2 * added full configurability of "readme.txt" screen appearance:
3 - readme.x: <left position used with alignment>
4 - readme.y: <top position>
5 - readme.width: <maximim text width in pixels>
6 - readme.height: <maximum text height in pixels>
7 - readme.chars: <maximum number of chars per line>
8 - readme.lines: <maximum number of lines displayed>
9 - readme.align: left,center,right (default: center)
10 - readme.font: font name
11 - readme.autowrap: true,false (default: true)
12 - readme.centered: true,false (default: false)
13 - readme.skip_comments: true,false (default: true)
14 - readme.sort_priority: (currently not used)
15 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
16 default), they are automatically determined from "readme.width" and
17 "readme.height" accordingly; when they are not "-1", they have
18 precedence over "readme.width" and "readme.height"
19 * added internal ad-hoc config settings for displaying text files like
20 title messages or "readme.txt" style level set info files:
21 - .autowrap: true,false (default: value of readme.autowrap)
22 - .centered: true,false (default: value of readme.autowrap)
23 - .skip_comments: true,false (default: value of readme.autowrap)
24 (the leading '.' and the separating ':' are mandatory here); to use
25 these ad-hoc settings, they have to be written inside a comment, like
26 "# .autowrap: false" or "# .centered: true"; these settings then
27 override the above global settings (they can even be used more than
28 once, like "# .centered: true", then some text that should be drawn
29 centered, then "# .centered: false" to go back to non-centered text;
30 only ".skip_comments" can not be used after a ".skip_comments: false"
31 again, as this generally disables detecting comments at all)
34 * changed some numerical limits in the level editor from 255 to 999
37 * added option "system.sdl_videodriver" to select SDL video driver
38 * added output of SDL video and audio driver to "version info" page
41 * added group element drawing to IntelliDraw drawing functions
42 * fixed animation resetting problem again (last try broke Snake Bite)
43 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
46 * added new (special) "include: <filename>" directive that works in all
47 configuration files (like "graphicsinfo.conf") and that has the same
48 effect as if that directive would be replaced with the content of the
49 specified file (this can be useful to split large configuration files
50 into several smaller ones and include them from one main file, or to
51 store configuration settings that always stay the same into a separate
52 file, while including it and only add those parts that really change)
55 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
58 * fixed bug in "InitMovingField()" where treating an integer array as
59 boolean caused wrong resetting of animations while elements are moving
60 * fixed problem with resetting animations when starting element change
63 * added sort priority for order of title screens and title messages
66 * changed end of game again: do not wait for the user to press a key
67 anymore, but directly ask/confirm tape saving and go to hall of fame
68 * re-enabled quitting of lost game by pressing space or return again
69 * added blanking of mouse pointer when displaying title screens
70 * added remaining menu draw offset definitions for info sub-screens
73 * added setup option to select game speed (from very slow to very fast)
74 * improved handling of title text messages (initial and for level set)
77 * added new options "auto-wrap" and "centered" for DC2 style envelopes
80 * fixed displaying and typing of player name when it is centered
81 * added special characters to be allowed for player name (not only A-Z)
84 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
85 (newer versions of the SDL library seem to not like this anymore)
88 * added code for configuration directives for control of game panel
91 * fixed small cosmetical bug with underlining property tabs in editor
94 * fixed small drawing bug in X11FadeRectangle
95 * added new elements for newly supported Diamond Caves II levels:
96 - EM/DC style exits that disappear after passing
97 - white key and gate (one white key needed for each white gate)
98 - fake gate (there is no key to open/pass this kind of gate!)
99 - extended magic wall which also handles pearls and crystals
103 * changed maximum value for endless loop detection to a higher value
104 (some levels really used very deep recursion without being endless)
107 * added new elements for newly supported Diamond Caves II levels:
108 - growing steel walls
109 - snappable land mine
112 * added new elements for newly supported Diamond Caves II levels:
113 - steel text elements
116 * added level file loader for native Diamond Caves II levels
119 * version number set to 3.2.4
122 * version 3.2.3 released
125 * fixed malloc/free bug when updating EMC artwork entries in level list
126 * added workaround (warning and request to quit the current game) when
127 changing elements cause endless recursion loop (which would otherwise
128 freeze the game, causing a crash-like program exit on some systems)
131 * fixed nasty string overflow bug when entering too long envelope text
134 * added feedback sounds for menu navigation "menu.item.activating" and
135 "menu.item.selecting" (for highlighting and executing menu entries)
138 * improved "no scrolling when relocating" to also consider scroll delay
139 (meaning that the player is not automatically centered in this case;
140 this makes it possible to "invisibly" relocate the player to a region
141 of the level playfield which looks the same as the old level region)
142 * fixed bug with not recognizing "main.input.name.align" when active
145 * fixed bug with displaying masked borders over title screens when
146 screen fading is disabled
149 * fixed infinite loop / crash bug when killing the player while having
150 a CE with the setting "kill player X when explosion of <player X>"
151 * added special editor graphic for "char_space" to distinguish it from
152 "empty_space" when editing a level (in-game graphics still the same)
155 * fixed nasty bug with initialization only done for the first player
158 * small change to handle loading empty element/content list micro chunks
161 * uploaded pre-release (test) version 3.2.3-0 binary and source code
164 * some optimizations on startup speed by reducing initial text output
167 * added caching of custom artwork information for faster startup times
170 * fixed graphical bug when using fewer menu entries on level selection
171 screen than usual (with "menu.list_size.LEVELS" directive)
172 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
173 the backbuffer to the backbuffer by error (with identical rectangle)
176 * fixed bug when displaying titlescreen with size less than element tile
177 * fixed bug that caused elements with "change when digging <e>" event
178 to change for _every_ digged element, not only those specified in <e>
179 * fixed bug that caused impact style collision when dropping element one
180 tile over the player that can both fall down and smash players
181 * fixed bug that caused impact style collision when element changed to
182 falling/smashing element over the player immediately after movement
185 * fixed bug that allowed making engine snapshots from the level editor
188 * fixed bugs with player name and current level positions on main screen
191 * added configuration directives for control of title screens:
192 - "title.fade_delay" for fading time
193 - "title.post_delay" for pause between screens (when not crossfading)
194 - "title.auto_delay" to automatically continue after some time
195 these settings can each be overridden by specifying them with titles:
196 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
197 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
198 fading mode can also be specified:
199 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
200 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
201 default is using normal fading for menues and initial title screens,
202 while using cross-fading for level set title screens
203 * fixed bug with background not drawn in Hall of Fame after game was won
206 * added configuration directives for the remaining main menu items
209 * added additional configuration directives for info screen draw offset:
210 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
211 * added additional configuration directives for preview info text
212 * limited mouse wheel sensitive screen area to scrollable screen area
215 * added highlighted menu text entries to menu navigation when selected
218 * fixed bug that prevented player from correctly being created in the
219 top left corner by a custom element change in a level without player
220 * fixed bug that prevented player from being killed when indestructible,
221 non-walkable element is placed on player position by extended change
222 * added configurable menu button, text and input positions to main menu
225 * added page fading effects for remaining info sub-screens
226 * fixed small bug that caused some delays when answering door request
229 * added directives "border.draw_masked.*" for menu/playfield area and
230 door areas to display overlapping/masked borders from "global.border"
233 * fixed bug with CE with move speed "not moving" not being animated
234 * when changing player artwork by CE action, reset animation frame
237 * fixed bug with not unmapping main menu screen gadgets on other screens
238 * fixed bug with un-pausing a paused game by releasing still pressed key
239 * fixed bug with not redrawing screen when toggling to/from fullscreen
240 mode while fast reloading tape (without redrawing playfield contents)
241 * fixed bug with quick-saving tape snapshot despite answering with "no"
244 * version number set to 3.2.3
247 * version 3.2.2 released
250 * fixed bug with redrawing screen in fullscreen mode after quick tape
251 reloading when using the EMC game engine
252 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
255 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
258 * added engine snapshot functionality for instant tape reloading (this
259 only works for the last tape saved using "quick save", and does not
260 work across program restarts, because it completely works in memory)
263 * version number set to 3.2.2
266 * version 3.2.1 released
269 * fixed nasty bugs with handling error message file on Mac OS X systems
272 * general code cleanup (removing many annoying "#if 0" blocks etc.)
