2 * added code for configuration directives for control of game panel
5 * fixed small cosmetical bug with underlining property tabs in editor
8 * fixed small drawing bug in X11FadeRectangle
9 * added new elements for newly supported Diamond Caves II levels:
10 - EM/DC style exits that disappear after passing
11 - white key and gate (one white key needed for each white gate)
12 - fake gate (there is no key to open/pass this kind of gate!)
13 - extended magic wall which also handles pearls and crystals
17 * changed maximum value for endless loop detection to a higher value
18 (some levels really used very deep recursion without being endless)
21 * added new elements for newly supported Diamond Caves II levels:
26 * added new elements for newly supported Diamond Caves II levels:
30 * added level file loader for native Diamond Caves II levels
33 * version number set to 3.2.4
36 * version 3.2.3 released
39 * fixed malloc/free bug when updating EMC artwork entries in level list
40 * added workaround (warning and request to quit the current game) when
41 changing elements cause endless recursion loop (which would otherwise
42 freeze the game, causing a crash-like program exit on some systems)
45 * fixed nasty string overflow bug when entering too long envelope text
48 * added feedback sounds for menu navigation "menu.item.activating" and
49 "menu.item.selecting" (for highlighting and executing menu entries)
52 * improved "no scrolling when relocating" to also consider scroll delay
53 (meaning that the player is not automatically centered in this case;
54 this makes it possible to "invisibly" relocate the player to a region
55 of the level playfield which looks the same as the old level region)
56 * fixed bug with not recognizing "main.input.name.align" when active
59 * fixed bug with displaying masked borders over title screens when
60 screen fading is disabled
63 * fixed infinite loop / crash bug when killing the player while having
64 a CE with the setting "kill player X when explosion of <player X>"
65 * added special editor graphic for "char_space" to distinguish it from
66 "empty_space" when editing a level (in-game graphics still the same)
69 * fixed nasty bug with initialization only done for the first player
72 * small change to handle loading empty element/content list micro chunks
75 * uploaded pre-release (test) version 3.2.3-0 binary and source code
78 * some optimizations on startup speed by reducing initial text output
81 * added caching of custom artwork information for faster startup times
84 * fixed graphical bug when using fewer menu entries on level selection
85 screen than usual (with "menu.list_size.LEVELS" directive)
86 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
87 the backbuffer to the backbuffer by error (with identical rectangle)
90 * fixed bug when displaying titlescreen with size less than element tile
91 * fixed bug that caused elements with "change when digging <e>" event
92 to change for _every_ digged element, not only those specified in <e>
93 * fixed bug that caused impact style collision when dropping element one
94 tile over the player that can both fall down and smash players
95 * fixed bug that caused impact style collision when element changed to
96 falling/smashing element over the player immediately after movement
99 * fixed bug that allowed making engine snapshots from the level editor
102 * fixed bugs with player name and current level positions on main screen
105 * added configuration directives for control of title screens:
106 - "title.fade_delay" for fading time
107 - "title.post_delay" for pause between screens (when not crossfading)
108 - "title.auto_delay" to automatically continue after some time
109 these settings can each be overridden by specifying them with titles:
110 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
111 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
112 fading mode can also be specified:
113 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
114 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
115 default is using normal fading for menues and initial title screens,
116 while using cross-fading for level set title screens
117 * fixed bug with background not drawn in Hall of Fame after game was won
120 * added configuration directives for the remaining main menu items
123 * added additional configuration directives for info screen draw offset:
124 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
125 * added additional configuration directives for preview info text
126 * limited mouse wheel sensitive screen area to scrollable screen area
129 * added highlighted menu text entries to menu navigation when selected
132 * fixed bug that prevented player from correctly being created in the
133 top left corner by a custom element change in a level without player
134 * fixed bug that prevented player from being killed when indestructible,
135 non-walkable element is placed on player position by extended change
136 * added configurable menu button, text and input positions to main menu
139 * added page fading effects for remaining info sub-screens
140 * fixed small bug that caused some delays when answering door request
143 * added directives "border.draw_masked.*" for menu/playfield area and
144 door areas to display overlapping/masked borders from "global.border"
147 * fixed bug with CE with move speed "not moving" not being animated
148 * when changing player artwork by CE action, reset animation frame
151 * fixed bug with not unmapping main menu screen gadgets on other screens
152 * fixed bug with un-pausing a paused game by releasing still pressed key
153 * fixed bug with not redrawing screen when toggling to/from fullscreen
154 mode while fast reloading tape (without redrawing playfield contents)
155 * fixed bug with quick-saving tape snapshot despite answering with "no"
158 * version number set to 3.2.3
161 * version 3.2.2 released
164 * fixed bug with redrawing screen in fullscreen mode after quick tape
165 reloading when using the EMC game engine
166 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
169 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
172 * added engine snapshot functionality for instant tape reloading (this
173 only works for the last tape saved using "quick save", and does not
174 work across program restarts, because it completely works in memory)
177 * version number set to 3.2.2
180 * version 3.2.1 released
183 * fixed nasty bugs with handling error message file on Mac OS X systems
186 * general code cleanup (removing many annoying "#if 0" blocks etc.)
189 * fixed bug that caused broken tapes when manually appending to tapes
190 using the "pause before death" functionality, followed by recording
191 * added setup option to disable fading of screens for faster testing
194 * code cleanup of new fading functions
197 * changed behaviour after solved game -- do not immediately stop engine
198 * added some more smooth screen fadings (game start, hall of fame etc.)
201 * fixed bug with displaying pushed CE with value/score/delay anim_mode
204 * added configurable level preview position, tile size and dimensions
205 * added configurable game panel value positions (gems, time, score etc.)
