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
5 * added blanking of mouse pointer when displaying title screens
6 * added remaining menu draw offset definitions for info sub-screens
9 * improved handling of title text messages (initial and for level set)
12 * added new options "auto-wrap" and "centered" for DC2 style envelopes
15 * fixed displaying and typing of player name when it is centered
16 * added special characters to be allowed for player name (not only A-Z)
19 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
20 (newer versions of the SDL library seem to not like this anymore)
23 * added code for configuration directives for control of game panel
26 * fixed small cosmetical bug with underlining property tabs in editor
29 * fixed small drawing bug in X11FadeRectangle
30 * added new elements for newly supported Diamond Caves II levels:
31 - EM/DC style exits that disappear after passing
32 - white key and gate (one white key needed for each white gate)
33 - fake gate (there is no key to open/pass this kind of gate!)
34 - extended magic wall which also handles pearls and crystals
38 * changed maximum value for endless loop detection to a higher value
39 (some levels really used very deep recursion without being endless)
42 * added new elements for newly supported Diamond Caves II levels:
47 * added new elements for newly supported Diamond Caves II levels:
51 * added level file loader for native Diamond Caves II levels
54 * version number set to 3.2.4
57 * version 3.2.3 released
60 * fixed malloc/free bug when updating EMC artwork entries in level list
61 * added workaround (warning and request to quit the current game) when
62 changing elements cause endless recursion loop (which would otherwise
63 freeze the game, causing a crash-like program exit on some systems)
66 * fixed nasty string overflow bug when entering too long envelope text
69 * added feedback sounds for menu navigation "menu.item.activating" and
70 "menu.item.selecting" (for highlighting and executing menu entries)
73 * improved "no scrolling when relocating" to also consider scroll delay
74 (meaning that the player is not automatically centered in this case;
75 this makes it possible to "invisibly" relocate the player to a region
76 of the level playfield which looks the same as the old level region)
77 * fixed bug with not recognizing "main.input.name.align" when active
80 * fixed bug with displaying masked borders over title screens when
81 screen fading is disabled
84 * fixed infinite loop / crash bug when killing the player while having
85 a CE with the setting "kill player X when explosion of <player X>"
86 * added special editor graphic for "char_space" to distinguish it from
87 "empty_space" when editing a level (in-game graphics still the same)
90 * fixed nasty bug with initialization only done for the first player
93 * small change to handle loading empty element/content list micro chunks
96 * uploaded pre-release (test) version 3.2.3-0 binary and source code
99 * some optimizations on startup speed by reducing initial text output
102 * added caching of custom artwork information for faster startup times
105 * fixed graphical bug when using fewer menu entries on level selection
106 screen than usual (with "menu.list_size.LEVELS" directive)
107 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
108 the backbuffer to the backbuffer by error (with identical rectangle)
111 * fixed bug when displaying titlescreen with size less than element tile
112 * fixed bug that caused elements with "change when digging <e>" event
113 to change for _every_ digged element, not only those specified in <e>
114 * fixed bug that caused impact style collision when dropping element one
115 tile over the player that can both fall down and smash players
116 * fixed bug that caused impact style collision when element changed to
117 falling/smashing element over the player immediately after movement
120 * fixed bug that allowed making engine snapshots from the level editor
123 * fixed bugs with player name and current level positions on main screen
126 * added configuration directives for control of title screens:
127 - "title.fade_delay" for fading time
128 - "title.post_delay" for pause between screens (when not crossfading)
129 - "title.auto_delay" to automatically continue after some time
130 these settings can each be overridden by specifying them with titles:
131 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
132 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
133 fading mode can also be specified:
134 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
135 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
136 default is using normal fading for menues and initial title screens,
137 while using cross-fading for level set title screens
138 * fixed bug with background not drawn in Hall of Fame after game was won
141 * added configuration directives for the remaining main menu items
144 * added additional configuration directives for info screen draw offset:
145 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
146 * added additional configuration directives for preview info text
147 * limited mouse wheel sensitive screen area to scrollable screen area
150 * added highlighted menu text entries to menu navigation when selected
153 * fixed bug that prevented player from correctly being created in the
154 top left corner by a custom element change in a level without player
155 * fixed bug that prevented player from being killed when indestructible,
156 non-walkable element is placed on player position by extended change
157 * added configurable menu button, text and input positions to main menu
160 * added page fading effects for remaining info sub-screens
161 * fixed small bug that caused some delays when answering door request
164 * added directives "border.draw_masked.*" for menu/playfield area and
165 door areas to display overlapping/masked borders from "global.border"
168 * fixed bug with CE with move speed "not moving" not being animated
169 * when changing player artwork by CE action, reset animation frame
172 * fixed bug with not unmapping main menu screen gadgets on other screens
173 * fixed bug with un-pausing a paused game by releasing still pressed key
174 * fixed bug with not redrawing screen when toggling to/from fullscreen
175 mode while fast reloading tape (without redrawing playfield contents)
176 * fixed bug with quick-saving tape snapshot despite answering with "no"
179 * version number set to 3.2.3
182 * version 3.2.2 released
185 * fixed bug with redrawing screen in fullscreen mode after quick tape
186 reloading when using the EMC game engine
187 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
190 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
193 * added engine snapshot functionality for instant tape reloading (this
194 only works for the last tape saved using "quick save", and does not
195 work across program restarts, because it completely works in memory)
198 * version number set to 3.2.2
201 * version 3.2.1 released
204 * fixed nasty bugs with handling error message file on Mac OS X systems
207 * general code cleanup (removing many annoying "#if 0" blocks etc.)
210 * fixed bug that caused broken tapes when manually appending to tapes
211 using the "pause before death" functionality, followed by recording
212 * added setup option to disable fading of screens for faster testing
215 * code cleanup of new fading functions
218 * changed behaviour after solved game -- do not immediately stop engine
219 * added some more smooth screen fadings (game start, hall of fame etc.)
222 * fixed bug with displaying pushed CE with value/score/delay anim_mode
225 * added configurable level preview position, tile size and dimensions
226 * added configurable game panel value positions (gems, time, score etc.)