275 * fixed bug that caused broken tapes when manually appending to tapes
276 using the "pause before death" functionality, followed by recording
277 * added setup option to disable fading of screens for faster testing
280 * code cleanup of new fading functions
283 * changed behaviour after solved game -- do not immediately stop engine
284 * added some more smooth screen fadings (game start, hall of fame etc.)
287 * fixed bug with displaying pushed CE with value/score/delay anim_mode
290 * added configurable level preview position, tile size and dimensions
291 * added configurable game panel value positions (gems, time, score etc.)
294 * fixed small bug with time displayed incorrectly when collecting CEs
297 * fixed bug with bumpy scrolling with EM engine in double player mode
300 * added compatibility code to fix "Snake Bite" style levels that were
301 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
304 * fixed bug with scrollbars inside editor when using the Windows mouse
305 enhancement tool "True X-Mouse" (which injects key events to the event
306 queue to insert selected stuff into the Windows clipboard, which gets
307 confused with the "Insert" key for jumping to the last editor cascade
308 block in the element list)
309 * added Rocks'n'Diamonds icon for use as window icon to SDL version
310 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
313 * added selection of preferred fullscreen mode to setup / graphics menu
314 (useful if default mode 800 x 600 does not match screen aspect ratio)
317 * improved down-scaling of images for better editor and preview graphics
318 * changed user data directory for Mac OS X from Unix style to new place
321 * improved level number selection in main menu and player selection in
322 setup menu (input devices section) by using standard button gadgets
323 * added support for mouse scroll wheel (caused buggy behaviour before)
324 * added support for scrolling horizontal scrollbars with mouse wheel by
325 holding "Shift" key pressed while scrolling the wheel
326 * added support for single step mouse wheel scrolling by holding "Alt"
327 key pressed while scrolling the wheel (can be combined with "Shift")
328 * changed output file "stderr.txt" on Windows platform now always to be
329 created in the R'n'D sub-directory of the personal documents directory
330 * added Windows message box to direct to "stderr.txt" after error aborts
333 * improved general scrollbar handling (when jump-scrolling scrollbars)
336 * changed scrollbars to always show last line as first after scrolling
337 (that means jumping n - 1 screen lines instead of n screen lines)
340 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
341 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
342 * fixed special handling of vertically stacked acid becoming fake acid
345 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
346 affect multiple instances of the same CE, although this kind of
347 change condition usually only affects one single custom element
350 * version number set to 3.2.1
353 * version 3.2.0 released
356 * reorganized level editor element list a bit to match engines better
359 * fixed newly introduced bug with wrongly initializing clipboard element
362 * fixed bug with displaying visible/invisible level border in editor
365 * reorganized some elements in the level editor element list
368 * fixed bug with displaying any player as "yellow" when moving into acid
369 * fixed bug with displaying running player when player stopped at border
372 * fixed bug with player exploding when moving into acid
373 * fixed bug with level settings being reset in editor and when playing
374 (some compatibility settings being set not only after level loading)
375 * fixed crash bug when number of custom graphic frames was set to zero
376 * fixed bug with teleporting player on walkable tile not working anymore
377 * added partial compatibility support for pre-release-only "CONF" chunk
378 (to make Alan Bond's "color cycle" demo work again :-) )
381 * fixed some bugs when displaying title screens from info screen menu
382 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
385 * changed file major version to 3 to reflect level file format changes
386 * uploaded pre-release (test) version 3.2.0-8 binary and source code
389 * added new chunk "NAME" to level file format for level name settings
390 * added new chunk "NOTE" to level file format for envelope settings
391 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
392 * updated magic(5) file to recognize changed and new level file chunks
393 * removed change events "change when CE value/score changes" as unneeded
396 * changed gravity (which only affects the player) from level property
397 to player property (only makes a difference in multi-player levels)
398 * added change events "change when CE value/score changes"
399 * added change events "change when CE value/score changes of <element>"
402 * added new chunk "INFO" to level file format for global level settings
403 * added all element settings from "HEAD" chunk to "CONF" chunk
404 * added all global level settings from "HEAD" chunk to "INFO" chunk
407 * changed level file format by adding two new chunks "CUSX" (for custom
408 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
409 elements, replacing the previous "GRP1" chunk); these new IFF style
410 chunks use the new and flexible "micro chunks inside chunks" technique
411 already used with the new "CONF" chunk (for normal element properties)
412 which makes it possible to easily extend the existing level format
413 (instead of using fixed-length chunks like before, which are either
414 too big due to reserved bytes for future use, or too small when those
415 reserved bytes have all been used and even more data should be stored,
416 requiring the replacement by new and larger chunks just like it went
417 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
420 * added credits pages to the "credits" section that were really missing
421 * added some missing element descriptions to the level editor
422 * added down position of switchgate switch to the level editor
423 and allowed the use of both switch positions at the same time
424 * changed use of "Insert" and "Delete" keys to navigate element list in
425 level editor to start of previous or next cascading block of elements
428 * added the possibility to view the title screen to the info screen menu
429 * fixed some minor bugs with viewing title screens
432 * fixed bug with title (cross)fading in/out when using fullscreen mode
435 * fixed bug that forced re-defining of menu settings in local graphics
436 config file which are already defined in existing base config file
437 * fixed small bug that caused door sounds playing when music is enabled
440 * added the possibility to define up to five title screens for each
441 level set that are displayed after loading using (cross)fading in/out
442 (this was added to display the various start images of the EMC sets)
445 * added "CE score gets zero [of]" to custom element trigger conditions
446 * added setup option to display element token name in level editor
449 * added compatibility code for Juergen Bonhagen's menu artwork settings
452 * fixed bug with displaying wrong animation frame 0 after CE changes
453 * fixed bug with creating invisible elements when light switch is on
456 * added selection between ECS and AGA graphics for EMC levels to setup
459 * adjusted font handling for various narrow EMC style fonts
462 * changed EM engine behaviour back to re-allow initial rolling springs
465 * fixed handling of over-large selectboxes (less error-prone now)
466 * fixed bug when creating GE with walkable element under the player
469 * added use of "Insert" and "Delete" keys to navigate element list in
470 level editor to start of custom elements or start of group elements
471 * added virtual elements to access CE value and CE score of elements:
472 - "CE value of triggering element"
473 - "CE score of triggering element"
474 - "CE value of current element"
475 - "CE score of current element"
478 * fixed "grass" to "sand" in older EM levels (up to file version V4)
481 * changed behaviour of network games with internal errors (because of
