2 * fixed bug in "InitMovingField()" where treating an integer array as
3 boolean caused wrong resetting of animations while elements are moving
4 * fixed problem with resetting animations when starting element change
7 * added sort priority for order of title screens and title messages
10 * changed end of game again: do not wait for the user to press a key
11 anymore, but directly ask/confirm tape saving and go to hall of fame
12 * re-enabled quitting of lost game by pressing space or return again
13 * added blanking of mouse pointer when displaying title screens
14 * added remaining menu draw offset definitions for info sub-screens
17 * added setup option to select game speed (from very slow to very fast)
18 * improved handling of title text messages (initial and for level set)
21 * added new options "auto-wrap" and "centered" for DC2 style envelopes
24 * fixed displaying and typing of player name when it is centered
25 * added special characters to be allowed for player name (not only A-Z)
28 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
29 (newer versions of the SDL library seem to not like this anymore)
32 * added code for configuration directives for control of game panel
35 * fixed small cosmetical bug with underlining property tabs in editor
38 * fixed small drawing bug in X11FadeRectangle
39 * added new elements for newly supported Diamond Caves II levels:
40 - EM/DC style exits that disappear after passing
41 - white key and gate (one white key needed for each white gate)
42 - fake gate (there is no key to open/pass this kind of gate!)
43 - extended magic wall which also handles pearls and crystals
47 * changed maximum value for endless loop detection to a higher value
48 (some levels really used very deep recursion without being endless)
51 * added new elements for newly supported Diamond Caves II levels:
56 * added new elements for newly supported Diamond Caves II levels:
60 * added level file loader for native Diamond Caves II levels
63 * version number set to 3.2.4
66 * version 3.2.3 released
69 * fixed malloc/free bug when updating EMC artwork entries in level list
70 * added workaround (warning and request to quit the current game) when
71 changing elements cause endless recursion loop (which would otherwise
72 freeze the game, causing a crash-like program exit on some systems)
75 * fixed nasty string overflow bug when entering too long envelope text
78 * added feedback sounds for menu navigation "menu.item.activating" and
79 "menu.item.selecting" (for highlighting and executing menu entries)
82 * improved "no scrolling when relocating" to also consider scroll delay
83 (meaning that the player is not automatically centered in this case;
84 this makes it possible to "invisibly" relocate the player to a region
85 of the level playfield which looks the same as the old level region)
86 * fixed bug with not recognizing "main.input.name.align" when active
89 * fixed bug with displaying masked borders over title screens when
90 screen fading is disabled
93 * fixed infinite loop / crash bug when killing the player while having
94 a CE with the setting "kill player X when explosion of <player X>"
95 * added special editor graphic for "char_space" to distinguish it from
96 "empty_space" when editing a level (in-game graphics still the same)
99 * fixed nasty bug with initialization only done for the first player
102 * small change to handle loading empty element/content list micro chunks
105 * uploaded pre-release (test) version 3.2.3-0 binary and source code
108 * some optimizations on startup speed by reducing initial text output
111 * added caching of custom artwork information for faster startup times
114 * fixed graphical bug when using fewer menu entries on level selection
115 screen than usual (with "menu.list_size.LEVELS" directive)
116 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
117 the backbuffer to the backbuffer by error (with identical rectangle)
120 * fixed bug when displaying titlescreen with size less than element tile
121 * fixed bug that caused elements with "change when digging <e>" event
122 to change for _every_ digged element, not only those specified in <e>
123 * fixed bug that caused impact style collision when dropping element one
124 tile over the player that can both fall down and smash players
125 * fixed bug that caused impact style collision when element changed to
126 falling/smashing element over the player immediately after movement
129 * fixed bug that allowed making engine snapshots from the level editor
132 * fixed bugs with player name and current level positions on main screen
135 * added configuration directives for control of title screens:
136 - "title.fade_delay" for fading time
137 - "title.post_delay" for pause between screens (when not crossfading)
138 - "title.auto_delay" to automatically continue after some time
139 these settings can each be overridden by specifying them with titles:
140 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
141 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
142 fading mode can also be specified:
143 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
144 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
145 default is using normal fading for menues and initial title screens,
146 while using cross-fading for level set title screens
147 * fixed bug with background not drawn in Hall of Fame after game was won
150 * added configuration directives for the remaining main menu items
153 * added additional configuration directives for info screen draw offset:
154 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
155 * added additional configuration directives for preview info text
156 * limited mouse wheel sensitive screen area to scrollable screen area
159 * added highlighted menu text entries to menu navigation when selected
162 * fixed bug that prevented player from correctly being created in the
163 top left corner by a custom element change in a level without player
164 * fixed bug that prevented player from being killed when indestructible,
165 non-walkable element is placed on player position by extended change
166 * added configurable menu button, text and input positions to main menu
169 * added page fading effects for remaining info sub-screens
170 * fixed small bug that caused some delays when answering door request
173 * added directives "border.draw_masked.*" for menu/playfield area and
174 door areas to display overlapping/masked borders from "global.border"
177 * fixed bug with CE with move speed "not moving" not being animated
178 * when changing player artwork by CE action, reset animation frame
181 * fixed bug with not unmapping main menu screen gadgets on other screens
182 * fixed bug with un-pausing a paused game by releasing still pressed key
183 * fixed bug with not redrawing screen when toggling to/from fullscreen
184 mode while fast reloading tape (without redrawing playfield contents)
185 * fixed bug with quick-saving tape snapshot despite answering with "no"
188 * version number set to 3.2.3
191 * version 3.2.2 released
194 * fixed bug with redrawing screen in fullscreen mode after quick tape
195 reloading when using the EMC game engine
196 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
199 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
202 * added engine snapshot functionality for instant tape reloading (this
203 only works for the last tape saved using "quick save", and does not
204 work across program restarts, because it completely works in memory)
207 * version number set to 3.2.2
210 * version 3.2.1 released
213 * fixed nasty bugs with handling error message file on Mac OS X systems
216 * general code cleanup (removing many annoying "#if 0" blocks etc.)
219 * fixed bug that caused broken tapes when manually appending to tapes
220 using the "pause before death" functionality, followed by recording
221 * added setup option to disable fading of screens for faster testing
224 * code cleanup of new fading functions
227 * changed behaviour after solved game -- do not immediately stop engine
228 * added some more smooth screen fadings (game start, hall of fame etc.)