208 * fixed small bug with time displayed incorrectly when collecting CEs
211 * fixed bug with bumpy scrolling with EM engine in double player mode
214 * added compatibility code to fix "Snake Bite" style levels that were
215 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
218 * fixed bug with scrollbars inside editor when using the Windows mouse
219 enhancement tool "True X-Mouse" (which injects key events to the event
220 queue to insert selected stuff into the Windows clipboard, which gets
221 confused with the "Insert" key for jumping to the last editor cascade
222 block in the element list)
223 * added Rocks'n'Diamonds icon for use as window icon to SDL version
224 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
227 * added selection of preferred fullscreen mode to setup / graphics menu
228 (useful if default mode 800 x 600 does not match screen aspect ratio)
231 * improved down-scaling of images for better editor and preview graphics
232 * changed user data directory for Mac OS X from Unix style to new place
235 * improved level number selection in main menu and player selection in
236 setup menu (input devices section) by using standard button gadgets
237 * added support for mouse scroll wheel (caused buggy behaviour before)
238 * added support for scrolling horizontal scrollbars with mouse wheel by
239 holding "Shift" key pressed while scrolling the wheel
240 * added support for single step mouse wheel scrolling by holding "Alt"
241 key pressed while scrolling the wheel (can be combined with "Shift")
242 * changed output file "stderr.txt" on Windows platform now always to be
243 created in the R'n'D sub-directory of the personal documents directory
244 * added Windows message box to direct to "stderr.txt" after error aborts
247 * improved general scrollbar handling (when jump-scrolling scrollbars)
250 * changed scrollbars to always show last line as first after scrolling
251 (that means jumping n - 1 screen lines instead of n screen lines)
254 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
255 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
256 * fixed special handling of vertically stacked acid becoming fake acid
259 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
260 affect multiple instances of the same CE, although this kind of
261 change condition usually only affects one single custom element
264 * version number set to 3.2.1
267 * version 3.2.0 released
270 * reorganized level editor element list a bit to match engines better
273 * fixed newly introduced bug with wrongly initializing clipboard element
276 * fixed bug with displaying visible/invisible level border in editor
279 * reorganized some elements in the level editor element list
282 * fixed bug with displaying any player as "yellow" when moving into acid
283 * fixed bug with displaying running player when player stopped at border
286 * fixed bug with player exploding when moving into acid
287 * fixed bug with level settings being reset in editor and when playing
288 (some compatibility settings being set not only after level loading)
289 * fixed crash bug when number of custom graphic frames was set to zero
290 * fixed bug with teleporting player on walkable tile not working anymore
291 * added partial compatibility support for pre-release-only "CONF" chunk
292 (to make Alan Bond's "color cycle" demo work again :-) )
295 * fixed some bugs when displaying title screens from info screen menu
296 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
299 * changed file major version to 3 to reflect level file format changes
300 * uploaded pre-release (test) version 3.2.0-8 binary and source code
303 * added new chunk "NAME" to level file format for level name settings
304 * added new chunk "NOTE" to level file format for envelope settings
305 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
306 * updated magic(5) file to recognize changed and new level file chunks
307 * removed change events "change when CE value/score changes" as unneeded
310 * changed gravity (which only affects the player) from level property
311 to player property (only makes a difference in multi-player levels)
312 * added change events "change when CE value/score changes"
313 * added change events "change when CE value/score changes of <element>"
316 * added new chunk "INFO" to level file format for global level settings
317 * added all element settings from "HEAD" chunk to "CONF" chunk
318 * added all global level settings from "HEAD" chunk to "INFO" chunk
321 * changed level file format by adding two new chunks "CUSX" (for custom
322 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
323 elements, replacing the previous "GRP1" chunk); these new IFF style
324 chunks use the new and flexible "micro chunks inside chunks" technique
325 already used with the new "CONF" chunk (for normal element properties)
326 which makes it possible to easily extend the existing level format
327 (instead of using fixed-length chunks like before, which are either
328 too big due to reserved bytes for future use, or too small when those
329 reserved bytes have all been used and even more data should be stored,
330 requiring the replacement by new and larger chunks just like it went
331 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
334 * added credits pages to the "credits" section that were really missing
335 * added some missing element descriptions to the level editor
336 * added down position of switchgate switch to the level editor
337 and allowed the use of both switch positions at the same time
338 * changed use of "Insert" and "Delete" keys to navigate element list in
339 level editor to start of previous or next cascading block of elements
342 * added the possibility to view the title screen to the info screen menu
343 * fixed some minor bugs with viewing title screens
346 * fixed bug with title (cross)fading in/out when using fullscreen mode
349 * fixed bug that forced re-defining of menu settings in local graphics
350 config file which are already defined in existing base config file
351 * fixed small bug that caused door sounds playing when music is enabled
354 * added the possibility to define up to five title screens for each
355 level set that are displayed after loading using (cross)fading in/out
356 (this was added to display the various start images of the EMC sets)
359 * added "CE score gets zero [of]" to custom element trigger conditions
360 * added setup option to display element token name in level editor
363 * added compatibility code for Juergen Bonhagen's menu artwork settings
366 * fixed bug with displaying wrong animation frame 0 after CE changes
367 * fixed bug with creating invisible elements when light switch is on
370 * added selection between ECS and AGA graphics for EMC levels to setup
373 * adjusted font handling for various narrow EMC style fonts
376 * changed EM engine behaviour back to re-allow initial rolling springs
379 * fixed handling of over-large selectboxes (less error-prone now)
380 * fixed bug when creating GE with walkable element under the player
383 * added use of "Insert" and "Delete" keys to navigate element list in
384 level editor to start of custom elements or start of group elements
385 * added virtual elements to access CE value and CE score of elements:
386 - "CE value of triggering element"
387 - "CE score of triggering element"
388 - "CE value of current element"
389 - "CE score of current element"
392 * fixed "grass" to "sand" in older EM levels (up to file version V4)
395 * changed behaviour of network games with internal errors (because of
396 different client frame counters) from immediately terminating R'n'D
397 to displaying an error message requester and stopping only the game
398 (also to prevent impression of crashes under non command-line runs)
399 * fixed playing network games with the EMC engine (did not work before)
400 * fixed bug with not scrolling the screen in multi-player mode with the
401 focus on player 1 when all players are moving in different directions
