2 * fixed bug with dynamite dropped on top of just dropped custom element
3 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
4 dynamite can still be dropped, but drop key must be released before
7 * fixed bug with wrong start directory when started from file browser
8 (due to this bug, R'n'D could not be started from KDE's Konqueror)
11 * fixed bug causing "change when impact" on player not working
12 * fixed wrong priority of "hitting something" over "hitting <element>"
13 * fixed wrong priority of "hit by something" over "hit by <element>"
16 * fixed graphical bug which caused the player (being Murphy) to show
17 collecting animations although the element was collected by penguin
20 * fixed two bugs causing wrong door background graphics in system.c
21 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
24 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
25 * added "no direction" to "walkable/passable from" selectbox options
28 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
29 * in tape autoplay, not only report broken, but also missing tapes
32 * uploaded pre-release (test) version 3.2.0-2 binary and source code
35 * fixed small bug with "linear" animation not working for active lamp
38 * fixed bug with moving up despite gravity due to "block last field"
39 * fixed small bug with wrong draw offset when typing name in main menu
40 * when reading user names from "passwd", ignore data after first comma
41 * when creating new "levelinfo.conf", only write some selected entries
44 * fixed displaying "imported from/by" on preview with empty string
45 * fixed ignoring draw offset for fonts used for level preview texts
48 * fixed a delay problem with SDL and too many mouse motion events
49 * added setup option "skip levels" and level skipping functionality
52 * added move speed "not moving" for non-moving CEs, but with direction
55 * fixed mapping of obsolete element token names in "editorsetup.conf"
56 * fixed bug with sound "acid.splashing" treated as a loop sound
57 * fixed some little sound bugs in native EM engine
60 * fixed small bug when dragging scrollbars to end positions
63 * added editor element descriptions written by Aaron Davidson
66 * improved fallback handling when configured artwork is not available
67 (now using default artwork instead of exiting when files not found)
70 * fixed bug on level selection screen when dragging scrollbar
73 * fixed bug which caused broken tapes when appending to EM engine tapes
76 * uploaded pre-release (test) version 3.2.0-1 binary and source code
79 * added code to replace changed artwork config tokens with other tokens
80 (needed for backwards compatibility, so that older tokens still work)
83 * added native R'n'D graphics for some new EMC elements in EM engine
86 * fixed some bugs in the EM engine integration code
87 * changed EM engine code to allow diagonal movement
88 * changed EM engine code to allow use of separate snap and drop keys
91 * fixed some redraw bugs when using EM engine
94 * fixed bug with not converting RND levels which are set to use native
95 engine to native level structure when loading
98 * uploaded pre-release (test) version 3.2.0-0 binary and source code
101 * version number set to 3.2.0
104 * level data now reset to defaults after attempt to load invalid file
107 * added use of "editorsetup.conf" for different level sets
110 * added auto-detection for various types of Emerald Mine level files
113 * fixed bug with scrollbars getting too small when list is very large
116 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
119 * added most level editor configuration gadgets for new EMC elements
122 * added more element and graphic definitions for new EMC elements
125 * modified native EM engine to use integrated R'n'D sound system
128 * added SDL support to graphics functions in native EM engine
129 (by always using generic libgame interface functions)
132 * fixed bug in frame synchronization in native EM engine
135 * added code to convert levels between R'n'D and native EM engine
138 * new Emerald Mine engine can now play levels selected in main menu
141 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
142 (which creates scaled down graphics for level editor and preview);
143 there's still a memory leak somewhere in the artwork handling code
144 * added "scale image up" functionality to X11 version of zoom function
147 * first attempts to integrate new, native Emerald Mine Club engine
150 * fixed bug in gadget code which caused reset of CEs in level editor
151 (example: pressing 'b' [grab brush] on CE config page erased values)
152 (solution: check if gadgets in ClickOnGadget() are really mapped)
153 * improved level change detection in editor (settings now also checked)
154 * fixed bug with "can move into acid" and "don't collide with" state
157 * fixed maze runner style CEs to use the configured move delay value
160 * added Aaron Davidson's tutorial level set to the "Tutorials" section
163 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
164 * fixed the above fix because it broke level set "machine" (*sigh*)
165 * fixed random element placement in level editor to work as expected
166 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
169 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
172 * fixed bug (missing array boundary check) which caused broken tapes
173 * fixed bug (when loading level template) which caused broken levels
174 * fixed bug with new block last field code when using non-yellow player
177 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
178 * internal change of how the player blocks the last field when moving
179 * fixed blocking delay of last field for EM and SP style block delay
180 * fixed bug where the player had to wait for the usual move delay after
181 unsuccessfully trying to move, when he directly could move after that
182 * the last two changes should make original Supaplex level 93 solvable
183 * improved use of random number generator to make it less predictable
184 * fixed behaviour of slippery SP elements to let slip left, then right
187 * fixed bug with wrong door state after trying to quickload empty tape
188 * fixed waste of static memory usage of the binary, making it smaller
189 * fixed very little graphical bug in Supaplex explosion
192 * version number set to 3.1.1
195 * version 3.1.0 released
198 * fixed bug with crash when writing user levelinfo.conf the first time
201 * added option "convert LEVELDIR [NR]" to command line batch commands
202 * re-converted Supaplex levels to apply latest engine fixes
203 * changed "use graphic/sound of element" to "use graphic of element"
204 due to compatibility problems with some levels ("bug machine" etc.)