231 * fixed bug with displaying pushed CE with value/score/delay anim_mode
234 * added configurable level preview position, tile size and dimensions
235 * added configurable game panel value positions (gems, time, score etc.)
238 * fixed small bug with time displayed incorrectly when collecting CEs
241 * fixed bug with bumpy scrolling with EM engine in double player mode
244 * added compatibility code to fix "Snake Bite" style levels that were
245 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
248 * fixed bug with scrollbars inside editor when using the Windows mouse
249 enhancement tool "True X-Mouse" (which injects key events to the event
250 queue to insert selected stuff into the Windows clipboard, which gets
251 confused with the "Insert" key for jumping to the last editor cascade
252 block in the element list)
253 * added Rocks'n'Diamonds icon for use as window icon to SDL version
254 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
257 * added selection of preferred fullscreen mode to setup / graphics menu
258 (useful if default mode 800 x 600 does not match screen aspect ratio)
261 * improved down-scaling of images for better editor and preview graphics
262 * changed user data directory for Mac OS X from Unix style to new place
265 * improved level number selection in main menu and player selection in
266 setup menu (input devices section) by using standard button gadgets
267 * added support for mouse scroll wheel (caused buggy behaviour before)
268 * added support for scrolling horizontal scrollbars with mouse wheel by
269 holding "Shift" key pressed while scrolling the wheel
270 * added support for single step mouse wheel scrolling by holding "Alt"
271 key pressed while scrolling the wheel (can be combined with "Shift")
272 * changed output file "stderr.txt" on Windows platform now always to be
273 created in the R'n'D sub-directory of the personal documents directory
274 * added Windows message box to direct to "stderr.txt" after error aborts
277 * improved general scrollbar handling (when jump-scrolling scrollbars)
280 * changed scrollbars to always show last line as first after scrolling
281 (that means jumping n - 1 screen lines instead of n screen lines)
284 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
285 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
286 * fixed special handling of vertically stacked acid becoming fake acid
289 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
290 affect multiple instances of the same CE, although this kind of
291 change condition usually only affects one single custom element
294 * version number set to 3.2.1
297 * version 3.2.0 released
300 * reorganized level editor element list a bit to match engines better
303 * fixed newly introduced bug with wrongly initializing clipboard element
306 * fixed bug with displaying visible/invisible level border in editor
309 * reorganized some elements in the level editor element list
312 * fixed bug with displaying any player as "yellow" when moving into acid
313 * fixed bug with displaying running player when player stopped at border
316 * fixed bug with player exploding when moving into acid
317 * fixed bug with level settings being reset in editor and when playing
318 (some compatibility settings being set not only after level loading)
319 * fixed crash bug when number of custom graphic frames was set to zero
320 * fixed bug with teleporting player on walkable tile not working anymore
321 * added partial compatibility support for pre-release-only "CONF" chunk
322 (to make Alan Bond's "color cycle" demo work again :-) )
325 * fixed some bugs when displaying title screens from info screen menu
326 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
329 * changed file major version to 3 to reflect level file format changes
330 * uploaded pre-release (test) version 3.2.0-8 binary and source code
333 * added new chunk "NAME" to level file format for level name settings
334 * added new chunk "NOTE" to level file format for envelope settings
335 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
336 * updated magic(5) file to recognize changed and new level file chunks
337 * removed change events "change when CE value/score changes" as unneeded
340 * changed gravity (which only affects the player) from level property
341 to player property (only makes a difference in multi-player levels)
342 * added change events "change when CE value/score changes"
343 * added change events "change when CE value/score changes of <element>"
346 * added new chunk "INFO" to level file format for global level settings
347 * added all element settings from "HEAD" chunk to "CONF" chunk
348 * added all global level settings from "HEAD" chunk to "INFO" chunk
351 * changed level file format by adding two new chunks "CUSX" (for custom
352 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
353 elements, replacing the previous "GRP1" chunk); these new IFF style
354 chunks use the new and flexible "micro chunks inside chunks" technique
355 already used with the new "CONF" chunk (for normal element properties)
356 which makes it possible to easily extend the existing level format
357 (instead of using fixed-length chunks like before, which are either
358 too big due to reserved bytes for future use, or too small when those
359 reserved bytes have all been used and even more data should be stored,
360 requiring the replacement by new and larger chunks just like it went
361 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
364 * added credits pages to the "credits" section that were really missing
365 * added some missing element descriptions to the level editor
366 * added down position of switchgate switch to the level editor
367 and allowed the use of both switch positions at the same time
368 * changed use of "Insert" and "Delete" keys to navigate element list in
369 level editor to start of previous or next cascading block of elements
372 * added the possibility to view the title screen to the info screen menu
373 * fixed some minor bugs with viewing title screens
376 * fixed bug with title (cross)fading in/out when using fullscreen mode
379 * fixed bug that forced re-defining of menu settings in local graphics
380 config file which are already defined in existing base config file
381 * fixed small bug that caused door sounds playing when music is enabled
384 * added the possibility to define up to five title screens for each
385 level set that are displayed after loading using (cross)fading in/out
386 (this was added to display the various start images of the EMC sets)
389 * added "CE score gets zero [of]" to custom element trigger conditions
390 * added setup option to display element token name in level editor
393 * added compatibility code for Juergen Bonhagen's menu artwork settings
396 * fixed bug with displaying wrong animation frame 0 after CE changes
397 * fixed bug with creating invisible elements when light switch is on
400 * added selection between ECS and AGA graphics for EMC levels to setup
403 * adjusted font handling for various narrow EMC style fonts
406 * changed EM engine behaviour back to re-allow initial rolling springs
409 * fixed handling of over-large selectboxes (less error-prone now)
410 * fixed bug when creating GE with walkable element under the player
413 * added use of "Insert" and "Delete" keys to navigate element list in
414 level editor to start of custom elements or start of group elements
415 * added virtual elements to access CE value and CE score of elements:
416 - "CE value of triggering element"
417 - "CE score of triggering element"
418 - "CE value of current element"
419 - "CE score of current element"
422 * fixed "grass" to "sand" in older EM levels (up to file version V4)
425 * changed behaviour of network games with internal errors (because of
426 different client frame counters) from immediately terminating R'n'D
427 to displaying an error message requester and stopping only the game
428 (also to prevent impression of crashes under non command-line runs)
429 * fixed playing network games with the EMC engine (did not work before)
