2 * added auto-detection for various types of Emerald Mine level files
5 * fixed bug with scrollbars getting too small when list is very large
8 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
11 * added most level editor configuration gadgets for new EMC elements
14 * added more element and graphic definitions for new EMC elements
17 * modified native EM engine to use integrated R'n'D sound system
20 * added SDL support to graphics functions in native EM engine
21 (by always using generic libgame interface functions)
24 * fixed bug in frame synchronization in native EM engine
27 * added code to convert levels between R'n'D and native EM engine
30 * new Emerald Mine engine can now play levels selected in main menu
33 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
34 (which creates scaled down graphics for level editor and preview);
35 there's still a memory leak somewhere in the artwork handling code
36 * added "scale image up" functionality to X11 version of zoom function
39 * first attempts to integrate new, native Emerald Mine Club engine
42 * fixed bug in gadget code which caused reset of CEs in level editor
43 (example: pressing 'b' [grab brush] on CE config page erased values)
44 (solution: check if gadgets in ClickOnGadget() are really mapped)
45 * improved level change detection in editor (settings now also checked)
46 * fixed bug with "can move into acid" and "don't collide with" state
49 * fixed maze runner style CEs to use the configured move delay value
52 * added Aaron Davidson's tutorial level set to the "Tutorials" section
55 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
56 * fixed the above fix because it broke level set "machine" (*sigh*)
57 * fixed random element placement in level editor to work as expected
58 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
61 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
64 * fixed bug (missing array boundary check) which caused broken tapes
65 * fixed bug (when loading level template) which caused broken levels
66 * fixed bug with new block last field code when using non-yellow player
69 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
70 * internal change of how the player blocks the last field when moving
71 * fixed blocking delay of last field for EM and SP style block delay
72 * fixed bug where the player had to wait for the usual move delay after
73 unsuccessfully trying to move, when he directly could move after that
74 * the last two changes should make original Supaplex level 93 solvable
75 * improved use of random number generator to make it less predictable
76 * fixed behaviour of slippery SP elements to let slip left, then right
79 * fixed bug with wrong door state after trying to quickload empty tape
80 * fixed waste of static memory usage of the binary, making it smaller
81 * fixed very little graphical bug in Supaplex explosion
84 * version number set to 3.1.1
87 * version 3.1.0 released
90 * fixed bug with crash when writing user levelinfo.conf the first time
93 * added option "convert LEVELDIR [NR]" to command line batch commands
94 * re-converted Supaplex levels to apply latest engine fixes
95 * changed "use graphic/sound of element" to "use graphic of element"
96 due to compatibility problems with some levels ("bug machine" etc.)
99 * fixed bug with CE change replacing player with same or other player
102 * fixed bug with opaque font in envelope with background graphic when
103 background graphic is not transparent itself
106 * added "gravity on" and "gravity off" ports for Supaplex compatibility
107 * corrected original Supaplex level loading code to use these new ports
108 * also corrected Supaplex loader to auto-count infotrons if set to zero
111 * fixed bug with missing initialization of "modified" flag for GEs
114 * fixed bug that caused endless recursion loop when relocating player
115 * fixed tape recorder bug in "step mode" when using "pause before end"
116 * fixed tape recorder bug when changing from "warp forward" mode
119 * fixed bug with "when touching" for pushed elements at last position
122 * fixed bug that caused two activated toolbox buttons in level editor
123 * fixed bug with exploding dynabomb under player due to other explosion
126 * fixed bug with creating walkable custom element under player (again)
127 * fixed bug with not copying explosion type when copying CEs in editor
128 * fixed graphical bug when drawing player in setup menu (input devices)
129 * fixed graphical bug when the player is pushing an accessible element
130 * fixed bug with classic switchable elements triggering CE changes
131 * fixed bug with entering/leaving walkable element in RelocatePlayer()
132 * fixed crash bug when CE leaves behind the trigger player element
135 * fixed bug with broken tubes after placing/exploding dynamite in them
136 * fixed bug with exploding dynamite under player due to other explosion
137 * fixed bug with not resetting push delay under certain circumstances
