2 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
3 * added "no direction" to "walkable/passable from" selectbox options
6 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
7 * in tape autoplay, not only report broken, but also missing tapes
10 * uploaded pre-release (test) version 3.2.0-2 binary and source code
13 * fixed small bug with "linear" animation not working for active lamp
16 * fixed bug with moving up despite gravity due to "block last field"
17 * fixed small bug with wrong draw offset when typing name in main menu
18 * when reading user names from "passwd", ignore data after first comma
19 * when creating new "levelinfo.conf", only write some selected entries
22 * fixed displaying "imported from/by" on preview with empty string
23 * fixed ignoring draw offset for fonts used for level preview texts
26 * fixed a delay problem with SDL and too many mouse motion events
27 * added setup option "skip levels" and level skipping functionality
30 * added move speed "not moving" for non-moving CEs, but with direction
33 * fixed mapping of obsolete element token names in "editorsetup.conf"
34 * fixed bug with sound "acid.splashing" treated as a loop sound
35 * fixed some little sound bugs in native EM engine
38 * fixed small bug when dragging scrollbars to end positions
41 * added editor element descriptions written by Aaron Davidson
44 * improved fallback handling when configured artwork is not available
45 (now using default artwork instead of exiting when files not found)
48 * fixed bug on level selection screen when dragging scrollbar
51 * fixed bug which caused broken tapes when appending to EM engine tapes
54 * uploaded pre-release (test) version 3.2.0-1 binary and source code
57 * added code to replace changed artwork config tokens with other tokens
58 (needed for backwards compatibility, so that older tokens still work)
61 * added native R'n'D graphics for some new EMC elements in EM engine
64 * fixed some bugs in the EM engine integration code
65 * changed EM engine code to allow diagonal movement
66 * changed EM engine code to allow use of separate snap and drop keys
69 * fixed some redraw bugs when using EM engine
72 * fixed bug with not converting RND levels which are set to use native
73 engine to native level structure when loading
76 * uploaded pre-release (test) version 3.2.0-0 binary and source code
79 * version number set to 3.2.0
82 * level data now reset to defaults after attempt to load invalid file
85 * added use of "editorsetup.conf" for different level sets
88 * added auto-detection for various types of Emerald Mine level files
91 * fixed bug with scrollbars getting too small when list is very large
94 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
97 * added most level editor configuration gadgets for new EMC elements
100 * added more element and graphic definitions for new EMC elements
103 * modified native EM engine to use integrated R'n'D sound system
106 * added SDL support to graphics functions in native EM engine
107 (by always using generic libgame interface functions)
110 * fixed bug in frame synchronization in native EM engine
113 * added code to convert levels between R'n'D and native EM engine
116 * new Emerald Mine engine can now play levels selected in main menu
119 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
120 (which creates scaled down graphics for level editor and preview);
121 there's still a memory leak somewhere in the artwork handling code
122 * added "scale image up" functionality to X11 version of zoom function
125 * first attempts to integrate new, native Emerald Mine Club engine
128 * fixed bug in gadget code which caused reset of CEs in level editor
129 (example: pressing 'b' [grab brush] on CE config page erased values)
130 (solution: check if gadgets in ClickOnGadget() are really mapped)
131 * improved level change detection in editor (settings now also checked)
132 * fixed bug with "can move into acid" and "don't collide with" state
135 * fixed maze runner style CEs to use the configured move delay value
138 * added Aaron Davidson's tutorial level set to the "Tutorials" section
141 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
142 * fixed the above fix because it broke level set "machine" (*sigh*)
143 * fixed random element placement in level editor to work as expected
144 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
147 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
150 * fixed bug (missing array boundary check) which caused broken tapes
151 * fixed bug (when loading level template) which caused broken levels
152 * fixed bug with new block last field code when using non-yellow player
155 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
156 * internal change of how the player blocks the last field when moving
157 * fixed blocking delay of last field for EM and SP style block delay
158 * fixed bug where the player had to wait for the usual move delay after
159 unsuccessfully trying to move, when he directly could move after that
160 * the last two changes should make original Supaplex level 93 solvable
161 * improved use of random number generator to make it less predictable
162 * fixed behaviour of slippery SP elements to let slip left, then right
165 * fixed bug with wrong door state after trying to quickload empty tape
166 * fixed waste of static memory usage of the binary, making it smaller
167 * fixed very little graphical bug in Supaplex explosion
170 * version number set to 3.1.1
173 * version 3.1.0 released
176 * fixed bug with crash when writing user levelinfo.conf the first time
179 * added option "convert LEVELDIR [NR]" to command line batch commands
180 * re-converted Supaplex levels to apply latest engine fixes
181 * changed "use graphic/sound of element" to "use graphic of element"
182 due to compatibility problems with some levels ("bug machine" etc.)