430 * fixed bug with not scrolling the screen in multi-player mode with the
431 focus on player 1 when all players are moving in different directions
432 * fixed bug with keeping pointer to gadget even after its deallocation
433 * fixed bug with allowing "focus on all players" in network games
434 * fixed bug with player focus when playing tapes from network games
437 * uploaded pre-release (test) version 3.2.0-7 binary and source code
440 * code cleanup for game action control for R'n'D and EMC game engine
443 * fixed bug in multi-player movement with focus on both players
444 * added option to control only the focussed player with all input
447 * added player focus switching to level tape recording and re-playing
450 * fixed some bugs in player focus switching in EMC and RND game engine
453 * added special Supaplex animations for Murphy digging and snapping
454 * added special Supaplex animations for Murphy being bored and sleeping
457 * added four new yam yams with explicit start direction for EMC engine
458 * fixed bug in src/libgame/text.c with printing text outside the window
461 * fixed small bug in EMC level loader (copyright sign in EM II levels)
464 * added delayed ignition of EM style dynamite when used in R'n'D engine
465 * added limited movement range to EMC engine when focus on all players
468 * fixed bug with missing (zero) score values for native Supaplex levels
471 * added "continuous snapping" (snapping many elements while holding the
472 snap key pressed, without releasing the snap key after each element)
473 as a new player setting for more compatibility with the classic games
476 * finished scrolling for "focus on all players" in EMC graphics engine
479 * level sets with "levels: 0" are ignored for levels, but not artwork
480 * fixed bug when scanning empty level group directories (endless loop)
483 * fixed bug with explosion graphic for player using "Murphy" graphic
484 * fixed bug with explosion graphic if player leaves explosion in time
485 * changed some descriptive text in setup menu to use medium-width font
486 * added key shortcut settings for switching player focus to setup menu
489 * fixed bug with random value initialization when recording tapes
490 * fixed bug with playing single player tapes when team mode activated
493 * fixed little bug when trying to switch to player that does not exist
496 * added player switching (visual and quick) to R'n'D and EM game engine
497 * added setup option to select visual or quick in-game player switching
500 * added use of "Home" and "End" keys to handle element list in editor
503 * fixed bug with adding score when playing tape with EMC game engine
504 * added steel wall border for levels using EMC engine without border
505 * finally fixed delayed scrolling in EMC engine also for small levels
508 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
511 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
512 * fixed bug when displaying info element without action, but direction
515 * fixed minor graphical problems with springs smashing and slurping
516 (when using R'n'D style graphics instead of EMC style graphics)
519 * added scroll delay (as configured in setup) to EMC graphics engine
522 * improved screen redraw for EMC graphics engine (faster and smoother)
523 * when not scrolling, do not redraw the whole playfield if not needed
526 * added multi-player mode for EMC game engine (with up to four players)
529 * added android (can clone elements) from EMC engine to R'n'D engine
532 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
535 * added selectbox for initial player speed to player settings in editor
538 * version 3.1.2 created that is basically version 3.1.1, but with a
539 major bug fixed that prevented editing your own private levels
540 * version 3.1.2 released
543 * added magic ball (creates elements) from EMC engine to R'n'D engine
546 * uploaded fixed pre-release version 3.2.0-6 binary and source code
549 * fixed bug when using "CE can leave behind <trigger element>"
550 * added new change condition "(after/when) creation of <element>"
551 * added new change condition "(after/when) digging <element>"
552 * fixed bug accessing invalid gadget that caused crashes under Windows
553 * deactivated new possibility for multiple CE changes per frame
556 * uploaded pre-release (test) version 3.2.0-6 binary and source code
559 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
560 * fixed bug with not keeping CE value for moving CEs with only action
561 * changed CE action selectboxes in editor to be only reset when needed
564 * added option "use artwork from element" for custom player artwork
565 * added option "use explosion from element" for player explosions
568 * added cascaded element lists in the level editor
569 * added persistence for cascaded element lists by "editorcascade.conf"
570 * added dynamic element list with all elements used in current level
571 * added possibility for multiple CE changes per frame (experimental)
574 * uploaded pre-release (test) version 3.2.0-5 binary and source code
577 * changed "score for each 10 seconds/steps left" to "1 second/step"
578 * added own score for collecting "extra time" instead of sharing it
579 * added change events "switched by player" and "player switches <e>"
580 * added change events "snapped by player" and "player snaps <e>"
581 * added "set player artwork: <element choice>" to CE action options
582 * added change event "move of <element>"
585 * added "set player shield: off / normal / deadly" to CE action options
586 * added new player option "use level start element" in level editor
587 to set the correct focus at level start to elements from which the
588 player is created later (this did not work before for cascaded CE
589 changes resulting in creation of the player; it is now also possible
590 to create the player from a yam yam which is smashed at level start)
593 * added "set player speed: frozen (not moving)" to CE action options
594 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
597 * added new player option "block snap field" (enabled by default) to
598 make it possible to show a snapping animation like in Emerald Mine
601 * added dynamic selectboxes to custom element action settings in editor
602 * added "CE value" counter for custom elements (instead of "CE count")
603 * added option to use the last "CE value" after custom element change
604 * added option to use the "CE value" of other elements in CE actions
605 * fixed odd behaviour when pressing time orb in levels w/o time limit
606 * added checkbox "use time orb bug" for older levels that use this bug
609 * added missing configuration settings for the following elements:
610 - EL_TIMEGATE_SWITCH (time of open time gate)
611 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
612 - EL_SHIELD_NORMAL (time of shield duration)
613 - EL_SHIELD_DEADLY (time of shield duration)
614 - EL_EXTRA_TIME (time added to level time)
615 - EL_TIME_ORB_FULL (time added to level time)
618 * added "wind direction" as a movement pattern for custom elements
619 * added initial wind direction for balloon / custom elements to editor
620 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
623 * added parameters for "game of life" and "biomaze" elements to editor
626 * added level file chunk "CONF" for generic level and element settings
629 * uploaded pre-release (test) version 3.2.0-4 binary and source code
632 * skip empty level sets (with "levels: 0"; may be artwork base sets)
633 * added sound action ".page[1]" to ".page[32]" for each CE change page
636 * added image config suffix ".clone_from" to copy whole image settings
637 * fixed bug with invalid ("undefined") CE settings in old level files
640 * fixed graphical bug with smashing elements falling faster than player
643 * fixed major bug which prevented private levels from being edited
644 * fixed bug with precedence of general and special font definitions
647 * fixed graphical bug with player animation when player moves slowly
650 * uploaded pre-release (test) version 3.2.0-3 binary and source code
653 * fixed bug which prevented "global.num_toons: 0" from working