140 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
141 * added network multiplayer code for Windows (thanks to Niko Böhm)
144 * added option "reachable despite gravity" for gravity movement
145 * changed gravity movement of most classic walkable and passable
146 elements back to "not reachable" (for compatibility reasons)
149 * fixed (removed) "indestructible" / "can explode" dependency in editor
150 * fixed (removed) "accessible inside" / "protected" dependency
151 * fixed (removed) "step mode" / "shield time" dependency
154 * fixed dynabombs exploding now into anything diggable
155 * fixed Supaplex style gravity movement into buggy base now impossible
156 * added pressing key "space" as valid action to select menu options
159 * added "replace when walkable" to relocate player to walkable element
160 * added "enter"/"leave" event for elements affected by relocation
161 * fixed "direct"/"indirect" change order also for "when change" event
162 * fixed graphical bug when pushing things from elements walkable inside
165 * fixed graphic bug when player is snapping while moving in old levels
166 * fixed bug when a moving custom element leaves a player element behind
167 * fixed bug with mole not disappearing when moving into acid pool
168 * fixed bug with incomplete path setting when using "--basepath" option
169 * moving CE can now leave walkable elements behind under the player
170 * when relocating, player can be set on walkable element now
171 * fixed another gravity movement bug
174 * uploaded pre-release (test) version 3.1.0-2 binary and source code
177 * added "collectible" and "removable" to extended replacement types
178 (where "removable" replaces "diggable" and "collectible" elements)
179 * added "collectible & throwable" (to throw element to the next field)
180 * fixed bug with CEs digging elements that are just about to explode
181 * changed mouse cursor now always being visible when game is paused
184 * added possibility to push/press accessible elements from a side that
186 * fixed bug with not setting actual date when appending to tape
189 * fixed bug with incorrectly initialized custom element editor graphics
192 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
193 - number of levels corrected from 18 to 17 in "levelinfo.conf"
196 * fixed bug with destroyed robot wheel still attracting robots forever
197 * fixed bug with time gate switch deactivating after robot wheel time
198 (while the time gate itself is not affected by this misbehaviour)
199 * changed behaviour of BD style amoeba to always get blocked by player
200 (before it was different when there were non-BD elements in level)
201 * fixed bug with player destroying indestructable elements with shield
204 * added option to make growing elements grow into anything diggable
205 (for the various amoeba types, biomaze and "game of life")
208 * fixed bug with movable elements not moving after left behind by CEs
209 * changed gravity movement to anything diggable, not only sand/base
210 * optionally allowing passing to walkable element, not only empty space
211 * added option "can pass to walkable element" for players
212 * finally fixed gravity movement (hopefully)
215 * fixed bug with movable elements not moving anymore after falling down
218 * fixed another bug with custom elements digging and leaving elements
219 * fixed bug with "along left/right side" and automatic start direction
220 * trigger elements now also displayed when "more custom" deactivated
221 * fixed bug with clipboard element initialized when loading new level
222 * added option "drop delay" to set delay before dropping next element
225 * uploaded pre-release (test) version 3.1.0-1 binary and source code
228 * added copy and paste functions for custom change pages
229 * enhanced graphical display and functionality of tape recorder
230 * fixed bug with custom elements digging and leaving elements
233 * added move speed faster than "very fast" for custom elements
234 * fixed bug with 3+3 style explosions and missing border content
235 * fixed little bug when copying custom elements in the editor
236 * enhanced custom element changes by more side trigger actions
239 * added option "no scrolling when relocating" for instant teleporting
240 * uploaded pre-release (test) version 3.1.0-0 binary and source code
243 * added trigger element and trigger player to use as target elements
244 * added copy and paste functions for custom and group elements
247 * fixed graphical bug when displaying explosion animations
248 * fixed bug when appending to tapes, resulting in broken tapes
249 * re-recorded a few tapes broken by fixing gravity checking bug
252 * "can move into acid" property now for all elements independently
253 * "can fall into acid" property for player stored in same bitfield now
254 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
255 * version number set to 3.1.0 (finally!)
