2 * fixed infinite loop / crash bug when killing the player while having
3 a CE with the setting "kill player X when explosion of <player X>"
4 * added special editor graphic for "char_space" to distinguish it from
5 "empty_space" when editing a level (in-game graphics still the same)
8 * fixed nasty bug with initialization only done for the first player
11 * small change to handle loading empty element/content list micro chunks
14 * uploaded pre-release (test) version 3.2.3-0 binary and source code
17 * some optimizations on startup speed by reducing initial text output
20 * added caching of custom artwork information for faster startup times
23 * fixed graphical bug when using fewer menu entries on level selection
24 screen than usual (with "menu.list_size.LEVELS" directive)
25 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
26 the backbuffer to the backbuffer by error (with identical rectangle)
29 * fixed bug when displaying titlescreen with size less than element tile
30 * fixed bug that caused elements with "change when digging <e>" event
31 to change for _every_ digged element, not only those specified in <e>
32 * fixed bug that caused impact style collision when dropping element one
33 tile over the player that can both fall down and smash players
34 * fixed bug that caused impact style collision when element changed to
35 falling/smashing element over the player immediately after movement
38 * fixed bug that allowed making engine snapshots from the level editor
41 * fixed bugs with player name and current level positions on main screen
44 * added configuration directives for control of title screens:
45 - "title.fade_delay" for fading time
46 - "title.post_delay" for pause between screens (when not crossfading)
47 - "title.auto_delay" to automatically continue after some time
48 these settings can each be overridden by specifying them with titles:
49 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
50 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
51 fading mode can also be specified:
52 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
53 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
54 default is using normal fading for menues and initial title screens,
55 while using cross-fading for level set title screens
56 * fixed bug with background not drawn in Hall of Fame after game was won
59 * added configuration directives for the remaining main menu items
62 * added additional configuration directives for info screen draw offset:
63 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
64 * added additional configuration directives for preview info text
65 * limited mouse wheel sensitive screen area to scrollable screen area
68 * added highlighted menu text entries to menu navigation when selected
71 * fixed bug that prevented player from correctly being created in the
72 top left corner by a custom element change in a level without player
73 * fixed bug that prevented player from being killed when indestructible,
74 non-walkable element is placed on player position by extended change
75 * added configurable menu button, text and input positions to main menu
78 * added page fading effects for remaining info sub-screens
79 * fixed small bug that caused some delays when answering door request
82 * added directives "border.draw_masked.*" for menu/playfield area and
83 door areas to display overlapping/masked borders from "global.border"
86 * fixed bug with CE with move speed "not moving" not being animated
87 * when changing player artwork by CE action, reset animation frame
90 * fixed bug with not unmapping main menu screen gadgets on other screens
91 * fixed bug with un-pausing a paused game by releasing still pressed key
92 * fixed bug with not redrawing screen when toggling to/from fullscreen
93 mode while fast reloading tape (without redrawing playfield contents)
94 * fixed bug with quick-saving tape snapshot despite answering with "no"
97 * version number set to 3.2.3
100 * version 3.2.2 released
103 * fixed bug with redrawing screen in fullscreen mode after quick tape
104 reloading when using the EMC game engine
105 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
108 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
111 * added engine snapshot functionality for instant tape reloading (this
112 only works for the last tape saved using "quick save", and does not
113 work across program restarts, because it completely works in memory)
116 * version number set to 3.2.2
119 * version 3.2.1 released
122 * fixed nasty bugs with handling error message file on Mac OS X systems
125 * general code cleanup (removing many annoying "#if 0" blocks etc.)
128 * fixed bug that caused broken tapes when manually appending to tapes
129 using the "pause before death" functionality, followed by recording
130 * added setup option to disable fading of screens for faster testing
133 * code cleanup of new fading functions
136 * changed behaviour after solved game -- do not immediately stop engine
137 * added some more smooth screen fadings (game start, hall of fame etc.)
140 * fixed bug with displaying pushed CE with value/score/delay anim_mode
143 * added configurable level preview position, tile size and dimensions
144 * added configurable game panel value positions (gems, time, score etc.)
147 * fixed small bug with time displayed incorrectly when collecting CEs
150 * fixed bug with bumpy scrolling with EM engine in double player mode
153 * added compatibility code to fix "Snake Bite" style levels that were
154 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
157 * fixed bug with scrollbars inside editor when using the Windows mouse
158 enhancement tool "True X-Mouse" (which injects key events to the event
159 queue to insert selected stuff into the Windows clipboard, which gets
160 confused with the "Insert" key for jumping to the last editor cascade
161 block in the element list)
162 * added Rocks'n'Diamonds icon for use as window icon to SDL version
163 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
166 * added selection of preferred fullscreen mode to setup / graphics menu
167 (useful if default mode 800 x 600 does not match screen aspect ratio)
170 * improved down-scaling of images for better editor and preview graphics
171 * changed user data directory for Mac OS X from Unix style to new place
174 * improved level number selection in main menu and player selection in
175 setup menu (input devices section) by using standard button gadgets
176 * added support for mouse scroll wheel (caused buggy behaviour before)
177 * added support for scrolling horizontal scrollbars with mouse wheel by
178 holding "Shift" key pressed while scrolling the wheel
179 * added support for single step mouse wheel scrolling by holding "Alt"
180 key pressed while scrolling the wheel (can be combined with "Shift")
181 * changed output file "stderr.txt" on Windows platform now always to be
182 created in the R'n'D sub-directory of the personal documents directory
183 * added Windows message box to direct to "stderr.txt" after error aborts
186 * improved general scrollbar handling (when jump-scrolling scrollbars)
189 * changed scrollbars to always show last line as first after scrolling
190 (that means jumping n - 1 screen lines instead of n screen lines)
193 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