656 * major code cleanup (removed all these annoying "#if 0" blocks)
659 * added custom element actions for CE change page in level editor
662 * fixed music initialization bug in init.c (thanks to David Binderman)
663 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
664 (this bug must probably be fixed at other places, too)
667 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
668 (should be '#include <SDL.h>' instead)
671 * fixed bug which prevented "walkable from no direction" from working
672 (due to compatibility code overwriting this setting after loading)
675 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
678 * version number temporarily set to 3.1.1 (intermediate bugfix release)
679 * version 3.1.1 released
682 * changed some va_arg() arguments from 'long' to 'int', fixing problems
683 on 64-bit architecture systems with LP64 data model
686 * fixed bug with bombs not exploding when hitting the last level line
687 (introduced after the release of 3.1.0)
690 * added support for dumping small-sized level sketches from editor
693 * added recognition of "trigger element" for "change digged element to"
694 (this is not really what the "trigger element" was made for, but its
695 use may seem obvious for leaving back digged elements unchanged)
698 * fixed multiple warnings about failed joystick device initialization
701 * fixed bug with dynamite dropped on top of just dropped custom element
702 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
703 dynamite can still be dropped, but drop key must be released before
706 * fixed bug with wrong start directory when started from file browser
707 (due to this bug, R'n'D could not be started from KDE's Konqueror)
710 * fixed bug causing "change when impact" on player not working
711 * fixed wrong priority of "hitting something" over "hitting <element>"
712 * fixed wrong priority of "hit by something" over "hit by <element>"
715 * fixed graphical bug which caused the player (being Murphy) to show
716 collecting animations although the element was collected by penguin
719 * fixed two bugs causing wrong door background graphics in system.c
720 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
723 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
724 * added "no direction" to "walkable/passable from" selectbox options
727 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
728 * in tape autoplay, not only report broken, but also missing tapes
731 * uploaded pre-release (test) version 3.2.0-2 binary and source code
734 * fixed small bug with "linear" animation not working for active lamp
737 * fixed bug with moving up despite gravity due to "block last field"
738 * fixed small bug with wrong draw offset when typing name in main menu
739 * when reading user names from "passwd", ignore data after first comma
740 * when creating new "levelinfo.conf", only write some selected entries
743 * fixed displaying "imported from/by" on preview with empty string
744 * fixed ignoring draw offset for fonts used for level preview texts
747 * fixed a delay problem with SDL and too many mouse motion events
748 * added setup option "skip levels" and level skipping functionality
751 * added move speed "not moving" for non-moving CEs, but with direction
754 * fixed mapping of obsolete element token names in "editorsetup.conf"
755 * fixed bug with sound "acid.splashing" treated as a loop sound
756 * fixed some little sound bugs in native EM engine
759 * fixed small bug when dragging scrollbars to end positions
762 * added editor element descriptions written by Aaron Davidson
765 * improved fallback handling when configured artwork is not available
766 (now using default artwork instead of exiting when files not found)
769 * fixed bug on level selection screen when dragging scrollbar
772 * fixed bug which caused broken tapes when appending to EM engine tapes
775 * uploaded pre-release (test) version 3.2.0-1 binary and source code
778 * added code to replace changed artwork config tokens with other tokens
779 (needed for backwards compatibility, so that older tokens still work)
782 * added native R'n'D graphics for some new EMC elements in EM engine
785 * fixed some bugs in the EM engine integration code
786 * changed EM engine code to allow diagonal movement
787 * changed EM engine code to allow use of separate snap and drop keys
790 * fixed some redraw bugs when using EM engine
793 * fixed bug with not converting RND levels which are set to use native
794 engine to native level structure when loading
797 * uploaded pre-release (test) version 3.2.0-0 binary and source code
800 * version number set to 3.2.0
803 * level data now reset to defaults after attempt to load invalid file
806 * added use of "editorsetup.conf" for different level sets
809 * added auto-detection for various types of Emerald Mine level files
812 * fixed bug with scrollbars getting too small when list is very large
815 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
818 * added most level editor configuration gadgets for new EMC elements
821 * added more element and graphic definitions for new EMC elements
824 * modified native EM engine to use integrated R'n'D sound system
827 * added SDL support to graphics functions in native EM engine
828 (by always using generic libgame interface functions)
831 * fixed bug in frame synchronization in native EM engine
834 * added code to convert levels between R'n'D and native EM engine
837 * new Emerald Mine engine can now play levels selected in main menu
840 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
841 (which creates scaled down graphics for level editor and preview);
842 there's still a memory leak somewhere in the artwork handling code
843 * added "scale image up" functionality to X11 version of zoom function
846 * first attempts to integrate new, native Emerald Mine Club engine
849 * fixed bug in gadget code which caused reset of CEs in level editor
850 (example: pressing 'b' [grab brush] on CE config page erased values)
851 (solution: check if gadgets in ClickOnGadget() are really mapped)
852 * improved level change detection in editor (settings now also checked)
853 * fixed bug with "can move into acid" and "don't collide with" state
856 * fixed maze runner style CEs to use the configured move delay value
859 * added Aaron Davidson's tutorial level set to the "Tutorials" section
862 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
863 * fixed the above fix because it broke level set "machine" (*sigh*)
864 * fixed random element placement in level editor to work as expected
865 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
868 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
871 * fixed bug (missing array boundary check) which caused broken tapes
872 * fixed bug (when loading level template) which caused broken levels
873 * fixed bug with new block last field code when using non-yellow player
876 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
877 * internal change of how the player blocks the last field when moving
878 * fixed blocking delay of last field for EM and SP style block delay
879 * fixed bug where the player had to wait for the usual move delay after
880 unsuccessfully trying to move, when he directly could move after that
881 * the last two changes should make original Supaplex level 93 solvable
882 * improved use of random number generator to make it less predictable
883 * fixed behaviour of slippery SP elements to let slip left, then right
886 * fixed bug with wrong door state after trying to quickload empty tape
887 * fixed waste of static memory usage of the binary, making it smaller
888 * fixed very little graphical bug in Supaplex explosion
891 * version number set to 3.1.1
894 * version 3.1.0 released
897 * fixed bug with crash when writing user levelinfo.conf the first time
900 * added option "convert LEVELDIR [NR]" to command line batch commands
901 * re-converted Supaplex levels to apply latest engine fixes
902 * changed "use graphic/sound of element" to "use graphic of element"
903 due to compatibility problems with some levels ("bug machine" etc.)