258 * changed tape recording to only record input, not programmed actions
261 * fixed totally broken (every 8th frame skipped) step-by-step recording
262 * fixed bug with requester not displayed when quick-loading interrupted
263 * added option "can fall into acid (with gravity)" for players
264 * fixed bug with player not falling when snapping down with gravity
267 * fixed bug which messed up key config when using keypad number keys
270 * fixed bug which allowed moving upwards even when gravity was active
271 * fixed bug with missing error handling when dumping levels or tapes
274 * added different colored editor graphics for Supaplex gravity tubes
277 * fixed bug that allowed solvable tapes for unsolvable levels
280 * use unlimited number of droppable elements when "count" set to zero
281 * added option to use step limit instead of time limit for level
284 * added player and change page as trigger for custom element change
287 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
290 * fixed bug with dark yamyam changing to acid when moving over acid
291 * fixed handling of levels with more than 999 seconds level time
292 (example: level 76 of "Denmine")
295 * "spring push bug" reintroduced as configurable element property
296 * fixed bug with missing properties for "mole"
297 * fixed bug that showed up when fixing the above "mole" properties bug
298 * added option "can move into acid" for all movable elements
299 * fixed graphical bug for elements moving into acid
300 * changed event handling to handle all pending events before going on
303 * fixed bug which caused all CE change pages to be ignored which had
304 the same change event, but used a different element side
305 (reported by Simon Forsberg)
307 * fixed bug which caused elements that can move and fall and that are
308 transported by a conveyor belt to continue moving into that direction
309 after leaving the conveyor belt, regardless of their own movement
310 type; only elements which can not move are transported now
311 (reported by Simon Forsberg)
313 * fixed bug which could cause an array overflow in RelocatePlayer()
314 (reported by Niko Böhm)
316 * changed Emerald Mine style "passable / over" elements to "protected"
317 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
319 * added new option to select from which side a "walkable/passable"
320 element can be entered
323 * added explosion and ignition delay for elements that can explode
326 * fixed bug which caused player not being protected against enemies
327 when a CE was "walkable / inside" and was not "indestructible"
328 * added "walkable/passable" fields to be "protected/unprotected"
329 against enemies, even if not accessible "inside" but "over/under"
332 * corrected move pattern to 32 bit and initial move direction to 8 bit
335 * added second custom element base configuration page
338 * added some special EMC mappings to Emerald Mine level loader
339 (also covering previously unknown element in level 0 of "Bondmine 8")
342 * added option to block last field when player is moving (for Supaplex)
343 * adjusted push delay of Supaplex elements
344 * removed delays for envelopes etc. when replaying with maximum speed
345 * fixed bug when dropping element on a field that just changed to empty
348 * fixed bug: infotrons can now smash yellow disks
349 * fixed bug: when gravity active, port above player can now be entered
350 * removed "one white dot" mouse pointer which irritated some people
353 * added "choice type" for group element selection
356 * fixed bug with initial invulnerability of non-yellow player
359 * added level loader for loading native Supaplex packed levels
360 (including multi-part levels like the "splvls99" levels)
363 * fixed bug which allowed creating emeralds by escaping explosions
366 * custom elements can change (limited) or leave (unlimited) elements
367 * finally added multiple matches using group elements
368 * added shortcut to dump brush (type ":DB" in editor) for use in forum
371 * added new start movement type "previous" for continued CE movement
372 * added new start movement type "random" for random CE movement start
375 * added new element "sokoban_field_player" needed for Sokoban levels
376 (thanks to Ed Booker for pointing this out!)
379 * added elements that can be digged or left behind by custom elements
382 * added group elements for multiple matches and random element creation
385 * fixed some graphical errors displayed in old levels
388 * fixed wrong double speed movement after passing closing gates
391 * added level loader for loading native Emerald Mine levels
394 * changes for "shooting" style CE movement
397 * Happy New Year! ;-)
400 * changed default snap/drop keys from left/right Shift to Control keys
403 * fixed bug with dead player getting reanimated from custom element
406 * fixed bug with wrong penguin graphics (when entering exit)
409 * fixed bug with wrong "Murphy" graphics (when digging etc.)
