2 * improved fallback handling when configured artwork is not available
3 (now using default artwork instead of exiting when files not found)
6 * fixed bug on level selection screen when dragging scrollbar
9 * fixed bug which caused broken tapes when appending to EM engine tapes
12 * uploaded pre-release (test) version 3.2.0-1 binary and source code
15 * added code to replace changed artwork config tokens with other tokens
16 (needed for backwards compatibility, so that older tokens still work)
19 * added native R'n'D graphics for some new EMC elements in EM engine
22 * fixed some bugs in the EM engine integration code
23 * changed EM engine code to allow diagonal movement
24 * changed EM engine code to allow use of separate snap and drop keys
27 * fixed some redraw bugs when using EM engine
30 * fixed bug with not converting RND levels which are set to use native
31 engine to native level structure when loading
34 * uploaded pre-release (test) version 3.2.0-0 binary and source code
37 * version number set to 3.2.0
40 * level data now reset to defaults after attempt to load invalid file
43 * added use of "editorsetup.conf" for different level sets
46 * added auto-detection for various types of Emerald Mine level files
49 * fixed bug with scrollbars getting too small when list is very large
52 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
55 * added most level editor configuration gadgets for new EMC elements
58 * added more element and graphic definitions for new EMC elements
61 * modified native EM engine to use integrated R'n'D sound system
64 * added SDL support to graphics functions in native EM engine
65 (by always using generic libgame interface functions)
68 * fixed bug in frame synchronization in native EM engine
71 * added code to convert levels between R'n'D and native EM engine
74 * new Emerald Mine engine can now play levels selected in main menu
77 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
78 (which creates scaled down graphics for level editor and preview);
79 there's still a memory leak somewhere in the artwork handling code
80 * added "scale image up" functionality to X11 version of zoom function
83 * first attempts to integrate new, native Emerald Mine Club engine
86 * fixed bug in gadget code which caused reset of CEs in level editor
87 (example: pressing 'b' [grab brush] on CE config page erased values)
88 (solution: check if gadgets in ClickOnGadget() are really mapped)
89 * improved level change detection in editor (settings now also checked)
90 * fixed bug with "can move into acid" and "don't collide with" state
93 * fixed maze runner style CEs to use the configured move delay value
96 * added Aaron Davidson's tutorial level set to the "Tutorials" section
99 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
100 * fixed the above fix because it broke level set "machine" (*sigh*)
101 * fixed random element placement in level editor to work as expected
102 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
105 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
108 * fixed bug (missing array boundary check) which caused broken tapes
109 * fixed bug (when loading level template) which caused broken levels
110 * fixed bug with new block last field code when using non-yellow player
113 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
114 * internal change of how the player blocks the last field when moving
115 * fixed blocking delay of last field for EM and SP style block delay
116 * fixed bug where the player had to wait for the usual move delay after
117 unsuccessfully trying to move, when he directly could move after that
118 * the last two changes should make original Supaplex level 93 solvable
119 * improved use of random number generator to make it less predictable
120 * fixed behaviour of slippery SP elements to let slip left, then right
123 * fixed bug with wrong door state after trying to quickload empty tape
124 * fixed waste of static memory usage of the binary, making it smaller
125 * fixed very little graphical bug in Supaplex explosion
128 * version number set to 3.1.1
131 * version 3.1.0 released
134 * fixed bug with crash when writing user levelinfo.conf the first time
137 * added option "convert LEVELDIR [NR]" to command line batch commands
138 * re-converted Supaplex levels to apply latest engine fixes
139 * changed "use graphic/sound of element" to "use graphic of element"
140 due to compatibility problems with some levels ("bug machine" etc.)
