2 * changed end of game again: do not wait for the user to press a key
3 anymore, but directly ask/confirm tape saving and go to hall of fame
4 * re-enabled quitting of lost game by pressing space or return again
5 * added blanking of mouse pointer when displaying title screens
8 * improved handling of title text messages (initial and for level set)
11 * added new options "auto-wrap" and "centered" for DC2 style envelopes
14 * fixed displaying and typing of player name when it is centered
15 * added special characters to be allowed for player name (not only A-Z)
18 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
19 (newer versions of the SDL library seem to not like this anymore)
22 * added code for configuration directives for control of game panel
25 * fixed small cosmetical bug with underlining property tabs in editor
28 * fixed small drawing bug in X11FadeRectangle
29 * added new elements for newly supported Diamond Caves II levels:
30 - EM/DC style exits that disappear after passing
31 - white key and gate (one white key needed for each white gate)
32 - fake gate (there is no key to open/pass this kind of gate!)
33 - extended magic wall which also handles pearls and crystals
37 * changed maximum value for endless loop detection to a higher value
38 (some levels really used very deep recursion without being endless)
41 * added new elements for newly supported Diamond Caves II levels:
46 * added new elements for newly supported Diamond Caves II levels:
50 * added level file loader for native Diamond Caves II levels
53 * version number set to 3.2.4
56 * version 3.2.3 released
59 * fixed malloc/free bug when updating EMC artwork entries in level list
60 * added workaround (warning and request to quit the current game) when
61 changing elements cause endless recursion loop (which would otherwise
62 freeze the game, causing a crash-like program exit on some systems)
65 * fixed nasty string overflow bug when entering too long envelope text
68 * added feedback sounds for menu navigation "menu.item.activating" and
69 "menu.item.selecting" (for highlighting and executing menu entries)
72 * improved "no scrolling when relocating" to also consider scroll delay
73 (meaning that the player is not automatically centered in this case;
74 this makes it possible to "invisibly" relocate the player to a region
75 of the level playfield which looks the same as the old level region)
76 * fixed bug with not recognizing "main.input.name.align" when active
79 * fixed bug with displaying masked borders over title screens when
80 screen fading is disabled
83 * fixed infinite loop / crash bug when killing the player while having
84 a CE with the setting "kill player X when explosion of <player X>"
85 * added special editor graphic for "char_space" to distinguish it from
86 "empty_space" when editing a level (in-game graphics still the same)
89 * fixed nasty bug with initialization only done for the first player
92 * small change to handle loading empty element/content list micro chunks
95 * uploaded pre-release (test) version 3.2.3-0 binary and source code
98 * some optimizations on startup speed by reducing initial text output
101 * added caching of custom artwork information for faster startup times
104 * fixed graphical bug when using fewer menu entries on level selection
105 screen than usual (with "menu.list_size.LEVELS" directive)
106 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
107 the backbuffer to the backbuffer by error (with identical rectangle)
110 * fixed bug when displaying titlescreen with size less than element tile
111 * fixed bug that caused elements with "change when digging <e>" event
112 to change for _every_ digged element, not only those specified in <e>
113 * fixed bug that caused impact style collision when dropping element one
114 tile over the player that can both fall down and smash players
115 * fixed bug that caused impact style collision when element changed to
116 falling/smashing element over the player immediately after movement
119 * fixed bug that allowed making engine snapshots from the level editor
122 * fixed bugs with player name and current level positions on main screen
125 * added configuration directives for control of title screens:
126 - "title.fade_delay" for fading time
127 - "title.post_delay" for pause between screens (when not crossfading)
128 - "title.auto_delay" to automatically continue after some time
129 these settings can each be overridden by specifying them with titles:
130 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
131 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
132 fading mode can also be specified:
133 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
134 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
135 default is using normal fading for menues and initial title screens,
136 while using cross-fading for level set title screens
137 * fixed bug with background not drawn in Hall of Fame after game was won
140 * added configuration directives for the remaining main menu items
143 * added additional configuration directives for info screen draw offset:
144 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
145 * added additional configuration directives for preview info text
146 * limited mouse wheel sensitive screen area to scrollable screen area
149 * added highlighted menu text entries to menu navigation when selected
152 * fixed bug that prevented player from correctly being created in the
153 top left corner by a custom element change in a level without player
154 * fixed bug that prevented player from being killed when indestructible,
155 non-walkable element is placed on player position by extended change
156 * added configurable menu button, text and input positions to main menu
159 * added page fading effects for remaining info sub-screens
160 * fixed small bug that caused some delays when answering door request
163 * added directives "border.draw_masked.*" for menu/playfield area and
164 door areas to display overlapping/masked borders from "global.border"
167 * fixed bug with CE with move speed "not moving" not being animated
168 * when changing player artwork by CE action, reset animation frame
171 * fixed bug with not unmapping main menu screen gadgets on other screens
172 * fixed bug with un-pausing a paused game by releasing still pressed key
173 * fixed bug with not redrawing screen when toggling to/from fullscreen
174 mode while fast reloading tape (without redrawing playfield contents)
175 * fixed bug with quick-saving tape snapshot despite answering with "no"
178 * version number set to 3.2.3
181 * version 3.2.2 released
184 * fixed bug with redrawing screen in fullscreen mode after quick tape
185 reloading when using the EMC game engine
186 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
189 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
192 * added engine snapshot functionality for instant tape reloading (this
193 only works for the last tape saved using "quick save", and does not
194 work across program restarts, because it completely works in memory)
197 * version number set to 3.2.2
200 * version 3.2.1 released
203 * fixed nasty bugs with handling error message file on Mac OS X systems
206 * general code cleanup (removing many annoying "#if 0" blocks etc.)