412 * version number set to 3.0.9
415 * version 3.0.8 released
418 * added function checked_free()
421 * fixed bug with double nut cracking sound
422 (by eliminating "default element action sound" assignment in init.c)
425 * fixed crash when no music info files are available
428 * fixed boring and sleeping sounds
431 * added "maze runner" and "maze hunter" movement types
432 * added extended collision conditions for custom elements
435 * added warnings for undefined token values in artwork config files
438 * added menu entry for level set information to the info screen
441 * fixed bug with wrong default impact sound for colored emeralds
444 * added several sub-screens for the info screen
445 * menu text now also clickable (not only blue/red sphere left of it)
448 * added configurable "bored" and "sleeping" animations for the player
449 * added "awakening" sound for player when waking up after sleeping
452 * added "copy" and "exchange" functions for custom elements to editor
455 * added configurable element animations for info screen
458 * added configurable music credits for info screen
461 * finally fixed tape recording when player is created from CE change
464 * added "editorsetup.conf" for editor element list configuration
467 * added "musicinfo.conf" for menu and level music configuration
470 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
471 (that only showed up on Linux, but not on Windows systems)
474 * fixed turning movement of butterflies and fireflies (no frame reset)
475 * enhanced sniksnak turning movement (two steps instead of only one)
478 * version number set to 3.0.8
481 * version 3.0.7 released
484 * fixed reset of player animation frame when, for example,
485 walking, digging or collecting share the same animation
486 * fixed CE with "deadly when touching" exploding when touching amoeba
489 * fixed tape recording when player is created from CE element change
492 * introduced "turning..." action graphic for elements with move delay
493 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
494 * added turning animations for bug, spaceship and sniksnak
497 * prevent "extended" changed elements from delay change in same frame
500 * fixed bug when pushing element that can move away to the side
501 (like pushing falling elements, but now with moving elements)
504 * finally fixed serious bug in code for delayed element pushing (again)
507 * unavailable setup options now marked as "n/a" instead of "off"
508 * new boolean directive "latest_engine" for "levelinfo.conf": when set
509 to "true", levels are always played with the latest game engine,
510 which is desired for levels that are imported from other games; all
511 other levels are played with the engine version stored in level file
512 (which is normally the engine version the level was created with)
515 * fixed serious bug in code for delayed element pushing
516 * fixed little bug in animation frame selection for pushed elements
517 * speed-up of reading config file for verbose output
520 * added configuration option for opening and closing Supaplex exit
521 * added configuration option for moving up/down animation for Murphy
522 * fixed incorrectly displayed animation for attacking dragon
523 * fixed bug with not setting initial gravity for each new game
524 * fixed bug with teleportation of player by custom element change
525 * fixed bug with player not getting smashed by rock sometimes
528 * version number set to 3.0.7
531 * version 3.0.6 released
534 * added support for MP3 music for SDL version through SMPEG library
537 * fixed bug when initializing font graphic structure
538 * fixed bug with animation mode "pingpong" when using only 1 frame
539 * fixed bug with extended change target introduced in 3.0.5
540 * fixed bug where passing over moving element doubles player speed
541 * fixed bug with elements continuing to move into push direction
542 * fixed bug with duplicated player when dropping bomb with shield on
543 * added "switching" event for custom elements ("pressing" only once)
544 * fixed switching bug (resetting flag when not switching but not idle)
547 * fixed element tokens for certain file elements with ".active" etc.