482 different client frame counters) from immediately terminating R'n'D
483 to displaying an error message requester and stopping only the game
484 (also to prevent impression of crashes under non command-line runs)
485 * fixed playing network games with the EMC engine (did not work before)
486 * fixed bug with not scrolling the screen in multi-player mode with the
487 focus on player 1 when all players are moving in different directions
488 * fixed bug with keeping pointer to gadget even after its deallocation
489 * fixed bug with allowing "focus on all players" in network games
490 * fixed bug with player focus when playing tapes from network games
493 * uploaded pre-release (test) version 3.2.0-7 binary and source code
496 * code cleanup for game action control for R'n'D and EMC game engine
499 * fixed bug in multi-player movement with focus on both players
500 * added option to control only the focussed player with all input
503 * added player focus switching to level tape recording and re-playing
506 * fixed some bugs in player focus switching in EMC and RND game engine
509 * added special Supaplex animations for Murphy digging and snapping
510 * added special Supaplex animations for Murphy being bored and sleeping
513 * added four new yam yams with explicit start direction for EMC engine
514 * fixed bug in src/libgame/text.c with printing text outside the window
517 * fixed small bug in EMC level loader (copyright sign in EM II levels)
520 * added delayed ignition of EM style dynamite when used in R'n'D engine
521 * added limited movement range to EMC engine when focus on all players
524 * fixed bug with missing (zero) score values for native Supaplex levels
527 * added "continuous snapping" (snapping many elements while holding the
528 snap key pressed, without releasing the snap key after each element)
529 as a new player setting for more compatibility with the classic games
532 * finished scrolling for "focus on all players" in EMC graphics engine
535 * level sets with "levels: 0" are ignored for levels, but not artwork
536 * fixed bug when scanning empty level group directories (endless loop)
539 * fixed bug with explosion graphic for player using "Murphy" graphic
540 * fixed bug with explosion graphic if player leaves explosion in time
541 * changed some descriptive text in setup menu to use medium-width font
542 * added key shortcut settings for switching player focus to setup menu
545 * fixed bug with random value initialization when recording tapes
546 * fixed bug with playing single player tapes when team mode activated
549 * fixed little bug when trying to switch to player that does not exist
552 * added player switching (visual and quick) to R'n'D and EM game engine
553 * added setup option to select visual or quick in-game player switching
556 * added use of "Home" and "End" keys to handle element list in editor
559 * fixed bug with adding score when playing tape with EMC game engine
560 * added steel wall border for levels using EMC engine without border
561 * finally fixed delayed scrolling in EMC engine also for small levels
564 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
567 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
568 * fixed bug when displaying info element without action, but direction
571 * fixed minor graphical problems with springs smashing and slurping
572 (when using R'n'D style graphics instead of EMC style graphics)
575 * added scroll delay (as configured in setup) to EMC graphics engine
578 * improved screen redraw for EMC graphics engine (faster and smoother)
579 * when not scrolling, do not redraw the whole playfield if not needed
582 * added multi-player mode for EMC game engine (with up to four players)
585 * added android (can clone elements) from EMC engine to R'n'D engine
588 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
591 * added selectbox for initial player speed to player settings in editor
594 * version 3.1.2 created that is basically version 3.1.1, but with a
595 major bug fixed that prevented editing your own private levels
596 * version 3.1.2 released
599 * added magic ball (creates elements) from EMC engine to R'n'D engine
602 * uploaded fixed pre-release version 3.2.0-6 binary and source code
605 * fixed bug when using "CE can leave behind <trigger element>"
606 * added new change condition "(after/when) creation of <element>"
607 * added new change condition "(after/when) digging <element>"
608 * fixed bug accessing invalid gadget that caused crashes under Windows
609 * deactivated new possibility for multiple CE changes per frame
612 * uploaded pre-release (test) version 3.2.0-6 binary and source code
615 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
616 * fixed bug with not keeping CE value for moving CEs with only action
617 * changed CE action selectboxes in editor to be only reset when needed
620 * added option "use artwork from element" for custom player artwork
621 * added option "use explosion from element" for player explosions
624 * added cascaded element lists in the level editor
625 * added persistence for cascaded element lists by "editorcascade.conf"
626 * added dynamic element list with all elements used in current level
627 * added possibility for multiple CE changes per frame (experimental)
630 * uploaded pre-release (test) version 3.2.0-5 binary and source code
633 * changed "score for each 10 seconds/steps left" to "1 second/step"
634 * added own score for collecting "extra time" instead of sharing it
635 * added change events "switched by player" and "player switches <e>"
636 * added change events "snapped by player" and "player snaps <e>"
637 * added "set player artwork: <element choice>" to CE action options
638 * added change event "move of <element>"
641 * added "set player shield: off / normal / deadly" to CE action options
642 * added new player option "use level start element" in level editor
643 to set the correct focus at level start to elements from which the
644 player is created later (this did not work before for cascaded CE
645 changes resulting in creation of the player; it is now also possible
646 to create the player from a yam yam which is smashed at level start)
649 * added "set player speed: frozen (not moving)" to CE action options
650 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
653 * added new player option "block snap field" (enabled by default) to
654 make it possible to show a snapping animation like in Emerald Mine
657 * added dynamic selectboxes to custom element action settings in editor
658 * added "CE value" counter for custom elements (instead of "CE count")
659 * added option to use the last "CE value" after custom element change
660 * added option to use the "CE value" of other elements in CE actions
661 * fixed odd behaviour when pressing time orb in levels w/o time limit
662 * added checkbox "use time orb bug" for older levels that use this bug
665 * added missing configuration settings for the following elements:
666 - EL_TIMEGATE_SWITCH (time of open time gate)
667 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
668 - EL_SHIELD_NORMAL (time of shield duration)
669 - EL_SHIELD_DEADLY (time of shield duration)
670 - EL_EXTRA_TIME (time added to level time)
671 - EL_TIME_ORB_FULL (time added to level time)
674 * added "wind direction" as a movement pattern for custom elements
675 * added initial wind direction for balloon / custom elements to editor
676 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
679 * added parameters for "game of life" and "biomaze" elements to editor
682 * added level file chunk "CONF" for generic level and element settings
685 * uploaded pre-release (test) version 3.2.0-4 binary and source code
688 * skip empty level sets (with "levels: 0"; may be artwork base sets)
689 * added sound action ".page[1]" to ".page[32]" for each CE change page
692 * added image config suffix ".clone_from" to copy whole image settings
693 * fixed bug with invalid ("undefined") CE settings in old level files
696 * fixed graphical bug with smashing elements falling faster than player
699 * fixed major bug which prevented private levels from being edited
700 * fixed bug with precedence of general and special font definitions
703 * fixed graphical bug with player animation when player moves slowly
