2 * fixed bug with exploding bomb using R'n'D graphics in EM engine
5 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
8 * uploaded pre-release (test) version 3.2.0-2 binary and source code
11 * fixed small bug with "linear" animation not working for active lamp
14 * fixed bug with moving up despite gravity due to "block last field"
15 * fixed small bug with wrong draw offset when typing name in main menu
16 * when reading user names from "passwd", ignore data after first comma
17 * when creating new "levelinfo.conf", only write some selected entries
20 * fixed displaying "imported from/by" on preview with empty string
21 * fixed ignoring draw offset for fonts used for level preview texts
24 * fixed a delay problem with SDL and too many mouse motion events
25 * added setup option "skip levels" and level skipping functionality
28 * added move speed "not moving" for non-moving CEs, but with direction
31 * fixed mapping of obsolete element token names in "editorsetup.conf"
32 * fixed bug with sound "acid.splashing" treated as a loop sound
33 * fixed some little sound bugs in native EM engine
36 * fixed small bug when dragging scrollbars to end positions
39 * added editor element descriptions written by Aaron Davidson
42 * improved fallback handling when configured artwork is not available
43 (now using default artwork instead of exiting when files not found)
46 * fixed bug on level selection screen when dragging scrollbar
49 * fixed bug which caused broken tapes when appending to EM engine tapes
52 * uploaded pre-release (test) version 3.2.0-1 binary and source code
55 * added code to replace changed artwork config tokens with other tokens
56 (needed for backwards compatibility, so that older tokens still work)
59 * added native R'n'D graphics for some new EMC elements in EM engine
62 * fixed some bugs in the EM engine integration code
63 * changed EM engine code to allow diagonal movement
64 * changed EM engine code to allow use of separate snap and drop keys
67 * fixed some redraw bugs when using EM engine
70 * fixed bug with not converting RND levels which are set to use native
71 engine to native level structure when loading
74 * uploaded pre-release (test) version 3.2.0-0 binary and source code
77 * version number set to 3.2.0
80 * level data now reset to defaults after attempt to load invalid file
83 * added use of "editorsetup.conf" for different level sets
86 * added auto-detection for various types of Emerald Mine level files
89 * fixed bug with scrollbars getting too small when list is very large
92 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
95 * added most level editor configuration gadgets for new EMC elements
98 * added more element and graphic definitions for new EMC elements
101 * modified native EM engine to use integrated R'n'D sound system
104 * added SDL support to graphics functions in native EM engine
105 (by always using generic libgame interface functions)
108 * fixed bug in frame synchronization in native EM engine
111 * added code to convert levels between R'n'D and native EM engine
114 * new Emerald Mine engine can now play levels selected in main menu
117 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
118 (which creates scaled down graphics for level editor and preview);
119 there's still a memory leak somewhere in the artwork handling code
120 * added "scale image up" functionality to X11 version of zoom function
123 * first attempts to integrate new, native Emerald Mine Club engine
126 * fixed bug in gadget code which caused reset of CEs in level editor
127 (example: pressing 'b' [grab brush] on CE config page erased values)
128 (solution: check if gadgets in ClickOnGadget() are really mapped)
129 * improved level change detection in editor (settings now also checked)
130 * fixed bug with "can move into acid" and "don't collide with" state
133 * fixed maze runner style CEs to use the configured move delay value
136 * added Aaron Davidson's tutorial level set to the "Tutorials" section
139 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
140 * fixed the above fix because it broke level set "machine" (*sigh*)
141 * fixed random element placement in level editor to work as expected
142 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
145 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
148 * fixed bug (missing array boundary check) which caused broken tapes
149 * fixed bug (when loading level template) which caused broken levels
150 * fixed bug with new block last field code when using non-yellow player
153 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
154 * internal change of how the player blocks the last field when moving
155 * fixed blocking delay of last field for EM and SP style block delay
156 * fixed bug where the player had to wait for the usual move delay after
157 unsuccessfully trying to move, when he directly could move after that
158 * the last two changes should make original Supaplex level 93 solvable
159 * improved use of random number generator to make it less predictable
160 * fixed behaviour of slippery SP elements to let slip left, then right
163 * fixed bug with wrong door state after trying to quickload empty tape
164 * fixed waste of static memory usage of the binary, making it smaller
165 * fixed very little graphical bug in Supaplex explosion
168 * version number set to 3.1.1
171 * version 3.1.0 released
174 * fixed bug with crash when writing user levelinfo.conf the first time
177 * added option "convert LEVELDIR [NR]" to command line batch commands
178 * re-converted Supaplex levels to apply latest engine fixes
179 * changed "use graphic/sound of element" to "use graphic of element"
180 due to compatibility problems with some levels ("bug machine" etc.)