229 * fixed small bug with time displayed incorrectly when collecting CEs
232 * fixed bug with bumpy scrolling with EM engine in double player mode
235 * added compatibility code to fix "Snake Bite" style levels that were
236 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
239 * fixed bug with scrollbars inside editor when using the Windows mouse
240 enhancement tool "True X-Mouse" (which injects key events to the event
241 queue to insert selected stuff into the Windows clipboard, which gets
242 confused with the "Insert" key for jumping to the last editor cascade
243 block in the element list)
244 * added Rocks'n'Diamonds icon for use as window icon to SDL version
245 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
248 * added selection of preferred fullscreen mode to setup / graphics menu
249 (useful if default mode 800 x 600 does not match screen aspect ratio)
252 * improved down-scaling of images for better editor and preview graphics
253 * changed user data directory for Mac OS X from Unix style to new place
256 * improved level number selection in main menu and player selection in
257 setup menu (input devices section) by using standard button gadgets
258 * added support for mouse scroll wheel (caused buggy behaviour before)
259 * added support for scrolling horizontal scrollbars with mouse wheel by
260 holding "Shift" key pressed while scrolling the wheel
261 * added support for single step mouse wheel scrolling by holding "Alt"
262 key pressed while scrolling the wheel (can be combined with "Shift")
263 * changed output file "stderr.txt" on Windows platform now always to be
264 created in the R'n'D sub-directory of the personal documents directory
265 * added Windows message box to direct to "stderr.txt" after error aborts
268 * improved general scrollbar handling (when jump-scrolling scrollbars)
271 * changed scrollbars to always show last line as first after scrolling
272 (that means jumping n - 1 screen lines instead of n screen lines)
275 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
276 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
277 * fixed special handling of vertically stacked acid becoming fake acid
280 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
281 affect multiple instances of the same CE, although this kind of
282 change condition usually only affects one single custom element
285 * version number set to 3.2.1
288 * version 3.2.0 released
291 * reorganized level editor element list a bit to match engines better
294 * fixed newly introduced bug with wrongly initializing clipboard element
297 * fixed bug with displaying visible/invisible level border in editor
300 * reorganized some elements in the level editor element list
303 * fixed bug with displaying any player as "yellow" when moving into acid
304 * fixed bug with displaying running player when player stopped at border
307 * fixed bug with player exploding when moving into acid
308 * fixed bug with level settings being reset in editor and when playing
309 (some compatibility settings being set not only after level loading)
310 * fixed crash bug when number of custom graphic frames was set to zero
311 * fixed bug with teleporting player on walkable tile not working anymore
312 * added partial compatibility support for pre-release-only "CONF" chunk
313 (to make Alan Bond's "color cycle" demo work again :-) )
316 * fixed some bugs when displaying title screens from info screen menu
317 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
320 * changed file major version to 3 to reflect level file format changes
321 * uploaded pre-release (test) version 3.2.0-8 binary and source code
324 * added new chunk "NAME" to level file format for level name settings
325 * added new chunk "NOTE" to level file format for envelope settings
326 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
327 * updated magic(5) file to recognize changed and new level file chunks
328 * removed change events "change when CE value/score changes" as unneeded
331 * changed gravity (which only affects the player) from level property
332 to player property (only makes a difference in multi-player levels)
333 * added change events "change when CE value/score changes"
334 * added change events "change when CE value/score changes of <element>"
337 * added new chunk "INFO" to level file format for global level settings
338 * added all element settings from "HEAD" chunk to "CONF" chunk
339 * added all global level settings from "HEAD" chunk to "INFO" chunk
342 * changed level file format by adding two new chunks "CUSX" (for custom
343 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
344 elements, replacing the previous "GRP1" chunk); these new IFF style
345 chunks use the new and flexible "micro chunks inside chunks" technique
346 already used with the new "CONF" chunk (for normal element properties)
347 which makes it possible to easily extend the existing level format
348 (instead of using fixed-length chunks like before, which are either
349 too big due to reserved bytes for future use, or too small when those
350 reserved bytes have all been used and even more data should be stored,
351 requiring the replacement by new and larger chunks just like it went
352 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
355 * added credits pages to the "credits" section that were really missing
356 * added some missing element descriptions to the level editor
357 * added down position of switchgate switch to the level editor
358 and allowed the use of both switch positions at the same time
359 * changed use of "Insert" and "Delete" keys to navigate element list in
360 level editor to start of previous or next cascading block of elements
363 * added the possibility to view the title screen to the info screen menu
364 * fixed some minor bugs with viewing title screens
367 * fixed bug with title (cross)fading in/out when using fullscreen mode
370 * fixed bug that forced re-defining of menu settings in local graphics
371 config file which are already defined in existing base config file
372 * fixed small bug that caused door sounds playing when music is enabled
375 * added the possibility to define up to five title screens for each
376 level set that are displayed after loading using (cross)fading in/out
377 (this was added to display the various start images of the EMC sets)
380 * added "CE score gets zero [of]" to custom element trigger conditions
381 * added setup option to display element token name in level editor
384 * added compatibility code for Juergen Bonhagen's menu artwork settings
387 * fixed bug with displaying wrong animation frame 0 after CE changes
388 * fixed bug with creating invisible elements when light switch is on
391 * added selection between ECS and AGA graphics for EMC levels to setup
394 * adjusted font handling for various narrow EMC style fonts
397 * changed EM engine behaviour back to re-allow initial rolling springs
400 * fixed handling of over-large selectboxes (less error-prone now)
401 * fixed bug when creating GE with walkable element under the player
404 * added use of "Insert" and "Delete" keys to navigate element list in
405 level editor to start of custom elements or start of group elements
406 * added virtual elements to access CE value and CE score of elements:
407 - "CE value of triggering element"
408 - "CE score of triggering element"
409 - "CE value of current element"
410 - "CE score of current element"
413 * fixed "grass" to "sand" in older EM levels (up to file version V4)
416 * changed behaviour of network games with internal errors (because of
417 different client frame counters) from immediately terminating R'n'D
418 to displaying an error message requester and stopping only the game
419 (also to prevent impression of crashes under non command-line runs)
420 * fixed playing network games with the EMC engine (did not work before)
421 * fixed bug with not scrolling the screen in multi-player mode with the
422 focus on player 1 when all players are moving in different directions