209 * fixed bug that caused broken tapes when manually appending to tapes
210 using the "pause before death" functionality, followed by recording
211 * added setup option to disable fading of screens for faster testing
214 * code cleanup of new fading functions
217 * changed behaviour after solved game -- do not immediately stop engine
218 * added some more smooth screen fadings (game start, hall of fame etc.)
221 * fixed bug with displaying pushed CE with value/score/delay anim_mode
224 * added configurable level preview position, tile size and dimensions
225 * added configurable game panel value positions (gems, time, score etc.)
228 * fixed small bug with time displayed incorrectly when collecting CEs
231 * fixed bug with bumpy scrolling with EM engine in double player mode
234 * added compatibility code to fix "Snake Bite" style levels that were
235 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
238 * fixed bug with scrollbars inside editor when using the Windows mouse
239 enhancement tool "True X-Mouse" (which injects key events to the event
240 queue to insert selected stuff into the Windows clipboard, which gets
241 confused with the "Insert" key for jumping to the last editor cascade
242 block in the element list)
243 * added Rocks'n'Diamonds icon for use as window icon to SDL version
244 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
247 * added selection of preferred fullscreen mode to setup / graphics menu
248 (useful if default mode 800 x 600 does not match screen aspect ratio)
251 * improved down-scaling of images for better editor and preview graphics
252 * changed user data directory for Mac OS X from Unix style to new place
255 * improved level number selection in main menu and player selection in
256 setup menu (input devices section) by using standard button gadgets
257 * added support for mouse scroll wheel (caused buggy behaviour before)
258 * added support for scrolling horizontal scrollbars with mouse wheel by
259 holding "Shift" key pressed while scrolling the wheel
260 * added support for single step mouse wheel scrolling by holding "Alt"
261 key pressed while scrolling the wheel (can be combined with "Shift")
262 * changed output file "stderr.txt" on Windows platform now always to be
263 created in the R'n'D sub-directory of the personal documents directory
264 * added Windows message box to direct to "stderr.txt" after error aborts
267 * improved general scrollbar handling (when jump-scrolling scrollbars)
270 * changed scrollbars to always show last line as first after scrolling
271 (that means jumping n - 1 screen lines instead of n screen lines)
274 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
275 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
276 * fixed special handling of vertically stacked acid becoming fake acid
279 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
280 affect multiple instances of the same CE, although this kind of
281 change condition usually only affects one single custom element
284 * version number set to 3.2.1
287 * version 3.2.0 released
290 * reorganized level editor element list a bit to match engines better
293 * fixed newly introduced bug with wrongly initializing clipboard element
296 * fixed bug with displaying visible/invisible level border in editor
299 * reorganized some elements in the level editor element list
302 * fixed bug with displaying any player as "yellow" when moving into acid
303 * fixed bug with displaying running player when player stopped at border
306 * fixed bug with player exploding when moving into acid
307 * fixed bug with level settings being reset in editor and when playing
308 (some compatibility settings being set not only after level loading)
309 * fixed crash bug when number of custom graphic frames was set to zero
310 * fixed bug with teleporting player on walkable tile not working anymore
311 * added partial compatibility support for pre-release-only "CONF" chunk
312 (to make Alan Bond's "color cycle" demo work again :-) )
315 * fixed some bugs when displaying title screens from info screen menu
316 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
319 * changed file major version to 3 to reflect level file format changes
320 * uploaded pre-release (test) version 3.2.0-8 binary and source code
323 * added new chunk "NAME" to level file format for level name settings
324 * added new chunk "NOTE" to level file format for envelope settings
325 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
326 * updated magic(5) file to recognize changed and new level file chunks
327 * removed change events "change when CE value/score changes" as unneeded
330 * changed gravity (which only affects the player) from level property
331 to player property (only makes a difference in multi-player levels)
332 * added change events "change when CE value/score changes"
333 * added change events "change when CE value/score changes of <element>"
336 * added new chunk "INFO" to level file format for global level settings
337 * added all element settings from "HEAD" chunk to "CONF" chunk
338 * added all global level settings from "HEAD" chunk to "INFO" chunk
341 * changed level file format by adding two new chunks "CUSX" (for custom
342 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
343 elements, replacing the previous "GRP1" chunk); these new IFF style
344 chunks use the new and flexible "micro chunks inside chunks" technique
345 already used with the new "CONF" chunk (for normal element properties)
346 which makes it possible to easily extend the existing level format
347 (instead of using fixed-length chunks like before, which are either
348 too big due to reserved bytes for future use, or too small when those
349 reserved bytes have all been used and even more data should be stored,
350 requiring the replacement by new and larger chunks just like it went
351 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
354 * added credits pages to the "credits" section that were really missing
355 * added some missing element descriptions to the level editor
356 * added down position of switchgate switch to the level editor
357 and allowed the use of both switch positions at the same time
358 * changed use of "Insert" and "Delete" keys to navigate element list in
359 level editor to start of previous or next cascading block of elements
362 * added the possibility to view the title screen to the info screen menu
363 * fixed some minor bugs with viewing title screens
366 * fixed bug with title (cross)fading in/out when using fullscreen mode
369 * fixed bug that forced re-defining of menu settings in local graphics
370 config file which are already defined in existing base config file
371 * fixed small bug that caused door sounds playing when music is enabled
374 * added the possibility to define up to five title screens for each
375 level set that are displayed after loading using (cross)fading in/out
376 (this was added to display the various start images of the EMC sets)
379 * added "CE score gets zero [of]" to custom element trigger conditions
380 * added setup option to display element token name in level editor
