2 * changed end of game again: do not wait for the user to press a key
3 anymore, but directly ask/confirm tape saving and go to hall of fame
4 * re-enabled quitting of lost game by pressing space or return again
7 * improved handling of title text messages (initial and for level set)
10 * added new options "auto-wrap" and "centered" for DC2 style envelopes
13 * fixed displaying and typing of player name when it is centered
14 * added special characters to be allowed for player name (not only A-Z)
17 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
18 (newer versions of the SDL library seem to not like this anymore)
21 * added code for configuration directives for control of game panel
24 * fixed small cosmetical bug with underlining property tabs in editor
27 * fixed small drawing bug in X11FadeRectangle
28 * added new elements for newly supported Diamond Caves II levels:
29 - EM/DC style exits that disappear after passing
30 - white key and gate (one white key needed for each white gate)
31 - fake gate (there is no key to open/pass this kind of gate!)
32 - extended magic wall which also handles pearls and crystals
36 * changed maximum value for endless loop detection to a higher value
37 (some levels really used very deep recursion without being endless)
40 * added new elements for newly supported Diamond Caves II levels:
45 * added new elements for newly supported Diamond Caves II levels:
49 * added level file loader for native Diamond Caves II levels
52 * version number set to 3.2.4
55 * version 3.2.3 released
58 * fixed malloc/free bug when updating EMC artwork entries in level list
59 * added workaround (warning and request to quit the current game) when
60 changing elements cause endless recursion loop (which would otherwise
61 freeze the game, causing a crash-like program exit on some systems)
64 * fixed nasty string overflow bug when entering too long envelope text
67 * added feedback sounds for menu navigation "menu.item.activating" and
68 "menu.item.selecting" (for highlighting and executing menu entries)
71 * improved "no scrolling when relocating" to also consider scroll delay
72 (meaning that the player is not automatically centered in this case;
73 this makes it possible to "invisibly" relocate the player to a region
74 of the level playfield which looks the same as the old level region)
75 * fixed bug with not recognizing "main.input.name.align" when active
78 * fixed bug with displaying masked borders over title screens when
79 screen fading is disabled
82 * fixed infinite loop / crash bug when killing the player while having
83 a CE with the setting "kill player X when explosion of <player X>"
84 * added special editor graphic for "char_space" to distinguish it from
85 "empty_space" when editing a level (in-game graphics still the same)
88 * fixed nasty bug with initialization only done for the first player
91 * small change to handle loading empty element/content list micro chunks
94 * uploaded pre-release (test) version 3.2.3-0 binary and source code
97 * some optimizations on startup speed by reducing initial text output
100 * added caching of custom artwork information for faster startup times
103 * fixed graphical bug when using fewer menu entries on level selection
104 screen than usual (with "menu.list_size.LEVELS" directive)
105 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
106 the backbuffer to the backbuffer by error (with identical rectangle)
109 * fixed bug when displaying titlescreen with size less than element tile
110 * fixed bug that caused elements with "change when digging <e>" event
111 to change for _every_ digged element, not only those specified in <e>
112 * fixed bug that caused impact style collision when dropping element one
113 tile over the player that can both fall down and smash players
114 * fixed bug that caused impact style collision when element changed to
115 falling/smashing element over the player immediately after movement
118 * fixed bug that allowed making engine snapshots from the level editor
121 * fixed bugs with player name and current level positions on main screen
124 * added configuration directives for control of title screens:
125 - "title.fade_delay" for fading time
126 - "title.post_delay" for pause between screens (when not crossfading)
127 - "title.auto_delay" to automatically continue after some time
128 these settings can each be overridden by specifying them with titles:
129 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
130 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
131 fading mode can also be specified:
132 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
133 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
134 default is using normal fading for menues and initial title screens,
135 while using cross-fading for level set title screens
136 * fixed bug with background not drawn in Hall of Fame after game was won
139 * added configuration directives for the remaining main menu items
142 * added additional configuration directives for info screen draw offset:
143 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
144 * added additional configuration directives for preview info text
145 * limited mouse wheel sensitive screen area to scrollable screen area
148 * added highlighted menu text entries to menu navigation when selected
151 * fixed bug that prevented player from correctly being created in the
152 top left corner by a custom element change in a level without player
153 * fixed bug that prevented player from being killed when indestructible,
154 non-walkable element is placed on player position by extended change
155 * added configurable menu button, text and input positions to main menu
158 * added page fading effects for remaining info sub-screens
159 * fixed small bug that caused some delays when answering door request
162 * added directives "border.draw_masked.*" for menu/playfield area and
163 door areas to display overlapping/masked borders from "global.border"
166 * fixed bug with CE with move speed "not moving" not being animated
167 * when changing player artwork by CE action, reset animation frame
170 * fixed bug with not unmapping main menu screen gadgets on other screens
171 * fixed bug with un-pausing a paused game by releasing still pressed key
172 * fixed bug with not redrawing screen when toggling to/from fullscreen
173 mode while fast reloading tape (without redrawing playfield contents)
174 * fixed bug with quick-saving tape snapshot despite answering with "no"
177 * version number set to 3.2.3
180 * version 3.2.2 released
183 * fixed bug with redrawing screen in fullscreen mode after quick tape
184 reloading when using the EMC game engine
185 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
188 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
191 * added engine snapshot functionality for instant tape reloading (this
192 only works for the last tape saved using "quick save", and does not
193 work across program restarts, because it completely works in memory)
196 * version number set to 3.2.2
199 * version 3.2.1 released
202 * fixed nasty bugs with handling error message file on Mac OS X systems
205 * general code cleanup (removing many annoying "#if 0" blocks etc.)
208 * fixed bug that caused broken tapes when manually appending to tapes
209 using the "pause before death" functionality, followed by recording
210 * added setup option to disable fading of screens for faster testing
213 * code cleanup of new fading functions
216 * changed behaviour after solved game -- do not immediately stop engine
217 * added some more smooth screen fadings (game start, hall of fame etc.)
220 * fixed bug with displaying pushed CE with value/score/delay anim_mode
223 * added configurable level preview position, tile size and dimensions
224 * added configurable game panel value positions (gems, time, score etc.)