183 * fixed bug with CE change replacing player with same or other player
186 * fixed bug with opaque font in envelope with background graphic when
187 background graphic is not transparent itself
190 * added "gravity on" and "gravity off" ports for Supaplex compatibility
191 * corrected original Supaplex level loading code to use these new ports
192 * also corrected Supaplex loader to auto-count infotrons if set to zero
195 * fixed bug with missing initialization of "modified" flag for GEs
198 * fixed bug that caused endless recursion loop when relocating player
199 * fixed tape recorder bug in "step mode" when using "pause before end"
200 * fixed tape recorder bug when changing from "warp forward" mode
203 * fixed bug with "when touching" for pushed elements at last position
206 * fixed bug that caused two activated toolbox buttons in level editor
207 * fixed bug with exploding dynabomb under player due to other explosion
210 * fixed bug with creating walkable custom element under player (again)
211 * fixed bug with not copying explosion type when copying CEs in editor
212 * fixed graphical bug when drawing player in setup menu (input devices)
213 * fixed graphical bug when the player is pushing an accessible element
214 * fixed bug with classic switchable elements triggering CE changes
215 * fixed bug with entering/leaving walkable element in RelocatePlayer()
216 * fixed crash bug when CE leaves behind the trigger player element
219 * fixed bug with broken tubes after placing/exploding dynamite in them
220 * fixed bug with exploding dynamite under player due to other explosion
221 * fixed bug with not resetting push delay under certain circumstances
224 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
225 * added network multiplayer code for Windows (thanks to Niko Böhm)
228 * added option "reachable despite gravity" for gravity movement
229 * changed gravity movement of most classic walkable and passable
230 elements back to "not reachable" (for compatibility reasons)
233 * fixed (removed) "indestructible" / "can explode" dependency in editor
234 * fixed (removed) "accessible inside" / "protected" dependency
235 * fixed (removed) "step mode" / "shield time" dependency
238 * fixed dynabombs exploding now into anything diggable
239 * fixed Supaplex style gravity movement into buggy base now impossible
240 * added pressing key "space" as valid action to select menu options
243 * added "replace when walkable" to relocate player to walkable element
244 * added "enter"/"leave" event for elements affected by relocation
245 * fixed "direct"/"indirect" change order also for "when change" event
246 * fixed graphical bug when pushing things from elements walkable inside
249 * fixed graphic bug when player is snapping while moving in old levels
250 * fixed bug when a moving custom element leaves a player element behind
251 * fixed bug with mole not disappearing when moving into acid pool
252 * fixed bug with incomplete path setting when using "--basepath" option
253 * moving CE can now leave walkable elements behind under the player
254 * when relocating, player can be set on walkable element now
255 * fixed another gravity movement bug
258 * uploaded pre-release (test) version 3.1.0-2 binary and source code
261 * added "collectible" and "removable" to extended replacement types
262 (where "removable" replaces "diggable" and "collectible" elements)
263 * added "collectible & throwable" (to throw element to the next field)
264 * fixed bug with CEs digging elements that are just about to explode
265 * changed mouse cursor now always being visible when game is paused
268 * added possibility to push/press accessible elements from a side that
270 * fixed bug with not setting actual date when appending to tape
273 * fixed bug with incorrectly initialized custom element editor graphics
276 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
277 - number of levels corrected from 18 to 17 in "levelinfo.conf"
280 * fixed bug with destroyed robot wheel still attracting robots forever
281 * fixed bug with time gate switch deactivating after robot wheel time
282 (while the time gate itself is not affected by this misbehaviour)
283 * changed behaviour of BD style amoeba to always get blocked by player
284 (before it was different when there were non-BD elements in level)
285 * fixed bug with player destroying indestructable elements with shield
288 * added option to make growing elements grow into anything diggable
289 (for the various amoeba types, biomaze and "game of life")
292 * fixed bug with movable elements not moving after left behind by CEs
293 * changed gravity movement to anything diggable, not only sand/base
294 * optionally allowing passing to walkable element, not only empty space
295 * added option "can pass to walkable element" for players
296 * finally fixed gravity movement (hopefully)
299 * fixed bug with movable elements not moving anymore after falling down
302 * fixed another bug with custom elements digging and leaving elements
303 * fixed bug with "along left/right side" and automatic start direction
304 * trigger elements now also displayed when "more custom" deactivated
305 * fixed bug with clipboard element initialized when loading new level
306 * added option "drop delay" to set delay before dropping next element
309 * uploaded pre-release (test) version 3.1.0-1 binary and source code
312 * added copy and paste functions for custom change pages