143 * fixed bug with CE change replacing player with same or other player
146 * fixed bug with opaque font in envelope with background graphic when
147 background graphic is not transparent itself
150 * added "gravity on" and "gravity off" ports for Supaplex compatibility
151 * corrected original Supaplex level loading code to use these new ports
152 * also corrected Supaplex loader to auto-count infotrons if set to zero
155 * fixed bug with missing initialization of "modified" flag for GEs
158 * fixed bug that caused endless recursion loop when relocating player
159 * fixed tape recorder bug in "step mode" when using "pause before end"
160 * fixed tape recorder bug when changing from "warp forward" mode
163 * fixed bug with "when touching" for pushed elements at last position
166 * fixed bug that caused two activated toolbox buttons in level editor
167 * fixed bug with exploding dynabomb under player due to other explosion
170 * fixed bug with creating walkable custom element under player (again)
171 * fixed bug with not copying explosion type when copying CEs in editor
172 * fixed graphical bug when drawing player in setup menu (input devices)
173 * fixed graphical bug when the player is pushing an accessible element
174 * fixed bug with classic switchable elements triggering CE changes
175 * fixed bug with entering/leaving walkable element in RelocatePlayer()
176 * fixed crash bug when CE leaves behind the trigger player element
179 * fixed bug with broken tubes after placing/exploding dynamite in them
180 * fixed bug with exploding dynamite under player due to other explosion
181 * fixed bug with not resetting push delay under certain circumstances
184 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
185 * added network multiplayer code for Windows (thanks to Niko Böhm)
188 * added option "reachable despite gravity" for gravity movement
189 * changed gravity movement of most classic walkable and passable
190 elements back to "not reachable" (for compatibility reasons)
193 * fixed (removed) "indestructible" / "can explode" dependency in editor
194 * fixed (removed) "accessible inside" / "protected" dependency
195 * fixed (removed) "step mode" / "shield time" dependency
198 * fixed dynabombs exploding now into anything diggable
199 * fixed Supaplex style gravity movement into buggy base now impossible
200 * added pressing key "space" as valid action to select menu options
203 * added "replace when walkable" to relocate player to walkable element
204 * added "enter"/"leave" event for elements affected by relocation
205 * fixed "direct"/"indirect" change order also for "when change" event
206 * fixed graphical bug when pushing things from elements walkable inside
209 * fixed graphic bug when player is snapping while moving in old levels
210 * fixed bug when a moving custom element leaves a player element behind
211 * fixed bug with mole not disappearing when moving into acid pool
212 * fixed bug with incomplete path setting when using "--basepath" option
213 * moving CE can now leave walkable elements behind under the player
214 * when relocating, player can be set on walkable element now
215 * fixed another gravity movement bug
218 * uploaded pre-release (test) version 3.1.0-2 binary and source code
221 * added "collectible" and "removable" to extended replacement types
222 (where "removable" replaces "diggable" and "collectible" elements)
223 * added "collectible & throwable" (to throw element to the next field)
224 * fixed bug with CEs digging elements that are just about to explode
225 * changed mouse cursor now always being visible when game is paused
228 * added possibility to push/press accessible elements from a side that
230 * fixed bug with not setting actual date when appending to tape
233 * fixed bug with incorrectly initialized custom element editor graphics
236 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
237 - number of levels corrected from 18 to 17 in "levelinfo.conf"
240 * fixed bug with destroyed robot wheel still attracting robots forever
241 * fixed bug with time gate switch deactivating after robot wheel time
242 (while the time gate itself is not affected by this misbehaviour)
243 * changed behaviour of BD style amoeba to always get blocked by player
244 (before it was different when there were non-BD elements in level)
245 * fixed bug with player destroying indestructable elements with shield
248 * added option to make growing elements grow into anything diggable
249 (for the various amoeba types, biomaze and "game of life")
252 * fixed bug with movable elements not moving after left behind by CEs
253 * changed gravity movement to anything diggable, not only sand/base
254 * optionally allowing passing to walkable element, not only empty space
255 * added option "can pass to walkable element" for players
256 * finally fixed gravity movement (hopefully)
259 * fixed bug with movable elements not moving anymore after falling down
262 * fixed another bug with custom elements digging and leaving elements
263 * fixed bug with "along left/right side" and automatic start direction
264 * trigger elements now also displayed when "more custom" deactivated
265 * fixed bug with clipboard element initialized when loading new level
266 * added option "drop delay" to set delay before dropping next element
269 * uploaded pre-release (test) version 3.1.0-1 binary and source code
272 * added copy and paste functions for custom change pages
273 * enhanced graphical display and functionality of tape recorder
274 * fixed bug with custom elements digging and leaving elements
277 * added move speed faster than "very fast" for custom elements
278 * fixed bug with 3+3 style explosions and missing border content
279 * fixed little bug when copying custom elements in the editor
280 * enhanced custom element changes by more side trigger actions
283 * added option "no scrolling when relocating" for instant teleporting
284 * uploaded pre-release (test) version 3.1.0-0 binary and source code
287 * added trigger element and trigger player to use as target elements
288 * added copy and paste functions for custom and group elements
291 * fixed graphical bug when displaying explosion animations
292 * fixed bug when appending to tapes, resulting in broken tapes
293 * re-recorded a few tapes broken by fixing gravity checking bug
296 * "can move into acid" property now for all elements independently
297 * "can fall into acid" property for player stored in same bitfield now
298 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
299 * version number set to 3.1.0 (finally!)