194 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
195 * fixed special handling of vertically stacked acid becoming fake acid
198 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
199 affect multiple instances of the same CE, although this kind of
200 change condition usually only affects one single custom element
203 * version number set to 3.2.1
206 * version 3.2.0 released
209 * reorganized level editor element list a bit to match engines better
212 * fixed newly introduced bug with wrongly initializing clipboard element
215 * fixed bug with displaying visible/invisible level border in editor
218 * reorganized some elements in the level editor element list
221 * fixed bug with displaying any player as "yellow" when moving into acid
222 * fixed bug with displaying running player when player stopped at border
225 * fixed bug with player exploding when moving into acid
226 * fixed bug with level settings being reset in editor and when playing
227 (some compatibility settings being set not only after level loading)
228 * fixed crash bug when number of custom graphic frames was set to zero
229 * fixed bug with teleporting player on walkable tile not working anymore
230 * added partial compatibility support for pre-release-only "CONF" chunk
231 (to make Alan Bond's "color cycle" demo work again :-) )
234 * fixed some bugs when displaying title screens from info screen menu
235 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
238 * changed file major version to 3 to reflect level file format changes
239 * uploaded pre-release (test) version 3.2.0-8 binary and source code
242 * added new chunk "NAME" to level file format for level name settings
243 * added new chunk "NOTE" to level file format for envelope settings
244 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
245 * updated magic(5) file to recognize changed and new level file chunks
246 * removed change events "change when CE value/score changes" as unneeded
249 * changed gravity (which only affects the player) from level property
250 to player property (only makes a difference in multi-player levels)
251 * added change events "change when CE value/score changes"
252 * added change events "change when CE value/score changes of <element>"
255 * added new chunk "INFO" to level file format for global level settings
256 * added all element settings from "HEAD" chunk to "CONF" chunk
257 * added all global level settings from "HEAD" chunk to "INFO" chunk
260 * changed level file format by adding two new chunks "CUSX" (for custom
261 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
262 elements, replacing the previous "GRP1" chunk); these new IFF style
263 chunks use the new and flexible "micro chunks inside chunks" technique
264 already used with the new "CONF" chunk (for normal element properties)
265 which makes it possible to easily extend the existing level format
266 (instead of using fixed-length chunks like before, which are either
267 too big due to reserved bytes for future use, or too small when those
268 reserved bytes have all been used and even more data should be stored,
269 requiring the replacement by new and larger chunks just like it went
270 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
273 * added credits pages to the "credits" section that were really missing
274 * added some missing element descriptions to the level editor
275 * added down position of switchgate switch to the level editor
276 and allowed the use of both switch positions at the same time
277 * changed use of "Insert" and "Delete" keys to navigate element list in
278 level editor to start of previous or next cascading block of elements
281 * added the possibility to view the title screen to the info screen menu
282 * fixed some minor bugs with viewing title screens
285 * fixed bug with title (cross)fading in/out when using fullscreen mode
288 * fixed bug that forced re-defining of menu settings in local graphics
289 config file which are already defined in existing base config file
290 * fixed small bug that caused door sounds playing when music is enabled
293 * added the possibility to define up to five title screens for each
294 level set that are displayed after loading using (cross)fading in/out
295 (this was added to display the various start images of the EMC sets)
298 * added "CE score gets zero [of]" to custom element trigger conditions
299 * added setup option to display element token name in level editor
302 * added compatibility code for Juergen Bonhagen's menu artwork settings
305 * fixed bug with displaying wrong animation frame 0 after CE changes
306 * fixed bug with creating invisible elements when light switch is on
309 * added selection between ECS and AGA graphics for EMC levels to setup
312 * adjusted font handling for various narrow EMC style fonts
315 * changed EM engine behaviour back to re-allow initial rolling springs
318 * fixed handling of over-large selectboxes (less error-prone now)
319 * fixed bug when creating GE with walkable element under the player
322 * added use of "Insert" and "Delete" keys to navigate element list in
323 level editor to start of custom elements or start of group elements
324 * added virtual elements to access CE value and CE score of elements:
325 - "CE value of triggering element"
326 - "CE score of triggering element"
327 - "CE value of current element"
328 - "CE score of current element"
331 * fixed "grass" to "sand" in older EM levels (up to file version V4)
334 * changed behaviour of network games with internal errors (because of
335 different client frame counters) from immediately terminating R'n'D
336 to displaying an error message requester and stopping only the game
337 (also to prevent impression of crashes under non command-line runs)
338 * fixed playing network games with the EMC engine (did not work before)
339 * fixed bug with not scrolling the screen in multi-player mode with the
340 focus on player 1 when all players are moving in different directions
341 * fixed bug with keeping pointer to gadget even after its deallocation
342 * fixed bug with allowing "focus on all players" in network games
343 * fixed bug with player focus when playing tapes from network games
346 * uploaded pre-release (test) version 3.2.0-7 binary and source code
349 * code cleanup for game action control for R'n'D and EMC game engine
352 * fixed bug in multi-player movement with focus on both players
353 * added option to control only the focussed player with all input
356 * added player focus switching to level tape recording and re-playing
359 * fixed some bugs in player focus switching in EMC and RND game engine
362 * added special Supaplex animations for Murphy digging and snapping
363 * added special Supaplex animations for Murphy being bored and sleeping
366 * added four new yam yams with explicit start direction for EMC engine
367 * fixed bug in src/libgame/text.c with printing text outside the window
370 * fixed small bug in EMC level loader (copyright sign in EM II levels)
373 * added delayed ignition of EM style dynamite when used in R'n'D engine
374 * added limited movement range to EMC engine when focus on all players
377 * fixed bug with missing (zero) score values for native Supaplex levels
380 * added "continuous snapping" (snapping many elements while holding the
381 snap key pressed, without releasing the snap key after each element)