402 * fixed bug with keeping pointer to gadget even after its deallocation
403 * fixed bug with allowing "focus on all players" in network games
404 * fixed bug with player focus when playing tapes from network games
407 * uploaded pre-release (test) version 3.2.0-7 binary and source code
410 * code cleanup for game action control for R'n'D and EMC game engine
413 * fixed bug in multi-player movement with focus on both players
414 * added option to control only the focussed player with all input
417 * added player focus switching to level tape recording and re-playing
420 * fixed some bugs in player focus switching in EMC and RND game engine
423 * added special Supaplex animations for Murphy digging and snapping
424 * added special Supaplex animations for Murphy being bored and sleeping
427 * added four new yam yams with explicit start direction for EMC engine
428 * fixed bug in src/libgame/text.c with printing text outside the window
431 * fixed small bug in EMC level loader (copyright sign in EM II levels)
434 * added delayed ignition of EM style dynamite when used in R'n'D engine
435 * added limited movement range to EMC engine when focus on all players
438 * fixed bug with missing (zero) score values for native Supaplex levels
441 * added "continuous snapping" (snapping many elements while holding the
442 snap key pressed, without releasing the snap key after each element)
443 as a new player setting for more compatibility with the classic games
446 * finished scrolling for "focus on all players" in EMC graphics engine
449 * level sets with "levels: 0" are ignored for levels, but not artwork
450 * fixed bug when scanning empty level group directories (endless loop)
453 * fixed bug with explosion graphic for player using "Murphy" graphic
454 * fixed bug with explosion graphic if player leaves explosion in time
455 * changed some descriptive text in setup menu to use medium-width font
456 * added key shortcut settings for switching player focus to setup menu
459 * fixed bug with random value initialization when recording tapes
460 * fixed bug with playing single player tapes when team mode activated
463 * fixed little bug when trying to switch to player that does not exist
466 * added player switching (visual and quick) to R'n'D and EM game engine
467 * added setup option to select visual or quick in-game player switching
470 * added use of "Home" and "End" keys to handle element list in editor
473 * fixed bug with adding score when playing tape with EMC game engine
474 * added steel wall border for levels using EMC engine without border
475 * finally fixed delayed scrolling in EMC engine also for small levels
478 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
481 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
482 * fixed bug when displaying info element without action, but direction
485 * fixed minor graphical problems with springs smashing and slurping
486 (when using R'n'D style graphics instead of EMC style graphics)
489 * added scroll delay (as configured in setup) to EMC graphics engine
492 * improved screen redraw for EMC graphics engine (faster and smoother)
493 * when not scrolling, do not redraw the whole playfield if not needed
496 * added multi-player mode for EMC game engine (with up to four players)
499 * added android (can clone elements) from EMC engine to R'n'D engine
502 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
505 * added selectbox for initial player speed to player settings in editor
508 * version 3.1.2 created that is basically version 3.1.1, but with a
509 major bug fixed that prevented editing your own private levels
510 * version 3.1.2 released
513 * added magic ball (creates elements) from EMC engine to R'n'D engine
516 * uploaded fixed pre-release version 3.2.0-6 binary and source code
519 * fixed bug when using "CE can leave behind <trigger element>"
520 * added new change condition "(after/when) creation of <element>"
521 * added new change condition "(after/when) digging <element>"
522 * fixed bug accessing invalid gadget that caused crashes under Windows
523 * deactivated new possibility for multiple CE changes per frame
526 * uploaded pre-release (test) version 3.2.0-6 binary and source code
529 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
530 * fixed bug with not keeping CE value for moving CEs with only action
531 * changed CE action selectboxes in editor to be only reset when needed
534 * added option "use artwork from element" for custom player artwork
535 * added option "use explosion from element" for player explosions
538 * added cascaded element lists in the level editor
539 * added persistence for cascaded element lists by "editorcascade.conf"
540 * added dynamic element list with all elements used in current level
541 * added possibility for multiple CE changes per frame (experimental)
544 * uploaded pre-release (test) version 3.2.0-5 binary and source code
547 * changed "score for each 10 seconds/steps left" to "1 second/step"
548 * added own score for collecting "extra time" instead of sharing it
549 * added change events "switched by player" and "player switches <e>"
550 * added change events "snapped by player" and "player snaps <e>"
551 * added "set player artwork: <element choice>" to CE action options
552 * added change event "move of <element>"
555 * added "set player shield: off / normal / deadly" to CE action options
556 * added new player option "use level start element" in level editor
557 to set the correct focus at level start to elements from which the
558 player is created later (this did not work before for cascaded CE
559 changes resulting in creation of the player; it is now also possible
560 to create the player from a yam yam which is smashed at level start)
563 * added "set player speed: frozen (not moving)" to CE action options
564 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
567 * added new player option "block snap field" (enabled by default) to
568 make it possible to show a snapping animation like in Emerald Mine
571 * added dynamic selectboxes to custom element action settings in editor
572 * added "CE value" counter for custom elements (instead of "CE count")
573 * added option to use the last "CE value" after custom element change
574 * added option to use the "CE value" of other elements in CE actions
575 * fixed odd behaviour when pressing time orb in levels w/o time limit
576 * added checkbox "use time orb bug" for older levels that use this bug
579 * added missing configuration settings for the following elements:
580 - EL_TIMEGATE_SWITCH (time of open time gate)
581 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
582 - EL_SHIELD_NORMAL (time of shield duration)
583 - EL_SHIELD_DEADLY (time of shield duration)
584 - EL_EXTRA_TIME (time added to level time)
585 - EL_TIME_ORB_FULL (time added to level time)
588 * added "wind direction" as a movement pattern for custom elements
589 * added initial wind direction for balloon / custom elements to editor
590 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
593 * added parameters for "game of life" and "biomaze" elements to editor
596 * added level file chunk "CONF" for generic level and element settings
599 * uploaded pre-release (test) version 3.2.0-4 binary and source code
602 * skip empty level sets (with "levels: 0"; may be artwork base sets)
603 * added sound action ".page[1]" to ".page[32]" for each CE change page
606 * added image config suffix ".clone_from" to copy whole image settings
607 * fixed bug with invalid ("undefined") CE settings in old level files
610 * fixed graphical bug with smashing elements falling faster than player
613 * fixed major bug which prevented private levels from being edited
614 * fixed bug with precedence of general and special font definitions
617 * fixed graphical bug with player animation when player moves slowly
620 * uploaded pre-release (test) version 3.2.0-3 binary and source code
623 * fixed bug which prevented "global.num_toons: 0" from working
626 * major code cleanup (removed all these annoying "#if 0" blocks)