185 * fixed bug with CE change replacing player with same or other player
188 * fixed bug with opaque font in envelope with background graphic when
189 background graphic is not transparent itself
192 * added "gravity on" and "gravity off" ports for Supaplex compatibility
193 * corrected original Supaplex level loading code to use these new ports
194 * also corrected Supaplex loader to auto-count infotrons if set to zero
197 * fixed bug with missing initialization of "modified" flag for GEs
200 * fixed bug that caused endless recursion loop when relocating player
201 * fixed tape recorder bug in "step mode" when using "pause before end"
202 * fixed tape recorder bug when changing from "warp forward" mode
205 * fixed bug with "when touching" for pushed elements at last position
208 * fixed bug that caused two activated toolbox buttons in level editor
209 * fixed bug with exploding dynabomb under player due to other explosion
212 * fixed bug with creating walkable custom element under player (again)
213 * fixed bug with not copying explosion type when copying CEs in editor
214 * fixed graphical bug when drawing player in setup menu (input devices)
215 * fixed graphical bug when the player is pushing an accessible element
216 * fixed bug with classic switchable elements triggering CE changes
217 * fixed bug with entering/leaving walkable element in RelocatePlayer()
218 * fixed crash bug when CE leaves behind the trigger player element
221 * fixed bug with broken tubes after placing/exploding dynamite in them
222 * fixed bug with exploding dynamite under player due to other explosion
223 * fixed bug with not resetting push delay under certain circumstances
226 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
227 * added network multiplayer code for Windows (thanks to Niko Böhm)
230 * added option "reachable despite gravity" for gravity movement
231 * changed gravity movement of most classic walkable and passable
232 elements back to "not reachable" (for compatibility reasons)
235 * fixed (removed) "indestructible" / "can explode" dependency in editor
236 * fixed (removed) "accessible inside" / "protected" dependency
237 * fixed (removed) "step mode" / "shield time" dependency
240 * fixed dynabombs exploding now into anything diggable
241 * fixed Supaplex style gravity movement into buggy base now impossible
242 * added pressing key "space" as valid action to select menu options
245 * added "replace when walkable" to relocate player to walkable element
246 * added "enter"/"leave" event for elements affected by relocation
247 * fixed "direct"/"indirect" change order also for "when change" event
248 * fixed graphical bug when pushing things from elements walkable inside
251 * fixed graphic bug when player is snapping while moving in old levels
252 * fixed bug when a moving custom element leaves a player element behind
253 * fixed bug with mole not disappearing when moving into acid pool
254 * fixed bug with incomplete path setting when using "--basepath" option
255 * moving CE can now leave walkable elements behind under the player
256 * when relocating, player can be set on walkable element now
257 * fixed another gravity movement bug
260 * uploaded pre-release (test) version 3.1.0-2 binary and source code
263 * added "collectible" and "removable" to extended replacement types
264 (where "removable" replaces "diggable" and "collectible" elements)
265 * added "collectible & throwable" (to throw element to the next field)
266 * fixed bug with CEs digging elements that are just about to explode
267 * changed mouse cursor now always being visible when game is paused
270 * added possibility to push/press accessible elements from a side that
272 * fixed bug with not setting actual date when appending to tape
275 * fixed bug with incorrectly initialized custom element editor graphics
278 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
279 - number of levels corrected from 18 to 17 in "levelinfo.conf"
282 * fixed bug with destroyed robot wheel still attracting robots forever
283 * fixed bug with time gate switch deactivating after robot wheel time
284 (while the time gate itself is not affected by this misbehaviour)
285 * changed behaviour of BD style amoeba to always get blocked by player
286 (before it was different when there were non-BD elements in level)
287 * fixed bug with player destroying indestructable elements with shield
290 * added option to make growing elements grow into anything diggable
291 (for the various amoeba types, biomaze and "game of life")
294 * fixed bug with movable elements not moving after left behind by CEs
295 * changed gravity movement to anything diggable, not only sand/base
296 * optionally allowing passing to walkable element, not only empty space
297 * added option "can pass to walkable element" for players
298 * finally fixed gravity movement (hopefully)
301 * fixed bug with movable elements not moving anymore after falling down
304 * fixed another bug with custom elements digging and leaving elements
305 * fixed bug with "along left/right side" and automatic start direction
306 * trigger elements now also displayed when "more custom" deactivated
307 * fixed bug with clipboard element initialized when loading new level
308 * added option "drop delay" to set delay before dropping next element
311 * uploaded pre-release (test) version 3.1.0-1 binary and source code
314 * added copy and paste functions for custom change pages
