new start movement type "previous" for continued CE movement
1211 * added new start movement type "random" for random CE movement start
1214 * added new element "sokoban_field_player" needed for Sokoban levels
1215 (thanks to Ed Booker for pointing this out!)
1218 * added elements that can be digged or left behind by custom elements
1221 * added group elements for multiple matches and random element creation
1224 * fixed some graphical errors displayed in old levels
1227 * fixed wrong double speed movement after passing closing gates
1230 * added level loader for loading native Emerald Mine levels
1233 * changes for "shooting" style CE movement
1236 * Happy New Year! ;-)
1239 * changed default snap/drop keys from left/right Shift to Control keys
1242 * fixed bug with dead player getting reanimated from custom element
1245 * fixed bug with wrong penguin graphics (when entering exit)
1248 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1251 * version number set to 3.0.9
1254 * version 3.0.8 released
1257 * added function checked_free()
1260 * fixed bug with double nut cracking sound
1261 (by eliminating "default element action sound" assignment in init.c)
1264 * fixed crash when no music info files are available
1267 * fixed boring and sleeping sounds
1270 * added "maze runner" and "maze hunter" movement types
1271 * added extended collision conditions for custom elements
1274 * added warnings for undefined token values in artwork config files
1277 * added menu entry for level set information to the info screen
1280 * fixed bug with wrong default impact sound for colored emeralds
1283 * added several sub-screens for the info screen
1284 * menu text now also clickable (not only blue/red sphere left of it)
1287 * added configurable "bored" and "sleeping" animations for the player
1288 * added "awakening" sound for player when waking up after sleeping
1291 * added "copy" and "exchange" functions for custom elements to editor
1294 * added configurable element animations for info screen
1297 * added configurable music credits for info screen
1300 * finally fixed tape recording when player is created from CE change
1303 * added "editorsetup.conf" for editor element list configuration
1306 * added "musicinfo.conf" for menu and level music configuration
1309 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1310 (that only showed up on Linux, but not on Windows systems)
1313 * fixed turning movement of butterflies and fireflies (no frame reset)
1314 * enhanced sniksnak turning movement (two steps instead of only one)
1317 * version number set to 3.0.8
1320 * version 3.0.7 released
1323 * fixed reset of player animation frame when, for example,
1324 walking, digging or collecting share the same animation
1325 * fixed CE with "deadly when touching" exploding when touching amoeba
1328 * fixed tape recording when player is created from CE element change
1331 * introduced "turning..." action graphic for elements with move delay
1332 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1333 * added turning animations for bug, spaceship and sniksnak
1336 * prevent "extended" changed elements from delay change in same frame
1339 * fixed bug when pushing element that can move away to the side
1340 (like pushing falling elements, but now with moving elements)
1343 * finally fixed serious bug in code for delayed element pushing (again)
1346 * unavailable setup options now marked as "n/a" instead of "off"
1347 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1348 to "true", levels are always played with the latest game engine,
1349 which is desired for levels that are imported from other games; all
1350 other levels are played with the engine version stored in level file
1351 (which is normally the engine version the level was created with)
1354 * fixed serious bug in code for delayed element pushing
1355 * fixed little bug in animation frame selection for pushed elements
1356 * speed-up of reading config file for verbose output
1359 * added configuration option for opening and closing Supaplex exit
1360 * added configuration option for moving up/down animation for Murphy
1361 * fixed incorrectly displayed animation for attacking dragon
1362 * fixed bug with not setting initial gravity for each new game
1363 * fixed bug with teleportation of player by custom element change
1364 * fixed bug with player not getting smashed by rock sometimes
1367 * version number set to 3.0.7
1370 * version 3.0.6 released
1373 * added support for MP3 music for SDL version through SMPEG library
1376 * fixed bug when initializing font graphic structure
1377 * fixed bug with animation mode "pingpong" when using only 1 frame
1378 * fixed bug with extended change target introduced in 3.0.5
1379 * fixed bug where passing over moving element doubles player speed
1380 * fixed bug with elements continuing to move into push direction
1381 * fixed bug with duplicated player when dropping bomb with shield on
1382 * added "switching" event for custom elements ("pressing" only once)
1383 * fixed switching bug (resetting flag when not switching but not idle)
1386 * fixed element tokens for certain file elements with ".active" etc.