550 * version number set to 3.0.6
553 * version 3.0.5 released
556 * now four envelope elements available
557 * font, background, animation and sound for envelope now configurable
558 * main menu doors opening/closing animation type now configurable
561 * active/inactive sides configurable for custom element changes
562 * new movement type "move when pushed" available for custom elements
565 * fixed bug in multiple config pages loader code that caused crashes
568 * enhanced (remaining low-resolution) Supaplex graphics
571 * version number set to 3.0.5
574 * version 3.0.4 released
576 2003-09-12 src/tools.c
577 * fixed bug in custom definition of crumbled element graphics
579 2003-09-11 src/files.c
580 * fixed bug in multiple config pages code that caused crashes
583 * version number set to 3.0.4
586 * version 3.0.3 released
589 * added music to Supaplex classic level set
591 2003-09-07 src/libgame/misc.c
592 * added support for loading various music formats through SDL_mixer
594 2003-09-06 (various source files)
595 * fixed several nasty bugs that may have caused crashes on some systems
596 * added envelope content which gets displayed when collecting envelope
597 * added multiple change event pages for custom elements
599 2003-08-24 src/game.c
600 * fixed problem with player animation when snapping and moving
602 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
603 * fixed problem with flickering when drawing toon animations
605 2003-08-23 src/libgame/sdl.c
606 * fixed problem with setting mouse cursor in SDL version in fullscreen
608 2003-08-23 src/game.c
609 * fixed bug (missing array boundary check) which could crash the game
612 * version number set to 3.0.3
615 * version 3.0.2 released
617 2003-08-21 src/game.c
618 * fixed bug with creating inaccessible elements at player position
620 2003-08-20 src/init.c
621 * fixed bug with not finding current level artwork directory
623 2003-08-20 src/files.c
624 * fixed bug with choosing wrong engine version when playing tapes
625 * fixed bug with messing up custom element properties in 3.0.0 levels
628 * version number set to 3.0.2
631 * version 3.0.1 released
633 2003-08-17 (no source files affected)
634 * changed all "classic" PCX image files with 16 colors or less to
635 256 color (8 bit) storage format, because the Allegro game library
636 cannot handle PCX files with less than 256 colors (contributed
637 graphics are not affected and might look wrong in the DOS version)
639 2003-08-16 src/init.c
640 * fixed bug which (for example) crashed the level editor when defining
641 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
642 (only set to default) -- invalid graphics now set to default graphic
644 2003-08-16 src/init.c
645 * fixed graphical bug of player digging/collecting/snapping element
646 when no corresponding graphic/animation is defined for this action,
647 resulting in player being drawn as EL_EMPTY (which should only be
648 done to elements being collected, but not to the player)
650 2003-08-16 src/game.c
651 * fixed small graphical bug of player not totally moving into exit
653 2003-08-16 src/libgame/setup.c
654 * fixed bug with wrong MS-DOS 8.3 filename conversion
656 2003-08-16 src/tools.c
657 * fixed bug with invisible mouse cursor when pressing ESC while playing
659 2003-08-16 (various source files)
660 * added another 128 custom elements (disabled in editor by default)
662 2003-08-16 src/editor.c
663 * fixed NULL string bug causing Solaris to crash in sprintf()
665 2003-08-16 src/screen.c
666 * fixed drawing over scrollbar on level selection with custom fonts
668 2003-08-15 src/game.c
669 * cleanup of simple sounds / loop sounds / music settings
671 2003-08-08 (various source files)
672 * added custom element property for dropping collected elements
674 2003-08-08 src/conf_gfx.c
675 * fixed bug with missing graphic for active red disk bomb
677 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
678 * extended variable "level.gravity" to "level.initial_gravity" and
679 "game.current_gravity" to prevent level setting from being changed
680 by playing the level (keeping the runtime value after playing)
682 * fixed graphics bug when digging element that has 'crumbled' graphic
683 definition, but not 'diggable' graphic definition
686 * version number set to 3.0.1
689 * version 3.0.0 released
692 * various bug fixes; among others:
693 - fixed bug with pushing spring over empty space
694 - fixed bug with leaving tube while placing dynamite
695 - fixed bug with explosion of smashed penguins
696 - allow Murphy player graphic in levels with non-Supaplex elements
700 * I have forgotten to document changes for some time
703 * pre-release version 2.2.0rc1 released
706 * version number set to 2.1.2
709 * version 2.1.1 released
712 * version number set to 2.1.1
715 * version 2.1.0 released
718 * version number set to 2.1.0
720 2002-04-03 to 2002-05-19 (various source files)
721 * graphics, sounds and music now fully configurable
722 * bug fixed that prevented walking through tubes when gravity on
724 2002-04-02 src/events.c, src/editor.c
725 * Make Escape key less aggressive when playing or when editing level.