227 * fixed small bug with time displayed incorrectly when collecting CEs
230 * fixed bug with bumpy scrolling with EM engine in double player mode
233 * added compatibility code to fix "Snake Bite" style levels that were
234 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
237 * fixed bug with scrollbars inside editor when using the Windows mouse
238 enhancement tool "True X-Mouse" (which injects key events to the event
239 queue to insert selected stuff into the Windows clipboard, which gets
240 confused with the "Insert" key for jumping to the last editor cascade
241 block in the element list)
242 * added Rocks'n'Diamonds icon for use as window icon to SDL version
243 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
246 * added selection of preferred fullscreen mode to setup / graphics menu
247 (useful if default mode 800 x 600 does not match screen aspect ratio)
250 * improved down-scaling of images for better editor and preview graphics
251 * changed user data directory for Mac OS X from Unix style to new place
254 * improved level number selection in main menu and player selection in
255 setup menu (input devices section) by using standard button gadgets
256 * added support for mouse scroll wheel (caused buggy behaviour before)
257 * added support for scrolling horizontal scrollbars with mouse wheel by
258 holding "Shift" key pressed while scrolling the wheel
259 * added support for single step mouse wheel scrolling by holding "Alt"
260 key pressed while scrolling the wheel (can be combined with "Shift")
261 * changed output file "stderr.txt" on Windows platform now always to be
262 created in the R'n'D sub-directory of the personal documents directory
263 * added Windows message box to direct to "stderr.txt" after error aborts
266 * improved general scrollbar handling (when jump-scrolling scrollbars)
269 * changed scrollbars to always show last line as first after scrolling
270 (that means jumping n - 1 screen lines instead of n screen lines)
273 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
274 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
275 * fixed special handling of vertically stacked acid becoming fake acid
278 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
279 affect multiple instances of the same CE, although this kind of
280 change condition usually only affects one single custom element
283 * version number set to 3.2.1
286 * version 3.2.0 released
289 * reorganized level editor element list a bit to match engines better
292 * fixed newly introduced bug with wrongly initializing clipboard element
295 * fixed bug with displaying visible/invisible level border in editor
298 * reorganized some elements in the level editor element list
301 * fixed bug with displaying any player as "yellow" when moving into acid
302 * fixed bug with displaying running player when player stopped at border
305 * fixed bug with player exploding when moving into acid
306 * fixed bug with level settings being reset in editor and when playing
307 (some compatibility settings being set not only after level loading)
308 * fixed crash bug when number of custom graphic frames was set to zero
309 * fixed bug with teleporting player on walkable tile not working anymore
310 * added partial compatibility support for pre-release-only "CONF" chunk
311 (to make Alan Bond's "color cycle" demo work again :-) )
314 * fixed some bugs when displaying title screens from info screen menu
315 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
318 * changed file major version to 3 to reflect level file format changes
319 * uploaded pre-release (test) version 3.2.0-8 binary and source code
322 * added new chunk "NAME" to level file format for level name settings
323 * added new chunk "NOTE" to level file format for envelope settings
324 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
325 * updated magic(5) file to recognize changed and new level file chunks
326 * removed change events "change when CE value/score changes" as unneeded
329 * changed gravity (which only affects the player) from level property
330 to player property (only makes a difference in multi-player levels)
331 * added change events "change when CE value/score changes"
332 * added change events "change when CE value/score changes of <element>"
335 * added new chunk "INFO" to level file format for global level settings
336 * added all element settings from "HEAD" chunk to "CONF" chunk
337 * added all global level settings from "HEAD" chunk to "INFO" chunk
340 * changed level file format by adding two new chunks "CUSX" (for custom
341 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
342 elements, replacing the previous "GRP1" chunk); these new IFF style
343 chunks use the new and flexible "micro chunks inside chunks" technique
344 already used with the new "CONF" chunk (for normal element properties)
345 which makes it possible to easily extend the existing level format
346 (instead of using fixed-length chunks like before, which are either
347 too big due to reserved bytes for future use, or too small when those
348 reserved bytes have all been used and even more data should be stored,
349 requiring the replacement by new and larger chunks just like it went
350 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
353 * added credits pages to the "credits" section that were really missing
354 * added some missing element descriptions to the level editor
355 * added down position of switchgate switch to the level editor
356 and allowed the use of both switch positions at the same time
357 * changed use of "Insert" and "Delete" keys to navigate element list in
358 level editor to start of previous or next cascading block of elements
361 * added the possibility to view the title screen to the info screen menu
362 * fixed some minor bugs with viewing title screens
365 * fixed bug with title (cross)fading in/out when using fullscreen mode
368 * fixed bug that forced re-defining of menu settings in local graphics
369 config file which are already defined in existing base config file
370 * fixed small bug that caused door sounds playing when music is enabled
373 * added the possibility to define up to five title screens for each
374 level set that are displayed after loading using (cross)fading in/out
375 (this was added to display the various start images of the EMC sets)
378 * added "CE score gets zero [of]" to custom element trigger conditions
379 * added setup option to display element token name in level editor
382 * added compatibility code for Juergen Bonhagen's menu artwork settings
385 * fixed bug with displaying wrong animation frame 0 after CE changes
386 * fixed bug with creating invisible elements when light switch is on
389 * added selection between ECS and AGA graphics for EMC levels to setup
392 * adjusted font handling for various narrow EMC style fonts
395 * changed EM engine behaviour back to re-allow initial rolling springs
398 * fixed handling of over-large selectboxes (less error-prone now)
399 * fixed bug when creating GE with walkable element under the player
402 * added use of "Insert" and "Delete" keys to navigate element list in
403 level editor to start of custom elements or start of group elements
404 * added virtual elements to access CE value and CE score of elements:
405 - "CE value of triggering element"
406 - "CE score of triggering element"
407 - "CE value of current element"
408 - "CE score of current element"
411 * fixed "grass" to "sand" in older EM levels (up to file version V4)
414 * changed behaviour of network games with internal errors (because of
415 different client frame counters) from immediately terminating R'n'D
416 to displaying an error message requester and stopping only the game
417 (also to prevent impression of crashes under non command-line runs)
418 * fixed playing network games with the EMC engine (did not work before)
419 * fixed bug with not scrolling the screen in multi-player mode with the
420 focus on player 1 when all players are moving in different directions