382 as a new player setting for more compatibility with the classic games
385 * finished scrolling for "focus on all players" in EMC graphics engine
388 * level sets with "levels: 0" are ignored for levels, but not artwork
389 * fixed bug when scanning empty level group directories (endless loop)
392 * fixed bug with explosion graphic for player using "Murphy" graphic
393 * fixed bug with explosion graphic if player leaves explosion in time
394 * changed some descriptive text in setup menu to use medium-width font
395 * added key shortcut settings for switching player focus to setup menu
398 * fixed bug with random value initialization when recording tapes
399 * fixed bug with playing single player tapes when team mode activated
402 * fixed little bug when trying to switch to player that does not exist
405 * added player switching (visual and quick) to R'n'D and EM game engine
406 * added setup option to select visual or quick in-game player switching
409 * added use of "Home" and "End" keys to handle element list in editor
412 * fixed bug with adding score when playing tape with EMC game engine
413 * added steel wall border for levels using EMC engine without border
414 * finally fixed delayed scrolling in EMC engine also for small levels
417 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
420 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
421 * fixed bug when displaying info element without action, but direction
424 * fixed minor graphical problems with springs smashing and slurping
425 (when using R'n'D style graphics instead of EMC style graphics)
428 * added scroll delay (as configured in setup) to EMC graphics engine
431 * improved screen redraw for EMC graphics engine (faster and smoother)
432 * when not scrolling, do not redraw the whole playfield if not needed
435 * added multi-player mode for EMC game engine (with up to four players)
438 * added android (can clone elements) from EMC engine to R'n'D engine
441 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
444 * added selectbox for initial player speed to player settings in editor
447 * version 3.1.2 created that is basically version 3.1.1, but with a
448 major bug fixed that prevented editing your own private levels
449 * version 3.1.2 released
452 * added magic ball (creates elements) from EMC engine to R'n'D engine
455 * uploaded fixed pre-release version 3.2.0-6 binary and source code
458 * fixed bug when using "CE can leave behind <trigger element>"
459 * added new change condition "(after/when) creation of <element>"
460 * added new change condition "(after/when) digging <element>"
461 * fixed bug accessing invalid gadget that caused crashes under Windows
462 * deactivated new possibility for multiple CE changes per frame
465 * uploaded pre-release (test) version 3.2.0-6 binary and source code
468 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
469 * fixed bug with not keeping CE value for moving CEs with only action
470 * changed CE action selectboxes in editor to be only reset when needed
473 * added option "use artwork from element" for custom player artwork
474 * added option "use explosion from element" for player explosions
477 * added cascaded element lists in the level editor
478 * added persistence for cascaded element lists by "editorcascade.conf"
479 * added dynamic element list with all elements used in current level
480 * added possibility for multiple CE changes per frame (experimental)
483 * uploaded pre-release (test) version 3.2.0-5 binary and source code
486 * changed "score for each 10 seconds/steps left" to "1 second/step"
487 * added own score for collecting "extra time" instead of sharing it
488 * added change events "switched by player" and "player switches <e>"
489 * added change events "snapped by player" and "player snaps <e>"
490 * added "set player artwork: <element choice>" to CE action options
491 * added change event "move of <element>"
494 * added "set player shield: off / normal / deadly" to CE action options
495 * added new player option "use level start element" in level editor
496 to set the correct focus at level start to elements from which the
497 player is created later (this did not work before for cascaded CE
498 changes resulting in creation of the player; it is now also possible
499 to create the player from a yam yam which is smashed at level start)
502 * added "set player speed: frozen (not moving)" to CE action options
503 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
506 * added new player option "block snap field" (enabled by default) to
507 make it possible to show a snapping animation like in Emerald Mine
510 * added dynamic selectboxes to custom element action settings in editor
511 * added "CE value" counter for custom elements (instead of "CE count")
512 * added option to use the last "CE value" after custom element change
513 * added option to use the "CE value" of other elements in CE actions
514 * fixed odd behaviour when pressing time orb in levels w/o time limit
515 * added checkbox "use time orb bug" for older levels that use this bug
518 * added missing configuration settings for the following elements:
519 - EL_TIMEGATE_SWITCH (time of open time gate)
520 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
521 - EL_SHIELD_NORMAL (time of shield duration)
522 - EL_SHIELD_DEADLY (time of shield duration)
523 - EL_EXTRA_TIME (time added to level time)
524 - EL_TIME_ORB_FULL (time added to level time)
527 * added "wind direction" as a movement pattern for custom elements
528 * added initial wind direction for balloon / custom elements to editor
529 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
532 * added parameters for "game of life" and "biomaze" elements to editor
535 * added level file chunk "CONF" for generic level and element settings
538 * uploaded pre-release (test) version 3.2.0-4 binary and source code
541 * skip empty level sets (with "levels: 0"; may be artwork base sets)
542 * added sound action ".page[1]" to ".page[32]" for each CE change page
545 * added image config suffix ".clone_from" to copy whole image settings
546 * fixed bug with invalid ("undefined") CE settings in old level files
549 * fixed graphical bug with smashing elements falling faster than player
552 * fixed major bug which prevented private levels from being edited
553 * fixed bug with precedence of general and special font definitions
556 * fixed graphical bug with player animation when player moves slowly
559 * uploaded pre-release (test) version 3.2.0-3 binary and source code
562 * fixed bug which prevented "global.num_toons: 0" from working
565 * major code cleanup (removed all these annoying "#if 0" blocks)
568 * added custom element actions for CE change page in level editor
571 * fixed music initialization bug in init.c (thanks to David Binderman)
572 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
573 (this bug must probably be fixed at other places, too)
576 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
577 (should be '#include <SDL.h>' instead)
580 * fixed bug which prevented "walkable from no direction" from working
581 (due to compatibility code overwriting this setting after loading)
584 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
587 * version number temporarily set to 3.1.1 (intermediate bugfix release)
588 * version 3.1.1 released