906 * fixed bug with CE change replacing player with same or other player
909 * fixed bug with opaque font in envelope with background graphic when
910 background graphic is not transparent itself
913 * added "gravity on" and "gravity off" ports for Supaplex compatibility
914 * corrected original Supaplex level loading code to use these new ports
915 * also corrected Supaplex loader to auto-count infotrons if set to zero
918 * fixed bug with missing initialization of "modified" flag for GEs
921 * fixed bug that caused endless recursion loop when relocating player
922 * fixed tape recorder bug in "step mode" when using "pause before end"
923 * fixed tape recorder bug when changing from "warp forward" mode
926 * fixed bug with "when touching" for pushed elements at last position
929 * fixed bug that caused two activated toolbox buttons in level editor
930 * fixed bug with exploding dynabomb under player due to other explosion
933 * fixed bug with creating walkable custom element under player (again)
934 * fixed bug with not copying explosion type when copying CEs in editor
935 * fixed graphical bug when drawing player in setup menu (input devices)
936 * fixed graphical bug when the player is pushing an accessible element
937 * fixed bug with classic switchable elements triggering CE changes
938 * fixed bug with entering/leaving walkable element in RelocatePlayer()
939 * fixed crash bug when CE leaves behind the trigger player element
942 * fixed bug with broken tubes after placing/exploding dynamite in them
943 * fixed bug with exploding dynamite under player due to other explosion
944 * fixed bug with not resetting push delay under certain circumstances
947 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
948 * added network multiplayer code for Windows (thanks to Niko Böhm)
951 * added option "reachable despite gravity" for gravity movement
952 * changed gravity movement of most classic walkable and passable
953 elements back to "not reachable" (for compatibility reasons)
956 * fixed (removed) "indestructible" / "can explode" dependency in editor
957 * fixed (removed) "accessible inside" / "protected" dependency
958 * fixed (removed) "step mode" / "shield time" dependency
961 * fixed dynabombs exploding now into anything diggable
962 * fixed Supaplex style gravity movement into buggy base now impossible
963 * added pressing key "space" as valid action to select menu options
966 * added "replace when walkable" to relocate player to walkable element
967 * added "enter"/"leave" event for elements affected by relocation
968 * fixed "direct"/"indirect" change order also for "when change" event
969 * fixed graphical bug when pushing things from elements walkable inside
972 * fixed graphic bug when player is snapping while moving in old levels
973 * fixed bug when a moving custom element leaves a player element behind
974 * fixed bug with mole not disappearing when moving into acid pool
975 * fixed bug with incomplete path setting when using "--basepath" option
976 * moving CE can now leave walkable elements behind under the player
977 * when relocating, player can be set on walkable element now
978 * fixed another gravity movement bug
981 * uploaded pre-release (test) version 3.1.0-2 binary and source code
984 * added "collectible" and "removable" to extended replacement types
985 (where "removable" replaces "diggable" and "collectible" elements)
986 * added "collectible & throwable" (to throw element to the next field)
987 * fixed bug with CEs digging elements that are just about to explode
988 * changed mouse cursor now always being visible when game is paused
991 * added possibility to push/press accessible elements from a side that
993 * fixed bug with not setting actual date when appending to tape
996 * fixed bug with incorrectly initialized custom element editor graphics
999 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1000 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1003 * fixed bug with destroyed robot wheel still attracting robots forever
1004 * fixed bug with time gate switch deactivating after robot wheel time
1005 (while the time gate itself is not affected by this misbehaviour)
1006 * changed behaviour of BD style amoeba to always get blocked by player
1007 (before it was different when there were non-BD elements in level)
1008 * fixed bug with player destroying indestructable elements with shield
1011 * added option to make growing elements grow into anything diggable
1012 (for the various amoeba types, biomaze and "game of life")
1015 * fixed bug with movable elements not moving after left behind by CEs
1016 * changed gravity movement to anything diggable, not only sand/base
1017 * optionally allowing passing to walkable element, not only empty space
1018 * added option "can pass to walkable element" for players
1019 * finally fixed gravity movement (hopefully)
1022 * fixed bug with movable elements not moving anymore after falling down
1025 * fixed another bug with custom elements digging and leaving elements
1026 * fixed bug with "along left/right side" and automatic start direction
1027 * trigger elements now also displayed when "more custom" deactivated
1028 * fixed bug with clipboard element initialized when loading new level
1029 * added option "drop delay" to set delay before dropping next element
1032 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1035 * added copy and paste functions for custom change pages
1036 * enhanced graphical display and functionality of tape recorder
1037 * fixed bug with custom elements digging and leaving elements
1040 * added move speed faster than "very fast" for custom elements
1041 * fixed bug with 3+3 style explosions and missing border content
1042 * fixed little bug when copying custom elements in the editor
1043 * enhanced custom element changes by more side trigger actions
1046 * added option "no scrolling when relocating" for instant teleporting
1047 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1050 * added trigger element and trigger player to use as target elements
1051 * added copy and paste functions for custom and group elements
1054 * fixed graphical bug when displaying explosion animations
1055 * fixed bug when appending to tapes, resulting in broken tapes
1056 * re-recorded a few tapes broken by fixing gravity checking bug
1059 * "can move into acid" property now for all elements independently
1060 * "can fall into acid" property for player stored in same bitfield now
1061 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1062 * version number set to 3.1.0 (finally!)