313 * enhanced graphical display and functionality of tape recorder
314 * fixed bug with custom elements digging and leaving elements
317 * added move speed faster than "very fast" for custom elements
318 * fixed bug with 3+3 style explosions and missing border content
319 * fixed little bug when copying custom elements in the editor
320 * enhanced custom element changes by more side trigger actions
323 * added option "no scrolling when relocating" for instant teleporting
324 * uploaded pre-release (test) version 3.1.0-0 binary and source code
327 * added trigger element and trigger player to use as target elements
328 * added copy and paste functions for custom and group elements
331 * fixed graphical bug when displaying explosion animations
332 * fixed bug when appending to tapes, resulting in broken tapes
333 * re-recorded a few tapes broken by fixing gravity checking bug
336 * "can move into acid" property now for all elements independently
337 * "can fall into acid" property for player stored in same bitfield now
338 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
339 * version number set to 3.1.0 (finally!)
342 * changed tape recording to only record input, not programmed actions
345 * fixed totally broken (every 8th frame skipped) step-by-step recording
346 * fixed bug with requester not displayed when quick-loading interrupted
347 * added option "can fall into acid (with gravity)" for players
348 * fixed bug with player not falling when snapping down with gravity
351 * fixed bug which messed up key config when using keypad number keys
354 * fixed bug which allowed moving upwards even when gravity was active
355 * fixed bug with missing error handling when dumping levels or tapes
358 * added different colored editor graphics for Supaplex gravity tubes
361 * fixed bug that allowed solvable tapes for unsolvable levels
364 * use unlimited number of droppable elements when "count" set to zero
365 * added option to use step limit instead of time limit for level
368 * added player and change page as trigger for custom element change
371 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
374 * fixed bug with dark yamyam changing to acid when moving over acid
375 * fixed handling of levels with more than 999 seconds level time
376 (example: level 76 of "Denmine")
379 * "spring push bug" reintroduced as configurable element property
380 * fixed bug with missing properties for "mole"
381 * fixed bug that showed up when fixing the above "mole" properties bug
382 * added option "can move into acid" for all movable elements
383 * fixed graphical bug for elements moving into acid
384 * changed event handling to handle all pending events before going on
387 * fixed bug which caused all CE change pages to be ignored which had
388 the same change event, but used a different element side
389 (reported by Simon Forsberg)
391 * fixed bug which caused elements that can move and fall and that are
392 transported by a conveyor belt to continue moving into that direction
393 after leaving the conveyor belt, regardless of their own movement
394 type; only elements which can not move are transported now
395 (reported by Simon Forsberg)
397 * fixed bug which could cause an array overflow in RelocatePlayer()
398 (reported by Niko Böhm)
400 * changed Emerald Mine style "passable / over" elements to "protected"
401 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
403 * added new option to select from which side a "walkable/passable"
404 element can be entered
407 * added explosion and ignition delay for elements that can explode
410 * fixed bug which caused player not being protected against enemies
411 when a CE was "walkable / inside" and was not "indestructible"
412 * added "walkable/passable" fields to be "protected/unprotected"
413 against enemies, even if not accessible "inside" but "over/under"
416 * corrected move pattern to 32 bit and initial move direction to 8 bit
419 * added second custom element base configuration page
422 * added some special EMC mappings to Emerald Mine level loader
423 (also covering previously unknown element in level 0 of "Bondmine 8")
426 * added option to block last field when player is moving (for Supaplex)
427 * adjusted push delay of Supaplex elements
428 * removed delays for envelopes etc. when replaying with maximum speed
429 * fixed bug when dropping element on a field that just changed to empty
432 * fixed bug: infotrons can now smash yellow disks
433 * fixed bug: when gravity active, port above player can now be entered
434 * removed "one white dot" mouse pointer which irritated some people
437 * added "choice type" for group element selection
440 * fixed bug with initial invulnerability of non-yellow player
443 * added level loader for loading native Supaplex packed levels
444 (including multi-part levels like the "splvls99" levels)
447 * fixed bug which allowed creating emeralds by escaping explosions
450 * custom elements can change (limited) or leave (unlimited) elements
451 * finally added multiple matches using group elements
452 * added shortcut to dump brush (type ":DB" in editor) for use in forum
455 * added new start movement type "previous" for continued CE movement
456 * added new start movement type "random" for random CE movement start
459 * added new element "sokoban_field_player" needed for Sokoban levels
460 (thanks to Ed Booker for pointing this out!)