207 * fixed bug with CE change replacing player with same or other player
210 * fixed bug with opaque font in envelope with background graphic when
211 background graphic is not transparent itself
214 * added "gravity on" and "gravity off" ports for Supaplex compatibility
215 * corrected original Supaplex level loading code to use these new ports
216 * also corrected Supaplex loader to auto-count infotrons if set to zero
219 * fixed bug with missing initialization of "modified" flag for GEs
222 * fixed bug that caused endless recursion loop when relocating player
223 * fixed tape recorder bug in "step mode" when using "pause before end"
224 * fixed tape recorder bug when changing from "warp forward" mode
227 * fixed bug with "when touching" for pushed elements at last position
230 * fixed bug that caused two activated toolbox buttons in level editor
231 * fixed bug with exploding dynabomb under player due to other explosion
234 * fixed bug with creating walkable custom element under player (again)
235 * fixed bug with not copying explosion type when copying CEs in editor
236 * fixed graphical bug when drawing player in setup menu (input devices)
237 * fixed graphical bug when the player is pushing an accessible element
238 * fixed bug with classic switchable elements triggering CE changes
239 * fixed bug with entering/leaving walkable element in RelocatePlayer()
240 * fixed crash bug when CE leaves behind the trigger player element
243 * fixed bug with broken tubes after placing/exploding dynamite in them
244 * fixed bug with exploding dynamite under player due to other explosion
245 * fixed bug with not resetting push delay under certain circumstances
248 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
249 * added network multiplayer code for Windows (thanks to Niko Böhm)
252 * added option "reachable despite gravity" for gravity movement
253 * changed gravity movement of most classic walkable and passable
254 elements back to "not reachable" (for compatibility reasons)
257 * fixed (removed) "indestructible" / "can explode" dependency in editor
258 * fixed (removed) "accessible inside" / "protected" dependency
259 * fixed (removed) "step mode" / "shield time" dependency
262 * fixed dynabombs exploding now into anything diggable
263 * fixed Supaplex style gravity movement into buggy base now impossible
264 * added pressing key "space" as valid action to select menu options
267 * added "replace when walkable" to relocate player to walkable element
268 * added "enter"/"leave" event for elements affected by relocation
269 * fixed "direct"/"indirect" change order also for "when change" event
270 * fixed graphical bug when pushing things from elements walkable inside
273 * fixed graphic bug when player is snapping while moving in old levels
274 * fixed bug when a moving custom element leaves a player element behind
275 * fixed bug with mole not disappearing when moving into acid pool
276 * fixed bug with incomplete path setting when using "--basepath" option
277 * moving CE can now leave walkable elements behind under the player
278 * when relocating, player can be set on walkable element now
279 * fixed another gravity movement bug
282 * uploaded pre-release (test) version 3.1.0-2 binary and source code
285 * added "collectible" and "removable" to extended replacement types
286 (where "removable" replaces "diggable" and "collectible" elements)
287 * added "collectible & throwable" (to throw element to the next field)
288 * fixed bug with CEs digging elements that are just about to explode
289 * changed mouse cursor now always being visible when game is paused
292 * added possibility to push/press accessible elements from a side that
294 * fixed bug with not setting actual date when appending to tape
297 * fixed bug with incorrectly initialized custom element editor graphics
300 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
301 - number of levels corrected from 18 to 17 in "levelinfo.conf"
304 * fixed bug with destroyed robot wheel still attracting robots forever
305 * fixed bug with time gate switch deactivating after robot wheel time
306 (while the time gate itself is not affected by this misbehaviour)
307 * changed behaviour of BD style amoeba to always get blocked by player
308 (before it was different when there were non-BD elements in level)
309 * fixed bug with player destroying indestructable elements with shield
312 * added option to make growing elements grow into anything diggable
313 (for the various amoeba types, biomaze and "game of life")
316 * fixed bug with movable elements not moving after left behind by CEs
317 * changed gravity movement to anything diggable, not only sand/base
318 * optionally allowing passing to walkable element, not only empty space
319 * added option "can pass to walkable element" for players
320 * finally fixed gravity movement (hopefully)
323 * fixed bug with movable elements not moving anymore after falling down
326 * fixed another bug with custom elements digging and leaving elements
327 * fixed bug with "along left/right side" and automatic start direction
328 * trigger elements now also displayed when "more custom" deactivated
329 * fixed bug with clipboard element initialized when loading new level