591 * changed some va_arg() arguments from 'long' to 'int', fixing problems
592 on 64-bit architecture systems with LP64 data model
595 * fixed bug with bombs not exploding when hitting the last level line
596 (introduced after the release of 3.1.0)
599 * added support for dumping small-sized level sketches from editor
602 * added recognition of "trigger element" for "change digged element to"
603 (this is not really what the "trigger element" was made for, but its
604 use may seem obvious for leaving back digged elements unchanged)
607 * fixed multiple warnings about failed joystick device initialization
610 * fixed bug with dynamite dropped on top of just dropped custom element
611 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
612 dynamite can still be dropped, but drop key must be released before
615 * fixed bug with wrong start directory when started from file browser
616 (due to this bug, R'n'D could not be started from KDE's Konqueror)
619 * fixed bug causing "change when impact" on player not working
620 * fixed wrong priority of "hitting something" over "hitting <element>"
621 * fixed wrong priority of "hit by something" over "hit by <element>"
624 * fixed graphical bug which caused the player (being Murphy) to show
625 collecting animations although the element was collected by penguin
628 * fixed two bugs causing wrong door background graphics in system.c
629 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
632 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
633 * added "no direction" to "walkable/passable from" selectbox options
636 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
637 * in tape autoplay, not only report broken, but also missing tapes
640 * uploaded pre-release (test) version 3.2.0-2 binary and source code
643 * fixed small bug with "linear" animation not working for active lamp
646 * fixed bug with moving up despite gravity due to "block last field"
647 * fixed small bug with wrong draw offset when typing name in main menu
648 * when reading user names from "passwd", ignore data after first comma
649 * when creating new "levelinfo.conf", only write some selected entries
652 * fixed displaying "imported from/by" on preview with empty string
653 * fixed ignoring draw offset for fonts used for level preview texts
656 * fixed a delay problem with SDL and too many mouse motion events
657 * added setup option "skip levels" and level skipping functionality
660 * added move speed "not moving" for non-moving CEs, but with direction
663 * fixed mapping of obsolete element token names in "editorsetup.conf"
664 * fixed bug with sound "acid.splashing" treated as a loop sound
665 * fixed some little sound bugs in native EM engine
668 * fixed small bug when dragging scrollbars to end positions
671 * added editor element descriptions written by Aaron Davidson
674 * improved fallback handling when configured artwork is not available
675 (now using default artwork instead of exiting when files not found)
678 * fixed bug on level selection screen when dragging scrollbar
681 * fixed bug which caused broken tapes when appending to EM engine tapes
684 * uploaded pre-release (test) version 3.2.0-1 binary and source code
687 * added code to replace changed artwork config tokens with other tokens
688 (needed for backwards compatibility, so that older tokens still work)
691 * added native R'n'D graphics for some new EMC elements in EM engine
694 * fixed some bugs in the EM engine integration code
695 * changed EM engine code to allow diagonal movement
696 * changed EM engine code to allow use of separate snap and drop keys
699 * fixed some redraw bugs when using EM engine
702 * fixed bug with not converting RND levels which are set to use native
703 engine to native level structure when loading
706 * uploaded pre-release (test) version 3.2.0-0 binary and source code
709 * version number set to 3.2.0
712 * level data now reset to defaults after attempt to load invalid file
715 * added use of "editorsetup.conf" for different level sets
718 * added auto-detection for various types of Emerald Mine level files
721 * fixed bug with scrollbars getting too small when list is very large
724 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
727 * added most level editor configuration gadgets for new EMC elements
730 * added more element and graphic definitions for new EMC elements
733 * modified native EM engine to use integrated R'n'D sound system
736 * added SDL support to graphics functions in native EM engine
737 (by always using generic libgame interface functions)
740 * fixed bug in frame synchronization in native EM engine
743 * added code to convert levels between R'n'D and native EM engine
746 * new Emerald Mine engine can now play levels selected in main menu
749 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
750 (which creates scaled down graphics for level editor and preview);
751 there's still a memory leak somewhere in the artwork handling code
752 * added "scale image up" functionality to X11 version of zoom function
755 * first attempts to integrate new, native Emerald Mine Club engine
758 * fixed bug in gadget code which caused reset of CEs in level editor
759 (example: pressing 'b' [grab brush] on CE config page erased values)
760 (solution: check if gadgets in ClickOnGadget() are really mapped)
761 * improved level change detection in editor (settings now also checked)
762 * fixed bug with "can move into acid" and "don't collide with" state
765 * fixed maze runner style CEs to use the configured move delay value
768 * added Aaron Davidson's tutorial level set to the "Tutorials" section
771 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
772 * fixed the above fix because it broke level set "machine" (*sigh*)
773 * fixed random element placement in level editor to work as expected
774 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
777 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
780 * fixed bug (missing array boundary check) which caused broken tapes
781 * fixed bug (when loading level template) which caused broken levels
782 * fixed bug with new block last field code when using non-yellow player
785 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
786 * internal change of how the player blocks the last field when moving
787 * fixed blocking delay of last field for EM and SP style block delay
788 * fixed bug where the player had to wait for the usual move delay after
789 unsuccessfully trying to move, when he directly could move after that
790 * the last two changes should make original Supaplex level 93 solvable
791 * improved use of random number generator to make it less predictable
792 * fixed behaviour of slippery SP elements to let slip left, then right
795 * fixed bug with wrong door state after trying to quickload empty tape
796 * fixed waste of static memory usage of the binary, making it smaller
797 * fixed very little graphical bug in Supaplex explosion
800 * version number set to 3.1.1
803 * version 3.1.0 released
806 * fixed bug with crash when writing user levelinfo.conf the first time
809 * added option "convert LEVELDIR [NR]" to command line batch commands
810 * re-converted Supaplex levels to apply latest engine fixes
811 * changed "use graphic/sound of element" to "use graphic of element"
812 due to compatibility problems with some levels ("bug machine" etc.)