423 * fixed bug with keeping pointer to gadget even after its deallocation
424 * fixed bug with allowing "focus on all players" in network games
425 * fixed bug with player focus when playing tapes from network games
428 * uploaded pre-release (test) version 3.2.0-7 binary and source code
431 * code cleanup for game action control for R'n'D and EMC game engine
434 * fixed bug in multi-player movement with focus on both players
435 * added option to control only the focussed player with all input
438 * added player focus switching to level tape recording and re-playing
441 * fixed some bugs in player focus switching in EMC and RND game engine
444 * added special Supaplex animations for Murphy digging and snapping
445 * added special Supaplex animations for Murphy being bored and sleeping
448 * added four new yam yams with explicit start direction for EMC engine
449 * fixed bug in src/libgame/text.c with printing text outside the window
452 * fixed small bug in EMC level loader (copyright sign in EM II levels)
455 * added delayed ignition of EM style dynamite when used in R'n'D engine
456 * added limited movement range to EMC engine when focus on all players
459 * fixed bug with missing (zero) score values for native Supaplex levels
462 * added "continuous snapping" (snapping many elements while holding the
463 snap key pressed, without releasing the snap key after each element)
464 as a new player setting for more compatibility with the classic games
467 * finished scrolling for "focus on all players" in EMC graphics engine
470 * level sets with "levels: 0" are ignored for levels, but not artwork
471 * fixed bug when scanning empty level group directories (endless loop)
474 * fixed bug with explosion graphic for player using "Murphy" graphic
475 * fixed bug with explosion graphic if player leaves explosion in time
476 * changed some descriptive text in setup menu to use medium-width font
477 * added key shortcut settings for switching player focus to setup menu
480 * fixed bug with random value initialization when recording tapes
481 * fixed bug with playing single player tapes when team mode activated
484 * fixed little bug when trying to switch to player that does not exist
487 * added player switching (visual and quick) to R'n'D and EM game engine
488 * added setup option to select visual or quick in-game player switching
491 * added use of "Home" and "End" keys to handle element list in editor
494 * fixed bug with adding score when playing tape with EMC game engine
495 * added steel wall border for levels using EMC engine without border
496 * finally fixed delayed scrolling in EMC engine also for small levels
499 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
502 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
503 * fixed bug when displaying info element without action, but direction
506 * fixed minor graphical problems with springs smashing and slurping
507 (when using R'n'D style graphics instead of EMC style graphics)
510 * added scroll delay (as configured in setup) to EMC graphics engine
513 * improved screen redraw for EMC graphics engine (faster and smoother)
514 * when not scrolling, do not redraw the whole playfield if not needed
517 * added multi-player mode for EMC game engine (with up to four players)
520 * added android (can clone elements) from EMC engine to R'n'D engine
523 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
526 * added selectbox for initial player speed to player settings in editor
529 * version 3.1.2 created that is basically version 3.1.1, but with a
530 major bug fixed that prevented editing your own private levels
531 * version 3.1.2 released
534 * added magic ball (creates elements) from EMC engine to R'n'D engine
537 * uploaded fixed pre-release version 3.2.0-6 binary and source code
540 * fixed bug when using "CE can leave behind <trigger element>"
541 * added new change condition "(after/when) creation of <element>"
542 * added new change condition "(after/when) digging <element>"
543 * fixed bug accessing invalid gadget that caused crashes under Windows
544 * deactivated new possibility for multiple CE changes per frame
547 * uploaded pre-release (test) version 3.2.0-6 binary and source code
550 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
551 * fixed bug with not keeping CE value for moving CEs with only action
552 * changed CE action selectboxes in editor to be only reset when needed
555 * added option "use artwork from element" for custom player artwork
556 * added option "use explosion from element" for player explosions
559 * added cascaded element lists in the level editor
560 * added persistence for cascaded element lists by "editorcascade.conf"
561 * added dynamic element list with all elements used in current level
562 * added possibility for multiple CE changes per frame (experimental)
565 * uploaded pre-release (test) version 3.2.0-5 binary and source code
568 * changed "score for each 10 seconds/steps left" to "1 second/step"
569 * added own score for collecting "extra time" instead of sharing it
570 * added change events "switched by player" and "player switches <e>"
571 * added change events "snapped by player" and "player snaps <e>"
572 * added "set player artwork: <element choice>" to CE action options
573 * added change event "move of <element>"
576 * added "set player shield: off / normal / deadly" to CE action options
577 * added new player option "use level start element" in level editor
578 to set the correct focus at level start to elements from which the
579 player is created later (this did not work before for cascaded CE
580 changes resulting in creation of the player; it is now also possible
581 to create the player from a yam yam which is smashed at level start)
584 * added "set player speed: frozen (not moving)" to CE action options
585 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
588 * added new player option "block snap field" (enabled by default) to
589 make it possible to show a snapping animation like in Emerald Mine
592 * added dynamic selectboxes to custom element action settings in editor
593 * added "CE value" counter for custom elements (instead of "CE count")
594 * added option to use the last "CE value" after custom element change
595 * added option to use the "CE value" of other elements in CE actions
596 * fixed odd behaviour when pressing time orb in levels w/o time limit
597 * added checkbox "use time orb bug" for older levels that use this bug
600 * added missing configuration settings for the following elements:
601 - EL_TIMEGATE_SWITCH (time of open time gate)
602 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
603 - EL_SHIELD_NORMAL (time of shield duration)
604 - EL_SHIELD_DEADLY (time of shield duration)
605 - EL_EXTRA_TIME (time added to level time)
606 - EL_TIME_ORB_FULL (time added to level time)
609 * added "wind direction" as a movement pattern for custom elements
610 * added initial wind direction for balloon / custom elements to editor
611 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
614 * added parameters for "game of life" and "biomaze" elements to editor
617 * added level file chunk "CONF" for generic level and element settings
620 * uploaded pre-release (test) version 3.2.0-4 binary and source code
623 * skip empty level sets (with "levels: 0"; may be artwork base sets)
624 * added sound action ".page[1]" to ".page[32]" for each CE change page
627 * added image config suffix ".clone_from" to copy whole image settings
628 * fixed bug with invalid ("undefined") CE settings in old level files
631 * fixed graphical bug with smashing elements falling faster than player
634 * fixed major bug which prevented private levels from being edited
635 * fixed bug with precedence of general and special font definitions
638 * fixed graphical bug with player animation when player moves slowly
641 * uploaded pre-release (test) version 3.2.0-3 binary and source code
644 * fixed bug which prevented "global.num_toons: 0" from working
647 * major code cleanup (removed all these annoying "#if 0" blocks)