330 * added option "drop delay" to set delay before dropping next element
333 * uploaded pre-release (test) version 3.1.0-1 binary and source code
336 * added copy and paste functions for custom change pages
337 * enhanced graphical display and functionality of tape recorder
338 * fixed bug with custom elements digging and leaving elements
341 * added move speed faster than "very fast" for custom elements
342 * fixed bug with 3+3 style explosions and missing border content
343 * fixed little bug when copying custom elements in the editor
344 * enhanced custom element changes by more side trigger actions
347 * added option "no scrolling when relocating" for instant teleporting
348 * uploaded pre-release (test) version 3.1.0-0 binary and source code
351 * added trigger element and trigger player to use as target elements
352 * added copy and paste functions for custom and group elements
355 * fixed graphical bug when displaying explosion animations
356 * fixed bug when appending to tapes, resulting in broken tapes
357 * re-recorded a few tapes broken by fixing gravity checking bug
360 * "can move into acid" property now for all elements independently
361 * "can fall into acid" property for player stored in same bitfield now
362 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
363 * version number set to 3.1.0 (finally!)
366 * changed tape recording to only record input, not programmed actions
369 * fixed totally broken (every 8th frame skipped) step-by-step recording
370 * fixed bug with requester not displayed when quick-loading interrupted
371 * added option "can fall into acid (with gravity)" for players
372 * fixed bug with player not falling when snapping down with gravity
375 * fixed bug which messed up key config when using keypad number keys
378 * fixed bug which allowed moving upwards even when gravity was active
379 * fixed bug with missing error handling when dumping levels or tapes
382 * added different colored editor graphics for Supaplex gravity tubes
385 * fixed bug that allowed solvable tapes for unsolvable levels
388 * use unlimited number of droppable elements when "count" set to zero
389 * added option to use step limit instead of time limit for level
392 * added player and change page as trigger for custom element change
395 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
398 * fixed bug with dark yamyam changing to acid when moving over acid
399 * fixed handling of levels with more than 999 seconds level time
400 (example: level 76 of "Denmine")
403 * "spring push bug" reintroduced as configurable element property
404 * fixed bug with missing properties for "mole"
405 * fixed bug that showed up when fixing the above "mole" properties bug
406 * added option "can move into acid" for all movable elements
407 * fixed graphical bug for elements moving into acid
408 * changed event handling to handle all pending events before going on
411 * fixed bug which caused all CE change pages to be ignored which had
412 the same change event, but used a different element side
413 (reported by Simon Forsberg)
415 * fixed bug which caused elements that can move and fall and that are
416 transported by a conveyor belt to continue moving into that direction
417 after leaving the conveyor belt, regardless of their own movement
418 type; only elements which can not move are transported now
419 (reported by Simon Forsberg)
421 * fixed bug which could cause an array overflow in RelocatePlayer()
422 (reported by Niko Böhm)
424 * changed Emerald Mine style "passable / over" elements to "protected"
425 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
427 * added new option to select from which side a "walkable/passable"
428 element can be entered
431 * added explosion and ignition delay for elements that can explode
434 * fixed bug which caused player not being protected against enemies
435 when a CE was "walkable / inside" and was not "indestructible"
436 * added "walkable/passable" fields to be "protected/unprotected"
437 against enemies, even if not accessible "inside" but "over/under"
440 * corrected move pattern to 32 bit and initial move direction to 8 bit
443 * added second custom element base configuration page
446 * added some special EMC mappings to Emerald Mine level loader
447 (also covering previously unknown element in level 0 of "Bondmine 8")
450 * added option to block last field when player is moving (for Supaplex)
451 * adjusted push delay of Supaplex elements
452 * removed delays for envelopes etc. when replaying with maximum speed
453 * fixed bug when dropping element on a field that just changed to empty
456 * fixed bug: infotrons can now smash yellow disks
457 * fixed bug: when gravity active, port above player can now be entered
458 * removed "one white dot" mouse pointer which irritated some people
461 * added "choice type" for group element selection
464 * fixed bug with initial invulnerability of non-yellow player
467 * added level loader for loading native Supaplex packed levels
468 (including multi-part levels like the "splvls99" levels)
471 * fixed bug which allowed creating emeralds by escaping explosions
474 * custom elements can change (limited) or leave (unlimited) elements
475 * finally added multiple matches using group elements