383 * added compatibility code for Juergen Bonhagen's menu artwork settings
386 * fixed bug with displaying wrong animation frame 0 after CE changes
387 * fixed bug with creating invisible elements when light switch is on
390 * added selection between ECS and AGA graphics for EMC levels to setup
393 * adjusted font handling for various narrow EMC style fonts
396 * changed EM engine behaviour back to re-allow initial rolling springs
399 * fixed handling of over-large selectboxes (less error-prone now)
400 * fixed bug when creating GE with walkable element under the player
403 * added use of "Insert" and "Delete" keys to navigate element list in
404 level editor to start of custom elements or start of group elements
405 * added virtual elements to access CE value and CE score of elements:
406 - "CE value of triggering element"
407 - "CE score of triggering element"
408 - "CE value of current element"
409 - "CE score of current element"
412 * fixed "grass" to "sand" in older EM levels (up to file version V4)
415 * changed behaviour of network games with internal errors (because of
416 different client frame counters) from immediately terminating R'n'D
417 to displaying an error message requester and stopping only the game
418 (also to prevent impression of crashes under non command-line runs)
419 * fixed playing network games with the EMC engine (did not work before)
420 * fixed bug with not scrolling the screen in multi-player mode with the
421 focus on player 1 when all players are moving in different directions
422 * fixed bug with keeping pointer to gadget even after its deallocation
423 * fixed bug with allowing "focus on all players" in network games
424 * fixed bug with player focus when playing tapes from network games
427 * uploaded pre-release (test) version 3.2.0-7 binary and source code
430 * code cleanup for game action control for R'n'D and EMC game engine
433 * fixed bug in multi-player movement with focus on both players
434 * added option to control only the focussed player with all input
437 * added player focus switching to level tape recording and re-playing
440 * fixed some bugs in player focus switching in EMC and RND game engine
443 * added special Supaplex animations for Murphy digging and snapping
444 * added special Supaplex animations for Murphy being bored and sleeping
447 * added four new yam yams with explicit start direction for EMC engine
448 * fixed bug in src/libgame/text.c with printing text outside the window
451 * fixed small bug in EMC level loader (copyright sign in EM II levels)
454 * added delayed ignition of EM style dynamite when used in R'n'D engine
455 * added limited movement range to EMC engine when focus on all players
458 * fixed bug with missing (zero) score values for native Supaplex levels
461 * added "continuous snapping" (snapping many elements while holding the
462 snap key pressed, without releasing the snap key after each element)
463 as a new player setting for more compatibility with the classic games
466 * finished scrolling for "focus on all players" in EMC graphics engine
469 * level sets with "levels: 0" are ignored for levels, but not artwork
470 * fixed bug when scanning empty level group directories (endless loop)
473 * fixed bug with explosion graphic for player using "Murphy" graphic
474 * fixed bug with explosion graphic if player leaves explosion in time
475 * changed some descriptive text in setup menu to use medium-width font
476 * added key shortcut settings for switching player focus to setup menu
479 * fixed bug with random value initialization when recording tapes
480 * fixed bug with playing single player tapes when team mode activated
483 * fixed little bug when trying to switch to player that does not exist
486 * added player switching (visual and quick) to R'n'D and EM game engine
487 * added setup option to select visual or quick in-game player switching
490 * added use of "Home" and "End" keys to handle element list in editor
493 * fixed bug with adding score when playing tape with EMC game engine
494 * added steel wall border for levels using EMC engine without border
495 * finally fixed delayed scrolling in EMC engine also for small levels
498 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
501 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
502 * fixed bug when displaying info element without action, but direction
505 * fixed minor graphical problems with springs smashing and slurping
506 (when using R'n'D style graphics instead of EMC style graphics)
509 * added scroll delay (as configured in setup) to EMC graphics engine
512 * improved screen redraw for EMC graphics engine (faster and smoother)
513 * when not scrolling, do not redraw the whole playfield if not needed
516 * added multi-player mode for EMC game engine (with up to four players)
519 * added android (can clone elements) from EMC engine to R'n'D engine
522 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
525 * added selectbox for initial player speed to player settings in editor
528 * version 3.1.2 created that is basically version 3.1.1, but with a
529 major bug fixed that prevented editing your own private levels
530 * version 3.1.2 released
533 * added magic ball (creates elements) from EMC engine to R'n'D engine
536 * uploaded fixed pre-release version 3.2.0-6 binary and source code
539 * fixed bug when using "CE can leave behind <trigger element>"
540 * added new change condition "(after/when) creation of <element>"
541 * added new change condition "(after/when) digging <element>"
542 * fixed bug accessing invalid gadget that caused crashes under Windows
543 * deactivated new possibility for multiple CE changes per frame
546 * uploaded pre-release (test) version 3.2.0-6 binary and source code
549 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
550 * fixed bug with not keeping CE value for moving CEs with only action
551 * changed CE action selectboxes in editor to be only reset when needed
554 * added option "use artwork from element" for custom player artwork
555 * added option "use explosion from element" for player explosions
558 * added cascaded element lists in the level editor
559 * added persistence for cascaded element lists by "editorcascade.conf"
560 * added dynamic element list with all elements used in current level
561 * added possibility for multiple CE changes per frame (experimental)
564 * uploaded pre-release (test) version 3.2.0-5 binary and source code
567 * changed "score for each 10 seconds/steps left" to "1 second/step"
568 * added own score for collecting "extra time" instead of sharing it
569 * added change events "switched by player" and "player switches <e>"
570 * added change events "snapped by player" and "player snaps <e>"
571 * added "set player artwork: <element choice>" to CE action options
572 * added change event "move of <element>"
575 * added "set player shield: off / normal / deadly" to CE action options
576 * added new player option "use level start element" in level editor
577 to set the correct focus at level start to elements from which the
578 player is created later (this did not work before for cascaded CE