463 * added elements that can be digged or left behind by custom elements
466 * added group elements for multiple matches and random element creation
469 * fixed some graphical errors displayed in old levels
472 * fixed wrong double speed movement after passing closing gates
475 * added level loader for loading native Emerald Mine levels
478 * changes for "shooting" style CE movement
481 * Happy New Year! ;-)
484 * changed default snap/drop keys from left/right Shift to Control keys
487 * fixed bug with dead player getting reanimated from custom element
490 * fixed bug with wrong penguin graphics (when entering exit)
493 * fixed bug with wrong "Murphy" graphics (when digging etc.)
496 * version number set to 3.0.9
499 * version 3.0.8 released
502 * added function checked_free()
505 * fixed bug with double nut cracking sound
506 (by eliminating "default element action sound" assignment in init.c)
509 * fixed crash when no music info files are available
512 * fixed boring and sleeping sounds
515 * added "maze runner" and "maze hunter" movement types
516 * added extended collision conditions for custom elements
519 * added warnings for undefined token values in artwork config files
522 * added menu entry for level set information to the info screen
525 * fixed bug with wrong default impact sound for colored emeralds
528 * added several sub-screens for the info screen
529 * menu text now also clickable (not only blue/red sphere left of it)
532 * added configurable "bored" and "sleeping" animations for the player
533 * added "awakening" sound for player when waking up after sleeping
536 * added "copy" and "exchange" functions for custom elements to editor
539 * added configurable element animations for info screen
542 * added configurable music credits for info screen
545 * finally fixed tape recording when player is created from CE change
548 * added "editorsetup.conf" for editor element list configuration
551 * added "musicinfo.conf" for menu and level music configuration
554 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
555 (that only showed up on Linux, but not on Windows systems)
558 * fixed turning movement of butterflies and fireflies (no frame reset)
559 * enhanced sniksnak turning movement (two steps instead of only one)
562 * version number set to 3.0.8
565 * version 3.0.7 released
568 * fixed reset of player animation frame when, for example,
569 walking, digging or collecting share the same animation
570 * fixed CE with "deadly when touching" exploding when touching amoeba
573 * fixed tape recording when player is created from CE element change
576 * introduced "turning..." action graphic for elements with move delay
577 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
578 * added turning animations for bug, spaceship and sniksnak
581 * prevent "extended" changed elements from delay change in same frame
584 * fixed bug when pushing element that can move away to the side
585 (like pushing falling elements, but now with moving elements)
588 * finally fixed serious bug in code for delayed element pushing (again)
591 * unavailable setup options now marked as "n/a" instead of "off"
592 * new boolean directive "latest_engine" for "levelinfo.conf": when set
593 to "true", levels are always played with the latest game engine,
594 which is desired for levels that are imported from other games; all
595 other levels are played with the engine version stored in level file
596 (which is normally the engine version the level was created with)
599 * fixed serious bug in code for delayed element pushing
600 * fixed little bug in animation frame selection for pushed elements
601 * speed-up of reading config file for verbose output
604 * added configuration option for opening and closing Supaplex exit
605 * added configuration option for moving up/down animation for Murphy
606 * fixed incorrectly displayed animation for attacking dragon
607 * fixed bug with not setting initial gravity for each new game
608 * fixed bug with teleportation of player by custom element change
609 * fixed bug with player not getting smashed by rock sometimes
612 * version number set to 3.0.7
615 * version 3.0.6 released
618 * added support for MP3 music for SDL version through SMPEG library
621 * fixed bug when initializing font graphic structure
622 * fixed bug with animation mode "pingpong" when using only 1 frame
623 * fixed bug with extended change target introduced in 3.0.5
624 * fixed bug where passing over moving element doubles player speed
625 * fixed bug with elements continuing to move into push direction
626 * fixed bug with duplicated player when dropping bomb with shield on
627 * added "switching" event for custom elements ("pressing" only once)
628 * fixed switching bug (resetting flag when not switching but not idle)
631 * fixed element tokens for certain file elements with ".active" etc.