476 * added shortcut to dump brush (type ":DB" in editor) for use in forum
479 * added new start movement type "previous" for continued CE movement
480 * added new start movement type "random" for random CE movement start
483 * added new element "sokoban_field_player" needed for Sokoban levels
484 (thanks to Ed Booker for pointing this out!)
487 * added elements that can be digged or left behind by custom elements
490 * added group elements for multiple matches and random element creation
493 * fixed some graphical errors displayed in old levels
496 * fixed wrong double speed movement after passing closing gates
499 * added level loader for loading native Emerald Mine levels
502 * changes for "shooting" style CE movement
505 * Happy New Year! ;-)
508 * changed default snap/drop keys from left/right Shift to Control keys
511 * fixed bug with dead player getting reanimated from custom element
514 * fixed bug with wrong penguin graphics (when entering exit)
517 * fixed bug with wrong "Murphy" graphics (when digging etc.)
520 * version number set to 3.0.9
523 * version 3.0.8 released
526 * added function checked_free()
529 * fixed bug with double nut cracking sound
530 (by eliminating "default element action sound" assignment in init.c)
533 * fixed crash when no music info files are available
536 * fixed boring and sleeping sounds
539 * added "maze runner" and "maze hunter" movement types
540 * added extended collision conditions for custom elements
543 * added warnings for undefined token values in artwork config files
546 * added menu entry for level set information to the info screen
549 * fixed bug with wrong default impact sound for colored emeralds
552 * added several sub-screens for the info screen
553 * menu text now also clickable (not only blue/red sphere left of it)
556 * added configurable "bored" and "sleeping" animations for the player
557 * added "awakening" sound for player when waking up after sleeping
560 * added "copy" and "exchange" functions for custom elements to editor
563 * added configurable element animations for info screen
566 * added configurable music credits for info screen
569 * finally fixed tape recording when player is created from CE change
572 * added "editorsetup.conf" for editor element list configuration
575 * added "musicinfo.conf" for menu and level music configuration
578 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
579 (that only showed up on Linux, but not on Windows systems)
582 * fixed turning movement of butterflies and fireflies (no frame reset)
583 * enhanced sniksnak turning movement (two steps instead of only one)
586 * version number set to 3.0.8
589 * version 3.0.7 released
592 * fixed reset of player animation frame when, for example,
593 walking, digging or collecting share the same animation
594 * fixed CE with "deadly when touching" exploding when touching amoeba
597 * fixed tape recording when player is created from CE element change
600 * introduced "turning..." action graphic for elements with move delay
601 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
602 * added turning animations for bug, spaceship and sniksnak
605 * prevent "extended" changed elements from delay change in same frame
608 * fixed bug when pushing element that can move away to the side
609 (like pushing falling elements, but now with moving elements)
612 * finally fixed serious bug in code for delayed element pushing (again)
615 * unavailable setup options now marked as "n/a" instead of "off"
616 * new boolean directive "latest_engine" for "levelinfo.conf": when set
617 to "true", levels are always played with the latest game engine,
618 which is desired for levels that are imported from other games; all
619 other levels are played with the engine version stored in level file
620 (which is normally the engine version the level was created with)
623 * fixed serious bug in code for delayed element pushing
624 * fixed little bug in animation frame selection for pushed elements
625 * speed-up of reading config file for verbose output
628 * added configuration option for opening and closing Supaplex exit
629 * added configuration option for moving up/down animation for Murphy
630 * fixed incorrectly displayed animation for attacking dragon
631 * fixed bug with not setting initial gravity for each new game
632 * fixed bug with teleportation of player by custom element change
633 * fixed bug with player not getting smashed by rock sometimes
636 * version number set to 3.0.7
639 * version 3.0.6 released
642 * added support for MP3 music for SDL version through SMPEG library
645 * fixed bug when initializing font graphic structure
646 * fixed bug with animation mode "pingpong" when using only 1 frame
647 * fixed bug with extended change target introduced in 3.0.5
648 * fixed bug where passing over moving element doubles player speed
649 * fixed bug with elements continuing to move into push direction
650 * fixed bug with duplicated player when dropping bomb with shield on
651 * added "switching" event for custom elements ("pressing" only once)
652 * fixed switching bug (resetting flag when not switching but not idle)
655 * fixed element tokens for certain file elements with ".active" etc.