315 * enhanced graphical display and functionality of tape recorder
316 * fixed bug with custom elements digging and leaving elements
319 * added move speed faster than "very fast" for custom elements
320 * fixed bug with 3+3 style explosions and missing border content
321 * fixed little bug when copying custom elements in the editor
322 * enhanced custom element changes by more side trigger actions
325 * added option "no scrolling when relocating" for instant teleporting
326 * uploaded pre-release (test) version 3.1.0-0 binary and source code
329 * added trigger element and trigger player to use as target elements
330 * added copy and paste functions for custom and group elements
333 * fixed graphical bug when displaying explosion animations
334 * fixed bug when appending to tapes, resulting in broken tapes
335 * re-recorded a few tapes broken by fixing gravity checking bug
338 * "can move into acid" property now for all elements independently
339 * "can fall into acid" property for player stored in same bitfield now
340 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
341 * version number set to 3.1.0 (finally!)
344 * changed tape recording to only record input, not programmed actions
347 * fixed totally broken (every 8th frame skipped) step-by-step recording
348 * fixed bug with requester not displayed when quick-loading interrupted
349 * added option "can fall into acid (with gravity)" for players
350 * fixed bug with player not falling when snapping down with gravity
353 * fixed bug which messed up key config when using keypad number keys
356 * fixed bug which allowed moving upwards even when gravity was active
357 * fixed bug with missing error handling when dumping levels or tapes
360 * added different colored editor graphics for Supaplex gravity tubes
363 * fixed bug that allowed solvable tapes for unsolvable levels
366 * use unlimited number of droppable elements when "count" set to zero
367 * added option to use step limit instead of time limit for level
370 * added player and change page as trigger for custom element change
373 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
376 * fixed bug with dark yamyam changing to acid when moving over acid
377 * fixed handling of levels with more than 999 seconds level time
378 (example: level 76 of "Denmine")
381 * "spring push bug" reintroduced as configurable element property
382 * fixed bug with missing properties for "mole"
383 * fixed bug that showed up when fixing the above "mole" properties bug
384 * added option "can move into acid" for all movable elements
385 * fixed graphical bug for elements moving into acid
386 * changed event handling to handle all pending events before going on
389 * fixed bug which caused all CE change pages to be ignored which had
390 the same change event, but used a different element side
391 (reported by Simon Forsberg)
393 * fixed bug which caused elements that can move and fall and that are
394 transported by a conveyor belt to continue moving into that direction
395 after leaving the conveyor belt, regardless of their own movement
396 type; only elements which can not move are transported now
397 (reported by Simon Forsberg)
399 * fixed bug which could cause an array overflow in RelocatePlayer()
400 (reported by Niko Böhm)
402 * changed Emerald Mine style "passable / over" elements to "protected"
403 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
405 * added new option to select from which side a "walkable/passable"
406 element can be entered
409 * added explosion and ignition delay for elements that can explode
412 * fixed bug which caused player not being protected against enemies
413 when a CE was "walkable / inside" and was not "indestructible"
414 * added "walkable/passable" fields to be "protected/unprotected"
415 against enemies, even if not accessible "inside" but "over/under"
418 * corrected move pattern to 32 bit and initial move direction to 8 bit
421 * added second custom element base configuration page
424 * added some special EMC mappings to Emerald Mine level loader
425 (also covering previously unknown element in level 0 of "Bondmine 8")
428 * added option to block last field when player is moving (for Supaplex)
429 * adjusted push delay of Supaplex elements
430 * removed delays for envelopes etc. when replaying with maximum speed
431 * fixed bug when dropping element on a field that just changed to empty
434 * fixed bug: infotrons can now smash yellow disks
435 * fixed bug: when gravity active, port above player can now be entered
436 * removed "one white dot" mouse pointer which irritated some people
439 * added "choice type" for group element selection
442 * fixed bug with initial invulnerability of non-yellow player
445 * added level loader for loading native Supaplex packed levels
446 (including multi-part levels like the "splvls99" levels)
449 * fixed bug which allowed creating emeralds by escaping explosions
452 * custom elements can change (limited) or leave (unlimited) elements
453 * finally added multiple matches using group elements
454 * added shortcut to dump brush (type ":DB" in editor) for use in forum
457 * added new start movement type "previous" for continued CE movement
458 * added new start movement type "random" for random CE movement start
461 * added new element "sokoban_field_player" needed for Sokoban levels
462 (thanks to Ed Booker for pointing this out!)