706 * uploaded pre-release (test) version 3.2.0-3 binary and source code
709 * fixed bug which prevented "global.num_toons: 0" from working
712 * major code cleanup (removed all these annoying "#if 0" blocks)
715 * added custom element actions for CE change page in level editor
718 * fixed music initialization bug in init.c (thanks to David Binderman)
719 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
720 (this bug must probably be fixed at other places, too)
723 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
724 (should be '#include <SDL.h>' instead)
727 * fixed bug which prevented "walkable from no direction" from working
728 (due to compatibility code overwriting this setting after loading)
731 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
734 * version number temporarily set to 3.1.1 (intermediate bugfix release)
735 * version 3.1.1 released
738 * changed some va_arg() arguments from 'long' to 'int', fixing problems
739 on 64-bit architecture systems with LP64 data model
742 * fixed bug with bombs not exploding when hitting the last level line
743 (introduced after the release of 3.1.0)
746 * added support for dumping small-sized level sketches from editor
749 * added recognition of "trigger element" for "change digged element to"
750 (this is not really what the "trigger element" was made for, but its
751 use may seem obvious for leaving back digged elements unchanged)
754 * fixed multiple warnings about failed joystick device initialization
757 * fixed bug with dynamite dropped on top of just dropped custom element
758 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
759 dynamite can still be dropped, but drop key must be released before
762 * fixed bug with wrong start directory when started from file browser
763 (due to this bug, R'n'D could not be started from KDE's Konqueror)
766 * fixed bug causing "change when impact" on player not working
767 * fixed wrong priority of "hitting something" over "hitting <element>"
768 * fixed wrong priority of "hit by something" over "hit by <element>"
771 * fixed graphical bug which caused the player (being Murphy) to show
772 collecting animations although the element was collected by penguin
775 * fixed two bugs causing wrong door background graphics in system.c
776 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
779 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
780 * added "no direction" to "walkable/passable from" selectbox options
783 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
784 * in tape autoplay, not only report broken, but also missing tapes
787 * uploaded pre-release (test) version 3.2.0-2 binary and source code
790 * fixed small bug with "linear" animation not working for active lamp
793 * fixed bug with moving up despite gravity due to "block last field"
794 * fixed small bug with wrong draw offset when typing name in main menu
795 * when reading user names from "passwd", ignore data after first comma
796 * when creating new "levelinfo.conf", only write some selected entries
799 * fixed displaying "imported from/by" on preview with empty string
800 * fixed ignoring draw offset for fonts used for level preview texts
803 * fixed a delay problem with SDL and too many mouse motion events
804 * added setup option "skip levels" and level skipping functionality
807 * added move speed "not moving" for non-moving CEs, but with direction
810 * fixed mapping of obsolete element token names in "editorsetup.conf"
811 * fixed bug with sound "acid.splashing" treated as a loop sound
812 * fixed some little sound bugs in native EM engine
815 * fixed small bug when dragging scrollbars to end positions
818 * added editor element descriptions written by Aaron Davidson
821 * improved fallback handling when configured artwork is not available
822 (now using default artwork instead of exiting when files not found)
825 * fixed bug on level selection screen when dragging scrollbar
828 * fixed bug which caused broken tapes when appending to EM engine tapes
831 * uploaded pre-release (test) version 3.2.0-1 binary and source code
834 * added code to replace changed artwork config tokens with other tokens
835 (needed for backwards compatibility, so that older tokens still work)
838 * added native R'n'D graphics for some new EMC elements in EM engine
841 * fixed some bugs in the EM engine integration code
842 * changed EM engine code to allow diagonal movement
843 * changed EM engine code to allow use of separate snap and drop keys
846 * fixed some redraw bugs when using EM engine
849 * fixed bug with not converting RND levels which are set to use native
850 engine to native level structure when loading
853 * uploaded pre-release (test) version 3.2.0-0 binary and source code
856 * version number set to 3.2.0
859 * level data now reset to defaults after attempt to load invalid file
862 * added use of "editorsetup.conf" for different level sets
865 * added auto-detection for various types of Emerald Mine level files
868 * fixed bug with scrollbars getting too small when list is very large
871 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
874 * added most level editor configuration gadgets for new EMC elements
877 * added more element and graphic definitions for new EMC elements
880 * modified native EM engine to use integrated R'n'D sound system
883 * added SDL support to graphics functions in native EM engine
884 (by always using generic libgame interface functions)
887 * fixed bug in frame synchronization in native EM engine
890 * added code to convert levels between R'n'D and native EM engine
893 * new Emerald Mine engine can now play levels selected in main menu
896 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
897 (which creates scaled down graphics for level editor and preview);
898 there's still a memory leak somewhere in the artwork handling code
899 * added "scale image up" functionality to X11 version of zoom function
902 * first attempts to integrate new, native Emerald Mine Club engine
905 * fixed bug in gadget code which caused reset of CEs in level editor
906 (example: pressing 'b' [grab brush] on CE config page erased values)
907 (solution: check if gadgets in ClickOnGadget() are really mapped)
908 * improved level change detection in editor (settings now also checked)
909 * fixed bug with "can move into acid" and "don't collide with" state
912 * fixed maze runner style CEs to use the configured move delay value
915 * added Aaron Davidson's tutorial level set to the "Tutorials" section
918 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
919 * fixed the above fix because it broke level set "machine" (*sigh*)
920 * fixed random element placement in level editor to work as expected
921 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
924 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
927 * fixed bug (missing array boundary check) which caused broken tapes
928 * fixed bug (when loading level template) which caused broken levels
929 * fixed bug with new block last field code when using non-yellow player
932 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
933 * internal change of how the player blocks the last field when moving
934 * fixed blocking delay of last field for EM and SP style block delay
935 * fixed bug where the player had to wait for the usual move delay after
936 unsuccessfully trying to move, when he directly could move after that
937 * the last two changes should make original Supaplex level 93 solvable
938 * improved use of random number generator to make it less predictable
939 * fixed behaviour of slippery SP elements to let slip left, then right
942 * fixed bug with wrong door state after trying to quickload empty tape
943 * fixed waste of static memory usage of the binary, making it smaller
944 * fixed very little graphical bug in Supaplex explosion
947 * version number set to 3.1.1
950 * version 3.1.0 released
953 * fixed bug with crash when writing user levelinfo.conf the first time
956 * added option "convert LEVELDIR [NR]" to command line batch commands
957 * re-converted Supaplex levels to apply latest engine fixes
958 * changed "use graphic/sound of element" to "use graphic of element"
959 due to compatibility problems with some levels ("bug machine" etc.)