421 * fixed bug with keeping pointer to gadget even after its deallocation
422 * fixed bug with allowing "focus on all players" in network games
423 * fixed bug with player focus when playing tapes from network games
426 * uploaded pre-release (test) version 3.2.0-7 binary and source code
429 * code cleanup for game action control for R'n'D and EMC game engine
432 * fixed bug in multi-player movement with focus on both players
433 * added option to control only the focussed player with all input
436 * added player focus switching to level tape recording and re-playing
439 * fixed some bugs in player focus switching in EMC and RND game engine
442 * added special Supaplex animations for Murphy digging and snapping
443 * added special Supaplex animations for Murphy being bored and sleeping
446 * added four new yam yams with explicit start direction for EMC engine
447 * fixed bug in src/libgame/text.c with printing text outside the window
450 * fixed small bug in EMC level loader (copyright sign in EM II levels)
453 * added delayed ignition of EM style dynamite when used in R'n'D engine
454 * added limited movement range to EMC engine when focus on all players
457 * fixed bug with missing (zero) score values for native Supaplex levels
460 * added "continuous snapping" (snapping many elements while holding the
461 snap key pressed, without releasing the snap key after each element)
462 as a new player setting for more compatibility with the classic games
465 * finished scrolling for "focus on all players" in EMC graphics engine
468 * level sets with "levels: 0" are ignored for levels, but not artwork
469 * fixed bug when scanning empty level group directories (endless loop)
472 * fixed bug with explosion graphic for player using "Murphy" graphic
473 * fixed bug with explosion graphic if player leaves explosion in time
474 * changed some descriptive text in setup menu to use medium-width font
475 * added key shortcut settings for switching player focus to setup menu
478 * fixed bug with random value initialization when recording tapes
479 * fixed bug with playing single player tapes when team mode activated
482 * fixed little bug when trying to switch to player that does not exist
485 * added player switching (visual and quick) to R'n'D and EM game engine
486 * added setup option to select visual or quick in-game player switching
489 * added use of "Home" and "End" keys to handle element list in editor
492 * fixed bug with adding score when playing tape with EMC game engine
493 * added steel wall border for levels using EMC engine without border
494 * finally fixed delayed scrolling in EMC engine also for small levels
497 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
500 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
501 * fixed bug when displaying info element without action, but direction
504 * fixed minor graphical problems with springs smashing and slurping
505 (when using R'n'D style graphics instead of EMC style graphics)
508 * added scroll delay (as configured in setup) to EMC graphics engine
511 * improved screen redraw for EMC graphics engine (faster and smoother)
512 * when not scrolling, do not redraw the whole playfield if not needed
515 * added multi-player mode for EMC game engine (with up to four players)
518 * added android (can clone elements) from EMC engine to R'n'D engine
521 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
524 * added selectbox for initial player speed to player settings in editor
527 * version 3.1.2 created that is basically version 3.1.1, but with a
528 major bug fixed that prevented editing your own private levels
529 * version 3.1.2 released
532 * added magic ball (creates elements) from EMC engine to R'n'D engine
535 * uploaded fixed pre-release version 3.2.0-6 binary and source code
538 * fixed bug when using "CE can leave behind <trigger element>"
539 * added new change condition "(after/when) creation of <element>"
540 * added new change condition "(after/when) digging <element>"
541 * fixed bug accessing invalid gadget that caused crashes under Windows
542 * deactivated new possibility for multiple CE changes per frame
545 * uploaded pre-release (test) version 3.2.0-6 binary and source code
548 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
549 * fixed bug with not keeping CE value for moving CEs with only action
550 * changed CE action selectboxes in editor to be only reset when needed
553 * added option "use artwork from element" for custom player artwork
554 * added option "use explosion from element" for player explosions
557 * added cascaded element lists in the level editor
558 * added persistence for cascaded element lists by "editorcascade.conf"
559 * added dynamic element list with all elements used in current level
560 * added possibility for multiple CE changes per frame (experimental)
563 * uploaded pre-release (test) version 3.2.0-5 binary and source code
566 * changed "score for each 10 seconds/steps left" to "1 second/step"
567 * added own score for collecting "extra time" instead of sharing it
568 * added change events "switched by player" and "player switches <e>"
569 * added change events "snapped by player" and "player snaps <e>"
570 * added "set player artwork: <element choice>" to CE action options
571 * added change event "move of <element>"
574 * added "set player shield: off / normal / deadly" to CE action options
575 * added new player option "use level start element" in level editor
576 to set the correct focus at level start to elements from which the
577 player is created later (this did not work before for cascaded CE
578 changes resulting in creation of the player; it is now also possible
579 to create the player from a yam yam which is smashed at level start)
582 * added "set player speed: frozen (not moving)" to CE action options
583 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
586 * added new player option "block snap field" (enabled by default) to
587 make it possible to show a snapping animation like in Emerald Mine
590 * added dynamic selectboxes to custom element action settings in editor
591 * added "CE value" counter for custom elements (instead of "CE count")
592 * added option to use the last "CE value" after custom element change
593 * added option to use the "CE value" of other elements in CE actions
594 * fixed odd behaviour when pressing time orb in levels w/o time limit
595 * added checkbox "use time orb bug" for older levels that use this bug
598 * added missing configuration settings for the following elements:
599 - EL_TIMEGATE_SWITCH (time of open time gate)
600 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
601 - EL_SHIELD_NORMAL (time of shield duration)
602 - EL_SHIELD_DEADLY (time of shield duration)
603 - EL_EXTRA_TIME (time added to level time)
604 - EL_TIME_ORB_FULL (time added to level time)
607 * added "wind direction" as a movement pattern for custom elements
608 * added initial wind direction for balloon / custom elements to editor
609 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
612 * added parameters for "game of life" and "biomaze" elements to editor
615 * added level file chunk "CONF" for generic level and element settings
618 * uploaded pre-release (test) version 3.2.0-4 binary and source code
621 * skip empty level sets (with "levels: 0"; may be artwork base sets)
622 * added sound action ".page[1]" to ".page[32]" for each CE change page
625 * added image config suffix ".clone_from" to copy whole image settings
626 * fixed bug with invalid ("undefined") CE settings in old level files
629 * fixed graphical bug with smashing elements falling faster than player
632 * fixed major bug which prevented private levels from being edited
633 * fixed bug with precedence of general and special font definitions
636 * fixed graphical bug with player animation when player moves slowly
639 * uploaded pre-release (test) version 3.2.0-3 binary and source code
642 * fixed bug which prevented "global.num_toons: 0" from working
645 * major code cleanup (removed all these annoying "#if 0" blocks)