465 * added elements that can be digged or left behind by custom elements
468 * added group elements for multiple matches and random element creation
471 * fixed some graphical errors displayed in old levels
474 * fixed wrong double speed movement after passing closing gates
477 * added level loader for loading native Emerald Mine levels
480 * changes for "shooting" style CE movement
483 * Happy New Year! ;-)
486 * changed default snap/drop keys from left/right Shift to Control keys
489 * fixed bug with dead player getting reanimated from custom element
492 * fixed bug with wrong penguin graphics (when entering exit)
495 * fixed bug with wrong "Murphy" graphics (when digging etc.)
498 * version number set to 3.0.9
501 * version 3.0.8 released
504 * added function checked_free()
507 * fixed bug with double nut cracking sound
508 (by eliminating "default element action sound" assignment in init.c)
511 * fixed crash when no music info files are available
514 * fixed boring and sleeping sounds
517 * added "maze runner" and "maze hunter" movement types
518 * added extended collision conditions for custom elements
521 * added warnings for undefined token values in artwork config files
524 * added menu entry for level set information to the info screen
527 * fixed bug with wrong default impact sound for colored emeralds
530 * added several sub-screens for the info screen
531 * menu text now also clickable (not only blue/red sphere left of it)
534 * added configurable "bored" and "sleeping" animations for the player
535 * added "awakening" sound for player when waking up after sleeping
538 * added "copy" and "exchange" functions for custom elements to editor
541 * added configurable element animations for info screen
544 * added configurable music credits for info screen
547 * finally fixed tape recording when player is created from CE change
550 * added "editorsetup.conf" for editor element list configuration
553 * added "musicinfo.conf" for menu and level music configuration
556 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
557 (that only showed up on Linux, but not on Windows systems)
560 * fixed turning movement of butterflies and fireflies (no frame reset)
561 * enhanced sniksnak turning movement (two steps instead of only one)
564 * version number set to 3.0.8
567 * version 3.0.7 released
570 * fixed reset of player animation frame when, for example,
571 walking, digging or collecting share the same animation
572 * fixed CE with "deadly when touching" exploding when touching amoeba
575 * fixed tape recording when player is created from CE element change
578 * introduced "turning..." action graphic for elements with move delay
579 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
580 * added turning animations for bug, spaceship and sniksnak
583 * prevent "extended" changed elements from delay change in same frame
586 * fixed bug when pushing element that can move away to the side
587 (like pushing falling elements, but now with moving elements)
590 * finally fixed serious bug in code for delayed element pushing (again)
593 * unavailable setup options now marked as "n/a" instead of "off"
594 * new boolean directive "latest_engine" for "levelinfo.conf": when set
595 to "true", levels are always played with the latest game engine,
596 which is desired for levels that are imported from other games; all
597 other levels are played with the engine version stored in level file
598 (which is normally the engine version the level was created with)
601 * fixed serious bug in code for delayed element pushing
602 * fixed little bug in animation frame selection for pushed elements
603 * speed-up of reading config file for verbose output
606 * added configuration option for opening and closing Supaplex exit
607 * added configuration option for moving up/down animation for Murphy
608 * fixed incorrectly displayed animation for attacking dragon
609 * fixed bug with not setting initial gravity for each new game
610 * fixed bug with teleportation of player by custom element change
611 * fixed bug with player not getting smashed by rock sometimes
614 * version number set to 3.0.7
617 * version 3.0.6 released
620 * added support for MP3 music for SDL version through SMPEG library
623 * fixed bug when initializing font graphic structure
624 * fixed bug with animation mode "pingpong" when using only 1 frame
625 * fixed bug with extended change target introduced in 3.0.5
626 * fixed bug where passing over moving element doubles player speed
627 * fixed bug with elements continuing to move into push direction
628 * fixed bug with duplicated player when dropping bomb with shield on
629 * added "switching" event for custom elements ("pressing" only once)
630 * fixed switching bug (resetting flag when not switching but not idle)
633 * fixed element tokens for certain file elements with ".active" etc.