658 * version number set to 3.0.6
661 * version 3.0.5 released
664 * now four envelope elements available
665 * font, background, animation and sound for envelope now configurable
666 * main menu doors opening/closing animation type now configurable
669 * active/inactive sides configurable for custom element changes
670 * new movement type "move when pushed" available for custom elements
673 * fixed bug in multiple config pages loader code that caused crashes
676 * enhanced (remaining low-resolution) Supaplex graphics
679 * version number set to 3.0.5
682 * version 3.0.4 released
684 2003-09-12 src/tools.c
685 * fixed bug in custom definition of crumbled element graphics
687 2003-09-11 src/files.c
688 * fixed bug in multiple config pages code that caused crashes
691 * version number set to 3.0.4
694 * version 3.0.3 released
697 * added music to Supaplex classic level set
699 2003-09-07 src/libgame/misc.c
700 * added support for loading various music formats through SDL_mixer
702 2003-09-06 (various source files)
703 * fixed several nasty bugs that may have caused crashes on some systems
704 * added envelope content which gets displayed when collecting envelope
705 * added multiple change event pages for custom elements
707 2003-08-24 src/game.c
708 * fixed problem with player animation when snapping and moving
710 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
711 * fixed problem with flickering when drawing toon animations
713 2003-08-23 src/libgame/sdl.c
714 * fixed problem with setting mouse cursor in SDL version in fullscreen
716 2003-08-23 src/game.c
717 * fixed bug (missing array boundary check) which could crash the game
720 * version number set to 3.0.3
723 * version 3.0.2 released
725 2003-08-21 src/game.c
726 * fixed bug with creating inaccessible elements at player position
728 2003-08-20 src/init.c
729 * fixed bug with not finding current level artwork directory
731 2003-08-20 src/files.c
732 * fixed bug with choosing wrong engine version when playing tapes
733 * fixed bug with messing up custom element properties in 3.0.0 levels
736 * version number set to 3.0.2
739 * version 3.0.1 released
741 2003-08-17 (no source files affected)
742 * changed all "classic" PCX image files with 16 colors or less to
743 256 color (8 bit) storage format, because the Allegro game library
744 cannot handle PCX files with less than 256 colors (contributed
745 graphics are not affected and might look wrong in the DOS version)
747 2003-08-16 src/init.c
748 * fixed bug which (for example) crashed the level editor when defining
749 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
750 (only set to default) -- invalid graphics now set to default graphic
752 2003-08-16 src/init.c
753 * fixed graphical bug of player digging/collecting/snapping element
754 when no corresponding graphic/animation is defined for this action,
755 resulting in player being drawn as EL_EMPTY (which should only be
756 done to elements being collected, but not to the player)
758 2003-08-16 src/game.c
759 * fixed small graphical bug of player not totally moving into exit
761 2003-08-16 src/libgame/setup.c
762 * fixed bug with wrong MS-DOS 8.3 filename conversion
764 2003-08-16 src/tools.c
765 * fixed bug with invisible mouse cursor when pressing ESC while playing
767 2003-08-16 (various source files)
768 * added another 128 custom elements (disabled in editor by default)
770 2003-08-16 src/editor.c
771 * fixed NULL string bug causing Solaris to crash in sprintf()
773 2003-08-16 src/screen.c
774 * fixed drawing over scrollbar on level selection with custom fonts
776 2003-08-15 src/game.c
777 * cleanup of simple sounds / loop sounds / music settings
779 2003-08-08 (various source files)
780 * added custom element property for dropping collected elements
782 2003-08-08 src/conf_gfx.c
783 * fixed bug with missing graphic for active red disk bomb
785 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
786 * extended variable "level.gravity" to "level.initial_gravity" and
787 "game.current_gravity" to prevent level setting from being changed
788 by playing the level (keeping the runtime value after playing)
790 * fixed graphics bug when digging element that has 'crumbled' graphic
791 definition, but not 'diggable' graphic definition