579 changes resulting in creation of the player; it is now also possible
580 to create the player from a yam yam which is smashed at level start)
583 * added "set player speed: frozen (not moving)" to CE action options
584 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
587 * added new player option "block snap field" (enabled by default) to
588 make it possible to show a snapping animation like in Emerald Mine
591 * added dynamic selectboxes to custom element action settings in editor
592 * added "CE value" counter for custom elements (instead of "CE count")
593 * added option to use the last "CE value" after custom element change
594 * added option to use the "CE value" of other elements in CE actions
595 * fixed odd behaviour when pressing time orb in levels w/o time limit
596 * added checkbox "use time orb bug" for older levels that use this bug
599 * added missing configuration settings for the following elements:
600 - EL_TIMEGATE_SWITCH (time of open time gate)
601 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
602 - EL_SHIELD_NORMAL (time of shield duration)
603 - EL_SHIELD_DEADLY (time of shield duration)
604 - EL_EXTRA_TIME (time added to level time)
605 - EL_TIME_ORB_FULL (time added to level time)
608 * added "wind direction" as a movement pattern for custom elements
609 * added initial wind direction for balloon / custom elements to editor
610 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
613 * added parameters for "game of life" and "biomaze" elements to editor
616 * added level file chunk "CONF" for generic level and element settings
619 * uploaded pre-release (test) version 3.2.0-4 binary and source code
622 * skip empty level sets (with "levels: 0"; may be artwork base sets)
623 * added sound action ".page[1]" to ".page[32]" for each CE change page
626 * added image config suffix ".clone_from" to copy whole image settings
627 * fixed bug with invalid ("undefined") CE settings in old level files
630 * fixed graphical bug with smashing elements falling faster than player
633 * fixed major bug which prevented private levels from being edited
634 * fixed bug with precedence of general and special font definitions
637 * fixed graphical bug with player animation when player moves slowly
640 * uploaded pre-release (test) version 3.2.0-3 binary and source code
643 * fixed bug which prevented "global.num_toons: 0" from working
646 * major code cleanup (removed all these annoying "#if 0" blocks)
649 * added custom element actions for CE change page in level editor
652 * fixed music initialization bug in init.c (thanks to David Binderman)
653 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
654 (this bug must probably be fixed at other places, too)
657 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
658 (should be '#include <SDL.h>' instead)
661 * fixed bug which prevented "walkable from no direction" from working
662 (due to compatibility code overwriting this setting after loading)
665 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
668 * version number temporarily set to 3.1.1 (intermediate bugfix release)
669 * version 3.1.1 released
672 * changed some va_arg() arguments from 'long' to 'int', fixing problems
673 on 64-bit architecture systems with LP64 data model
676 * fixed bug with bombs not exploding when hitting the last level line
677 (introduced after the release of 3.1.0)
680 * added support for dumping small-sized level sketches from editor
683 * added recognition of "trigger element" for "change digged element to"
684 (this is not really what the "trigger element" was made for, but its
685 use may seem obvious for leaving back digged elements unchanged)
688 * fixed multiple warnings about failed joystick device initialization
691 * fixed bug with dynamite dropped on top of just dropped custom element
692 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
693 dynamite can still be dropped, but drop key must be released before
696 * fixed bug with wrong start directory when started from file browser
697 (due to this bug, R'n'D could not be started from KDE's Konqueror)
700 * fixed bug causing "change when impact" on player not working
701 * fixed wrong priority of "hitting something" over "hitting <element>"
702 * fixed wrong priority of "hit by something" over "hit by <element>"
705 * fixed graphical bug which caused the player (being Murphy) to show
706 collecting animations although the element was collected by penguin
709 * fixed two bugs causing wrong door background graphics in system.c
710 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
713 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
714 * added "no direction" to "walkable/passable from" selectbox options
717 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
718 * in tape autoplay, not only report broken, but also missing tapes
721 * uploaded pre-release (test) version 3.2.0-2 binary and source code
724 * fixed small bug with "linear" animation not working for active lamp
727 * fixed bug with moving up despite gravity due to "block last field"
728 * fixed small bug with wrong draw offset when typing name in main menu
729 * when reading user names from "passwd", ignore data after first comma
730 * when creating new "levelinfo.conf", only write some selected entries
733 * fixed displaying "imported from/by" on preview with empty string
734 * fixed ignoring draw offset for fonts used for level preview texts
737 * fixed a delay problem with SDL and too many mouse motion events
738 * added setup option "skip levels" and level skipping functionality
741 * added move speed "not moving" for non-moving CEs, but with direction
744 * fixed mapping of obsolete element token names in "editorsetup.conf"
745 * fixed bug with sound "acid.splashing" treated as a loop sound
746 * fixed some little sound bugs in native EM engine
749 * fixed small bug when dragging scrollbars to end positions
752 * added editor element descriptions written by Aaron Davidson
755 * improved fallback handling when configured artwork is not available
756 (now using default artwork instead of exiting when files not found)
759 * fixed bug on level selection screen when dragging scrollbar
762 * fixed bug which caused broken tapes when appending to EM engine tapes
765 * uploaded pre-release (test) version 3.2.0-1 binary and source code
768 * added code to replace changed artwork config tokens with other tokens
769 (needed for backwards compatibility, so that older tokens still work)
772 * added native R'n'D graphics for some new EMC elements in EM engine
775 * fixed some bugs in the EM engine integration code
776 * changed EM engine code to allow diagonal movement
777 * changed EM engine code to allow use of separate snap and drop keys
780 * fixed some redraw bugs when using EM engine
783 * fixed bug with not converting RND levels which are set to use native
784 engine to native level structure when loading
787 * uploaded pre-release (test) version 3.2.0-0 binary and source code
790 * version number set to 3.2.0
793 * level data now reset to defaults after attempt to load invalid file