629 * added custom element actions for CE change page in level editor
632 * fixed music initialization bug in init.c (thanks to David Binderman)
633 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
634 (this bug must probably be fixed at other places, too)
637 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
638 (should be '#include <SDL.h>' instead)
641 * fixed bug which prevented "walkable from no direction" from working
642 (due to compatibility code overwriting this setting after loading)
645 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
648 * version number temporarily set to 3.1.1 (intermediate bugfix release)
649 * version 3.1.1 released
652 * changed some va_arg() arguments from 'long' to 'int', fixing problems
653 on 64-bit architecture systems with LP64 data model
656 * fixed bug with bombs not exploding when hitting the last level line
657 (introduced after the release of 3.1.0)
660 * added support for dumping small-sized level sketches from editor
663 * added recognition of "trigger element" for "change digged element to"
664 (this is not really what the "trigger element" was made for, but its
665 use may seem obvious for leaving back digged elements unchanged)
668 * fixed multiple warnings about failed joystick device initialization
671 * fixed bug with dynamite dropped on top of just dropped custom element
672 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
673 dynamite can still be dropped, but drop key must be released before
676 * fixed bug with wrong start directory when started from file browser
677 (due to this bug, R'n'D could not be started from KDE's Konqueror)
680 * fixed bug causing "change when impact" on player not working
681 * fixed wrong priority of "hitting something" over "hitting <element>"
682 * fixed wrong priority of "hit by something" over "hit by <element>"
685 * fixed graphical bug which caused the player (being Murphy) to show
686 collecting animations although the element was collected by penguin
689 * fixed two bugs causing wrong door background graphics in system.c
690 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
693 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
694 * added "no direction" to "walkable/passable from" selectbox options
697 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
698 * in tape autoplay, not only report broken, but also missing tapes
701 * uploaded pre-release (test) version 3.2.0-2 binary and source code
704 * fixed small bug with "linear" animation not working for active lamp
707 * fixed bug with moving up despite gravity due to "block last field"
708 * fixed small bug with wrong draw offset when typing name in main menu
709 * when reading user names from "passwd", ignore data after first comma
710 * when creating new "levelinfo.conf", only write some selected entries
713 * fixed displaying "imported from/by" on preview with empty string
714 * fixed ignoring draw offset for fonts used for level preview texts
717 * fixed a delay problem with SDL and too many mouse motion events
718 * added setup option "skip levels" and level skipping functionality
721 * added move speed "not moving" for non-moving CEs, but with direction
724 * fixed mapping of obsolete element token names in "editorsetup.conf"
725 * fixed bug with sound "acid.splashing" treated as a loop sound
726 * fixed some little sound bugs in native EM engine
729 * fixed small bug when dragging scrollbars to end positions
732 * added editor element descriptions written by Aaron Davidson
735 * improved fallback handling when configured artwork is not available
736 (now using default artwork instead of exiting when files not found)
739 * fixed bug on level selection screen when dragging scrollbar
742 * fixed bug which caused broken tapes when appending to EM engine tapes
745 * uploaded pre-release (test) version 3.2.0-1 binary and source code
748 * added code to replace changed artwork config tokens with other tokens
749 (needed for backwards compatibility, so that older tokens still work)
752 * added native R'n'D graphics for some new EMC elements in EM engine
755 * fixed some bugs in the EM engine integration code
756 * changed EM engine code to allow diagonal movement
757 * changed EM engine code to allow use of separate snap and drop keys
760 * fixed some redraw bugs when using EM engine
763 * fixed bug with not converting RND levels which are set to use native
764 engine to native level structure when loading
767 * uploaded pre-release (test) version 3.2.0-0 binary and source code
770 * version number set to 3.2.0
773 * level data now reset to defaults after attempt to load invalid file
776 * added use of "editorsetup.conf" for different level sets
779 * added auto-detection for various types of Emerald Mine level files
782 * fixed bug with scrollbars getting too small when list is very large
785 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
788 * added most level editor configuration gadgets for new EMC elements
791 * added more element and graphic definitions for new EMC elements
794 * modified native EM engine to use integrated R'n'D sound system
797 * added SDL support to graphics functions in native EM engine
798 (by always using generic libgame interface functions)
801 * fixed bug in frame synchronization in native EM engine
804 * added code to convert levels between R'n'D and native EM engine
807 * new Emerald Mine engine can now play levels selected in main menu
810 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
811 (which creates scaled down graphics for level editor and preview);
812 there's still a memory leak somewhere in the artwork handling code
813 * added "scale image up" functionality to X11 version of zoom function
816 * first attempts to integrate new, native Emerald Mine Club engine
819 * fixed bug in gadget code which caused reset of CEs in level editor
820 (example: pressing 'b' [grab brush] on CE config page erased values)
821 (solution: check if gadgets in ClickOnGadget() are really mapped)
822 * improved level change detection in editor (settings now also checked)
823 * fixed bug with "can move into acid" and "don't collide with" state
826 * fixed maze runner style CEs to use the configured move delay value
829 * added Aaron Davidson's tutorial level set to the "Tutorials" section
832 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
833 * fixed the above fix because it broke level set "machine" (*sigh*)
834 * fixed random element placement in level editor to work as expected
835 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
838 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
841 * fixed bug (missing array boundary check) which caused broken tapes
842 * fixed bug (when loading level template) which caused broken levels
843 * fixed bug with new block last field code when using non-yellow player
846 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
847 * internal change of how the player blocks the last field when moving
848 * fixed blocking delay of last field for EM and SP style block delay
849 * fixed bug where the player had to wait for the usual move delay after
850 unsuccessfully trying to move, when he directly could move after that
851 * the last two changes should make original Supaplex level 93 solvable
852 * improved use of random number generator to make it less predictable
853 * fixed behaviour of slippery SP elements to let slip left, then right
856 * fixed bug with wrong door state after trying to quickload empty tape
857 * fixed waste of static memory usage of the binary, making it smaller
858 * fixed very little graphical bug in Supaplex explosion
861 * version number set to 3.1.1
864 * version 3.1.0 released
867 * fixed bug with crash when writing user levelinfo.conf the first time
870 * added option "convert LEVELDIR [NR]" to command line batch commands
871 * re-converted Supaplex levels to apply latest engine fixes
872 * changed "use graphic/sound of element" to "use graphic of element"
873 due to compatibility problems with some levels ("bug machine" etc.)