648 * added custom element actions for CE change page in level editor
651 * fixed music initialization bug in init.c (thanks to David Binderman)
652 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
653 (this bug must probably be fixed at other places, too)
656 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
657 (should be '#include <SDL.h>' instead)
660 * fixed bug which prevented "walkable from no direction" from working
661 (due to compatibility code overwriting this setting after loading)
664 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
667 * version number temporarily set to 3.1.1 (intermediate bugfix release)
668 * version 3.1.1 released
671 * changed some va_arg() arguments from 'long' to 'int', fixing problems
672 on 64-bit architecture systems with LP64 data model
675 * fixed bug with bombs not exploding when hitting the last level line
676 (introduced after the release of 3.1.0)
679 * added support for dumping small-sized level sketches from editor
682 * added recognition of "trigger element" for "change digged element to"
683 (this is not really what the "trigger element" was made for, but its
684 use may seem obvious for leaving back digged elements unchanged)
687 * fixed multiple warnings about failed joystick device initialization
690 * fixed bug with dynamite dropped on top of just dropped custom element
691 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
692 dynamite can still be dropped, but drop key must be released before
695 * fixed bug with wrong start directory when started from file browser
696 (due to this bug, R'n'D could not be started from KDE's Konqueror)
699 * fixed bug causing "change when impact" on player not working
700 * fixed wrong priority of "hitting something" over "hitting <element>"
701 * fixed wrong priority of "hit by something" over "hit by <element>"
704 * fixed graphical bug which caused the player (being Murphy) to show
705 collecting animations although the element was collected by penguin
708 * fixed two bugs causing wrong door background graphics in system.c
709 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
712 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
713 * added "no direction" to "walkable/passable from" selectbox options
716 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
717 * in tape autoplay, not only report broken, but also missing tapes
720 * uploaded pre-release (test) version 3.2.0-2 binary and source code
723 * fixed small bug with "linear" animation not working for active lamp
726 * fixed bug with moving up despite gravity due to "block last field"
727 * fixed small bug with wrong draw offset when typing name in main menu
728 * when reading user names from "passwd", ignore data after first comma
729 * when creating new "levelinfo.conf", only write some selected entries
732 * fixed displaying "imported from/by" on preview with empty string
733 * fixed ignoring draw offset for fonts used for level preview texts
736 * fixed a delay problem with SDL and too many mouse motion events
737 * added setup option "skip levels" and level skipping functionality
740 * added move speed "not moving" for non-moving CEs, but with direction
743 * fixed mapping of obsolete element token names in "editorsetup.conf"
744 * fixed bug with sound "acid.splashing" treated as a loop sound
745 * fixed some little sound bugs in native EM engine
748 * fixed small bug when dragging scrollbars to end positions
751 * added editor element descriptions written by Aaron Davidson
754 * improved fallback handling when configured artwork is not available
755 (now using default artwork instead of exiting when files not found)
758 * fixed bug on level selection screen when dragging scrollbar
761 * fixed bug which caused broken tapes when appending to EM engine tapes
764 * uploaded pre-release (test) version 3.2.0-1 binary and source code
767 * added code to replace changed artwork config tokens with other tokens
768 (needed for backwards compatibility, so that older tokens still work)
771 * added native R'n'D graphics for some new EMC elements in EM engine
774 * fixed some bugs in the EM engine integration code
775 * changed EM engine code to allow diagonal movement
776 * changed EM engine code to allow use of separate snap and drop keys
779 * fixed some redraw bugs when using EM engine
782 * fixed bug with not converting RND levels which are set to use native
783 engine to native level structure when loading
786 * uploaded pre-release (test) version 3.2.0-0 binary and source code
789 * version number set to 3.2.0
792 * level data now reset to defaults after attempt to load invalid file
795 * added use of "editorsetup.conf" for different level sets
798 * added auto-detection for various types of Emerald Mine level files
801 * fixed bug with scrollbars getting too small when list is very large
804 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
807 * added most level editor configuration gadgets for new EMC elements
810 * added more element and graphic definitions for new EMC elements
813 * modified native EM engine to use integrated R'n'D sound system
816 * added SDL support to graphics functions in native EM engine
817 (by always using generic libgame interface functions)
820 * fixed bug in frame synchronization in native EM engine
823 * added code to convert levels between R'n'D and native EM engine
826 * new Emerald Mine engine can now play levels selected in main menu
829 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
830 (which creates scaled down graphics for level editor and preview);
831 there's still a memory leak somewhere in the artwork handling code
832 * added "scale image up" functionality to X11 version of zoom function
835 * first attempts to integrate new, native Emerald Mine Club engine
838 * fixed bug in gadget code which caused reset of CEs in level editor
839 (example: pressing 'b' [grab brush] on CE config page erased values)
840 (solution: check if gadgets in ClickOnGadget() are really mapped)
841 * improved level change detection in editor (settings now also checked)
842 * fixed bug with "can move into acid" and "don't collide with" state
845 * fixed maze runner style CEs to use the configured move delay value
848 * added Aaron Davidson's tutorial level set to the "Tutorials" section
851 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
852 * fixed the above fix because it broke level set "machine" (*sigh*)
853 * fixed random element placement in level editor to work as expected
854 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
857 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
860 * fixed bug (missing array boundary check) which caused broken tapes
861 * fixed bug (when loading level template) which caused broken levels
862 * fixed bug with new block last field code when using non-yellow player
865 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
866 * internal change of how the player blocks the last field when moving
867 * fixed blocking delay of last field for EM and SP style block delay
868 * fixed bug where the player had to wait for the usual move delay after
869 unsuccessfully trying to move, when he directly could move after that
870 * the last two changes should make original Supaplex level 93 solvable
871 * improved use of random number generator to make it less predictable
872 * fixed behaviour of slippery SP elements to let slip left, then right
875 * fixed bug with wrong door state after trying to quickload empty tape
876 * fixed waste of static memory usage of the binary, making it smaller
877 * fixed very little graphical bug in Supaplex explosion
880 * version number set to 3.1.1
883 * version 3.1.0 released
886 * fixed bug with crash when writing user levelinfo.conf the first time
889 * added option "convert LEVELDIR [NR]" to command line batch commands
890 * re-converted Supaplex levels to apply latest engine fixes
891 * changed "use graphic/sound of element" to "use graphic of element"
892 due to compatibility problems with some levels ("bug machine" etc.)