815 * fixed bug with CE change replacing player with same or other player
818 * fixed bug with opaque font in envelope with background graphic when
819 background graphic is not transparent itself
822 * added "gravity on" and "gravity off" ports for Supaplex compatibility
823 * corrected original Supaplex level loading code to use these new ports
824 * also corrected Supaplex loader to auto-count infotrons if set to zero
827 * fixed bug with missing initialization of "modified" flag for GEs
830 * fixed bug that caused endless recursion loop when relocating player
831 * fixed tape recorder bug in "step mode" when using "pause before end"
832 * fixed tape recorder bug when changing from "warp forward" mode
835 * fixed bug with "when touching" for pushed elements at last position
838 * fixed bug that caused two activated toolbox buttons in level editor
839 * fixed bug with exploding dynabomb under player due to other explosion
842 * fixed bug with creating walkable custom element under player (again)
843 * fixed bug with not copying explosion type when copying CEs in editor
844 * fixed graphical bug when drawing player in setup menu (input devices)
845 * fixed graphical bug when the player is pushing an accessible element
846 * fixed bug with classic switchable elements triggering CE changes
847 * fixed bug with entering/leaving walkable element in RelocatePlayer()
848 * fixed crash bug when CE leaves behind the trigger player element
851 * fixed bug with broken tubes after placing/exploding dynamite in them
852 * fixed bug with exploding dynamite under player due to other explosion
853 * fixed bug with not resetting push delay under certain circumstances
856 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
857 * added network multiplayer code for Windows (thanks to Niko Böhm)
860 * added option "reachable despite gravity" for gravity movement
861 * changed gravity movement of most classic walkable and passable
862 elements back to "not reachable" (for compatibility reasons)
865 * fixed (removed) "indestructible" / "can explode" dependency in editor
866 * fixed (removed) "accessible inside" / "protected" dependency
867 * fixed (removed) "step mode" / "shield time" dependency
870 * fixed dynabombs exploding now into anything diggable
871 * fixed Supaplex style gravity movement into buggy base now impossible
872 * added pressing key "space" as valid action to select menu options
875 * added "replace when walkable" to relocate player to walkable element
876 * added "enter"/"leave" event for elements affected by relocation
877 * fixed "direct"/"indirect" change order also for "when change" event
878 * fixed graphical bug when pushing things from elements walkable inside
881 * fixed graphic bug when player is snapping while moving in old levels
882 * fixed bug when a moving custom element leaves a player element behind
883 * fixed bug with mole not disappearing when moving into acid pool
884 * fixed bug with incomplete path setting when using "--basepath" option
885 * moving CE can now leave walkable elements behind under the player
886 * when relocating, player can be set on walkable element now
887 * fixed another gravity movement bug
890 * uploaded pre-release (test) version 3.1.0-2 binary and source code
893 * added "collectible" and "removable" to extended replacement types
894 (where "removable" replaces "diggable" and "collectible" elements)
895 * added "collectible & throwable" (to throw element to the next field)
896 * fixed bug with CEs digging elements that are just about to explode
897 * changed mouse cursor now always being visible when game is paused
900 * added possibility to push/press accessible elements from a side that
902 * fixed bug with not setting actual date when appending to tape
905 * fixed bug with incorrectly initialized custom element editor graphics
908 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
909 - number of levels corrected from 18 to 17 in "levelinfo.conf"
912 * fixed bug with destroyed robot wheel still attracting robots forever
913 * fixed bug with time gate switch deactivating after robot wheel time
914 (while the time gate itself is not affected by this misbehaviour)
915 * changed behaviour of BD style amoeba to always get blocked by player
916 (before it was different when there were non-BD elements in level)
917 * fixed bug with player destroying indestructable elements with shield
920 * added option to make growing elements grow into anything diggable
921 (for the various amoeba types, biomaze and "game of life")
924 * fixed bug with movable elements not moving after left behind by CEs
925 * changed gravity movement to anything diggable, not only sand/base
926 * optionally allowing passing to walkable element, not only empty space
927 * added option "can pass to walkable element" for players
928 * finally fixed gravity movement (hopefully)
931 * fixed bug with movable elements not moving anymore after falling down
934 * fixed another bug with custom elements digging and leaving elements
935 * fixed bug with "along left/right side" and automatic start direction
936 * trigger elements now also displayed when "more custom" deactivated
937 * fixed bug with clipboard element initialized when loading new level
938 * added option "drop delay" to set delay before dropping next element
941 * uploaded pre-release (test) version 3.1.0-1 binary and source code
944 * added copy and paste functions for custom change pages
945 * enhanced graphical display and functionality of tape recorder
946 * fixed bug with custom elements digging and leaving elements
949 * added move speed faster than "very fast" for custom elements
950 * fixed bug with 3+3 style explosions and missing border content
951 * fixed little bug when copying custom elements in the editor
952 * enhanced custom element changes by more side trigger actions
955 * added option "no scrolling when relocating" for instant teleporting
956 * uploaded pre-release (test) version 3.1.0-0 binary and source code
959 * added trigger element and trigger player to use as target elements
960 * added copy and paste functions for custom and group elements
963 * fixed graphical bug when displaying explosion animations
964 * fixed bug when appending to tapes, resulting in broken tapes
965 * re-recorded a few tapes broken by fixing gravity checking bug
968 * "can move into acid" property now for all elements independently
969 * "can fall into acid" property for player stored in same bitfield now
970 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
971 * version number set to 3.1.0 (finally!)