876 * fixed bug with CE change replacing player with same or other player
879 * fixed bug with opaque font in envelope with background graphic when
880 background graphic is not transparent itself
883 * added "gravity on" and "gravity off" ports for Supaplex compatibility
884 * corrected original Supaplex level loading code to use these new ports
885 * also corrected Supaplex loader to auto-count infotrons if set to zero
888 * fixed bug with missing initialization of "modified" flag for GEs
891 * fixed bug that caused endless recursion loop when relocating player
892 * fixed tape recorder bug in "step mode" when using "pause before end"
893 * fixed tape recorder bug when changing from "warp forward" mode
896 * fixed bug with "when touching" for pushed elements at last position
899 * fixed bug that caused two activated toolbox buttons in level editor
900 * fixed bug with exploding dynabomb under player due to other explosion
903 * fixed bug with creating walkable custom element under player (again)
904 * fixed bug with not copying explosion type when copying CEs in editor
905 * fixed graphical bug when drawing player in setup menu (input devices)
906 * fixed graphical bug when the player is pushing an accessible element
907 * fixed bug with classic switchable elements triggering CE changes
908 * fixed bug with entering/leaving walkable element in RelocatePlayer()
909 * fixed crash bug when CE leaves behind the trigger player element
912 * fixed bug with broken tubes after placing/exploding dynamite in them
913 * fixed bug with exploding dynamite under player due to other explosion
914 * fixed bug with not resetting push delay under certain circumstances
917 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
918 * added network multiplayer code for Windows (thanks to Niko Böhm)
921 * added option "reachable despite gravity" for gravity movement
922 * changed gravity movement of most classic walkable and passable
923 elements back to "not reachable" (for compatibility reasons)
926 * fixed (removed) "indestructible" / "can explode" dependency in editor
927 * fixed (removed) "accessible inside" / "protected" dependency
928 * fixed (removed) "step mode" / "shield time" dependency
931 * fixed dynabombs exploding now into anything diggable
932 * fixed Supaplex style gravity movement into buggy base now impossible
933 * added pressing key "space" as valid action to select menu options
936 * added "replace when walkable" to relocate player to walkable element
937 * added "enter"/"leave" event for elements affected by relocation
938 * fixed "direct"/"indirect" change order also for "when change" event
939 * fixed graphical bug when pushing things from elements walkable inside
942 * fixed graphic bug when player is snapping while moving in old levels
943 * fixed bug when a moving custom element leaves a player element behind
944 * fixed bug with mole not disappearing when moving into acid pool
945 * fixed bug with incomplete path setting when using "--basepath" option
946 * moving CE can now leave walkable elements behind under the player
947 * when relocating, player can be set on walkable element now
948 * fixed another gravity movement bug
951 * uploaded pre-release (test) version 3.1.0-2 binary and source code
954 * added "collectible" and "removable" to extended replacement types
955 (where "removable" replaces "diggable" and "collectible" elements)
956 * added "collectible & throwable" (to throw element to the next field)
957 * fixed bug with CEs digging elements that are just about to explode
958 * changed mouse cursor now always being visible when game is paused
961 * added possibility to push/press accessible elements from a side that
963 * fixed bug with not setting actual date when appending to tape
966 * fixed bug with incorrectly initialized custom element editor graphics
969 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
970 - number of levels corrected from 18 to 17 in "levelinfo.conf"
973 * fixed bug with destroyed robot wheel still attracting robots forever
974 * fixed bug with time gate switch deactivating after robot wheel time
975 (while the time gate itself is not affected by this misbehaviour)
976 * changed behaviour of BD style amoeba to always get blocked by player
977 (before it was different when there were non-BD elements in level)
978 * fixed bug with player destroying indestructable elements with shield
981 * added option to make growing elements grow into anything diggable
982 (for the various amoeba types, biomaze and "game of life")
985 * fixed bug with movable elements not moving after left behind by CEs
986 * changed gravity movement to anything diggable, not only sand/base
987 * optionally allowing passing to walkable element, not only empty space
988 * added option "can pass to walkable element" for players
989 * finally fixed gravity movement (hopefully)
992 * fixed bug with movable elements not moving anymore after falling down
995 * fixed another bug with custom elements digging and leaving elements
996 * fixed bug with "along left/right side" and automatic start direction
997 * trigger elements now also displayed when "more custom" deactivated
998 * fixed bug with clipboard element initialized when loading new level
999 * added option "drop delay" to set delay before dropping next element
1002 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1005 * added copy and paste functions for custom change pages
1006 * enhanced graphical display and functionality of tape recorder
1007 * fixed bug with custom elements digging and leaving elements
1010 * added move speed faster than "very fast" for custom elements
1011 * fixed bug with 3+3 style explosions and missing border content
1012 * fixed little bug when copying custom elements in the editor
1013 * enhanced custom element changes by more side trigger actions
1016 * added option "no scrolling when relocating" for instant teleporting
1017 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1020 * added trigger element and trigger player to use as target elements
1021 * added copy and paste functions for custom and group elements
1024 * fixed graphical bug when displaying explosion animations
1025 * fixed bug when appending to tapes, resulting in broken tapes
1026 * re-recorded a few tapes broken by fixing gravity checking bug
1029 * "can move into acid" property now for all elements independently
1030 * "can fall into acid" property for player stored in same bitfield now
1031 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1032 * version number set to 3.1.0 (finally!)