302 * changed tape recording to only record input, not programmed actions
305 * fixed totally broken (every 8th frame skipped) step-by-step recording
306 * fixed bug with requester not displayed when quick-loading interrupted
307 * added option "can fall into acid (with gravity)" for players
308 * fixed bug with player not falling when snapping down with gravity
311 * fixed bug which messed up key config when using keypad number keys
314 * fixed bug which allowed moving upwards even when gravity was active
315 * fixed bug with missing error handling when dumping levels or tapes
318 * added different colored editor graphics for Supaplex gravity tubes
321 * fixed bug that allowed solvable tapes for unsolvable levels
324 * use unlimited number of droppable elements when "count" set to zero
325 * added option to use step limit instead of time limit for level
328 * added player and change page as trigger for custom element change
331 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
334 * fixed bug with dark yamyam changing to acid when moving over acid
335 * fixed handling of levels with more than 999 seconds level time
336 (example: level 76 of "Denmine")
339 * "spring push bug" reintroduced as configurable element property
340 * fixed bug with missing properties for "mole"
341 * fixed bug that showed up when fixing the above "mole" properties bug
342 * added option "can move into acid" for all movable elements
343 * fixed graphical bug for elements moving into acid
344 * changed event handling to handle all pending events before going on
347 * fixed bug which caused all CE change pages to be ignored which had
348 the same change event, but used a different element side
349 (reported by Simon Forsberg)
351 * fixed bug which caused elements that can move and fall and that are
352 transported by a conveyor belt to continue moving into that direction
353 after leaving the conveyor belt, regardless of their own movement
354 type; only elements which can not move are transported now
355 (reported by Simon Forsberg)
357 * fixed bug which could cause an array overflow in RelocatePlayer()
358 (reported by Niko Böhm)
360 * changed Emerald Mine style "passable / over" elements to "protected"
361 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
363 * added new option to select from which side a "walkable/passable"
364 element can be entered
367 * added explosion and ignition delay for elements that can explode
370 * fixed bug which caused player not being protected against enemies
371 when a CE was "walkable / inside" and was not "indestructible"
372 * added "walkable/passable" fields to be "protected/unprotected"
373 against enemies, even if not accessible "inside" but "over/under"
376 * corrected move pattern to 32 bit and initial move direction to 8 bit
379 * added second custom element base configuration page
382 * added some special EMC mappings to Emerald Mine level loader
383 (also covering previously unknown element in level 0 of "Bondmine 8")
386 * added option to block last field when player is moving (for Supaplex)
387 * adjusted push delay of Supaplex elements
388 * removed delays for envelopes etc. when replaying with maximum speed
389 * fixed bug when dropping element on a field that just changed to empty
392 * fixed bug: infotrons can now smash yellow disks
393 * fixed bug: when gravity active, port above player can now be entered
394 * removed "one white dot" mouse pointer which irritated some people
397 * added "choice type" for group element selection
400 * fixed bug with initial invulnerability of non-yellow player
403 * added level loader for loading native Supaplex packed levels
404 (including multi-part levels like the "splvls99" levels)
407 * fixed bug which allowed creating emeralds by escaping explosions
410 * custom elements can change (limited) or leave (unlimited) elements
411 * finally added multiple matches using group elements
412 * added shortcut to dump brush (type ":DB" in editor) for use in forum
415 * added new start movement type "previous" for continued CE movement
416 * added new start movement type "random" for random CE movement start
419 * added new element "sokoban_field_player" needed for Sokoban levels
420 (thanks to Ed Booker for pointing this out!)