650 * added custom element actions for CE change page in level editor
653 * fixed music initialization bug in init.c (thanks to David Binderman)
654 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
655 (this bug must probably be fixed at other places, too)
658 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
659 (should be '#include <SDL.h>' instead)
662 * fixed bug which prevented "walkable from no direction" from working
663 (due to compatibility code overwriting this setting after loading)
666 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
669 * version number temporarily set to 3.1.1 (intermediate bugfix release)
670 * version 3.1.1 released
673 * changed some va_arg() arguments from 'long' to 'int', fixing problems
674 on 64-bit architecture systems with LP64 data model
677 * fixed bug with bombs not exploding when hitting the last level line
678 (introduced after the release of 3.1.0)
681 * added support for dumping small-sized level sketches from editor
684 * added recognition of "trigger element" for "change digged element to"
685 (this is not really what the "trigger element" was made for, but its
686 use may seem obvious for leaving back digged elements unchanged)
689 * fixed multiple warnings about failed joystick device initialization
692 * fixed bug with dynamite dropped on top of just dropped custom element
693 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
694 dynamite can still be dropped, but drop key must be released before
697 * fixed bug with wrong start directory when started from file browser
698 (due to this bug, R'n'D could not be started from KDE's Konqueror)
701 * fixed bug causing "change when impact" on player not working
702 * fixed wrong priority of "hitting something" over "hitting <element>"
703 * fixed wrong priority of "hit by something" over "hit by <element>"
706 * fixed graphical bug which caused the player (being Murphy) to show
707 collecting animations although the element was collected by penguin
710 * fixed two bugs causing wrong door background graphics in system.c
711 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
714 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
715 * added "no direction" to "walkable/passable from" selectbox options
718 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
719 * in tape autoplay, not only report broken, but also missing tapes
722 * uploaded pre-release (test) version 3.2.0-2 binary and source code
725 * fixed small bug with "linear" animation not working for active lamp
728 * fixed bug with moving up despite gravity due to "block last field"
729 * fixed small bug with wrong draw offset when typing name in main menu
730 * when reading user names from "passwd", ignore data after first comma
731 * when creating new "levelinfo.conf", only write some selected entries
734 * fixed displaying "imported from/by" on preview with empty string
735 * fixed ignoring draw offset for fonts used for level preview texts
738 * fixed a delay problem with SDL and too many mouse motion events
739 * added setup option "skip levels" and level skipping functionality
742 * added move speed "not moving" for non-moving CEs, but with direction
745 * fixed mapping of obsolete element token names in "editorsetup.conf"
746 * fixed bug with sound "acid.splashing" treated as a loop sound
747 * fixed some little sound bugs in native EM engine
750 * fixed small bug when dragging scrollbars to end positions
753 * added editor element descriptions written by Aaron Davidson
756 * improved fallback handling when configured artwork is not available
757 (now using default artwork instead of exiting when files not found)
760 * fixed bug on level selection screen when dragging scrollbar
763 * fixed bug which caused broken tapes when appending to EM engine tapes
766 * uploaded pre-release (test) version 3.2.0-1 binary and source code
769 * added code to replace changed artwork config tokens with other tokens
770 (needed for backwards compatibility, so that older tokens still work)
773 * added native R'n'D graphics for some new EMC elements in EM engine
776 * fixed some bugs in the EM engine integration code
777 * changed EM engine code to allow diagonal movement
778 * changed EM engine code to allow use of separate snap and drop keys
781 * fixed some redraw bugs when using EM engine
784 * fixed bug with not converting RND levels which are set to use native
785 engine to native level structure when loading
788 * uploaded pre-release (test) version 3.2.0-0 binary and source code
791 * version number set to 3.2.0
794 * level data now reset to defaults after attempt to load invalid file
797 * added use of "editorsetup.conf" for different level sets
800 * added auto-detection for various types of Emerald Mine level files
803 * fixed bug with scrollbars getting too small when list is very large
806 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
809 * added most level editor configuration gadgets for new EMC elements
812 * added more element and graphic definitions for new EMC elements
815 * modified native EM engine to use integrated R'n'D sound system
818 * added SDL support to graphics functions in native EM engine
819 (by always using generic libgame interface functions)
822 * fixed bug in frame synchronization in native EM engine
825 * added code to convert levels between R'n'D and native EM engine
828 * new Emerald Mine engine can now play levels selected in main menu
831 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
832 (which creates scaled down graphics for level editor and preview);
833 there's still a memory leak somewhere in the artwork handling code
834 * added "scale image up" functionality to X11 version of zoom function
837 * first attempts to integrate new, native Emerald Mine Club engine
840 * fixed bug in gadget code which caused reset of CEs in level editor
841 (example: pressing 'b' [grab brush] on CE config page erased values)
842 (solution: check if gadgets in ClickOnGadget() are really mapped)
843 * improved level change detection in editor (settings now also checked)
844 * fixed bug with "can move into acid" and "don't collide with" state
847 * fixed maze runner style CEs to use the configured move delay value
850 * added Aaron Davidson's tutorial level set to the "Tutorials" section
853 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
854 * fixed the above fix because it broke level set "machine" (*sigh*)
855 * fixed random element placement in level editor to work as expected
856 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
859 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
862 * fixed bug (missing array boundary check) which caused broken tapes
863 * fixed bug (when loading level template) which caused broken levels
864 * fixed bug with new block last field code when using non-yellow player
867 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
868 * internal change of how the player blocks the last field when moving
869 * fixed blocking delay of last field for EM and SP style block delay
870 * fixed bug where the player had to wait for the usual move delay after
871 unsuccessfully trying to move, when he directly could move after that
872 * the last two changes should make original Supaplex level 93 solvable
873 * improved use of random number generator to make it less predictable
874 * fixed behaviour of slippery SP elements to let slip left, then right
877 * fixed bug with wrong door state after trying to quickload empty tape
878 * fixed waste of static memory usage of the binary, making it smaller
879 * fixed very little graphical bug in Supaplex explosion
882 * version number set to 3.1.1
885 * version 3.1.0 released
888 * fixed bug with crash when writing user levelinfo.conf the first time
891 * added option "convert LEVELDIR [NR]" to command line batch commands
892 * re-converted Supaplex levels to apply latest engine fixes
893 * changed "use graphic/sound of element" to "use graphic of element"
894 due to compatibility problems with some levels ("bug machine" etc.)