895 * fixed bug with CE change replacing player with same or other player
898 * fixed bug with opaque font in envelope with background graphic when
899 background graphic is not transparent itself
902 * added "gravity on" and "gravity off" ports for Supaplex compatibility
903 * corrected original Supaplex level loading code to use these new ports
904 * also corrected Supaplex loader to auto-count infotrons if set to zero
907 * fixed bug with missing initialization of "modified" flag for GEs
910 * fixed bug that caused endless recursion loop when relocating player
911 * fixed tape recorder bug in "step mode" when using "pause before end"
912 * fixed tape recorder bug when changing from "warp forward" mode
915 * fixed bug with "when touching" for pushed elements at last position
918 * fixed bug that caused two activated toolbox buttons in level editor
919 * fixed bug with exploding dynabomb under player due to other explosion
922 * fixed bug with creating walkable custom element under player (again)
923 * fixed bug with not copying explosion type when copying CEs in editor
924 * fixed graphical bug when drawing player in setup menu (input devices)
925 * fixed graphical bug when the player is pushing an accessible element
926 * fixed bug with classic switchable elements triggering CE changes
927 * fixed bug with entering/leaving walkable element in RelocatePlayer()
928 * fixed crash bug when CE leaves behind the trigger player element
931 * fixed bug with broken tubes after placing/exploding dynamite in them
932 * fixed bug with exploding dynamite under player due to other explosion
933 * fixed bug with not resetting push delay under certain circumstances
936 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
937 * added network multiplayer code for Windows (thanks to Niko Böhm)
940 * added option "reachable despite gravity" for gravity movement
941 * changed gravity movement of most classic walkable and passable
942 elements back to "not reachable" (for compatibility reasons)
945 * fixed (removed) "indestructible" / "can explode" dependency in editor
946 * fixed (removed) "accessible inside" / "protected" dependency
947 * fixed (removed) "step mode" / "shield time" dependency
950 * fixed dynabombs exploding now into anything diggable
951 * fixed Supaplex style gravity movement into buggy base now impossible
952 * added pressing key "space" as valid action to select menu options
955 * added "replace when walkable" to relocate player to walkable element
956 * added "enter"/"leave" event for elements affected by relocation
957 * fixed "direct"/"indirect" change order also for "when change" event
958 * fixed graphical bug when pushing things from elements walkable inside
961 * fixed graphic bug when player is snapping while moving in old levels
962 * fixed bug when a moving custom element leaves a player element behind
963 * fixed bug with mole not disappearing when moving into acid pool
964 * fixed bug with incomplete path setting when using "--basepath" option
965 * moving CE can now leave walkable elements behind under the player
966 * when relocating, player can be set on walkable element now
967 * fixed another gravity movement bug
970 * uploaded pre-release (test) version 3.1.0-2 binary and source code
973 * added "collectible" and "removable" to extended replacement types
974 (where "removable" replaces "diggable" and "collectible" elements)
975 * added "collectible & throwable" (to throw element to the next field)
976 * fixed bug with CEs digging elements that are just about to explode
977 * changed mouse cursor now always being visible when game is paused
980 * added possibility to push/press accessible elements from a side that
982 * fixed bug with not setting actual date when appending to tape
985 * fixed bug with incorrectly initialized custom element editor graphics
988 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
989 - number of levels corrected from 18 to 17 in "levelinfo.conf"
992 * fixed bug with destroyed robot wheel still attracting robots forever
993 * fixed bug with time gate switch deactivating after robot wheel time
994 (while the time gate itself is not affected by this misbehaviour)
995 * changed behaviour of BD style amoeba to always get blocked by player
996 (before it was different when there were non-BD elements in level)
997 * fixed bug with player destroying indestructable elements with shield
1000 * added option to make growing elements grow into anything diggable
1001 (for the various amoeba types, biomaze and "game of life")
1004 * fixed bug with movable elements not moving after left behind by CEs
1005 * changed gravity movement to anything diggable, not only sand/base
1006 * optionally allowing passing to walkable element, not only empty space
1007 * added option "can pass to walkable element" for players
1008 * finally fixed gravity movement (hopefully)
1011 * fixed bug with movable elements not moving anymore after falling down
1014 * fixed another bug with custom elements digging and leaving elements
1015 * fixed bug with "along left/right side" and automatic start direction
1016 * trigger elements now also displayed when "more custom" deactivated
1017 * fixed bug with clipboard element initialized when loading new level
1018 * added option "drop delay" to set delay before dropping next element
1021 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1024 * added copy and paste functions for custom change pages
1025 * enhanced graphical display and functionality of tape recorder
1026 * fixed bug with custom elements digging and leaving elements
1029 * added move speed faster than "very fast" for custom elements
1030 * fixed bug with 3+3 style explosions and missing border content
1031 * fixed little bug when copying custom elements in the editor
1032 * enhanced custom element changes by more side trigger actions
1035 * added option "no scrolling when relocating" for instant teleporting
1036 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1039 * added trigger element and trigger player to use as target elements
1040 * added copy and paste functions for custom and group elements
1043 * fixed graphical bug when displaying explosion animations
1044 * fixed bug when appending to tapes, resulting in broken tapes
1045 * re-recorded a few tapes broken by fixing gravity checking bug
1048 * "can move into acid" property now for all elements independently
1049 * "can fall into acid" property for player stored in same bitfield now
1050 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1051 * version number set to 3.1.0 (finally!)