423 * added elements that can be digged or left behind by custom elements
426 * added group elements for multiple matches and random element creation
429 * fixed some graphical errors displayed in old levels
432 * fixed wrong double speed movement after passing closing gates
435 * added level loader for loading native Emerald Mine levels
438 * changes for "shooting" style CE movement
441 * Happy New Year! ;-)
444 * changed default snap/drop keys from left/right Shift to Control keys
447 * fixed bug with dead player getting reanimated from custom element
450 * fixed bug with wrong penguin graphics (when entering exit)
453 * fixed bug with wrong "Murphy" graphics (when digging etc.)
456 * version number set to 3.0.9
459 * version 3.0.8 released
462 * added function checked_free()
465 * fixed bug with double nut cracking sound
466 (by eliminating "default element action sound" assignment in init.c)
469 * fixed crash when no music info files are available
472 * fixed boring and sleeping sounds
475 * added "maze runner" and "maze hunter" movement types
476 * added extended collision conditions for custom elements
479 * added warnings for undefined token values in artwork config files
482 * added menu entry for level set information to the info screen
485 * fixed bug with wrong default impact sound for colored emeralds
488 * added several sub-screens for the info screen
489 * menu text now also clickable (not only blue/red sphere left of it)
492 * added configurable "bored" and "sleeping" animations for the player
493 * added "awakening" sound for player when waking up after sleeping
496 * added "copy" and "exchange" functions for custom elements to editor
499 * added configurable element animations for info screen
502 * added configurable music credits for info screen
505 * finally fixed tape recording when player is created from CE change
508 * added "editorsetup.conf" for editor element list configuration
511 * added "musicinfo.conf" for menu and level music configuration
514 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
515 (that only showed up on Linux, but not on Windows systems)
518 * fixed turning movement of butterflies and fireflies (no frame reset)
519 * enhanced sniksnak turning movement (two steps instead of only one)
522 * version number set to 3.0.8
525 * version 3.0.7 released
528 * fixed reset of player animation frame when, for example,
529 walking, digging or collecting share the same animation
530 * fixed CE with "deadly when touching" exploding when touching amoeba
533 * fixed tape recording when player is created from CE element change
536 * introduced "turning..." action graphic for elements with move delay
537 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
538 * added turning animations for bug, spaceship and sniksnak
541 * prevent "extended" changed elements from delay change in same frame
544 * fixed bug when pushing element that can move away to the side
545 (like pushing falling elements, but now with moving elements)
548 * finally fixed serious bug in code for delayed element pushing (again)
551 * unavailable setup options now marked as "n/a" instead of "off"
552 * new boolean directive "latest_engine" for "levelinfo.conf": when set
553 to "true", levels are always played with the latest game engine,
554 which is desired for levels that are imported from other games; all
555 other levels are played with the engine version stored in level file
556 (which is normally the engine version the level was created with)
559 * fixed serious bug in code for delayed element pushing
560 * fixed little bug in animation frame selection for pushed elements
561 * speed-up of reading config file for verbose output
564 * added configuration option for opening and closing Supaplex exit
565 * added configuration option for moving up/down animation for Murphy
566 * fixed incorrectly displayed animation for attacking dragon
567 * fixed bug with not setting initial gravity for each new game
568 * fixed bug with teleportation of player by custom element change
569 * fixed bug with player not getting smashed by rock sometimes
572 * version number set to 3.0.7
575 * version 3.0.6 released
578 * added support for MP3 music for SDL version through SMPEG library
581 * fixed bug when initializing font graphic structure
582 * fixed bug with animation mode "pingpong" when using only 1 frame
583 * fixed bug with extended change target introduced in 3.0.5
584 * fixed bug where passing over moving element doubles player speed
585 * fixed bug with elements continuing to move into push direction
586 * fixed bug with duplicated player when dropping bomb with shield on
587 * added "switching" event for custom elements ("pressing" only once)
588 * fixed switching bug (resetting flag when not switching but not idle)
591 * fixed element tokens for certain file elements with ".active" etc.