726 This can be configured as an option in the setup menu. (Default is
727 "less aggressive" which means "ask user if something can be lost"
728 when pressing the Escape key.)
730 2002-04-02 src/screen.c
731 * Added "graphics setup" screen.
733 2002-04-01 src/screen.c
734 * Changed "choose level" setup screen stuff to be more generic (to
735 make it easier to add more "choose from generic tree" setup screens).
737 2002-04-01 src/config.c, src/timestamp.h
738 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
739 automatically gets created by "src/Makefile" and contains an actual
740 compile-time timestamp to identify development versions of the game).
742 2002-03-31 src/tape.c, src/events.c
743 * Added quick game/tape save/load functions to tape stuff which can be
744 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
745 loads previously recorded tape and directly goes into recording mode
746 from the end of the tape (therefore appending to the tape).
748 2002-03-31 src/tape.c
749 * Added "index mark" function to tape recorder. When playing or
750 recording, "eject" button changes to "index" button. Setting index
751 mark is not yet implemented, but pressing index button when playing
752 allows very quick advancing to end of tape (when normal playing),
753 very fast forward mode (when playing with normal fast forward) or
754 very fast reaching of "pause before end of tape" (when playing with
755 "pause before end" playing mode).
757 2002-03-30 src/cartoons.c
758 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
760 2002-03-29 src/screen.c
761 * Changed setup screen stuff to be more generic (to make it easier
762 to add more setup screens).
764 2002-03-23 src/main.c, src/main.h
765 * Various changes due to the introduction of the new libgame files
766 "setup.c" and "joystick.c".
768 2002-03-23 src/files.c
769 * Generic parts of "src/files.c" (mainly setup and level directory
770 stuff) moved to new libgame file "src/libgame/setup.c".
772 2002-03-23 src/joystick.c
773 * File "src/joystick.c" moved to libgame source tree, with
774 correspondig changes.
776 2002-03-22 src/screens.c
777 * "HandleChooseLevel()": Another bug in level series navigation fixed.
778 (Wrong level series information displayed when entering main group.)
780 2002-03-22 src/editor.c
781 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
783 2002-03-22 src/editor.c
784 * Changed behaviour of "Escape" key in level editor to be more
785 intuitive: When in "Element Properties" or "Level Info" mode,
786 return to "Drawing Mode" instead of leaving the level editor.
788 2002-03-21 src/game.c, src/editor.c, src/files.c
789 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
790 gems (emeralds, diamonds, ...) slipping down from normal wall,
791 steel wall and growing wall (as in E.M.C. style levels). Although
792 the behaviour of contributed and private levels wasn't changed (due
793 to the use of "level.game_version"; see previous entry), editing
794 those levels will (of course) change the behaviour accordingly.
796 This change seems a bit too hard after thinking about it, because
797 the EM style behaviour is not the "expected" behaviour (gems would
798 normally only slip down from "rounded" walls). Therefore this was
799 now changed to an element property for gem style elements, with the
800 default setting "off" (which means: no special EM style behaviour).
801 To fix older converted levels, this flag is set to "on" for pre-2.0
802 levels that are neither contributed nor private levels.
804 2002-03-20 src/files.h
805 * Corrected settings for "level.game_version" depending of level type.
806 (Contributed and private levels always get played with game engine
807 version they were created with, while converted levels always get
808 played with the most recent version of the game engine, to let new
809 corrections of the emulation behaviour take effect.)