796 * added use of "editorsetup.conf" for different level sets
799 * added auto-detection for various types of Emerald Mine level files
802 * fixed bug with scrollbars getting too small when list is very large
805 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
808 * added most level editor configuration gadgets for new EMC elements
811 * added more element and graphic definitions for new EMC elements
814 * modified native EM engine to use integrated R'n'D sound system
817 * added SDL support to graphics functions in native EM engine
818 (by always using generic libgame interface functions)
821 * fixed bug in frame synchronization in native EM engine
824 * added code to convert levels between R'n'D and native EM engine
827 * new Emerald Mine engine can now play levels selected in main menu
830 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
831 (which creates scaled down graphics for level editor and preview);
832 there's still a memory leak somewhere in the artwork handling code
833 * added "scale image up" functionality to X11 version of zoom function
836 * first attempts to integrate new, native Emerald Mine Club engine
839 * fixed bug in gadget code which caused reset of CEs in level editor
840 (example: pressing 'b' [grab brush] on CE config page erased values)
841 (solution: check if gadgets in ClickOnGadget() are really mapped)
842 * improved level change detection in editor (settings now also checked)
843 * fixed bug with "can move into acid" and "don't collide with" state
846 * fixed maze runner style CEs to use the configured move delay value
849 * added Aaron Davidson's tutorial level set to the "Tutorials" section
852 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
853 * fixed the above fix because it broke level set "machine" (*sigh*)
854 * fixed random element placement in level editor to work as expected
855 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
858 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
861 * fixed bug (missing array boundary check) which caused broken tapes
862 * fixed bug (when loading level template) which caused broken levels
863 * fixed bug with new block last field code when using non-yellow player
866 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
867 * internal change of how the player blocks the last field when moving
868 * fixed blocking delay of last field for EM and SP style block delay
869 * fixed bug where the player had to wait for the usual move delay after
870 unsuccessfully trying to move, when he directly could move after that
871 * the last two changes should make original Supaplex level 93 solvable
872 * improved use of random number generator to make it less predictable
873 * fixed behaviour of slippery SP elements to let slip left, then right
876 * fixed bug with wrong door state after trying to quickload empty tape
877 * fixed waste of static memory usage of the binary, making it smaller
878 * fixed very little graphical bug in Supaplex explosion
881 * version number set to 3.1.1
884 * version 3.1.0 released
887 * fixed bug with crash when writing user levelinfo.conf the first time
890 * added option "convert LEVELDIR [NR]" to command line batch commands
891 * re-converted Supaplex levels to apply latest engine fixes
892 * changed "use graphic/sound of element" to "use graphic of element"
893 due to compatibility problems with some levels ("bug machine" etc.)
896 * fixed bug with CE change replacing player with same or other player
899 * fixed bug with opaque font in envelope with background graphic when
900 background graphic is not transparent itself
903 * added "gravity on" and "gravity off" ports for Supaplex compatibility
904 * corrected original Supaplex level loading code to use these new ports
905 * also corrected Supaplex loader to auto-count infotrons if set to zero
908 * fixed bug with missing initialization of "modified" flag for GEs
911 * fixed bug that caused endless recursion loop when relocating player
912 * fixed tape recorder bug in "step mode" when using "pause before end"
913 * fixed tape recorder bug when changing from "warp forward" mode
916 * fixed bug with "when touching" for pushed elements at last position
919 * fixed bug that caused two activated toolbox buttons in level editor
920 * fixed bug with exploding dynabomb under player due to other explosion
923 * fixed bug with creating walkable custom element under player (again)
924 * fixed bug with not copying explosion type when copying CEs in editor
925 * fixed graphical bug when drawing player in setup menu (input devices)
926 * fixed graphical bug when the player is pushing an accessible element
927 * fixed bug with classic switchable elements triggering CE changes
928 * fixed bug with entering/leaving walkable element in RelocatePlayer()
929 * fixed crash bug when CE leaves behind the trigger player element
932 * fixed bug with broken tubes after placing/exploding dynamite in them
933 * fixed bug with exploding dynamite under player due to other explosion
934 * fixed bug with not resetting push delay under certain circumstances
937 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
938 * added network multiplayer code for Windows (thanks to Niko Böhm)
941 * added option "reachable despite gravity" for gravity movement
942 * changed gravity movement of most classic walkable and passable
943 elements back to "not reachable" (for compatibility reasons)
946 * fixed (removed) "indestructible" / "can explode" dependency in editor
947 * fixed (removed) "accessible inside" / "protected" dependency
948 * fixed (removed) "step mode" / "shield time" dependency
951 * fixed dynabombs exploding now into anything diggable
952 * fixed Supaplex style gravity movement into buggy base now impossible
953 * added pressing key "space" as valid action to select menu options
956 * added "replace when walkable" to relocate player to walkable element
957 * added "enter"/"leave" event for elements affected by relocation
958 * fixed "direct"/"indirect" change order also for "when change" event
959 * fixed graphical bug when pushing things from elements walkable inside
962 * fixed graphic bug when player is snapping while moving in old levels
963 * fixed bug when a moving custom element leaves a player element behind
964 * fixed bug with mole not disappearing when moving into acid pool
965 * fixed bug with incomplete path setting when using "--basepath" option
966 * moving CE can now leave walkable elements behind under the player
967 * when relocating, player can be set on walkable element now
968 * fixed another gravity movement bug
971 * uploaded pre-release (test) version 3.1.0-2 binary and source code
974 * added "collectible" and "removable" to extended replacement types
975 (where "removable" replaces "diggable" and "collectible" elements)
976 * added "collectible & throwable" (to throw element to the next field)
977 * fixed bug with CEs digging elements that are just about to explode
978 * changed mouse cursor now always being visible when game is paused
981 * added possibility to push/press accessible elements from a side that
983 * fixed bug with not setting actual date when appending to tape