962 * fixed bug with CE change replacing player with same or other player
965 * fixed bug with opaque font in envelope with background graphic when
966 background graphic is not transparent itself
969 * added "gravity on" and "gravity off" ports for Supaplex compatibility
970 * corrected original Supaplex level loading code to use these new ports
971 * also corrected Supaplex loader to auto-count infotrons if set to zero
974 * fixed bug with missing initialization of "modified" flag for GEs
977 * fixed bug that caused endless recursion loop when relocating player
978 * fixed tape recorder bug in "step mode" when using "pause before end"
979 * fixed tape recorder bug when changing from "warp forward" mode
982 * fixed bug with "when touching" for pushed elements at last position
985 * fixed bug that caused two activated toolbox buttons in level editor
986 * fixed bug with exploding dynabomb under player due to other explosion
989 * fixed bug with creating walkable custom element under player (again)
990 * fixed bug with not copying explosion type when copying CEs in editor
991 * fixed graphical bug when drawing player in setup menu (input devices)
992 * fixed graphical bug when the player is pushing an accessible element
993 * fixed bug with classic switchable elements triggering CE changes
994 * fixed bug with entering/leaving walkable element in RelocatePlayer()
995 * fixed crash bug when CE leaves behind the trigger player element
998 * fixed bug with broken tubes after placing/exploding dynamite in them
999 * fixed bug with exploding dynamite under player due to other explosion
1000 * fixed bug with not resetting push delay under certain circumstances
1003 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1004 * added network multiplayer code for Windows (thanks to Niko Böhm)
1007 * added option "reachable despite gravity" for gravity movement
1008 * changed gravity movement of most classic walkable and passable
1009 elements back to "not reachable" (for compatibility reasons)
1012 * fixed (removed) "indestructible" / "can explode" dependency in editor
1013 * fixed (removed) "accessible inside" / "protected" dependency
1014 * fixed (removed) "step mode" / "shield time" dependency
1017 * fixed dynabombs exploding now into anything diggable
1018 * fixed Supaplex style gravity movement into buggy base now impossible
1019 * added pressing key "space" as valid action to select menu options
1022 * added "replace when walkable" to relocate player to walkable element
1023 * added "enter"/"leave" event for elements affected by relocation
1024 * fixed "direct"/"indirect" change order also for "when change" event
1025 * fixed graphical bug when pushing things from elements walkable inside
1028 * fixed graphic bug when player is snapping while moving in old levels
1029 * fixed bug when a moving custom element leaves a player element behind
1030 * fixed bug with mole not disappearing when moving into acid pool
1031 * fixed bug with incomplete path setting when using "--basepath" option
1032 * moving CE can now leave walkable elements behind under the player
1033 * when relocating, player can be set on walkable element now
1034 * fixed another gravity movement bug
1037 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1040 * added "collectible" and "removable" to extended replacement types
1041 (where "removable" replaces "diggable" and "collectible" elements)
1042 * added "collectible & throwable" (to throw element to the next field)
1043 * fixed bug with CEs digging elements that are just about to explode
1044 * changed mouse cursor now always being visible when game is paused
1047 * added possibility to push/press accessible elements from a side that
1049 * fixed bug with not setting actual date when appending to tape
1052 * fixed bug with incorrectly initialized custom element editor graphics
1055 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1056 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1059 * fixed bug with destroyed robot wheel still attracting robots forever
1060 * fixed bug with time gate switch deactivating after robot wheel time
1061 (while the time gate itself is not affected by this misbehaviour)
1062 * changed behaviour of BD style amoeba to always get blocked by player
1063 (before it was different when there were non-BD elements in level)
1064 * fixed bug with player destroying indestructable elements with shield
1067 * added option to make growing elements grow into anything diggable
1068 (for the various amoeba types, biomaze and "game of life")
1071 * fixed bug with movable elements not moving after left behind by CEs
1072 * changed gravity movement to anything diggable, not only sand/base
1073 * optionally allowing passing to walkable element, not only empty space
1074 * added option "can pass to walkable element" for players
1075 * finally fixed gravity movement (hopefully)
1078 * fixed bug with movable elements not moving anymore after falling down
1081 * fixed another bug with custom elements digging and leaving elements
1082 * fixed bug with "along left/right side" and automatic start direction
1083 * trigger elements now also displayed when "more custom" deactivated
1084 * fixed bug with clipboard element initialized when loading new level
1085 * added option "drop delay" to set delay before dropping next element
1088 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1091 * added copy and paste functions for custom change pages
1092 * enhanced graphical display and functionality of tape recorder
1093 * fixed bug with custom elements digging and leaving elements
1096 * added move speed faster than "very fast" for custom elements
1097 * fixed bug with 3+3 style explosions and missing border content
1098 * fixed little bug when copying custom elements in the editor
1099 * enhanced custom element changes by more side trigger actions
1102 * added option "no scrolling when relocating" for instant teleporting
1103 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1106 * added trigger element and trigger player to use as target elements
1107 * added copy and paste functions for custom and group elements
1110 * fixed graphical bug when displaying explosion animations
1111 * fixed bug when appending to tapes, resulting in broken tapes
1112 * re-recorded a few tapes broken by fixing gravity checking bug
1115 * "can move into acid" property now for all elements independently
1116 * "can fall into acid" property for player stored in same bitfield now
1117 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1118 * version number set to 3.1.0 (finally!)