974 * changed tape recording to only record input, not programmed actions
977 * fixed totally broken (every 8th frame skipped) step-by-step recording
978 * fixed bug with requester not displayed when quick-loading interrupted
979 * added option "can fall into acid (with gravity)" for players
980 * fixed bug with player not falling when snapping down with gravity
983 * fixed bug which messed up key config when using keypad number keys
986 * fixed bug which allowed moving upwards even when gravity was active
987 * fixed bug with missing error handling when dumping levels or tapes
990 * added different colored editor graphics for Supaplex gravity tubes
993 * fixed bug that allowed solvable tapes for unsolvable levels
996 * use unlimited number of droppable elements when "count" set to zero
997 * added option to use step limit instead of time limit for level
1000 * added player and change page as trigger for custom element change
1003 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1006 * fixed bug with dark yamyam changing to acid when moving over acid
1007 * fixed handling of levels with more than 999 seconds level time
1008 (example: level 76 of "Denmine")
1011 * "spring push bug" reintroduced as configurable element property
1012 * fixed bug with missing properties for "mole"
1013 * fixed bug that showed up when fixing the above "mole" properties bug
1014 * added option "can move into acid" for all movable elements
1015 * fixed graphical bug for elements moving into acid
1016 * changed event handling to handle all pending events before going on
1019 * fixed bug which caused all CE change pages to be ignored which had
1020 the same change event, but used a different element side
1021 (reported by Simon Forsberg)
1023 * fixed bug which caused elements that can move and fall and that are
1024 transported by a conveyor belt to continue moving into that direction
1025 after leaving the conveyor belt, regardless of their own movement
1026 type; only elements which can not move are transported now
1027 (reported by Simon Forsberg)
1029 * fixed bug which could cause an array overflow in RelocatePlayer()
1030 (reported by Niko Böhm)
1032 * changed Emerald Mine style "passable / over" elements to "protected"
1033 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1035 * added new option to select from which side a "walkable/passable"
1036 element can be entered
1039 * added explosion and ignition delay for elements that can explode
1042 * fixed bug which caused player not being protected against enemies
1043 when a CE was "walkable / inside" and was not "indestructible"
1044 * added "walkable/passable" fields to be "protected/unprotected"
1045 against enemies, even if not accessible "inside" but "over/under"
1048 * corrected move pattern to 32 bit and initial move direction to 8 bit
1051 * added second custom element base configuration page
1054 * added some special EMC mappings to Emerald Mine level loader
1055 (also covering previously unknown element in level 0 of "Bondmine 8")
1058 * added option to block last field when player is moving (for Supaplex)
1059 * adjusted push delay of Supaplex elements
1060 * removed delays for envelopes etc. when replaying with maximum speed
1061 * fixed bug when dropping element on a field that just changed to empty
1064 * fixed bug: infotrons can now smash yellow disks
1065 * fixed bug: when gravity active, port above player can now be entered
1066 * removed "one white dot" mouse pointer which irritated some people
1069 * added "choice type" for group element selection
1072 * fixed bug with initial invulnerability of non-yellow player
1075 * added level loader for loading native Supaplex packed levels
1076 (including multi-part levels like the "splvls99" levels)
1079 * fixed bug which allowed creating emeralds by escaping explosions
1082 * custom elements can change (limited) or leave (unlimited) elements
1083 * finally added multiple matches using group elements
1084 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1087 * added new start movement type "previous" for continued CE movement
1088 * added new start movement type "random" for random CE movement start
1091 * added new element "sokoban_field_player" needed for Sokoban levels
1092 (thanks to Ed Booker for pointing this out!)
1095 * added elements that can be digged or left behind by custom elements
1098 * added group elements for multiple matches and random element creation
1101 * fixed some graphical errors displayed in old levels
1104 * fixed wrong double speed movement after passing closing gates
1107 * added level loader for loading native Emerald Mine levels
1110 * changes for "shooting" style CE movement
1113 * Happy New Year! ;-)
1116 * changed default snap/drop keys from left/right Shift to Control keys
1119 * fixed bug with dead player getting reanimated from custom element
1122 * fixed bug with wrong penguin graphics (when entering exit)
1125 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1128 * version number set to 3.0.9
1131 * version 3.0.8 released
1134 * added function checked_free()
1137 * fixed bug with double nut cracking sound
1138 (by eliminating "default element action sound" assignment in init.c)
1141 * fixed crash when no music info files are available
1144 * fixed boring and sleeping sounds
1147 * added "maze runner" and "maze hunter" movement types
1148 * added extended collision conditions for custom elements
1151 * added warnings for undefined token values in artwork config files
1154 * added menu entry for level set information to the info screen
1157 * fixed bug with wrong default impact sound for colored emeralds
1160 * added several sub-screens for the info screen
1161 * menu text now also clickable (not only blue/red sphere left of it)
1164 * added configurable "bored" and "sleeping" animations for the player
1165 * added "awakening" sound for player when waking up after sleeping
1168 * added "copy" and "exchange" functions for custom elements to editor
1171 * added configurable element animations for info screen
1174 * added configurable music credits for info screen
1177 * finally fixed tape recording when player is created from CE change
1180 * added "editorsetup.conf" for editor element list configuration
1183 * added "musicinfo.conf" for menu and level music configuration
1186 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1187 (that only showed up on Linux, but not on Windows systems)
1190 * fixed turning movement of butterflies and fireflies (no frame reset)
1191 * enhanced sniksnak turning movement (two steps instead of only one)
1194 * version number set to 3.0.8
1197 * version 3.0.7 released
1200 * fixed reset of player animation frame when, for example,
1201 walking, digging or collecting share the same animation
1202 * fixed CE with "deadly when touching" exploding when touching amoeba
1205 * fixed tape recording when player is created from CE element change
1208 * introduced "turning..." action graphic for elements with move delay
1209 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1210 * added turning animations for bug, spaceship and sniksnak
1213 * prevent "extended" changed elements from delay change in same frame
1216 * fixed bug when pushing element that can move away to the side
1217 (like pushing falling elements, but now with moving elements)
1220 * finally fixed serious bug in code for delayed element pushing (again)
1223 * unavailable setup options now marked as "n/a" instead of "off"
1224 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1225 to "true", levels are always played with the latest game engine,
1226 which is desired for levels that are imported from other games; all
1227 other levels are played with the engine version stored in level file
1228 (which is normally the engine version the level was created with)
1231 * fixed serious bug in code for delayed element pushing
1232 * fixed little bug in animation frame selection for pushed elements
1233 * speed-up of reading config file for verbose output
1236 * added configuration option for opening and closing Supaplex exit
1237 * added configuration option for moving up/down animation for Murphy
1238 * fixed incorrectly displayed animation for attacking dragon
1239 * fixed bug with not setting initial gravity for each new game
1240 * fixed bug with teleportation of player by custom element change
1241 * fixed bug with player not getting smashed by rock sometimes
1244 * version number set to 3.0.7
1247 * version 3.0.6 released
1250 * added support for MP3 music for SDL version through SMPEG library
1253 * fixed bug when initializing font graphic structure
1254 * fixed bug with animation mode "pingpong" when using only 1 frame
1255 * fixed bug with extended change target introduced in 3.0.5
1256 * fixed bug where passing over moving element doubles player speed
1257 * fixed bug with elements continuing to move into push direction
1258 * fixed bug with duplicated player when dropping bomb with shield on
1259 * added "switching" event for custom elements ("pressing" only once)
1260 * fixed switching bug (resetting flag when not switching but not idle)
1263 * fixed element tokens for certain file elements with ".active" etc.