986 * fixed bug with incorrectly initialized custom element editor graphics
989 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
990 - number of levels corrected from 18 to 17 in "levelinfo.conf"
993 * fixed bug with destroyed robot wheel still attracting robots forever
994 * fixed bug with time gate switch deactivating after robot wheel time
995 (while the time gate itself is not affected by this misbehaviour)
996 * changed behaviour of BD style amoeba to always get blocked by player
997 (before it was different when there were non-BD elements in level)
998 * fixed bug with player destroying indestructable elements with shield
1001 * added option to make growing elements grow into anything diggable
1002 (for the various amoeba types, biomaze and "game of life")
1005 * fixed bug with movable elements not moving after left behind by CEs
1006 * changed gravity movement to anything diggable, not only sand/base
1007 * optionally allowing passing to walkable element, not only empty space
1008 * added option "can pass to walkable element" for players
1009 * finally fixed gravity movement (hopefully)
1012 * fixed bug with movable elements not moving anymore after falling down
1015 * fixed another bug with custom elements digging and leaving elements
1016 * fixed bug with "along left/right side" and automatic start direction
1017 * trigger elements now also displayed when "more custom" deactivated
1018 * fixed bug with clipboard element initialized when loading new level
1019 * added option "drop delay" to set delay before dropping next element
1022 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1025 * added copy and paste functions for custom change pages
1026 * enhanced graphical display and functionality of tape recorder
1027 * fixed bug with custom elements digging and leaving elements
1030 * added move speed faster than "very fast" for custom elements
1031 * fixed bug with 3+3 style explosions and missing border content
1032 * fixed little bug when copying custom elements in the editor
1033 * enhanced custom element changes by more side trigger actions
1036 * added option "no scrolling when relocating" for instant teleporting
1037 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1040 * added trigger element and trigger player to use as target elements
1041 * added copy and paste functions for custom and group elements
1044 * fixed graphical bug when displaying explosion animations
1045 * fixed bug when appending to tapes, resulting in broken tapes
1046 * re-recorded a few tapes broken by fixing gravity checking bug
1049 * "can move into acid" property now for all elements independently
1050 * "can fall into acid" property for player stored in same bitfield now
1051 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1052 * version number set to 3.1.0 (finally!)
1055 * changed tape recording to only record input, not programmed actions
1058 * fixed totally broken (every 8th frame skipped) step-by-step recording
1059 * fixed bug with requester not displayed when quick-loading interrupted
1060 * added option "can fall into acid (with gravity)" for players
1061 * fixed bug with player not falling when snapping down with gravity
1064 * fixed bug which messed up key config when using keypad number keys
1067 * fixed bug which allowed moving upwards even when gravity was active
1068 * fixed bug with missing error handling when dumping levels or tapes
1071 * added different colored editor graphics for Supaplex gravity tubes
1074 * fixed bug that allowed solvable tapes for unsolvable levels
1077 * use unlimited number of droppable elements when "count" set to zero
1078 * added option to use step limit instead of time limit for level
1081 * added player and change page as trigger for custom element change
1084 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1087 * fixed bug with dark yamyam changing to acid when moving over acid
1088 * fixed handling of levels with more than 999 seconds level time
1089 (example: level 76 of "Denmine")
1092 * "spring push bug" reintroduced as configurable element property
1093 * fixed bug with missing properties for "mole"
1094 * fixed bug that showed up when fixing the above "mole" properties bug
1095 * added option "can move into acid" for all movable elements
1096 * fixed graphical bug for elements moving into acid
1097 * changed event handling to handle all pending events before going on
1100 * fixed bug which caused all CE change pages to be ignored which had
1101 the same change event, but used a different element side
1102 (reported by Simon Forsberg)
1104 * fixed bug which caused elements that can move and fall and that are
1105 transported by a conveyor belt to continue moving into that direction
1106 after leaving the conveyor belt, regardless of their own movement
1107 type; only elements which can not move are transported now
1108 (reported by Simon Forsberg)
1110 * fixed bug which could cause an array overflow in RelocatePlayer()
1111 (reported by Niko Böhm)
1113 * changed Emerald Mine style "passable / over" elements to "protected"
1114 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1116 * added new option to select from which side a "walkable/passable"
1117 element can be entered
1120 * added explosion and ignition delay for elements that can explode
1123 * fixed bug which caused player not being protected against enemies
1124 when a CE was "walkable / inside" and was not "indestructible"
1125 * added "walkable/passable" fields to be "protected/unprotected"
1126 against enemies, even if not accessible "inside" but "over/under"
1129 * corrected move pattern to 32 bit and initial move direction to 8 bit
1132 * added second custom element base configuration page
1135 * added some special EMC mappings to Emerald Mine level loader
1136 (also covering previously unknown element in level 0 of "Bondmine 8")
1139 * added option to block last field when player is moving (for Supaplex)
1140 * adjusted push delay of Supaplex elements
1141 * removed delays for envelopes etc. when replaying with maximum speed
1142 * fixed bug when dropping element on a field that just changed to empty
1145 * fixed bug: infotrons can now smash yellow disks
1146 * fixed bug: when gravity active, port above player can now be entered
1147 * removed "one white dot" mouse pointer which irritated some people
1150 * added "choice type" for group element selection
1153 * fixed bug with initial invulnerability of non-yellow player
1156 * added level loader for loading native Supaplex packed levels
1157 (including multi-part levels like the "splvls99" levels)
1160 * fixed bug which allowed creating emeralds by escaping explosions
1163 * custom elements can change (limited) or leave (unlimited) elements
1164 * finally added multiple matches using group elements
1165 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1168 * added new start movement type "previous" for continued CE movement
1169 * added new start movement type "random" for random CE movement start
1172 * added new element "sokoban_field_player" needed for Sokoban levels
1173 (thanks to Ed Booker for pointing this out!)