897 * fixed bug with CE change replacing player with same or other player
900 * fixed bug with opaque font in envelope with background graphic when
901 background graphic is not transparent itself
904 * added "gravity on" and "gravity off" ports for Supaplex compatibility
905 * corrected original Supaplex level loading code to use these new ports
906 * also corrected Supaplex loader to auto-count infotrons if set to zero
909 * fixed bug with missing initialization of "modified" flag for GEs
912 * fixed bug that caused endless recursion loop when relocating player
913 * fixed tape recorder bug in "step mode" when using "pause before end"
914 * fixed tape recorder bug when changing from "warp forward" mode
917 * fixed bug with "when touching" for pushed elements at last position
920 * fixed bug that caused two activated toolbox buttons in level editor
921 * fixed bug with exploding dynabomb under player due to other explosion
924 * fixed bug with creating walkable custom element under player (again)
925 * fixed bug with not copying explosion type when copying CEs in editor
926 * fixed graphical bug when drawing player in setup menu (input devices)
927 * fixed graphical bug when the player is pushing an accessible element
928 * fixed bug with classic switchable elements triggering CE changes
929 * fixed bug with entering/leaving walkable element in RelocatePlayer()
930 * fixed crash bug when CE leaves behind the trigger player element
933 * fixed bug with broken tubes after placing/exploding dynamite in them
934 * fixed bug with exploding dynamite under player due to other explosion
935 * fixed bug with not resetting push delay under certain circumstances
938 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
939 * added network multiplayer code for Windows (thanks to Niko Böhm)
942 * added option "reachable despite gravity" for gravity movement
943 * changed gravity movement of most classic walkable and passable
944 elements back to "not reachable" (for compatibility reasons)
947 * fixed (removed) "indestructible" / "can explode" dependency in editor
948 * fixed (removed) "accessible inside" / "protected" dependency
949 * fixed (removed) "step mode" / "shield time" dependency
952 * fixed dynabombs exploding now into anything diggable
953 * fixed Supaplex style gravity movement into buggy base now impossible
954 * added pressing key "space" as valid action to select menu options
957 * added "replace when walkable" to relocate player to walkable element
958 * added "enter"/"leave" event for elements affected by relocation
959 * fixed "direct"/"indirect" change order also for "when change" event
960 * fixed graphical bug when pushing things from elements walkable inside
963 * fixed graphic bug when player is snapping while moving in old levels
964 * fixed bug when a moving custom element leaves a player element behind
965 * fixed bug with mole not disappearing when moving into acid pool
966 * fixed bug with incomplete path setting when using "--basepath" option
967 * moving CE can now leave walkable elements behind under the player
968 * when relocating, player can be set on walkable element now
969 * fixed another gravity movement bug
972 * uploaded pre-release (test) version 3.1.0-2 binary and source code
975 * added "collectible" and "removable" to extended replacement types
976 (where "removable" replaces "diggable" and "collectible" elements)
977 * added "collectible & throwable" (to throw element to the next field)
978 * fixed bug with CEs digging elements that are just about to explode
979 * changed mouse cursor now always being visible when game is paused
982 * added possibility to push/press accessible elements from a side that
984 * fixed bug with not setting actual date when appending to tape
987 * fixed bug with incorrectly initialized custom element editor graphics
990 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
991 - number of levels corrected from 18 to 17 in "levelinfo.conf"
994 * fixed bug with destroyed robot wheel still attracting robots forever
995 * fixed bug with time gate switch deactivating after robot wheel time
996 (while the time gate itself is not affected by this misbehaviour)
997 * changed behaviour of BD style amoeba to always get blocked by player
998 (before it was different when there were non-BD elements in level)
999 * fixed bug with player destroying indestructable elements with shield
1002 * added option to make growing elements grow into anything diggable
1003 (for the various amoeba types, biomaze and "game of life")
1006 * fixed bug with movable elements not moving after left behind by CEs
1007 * changed gravity movement to anything diggable, not only sand/base
1008 * optionally allowing passing to walkable element, not only empty space
1009 * added option "can pass to walkable element" for players
1010 * finally fixed gravity movement (hopefully)
1013 * fixed bug with movable elements not moving anymore after falling down
1016 * fixed another bug with custom elements digging and leaving elements
1017 * fixed bug with "along left/right side" and automatic start direction
1018 * trigger elements now also displayed when "more custom" deactivated
1019 * fixed bug with clipboard element initialized when loading new level
1020 * added option "drop delay" to set delay before dropping next element
1023 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1026 * added copy and paste functions for custom change pages
1027 * enhanced graphical display and functionality of tape recorder
1028 * fixed bug with custom elements digging and leaving elements
1031 * added move speed faster than "very fast" for custom elements
1032 * fixed bug with 3+3 style explosions and missing border content
1033 * fixed little bug when copying custom elements in the editor
1034 * enhanced custom element changes by more side trigger actions
1037 * added option "no scrolling when relocating" for instant teleporting
1038 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1041 * added trigger element and trigger player to use as target elements
1042 * added copy and paste functions for custom and group elements
1045 * fixed graphical bug when displaying explosion animations
1046 * fixed bug when appending to tapes, resulting in broken tapes
1047 * re-recorded a few tapes broken by fixing gravity checking bug
1050 * "can move into acid" property now for all elements independently
1051 * "can fall into acid" property for player stored in same bitfield now
1052 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1053 * version number set to 3.1.0 (finally!)