634 * version number set to 3.0.6
637 * version 3.0.5 released
640 * now four envelope elements available
641 * font, background, animation and sound for envelope now configurable
642 * main menu doors opening/closing animation type now configurable
645 * active/inactive sides configurable for custom element changes
646 * new movement type "move when pushed" available for custom elements
649 * fixed bug in multiple config pages loader code that caused crashes
652 * enhanced (remaining low-resolution) Supaplex graphics
655 * version number set to 3.0.5
658 * version 3.0.4 released
660 2003-09-12 src/tools.c
661 * fixed bug in custom definition of crumbled element graphics
663 2003-09-11 src/files.c
664 * fixed bug in multiple config pages code that caused crashes
667 * version number set to 3.0.4
670 * version 3.0.3 released
673 * added music to Supaplex classic level set
675 2003-09-07 src/libgame/misc.c
676 * added support for loading various music formats through SDL_mixer
678 2003-09-06 (various source files)
679 * fixed several nasty bugs that may have caused crashes on some systems
680 * added envelope content which gets displayed when collecting envelope
681 * added multiple change event pages for custom elements
683 2003-08-24 src/game.c
684 * fixed problem with player animation when snapping and moving
686 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
687 * fixed problem with flickering when drawing toon animations
689 2003-08-23 src/libgame/sdl.c
690 * fixed problem with setting mouse cursor in SDL version in fullscreen
692 2003-08-23 src/game.c
693 * fixed bug (missing array boundary check) which could crash the game
696 * version number set to 3.0.3
699 * version 3.0.2 released
701 2003-08-21 src/game.c
702 * fixed bug with creating inaccessible elements at player position
704 2003-08-20 src/init.c
705 * fixed bug with not finding current level artwork directory
707 2003-08-20 src/files.c
708 * fixed bug with choosing wrong engine version when playing tapes
709 * fixed bug with messing up custom element properties in 3.0.0 levels
712 * version number set to 3.0.2
715 * version 3.0.1 released
717 2003-08-17 (no source files affected)
718 * changed all "classic" PCX image files with 16 colors or less to
719 256 color (8 bit) storage format, because the Allegro game library
720 cannot handle PCX files with less than 256 colors (contributed
721 graphics are not affected and might look wrong in the DOS version)
723 2003-08-16 src/init.c
724 * fixed bug which (for example) crashed the level editor when defining
725 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
726 (only set to default) -- invalid graphics now set to default graphic
728 2003-08-16 src/init.c
729 * fixed graphical bug of player digging/collecting/snapping element
730 when no corresponding graphic/animation is defined for this action,
731 resulting in player being drawn as EL_EMPTY (which should only be
732 done to elements being collected, but not to the player)
734 2003-08-16 src/game.c
735 * fixed small graphical bug of player not totally moving into exit
737 2003-08-16 src/libgame/setup.c
738 * fixed bug with wrong MS-DOS 8.3 filename conversion
740 2003-08-16 src/tools.c
741 * fixed bug with invisible mouse cursor when pressing ESC while playing
743 2003-08-16 (various source files)
744 * added another 128 custom elements (disabled in editor by default)
746 2003-08-16 src/editor.c
747 * fixed NULL string bug causing Solaris to crash in sprintf()
749 2003-08-16 src/screen.c
750 * fixed drawing over scrollbar on level selection with custom fonts
752 2003-08-15 src/game.c
753 * cleanup of simple sounds / loop sounds / music settings
755 2003-08-08 (various source files)
756 * added custom element property for dropping collected elements
758 2003-08-08 src/conf_gfx.c
759 * fixed bug with missing graphic for active red disk bomb
761 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
762 * extended variable "level.gravity" to "level.initial_gravity" and
763 "game.current_gravity" to prevent level setting from being changed
764 by playing the level (keeping the runtime value after playing)
766 * fixed graphics bug when digging element that has 'crumbled' graphic
767 definition, but not 'diggable' graphic definition
770 * version number set to 3.0.1
773 * version 3.0.0 released
776 * various bug fixes; among others:
777 - fixed bug with pushing spring over empty space
778 - fixed bug with leaving tube while placing dynamite
779 - fixed bug with explosion of smashed penguins
780 - allow Murphy player graphic in levels with non-Supaplex elements
784 * I have forgotten to document changes for some time
787 * pre-release version 2.2.0rc1 released
790 * version number set to 2.1.2
793 * version 2.1.1 released
796 * version number set to 2.1.1
799 * version 2.1.0 released
802 * version number set to 2.1.0
804 2002-04-03 to 2002-05-19 (various source files)
805 * graphics, sounds and music now fully configurable
806 * bug fixed that prevented walking through tubes when gravity on
808 2002-04-02 src/events.c, src/editor.c
809 * Make Escape key less aggressive when playing or when editing level.