1176 * added elements that can be digged or left behind by custom elements
1179 * added group elements for multiple matches and random element creation
1182 * fixed some graphical errors displayed in old levels
1185 * fixed wrong double speed movement after passing closing gates
1188 * added level loader for loading native Emerald Mine levels
1191 * changes for "shooting" style CE movement
1194 * Happy New Year! ;-)
1197 * changed default snap/drop keys from left/right Shift to Control keys
1200 * fixed bug with dead player getting reanimated from custom element
1203 * fixed bug with wrong penguin graphics (when entering exit)
1206 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1209 * version number set to 3.0.9
1212 * version 3.0.8 released
1215 * added function checked_free()
1218 * fixed bug with double nut cracking sound
1219 (by eliminating "default element action sound" assignment in init.c)
1222 * fixed crash when no music info files are available
1225 * fixed boring and sleeping sounds
1228 * added "maze runner" and "maze hunter" movement types
1229 * added extended collision conditions for custom elements
1232 * added warnings for undefined token values in artwork config files
1235 * added menu entry for level set information to the info screen
1238 * fixed bug with wrong default impact sound for colored emeralds
1241 * added several sub-screens for the info screen
1242 * menu text now also clickable (not only blue/red sphere left of it)
1245 * added configurable "bored" and "sleeping" animations for the player
1246 * added "awakening" sound for player when waking up after sleeping
1249 * added "copy" and "exchange" functions for custom elements to editor
1252 * added configurable element animations for info screen
1255 * added configurable music credits for info screen
1258 * finally fixed tape recording when player is created from CE change
1261 * added "editorsetup.conf" for editor element list configuration
1264 * added "musicinfo.conf" for menu and level music configuration
1267 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1268 (that only showed up on Linux, but not on Windows systems)
1271 * fixed turning movement of butterflies and fireflies (no frame reset)
1272 * enhanced sniksnak turning movement (two steps instead of only one)
1275 * version number set to 3.0.8
1278 * version 3.0.7 released
1281 * fixed reset of player animation frame when, for example,
1282 walking, digging or collecting share the same animation
1283 * fixed CE with "deadly when touching" exploding when touching amoeba
1286 * fixed tape recording when player is created from CE element change
1289 * introduced "turning..." action graphic for elements with move delay
1290 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1291 * added turning animations for bug, spaceship and sniksnak
1294 * prevent "extended" changed elements from delay change in same frame
1297 * fixed bug when pushing element that can move away to the side
1298 (like pushing falling elements, but now with moving elements)
1301 * finally fixed serious bug in code for delayed element pushing (again)
1304 * unavailable setup options now marked as "n/a" instead of "off"
1305 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1306 to "true", levels are always played with the latest game engine,
1307 which is desired for levels that are imported from other games; all
1308 other levels are played with the engine version stored in level file
1309 (which is normally the engine version the level was created with)
1312 * fixed serious bug in code for delayed element pushing
1313 * fixed little bug in animation frame selection for pushed elements
1314 * speed-up of reading config file for verbose output
1317 * added configuration option for opening and closing Supaplex exit
1318 * added configuration option for moving up/down animation for Murphy
1319 * fixed incorrectly displayed animation for attacking dragon
1320 * fixed bug with not setting initial gravity for each new game
1321 * fixed bug with teleportation of player by custom element change
1322 * fixed bug with player not getting smashed by rock sometimes
1325 * version number set to 3.0.7
1328 * version 3.0.6 released
1331 * added support for MP3 music for SDL version through SMPEG library
1334 * fixed bug when initializing font graphic structure
1335 * fixed bug with animation mode "pingpong" when using only 1 frame
1336 * fixed bug with extended change target introduced in 3.0.5
1337 * fixed bug where passing over moving element doubles player speed
1338 * fixed bug with elements continuing to move into push direction
1339 * fixed bug with duplicated player when dropping bomb with shield on
1340 * added "switching" event for custom elements ("pressing" only once)
1341 * fixed switching bug (resetting flag when not switching but not idle)
1344 * fixed element tokens for certain file elements with ".active" etc.
1347 * version number set to 3.0.6
1350 * version 3.0.5 released
1353 * now four envelope elements available
1354 * font, background, animation and sound for envelope now configurable
1355 * main menu doors opening/closing animation type now configurable
1358 * active/inactive sides configurable for custom element changes
1359 * new movement type "move when pushed" available for custom elements
1362 * fixed bug in multiple config pages loader code that caused crashes
1365 * enhanced (remaining low-resolution) Supaplex graphics
1368 * version number set to 3.0.5
1371 * version 3.0.4 released
1373 2003-09-12 src/tools.c
1374 * fixed bug in custom definition of crumbled element graphics
1376 2003-09-11 src/files.c
1377 * fixed bug in multiple config pages code that caused crashes
1380 * version number set to 3.0.4
1383 * version 3.0.3 released
1386 * added music to Supaplex classic level set
1388 2003-09-07 src/libgame/misc.c
1389 * added support for loading various music formats through SDL_mixer
1391 2003-09-06 (various source files)
1392 * fixed several nasty bugs that may have caused crashes on some systems
1393 * added envelope content which gets displayed when collecting envelope
1394 * added multiple change event pages for custom elements
1396 2003-08-24 src/game.c
1397 * fixed problem with player animation when snapping and moving
1399 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1400 * fixed problem with flickering when drawing toon animations
1402 2003-08-23 src/libgame/sdl.c
1403 * fixed problem with setting mouse cursor in SDL version in fullscreen
1405 2003-08-23 src/game.c
1406 * fixed bug (missing array boundary check) which could crash the game
1409 * version number set to 3.0.3
1412 * version 3.0.2 released
1414 2003-08-21 src/game.c
1415 * fixed bug with creating inaccessible elements at player position