1056 * changed tape recording to only record input, not programmed actions
1059 * fixed totally broken (every 8th frame skipped) step-by-step recording
1060 * fixed bug with requester not displayed when quick-loading interrupted
1061 * added option "can fall into acid (with gravity)" for players
1062 * fixed bug with player not falling when snapping down with gravity
1065 * fixed bug which messed up key config when using keypad number keys
1068 * fixed bug which allowed moving upwards even when gravity was active
1069 * fixed bug with missing error handling when dumping levels or tapes
1072 * added different colored editor graphics for Supaplex gravity tubes
1075 * fixed bug that allowed solvable tapes for unsolvable levels
1078 * use unlimited number of droppable elements when "count" set to zero
1079 * added option to use step limit instead of time limit for level
1082 * added player and change page as trigger for custom element change
1085 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1088 * fixed bug with dark yamyam changing to acid when moving over acid
1089 * fixed handling of levels with more than 999 seconds level time
1090 (example: level 76 of "Denmine")
1093 * "spring push bug" reintroduced as configurable element property
1094 * fixed bug with missing properties for "mole"
1095 * fixed bug that showed up when fixing the above "mole" properties bug
1096 * added option "can move into acid" for all movable elements
1097 * fixed graphical bug for elements moving into acid
1098 * changed event handling to handle all pending events before going on
1101 * fixed bug which caused all CE change pages to be ignored which had
1102 the same change event, but used a different element side
1103 (reported by Simon Forsberg)
1105 * fixed bug which caused elements that can move and fall and that are
1106 transported by a conveyor belt to continue moving into that direction
1107 after leaving the conveyor belt, regardless of their own movement
1108 type; only elements which can not move are transported now
1109 (reported by Simon Forsberg)
1111 * fixed bug which could cause an array overflow in RelocatePlayer()
1112 (reported by Niko Böhm)
1114 * changed Emerald Mine style "passable / over" elements to "protected"
1115 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1117 * added new option to select from which side a "walkable/passable"
1118 element can be entered
1121 * added explosion and ignition delay for elements that can explode
1124 * fixed bug which caused player not being protected against enemies
1125 when a CE was "walkable / inside" and was not "indestructible"
1126 * added "walkable/passable" fields to be "protected/unprotected"
1127 against enemies, even if not accessible "inside" but "over/under"
1130 * corrected move pattern to 32 bit and initial move direction to 8 bit
1133 * added second custom element base configuration page
1136 * added some special EMC mappings to Emerald Mine level loader
1137 (also covering previously unknown element in level 0 of "Bondmine 8")
1140 * added option to block last field when player is moving (for Supaplex)
1141 * adjusted push delay of Supaplex elements
1142 * removed delays for envelopes etc. when replaying with maximum speed
1143 * fixed bug when dropping element on a field that just changed to empty
1146 * fixed bug: infotrons can now smash yellow disks
1147 * fixed bug: when gravity active, port above player can now be entered
1148 * removed "one white dot" mouse pointer which irritated some people
1151 * added "choice type" for group element selection
1154 * fixed bug with initial invulnerability of non-yellow player
1157 * added level loader for loading native Supaplex packed levels
1158 (including multi-part levels like the "splvls99" levels)
1161 * fixed bug which allowed creating emeralds by escaping explosions
1164 * custom elements can change (limited) or leave (unlimited) elements
1165 * finally added multiple matches using group elements
1166 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1169 * added new start movement type "previous" for continued CE movement
1170 * added new start movement type "random" for random CE movement start
1173 * added new element "sokoban_field_player" needed for Sokoban levels
1174 (thanks to Ed Booker for pointing this out!)
1177 * added elements that can be digged or left behind by custom elements
1180 * added group elements for multiple matches and random element creation
1183 * fixed some graphical errors displayed in old levels
1186 * fixed wrong double speed movement after passing closing gates
1189 * added level loader for loading native Emerald Mine levels
1192 * changes for "shooting" style CE movement
1195 * Happy New Year! ;-)
1198 * changed default snap/drop keys from left/right Shift to Control keys
1201 * fixed bug with dead player getting reanimated from custom element
1204 * fixed bug with wrong penguin graphics (when entering exit)
1207 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1210 * version number set to 3.0.9
1213 * version 3.0.8 released
1216 * added function checked_free()
1219 * fixed bug with double nut cracking sound
1220 (by eliminating "default element action sound" assignment in init.c)
1223 * fixed crash when no music info files are available
1226 * fixed boring and sleeping sounds
1229 * added "maze runner" and "maze hunter" movement types
1230 * added extended collision conditions for custom elements
1233 * added warnings for undefined token values in artwork config files
1236 * added menu entry for level set information to the info screen
1239 * fixed bug with wrong default impact sound for colored emeralds
1242 * added several sub-screens for the info screen
1243 * menu text now also clickable (not only blue/red sphere left of it)
1246 * added configurable "bored" and "sleeping" animations for the player
1247 * added "awakening" sound for player when waking up after sleeping
1250 * added "copy" and "exchange" functions for custom elements to editor
1253 * added configurable element animations for info screen
1256 * added configurable music credits for info screen
1259 * finally fixed tape recording when player is created from CE change
1262 * added "editorsetup.conf" for editor element list configuration
1265 * added "musicinfo.conf" for menu and level music configuration
1268 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1269 (that only showed up on Linux, but not on Windows systems)
1272 * fixed turning movement of butterflies and fireflies (no frame reset)
1273 * enhanced sniksnak turning movement (two steps instead of only one)
1276 * version number set to 3.0.8
1279 * version 3.0.7 released
1282 * fixed reset of player animation frame when, for example,
1283 walking, digging or collecting share the same animation
1284 * fixed CE with "deadly when touching" exploding when touching amoeba
1287 * fixed tape recording when player is created from CE element change
1290 * introduced "turning..." action graphic for elements with move delay
1291 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1292 * added turning animations for bug, spaceship and sniksnak
1295 * prevent "extended" changed elements from delay change in same frame
1298 * fixed bug when pushing element that can move away to the side
1299 (like pushing falling elements, but now with moving elements)
1302 * finally fixed serious bug in code for delayed element pushing (again)
1305 * unavailable setup options now marked as "n/a" instead of "off"
1306 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1307 to "true", levels are always played with the latest game engine,
1308 which is desired for levels that are imported from other games; all
1309 other levels are played with the engine version stored in level file
1310 (which is normally the engine version the level was created with)
1313 * fixed serious bug in code for delayed element pushing
1314 * fixed little bug in animation frame selection for pushed elements
1315 * speed-up of reading config file for verbose output
1318 * added configuration option for opening and closing Supaplex exit
1319 * added configuration option for moving up/down animation for Murphy
1320 * fixed incorrectly displayed animation for attacking dragon
1321 * fixed bug with not setting initial gravity for each new game
1322 * fixed bug with teleportation of player by custom element change
1323 * fixed bug with player not getting smashed by rock sometimes
1326 * version number set to 3.0.7
1329 * version 3.0.6 released
1332 * added support for MP3 music for SDL version through SMPEG library
1335 * fixed bug when initializing font graphic structure
1336 * fixed bug with animation mode "pingpong" when using only 1 frame
1337 * fixed bug with extended change target introduced in 3.0.5
1338 * fixed bug where passing over moving element doubles player speed
1339 * fixed bug with elements continuing to move into push direction
1340 * fixed bug with duplicated player when dropping bomb with shield on
1341 * added "switching" event for custom elements ("pressing" only once)
1342 * fixed switching bug (resetting flag when not switching but not idle)
1345 * fixed element tokens for certain file elements with ".active" etc.