636 * version number set to 3.0.6
639 * version 3.0.5 released
642 * now four envelope elements available
643 * font, background, animation and sound for envelope now configurable
644 * main menu doors opening/closing animation type now configurable
647 * active/inactive sides configurable for custom element changes
648 * new movement type "move when pushed" available for custom elements
651 * fixed bug in multiple config pages loader code that caused crashes
654 * enhanced (remaining low-resolution) Supaplex graphics
657 * version number set to 3.0.5
660 * version 3.0.4 released
662 2003-09-12 src/tools.c
663 * fixed bug in custom definition of crumbled element graphics
665 2003-09-11 src/files.c
666 * fixed bug in multiple config pages code that caused crashes
669 * version number set to 3.0.4
672 * version 3.0.3 released
675 * added music to Supaplex classic level set
677 2003-09-07 src/libgame/misc.c
678 * added support for loading various music formats through SDL_mixer
680 2003-09-06 (various source files)
681 * fixed several nasty bugs that may have caused crashes on some systems
682 * added envelope content which gets displayed when collecting envelope
683 * added multiple change event pages for custom elements
685 2003-08-24 src/game.c
686 * fixed problem with player animation when snapping and moving
688 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
689 * fixed problem with flickering when drawing toon animations
691 2003-08-23 src/libgame/sdl.c
692 * fixed problem with setting mouse cursor in SDL version in fullscreen
694 2003-08-23 src/game.c
695 * fixed bug (missing array boundary check) which could crash the game
698 * version number set to 3.0.3
701 * version 3.0.2 released
703 2003-08-21 src/game.c
704 * fixed bug with creating inaccessible elements at player position
706 2003-08-20 src/init.c
707 * fixed bug with not finding current level artwork directory
709 2003-08-20 src/files.c
710 * fixed bug with choosing wrong engine version when playing tapes
711 * fixed bug with messing up custom element properties in 3.0.0 levels
714 * version number set to 3.0.2
717 * version 3.0.1 released
719 2003-08-17 (no source files affected)
720 * changed all "classic" PCX image files with 16 colors or less to
721 256 color (8 bit) storage format, because the Allegro game library
722 cannot handle PCX files with less than 256 colors (contributed
723 graphics are not affected and might look wrong in the DOS version)
725 2003-08-16 src/init.c
726 * fixed bug which (for example) crashed the level editor when defining
727 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
728 (only set to default) -- invalid graphics now set to default graphic
730 2003-08-16 src/init.c
731 * fixed graphical bug of player digging/collecting/snapping element
732 when no corresponding graphic/animation is defined for this action,
733 resulting in player being drawn as EL_EMPTY (which should only be
734 done to elements being collected, but not to the player)
736 2003-08-16 src/game.c
737 * fixed small graphical bug of player not totally moving into exit
739 2003-08-16 src/libgame/setup.c
740 * fixed bug with wrong MS-DOS 8.3 filename conversion
742 2003-08-16 src/tools.c
743 * fixed bug with invisible mouse cursor when pressing ESC while playing
745 2003-08-16 (various source files)
746 * added another 128 custom elements (disabled in editor by default)
748 2003-08-16 src/editor.c
749 * fixed NULL string bug causing Solaris to crash in sprintf()
751 2003-08-16 src/screen.c
752 * fixed drawing over scrollbar on level selection with custom fonts
754 2003-08-15 src/game.c
755 * cleanup of simple sounds / loop sounds / music settings
757 2003-08-08 (various source files)
758 * added custom element property for dropping collected elements
760 2003-08-08 src/conf_gfx.c
761 * fixed bug with missing graphic for active red disk bomb
763 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
764 * extended variable "level.gravity" to "level.initial_gravity" and
765 "game.current_gravity" to prevent level setting from being changed
766 by playing the level (keeping the runtime value after playing)
768 * fixed graphics bug when digging element that has 'crumbled' graphic
769 definition, but not 'diggable' graphic definition
772 * version number set to 3.0.1
775 * version 3.0.0 released
778 * various bug fixes; among others:
779 - fixed bug with pushing spring over empty space
780 - fixed bug with leaving tube while placing dynamite
781 - fixed bug with explosion of smashed penguins
782 - allow Murphy player graphic in levels with non-Supaplex elements
786 * I have forgotten to document changes for some time
789 * pre-release version 2.2.0rc1 released
792 * version number set to 2.1.2
795 * version 2.1.1 released
798 * version number set to 2.1.1
801 * version 2.1.0 released
804 * version number set to 2.1.0
806 2002-04-03 to 2002-05-19 (various source files)
807 * graphics, sounds and music now fully configurable
808 * bug fixed that prevented walking through tubes when gravity on
810 2002-04-02 src/events.c, src/editor.c
811 * Make Escape key less aggressive when playing or when editing level.