1121 * changed tape recording to only record input, not programmed actions
1124 * fixed totally broken (every 8th frame skipped) step-by-step recording
1125 * fixed bug with requester not displayed when quick-loading interrupted
1126 * added option "can fall into acid (with gravity)" for players
1127 * fixed bug with player not falling when snapping down with gravity
1130 * fixed bug which messed up key config when using keypad number keys
1133 * fixed bug which allowed moving upwards even when gravity was active
1134 * fixed bug with missing error handling when dumping levels or tapes
1137 * added different colored editor graphics for Supaplex gravity tubes
1140 * fixed bug that allowed solvable tapes for unsolvable levels
1143 * use unlimited number of droppable elements when "count" set to zero
1144 * added option to use step limit instead of time limit for level
1147 * added player and change page as trigger for custom element change
1150 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1153 * fixed bug with dark yamyam changing to acid when moving over acid
1154 * fixed handling of levels with more than 999 seconds level time
1155 (example: level 76 of "Denmine")
1158 * "spring push bug" reintroduced as configurable element property
1159 * fixed bug with missing properties for "mole"
1160 * fixed bug that showed up when fixing the above "mole" properties bug
1161 * added option "can move into acid" for all movable elements
1162 * fixed graphical bug for elements moving into acid
1163 * changed event handling to handle all pending events before going on
1166 * fixed bug which caused all CE change pages to be ignored which had
1167 the same change event, but used a different element side
1168 (reported by Simon Forsberg)
1170 * fixed bug which caused elements that can move and fall and that are
1171 transported by a conveyor belt to continue moving into that direction
1172 after leaving the conveyor belt, regardless of their own movement
1173 type; only elements which can not move are transported now
1174 (reported by Simon Forsberg)
1176 * fixed bug which could cause an array overflow in RelocatePlayer()
1177 (reported by Niko Böhm)
1179 * changed Emerald Mine style "passable / over" elements to "protected"
1180 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1182 * added new option to select from which side a "walkable/passable"
1183 element can be entered
1186 * added explosion and ignition delay for elements that can explode
1189 * fixed bug which caused player not being protected against enemies
1190 when a CE was "walkable / inside" and was not "indestructible"
1191 * added "walkable/passable" fields to be "protected/unprotected"
1192 against enemies, even if not accessible "inside" but "over/under"
1195 * corrected move pattern to 32 bit and initial move direction to 8 bit
1198 * added second custom element base configuration page
1201 * added some special EMC mappings to Emerald Mine level loader
1202 (also covering previously unknown element in level 0 of "Bondmine 8")
1205 * added option to block last field when player is moving (for Supaplex)
1206 * adjusted push delay of Supaplex elements
1207 * removed delays for envelopes etc. when replaying with maximum speed
1208 * fixed bug when dropping element on a field that just changed to empty
1211 * fixed bug: infotrons can now smash yellow disks
1212 * fixed bug: when gravity active, port above player can now be entered
1213 * removed "one white dot" mouse pointer which irritated some people
1216 * added "choice type" for group element selection
1219 * fixed bug with initial invulnerability of non-yellow player
1222 * added level loader for loading native Supaplex packed levels
1223 (including multi-part levels like the "splvls99" levels)
1226 * fixed bug which allowed creating emeralds by escaping explosions
1229 * custom elements can change (limited) or leave (unlimited) elements
1230 * finally added multiple matches using group elements
1231 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1234 * added new start movement type "previous" for continued CE movement
1235 * added new start movement type "random" for random CE movement start
1238 * added new element "sokoban_field_player" needed for Sokoban levels
1239 (thanks to Ed Booker for pointing this out!)
1242 * added elements that can be digged or left behind by custom elements
1245 * added group elements for multiple matches and random element creation
1248 * fixed some graphical errors displayed in old levels
1251 * fixed wrong double speed movement after passing closing gates
1254 * added level loader for loading native Emerald Mine levels
1257 * changes for "shooting" style CE movement
1260 * Happy New Year! ;-)
1263 * changed default snap/drop keys from left/right Shift to Control keys
1266 * fixed bug with dead player getting reanimated from custom element
1269 * fixed bug with wrong penguin graphics (when entering exit)
1272 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1275 * version number set to 3.0.9
1278 * version 3.0.8 released
1281 * added function checked_free()
1284 * fixed bug with double nut cracking sound
1285 (by eliminating "default element action sound" assignment in init.c)
1288 * fixed crash when no music info files are available
1291 * fixed boring and sleeping sounds
1294 * added "maze runner" and "maze hunter" movement types
1295 * added extended collision conditions for custom elements
1298 * added warnings for undefined token values in artwork config files
1301 * added menu entry for level set information to the info screen
1304 * fixed bug with wrong default impact sound for colored emeralds
1307 * added several sub-screens for the info screen
1308 * menu text now also clickable (not only blue/red sphere left of it)
1311 * added configurable "bored" and "sleeping" animations for the player
1312 * added "awakening" sound for player when waking up after sleeping
1315 * added "copy" and "exchange" functions for custom elements to editor
1318 * added configurable element animations for info screen
1321 * added configurable music credits for info screen
1324 * finally fixed tape recording when player is created from CE change
1327 * added "editorsetup.conf" for editor element list configuration
1330 * added "musicinfo.conf" for menu and level music configuration
1333 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1334 (that only showed up on Linux, but not on Windows systems)
1337 * fixed turning movement of butterflies and fireflies (no frame reset)
1338 * enhanced sniksnak turning movement (two steps instead of only one)
1341 * version number set to 3.0.8
1344 * version 3.0.7 released
1347 * fixed reset of player animation frame when, for example,
1348 walking, digging or collecting share the same animation
1349 * fixed CE with "deadly when touching" exploding when touching amoeba
1352 * fixed tape recording when player is created from CE element change
1355 * introduced "turning..." action graphic for elements with move delay
1356 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1357 * added turning animations for bug, spaceship and sniksnak
1360 * prevent "extended" changed elements from delay change in same frame
1363 * fixed bug when pushing element that can move away to the side
1364 (like pushing falling elements, but now with moving elements)
1367 * finally fixed serious bug in code for delayed element pushing (again)
1370 * unavailable setup options now marked as "n/a" instead of "off"
1371 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1372 to "true", levels are always played with the latest game engine,
1373 which is desired for levels that are imported from other games; all
1374 other levels are played with the engine version stored in level file
1375 (which is normally the engine version the level was created with)
1378 * fixed serious bug in code for delayed element pushing
1379 * fixed little bug in animation frame selection for pushed elements
1380 * speed-up of reading config file for verbose output
1383 * added configuration option for opening and closing Supaplex exit
1384 * added configuration option for moving up/down animation for Murphy
1385 * fixed incorrectly displayed animation for attacking dragon
1386 * fixed bug with not setting initial gravity for each new game
1387 * fixed bug with teleportation of player by custom element change
1388 * fixed bug with player not getting smashed by rock sometimes
1391 * version number set to 3.0.7
1394 * version 3.0.6 released
1397 * added support for MP3 music for SDL version through SMPEG library
1400 * fixed bug when initializing font graphic structure
1401 * fixed bug with animation mode "pingpong" when using only 1 frame
1402 * fixed bug with extended change target introduced in 3.0.5
1403 * fixed bug where passing over moving element doubles player speed
1404 * fixed bug with elements continuing to move into push direction
1405 * fixed bug with duplicated player when dropping bomb with shield on
1406 * added "switching" event for custom elements ("pressing" only once)
1407 * fixed switching bug (resetting flag when not switching but not idle)
1410 * fixed element tokens for certain file elements with ".active" etc.