1065 * changed tape recording to only record input, not programmed actions
1068 * fixed totally broken (every 8th frame skipped) step-by-step recording
1069 * fixed bug with requester not displayed when quick-loading interrupted
1070 * added option "can fall into acid (with gravity)" for players
1071 * fixed bug with player not falling when snapping down with gravity
1074 * fixed bug which messed up key config when using keypad number keys
1077 * fixed bug which allowed moving upwards even when gravity was active
1078 * fixed bug with missing error handling when dumping levels or tapes
1081 * added different colored editor graphics for Supaplex gravity tubes
1084 * fixed bug that allowed solvable tapes for unsolvable levels
1087 * use unlimited number of droppable elements when "count" set to zero
1088 * added option to use step limit instead of time limit for level
1091 * added player and change page as trigger for custom element change
1094 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1097 * fixed bug with dark yamyam changing to acid when moving over acid
1098 * fixed handling of levels with more than 999 seconds level time
1099 (example: level 76 of "Denmine")
1102 * "spring push bug" reintroduced as configurable element property
1103 * fixed bug with missing properties for "mole"
1104 * fixed bug that showed up when fixing the above "mole" properties bug
1105 * added option "can move into acid" for all movable elements
1106 * fixed graphical bug for elements moving into acid
1107 * changed event handling to handle all pending events before going on
1110 * fixed bug which caused all CE change pages to be ignored which had
1111 the same change event, but used a different element side
1112 (reported by Simon Forsberg)
1114 * fixed bug which caused elements that can move and fall and that are
1115 transported by a conveyor belt to continue moving into that direction
1116 after leaving the conveyor belt, regardless of their own movement
1117 type; only elements which can not move are transported now
1118 (reported by Simon Forsberg)
1120 * fixed bug which could cause an array overflow in RelocatePlayer()
1121 (reported by Niko Böhm)
1123 * changed Emerald Mine style "passable / over" elements to "protected"
1124 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1126 * added new option to select from which side a "walkable/passable"
1127 element can be entered
1130 * added explosion and ignition delay for elements that can explode
1133 * fixed bug which caused player not being protected against enemies
1134 when a CE was "walkable / inside" and was not "indestructible"
1135 * added "walkable/passable" fields to be "protected/unprotected"
1136 against enemies, even if not accessible "inside" but "over/under"
1139 * corrected move pattern to 32 bit and initial move direction to 8 bit
1142 * added second custom element base configuration page
1145 * added some special EMC mappings to Emerald Mine level loader
1146 (also covering previously unknown element in level 0 of "Bondmine 8")
1149 * added option to block last field when player is moving (for Supaplex)
1150 * adjusted push delay of Supaplex elements
1151 * removed delays for envelopes etc. when replaying with maximum speed
1152 * fixed bug when dropping element on a field that just changed to empty
1155 * fixed bug: infotrons can now smash yellow disks
1156 * fixed bug: when gravity active, port above player can now be entered
1157 * removed "one white dot" mouse pointer which irritated some people
1160 * added "choice type" for group element selection
1163 * fixed bug with initial invulnerability of non-yellow player
1166 * added level loader for loading native Supaplex packed levels
1167 (including multi-part levels like the "splvls99" levels)
1170 * fixed bug which allowed creating emeralds by escaping explosions
1173 * custom elements can change (limited) or leave (unlimited) elements
1174 * finally added multiple matches using group elements
1175 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1178 * added new start movement type "previous" for continued CE movement
1179 * added new start movement type "random" for random CE movement start
1182 * added new element "sokoban_field_player" needed for Sokoban levels
1183 (thanks to Ed Booker for pointing this out!)
1186 * added elements that can be digged or left behind by custom elements
1189 * added group elements for multiple matches and random element creation
1192 * fixed some graphical errors displayed in old levels
1195 * fixed wrong double speed movement after passing closing gates
1198 * added level loader for loading native Emerald Mine levels
1201 * changes for "shooting" style CE movement
1204 * Happy New Year! ;-)
1207 * changed default snap/drop keys from left/right Shift to Control keys
1210 * fixed bug with dead player getting reanimated from custom element
1213 * fixed bug with wrong penguin graphics (when entering exit)
1216 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1219 * version number set to 3.0.9
1222 * version 3.0.8 released
1225 * added function checked_free()
1228 * fixed bug with double nut cracking sound
1229 (by eliminating "default element action sound" assignment in init.c)
1232 * fixed crash when no music info files are available
1235 * fixed boring and sleeping sounds
1238 * added "maze runner" and "maze hunter" movement types
1239 * added extended collision conditions for custom elements
1242 * added warnings for undefined token values in artwork config files
1245 * added menu entry for level set information to the info screen
1248 * fixed bug with wrong default impact sound for colored emeralds
1251 * added several sub-screens for the info screen
1252 * menu text now also clickable (not only blue/red sphere left of it)
1255 * added configurable "bored" and "sleeping" animations for the player
1256 * added "awakening" sound for player when waking up after sleeping
1259 * added "copy" and "exchange" functions for custom elements to editor
1262 * added configurable element animations for info screen
1265 * added configurable music credits for info screen
1268 * finally fixed tape recording when player is created from CE change
1271 * added "editorsetup.conf" for editor element list configuration
1274 * added "musicinfo.conf" for menu and level music configuration
1277 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1278 (that only showed up on Linux, but not on Windows systems)
1281 * fixed turning movement of butterflies and fireflies (no frame reset)
1282 * enhanced sniksnak turning movement (two steps instead of only one)
1285 * version number set to 3.0.8
1288 * version 3.0.7 released
1291 * fixed reset of player animation frame when, for example,
1292 walking, digging or collecting share the same animation
1293 * fixed CE with "deadly when touching" exploding when touching amoeba
1296 * fixed tape recording when player is created from CE element change
1299 * introduced "turning..." action graphic for elements with move delay
1300 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1301 * added turning animations for bug, spaceship and sniksnak
1304 * prevent "extended" changed elements from delay change in same frame
1307 * fixed bug when pushing element that can move away to the side
1308 (like pushing falling elements, but now with moving elements)
1311 * finally fixed serious bug in code for delayed element pushing (again)
1314 * unavailable setup options now marked as "n/a" instead of "off"
1315 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1316 to "true", levels are always played with the latest game engine,
1317 which is desired for levels that are imported from other games; all
1318 other levels are played with the engine version stored in level file
1319 (which is normally the engine version the level was created with)
1322 * fixed serious bug in code for delayed element pushing
1323 * fixed little bug in animation frame selection for pushed elements
1324 * speed-up of reading config file for verbose output
1327 * added configuration option for opening and closing Supaplex exit
1328 * added configuration option for moving up/down animation for Murphy
1329 * fixed incorrectly displayed animation for attacking dragon
1330 * fixed bug with not setting initial gravity for each new game
1331 * fixed bug with teleportation of player by custom element change
1332 * fixed bug with player not getting smashed by rock sometimes
1335 * version number set to 3.0.7
1338 * version 3.0.6 released
1341 * added support for MP3 music for SDL version through SMPEG library
1344 * fixed bug when initializing font graphic structure
1345 * fixed bug with animation mode "pingpong" when using only 1 frame
1346 * fixed bug with extended change target introduced in 3.0.5
1347 * fixed bug where passing over moving element doubles player speed
1348 * fixed bug with elements continuing to move into push direction
1349 * fixed bug with duplicated player when dropping bomb with shield on
1350 * added "switching" event for custom elements ("pressing" only once)
1351 * fixed switching bug (resetting flag when not switching but not idle)
1354 * fixed element tokens for certain file elements with ".active" etc.