594 * version number set to 3.0.6
597 * version 3.0.5 released
600 * now four envelope elements available
601 * font, background, animation and sound for envelope now configurable
602 * main menu doors opening/closing animation type now configurable
605 * active/inactive sides configurable for custom element changes
606 * new movement type "move when pushed" available for custom elements
609 * fixed bug in multiple config pages loader code that caused crashes
612 * enhanced (remaining low-resolution) Supaplex graphics
615 * version number set to 3.0.5
618 * version 3.0.4 released
620 2003-09-12 src/tools.c
621 * fixed bug in custom definition of crumbled element graphics
623 2003-09-11 src/files.c
624 * fixed bug in multiple config pages code that caused crashes
627 * version number set to 3.0.4
630 * version 3.0.3 released
633 * added music to Supaplex classic level set
635 2003-09-07 src/libgame/misc.c
636 * added support for loading various music formats through SDL_mixer
638 2003-09-06 (various source files)
639 * fixed several nasty bugs that may have caused crashes on some systems
640 * added envelope content which gets displayed when collecting envelope
641 * added multiple change event pages for custom elements
643 2003-08-24 src/game.c
644 * fixed problem with player animation when snapping and moving
646 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
647 * fixed problem with flickering when drawing toon animations
649 2003-08-23 src/libgame/sdl.c
650 * fixed problem with setting mouse cursor in SDL version in fullscreen
652 2003-08-23 src/game.c
653 * fixed bug (missing array boundary check) which could crash the game
656 * version number set to 3.0.3
659 * version 3.0.2 released
661 2003-08-21 src/game.c
662 * fixed bug with creating inaccessible elements at player position
664 2003-08-20 src/init.c
665 * fixed bug with not finding current level artwork directory
667 2003-08-20 src/files.c
668 * fixed bug with choosing wrong engine version when playing tapes
669 * fixed bug with messing up custom element properties in 3.0.0 levels
672 * version number set to 3.0.2
675 * version 3.0.1 released
677 2003-08-17 (no source files affected)
678 * changed all "classic" PCX image files with 16 colors or less to
679 256 color (8 bit) storage format, because the Allegro game library
680 cannot handle PCX files with less than 256 colors (contributed
681 graphics are not affected and might look wrong in the DOS version)
683 2003-08-16 src/init.c
684 * fixed bug which (for example) crashed the level editor when defining
685 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
686 (only set to default) -- invalid graphics now set to default graphic
688 2003-08-16 src/init.c
689 * fixed graphical bug of player digging/collecting/snapping element
690 when no corresponding graphic/animation is defined for this action,
691 resulting in player being drawn as EL_EMPTY (which should only be
692 done to elements being collected, but not to the player)
694 2003-08-16 src/game.c
695 * fixed small graphical bug of player not totally moving into exit
697 2003-08-16 src/libgame/setup.c
698 * fixed bug with wrong MS-DOS 8.3 filename conversion
700 2003-08-16 src/tools.c
701 * fixed bug with invisible mouse cursor when pressing ESC while playing
703 2003-08-16 (various source files)
704 * added another 128 custom elements (disabled in editor by default)
706 2003-08-16 src/editor.c
707 * fixed NULL string bug causing Solaris to crash in sprintf()
709 2003-08-16 src/screen.c
710 * fixed drawing over scrollbar on level selection with custom fonts
712 2003-08-15 src/game.c
713 * cleanup of simple sounds / loop sounds / music settings
715 2003-08-08 (various source files)
716 * added custom element property for dropping collected elements
718 2003-08-08 src/conf_gfx.c
719 * fixed bug with missing graphic for active red disk bomb
721 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
722 * extended variable "level.gravity" to "level.initial_gravity" and
723 "game.current_gravity" to prevent level setting from being changed
724 by playing the level (keeping the runtime value after playing)
726 * fixed graphics bug when digging element that has 'crumbled' graphic
727 definition, but not 'diggable' graphic definition
730 * version number set to 3.0.1
733 * version 3.0.0 released
736 * various bug fixes; among others:
737 - fixed bug with pushing spring over empty space
738 - fixed bug with leaving tube while placing dynamite
739 - fixed bug with explosion of smashed penguins
740 - allow Murphy player graphic in levels with non-Supaplex elements
744 * I have forgotten to document changes for some time
747 * pre-release version 2.2.0rc1 released
750 * version number set to 2.1.2
753 * version 2.1.1 released
756 * version number set to 2.1.1
759 * version 2.1.0 released
762 * version number set to 2.1.0
764 2002-04-03 to 2002-05-19 (various source files)
765 * graphics, sounds and music now fully configurable
766 * bug fixed that prevented walking through tubes when gravity on
768 2002-04-02 src/events.c, src/editor.c
769 * Make Escape key less aggressive when playing or when editing level.