1389 * version number set to 3.0.6
1392 * version 3.0.5 released
1395 * now four envelope elements available
1396 * font, background, animation and sound for envelope now configurable
1397 * main menu doors opening/closing animation type now configurable
1400 * active/inactive sides configurable for custom element changes
1401 * new movement type "move when pushed" available for custom elements
1404 * fixed bug in multiple config pages loader code that caused crashes
1407 * enhanced (remaining low-resolution) Supaplex graphics
1410 * version number set to 3.0.5
1413 * version 3.0.4 released
1415 2003-09-12 src/tools.c
1416 * fixed bug in custom definition of crumbled element graphics
1418 2003-09-11 src/files.c
1419 * fixed bug in multiple config pages code that caused crashes
1422 * version number set to 3.0.4
1425 * version 3.0.3 released
1428 * added music to Supaplex classic level set
1430 2003-09-07 src/libgame/misc.c
1431 * added support for loading various music formats through SDL_mixer
1433 2003-09-06 (various source files)
1434 * fixed several nasty bugs that may have caused crashes on some systems
1435 * added envelope content which gets displayed when collecting envelope
1436 * added multiple change event pages for custom elements
1438 2003-08-24 src/game.c
1439 * fixed problem with player animation when snapping and moving
1441 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1442 * fixed problem with flickering when drawing toon animations
1444 2003-08-23 src/libgame/sdl.c
1445 * fixed problem with setting mouse cursor in SDL version in fullscreen
1447 2003-08-23 src/game.c
1448 * fixed bug (missing array boundary check) which could crash the game
1451 * version number set to 3.0.3
1454 * version 3.0.2 released
1456 2003-08-21 src/game.c
1457 * fixed bug with creating inaccessible elements at player position
1459 2003-08-20 src/init.c
1460 * fixed bug with not finding current level artwork directory
1462 2003-08-20 src/files.c
1463 * fixed bug with choosing wrong engine version when playing tapes
1464 * fixed bug with messing up custom element properties in 3.0.0 levels
1467 * version number set to 3.0.2
1470 * version 3.0.1 released
1472 2003-08-17 (no source files affected)
1473 * changed all "classic" PCX image files with 16 colors or less to
1474 256 color (8 bit) storage format, because the Allegro game library
1475 cannot handle PCX files with less than 256 colors (contributed
1476 graphics are not affected and might look wrong in the DOS version)
1478 2003-08-16 src/init.c
1479 * fixed bug which (for example) crashed the level editor when defining
1480 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1481 (only set to default) -- invalid graphics now set to default graphic
1483 2003-08-16 src/init.c
1484 * fixed graphical bug of player digging/collecting/snapping element
1485 when no corresponding graphic/animation is defined for this action,
1486 resulting in player being drawn as EL_EMPTY (which should only be
1487 done to elements being collected, but not to the player)
1489 2003-08-16 src/game.c
1490 * fixed small graphical bug of player not totally moving into exit
1492 2003-08-16 src/libgame/setup.c
1493 * fixed bug with wrong MS-DOS 8.3 filename conversion
1495 2003-08-16 src/tools.c
1496 * fixed bug with invisible mouse cursor when pressing ESC while playing
1498 2003-08-16 (various source files)
1499 * added another 128 custom elements (disabled in editor by default)
1501 2003-08-16 src/editor.c
1502 * fixed NULL string bug causing Solaris to crash in sprintf()
1504 2003-08-16 src/screen.c
1505 * fixed drawing over scrollbar on level selection with custom fonts
1507 2003-08-15 src/game.c
1508 * cleanup of simple sounds / loop sounds / music settings
1510 2003-08-08 (various source files)
1511 * added custom element property for dropping collected elements
1513 2003-08-08 src/conf_gfx.c
1514 * fixed bug with missing graphic for active red disk bomb
1516 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1517 * extended variable "level.gravity" to "level.initial_gravity" and
1518 "game.current_gravity" to prevent level setting from being changed
1519 by playing the level (keeping the runtime value after playing)
1521 * fixed graphics bug when digging element that has 'crumbled' graphic
1522 definition, but not 'diggable' graphic definition
1525 * version number set to 3.0.1
1528 * version 3.0.0 released
1531 * various bug fixes; among others:
1532 - fixed bug with pushing spring over empty space
1533 - fixed bug with leaving tube while placing dynamite
1534 - fixed bug with explosion of smashed penguins
1535 - allow Murphy player graphic in levels with non-Supaplex elements
1539 * I have forgotten to document changes for some time
1542 * pre-release version 2.2.0rc1 released
1545 * version number set to 2.1.2
1548 * version 2.1.1 released
1551 * version number set to 2.1.1
1554 * version 2.1.0 released
1557 * version number set to 2.1.0
1559 2002-04-03 to 2002-05-19 (various source files)
1560 * graphics, sounds and music now fully configurable
1561 * bug fixed that prevented walking through tubes when gravity on
1563 2002-04-02 src/events.c, src/editor.c
1564 * Make Escape key less aggressive when playing or when editing level.