1035 * changed tape recording to only record input, not programmed actions
1038 * fixed totally broken (every 8th frame skipped) step-by-step recording
1039 * fixed bug with requester not displayed when quick-loading interrupted
1040 * added option "can fall into acid (with gravity)" for players
1041 * fixed bug with player not falling when snapping down with gravity
1044 * fixed bug which messed up key config when using keypad number keys
1047 * fixed bug which allowed moving upwards even when gravity was active
1048 * fixed bug with missing error handling when dumping levels or tapes
1051 * added different colored editor graphics for Supaplex gravity tubes
1054 * fixed bug that allowed solvable tapes for unsolvable levels
1057 * use unlimited number of droppable elements when "count" set to zero
1058 * added option to use step limit instead of time limit for level
1061 * added player and change page as trigger for custom element change
1064 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1067 * fixed bug with dark yamyam changing to acid when moving over acid
1068 * fixed handling of levels with more than 999 seconds level time
1069 (example: level 76 of "Denmine")
1072 * "spring push bug" reintroduced as configurable element property
1073 * fixed bug with missing properties for "mole"
1074 * fixed bug that showed up when fixing the above "mole" properties bug
1075 * added option "can move into acid" for all movable elements
1076 * fixed graphical bug for elements moving into acid
1077 * changed event handling to handle all pending events before going on
1080 * fixed bug which caused all CE change pages to be ignored which had
1081 the same change event, but used a different element side
1082 (reported by Simon Forsberg)
1084 * fixed bug which caused elements that can move and fall and that are
1085 transported by a conveyor belt to continue moving into that direction
1086 after leaving the conveyor belt, regardless of their own movement
1087 type; only elements which can not move are transported now
1088 (reported by Simon Forsberg)
1090 * fixed bug which could cause an array overflow in RelocatePlayer()
1091 (reported by Niko Böhm)
1093 * changed Emerald Mine style "passable / over" elements to "protected"
1094 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1096 * added new option to select from which side a "walkable/passable"
1097 element can be entered
1100 * added explosion and ignition delay for elements that can explode
1103 * fixed bug which caused player not being protected against enemies
1104 when a CE was "walkable / inside" and was not "indestructible"
1105 * added "walkable/passable" fields to be "protected/unprotected"
1106 against enemies, even if not accessible "inside" but "over/under"
1109 * corrected move pattern to 32 bit and initial move direction to 8 bit
1112 * added second custom element base configuration page
1115 * added some special EMC mappings to Emerald Mine level loader
1116 (also covering previously unknown element in level 0 of "Bondmine 8")
1119 * added option to block last field when player is moving (for Supaplex)
1120 * adjusted push delay of Supaplex elements
1121 * removed delays for envelopes etc. when replaying with maximum speed
1122 * fixed bug when dropping element on a field that just changed to empty
1125 * fixed bug: infotrons can now smash yellow disks
1126 * fixed bug: when gravity active, port above player can now be entered
1127 * removed "one white dot" mouse pointer which irritated some people
1130 * added "choice type" for group element selection
1133 * fixed bug with initial invulnerability of non-yellow player
1136 * added level loader for loading native Supaplex packed levels
1137 (including multi-part levels like the "splvls99" levels)
1140 * fixed bug which allowed creating emeralds by escaping explosions
1143 * custom elements can change (limited) or leave (unlimited) elements
1144 * finally added multiple matches using group elements
1145 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1148 * added new start movement type "previous" for continued CE movement
1149 * added new start movement type "random" for random CE movement start
1152 * added new element "sokoban_field_player" needed for Sokoban levels
1153 (thanks to Ed Booker for pointing this out!)
1156 * added elements that can be digged or left behind by custom elements
1159 * added group elements for multiple matches and random element creation
1162 * fixed some graphical errors displayed in old levels
1165 * fixed wrong double speed movement after passing closing gates
1168 * added level loader for loading native Emerald Mine levels
1171 * changes for "shooting" style CE movement
1174 * Happy New Year! ;-)
1177 * changed default snap/drop keys from left/right Shift to Control keys
1180 * fixed bug with dead player getting reanimated from custom element
1183 * fixed bug with wrong penguin graphics (when entering exit)
1186 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1189 * version number set to 3.0.9
1192 * version 3.0.8 released
1195 * added function checked_free()
1198 * fixed bug with double nut cracking sound
1199 (by eliminating "default element action sound" assignment in init.c)
1202 * fixed crash when no music info files are available
1205 * fixed boring and sleeping sounds
1208 * added "maze runner" and "maze hunter" movement types
1209 * added extended collision conditions for custom elements
1212 * added warnings for undefined token values in artwork config files
1215 * added menu entry for level set information to the info screen
1218 * fixed bug with wrong default impact sound for colored emeralds
1221 * added several sub-screens for the info screen
1222 * menu text now also clickable (not only blue/red sphere left of it)
1225 * added configurable "bored" and "sleeping" animations for the player
1226 * added "awakening" sound for player when waking up after sleeping
1229 * added "copy" and "exchange" functions for custom elements to editor
1232 * added configurable element animations for info screen
1235 * added configurable music credits for info screen
1238 * finally fixed tape recording when player is created from CE change
1241 * added "editorsetup.conf" for editor element list configuration
1244 * added "musicinfo.conf" for menu and level music configuration
1247 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1248 (that only showed up on Linux, but not on Windows systems)
1251 * fixed turning movement of butterflies and fireflies (no frame reset)
1252 * enhanced sniksnak turning movement (two steps instead of only one)
1255 * version number set to 3.0.8
1258 * version 3.0.7 released
1261 * fixed reset of player animation frame when, for example,
1262 walking, digging or collecting share the same animation
1263 * fixed CE with "deadly when touching" exploding when touching amoeba
1266 * fixed tape recording when player is created from CE element change
1269 * introduced "turning..." action graphic for elements with move delay
1270 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1271 * added turning animations for bug, spaceship and sniksnak
1274 * prevent "extended" changed elements from delay change in same frame
1277 * fixed bug when pushing element that can move away to the side
1278 (like pushing falling elements, but now with moving elements)
1281 * finally fixed serious bug in code for delayed element pushing (again)
1284 * unavailable setup options now marked as "n/a" instead of "off"
1285 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1286 to "true", levels are always played with the latest game engine,
1287 which is desired for levels that are imported from other games; all
1288 other levels are played with the engine version stored in level file
1289 (which is normally the engine version the level was created with)
1292 * fixed serious bug in code for delayed element pushing
1293 * fixed little bug in animation frame selection for pushed elements
1294 * speed-up of reading config file for verbose output
1297 * added configuration option for opening and closing Supaplex exit
1298 * added configuration option for moving up/down animation for Murphy
1299 * fixed incorrectly displayed animation for attacking dragon
1300 * fixed bug with not setting initial gravity for each new game
1301 * fixed bug with teleportation of player by custom element change
1302 * fixed bug with player not getting smashed by rock sometimes
1305 * version number set to 3.0.7
1308 * version 3.0.6 released
1311 * added support for MP3 music for SDL version through SMPEG library
1314 * fixed bug when initializing font graphic structure
1315 * fixed bug with animation mode "pingpong" when using only 1 frame
1316 * fixed bug with extended change target introduced in 3.0.5
1317 * fixed bug where passing over moving element doubles player speed
1318 * fixed bug with elements continuing to move into push direction
1319 * fixed bug with duplicated player when dropping bomb with shield on
1320 * added "switching" event for custom elements ("pressing" only once)
1321 * fixed switching bug (resetting flag when not switching but not idle)
1324 * fixed element tokens for certain file elements with ".active" etc.