1357 * version number set to 3.0.6
1360 * version 3.0.5 released
1363 * now four envelope elements available
1364 * font, background, animation and sound for envelope now configurable
1365 * main menu doors opening/closing animation type now configurable
1368 * active/inactive sides configurable for custom element changes
1369 * new movement type "move when pushed" available for custom elements
1372 * fixed bug in multiple config pages loader code that caused crashes
1375 * enhanced (remaining low-resolution) Supaplex graphics
1378 * version number set to 3.0.5
1381 * version 3.0.4 released
1383 2003-09-12 src/tools.c
1384 * fixed bug in custom definition of crumbled element graphics
1386 2003-09-11 src/files.c
1387 * fixed bug in multiple config pages code that caused crashes
1390 * version number set to 3.0.4
1393 * version 3.0.3 released
1396 * added music to Supaplex classic level set
1398 2003-09-07 src/libgame/misc.c
1399 * added support for loading various music formats through SDL_mixer
1401 2003-09-06 (various source files)
1402 * fixed several nasty bugs that may have caused crashes on some systems
1403 * added envelope content which gets displayed when collecting envelope
1404 * added multiple change event pages for custom elements
1406 2003-08-24 src/game.c
1407 * fixed problem with player animation when snapping and moving
1409 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1410 * fixed problem with flickering when drawing toon animations
1412 2003-08-23 src/libgame/sdl.c
1413 * fixed problem with setting mouse cursor in SDL version in fullscreen
1415 2003-08-23 src/game.c
1416 * fixed bug (missing array boundary check) which could crash the game
1419 * version number set to 3.0.3
1422 * version 3.0.2 released
1424 2003-08-21 src/game.c
1425 * fixed bug with creating inaccessible elements at player position
1427 2003-08-20 src/init.c
1428 * fixed bug with not finding current level artwork directory
1430 2003-08-20 src/files.c
1431 * fixed bug with choosing wrong engine version when playing tapes
1432 * fixed bug with messing up custom element properties in 3.0.0 levels
1435 * version number set to 3.0.2
1438 * version 3.0.1 released
1440 2003-08-17 (no source files affected)
1441 * changed all "classic" PCX image files with 16 colors or less to
1442 256 color (8 bit) storage format, because the Allegro game library
1443 cannot handle PCX files with less than 256 colors (contributed
1444 graphics are not affected and might look wrong in the DOS version)
1446 2003-08-16 src/init.c
1447 * fixed bug which (for example) crashed the level editor when defining
1448 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1449 (only set to default) -- invalid graphics now set to default graphic
1451 2003-08-16 src/init.c
1452 * fixed graphical bug of player digging/collecting/snapping element
1453 when no corresponding graphic/animation is defined for this action,
1454 resulting in player being drawn as EL_EMPTY (which should only be
1455 done to elements being collected, but not to the player)
1457 2003-08-16 src/game.c
1458 * fixed small graphical bug of player not totally moving into exit
1460 2003-08-16 src/libgame/setup.c
1461 * fixed bug with wrong MS-DOS 8.3 filename conversion
1463 2003-08-16 src/tools.c
1464 * fixed bug with invisible mouse cursor when pressing ESC while playing
1466 2003-08-16 (various source files)
1467 * added another 128 custom elements (disabled in editor by default)
1469 2003-08-16 src/editor.c
1470 * fixed NULL string bug causing Solaris to crash in sprintf()
1472 2003-08-16 src/screen.c
1473 * fixed drawing over scrollbar on level selection with custom fonts
1475 2003-08-15 src/game.c
1476 * cleanup of simple sounds / loop sounds / music settings
1478 2003-08-08 (various source files)
1479 * added custom element property for dropping collected elements
1481 2003-08-08 src/conf_gfx.c
1482 * fixed bug with missing graphic for active red disk bomb
1484 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1485 * extended variable "level.gravity" to "level.initial_gravity" and
1486 "game.current_gravity" to prevent level setting from being changed
1487 by playing the level (keeping the runtime value after playing)
1489 * fixed graphics bug when digging element that has 'crumbled' graphic
1490 definition, but not 'diggable' graphic definition
1493 * version number set to 3.0.1
1496 * version 3.0.0 released
1499 * various bug fixes; among others:
1500 - fixed bug with pushing spring over empty space
1501 - fixed bug with leaving tube while placing dynamite
1502 - fixed bug with explosion of smashed penguins
1503 - allow Murphy player graphic in levels with non-Supaplex elements
1507 * I have forgotten to document changes for some time
1510 * pre-release version 2.2.0rc1 released
1513 * version number set to 2.1.2
1516 * version 2.1.1 released
1519 * version number set to 2.1.1
1522 * version 2.1.0 released
1525 * version number set to 2.1.0
1527 2002-04-03 to 2002-05-19 (various source files)
1528 * graphics, sounds and music now fully configurable
1529 * bug fixed that prevented walking through tubes when gravity on
1531 2002-04-02 src/events.c, src/editor.c
1532 * Make Escape key less aggressive when playing or when editing level.
1533 This can be configured as an option in the setup menu. (Default is
1534 "less aggressive" which means "ask user if something can be lost"
1535 when pressing the Escape key.)
1537 2002-04-02 src/screen.c
1538 * Added "graphics setup" screen.
1540 2002-04-01 src/screen.c
1541 * Changed "choose level" setup screen stuff to be more generic (to
1542 make it easier to add more "choose from generic tree" setup screens).
1544 2002-04-01 src/config.c, src/timestamp.h
1545 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1546 automatically gets created by "src/Makefile" and contains an actual
1547 compile-time timestamp to identify development versions of the game).
1549 2002-03-31 src/tape.c, src/events.c
1550 * Added quick game/tape save/load functions to tape stuff which can be
1551 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1552 loads previously recorded tape and directly goes into recording mode
1553 from the end of the tape (therefore appending to the tape).