1565 This can be configured as an option in the setup menu. (Default is
1566 "less aggressive" which means "ask user if something can be lost"
1567 when pressing the Escape key.)
1569 2002-04-02 src/screen.c
1570 * Added "graphics setup" screen.
1572 2002-04-01 src/screen.c
1573 * Changed "choose level" setup screen stuff to be more generic (to
1574 make it easier to add more "choose from generic tree" setup screens).
1576 2002-04-01 src/config.c, src/timestamp.h
1577 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1578 automatically gets created by "src/Makefile" and contains an actual
1579 compile-time timestamp to identify development versions of the game).
1581 2002-03-31 src/tape.c, src/events.c
1582 * Added quick game/tape save/load functions to tape stuff which can be
1583 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1584 loads previously recorded tape and directly goes into recording mode
1585 from the end of the tape (therefore appending to the tape).
1587 2002-03-31 src/tape.c
1588 * Added "index mark" function to tape recorder. When playing or
1589 recording, "eject" button changes to "index" button. Setting index
1590 mark is not yet implemented, but pressing index button when playing
1591 allows very quick advancing to end of tape (when normal playing),
1592 very fast forward mode (when playing with normal fast forward) or
1593 very fast reaching of "pause before end of tape" (when playing with
1594 "pause before end" playing mode).
1596 2002-03-30 src/cartoons.c
1597 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1599 2002-03-29 src/screen.c
1600 * Changed setup screen stuff to be more generic (to make it easier
1601 to add more setup screens).
1603 2002-03-23 src/main.c, src/main.h
1604 * Various changes due to the introduction of the new libgame files
1605 "setup.c" and "joystick.c".
1607 2002-03-23 src/files.c
1608 * Generic parts of "src/files.c" (mainly setup and level directory
1609 stuff) moved to new libgame file "src/libgame/setup.c".
1611 2002-03-23 src/joystick.c
1612 * File "src/joystick.c" moved to libgame source tree, with
1613 correspondig changes.
1615 2002-03-22 src/screens.c
1616 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1617 (Wrong level series information displayed when entering main group.)
1619 2002-03-22 src/editor.c
1620 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1622 2002-03-22 src/editor.c
1623 * Changed behaviour of "Escape" key in level editor to be more
1624 intuitive: When in "Element Properties" or "Level Info" mode,
1625 return to "Drawing Mode" instead of leaving the level editor.
1627 2002-03-21 src/game.c, src/editor.c, src/files.c
1628 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1629 gems (emeralds, diamonds, ...) slipping down from normal wall,
1630 steel wall and growing wall (as in E.M.C. style levels). Although
1631 the behaviour of contributed and private levels wasn't changed (due
1632 to the use of "level.game_version"; see previous entry), editing
1633 those levels will (of course) change the behaviour accordingly.
1635 This change seems a bit too hard after thinking about it, because
1636 the EM style behaviour is not the "expected" behaviour (gems would
1637 normally only slip down from "rounded" walls). Therefore this was
1638 now changed to an element property for gem style elements, with the
1639 default setting "off" (which means: no special EM style behaviour).
1640 To fix older converted levels, this flag is set to "on" for pre-2.0
1641 levels that are neither contributed nor private levels.