1054 * changed tape recording to only record input, not programmed actions
1057 * fixed totally broken (every 8th frame skipped) step-by-step recording
1058 * fixed bug with requester not displayed when quick-loading interrupted
1059 * added option "can fall into acid (with gravity)" for players
1060 * fixed bug with player not falling when snapping down with gravity
1063 * fixed bug which messed up key config when using keypad number keys
1066 * fixed bug which allowed moving upwards even when gravity was active
1067 * fixed bug with missing error handling when dumping levels or tapes
1070 * added different colored editor graphics for Supaplex gravity tubes
1073 * fixed bug that allowed solvable tapes for unsolvable levels
1076 * use unlimited number of droppable elements when "count" set to zero
1077 * added option to use step limit instead of time limit for level
1080 * added player and change page as trigger for custom element change
1083 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1086 * fixed bug with dark yamyam changing to acid when moving over acid
1087 * fixed handling of levels with more than 999 seconds level time
1088 (example: level 76 of "Denmine")
1091 * "spring push bug" reintroduced as configurable element property
1092 * fixed bug with missing properties for "mole"
1093 * fixed bug that showed up when fixing the above "mole" properties bug
1094 * added option "can move into acid" for all movable elements
1095 * fixed graphical bug for elements moving into acid
1096 * changed event handling to handle all pending events before going on
1099 * fixed bug which caused all CE change pages to be ignored which had
1100 the same change event, but used a different element side
1101 (reported by Simon Forsberg)
1103 * fixed bug which caused elements that can move and fall and that are
1104 transported by a conveyor belt to continue moving into that direction
1105 after leaving the conveyor belt, regardless of their own movement
1106 type; only elements which can not move are transported now
1107 (reported by Simon Forsberg)
1109 * fixed bug which could cause an array overflow in RelocatePlayer()
1110 (reported by Niko Böhm)
1112 * changed Emerald Mine style "passable / over" elements to "protected"
1113 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1115 * added new option to select from which side a "walkable/passable"
1116 element can be entered
1119 * added explosion and ignition delay for elements that can explode
1122 * fixed bug which caused player not being protected against enemies
1123 when a CE was "walkable / inside" and was not "indestructible"
1124 * added "walkable/passable" fields to be "protected/unprotected"
1125 against enemies, even if not accessible "inside" but "over/under"
1128 * corrected move pattern to 32 bit and initial move direction to 8 bit
1131 * added second custom element base configuration page
1134 * added some special EMC mappings to Emerald Mine level loader
1135 (also covering previously unknown element in level 0 of "Bondmine 8")
1138 * added option to block last field when player is moving (for Supaplex)
1139 * adjusted push delay of Supaplex elements
1140 * removed delays for envelopes etc. when replaying with maximum speed
1141 * fixed bug when dropping element on a field that just changed to empty
1144 * fixed bug: infotrons can now smash yellow disks
1145 * fixed bug: when gravity active, port above player can now be entered
1146 * removed "one white dot" mouse pointer which irritated some people
1149 * added "choice type" for group element selection
1152 * fixed bug with initial invulnerability of non-yellow player
1155 * added level loader for loading native Supaplex packed levels
1156 (including multi-part levels like the "splvls99" levels)
1159 * fixed bug which allowed creating emeralds by escaping explosions
1162 * custom elements can change (limited) or leave (unlimited) elements
1163 * finally added multiple matches using group elements
1164 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1167 * added new start movement type "previous" for continued CE movement
1168 * added new start movement type "random" for random CE movement start
1171 * added new element "sokoban_field_player" needed for Sokoban levels
1172 (thanks to Ed Booker for pointing this out!)
1175 * added elements that can be digged or left behind by custom elements
1178 * added group elements for multiple matches and random element creation
1181 * fixed some graphical errors displayed in old levels
1184 * fixed wrong double speed movement after passing closing gates
1187 * added level loader for loading native Emerald Mine levels
1190 * changes for "shooting" style CE movement
1193 * Happy New Year! ;-)
1196 * changed default snap/drop keys from left/right Shift to Control keys
1199 * fixed bug with dead player getting reanimated from custom element
1202 * fixed bug with wrong penguin graphics (when entering exit)
1205 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1208 * version number set to 3.0.9
1211 * version 3.0.8 released
1214 * added function checked_free()
1217 * fixed bug with double nut cracking sound
1218 (by eliminating "default element action sound" assignment in init.c)
1221 * fixed crash when no music info files are available
1224 * fixed boring and sleeping sounds
1227 * added "maze runner" and "maze hunter" movement types
1228 * added extended collision conditions for custom elements
1231 * added warnings for undefined token values in artwork config files
1234 * added menu entry for level set information to the info screen
1237 * fixed bug with wrong default impact sound for colored emeralds
1240 * added several sub-screens for the info screen
1241 * menu text now also clickable (not only blue/red sphere left of it)
1244 * added configurable "bored" and "sleeping" animations for the player
1245 * added "awakening" sound for player when waking up after sleeping
1248 * added "copy" and "exchange" functions for custom elements to editor
1251 * added configurable element animations for info screen
1254 * added configurable music credits for info screen
1257 * finally fixed tape recording when player is created from CE change
1260 * added "editorsetup.conf" for editor element list configuration
1263 * added "musicinfo.conf" for menu and level music configuration
1266 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1267 (that only showed up on Linux, but not on Windows systems)
1270 * fixed turning movement of butterflies and fireflies (no frame reset)
1271 * enhanced sniksnak turning movement (two steps instead of only one)
1274 * version number set to 3.0.8
1277 * version 3.0.7 released
1280 * fixed reset of player animation frame when, for example,
1281 walking, digging or collecting share the same animation
1282 * fixed CE with "deadly when touching" exploding when touching amoeba
1285 * fixed tape recording when player is created from CE element change
1288 * introduced "turning..." action graphic for elements with move delay
1289 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1290 * added turning animations for bug, spaceship and sniksnak
1293 * prevent "extended" changed elements from delay change in same frame
1296 * fixed bug when pushing element that can move away to the side
1297 (like pushing falling elements, but now with moving elements)
1300 * finally fixed serious bug in code for delayed element pushing (again)
1303 * unavailable setup options now marked as "n/a" instead of "off"
1304 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1305 to "true", levels are always played with the latest game engine,
1306 which is desired for levels that are imported from other games; all
1307 other levels are played with the engine version stored in level file
1308 (which is normally the engine version the level was created with)
1311 * fixed serious bug in code for delayed element pushing
1312 * fixed little bug in animation frame selection for pushed elements
1313 * speed-up of reading config file for verbose output
1316 * added configuration option for opening and closing Supaplex exit
1317 * added configuration option for moving up/down animation for Murphy
1318 * fixed incorrectly displayed animation for attacking dragon
1319 * fixed bug with not setting initial gravity for each new game
1320 * fixed bug with teleportation of player by custom element change
1321 * fixed bug with player not getting smashed by rock sometimes
1324 * version number set to 3.0.7
1327 * version 3.0.6 released
1330 * added support for MP3 music for SDL version through SMPEG library
1333 * fixed bug when initializing font graphic structure
1334 * fixed bug with animation mode "pingpong" when using only 1 frame
1335 * fixed bug with extended change target introduced in 3.0.5
1336 * fixed bug where passing over moving element doubles player speed
1337 * fixed bug with elements continuing to move into push direction
1338 * fixed bug with duplicated player when dropping bomb with shield on
1339 * added "switching" event for custom elements ("pressing" only once)
1340 * fixed switching bug (resetting flag when not switching but not idle)
1343 * fixed element tokens for certain file elements with ".active" etc.