1348 * version number set to 3.0.6
1351 * version 3.0.5 released
1354 * now four envelope elements available
1355 * font, background, animation and sound for envelope now configurable
1356 * main menu doors opening/closing animation type now configurable
1359 * active/inactive sides configurable for custom element changes
1360 * new movement type "move when pushed" available for custom elements
1363 * fixed bug in multiple config pages loader code that caused crashes
1366 * enhanced (remaining low-resolution) Supaplex graphics
1369 * version number set to 3.0.5
1372 * version 3.0.4 released
1374 2003-09-12 src/tools.c
1375 * fixed bug in custom definition of crumbled element graphics
1377 2003-09-11 src/files.c
1378 * fixed bug in multiple config pages code that caused crashes
1381 * version number set to 3.0.4
1384 * version 3.0.3 released
1387 * added music to Supaplex classic level set
1389 2003-09-07 src/libgame/misc.c
1390 * added support for loading various music formats through SDL_mixer
1392 2003-09-06 (various source files)
1393 * fixed several nasty bugs that may have caused crashes on some systems
1394 * added envelope content which gets displayed when collecting envelope
1395 * added multiple change event pages for custom elements
1397 2003-08-24 src/game.c
1398 * fixed problem with player animation when snapping and moving
1400 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1401 * fixed problem with flickering when drawing toon animations
1403 2003-08-23 src/libgame/sdl.c
1404 * fixed problem with setting mouse cursor in SDL version in fullscreen
1406 2003-08-23 src/game.c
1407 * fixed bug (missing array boundary check) which could crash the game
1410 * version number set to 3.0.3
1413 * version 3.0.2 released
1415 2003-08-21 src/game.c
1416 * fixed bug with creating inaccessible elements at player position
1418 2003-08-20 src/init.c
1419 * fixed bug with not finding current level artwork directory
1421 2003-08-20 src/files.c
1422 * fixed bug with choosing wrong engine version when playing tapes
1423 * fixed bug with messing up custom element properties in 3.0.0 levels
1426 * version number set to 3.0.2
1429 * version 3.0.1 released
1431 2003-08-17 (no source files affected)
1432 * changed all "classic" PCX image files with 16 colors or less to
1433 256 color (8 bit) storage format, because the Allegro game library
1434 cannot handle PCX files with less than 256 colors (contributed
1435 graphics are not affected and might look wrong in the DOS version)
1437 2003-08-16 src/init.c
1438 * fixed bug which (for example) crashed the level editor when defining
1439 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1440 (only set to default) -- invalid graphics now set to default graphic
1442 2003-08-16 src/init.c
1443 * fixed graphical bug of player digging/collecting/snapping element
1444 when no corresponding graphic/animation is defined for this action,
1445 resulting in player being drawn as EL_EMPTY (which should only be
1446 done to elements being collected, but not to the player)
1448 2003-08-16 src/game.c
1449 * fixed small graphical bug of player not totally moving into exit
1451 2003-08-16 src/libgame/setup.c
1452 * fixed bug with wrong MS-DOS 8.3 filename conversion
1454 2003-08-16 src/tools.c
1455 * fixed bug with invisible mouse cursor when pressing ESC while playing
1457 2003-08-16 (various source files)
1458 * added another 128 custom elements (disabled in editor by default)
1460 2003-08-16 src/editor.c
1461 * fixed NULL string bug causing Solaris to crash in sprintf()
1463 2003-08-16 src/screen.c
1464 * fixed drawing over scrollbar on level selection with custom fonts
1466 2003-08-15 src/game.c
1467 * cleanup of simple sounds / loop sounds / music settings
1469 2003-08-08 (various source files)
1470 * added custom element property for dropping collected elements
1472 2003-08-08 src/conf_gfx.c
1473 * fixed bug with missing graphic for active red disk bomb
1475 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1476 * extended variable "level.gravity" to "level.initial_gravity" and
1477 "game.current_gravity" to prevent level setting from being changed
1478 by playing the level (keeping the runtime value after playing)
1480 * fixed graphics bug when digging element that has 'crumbled' graphic
1481 definition, but not 'diggable' graphic definition
1484 * version number set to 3.0.1
1487 * version 3.0.0 released
1490 * various bug fixes; among others:
1491 - fixed bug with pushing spring over empty space
1492 - fixed bug with leaving tube while placing dynamite
1493 - fixed bug with explosion of smashed penguins
1494 - allow Murphy player graphic in levels with non-Supaplex elements
1498 * I have forgotten to document changes for some time
1501 * pre-release version 2.2.0rc1 released
1504 * version number set to 2.1.2
1507 * version 2.1.1 released
1510 * version number set to 2.1.1
1513 * version 2.1.0 released
1516 * version number set to 2.1.0
1518 2002-04-03 to 2002-05-19 (various source files)
1519 * graphics, sounds and music now fully configurable
1520 * bug fixed that prevented walking through tubes when gravity on
1522 2002-04-02 src/events.c, src/editor.c
1523 * Make Escape key less aggressive when playing or when editing level.
1524 This can be configured as an option in the setup menu. (Default is
1525 "less aggressive" which means "ask user if something can be lost"
1526 when pressing the Escape key.)
1528 2002-04-02 src/screen.c
1529 * Added "graphics setup" screen.
1531 2002-04-01 src/screen.c
1532 * Changed "choose level" setup screen stuff to be more generic (to
1533 make it easier to add more "choose from generic tree" setup screens).
1535 2002-04-01 src/config.c, src/timestamp.h
1536 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1537 automatically gets created by "src/Makefile" and contains an actual
1538 compile-time timestamp to identify development versions of the game).
1540 2002-03-31 src/tape.c, src/events.c
1541 * Added quick game/tape save/load functions to tape stuff which can be
1542 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1543 loads previously recorded tape and directly goes into recording mode
1544 from the end of the tape (therefore appending to the tape).