1643 2002-03-20 src/files.h
1644 * Corrected settings for "level.game_version" depending of level type.
1645 (Contributed and private levels always get played with game engine
1646 version they were created with, while converted levels always get
1647 played with the most recent version of the game engine, to let new
1648 corrections of the emulation behaviour take effect.)
1650 2002-03-20 src/main.h
1651 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1652 compiling the SDL version on some systems.
1653 Thanks to the several people who pointed this out.
1656 * Version number set to 2.0.2.
1659 * Version 2.0.1 released.
1661 2002-03-18 src/screens.c
1662 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1664 2002-03-18 src/files.c [src/libgame/misc.c]
1665 * Moved some common functions from src/files.c to src/libgame/misc.c.
1667 2002-03-18 src/files.c [src/libgame/misc.c]
1668 * Changed permissions for new directories and saved files (especially
1669 score files) according to suggestions of Debian users and mantainers.
1670 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1672 2002-03-17 src/files.c
1673 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1674 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1675 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1676 for levels and "TAPE" for tapes). Old "cookie" style format is
1677 still supported for reading. New level and tape files are written
1680 * New IFF chunk "VERS" contains version numbers for file and game
1681 (where "game version" is the version of the program that wrote the
1682 file, and "file version" is a version number to distinguish files
1683 with different format, for example after adding new features).
1685 2002-03-15 src/screen.c
1686 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1687 (Before, you heard a mixture of the in-game music and the
1688 hall-of-fame music.)
1690 2002-03-14 src/events.c
1691 * Function "DumpTape()" (files.c) now available by pressing 't' from
1692 main menu (when in DEBUG mode).
1694 2002-03-14 src/game.c
1695 * "GameWon()": When game was won playing a tape, now there is no delay
1696 raising the score and no corresponding sound is played.
1698 2002-03-14 src/files.c
1699 * Changed "LoadTape()" for real chunk support and also adjusted
1700 "SaveTape()" accordingly.
1702 2002-03-14 src/game.c, src/tape.c, src/files.c
1703 * Important changes to tape format: The old tape format stored all
1704 actions with a real effect with a corresponding delay between the
1705 stored actions. This had some major disadvantages (for example,
1706 push delays had to be ignored, pressing a button for some seconds
1707 mutated to several single button presses because of the non-action
1708 delays between two action frames etc.). The new tape format just
1709 stupidly records all device actions and replays them later. I really
1710 don't know why I haven't solved it that way before?! Old-style tapes
1711 (with tape file version less than 2.0) get converted to the new
1712 format on-the-fly when loading and can therefore still be played;
1713 only some minor parts of the old-style tape handling code was needed.
1714 (A perfect conversion is not possible, because there is information
1715 missing about the device actions between two action frames.)
1717 2002-03-14 src/files.c
1718 * New function "DumpTape()" to dump the contents of the current tape
1719 in a human readable format.
1721 2002-03-14 src/game.c
1722 * Small tape bug fixed: When automatically advancing to next level
1723 after a game was won, the tape from the previous level still was
1724 loaded as a tape for the new level.
1726 2002-03-14 src/tape.c
1727 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1728 tape, cartoons did not get completely removed because
1729 StopAnimation() was not called.
1731 2002-03-13 src/files.c
1732 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1733 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1734 size even when using 16-bit elements). Added new chunk "CNT2" for
1735 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1736 chunk even when content was 16-bit element). "CNT2" should now be
1737 able to store content for arbitrary elements (up to eight blocks of
1738 3 x 3 element arrays). All "CNT2" elements will always be stored as
1739 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1741 2002-03-13 src/files.c
1742 * Changed "LoadLevel()" for real chunk support.
1744 2002-03-12 src/game.c
1745 * Fixed problem (introduced after 2.0.0 release) with penguins
1746 not getting killed by enemies
1748 2002-02-24 src/game.c, src/main.h
1749 * Added "player->is_moving"; now "player->last_move_dir" does
1750 not contain any information if the player is just moving at
1752 Before, "player->last_move_dir" was misused for this purpose
1753 for the robot stuff (robots don't kill players when they are
1754 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1755 broke tapes when walking through pipes!
1756 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1757 in a continuous movement. This fact is ignored for friends and