1327 * version number set to 3.0.6
1330 * version 3.0.5 released
1333 * now four envelope elements available
1334 * font, background, animation and sound for envelope now configurable
1335 * main menu doors opening/closing animation type now configurable
1338 * active/inactive sides configurable for custom element changes
1339 * new movement type "move when pushed" available for custom elements
1342 * fixed bug in multiple config pages loader code that caused crashes
1345 * enhanced (remaining low-resolution) Supaplex graphics
1348 * version number set to 3.0.5
1351 * version 3.0.4 released
1353 2003-09-12 src/tools.c
1354 * fixed bug in custom definition of crumbled element graphics
1356 2003-09-11 src/files.c
1357 * fixed bug in multiple config pages code that caused crashes
1360 * version number set to 3.0.4
1363 * version 3.0.3 released
1366 * added music to Supaplex classic level set
1368 2003-09-07 src/libgame/misc.c
1369 * added support for loading various music formats through SDL_mixer
1371 2003-09-06 (various source files)
1372 * fixed several nasty bugs that may have caused crashes on some systems
1373 * added envelope content which gets displayed when collecting envelope
1374 * added multiple change event pages for custom elements
1376 2003-08-24 src/game.c
1377 * fixed problem with player animation when snapping and moving
1379 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1380 * fixed problem with flickering when drawing toon animations
1382 2003-08-23 src/libgame/sdl.c
1383 * fixed problem with setting mouse cursor in SDL version in fullscreen
1385 2003-08-23 src/game.c
1386 * fixed bug (missing array boundary check) which could crash the game
1389 * version number set to 3.0.3
1392 * version 3.0.2 released
1394 2003-08-21 src/game.c
1395 * fixed bug with creating inaccessible elements at player position
1397 2003-08-20 src/init.c
1398 * fixed bug with not finding current level artwork directory
1400 2003-08-20 src/files.c
1401 * fixed bug with choosing wrong engine version when playing tapes
1402 * fixed bug with messing up custom element properties in 3.0.0 levels
1405 * version number set to 3.0.2
1408 * version 3.0.1 released
1410 2003-08-17 (no source files affected)
1411 * changed all "classic" PCX image files with 16 colors or less to
1412 256 color (8 bit) storage format, because the Allegro game library
1413 cannot handle PCX files with less than 256 colors (contributed
1414 graphics are not affected and might look wrong in the DOS version)
1416 2003-08-16 src/init.c
1417 * fixed bug which (for example) crashed the level editor when defining
1418 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1419 (only set to default) -- invalid graphics now set to default graphic
1421 2003-08-16 src/init.c
1422 * fixed graphical bug of player digging/collecting/snapping element
1423 when no corresponding graphic/animation is defined for this action,
1424 resulting in player being drawn as EL_EMPTY (which should only be
1425 done to elements being collected, but not to the player)
1427 2003-08-16 src/game.c
1428 * fixed small graphical bug of player not totally moving into exit
1430 2003-08-16 src/libgame/setup.c
1431 * fixed bug with wrong MS-DOS 8.3 filename conversion
1433 2003-08-16 src/tools.c
1434 * fixed bug with invisible mouse cursor when pressing ESC while playing
1436 2003-08-16 (various source files)
1437 * added another 128 custom elements (disabled in editor by default)
1439 2003-08-16 src/editor.c
1440 * fixed NULL string bug causing Solaris to crash in sprintf()
1442 2003-08-16 src/screen.c
1443 * fixed drawing over scrollbar on level selection with custom fonts
1445 2003-08-15 src/game.c
1446 * cleanup of simple sounds / loop sounds / music settings
1448 2003-08-08 (various source files)
1449 * added custom element property for dropping collected elements
1451 2003-08-08 src/conf_gfx.c
1452 * fixed bug with missing graphic for active red disk bomb
1454 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1455 * extended variable "level.gravity" to "level.initial_gravity" and
1456 "game.current_gravity" to prevent level setting from being changed
1457 by playing the level (keeping the runtime value after playing)
1459 * fixed graphics bug when digging element that has 'crumbled' graphic
1460 definition, but not 'diggable' graphic definition
1463 * version number set to 3.0.1
1466 * version 3.0.0 released
1469 * various bug fixes; among others:
1470 - fixed bug with pushing spring over empty space
1471 - fixed bug with leaving tube while placing dynamite
1472 - fixed bug with explosion of smashed penguins
1473 - allow Murphy player graphic in levels with non-Supaplex elements
1477 * I have forgotten to document changes for some time
1480 * pre-release version 2.2.0rc1 released
1483 * version number set to 2.1.2
1486 * version 2.1.1 released
1489 * version number set to 2.1.1
1492 * version 2.1.0 released
1495 * version number set to 2.1.0
1497 2002-04-03 to 2002-05-19 (various source files)
1498 * graphics, sounds and music now fully configurable
1499 * bug fixed that prevented walking through tubes when gravity on
1501 2002-04-02 src/events.c, src/editor.c
1502 * Make Escape key less aggressive when playing or when editing level.
1503 This can be configured as an option in the setup menu. (Default is
1504 "less aggressive" which means "ask user if something can be lost"
1505 when pressing the Escape key.)
1507 2002-04-02 src/screen.c
1508 * Added "graphics setup" screen.
1510 2002-04-01 src/screen.c
1511 * Changed "choose level" setup screen stuff to be more generic (to
1512 make it easier to add more "choose from generic tree" setup screens).
1514 2002-04-01 src/config.c, src/timestamp.h
1515 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1516 automatically gets created by "src/Makefile" and contains an actual
1517 compile-time timestamp to identify development versions of the game).
1519 2002-03-31 src/tape.c, src/events.c
1520 * Added quick game/tape save/load functions to tape stuff which can be
1521 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1522 loads previously recorded tape and directly goes into recording mode
1523 from the end of the tape (therefore appending to the tape).