1555 2002-03-31 src/tape.c
1556 * Added "index mark" function to tape recorder. When playing or
1557 recording, "eject" button changes to "index" button. Setting index
1558 mark is not yet implemented, but pressing index button when playing
1559 allows very quick advancing to end of tape (when normal playing),
1560 very fast forward mode (when playing with normal fast forward) or
1561 very fast reaching of "pause before end of tape" (when playing with
1562 "pause before end" playing mode).
1564 2002-03-30 src/cartoons.c
1565 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1567 2002-03-29 src/screen.c
1568 * Changed setup screen stuff to be more generic (to make it easier
1569 to add more setup screens).
1571 2002-03-23 src/main.c, src/main.h
1572 * Various changes due to the introduction of the new libgame files
1573 "setup.c" and "joystick.c".
1575 2002-03-23 src/files.c
1576 * Generic parts of "src/files.c" (mainly setup and level directory
1577 stuff) moved to new libgame file "src/libgame/setup.c".
1579 2002-03-23 src/joystick.c
1580 * File "src/joystick.c" moved to libgame source tree, with
1581 correspondig changes.
1583 2002-03-22 src/screens.c
1584 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1585 (Wrong level series information displayed when entering main group.)
1587 2002-03-22 src/editor.c
1588 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1590 2002-03-22 src/editor.c
1591 * Changed behaviour of "Escape" key in level editor to be more
1592 intuitive: When in "Element Properties" or "Level Info" mode,
1593 return to "Drawing Mode" instead of leaving the level editor.
1595 2002-03-21 src/game.c, src/editor.c, src/files.c
1596 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1597 gems (emeralds, diamonds, ...) slipping down from normal wall,
1598 steel wall and growing wall (as in E.M.C. style levels). Although
1599 the behaviour of contributed and private levels wasn't changed (due
1600 to the use of "level.game_version"; see previous entry), editing
1601 those levels will (of course) change the behaviour accordingly.
1603 This change seems a bit too hard after thinking about it, because
1604 the EM style behaviour is not the "expected" behaviour (gems would
1605 normally only slip down from "rounded" walls). Therefore this was
1606 now changed to an element property for gem style elements, with the
1607 default setting "off" (which means: no special EM style behaviour).
1608 To fix older converted levels, this flag is set to "on" for pre-2.0
1609 levels that are neither contributed nor private levels.
1611 2002-03-20 src/files.h
1612 * Corrected settings for "level.game_version" depending of level type.
1613 (Contributed and private levels always get played with game engine
1614 version they were created with, while converted levels always get
1615 played with the most recent version of the game engine, to let new
1616 corrections of the emulation behaviour take effect.)
1618 2002-03-20 src/main.h
1619 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1620 compiling the SDL version on some systems.
1621 Thanks to the several people who pointed this out.
1624 * Version number set to 2.0.2.
1627 * Version 2.0.1 released.
1629 2002-03-18 src/screens.c
1630 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1632 2002-03-18 src/files.c [src/libgame/misc.c]
1633 * Moved some common functions from src/files.c to src/libgame/misc.c.
1635 2002-03-18 src/files.c [src/libgame/misc.c]
1636 * Changed permissions for new directories and saved files (especially
1637 score files) according to suggestions of Debian users and mantainers.
1638 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1640 2002-03-17 src/files.c
1641 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1642 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1643 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1644 for levels and "TAPE" for tapes). Old "cookie" style format is
1645 still supported for reading. New level and tape files are written
1648 * New IFF chunk "VERS" contains version numbers for file and game
1649 (where "game version" is the version of the program that wrote the
1650 file, and "file version" is a version number to distinguish files
1651 with different format, for example after adding new features).
1653 2002-03-15 src/screen.c
1654 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1655 (Before, you heard a mixture of the in-game music and the
1656 hall-of-fame music.)
1658 2002-03-14 src/events.c
1659 * Function "DumpTape()" (files.c) now available by pressing 't' from
1660 main menu (when in DEBUG mode).
1662 2002-03-14 src/game.c
1663 * "GameWon()": When game was won playing a tape, now there is no delay
1664 raising the score and no corresponding sound is played.
1666 2002-03-14 src/files.c
1667 * Changed "LoadTape()" for real chunk support and also adjusted
1668 "SaveTape()" accordingly.
1670 2002-03-14 src/game.c, src/tape.c, src/files.c
1671 * Important changes to tape format: The old tape format stored all
1672 actions with a real effect with a corresponding delay between the
1673 stored actions. This had some major disadvantages (for example,
1674 push delays had to be ignored, pressing a button for some seconds
1675 mutated to several single button presses because of the non-action
1676 delays between two action frames etc.). The new tape format just
1677 stupidly records all device actions and replays them later. I really
1678 don't know why I haven't solved it that way before?! Old-style tapes
1679 (with tape file version less than 2.0) get converted to the new
1680 format on-the-fly when loading and can therefore still be played;
1681 only some minor parts of the old-style tape handling code was needed.
1682 (A perfect conversion is not possible, because there is information
1683 missing about the device actions between two action frames.)
1685 2002-03-14 src/files.c
1686 * New function "DumpTape()" to dump the contents of the current tape
1687 in a human readable format.
1689 2002-03-14 src/game.c
1690 * Small tape bug fixed: When automatically advancing to next level
1691 after a game was won, the tape from the previous level still was
1692 loaded as a tape for the new level.
1694 2002-03-14 src/tape.c
1695 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1696 tape, cartoons did not get completely removed because
1697 StopAnimation() was not called.
1699 2002-03-13 src/files.c
1700 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1701 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1702 size even when using 16-bit elements). Added new chunk "CNT2" for
1703 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1704 chunk even when content was 16-bit element). "CNT2" should now be
1705 able to store content for arbitrary elements (up to eight blocks of
1706 3 x 3 element arrays). All "CNT2" elements will always be stored as
1707 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1709 2002-03-13 src/files.c
1710 * Changed "LoadLevel()" for real chunk support.
1712 2002-03-12 src/game.c
1713 * Fixed problem (introduced after 2.0.0 release) with penguins
1714 not getting killed by enemies
1716 2002-02-24 src/game.c, src/main.h
1717 * Added "player->is_moving"; now "player->last_move_dir" does
1718 not contain any information if the player is just moving at
1720 Before, "player->last_move_dir" was misused for this purpose
1721 for the robot stuff (robots don't kill players when they are
1722 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1723 broke tapes when walking through pipes!
1724 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1725 in a continuous movement. This fact is ignored for friends and