812 This can be configured as an option in the setup menu. (Default is
813 "less aggressive" which means "ask user if something can be lost"
814 when pressing the Escape key.)
816 2002-04-02 src/screen.c
817 * Added "graphics setup" screen.
819 2002-04-01 src/screen.c
820 * Changed "choose level" setup screen stuff to be more generic (to
821 make it easier to add more "choose from generic tree" setup screens).
823 2002-04-01 src/config.c, src/timestamp.h
824 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
825 automatically gets created by "src/Makefile" and contains an actual
826 compile-time timestamp to identify development versions of the game).
828 2002-03-31 src/tape.c, src/events.c
829 * Added quick game/tape save/load functions to tape stuff which can be
830 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
831 loads previously recorded tape and directly goes into recording mode
832 from the end of the tape (therefore appending to the tape).
834 2002-03-31 src/tape.c
835 * Added "index mark" function to tape recorder. When playing or
836 recording, "eject" button changes to "index" button. Setting index
837 mark is not yet implemented, but pressing index button when playing
838 allows very quick advancing to end of tape (when normal playing),
839 very fast forward mode (when playing with normal fast forward) or
840 very fast reaching of "pause before end of tape" (when playing with
841 "pause before end" playing mode).
843 2002-03-30 src/cartoons.c
844 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
846 2002-03-29 src/screen.c
847 * Changed setup screen stuff to be more generic (to make it easier
848 to add more setup screens).
850 2002-03-23 src/main.c, src/main.h
851 * Various changes due to the introduction of the new libgame files
852 "setup.c" and "joystick.c".
854 2002-03-23 src/files.c
855 * Generic parts of "src/files.c" (mainly setup and level directory
856 stuff) moved to new libgame file "src/libgame/setup.c".
858 2002-03-23 src/joystick.c
859 * File "src/joystick.c" moved to libgame source tree, with
860 correspondig changes.
862 2002-03-22 src/screens.c
863 * "HandleChooseLevel()": Another bug in level series navigation fixed.
864 (Wrong level series information displayed when entering main group.)
866 2002-03-22 src/editor.c
867 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
869 2002-03-22 src/editor.c
870 * Changed behaviour of "Escape" key in level editor to be more
871 intuitive: When in "Element Properties" or "Level Info" mode,
872 return to "Drawing Mode" instead of leaving the level editor.
874 2002-03-21 src/game.c, src/editor.c, src/files.c
875 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
876 gems (emeralds, diamonds, ...) slipping down from normal wall,
877 steel wall and growing wall (as in E.M.C. style levels). Although
878 the behaviour of contributed and private levels wasn't changed (due
879 to the use of "level.game_version"; see previous entry), editing
880 those levels will (of course) change the behaviour accordingly.
882 This change seems a bit too hard after thinking about it, because
883 the EM style behaviour is not the "expected" behaviour (gems would
884 normally only slip down from "rounded" walls). Therefore this was
885 now changed to an element property for gem style elements, with the
886 default setting "off" (which means: no special EM style behaviour).
887 To fix older converted levels, this flag is set to "on" for pre-2.0
888 levels that are neither contributed nor private levels.