1413 * version number set to 3.0.6
1416 * version 3.0.5 released
1419 * now four envelope elements available
1420 * font, background, animation and sound for envelope now configurable
1421 * main menu doors opening/closing animation type now configurable
1424 * active/inactive sides configurable for custom element changes
1425 * new movement type "move when pushed" available for custom elements
1428 * fixed bug in multiple config pages loader code that caused crashes
1431 * enhanced (remaining low-resolution) Supaplex graphics
1434 * version number set to 3.0.5
1437 * version 3.0.4 released
1439 2003-09-12 src/tools.c
1440 * fixed bug in custom definition of crumbled element graphics
1442 2003-09-11 src/files.c
1443 * fixed bug in multiple config pages code that caused crashes
1446 * version number set to 3.0.4
1449 * version 3.0.3 released
1452 * added music to Supaplex classic level set
1454 2003-09-07 src/libgame/misc.c
1455 * added support for loading various music formats through SDL_mixer
1457 2003-09-06 (various source files)
1458 * fixed several nasty bugs that may have caused crashes on some systems
1459 * added envelope content which gets displayed when collecting envelope
1460 * added multiple change event pages for custom elements
1462 2003-08-24 src/game.c
1463 * fixed problem with player animation when snapping and moving
1465 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1466 * fixed problem with flickering when drawing toon animations
1468 2003-08-23 src/libgame/sdl.c
1469 * fixed problem with setting mouse cursor in SDL version in fullscreen
1471 2003-08-23 src/game.c
1472 * fixed bug (missing array boundary check) which could crash the game
1475 * version number set to 3.0.3
1478 * version 3.0.2 released
1480 2003-08-21 src/game.c
1481 * fixed bug with creating inaccessible elements at player position
1483 2003-08-20 src/init.c
1484 * fixed bug with not finding current level artwork directory
1486 2003-08-20 src/files.c
1487 * fixed bug with choosing wrong engine version when playing tapes
1488 * fixed bug with messing up custom element properties in 3.0.0 levels
1491 * version number set to 3.0.2
1494 * version 3.0.1 released
1496 2003-08-17 (no source files affected)
1497 * changed all "classic" PCX image files with 16 colors or less to
1498 256 color (8 bit) storage format, because the Allegro game library
1499 cannot handle PCX files with less than 256 colors (contributed
1500 graphics are not affected and might look wrong in the DOS version)
1502 2003-08-16 src/init.c
1503 * fixed bug which (for example) crashed the level editor when defining
1504 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1505 (only set to default) -- invalid graphics now set to default graphic
1507 2003-08-16 src/init.c
1508 * fixed graphical bug of player digging/collecting/snapping element
1509 when no corresponding graphic/animation is defined for this action,
1510 resulting in player being drawn as EL_EMPTY (which should only be
1511 done to elements being collected, but not to the player)
1513 2003-08-16 src/game.c
1514 * fixed small graphical bug of player not totally moving into exit
1516 2003-08-16 src/libgame/setup.c
1517 * fixed bug with wrong MS-DOS 8.3 filename conversion
1519 2003-08-16 src/tools.c
1520 * fixed bug with invisible mouse cursor when pressing ESC while playing
1522 2003-08-16 (various source files)
1523 * added another 128 custom elements (disabled in editor by default)
1525 2003-08-16 src/editor.c
1526 * fixed NULL string bug causing Solaris to crash in sprintf()
1528 2003-08-16 src/screen.c
1529 * fixed drawing over scrollbar on level selection with custom fonts
1531 2003-08-15 src/game.c
1532 * cleanup of simple sounds / loop sounds / music settings
1534 2003-08-08 (various source files)
1535 * added custom element property for dropping collected elements
1537 2003-08-08 src/conf_gfx.c
1538 * fixed bug with missing graphic for active red disk bomb
1540 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1541 * extended variable "level.gravity" to "level.initial_gravity" and
1542 "game.current_gravity" to prevent level setting from being changed
1543 by playing the level (keeping the runtime value after playing)
1545 * fixed graphics bug when digging element that has 'crumbled' graphic
1546 definition, but not 'diggable' graphic definition
1549 * version number set to 3.0.1
1552 * version 3.0.0 released
1555 * various bug fixes; among others:
1556 - fixed bug with pushing spring over empty space
1557 - fixed bug with leaving tube while placing dynamite
1558 - fixed bug with explosion of smashed penguins
1559 - allow Murphy player graphic in levels with non-Supaplex elements
1563 * I have forgotten to document changes for some time
1566 * pre-release version 2.2.0rc1 released
1569 * version number set to 2.1.2
1572 * version 2.1.1 released
1575 * version number set to 2.1.1
1578 * version 2.1.0 released
1581 * version number set to 2.1.0
1583 2002-04-03 to 2002-05-19 (various source files)
1584 * graphics, sounds and music now fully configurable
1585 * bug fixed that prevented walking through tubes when gravity on
1587 2002-04-02 src/events.c, src/editor.c
1588 * Make Escape key less aggressive when playing or when editing level.
1589 This can be configured as an option in the setup menu. (Default is
1590 "less aggressive" which means "ask user if something can be lost"
1591 when pressing the Escape key.)
1593 2002-04-02 src/screen.c
1594 * Added "graphics setup" screen.
1596 2002-04-01 src/screen.c
1597 * Changed "choose level" setup screen stuff to be more generic (to
1598 make it easier to add more "choose from generic tree" setup screens).
1600 2002-04-01 src/config.c, src/timestamp.h
1601 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1602 automatically gets created by "src/Makefile" and contains an actual
1603 compile-time timestamp to identify development versions of the game).