794 * version number set to 3.0.1
797 * version 3.0.0 released
800 * various bug fixes; among others:
801 - fixed bug with pushing spring over empty space
802 - fixed bug with leaving tube while placing dynamite
803 - fixed bug with explosion of smashed penguins
804 - allow Murphy player graphic in levels with non-Supaplex elements
808 * I have forgotten to document changes for some time
811 * pre-release version 2.2.0rc1 released
814 * version number set to 2.1.2
817 * version 2.1.1 released
820 * version number set to 2.1.1
823 * version 2.1.0 released
826 * version number set to 2.1.0
828 2002-04-03 to 2002-05-19 (various source files)
829 * graphics, sounds and music now fully configurable
830 * bug fixed that prevented walking through tubes when gravity on
832 2002-04-02 src/events.c, src/editor.c
833 * Make Escape key less aggressive when playing or when editing level.
834 This can be configured as an option in the setup menu. (Default is
835 "less aggressive" which means "ask user if something can be lost"
836 when pressing the Escape key.)
838 2002-04-02 src/screen.c
839 * Added "graphics setup" screen.
841 2002-04-01 src/screen.c
842 * Changed "choose level" setup screen stuff to be more generic (to
843 make it easier to add more "choose from generic tree" setup screens).
845 2002-04-01 src/config.c, src/timestamp.h
846 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
847 automatically gets created by "src/Makefile" and contains an actual
848 compile-time timestamp to identify development versions of the game).
850 2002-03-31 src/tape.c, src/events.c
851 * Added quick game/tape save/load functions to tape stuff which can be
852 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
853 loads previously recorded tape and directly goes into recording mode
854 from the end of the tape (therefore appending to the tape).
856 2002-03-31 src/tape.c
857 * Added "index mark" function to tape recorder. When playing or
858 recording, "eject" button changes to "index" button. Setting index
859 mark is not yet implemented, but pressing index button when playing
860 allows very quick advancing to end of tape (when normal playing),
861 very fast forward mode (when playing with normal fast forward) or
862 very fast reaching of "pause before end of tape" (when playing with
863 "pause before end" playing mode).
865 2002-03-30 src/cartoons.c
866 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
868 2002-03-29 src/screen.c
869 * Changed setup screen stuff to be more generic (to make it easier
870 to add more setup screens).
872 2002-03-23 src/main.c, src/main.h
873 * Various changes due to the introduction of the new libgame files
874 "setup.c" and "joystick.c".
876 2002-03-23 src/files.c
877 * Generic parts of "src/files.c" (mainly setup and level directory
878 stuff) moved to new libgame file "src/libgame/setup.c".
880 2002-03-23 src/joystick.c
881 * File "src/joystick.c" moved to libgame source tree, with
882 correspondig changes.
884 2002-03-22 src/screens.c
885 * "HandleChooseLevel()": Another bug in level series navigation fixed.
886 (Wrong level series information displayed when entering main group.)
888 2002-03-22 src/editor.c
889 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
891 2002-03-22 src/editor.c
892 * Changed behaviour of "Escape" key in level editor to be more
893 intuitive: When in "Element Properties" or "Level Info" mode,
894 return to "Drawing Mode" instead of leaving the level editor.
896 2002-03-21 src/game.c, src/editor.c, src/files.c
897 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
898 gems (emeralds, diamonds, ...) slipping down from normal wall,
899 steel wall and growing wall (as in E.M.C. style levels). Although
900 the behaviour of contributed and private levels wasn't changed (due
901 to the use of "level.game_version"; see previous entry), editing
902 those levels will (of course) change the behaviour accordingly.
904 This change seems a bit too hard after thinking about it, because
905 the EM style behaviour is not the "expected" behaviour (gems would
906 normally only slip down from "rounded" walls). Therefore this was
907 now changed to an element property for gem style elements, with the
908 default setting "off" (which means: no special EM style behaviour).