810 This can be configured as an option in the setup menu. (Default is
811 "less aggressive" which means "ask user if something can be lost"
812 when pressing the Escape key.)
814 2002-04-02 src/screen.c
815 * Added "graphics setup" screen.
817 2002-04-01 src/screen.c
818 * Changed "choose level" setup screen stuff to be more generic (to
819 make it easier to add more "choose from generic tree" setup screens).
821 2002-04-01 src/config.c, src/timestamp.h
822 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
823 automatically gets created by "src/Makefile" and contains an actual
824 compile-time timestamp to identify development versions of the game).
826 2002-03-31 src/tape.c, src/events.c
827 * Added quick game/tape save/load functions to tape stuff which can be
828 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
829 loads previously recorded tape and directly goes into recording mode
830 from the end of the tape (therefore appending to the tape).
832 2002-03-31 src/tape.c
833 * Added "index mark" function to tape recorder. When playing or
834 recording, "eject" button changes to "index" button. Setting index
835 mark is not yet implemented, but pressing index button when playing
836 allows very quick advancing to end of tape (when normal playing),
837 very fast forward mode (when playing with normal fast forward) or
838 very fast reaching of "pause before end of tape" (when playing with
839 "pause before end" playing mode).
841 2002-03-30 src/cartoons.c
842 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
844 2002-03-29 src/screen.c
845 * Changed setup screen stuff to be more generic (to make it easier
846 to add more setup screens).
848 2002-03-23 src/main.c, src/main.h
849 * Various changes due to the introduction of the new libgame files
850 "setup.c" and "joystick.c".
852 2002-03-23 src/files.c
853 * Generic parts of "src/files.c" (mainly setup and level directory
854 stuff) moved to new libgame file "src/libgame/setup.c".
856 2002-03-23 src/joystick.c
857 * File "src/joystick.c" moved to libgame source tree, with
858 correspondig changes.
860 2002-03-22 src/screens.c
861 * "HandleChooseLevel()": Another bug in level series navigation fixed.
862 (Wrong level series information displayed when entering main group.)
864 2002-03-22 src/editor.c
865 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
867 2002-03-22 src/editor.c
868 * Changed behaviour of "Escape" key in level editor to be more
869 intuitive: When in "Element Properties" or "Level Info" mode,
870 return to "Drawing Mode" instead of leaving the level editor.
872 2002-03-21 src/game.c, src/editor.c, src/files.c
873 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
874 gems (emeralds, diamonds, ...) slipping down from normal wall,
875 steel wall and growing wall (as in E.M.C. style levels). Although
876 the behaviour of contributed and private levels wasn't changed (due
877 to the use of "level.game_version"; see previous entry), editing
878 those levels will (of course) change the behaviour accordingly.
880 This change seems a bit too hard after thinking about it, because
881 the EM style behaviour is not the "expected" behaviour (gems would
882 normally only slip down from "rounded" walls). Therefore this was
883 now changed to an element property for gem style elements, with the
884 default setting "off" (which means: no special EM style behaviour).
885 To fix older converted levels, this flag is set to "on" for pre-2.0
886 levels that are neither contributed nor private levels.