1266 * version number set to 3.0.6
1269 * version 3.0.5 released
1272 * now four envelope elements available
1273 * font, background, animation and sound for envelope now configurable
1274 * main menu doors opening/closing animation type now configurable
1277 * active/inactive sides configurable for custom element changes
1278 * new movement type "move when pushed" available for custom elements
1281 * fixed bug in multiple config pages loader code that caused crashes
1284 * enhanced (remaining low-resolution) Supaplex graphics
1287 * version number set to 3.0.5
1290 * version 3.0.4 released
1292 2003-09-12 src/tools.c
1293 * fixed bug in custom definition of crumbled element graphics
1295 2003-09-11 src/files.c
1296 * fixed bug in multiple config pages code that caused crashes
1299 * version number set to 3.0.4
1302 * version 3.0.3 released
1305 * added music to Supaplex classic level set
1307 2003-09-07 src/libgame/misc.c
1308 * added support for loading various music formats through SDL_mixer
1310 2003-09-06 (various source files)
1311 * fixed several nasty bugs that may have caused crashes on some systems
1312 * added envelope content which gets displayed when collecting envelope
1313 * added multiple change event pages for custom elements
1315 2003-08-24 src/game.c
1316 * fixed problem with player animation when snapping and moving
1318 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1319 * fixed problem with flickering when drawing toon animations
1321 2003-08-23 src/libgame/sdl.c
1322 * fixed problem with setting mouse cursor in SDL version in fullscreen
1324 2003-08-23 src/game.c
1325 * fixed bug (missing array boundary check) which could crash the game
1328 * version number set to 3.0.3
1331 * version 3.0.2 released
1333 2003-08-21 src/game.c
1334 * fixed bug with creating inaccessible elements at player position
1336 2003-08-20 src/init.c
1337 * fixed bug with not finding current level artwork directory
1339 2003-08-20 src/files.c
1340 * fixed bug with choosing wrong engine version when playing tapes
1341 * fixed bug with messing up custom element properties in 3.0.0 levels
1344 * version number set to 3.0.2
1347 * version 3.0.1 released
1349 2003-08-17 (no source files affected)
1350 * changed all "classic" PCX image files with 16 colors or less to
1351 256 color (8 bit) storage format, because the Allegro game library
1352 cannot handle PCX files with less than 256 colors (contributed
1353 graphics are not affected and might look wrong in the DOS version)
1355 2003-08-16 src/init.c
1356 * fixed bug which (for example) crashed the level editor when defining
1357 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1358 (only set to default) -- invalid graphics now set to default graphic
1360 2003-08-16 src/init.c
1361 * fixed graphical bug of player digging/collecting/snapping element
1362 when no corresponding graphic/animation is defined for this action,
1363 resulting in player being drawn as EL_EMPTY (which should only be
1364 done to elements being collected, but not to the player)
1366 2003-08-16 src/game.c
1367 * fixed small graphical bug of player not totally moving into exit
1369 2003-08-16 src/libgame/setup.c
1370 * fixed bug with wrong MS-DOS 8.3 filename conversion
1372 2003-08-16 src/tools.c
1373 * fixed bug with invisible mouse cursor when pressing ESC while playing
1375 2003-08-16 (various source files)
1376 * added another 128 custom elements (disabled in editor by default)
1378 2003-08-16 src/editor.c
1379 * fixed NULL string bug causing Solaris to crash in sprintf()
1381 2003-08-16 src/screen.c
1382 * fixed drawing over scrollbar on level selection with custom fonts
1384 2003-08-15 src/game.c
1385 * cleanup of simple sounds / loop sounds / music settings
1387 2003-08-08 (various source files)
1388 * added custom element property for dropping collected elements
1390 2003-08-08 src/conf_gfx.c
1391 * fixed bug with missing graphic for active red disk bomb
1393 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1394 * extended variable "level.gravity" to "level.initial_gravity" and
1395 "game.current_gravity" to prevent level setting from being changed
1396 by playing the level (keeping the runtime value after playing)
1398 * fixed graphics bug when digging element that has 'crumbled' graphic
1399 definition, but not 'diggable' graphic definition
1402 * version number set to 3.0.1
1405 * version 3.0.0 released
1408 * various bug fixes; among others:
1409 - fixed bug with pushing spring over empty space
1410 - fixed bug with leaving tube while placing dynamite
1411 - fixed bug with explosion of smashed penguins
1412 - allow Murphy player graphic in levels with non-Supaplex elements
1416 * I have forgotten to document changes for some time
1419 * pre-release version 2.2.0rc1 released
1422 * version number set to 2.1.2
1425 * version 2.1.1 released
1428 * version number set to 2.1.1
1431 * version 2.1.0 released
1434 * version number set to 2.1.0
1436 2002-04-03 to 2002-05-19 (various source files)
1437 * graphics, sounds and music now fully configurable
1438 * bug fixed that prevented walking through tubes when gravity on
1440 2002-04-02 src/events.c, src/editor.c
1441 * Make Escape key less aggressive when playing or when editing level.
1442 This can be configured as an option in the setup menu. (Default is
1443 "less aggressive" which means "ask user if something can be lost"
1444 when pressing the Escape key.)
1446 2002-04-02 src/screen.c
1447 * Added "graphics setup" screen.
1449 2002-04-01 src/screen.c
1450 * Changed "choose level" setup screen stuff to be more generic (to
1451 make it easier to add more "choose from generic tree" setup screens).
1453 2002-04-01 src/config.c, src/timestamp.h
1454 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1455 automatically gets created by "src/Makefile" and contains an actual
1456 compile-time timestamp to identify development versions of the game).
1458 2002-03-31 src/tape.c, src/events.c
1459 * Added quick game/tape save/load functions to tape stuff which can be
1460 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1461 loads previously recorded tape and directly goes into recording mode
1462 from the end of the tape (therefore appending to the tape).
1464 2002-03-31 src/tape.c
1465 * Added "index mark" function to tape recorder. When playing or
1466 recording, "eject" button changes to "index" button. Setting index
1467 mark is not yet implemented, but pressing index button when playing
1468 allows very quick advancing to end of tape (when normal playing),
1469 very fast forward mode (when playing with normal fast forward) or
1470 very fast reaching of "pause before end of tape" (when playing with
1471 "pause before end" playing mode).