811 2002-03-20 src/main.h
812 * Added "#include <time.h>". This seems to be needed by "tape.c" for
813 compiling the SDL version on some systems.
814 Thanks to the several people who pointed this out.
817 * Version number set to 2.0.2.
820 * Version 2.0.1 released.
822 2002-03-18 src/screens.c
823 * "HandleChooseLevel()": Small bug in level series navigation fixed.
825 2002-03-18 src/files.c [src/libgame/misc.c]
826 * Moved some common functions from src/files.c to src/libgame/misc.c.
828 2002-03-18 src/files.c [src/libgame/misc.c]
829 * Changed permissions for new directories and saved files (especially
830 score files) according to suggestions of Debian users and mantainers.
831 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
833 2002-03-17 src/files.c
834 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
835 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
836 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
837 for levels and "TAPE" for tapes). Old "cookie" style format is
838 still supported for reading. New level and tape files are written
841 * New IFF chunk "VERS" contains version numbers for file and game
842 (where "game version" is the version of the program that wrote the
843 file, and "file version" is a version number to distinguish files
844 with different format, for example after adding new features).
846 2002-03-15 src/screen.c
847 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
848 (Before, you heard a mixture of the in-game music and the
851 2002-03-14 src/events.c
852 * Function "DumpTape()" (files.c) now available by pressing 't' from
853 main menu (when in DEBUG mode).
855 2002-03-14 src/game.c
856 * "GameWon()": When game was won playing a tape, now there is no delay
857 raising the score and no corresponding sound is played.
859 2002-03-14 src/files.c
860 * Changed "LoadTape()" for real chunk support and also adjusted
861 "SaveTape()" accordingly.
863 2002-03-14 src/game.c, src/tape.c, src/files.c
864 * Important changes to tape format: The old tape format stored all
865 actions with a real effect with a corresponding delay between the
866 stored actions. This had some major disadvantages (for example,
867 push delays had to be ignored, pressing a button for some seconds
868 mutated to several single button presses because of the non-action
869 delays between two action frames etc.). The new tape format just
870 stupidly records all device actions and replays them later. I really
871 don't know why I haven't solved it that way before?! Old-style tapes
872 (with tape file version less than 2.0) get converted to the new
873 format on-the-fly when loading and can therefore still be played;
874 only some minor parts of the old-style tape handling code was needed.
875 (A perfect conversion is not possible, because there is information
876 missing about the device actions between two action frames.)
878 2002-03-14 src/files.c
879 * New function "DumpTape()" to dump the contents of the current tape
880 in a human readable format.
882 2002-03-14 src/game.c
883 * Small tape bug fixed: When automatically advancing to next level
884 after a game was won, the tape from the previous level still was
885 loaded as a tape for the new level.
887 2002-03-14 src/tape.c
888 * Small graphical bug fixed: When pressing ""Record" or "Play" on
889 tape, cartoons did not get completely removed because
890 StopAnimation() was not called.
892 2002-03-13 src/files.c
893 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
894 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
895 size even when using 16-bit elements). Added new chunk "CNT2" for
896 16-bit amoeba content (previously written in 8-bit field in "HEAD"
897 chunk even when content was 16-bit element). "CNT2" should now be
898 able to store content for arbitrary elements (up to eight blocks of
899 3 x 3 element arrays). All "CNT2" elements will always be stored as
900 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
902 2002-03-13 src/files.c
903 * Changed "LoadLevel()" for real chunk support.
905 2002-03-12 src/game.c
906 * Fixed problem (introduced after 2.0.0 release) with penguins
907 not getting killed by enemies
909 2002-02-24 src/game.c, src/main.h
910 * Added "player->is_moving"; now "player->last_move_dir" does
911 not contain any information if the player is just moving at
913 Before, "player->last_move_dir" was misused for this purpose
914 for the robot stuff (robots don't kill players when they are
915 moving). But setting "player->last_move_dir" to MV_NO_MOVING
916 broke tapes when walking through pipes!
917 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
918 in a continuous movement. This fact is ignored for friends and