1346 * version number set to 3.0.6
1349 * version 3.0.5 released
1352 * now four envelope elements available
1353 * font, background, animation and sound for envelope now configurable
1354 * main menu doors opening/closing animation type now configurable
1357 * active/inactive sides configurable for custom element changes
1358 * new movement type "move when pushed" available for custom elements
1361 * fixed bug in multiple config pages loader code that caused crashes
1364 * enhanced (remaining low-resolution) Supaplex graphics
1367 * version number set to 3.0.5
1370 * version 3.0.4 released
1372 2003-09-12 src/tools.c
1373 * fixed bug in custom definition of crumbled element graphics
1375 2003-09-11 src/files.c
1376 * fixed bug in multiple config pages code that caused crashes
1379 * version number set to 3.0.4
1382 * version 3.0.3 released
1385 * added music to Supaplex classic level set
1387 2003-09-07 src/libgame/misc.c
1388 * added support for loading various music formats through SDL_mixer
1390 2003-09-06 (various source files)
1391 * fixed several nasty bugs that may have caused crashes on some systems
1392 * added envelope content which gets displayed when collecting envelope
1393 * added multiple change event pages for custom elements
1395 2003-08-24 src/game.c
1396 * fixed problem with player animation when snapping and moving
1398 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1399 * fixed problem with flickering when drawing toon animations
1401 2003-08-23 src/libgame/sdl.c
1402 * fixed problem with setting mouse cursor in SDL version in fullscreen
1404 2003-08-23 src/game.c
1405 * fixed bug (missing array boundary check) which could crash the game
1408 * version number set to 3.0.3
1411 * version 3.0.2 released
1413 2003-08-21 src/game.c
1414 * fixed bug with creating inaccessible elements at player position
1416 2003-08-20 src/init.c
1417 * fixed bug with not finding current level artwork directory
1419 2003-08-20 src/files.c
1420 * fixed bug with choosing wrong engine version when playing tapes
1421 * fixed bug with messing up custom element properties in 3.0.0 levels
1424 * version number set to 3.0.2
1427 * version 3.0.1 released
1429 2003-08-17 (no source files affected)
1430 * changed all "classic" PCX image files with 16 colors or less to
1431 256 color (8 bit) storage format, because the Allegro game library
1432 cannot handle PCX files with less than 256 colors (contributed
1433 graphics are not affected and might look wrong in the DOS version)
1435 2003-08-16 src/init.c
1436 * fixed bug which (for example) crashed the level editor when defining
1437 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1438 (only set to default) -- invalid graphics now set to default graphic
1440 2003-08-16 src/init.c
1441 * fixed graphical bug of player digging/collecting/snapping element
1442 when no corresponding graphic/animation is defined for this action,
1443 resulting in player being drawn as EL_EMPTY (which should only be
1444 done to elements being collected, but not to the player)
1446 2003-08-16 src/game.c
1447 * fixed small graphical bug of player not totally moving into exit
1449 2003-08-16 src/libgame/setup.c
1450 * fixed bug with wrong MS-DOS 8.3 filename conversion
1452 2003-08-16 src/tools.c
1453 * fixed bug with invisible mouse cursor when pressing ESC while playing
1455 2003-08-16 (various source files)
1456 * added another 128 custom elements (disabled in editor by default)
1458 2003-08-16 src/editor.c
1459 * fixed NULL string bug causing Solaris to crash in sprintf()
1461 2003-08-16 src/screen.c
1462 * fixed drawing over scrollbar on level selection with custom fonts
1464 2003-08-15 src/game.c
1465 * cleanup of simple sounds / loop sounds / music settings
1467 2003-08-08 (various source files)
1468 * added custom element property for dropping collected elements
1470 2003-08-08 src/conf_gfx.c
1471 * fixed bug with missing graphic for active red disk bomb
1473 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1474 * extended variable "level.gravity" to "level.initial_gravity" and
1475 "game.current_gravity" to prevent level setting from being changed
1476 by playing the level (keeping the runtime value after playing)
1478 * fixed graphics bug when digging element that has 'crumbled' graphic
1479 definition, but not 'diggable' graphic definition
1482 * version number set to 3.0.1
1485 * version 3.0.0 released
1488 * various bug fixes; among others:
1489 - fixed bug with pushing spring over empty space
1490 - fixed bug with leaving tube while placing dynamite
1491 - fixed bug with explosion of smashed penguins
1492 - allow Murphy player graphic in levels with non-Supaplex elements
1496 * I have forgotten to document changes for some time
1499 * pre-release version 2.2.0rc1 released
1502 * version number set to 2.1.2
1505 * version 2.1.1 released
1508 * version number set to 2.1.1
1511 * version 2.1.0 released
1514 * version number set to 2.1.0
1516 2002-04-03 to 2002-05-19 (various source files)
1517 * graphics, sounds and music now fully configurable
1518 * bug fixed that prevented walking through tubes when gravity on
1520 2002-04-02 src/events.c, src/editor.c
1521 * Make Escape key less aggressive when playing or when editing level.
1522 This can be configured as an option in the setup menu. (Default is
1523 "less aggressive" which means "ask user if something can be lost"
1524 when pressing the Escape key.)
1526 2002-04-02 src/screen.c
1527 * Added "graphics setup" screen.
1529 2002-04-01 src/screen.c
1530 * Changed "choose level" setup screen stuff to be more generic (to
1531 make it easier to add more "choose from generic tree" setup screens).
1533 2002-04-01 src/config.c, src/timestamp.h
1534 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1535 automatically gets created by "src/Makefile" and contains an actual
1536 compile-time timestamp to identify development versions of the game).
1538 2002-03-31 src/tape.c, src/events.c
1539 * Added quick game/tape save/load functions to tape stuff which can be
1540 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1541 loads previously recorded tape and directly goes into recording mode
1542 from the end of the tape (therefore appending to the tape).