770 This can be configured as an option in the setup menu. (Default is
771 "less aggressive" which means "ask user if something can be lost"
772 when pressing the Escape key.)
774 2002-04-02 src/screen.c
775 * Added "graphics setup" screen.
777 2002-04-01 src/screen.c
778 * Changed "choose level" setup screen stuff to be more generic (to
779 make it easier to add more "choose from generic tree" setup screens).
781 2002-04-01 src/config.c, src/timestamp.h
782 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
783 automatically gets created by "src/Makefile" and contains an actual
784 compile-time timestamp to identify development versions of the game).
786 2002-03-31 src/tape.c, src/events.c
787 * Added quick game/tape save/load functions to tape stuff which can be
788 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
789 loads previously recorded tape and directly goes into recording mode
790 from the end of the tape (therefore appending to the tape).
792 2002-03-31 src/tape.c
793 * Added "index mark" function to tape recorder. When playing or
794 recording, "eject" button changes to "index" button. Setting index
795 mark is not yet implemented, but pressing index button when playing
796 allows very quick advancing to end of tape (when normal playing),
797 very fast forward mode (when playing with normal fast forward) or
798 very fast reaching of "pause before end of tape" (when playing with
799 "pause before end" playing mode).
801 2002-03-30 src/cartoons.c
802 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
804 2002-03-29 src/screen.c
805 * Changed setup screen stuff to be more generic (to make it easier
806 to add more setup screens).
808 2002-03-23 src/main.c, src/main.h
809 * Various changes due to the introduction of the new libgame files
810 "setup.c" and "joystick.c".
812 2002-03-23 src/files.c
813 * Generic parts of "src/files.c" (mainly setup and level directory
814 stuff) moved to new libgame file "src/libgame/setup.c".
816 2002-03-23 src/joystick.c
817 * File "src/joystick.c" moved to libgame source tree, with
818 correspondig changes.
820 2002-03-22 src/screens.c
821 * "HandleChooseLevel()": Another bug in level series navigation fixed.
822 (Wrong level series information displayed when entering main group.)
824 2002-03-22 src/editor.c
825 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
827 2002-03-22 src/editor.c
828 * Changed behaviour of "Escape" key in level editor to be more
829 intuitive: When in "Element Properties" or "Level Info" mode,
830 return to "Drawing Mode" instead of leaving the level editor.
832 2002-03-21 src/game.c, src/editor.c, src/files.c
833 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
834 gems (emeralds, diamonds, ...) slipping down from normal wall,
835 steel wall and growing wall (as in E.M.C. style levels). Although
836 the behaviour of contributed and private levels wasn't changed (due
837 to the use of "level.game_version"; see previous entry), editing
838 those levels will (of course) change the behaviour accordingly.
840 This change seems a bit too hard after thinking about it, because
841 the EM style behaviour is not the "expected" behaviour (gems would
842 normally only slip down from "rounded" walls). Therefore this was
843 now changed to an element property for gem style elements, with the
844 default setting "off" (which means: no special EM style behaviour).
845 To fix older converted levels, this flag is set to "on" for pre-2.0
846 levels that are neither contributed nor private levels.
848 2002-03-20 src/files.h
849 * Corrected settings for "level.game_version" depending of level type.