1605 2002-03-31 src/tape.c, src/events.c
1606 * Added quick game/tape save/load functions to tape stuff which can be
1607 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1608 loads previously recorded tape and directly goes into recording mode
1609 from the end of the tape (therefore appending to the tape).
1611 2002-03-31 src/tape.c
1612 * Added "index mark" function to tape recorder. When playing or
1613 recording, "eject" button changes to "index" button. Setting index
1614 mark is not yet implemented, but pressing index button when playing
1615 allows very quick advancing to end of tape (when normal playing),
1616 very fast forward mode (when playing with normal fast forward) or
1617 very fast reaching of "pause before end of tape" (when playing with
1618 "pause before end" playing mode).
1620 2002-03-30 src/cartoons.c
1621 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1623 2002-03-29 src/screen.c
1624 * Changed setup screen stuff to be more generic (to make it easier
1625 to add more setup screens).
1627 2002-03-23 src/main.c, src/main.h
1628 * Various changes due to the introduction of the new libgame files
1629 "setup.c" and "joystick.c".
1631 2002-03-23 src/files.c
1632 * Generic parts of "src/files.c" (mainly setup and level directory
1633 stuff) moved to new libgame file "src/libgame/setup.c".
1635 2002-03-23 src/joystick.c
1636 * File "src/joystick.c" moved to libgame source tree, with
1637 correspondig changes.
1639 2002-03-22 src/screens.c
1640 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1641 (Wrong level series information displayed when entering main group.)
1643 2002-03-22 src/editor.c
1644 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1646 2002-03-22 src/editor.c
1647 * Changed behaviour of "Escape" key in level editor to be more
1648 intuitive: When in "Element Properties" or "Level Info" mode,
1649 return to "Drawing Mode" instead of leaving the level editor.
1651 2002-03-21 src/game.c, src/editor.c, src/files.c
1652 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1653 gems (emeralds, diamonds, ...) slipping down from normal wall,
1654 steel wall and growing wall (as in E.M.C. style levels). Although
1655 the behaviour of contributed and private levels wasn't changed (due
1656 to the use of "level.game_version"; see previous entry), editing
1657 those levels will (of course) change the behaviour accordingly.
1659 This change seems a bit too hard after thinking about it, because
1660 the EM style behaviour is not the "expected" behaviour (gems would
1661 normally only slip down from "rounded" walls). Therefore this was
1662 now changed to an element property for gem style elements, with the
1663 default setting "off" (which means: no special EM style behaviour).
1664 To fix older converted levels, this flag is set to "on" for pre-2.0
1665 levels that are neither contributed nor private levels.
1667 2002-03-20 src/files.h
1668 * Corrected settings for "level.game_version" depending of level type.
1669 (Contributed and private levels always get played with game engine
1670 version they were created with, while converted levels always get
1671 played with the most recent version of the game engine, to let new
1672 corrections of the emulation behaviour take effect.)
1674 2002-03-20 src/main.h
1675 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1676 compiling the SDL version on some systems.
1677 Thanks to the several people who pointed this out.
1680 * Version number set to 2.0.2.
1683 * Version 2.0.1 released.
1685 2002-03-18 src/screens.c
1686 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1688 2002-03-18 src/files.c [src/libgame/misc.c]
1689 * Moved some common functions from src/files.c to src/libgame/misc.c.
1691 2002-03-18 src/files.c [src/libgame/misc.c]
1692 * Changed permissions for new directories and saved files (especially
1693 score files) according to suggestions of Debian users and mantainers.
1694 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1696 2002-03-17 src/files.c
1697 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1698 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1699 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1700 for levels and "TAPE" for tapes). Old "cookie" style format is
1701 still supported for reading. New level and tape files are written
1704 * New IFF chunk "VERS" contains version numbers for file and game
1705 (where "game version" is the version of the program that wrote the
1706 file, and "file version" is a version number to distinguish files
1707 with different format, for example after adding new features).
1709 2002-03-15 src/screen.c
1710 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1711 (Before, you heard a mixture of the in-game music and the
1712 hall-of-fame music.)
1714 2002-03-14 src/events.c
1715 * Function "DumpTape()" (files.c) now available by pressing 't' from
1716 main menu (when in DEBUG mode).
1718 2002-03-14 src/game.c
1719 * "GameWon()": When game was won playing a tape, now there is no delay
1720 raising the score and no corresponding sound is played.
1722 2002-03-14 src/files.c
1723 * Changed "LoadTape()" for real chunk support and also adjusted
1724 "SaveTape()" accordingly.
1726 2002-03-14 src/game.c, src/tape.c, src/files.c
1727 * Important changes to tape format: The old tape format stored all
1728 actions with a real effect with a corresponding delay between the
1729 stored actions. This had some major disadvantages (for example,
1730 push delays had to be ignored, pressing a button for some seconds
1731 mutated to several single button presses because of the non-action
1732 delays between two action frames etc.). The new tape format just
1733 stupidly records all device actions and replays them later. I really
1734 don't know why I haven't solved it that way before?! Old-style tapes
1735 (with tape file version less than 2.0) get converted to the new
1736 format on-the-fly when loading and can therefore still be played;
1737 only some minor parts of the old-style tape handling code was needed.
1738 (A perfect conversion is not possible, because there is information
1739 missing about the device actions between two action frames.)
1741 2002-03-14 src/files.c
1742 * New function "DumpTape()" to dump the contents of the current tape
1743 in a human readable format.
1745 2002-03-14 src/game.c
1746 * Small tape bug fixed: When automatically advancing to next level
1747 after a game was won, the tape from the previous level still was
1748 loaded as a tape for the new level.
1750 2002-03-14 src/tape.c
1751 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1752 tape, cartoons did not get completely removed because
1753 StopAnimation() was not called.
1755 2002-03-13 src/files.c
1756 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1757 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1758 size even when using 16-bit elements). Added new chunk "CNT2" for
1759 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1760 chunk even when content was 16-bit element). "CNT2" should now be
1761 able to store content for arbitrary elements (up to eight blocks of
1762 3 x 3 element arrays). All "CNT2" elements will always be stored as
1763 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1765 2002-03-13 src/files.c
1766 * Changed "LoadLevel()" for real chunk support.
1768 2002-03-12 src/game.c
1769 * Fixed problem (introduced after 2.0.0 release) with penguins
1770 not getting killed by enemies
1772 2002-02-24 src/game.c, src/main.h
1773 * Added "player->is_moving"; now "player->last_move_dir" does
1774 not contain any information if the player is just moving at
1776 Before, "player->last_move_dir" was misused for this purpose
1777 for the robot stuff (robots don't kill players when they are
1778 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1779 broke tapes when walking through pipes!
1780 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1781 in a continuous movement. This fact is ignored for friends and