1544 2002-03-31 src/tape.c
1545 * Added "index mark" function to tape recorder. When playing or
1546 recording, "eject" button changes to "index" button. Setting index
1547 mark is not yet implemented, but pressing index button when playing
1548 allows very quick advancing to end of tape (when normal playing),
1549 very fast forward mode (when playing with normal fast forward) or
1550 very fast reaching of "pause before end of tape" (when playing with
1551 "pause before end" playing mode).
1553 2002-03-30 src/cartoons.c
1554 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1556 2002-03-29 src/screen.c
1557 * Changed setup screen stuff to be more generic (to make it easier
1558 to add more setup screens).
1560 2002-03-23 src/main.c, src/main.h
1561 * Various changes due to the introduction of the new libgame files
1562 "setup.c" and "joystick.c".
1564 2002-03-23 src/files.c
1565 * Generic parts of "src/files.c" (mainly setup and level directory
1566 stuff) moved to new libgame file "src/libgame/setup.c".
1568 2002-03-23 src/joystick.c
1569 * File "src/joystick.c" moved to libgame source tree, with
1570 correspondig changes.
1572 2002-03-22 src/screens.c
1573 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1574 (Wrong level series information displayed when entering main group.)
1576 2002-03-22 src/editor.c
1577 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1579 2002-03-22 src/editor.c
1580 * Changed behaviour of "Escape" key in level editor to be more
1581 intuitive: When in "Element Properties" or "Level Info" mode,
1582 return to "Drawing Mode" instead of leaving the level editor.
1584 2002-03-21 src/game.c, src/editor.c, src/files.c
1585 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1586 gems (emeralds, diamonds, ...) slipping down from normal wall,
1587 steel wall and growing wall (as in E.M.C. style levels). Although
1588 the behaviour of contributed and private levels wasn't changed (due
1589 to the use of "level.game_version"; see previous entry), editing
1590 those levels will (of course) change the behaviour accordingly.
1592 This change seems a bit too hard after thinking about it, because
1593 the EM style behaviour is not the "expected" behaviour (gems would
1594 normally only slip down from "rounded" walls). Therefore this was
1595 now changed to an element property for gem style elements, with the
1596 default setting "off" (which means: no special EM style behaviour).
1597 To fix older converted levels, this flag is set to "on" for pre-2.0
1598 levels that are neither contributed nor private levels.
1600 2002-03-20 src/files.h
1601 * Corrected settings for "level.game_version" depending of level type.
1602 (Contributed and private levels always get played with game engine
1603 version they were created with, while converted levels always get
1604 played with the most recent version of the game engine, to let new
1605 corrections of the emulation behaviour take effect.)
1607 2002-03-20 src/main.h
1608 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1609 compiling the SDL version on some systems.
1610 Thanks to the several people who pointed this out.
1613 * Version number set to 2.0.2.
1616 * Version 2.0.1 released.
1618 2002-03-18 src/screens.c
1619 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1621 2002-03-18 src/files.c [src/libgame/misc.c]
1622 * Moved some common functions from src/files.c to src/libgame/misc.c.
1624 2002-03-18 src/files.c [src/libgame/misc.c]
1625 * Changed permissions for new directories and saved files (especially
1626 score files) according to suggestions of Debian users and mantainers.
1627 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1629 2002-03-17 src/files.c
1630 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1631 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1632 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1633 for levels and "TAPE" for tapes). Old "cookie" style format is
1634 still supported for reading. New level and tape files are written
1637 * New IFF chunk "VERS" contains version numbers for file and game
1638 (where "game version" is the version of the program that wrote the
1639 file, and "file version" is a version number to distinguish files
1640 with different format, for example after adding new features).
1642 2002-03-15 src/screen.c
1643 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1644 (Before, you heard a mixture of the in-game music and the
1645 hall-of-fame music.)
1647 2002-03-14 src/events.c
1648 * Function "DumpTape()" (files.c) now available by pressing 't' from
1649 main menu (when in DEBUG mode).
1651 2002-03-14 src/game.c
1652 * "GameWon()": When game was won playing a tape, now there is no delay
1653 raising the score and no corresponding sound is played.
1655 2002-03-14 src/files.c
1656 * Changed "LoadTape()" for real chunk support and also adjusted
1657 "SaveTape()" accordingly.
1659 2002-03-14 src/game.c, src/tape.c, src/files.c
1660 * Important changes to tape format: The old tape format stored all
1661 actions with a real effect with a corresponding delay between the
1662 stored actions. This had some major disadvantages (for example,
1663 push delays had to be ignored, pressing a button for some seconds
1664 mutated to several single button presses because of the non-action
1665 delays between two action frames etc.). The new tape format just
1666 stupidly records all device actions and replays them later. I really
1667 don't know why I haven't solved it that way before?! Old-style tapes
1668 (with tape file version less than 2.0) get converted to the new
1669 format on-the-fly when loading and can therefore still be played;
1670 only some minor parts of the old-style tape handling code was needed.
1671 (A perfect conversion is not possible, because there is information
1672 missing about the device actions between two action frames.)
1674 2002-03-14 src/files.c
1675 * New function "DumpTape()" to dump the contents of the current tape
1676 in a human readable format.
1678 2002-03-14 src/game.c
1679 * Small tape bug fixed: When automatically advancing to next level
1680 after a game was won, the tape from the previous level still was
1681 loaded as a tape for the new level.
1683 2002-03-14 src/tape.c
1684 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1685 tape, cartoons did not get completely removed because
1686 StopAnimation() was not called.
1688 2002-03-13 src/files.c
1689 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1690 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1691 size even when using 16-bit elements). Added new chunk "CNT2" for
1692 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1693 chunk even when content was 16-bit element). "CNT2" should now be
1694 able to store content for arbitrary elements (up to eight blocks of
1695 3 x 3 element arrays). All "CNT2" elements will always be stored as
1696 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1698 2002-03-13 src/files.c
1699 * Changed "LoadLevel()" for real chunk support.
1701 2002-03-12 src/game.c
1702 * Fixed problem (introduced after 2.0.0 release) with penguins
1703 not getting killed by enemies
1705 2002-02-24 src/game.c, src/main.h
1706 * Added "player->is_moving"; now "player->last_move_dir" does
1707 not contain any information if the player is just moving at
1709 Before, "player->last_move_dir" was misused for this purpose
1710 for the robot stuff (robots don't kill players when they are
1711 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1712 broke tapes when walking through pipes!
1713 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1714 in a continuous movement. This fact is ignored for friends and