1546 2002-03-31 src/tape.c
1547 * Added "index mark" function to tape recorder. When playing or
1548 recording, "eject" button changes to "index" button. Setting index
1549 mark is not yet implemented, but pressing index button when playing
1550 allows very quick advancing to end of tape (when normal playing),
1551 very fast forward mode (when playing with normal fast forward) or
1552 very fast reaching of "pause before end of tape" (when playing with
1553 "pause before end" playing mode).
1555 2002-03-30 src/cartoons.c
1556 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1558 2002-03-29 src/screen.c
1559 * Changed setup screen stuff to be more generic (to make it easier
1560 to add more setup screens).
1562 2002-03-23 src/main.c, src/main.h
1563 * Various changes due to the introduction of the new libgame files
1564 "setup.c" and "joystick.c".
1566 2002-03-23 src/files.c
1567 * Generic parts of "src/files.c" (mainly setup and level directory
1568 stuff) moved to new libgame file "src/libgame/setup.c".
1570 2002-03-23 src/joystick.c
1571 * File "src/joystick.c" moved to libgame source tree, with
1572 correspondig changes.
1574 2002-03-22 src/screens.c
1575 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1576 (Wrong level series information displayed when entering main group.)
1578 2002-03-22 src/editor.c
1579 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1581 2002-03-22 src/editor.c
1582 * Changed behaviour of "Escape" key in level editor to be more
1583 intuitive: When in "Element Properties" or "Level Info" mode,
1584 return to "Drawing Mode" instead of leaving the level editor.
1586 2002-03-21 src/game.c, src/editor.c, src/files.c
1587 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1588 gems (emeralds, diamonds, ...) slipping down from normal wall,
1589 steel wall and growing wall (as in E.M.C. style levels). Although
1590 the behaviour of contributed and private levels wasn't changed (due
1591 to the use of "level.game_version"; see previous entry), editing
1592 those levels will (of course) change the behaviour accordingly.
1594 This change seems a bit too hard after thinking about it, because
1595 the EM style behaviour is not the "expected" behaviour (gems would
1596 normally only slip down from "rounded" walls). Therefore this was
1597 now changed to an element property for gem style elements, with the
1598 default setting "off" (which means: no special EM style behaviour).
1599 To fix older converted levels, this flag is set to "on" for pre-2.0
1600 levels that are neither contributed nor private levels.
1602 2002-03-20 src/files.h
1603 * Corrected settings for "level.game_version" depending of level type.
1604 (Contributed and private levels always get played with game engine
1605 version they were created with, while converted levels always get
1606 played with the most recent version of the game engine, to let new
1607 corrections of the emulation behaviour take effect.)
1609 2002-03-20 src/main.h
1610 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1611 compiling the SDL version on some systems.
1612 Thanks to the several people who pointed this out.
1615 * Version number set to 2.0.2.
1618 * Version 2.0.1 released.
1620 2002-03-18 src/screens.c
1621 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1623 2002-03-18 src/files.c [src/libgame/misc.c]
1624 * Moved some common functions from src/files.c to src/libgame/misc.c.
1626 2002-03-18 src/files.c [src/libgame/misc.c]
1627 * Changed permissions for new directories and saved files (especially
1628 score files) according to suggestions of Debian users and mantainers.
1629 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1631 2002-03-17 src/files.c
1632 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1633 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1634 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1635 for levels and "TAPE" for tapes). Old "cookie" style format is
1636 still supported for reading. New level and tape files are written
1639 * New IFF chunk "VERS" contains version numbers for file and game
1640 (where "game version" is the version of the program that wrote the
1641 file, and "file version" is a version number to distinguish files
1642 with different format, for example after adding new features).
1644 2002-03-15 src/screen.c
1645 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1646 (Before, you heard a mixture of the in-game music and the
1647 hall-of-fame music.)
1649 2002-03-14 src/events.c
1650 * Function "DumpTape()" (files.c) now available by pressing 't' from
1651 main menu (when in DEBUG mode).
1653 2002-03-14 src/game.c
1654 * "GameWon()": When game was won playing a tape, now there is no delay
1655 raising the score and no corresponding sound is played.
1657 2002-03-14 src/files.c
1658 * Changed "LoadTape()" for real chunk support and also adjusted
1659 "SaveTape()" accordingly.
1661 2002-03-14 src/game.c, src/tape.c, src/files.c
1662 * Important changes to tape format: The old tape format stored all
1663 actions with a real effect with a corresponding delay between the
1664 stored actions. This had some major disadvantages (for example,
1665 push delays had to be ignored, pressing a button for some seconds
1666 mutated to several single button presses because of the non-action
1667 delays between two action frames etc.). The new tape format just
1668 stupidly records all device actions and replays them later. I really
1669 don't know why I haven't solved it that way before?! Old-style tapes
1670 (with tape file version less than 2.0) get converted to the new
1671 format on-the-fly when loading and can therefore still be played;
1672 only some minor parts of the old-style tape handling code was needed.
1673 (A perfect conversion is not possible, because there is information
1674 missing about the device actions between two action frames.)
1676 2002-03-14 src/files.c
1677 * New function "DumpTape()" to dump the contents of the current tape
1678 in a human readable format.
1680 2002-03-14 src/game.c
1681 * Small tape bug fixed: When automatically advancing to next level
1682 after a game was won, the tape from the previous level still was
1683 loaded as a tape for the new level.
1685 2002-03-14 src/tape.c
1686 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1687 tape, cartoons did not get completely removed because
1688 StopAnimation() was not called.
1690 2002-03-13 src/files.c
1691 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1692 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1693 size even when using 16-bit elements). Added new chunk "CNT2" for
1694 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1695 chunk even when content was 16-bit element). "CNT2" should now be
1696 able to store content for arbitrary elements (up to eight blocks of
1697 3 x 3 element arrays). All "CNT2" elements will always be stored as
1698 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1700 2002-03-13 src/files.c
1701 * Changed "LoadLevel()" for real chunk support.
1703 2002-03-12 src/game.c
1704 * Fixed problem (introduced after 2.0.0 release) with penguins
1705 not getting killed by enemies
1707 2002-02-24 src/game.c, src/main.h
1708 * Added "player->is_moving"; now "player->last_move_dir" does
1709 not contain any information if the player is just moving at
1711 Before, "player->last_move_dir" was misused for this purpose
1712 for the robot stuff (robots don't kill players when they are
1713 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1714 broke tapes when walking through pipes!
1715 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1716 in a continuous movement. This fact is ignored for friends and