1473 2002-03-30 src/cartoons.c
1474 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1476 2002-03-29 src/screen.c
1477 * Changed setup screen stuff to be more generic (to make it easier
1478 to add more setup screens).
1480 2002-03-23 src/main.c, src/main.h
1481 * Various changes due to the introduction of the new libgame files
1482 "setup.c" and "joystick.c".
1484 2002-03-23 src/files.c
1485 * Generic parts of "src/files.c" (mainly setup and level directory
1486 stuff) moved to new libgame file "src/libgame/setup.c".
1488 2002-03-23 src/joystick.c
1489 * File "src/joystick.c" moved to libgame source tree, with
1490 correspondig changes.
1492 2002-03-22 src/screens.c
1493 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1494 (Wrong level series information displayed when entering main group.)
1496 2002-03-22 src/editor.c
1497 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1499 2002-03-22 src/editor.c
1500 * Changed behaviour of "Escape" key in level editor to be more
1501 intuitive: When in "Element Properties" or "Level Info" mode,
1502 return to "Drawing Mode" instead of leaving the level editor.
1504 2002-03-21 src/game.c, src/editor.c, src/files.c
1505 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1506 gems (emeralds, diamonds, ...) slipping down from normal wall,
1507 steel wall and growing wall (as in E.M.C. style levels). Although
1508 the behaviour of contributed and private levels wasn't changed (due
1509 to the use of "level.game_version"; see previous entry), editing
1510 those levels will (of course) change the behaviour accordingly.
1512 This change seems a bit too hard after thinking about it, because
1513 the EM style behaviour is not the "expected" behaviour (gems would
1514 normally only slip down from "rounded" walls). Therefore this was
1515 now changed to an element property for gem style elements, with the
1516 default setting "off" (which means: no special EM style behaviour).
1517 To fix older converted levels, this flag is set to "on" for pre-2.0
1518 levels that are neither contributed nor private levels.
1520 2002-03-20 src/files.h
1521 * Corrected settings for "level.game_version" depending of level type.
1522 (Contributed and private levels always get played with game engine
1523 version they were created with, while converted levels always get
1524 played with the most recent version of the game engine, to let new
1525 corrections of the emulation behaviour take effect.)
1527 2002-03-20 src/main.h
1528 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1529 compiling the SDL version on some systems.
1530 Thanks to the several people who pointed this out.
1533 * Version number set to 2.0.2.
1536 * Version 2.0.1 released.
1538 2002-03-18 src/screens.c
1539 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1541 2002-03-18 src/files.c [src/libgame/misc.c]
1542 * Moved some common functions from src/files.c to src/libgame/misc.c.
1544 2002-03-18 src/files.c [src/libgame/misc.c]
1545 * Changed permissions for new directories and saved files (especially
1546 score files) according to suggestions of Debian users and mantainers.
1547 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1549 2002-03-17 src/files.c
1550 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1551 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1552 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1553 for levels and "TAPE" for tapes). Old "cookie" style format is
1554 still supported for reading. New level and tape files are written
1557 * New IFF chunk "VERS" contains version numbers for file and game
1558 (where "game version" is the version of the program that wrote the
1559 file, and "file version" is a version number to distinguish files
1560 with different format, for example after adding new features).
1562 2002-03-15 src/screen.c
1563 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1564 (Before, you heard a mixture of the in-game music and the
1565 hall-of-fame music.)
1567 2002-03-14 src/events.c
1568 * Function "DumpTape()" (files.c) now available by pressing 't' from
1569 main menu (when in DEBUG mode).
1571 2002-03-14 src/game.c
1572 * "GameWon()": When game was won playing a tape, now there is no delay
1573 raising the score and no corresponding sound is played.
1575 2002-03-14 src/files.c
1576 * Changed "LoadTape()" for real chunk support and also adjusted
1577 "SaveTape()" accordingly.
1579 2002-03-14 src/game.c, src/tape.c, src/files.c
1580 * Important changes to tape format: The old tape format stored all
1581 actions with a real effect with a corresponding delay between the
1582 stored actions. This had some major disadvantages (for example,
1583 push delays had to be ignored, pressing a button for some seconds
1584 mutated to several single button presses because of the non-action
1585 delays between two action frames etc.). The new tape format just
1586 stupidly records all device actions and replays them later. I really
1587 don't know why I haven't solved it that way before?! Old-style tapes
1588 (with tape file version less than 2.0) get converted to the new
1589 format on-the-fly when loading and can therefore still be played;
1590 only some minor parts of the old-style tape handling code was needed.
1591 (A perfect conversion is not possible, because there is information
1592 missing about the device actions between two action frames.)
1594 2002-03-14 src/files.c
1595 * New function "DumpTape()" to dump the contents of the current tape
1596 in a human readable format.
1598 2002-03-14 src/game.c
1599 * Small tape bug fixed: When automatically advancing to next level
1600 after a game was won, the tape from the previous level still was
1601 loaded as a tape for the new level.
1603 2002-03-14 src/tape.c
1604 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1605 tape, cartoons did not get completely removed because
1606 StopAnimation() was not called.
1608 2002-03-13 src/files.c
1609 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1610 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1611 size even when using 16-bit elements). Added new chunk "CNT2" for
1612 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1613 chunk even when content was 16-bit element). "CNT2" should now be
1614 able to store content for arbitrary elements (up to eight blocks of
1615 3 x 3 element arrays). All "CNT2" elements will always be stored as
1616 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1618 2002-03-13 src/files.c
1619 * Changed "LoadLevel()" for real chunk support.
1621 2002-03-12 src/game.c
1622 * Fixed problem (introduced after 2.0.0 release) with penguins
1623 not getting killed by enemies
1625 2002-02-24 src/game.c, src/main.h
1626 * Added "player->is_moving"; now "player->last_move_dir" does
1627 not contain any information if the player is just moving at
1629 Before, "player->last_move_dir" was misused for this purpose
1630 for the robot stuff (robots don't kill players when they are
1631 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1632 broke tapes when walking through pipes!
1633 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1634 in a continuous movement. This fact is ignored for friends and