909 To fix older converted levels, this flag is set to "on" for pre-2.0
910 levels that are neither contributed nor private levels.
912 2002-03-20 src/files.h
913 * Corrected settings for "level.game_version" depending of level type.
914 (Contributed and private levels always get played with game engine
915 version they were created with, while converted levels always get
916 played with the most recent version of the game engine, to let new
917 corrections of the emulation behaviour take effect.)
919 2002-03-20 src/main.h
920 * Added "#include <time.h>". This seems to be needed by "tape.c" for
921 compiling the SDL version on some systems.
922 Thanks to the several people who pointed this out.
925 * Version number set to 2.0.2.
928 * Version 2.0.1 released.
930 2002-03-18 src/screens.c
931 * "HandleChooseLevel()": Small bug in level series navigation fixed.
933 2002-03-18 src/files.c [src/libgame/misc.c]
934 * Moved some common functions from src/files.c to src/libgame/misc.c.
936 2002-03-18 src/files.c [src/libgame/misc.c]
937 * Changed permissions for new directories and saved files (especially
938 score files) according to suggestions of Debian users and mantainers.
939 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
941 2002-03-17 src/files.c
942 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
943 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
944 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
945 for levels and "TAPE" for tapes). Old "cookie" style format is
946 still supported for reading. New level and tape files are written
949 * New IFF chunk "VERS" contains version numbers for file and game
950 (where "game version" is the version of the program that wrote the
951 file, and "file version" is a version number to distinguish files
952 with different format, for example after adding new features).
954 2002-03-15 src/screen.c
955 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
956 (Before, you heard a mixture of the in-game music and the
959 2002-03-14 src/events.c
960 * Function "DumpTape()" (files.c) now available by pressing 't' from
961 main menu (when in DEBUG mode).
963 2002-03-14 src/game.c
964 * "GameWon()": When game was won playing a tape, now there is no delay
965 raising the score and no corresponding sound is played.
967 2002-03-14 src/files.c
968 * Changed "LoadTape()" for real chunk support and also adjusted
969 "SaveTape()" accordingly.
971 2002-03-14 src/game.c, src/tape.c, src/files.c
972 * Important changes to tape format: The old tape format stored all
973 actions with a real effect with a corresponding delay between the
974 stored actions. This had some major disadvantages (for example,
975 push delays had to be ignored, pressing a button for some seconds
976 mutated to several single button presses because of the non-action
977 delays between two action frames etc.). The new tape format just
978 stupidly records all device actions and replays them later. I really
979 don't know why I haven't solved it that way before?! Old-style tapes
980 (with tape file version less than 2.0) get converted to the new
981 format on-the-fly when loading and can therefore still be played;
982 only some minor parts of the old-style tape handling code was needed.
983 (A perfect conversion is not possible, because there is information
984 missing about the device actions between two action frames.)
986 2002-03-14 src/files.c
987 * New function "DumpTape()" to dump the contents of the current tape
988 in a human readable format.
990 2002-03-14 src/game.c
991 * Small tape bug fixed: When automatically advancing to next level
992 after a game was won, the tape from the previous level still was
993 loaded as a tape for the new level.
995 2002-03-14 src/tape.c
996 * Small graphical bug fixed: When pressing ""Record" or "Play" on
997 tape, cartoons did not get completely removed because
998 StopAnimation() was not called.
1000 2002-03-13 src/files.c
1001 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1002 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1003 size even when using 16-bit elements). Added new chunk "CNT2" for
1004 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1005 chunk even when content was 16-bit element). "CNT2" should now be
1006 able to store content for arbitrary elements (up to eight blocks of
1007 3 x 3 element arrays). All "CNT2" elements will always be stored as
1008 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1010 2002-03-13 src/files.c
1011 * Changed "LoadLevel()" for real chunk support.
1013 2002-03-12 src/game.c
1014 * Fixed problem (introduced after 2.0.0 release) with penguins
1015 not getting killed by enemies
1017 2002-02-24 src/game.c, src/main.h
1018 * Added "player->is_moving"; now "player->last_move_dir" does
1019 not contain any information if the player is just moving at
1021 Before, "player->last_move_dir" was misused for this purpose
1022 for the robot stuff (robots don't kill players when they are
1023 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1024 broke tapes when walking through pipes!
1025 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1026 in a continuous movement. This fact is ignored for friends and