1525 2002-03-31 src/tape.c
1526 * Added "index mark" function to tape recorder. When playing or
1527 recording, "eject" button changes to "index" button. Setting index
1528 mark is not yet implemented, but pressing index button when playing
1529 allows very quick advancing to end of tape (when normal playing),
1530 very fast forward mode (when playing with normal fast forward) or
1531 very fast reaching of "pause before end of tape" (when playing with
1532 "pause before end" playing mode).
1534 2002-03-30 src/cartoons.c
1535 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1537 2002-03-29 src/screen.c
1538 * Changed setup screen stuff to be more generic (to make it easier
1539 to add more setup screens).
1541 2002-03-23 src/main.c, src/main.h
1542 * Various changes due to the introduction of the new libgame files
1543 "setup.c" and "joystick.c".
1545 2002-03-23 src/files.c
1546 * Generic parts of "src/files.c" (mainly setup and level directory
1547 stuff) moved to new libgame file "src/libgame/setup.c".
1549 2002-03-23 src/joystick.c
1550 * File "src/joystick.c" moved to libgame source tree, with
1551 correspondig changes.
1553 2002-03-22 src/screens.c
1554 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1555 (Wrong level series information displayed when entering main group.)
1557 2002-03-22 src/editor.c
1558 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1560 2002-03-22 src/editor.c
1561 * Changed behaviour of "Escape" key in level editor to be more
1562 intuitive: When in "Element Properties" or "Level Info" mode,
1563 return to "Drawing Mode" instead of leaving the level editor.
1565 2002-03-21 src/game.c, src/editor.c, src/files.c
1566 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1567 gems (emeralds, diamonds, ...) slipping down from normal wall,
1568 steel wall and growing wall (as in E.M.C. style levels). Although
1569 the behaviour of contributed and private levels wasn't changed (due
1570 to the use of "level.game_version"; see previous entry), editing
1571 those levels will (of course) change the behaviour accordingly.
1573 This change seems a bit too hard after thinking about it, because
1574 the EM style behaviour is not the "expected" behaviour (gems would
1575 normally only slip down from "rounded" walls). Therefore this was
1576 now changed to an element property for gem style elements, with the
1577 default setting "off" (which means: no special EM style behaviour).
1578 To fix older converted levels, this flag is set to "on" for pre-2.0
1579 levels that are neither contributed nor private levels.
1581 2002-03-20 src/files.h
1582 * Corrected settings for "level.game_version" depending of level type.
1583 (Contributed and private levels always get played with game engine
1584 version they were created with, while converted levels always get
1585 played with the most recent version of the game engine, to let new
1586 corrections of the emulation behaviour take effect.)
1588 2002-03-20 src/main.h
1589 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1590 compiling the SDL version on some systems.
1591 Thanks to the several people who pointed this out.
1594 * Version number set to 2.0.2.
1597 * Version 2.0.1 released.
1599 2002-03-18 src/screens.c
1600 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1602 2002-03-18 src/files.c [src/libgame/misc.c]
1603 * Moved some common functions from src/files.c to src/libgame/misc.c.
1605 2002-03-18 src/files.c [src/libgame/misc.c]
1606 * Changed permissions for new directories and saved files (especially
1607 score files) according to suggestions of Debian users and mantainers.
1608 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1610 2002-03-17 src/files.c
1611 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1612 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1613 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1614 for levels and "TAPE" for tapes). Old "cookie" style format is
1615 still supported for reading. New level and tape files are written
1618 * New IFF chunk "VERS" contains version numbers for file and game
1619 (where "game version" is the version of the program that wrote the
1620 file, and "file version" is a version number to distinguish files
1621 with different format, for example after adding new features).
1623 2002-03-15 src/screen.c
1624 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1625 (Before, you heard a mixture of the in-game music and the
1626 hall-of-fame music.)
1628 2002-03-14 src/events.c
1629 * Function "DumpTape()" (files.c) now available by pressing 't' from
1630 main menu (when in DEBUG mode).
1632 2002-03-14 src/game.c
1633 * "GameWon()": When game was won playing a tape, now there is no delay
1634 raising the score and no corresponding sound is played.
1636 2002-03-14 src/files.c
1637 * Changed "LoadTape()" for real chunk support and also adjusted
1638 "SaveTape()" accordingly.
1640 2002-03-14 src/game.c, src/tape.c, src/files.c
1641 * Important changes to tape format: The old tape format stored all
1642 actions with a real effect with a corresponding delay between the
1643 stored actions. This had some major disadvantages (for example,
1644 push delays had to be ignored, pressing a button for some seconds
1645 mutated to several single button presses because of the non-action
1646 delays between two action frames etc.). The new tape format just
1647 stupidly records all device actions and replays them later. I really
1648 don't know why I haven't solved it that way before?! Old-style tapes
1649 (with tape file version less than 2.0) get converted to the new
1650 format on-the-fly when loading and can therefore still be played;
1651 only some minor parts of the old-style tape handling code was needed.
1652 (A perfect conversion is not possible, because there is information
1653 missing about the device actions between two action frames.)
1655 2002-03-14 src/files.c
1656 * New function "DumpTape()" to dump the contents of the current tape
1657 in a human readable format.
1659 2002-03-14 src/game.c
1660 * Small tape bug fixed: When automatically advancing to next level
1661 after a game was won, the tape from the previous level still was
1662 loaded as a tape for the new level.
1664 2002-03-14 src/tape.c
1665 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1666 tape, cartoons did not get completely removed because
1667 StopAnimation() was not called.
1669 2002-03-13 src/files.c
1670 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1671 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1672 size even when using 16-bit elements). Added new chunk "CNT2" for
1673 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1674 chunk even when content was 16-bit element). "CNT2" should now be
1675 able to store content for arbitrary elements (up to eight blocks of
1676 3 x 3 element arrays). All "CNT2" elements will always be stored as
1677 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1679 2002-03-13 src/files.c
1680 * Changed "LoadLevel()" for real chunk support.
1682 2002-03-12 src/game.c
1683 * Fixed problem (introduced after 2.0.0 release) with penguins
1684 not getting killed by enemies
1686 2002-02-24 src/game.c, src/main.h
1687 * Added "player->is_moving"; now "player->last_move_dir" does
1688 not contain any information if the player is just moving at
1690 Before, "player->last_move_dir" was misused for this purpose
1691 for the robot stuff (robots don't kill players when they are
1692 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1693 broke tapes when walking through pipes!
1694 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1695 in a continuous movement. This fact is ignored for friends and