888 2002-03-20 src/files.h
889 * Corrected settings for "level.game_version" depending of level type.
890 (Contributed and private levels always get played with game engine
891 version they were created with, while converted levels always get
892 played with the most recent version of the game engine, to let new
893 corrections of the emulation behaviour take effect.)
895 2002-03-20 src/main.h
896 * Added "#include <time.h>". This seems to be needed by "tape.c" for
897 compiling the SDL version on some systems.
898 Thanks to the several people who pointed this out.
901 * Version number set to 2.0.2.
904 * Version 2.0.1 released.
906 2002-03-18 src/screens.c
907 * "HandleChooseLevel()": Small bug in level series navigation fixed.
909 2002-03-18 src/files.c [src/libgame/misc.c]
910 * Moved some common functions from src/files.c to src/libgame/misc.c.
912 2002-03-18 src/files.c [src/libgame/misc.c]
913 * Changed permissions for new directories and saved files (especially
914 score files) according to suggestions of Debian users and mantainers.
915 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
917 2002-03-17 src/files.c
918 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
919 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
920 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
921 for levels and "TAPE" for tapes). Old "cookie" style format is
922 still supported for reading. New level and tape files are written
925 * New IFF chunk "VERS" contains version numbers for file and game
926 (where "game version" is the version of the program that wrote the
927 file, and "file version" is a version number to distinguish files
928 with different format, for example after adding new features).
930 2002-03-15 src/screen.c
931 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
932 (Before, you heard a mixture of the in-game music and the
935 2002-03-14 src/events.c
936 * Function "DumpTape()" (files.c) now available by pressing 't' from
937 main menu (when in DEBUG mode).
939 2002-03-14 src/game.c
940 * "GameWon()": When game was won playing a tape, now there is no delay
941 raising the score and no corresponding sound is played.
943 2002-03-14 src/files.c
944 * Changed "LoadTape()" for real chunk support and also adjusted
945 "SaveTape()" accordingly.
947 2002-03-14 src/game.c, src/tape.c, src/files.c
948 * Important changes to tape format: The old tape format stored all
949 actions with a real effect with a corresponding delay between the
950 stored actions. This had some major disadvantages (for example,
951 push delays had to be ignored, pressing a button for some seconds
952 mutated to several single button presses because of the non-action
953 delays between two action frames etc.). The new tape format just
954 stupidly records all device actions and replays them later. I really
955 don't know why I haven't solved it that way before?! Old-style tapes
956 (with tape file version less than 2.0) get converted to the new
957 format on-the-fly when loading and can therefore still be played;
958 only some minor parts of the old-style tape handling code was needed.
959 (A perfect conversion is not possible, because there is information
960 missing about the device actions between two action frames.)
962 2002-03-14 src/files.c
963 * New function "DumpTape()" to dump the contents of the current tape
964 in a human readable format.
966 2002-03-14 src/game.c
967 * Small tape bug fixed: When automatically advancing to next level
968 after a game was won, the tape from the previous level still was
969 loaded as a tape for the new level.
971 2002-03-14 src/tape.c
972 * Small graphical bug fixed: When pressing ""Record" or "Play" on
973 tape, cartoons did not get completely removed because
974 StopAnimation() was not called.
976 2002-03-13 src/files.c
977 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
978 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
979 size even when using 16-bit elements). Added new chunk "CNT2" for
980 16-bit amoeba content (previously written in 8-bit field in "HEAD"
981 chunk even when content was 16-bit element). "CNT2" should now be
982 able to store content for arbitrary elements (up to eight blocks of
983 3 x 3 element arrays). All "CNT2" elements will always be stored as
984 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
986 2002-03-13 src/files.c
987 * Changed "LoadLevel()" for real chunk support.
989 2002-03-12 src/game.c
990 * Fixed problem (introduced after 2.0.0 release) with penguins
991 not getting killed by enemies
993 2002-02-24 src/game.c, src/main.h
994 * Added "player->is_moving"; now "player->last_move_dir" does
995 not contain any information if the player is just moving at
997 Before, "player->last_move_dir" was misused for this purpose
998 for the robot stuff (robots don't kill players when they are
999 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1000 broke tapes when walking through pipes!
1001 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1002 in a continuous movement. This fact is ignored for friends and