850 (Contributed and private levels always get played with game engine
851 version they were created with, while converted levels always get
852 played with the most recent version of the game engine, to let new
853 corrections of the emulation behaviour take effect.)
855 2002-03-20 src/main.h
856 * Added "#include <time.h>". This seems to be needed by "tape.c" for
857 compiling the SDL version on some systems.
858 Thanks to the several people who pointed this out.
861 * Version number set to 2.0.2.
864 * Version 2.0.1 released.
866 2002-03-18 src/screens.c
867 * "HandleChooseLevel()": Small bug in level series navigation fixed.
869 2002-03-18 src/files.c [src/libgame/misc.c]
870 * Moved some common functions from src/files.c to src/libgame/misc.c.
872 2002-03-18 src/files.c [src/libgame/misc.c]
873 * Changed permissions for new directories and saved files (especially
874 score files) according to suggestions of Debian users and mantainers.
875 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
877 2002-03-17 src/files.c
878 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
879 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
880 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
881 for levels and "TAPE" for tapes). Old "cookie" style format is
882 still supported for reading. New level and tape files are written
885 * New IFF chunk "VERS" contains version numbers for file and game
886 (where "game version" is the version of the program that wrote the
887 file, and "file version" is a version number to distinguish files
888 with different format, for example after adding new features).
890 2002-03-15 src/screen.c
891 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
892 (Before, you heard a mixture of the in-game music and the
895 2002-03-14 src/events.c
896 * Function "DumpTape()" (files.c) now available by pressing 't' from
897 main menu (when in DEBUG mode).
899 2002-03-14 src/game.c
900 * "GameWon()": When game was won playing a tape, now there is no delay
901 raising the score and no corresponding sound is played.
903 2002-03-14 src/files.c
904 * Changed "LoadTape()" for real chunk support and also adjusted
905 "SaveTape()" accordingly.
907 2002-03-14 src/game.c, src/tape.c, src/files.c
908 * Important changes to tape format: The old tape format stored all
909 actions with a real effect with a corresponding delay between the
910 stored actions. This had some major disadvantages (for example,
911 push delays had to be ignored, pressing a button for some seconds
912 mutated to several single button presses because of the non-action
913 delays between two action frames etc.). The new tape format just
914 stupidly records all device actions and replays them later. I really
915 don't know why I haven't solved it that way before?! Old-style tapes
916 (with tape file version less than 2.0) get converted to the new
917 format on-the-fly when loading and can therefore still be played;
918 only some minor parts of the old-style tape handling code was needed.
919 (A perfect conversion is not possible, because there is information
920 missing about the device actions between two action frames.)
922 2002-03-14 src/files.c
923 * New function "DumpTape()" to dump the contents of the current tape
924 in a human readable format.
926 2002-03-14 src/game.c
927 * Small tape bug fixed: When automatically advancing to next level
928 after a game was won, the tape from the previous level still was
929 loaded as a tape for the new level.
931 2002-03-14 src/tape.c
932 * Small graphical bug fixed: When pressing ""Record" or "Play" on
933 tape, cartoons did not get completely removed because
934 StopAnimation() was not called.
936 2002-03-13 src/files.c
937 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
938 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
939 size even when using 16-bit elements). Added new chunk "CNT2" for
940 16-bit amoeba content (previously written in 8-bit field in "HEAD"
941 chunk even when content was 16-bit element). "CNT2" should now be
942 able to store content for arbitrary elements (up to eight blocks of
943 3 x 3 element arrays). All "CNT2" elements will always be stored as
944 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
946 2002-03-13 src/files.c
947 * Changed "LoadLevel()" for real chunk support.
949 2002-03-12 src/game.c
950 * Fixed problem (introduced after 2.0.0 release) with penguins
951 not getting killed by enemies
953 2002-02-24 src/game.c, src/main.h
954 * Added "player->is_moving"; now "player->last_move_dir" does
955 not contain any information if the player is just moving at
957 Before, "player->last_move_dir" was misused for this purpose
958 for the robot stuff (robots don't kill players when they are
959 moving). But setting "player->last_move_dir" to MV_NO_MOVING
960 broke tapes when walking through pipes!
961 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
962 in a continuous movement. This fact is ignored for friends and