890 2002-03-20 src/files.h
891 * Corrected settings for "level.game_version" depending of level type.
892 (Contributed and private levels always get played with game engine
893 version they were created with, while converted levels always get
894 played with the most recent version of the game engine, to let new
895 corrections of the emulation behaviour take effect.)
897 2002-03-20 src/main.h
898 * Added "#include <time.h>". This seems to be needed by "tape.c" for
899 compiling the SDL version on some systems.
900 Thanks to the several people who pointed this out.
903 * Version number set to 2.0.2.
906 * Version 2.0.1 released.
908 2002-03-18 src/screens.c
909 * "HandleChooseLevel()": Small bug in level series navigation fixed.
911 2002-03-18 src/files.c [src/libgame/misc.c]
912 * Moved some common functions from src/files.c to src/libgame/misc.c.
914 2002-03-18 src/files.c [src/libgame/misc.c]
915 * Changed permissions for new directories and saved files (especially
916 score files) according to suggestions of Debian users and mantainers.
917 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
919 2002-03-17 src/files.c
920 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
921 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
922 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
923 for levels and "TAPE" for tapes). Old "cookie" style format is
924 still supported for reading. New level and tape files are written
927 * New IFF chunk "VERS" contains version numbers for file and game
928 (where "game version" is the version of the program that wrote the
929 file, and "file version" is a version number to distinguish files
930 with different format, for example after adding new features).
932 2002-03-15 src/screen.c
933 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
934 (Before, you heard a mixture of the in-game music and the
937 2002-03-14 src/events.c
938 * Function "DumpTape()" (files.c) now available by pressing 't' from
939 main menu (when in DEBUG mode).
941 2002-03-14 src/game.c
942 * "GameWon()": When game was won playing a tape, now there is no delay
943 raising the score and no corresponding sound is played.
945 2002-03-14 src/files.c
946 * Changed "LoadTape()" for real chunk support and also adjusted
947 "SaveTape()" accordingly.
949 2002-03-14 src/game.c, src/tape.c, src/files.c
950 * Important changes to tape format: The old tape format stored all
951 actions with a real effect with a corresponding delay between the
952 stored actions. This had some major disadvantages (for example,
953 push delays had to be ignored, pressing a button for some seconds
954 mutated to several single button presses because of the non-action
955 delays between two action frames etc.). The new tape format just
956 stupidly records all device actions and replays them later. I really
957 don't know why I haven't solved it that way before?! Old-style tapes
958 (with tape file version less than 2.0) get converted to the new
959 format on-the-fly when loading and can therefore still be played;
960 only some minor parts of the old-style tape handling code was needed.
961 (A perfect conversion is not possible, because there is information
962 missing about the device actions between two action frames.)
964 2002-03-14 src/files.c
965 * New function "DumpTape()" to dump the contents of the current tape
966 in a human readable format.
968 2002-03-14 src/game.c
969 * Small tape bug fixed: When automatically advancing to next level
970 after a game was won, the tape from the previous level still was
971 loaded as a tape for the new level.
973 2002-03-14 src/tape.c
974 * Small graphical bug fixed: When pressing ""Record" or "Play" on
975 tape, cartoons did not get completely removed because
976 StopAnimation() was not called.
978 2002-03-13 src/files.c
979 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
980 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
981 size even when using 16-bit elements). Added new chunk "CNT2" for
982 16-bit amoeba content (previously written in 8-bit field in "HEAD"
983 chunk even when content was 16-bit element). "CNT2" should now be
984 able to store content for arbitrary elements (up to eight blocks of
985 3 x 3 element arrays). All "CNT2" elements will always be stored as
986 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
988 2002-03-13 src/files.c
989 * Changed "LoadLevel()" for real chunk support.
991 2002-03-12 src/game.c
992 * Fixed problem (introduced after 2.0.0 release) with penguins
993 not getting killed by enemies
995 2002-02-24 src/game.c, src/main.h
996 * Added "player->is_moving"; now "player->last_move_dir" does
997 not contain any information if the player is just moving at
999 Before, "player->last_move_dir" was misused for this purpose
1000 for the robot stuff (robots don't kill players when they are
1001 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1002 broke tapes when walking through pipes!
1003 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1004 in a continuous movement. This fact is ignored for friends and