1417 2003-08-20 src/init.c
1418 * fixed bug with not finding current level artwork directory
1420 2003-08-20 src/files.c
1421 * fixed bug with choosing wrong engine version when playing tapes
1422 * fixed bug with messing up custom element properties in 3.0.0 levels
1425 * version number set to 3.0.2
1428 * version 3.0.1 released
1430 2003-08-17 (no source files affected)
1431 * changed all "classic" PCX image files with 16 colors or less to
1432 256 color (8 bit) storage format, because the Allegro game library
1433 cannot handle PCX files with less than 256 colors (contributed
1434 graphics are not affected and might look wrong in the DOS version)
1436 2003-08-16 src/init.c
1437 * fixed bug which (for example) crashed the level editor when defining
1438 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1439 (only set to default) -- invalid graphics now set to default graphic
1441 2003-08-16 src/init.c
1442 * fixed graphical bug of player digging/collecting/snapping element
1443 when no corresponding graphic/animation is defined for this action,
1444 resulting in player being drawn as EL_EMPTY (which should only be
1445 done to elements being collected, but not to the player)
1447 2003-08-16 src/game.c
1448 * fixed small graphical bug of player not totally moving into exit
1450 2003-08-16 src/libgame/setup.c
1451 * fixed bug with wrong MS-DOS 8.3 filename conversion
1453 2003-08-16 src/tools.c
1454 * fixed bug with invisible mouse cursor when pressing ESC while playing
1456 2003-08-16 (various source files)
1457 * added another 128 custom elements (disabled in editor by default)
1459 2003-08-16 src/editor.c
1460 * fixed NULL string bug causing Solaris to crash in sprintf()
1462 2003-08-16 src/screen.c
1463 * fixed drawing over scrollbar on level selection with custom fonts
1465 2003-08-15 src/game.c
1466 * cleanup of simple sounds / loop sounds / music settings
1468 2003-08-08 (various source files)
1469 * added custom element property for dropping collected elements
1471 2003-08-08 src/conf_gfx.c
1472 * fixed bug with missing graphic for active red disk bomb
1474 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1475 * extended variable "level.gravity" to "level.initial_gravity" and
1476 "game.current_gravity" to prevent level setting from being changed
1477 by playing the level (keeping the runtime value after playing)
1479 * fixed graphics bug when digging element that has 'crumbled' graphic
1480 definition, but not 'diggable' graphic definition
1483 * version number set to 3.0.1
1486 * version 3.0.0 released
1489 * various bug fixes; among others:
1490 - fixed bug with pushing spring over empty space
1491 - fixed bug with leaving tube while placing dynamite
1492 - fixed bug with explosion of smashed penguins
1493 - allow Murphy player graphic in levels with non-Supaplex elements
1497 * I have forgotten to document changes for some time
1500 * pre-release version 2.2.0rc1 released
1503 * version number set to 2.1.2
1506 * version 2.1.1 released
1509 * version number set to 2.1.1
1512 * version 2.1.0 released
1515 * version number set to 2.1.0
1517 2002-04-03 to 2002-05-19 (various source files)
1518 * graphics, sounds and music now fully configurable
1519 * bug fixed that prevented walking through tubes when gravity on
1521 2002-04-02 src/events.c, src/editor.c
1522 * Make Escape key less aggressive when playing or when editing level.
1523 This can be configured as an option in the setup menu. (Default is
1524 "less aggressive" which means "ask user if something can be lost"
1525 when pressing the Escape key.)
1527 2002-04-02 src/screen.c
1528 * Added "graphics setup" screen.
1530 2002-04-01 src/screen.c
1531 * Changed "choose level" setup screen stuff to be more generic (to
1532 make it easier to add more "choose from generic tree" setup screens).
1534 2002-04-01 src/config.c, src/timestamp.h
1535 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1536 automatically gets created by "src/Makefile" and contains an actual
1537 compile-time timestamp to identify development versions of the game).
1539 2002-03-31 src/tape.c, src/events.c
1540 * Added quick game/tape save/load functions to tape stuff which can be
1541 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1542 loads previously recorded tape and directly goes into recording mode
1543 from the end of the tape (therefore appending to the tape).
1545 2002-03-31 src/tape.c
1546 * Added "index mark" function to tape recorder. When playing or
1547 recording, "eject" button changes to "index" button. Setting index
1548 mark is not yet implemented, but pressing index button when playing
1549 allows very quick advancing to end of tape (when normal playing),
1550 very fast forward mode (when playing with normal fast forward) or
1551 very fast reaching of "pause before end of tape" (when playing with
1552 "pause before end" playing mode).
1554 2002-03-30 src/cartoons.c
1555 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1557 2002-03-29 src/screen.c
1558 * Changed setup screen stuff to be more generic (to make it easier
1559 to add more setup screens).
1561 2002-03-23 src/main.c, src/main.h
1562 * Various changes due to the introduction of the new libgame files
1563 "setup.c" and "joystick.c".
1565 2002-03-23 src/files.c
1566 * Generic parts of "src/files.c" (mainly setup and level directory
1567 stuff) moved to new libgame file "src/libgame/setup.c".
1569 2002-03-23 src/joystick.c
1570 * File "src/joystick.c" moved to libgame source tree, with
1571 correspondig changes.
1573 2002-03-22 src/screens.c
1574 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1575 (Wrong level series information displayed when entering main group.)
1577 2002-03-22 src/editor.c
1578 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1580 2002-03-22 src/editor.c
1581 * Changed behaviour of "Escape" key in level editor to be more
1582 intuitive: When in "Element Properties" or "Level Info" mode,
1583 return to "Drawing Mode" instead of leaving the level editor.
1585 2002-03-21 src/game.c, src/editor.c, src/files.c
1586 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1587 gems (emeralds, diamonds, ...) slipping down from normal wall,
1588 steel wall and growing wall (as in E.M.C. style levels). Although
1589 the behaviour of contributed and private levels wasn't changed (due
1590 to the use of "level.game_version"; see previous entry), editing
1591 those levels will (of course) change the behaviour accordingly.
1593 This change seems a bit too hard after thinking about it, because
1594 the EM style behaviour is not the "expected" behaviour (gems would
1595 normally only slip down from "rounded" walls). Therefore this was
1596 now changed to an element property for gem style elements, with the
1597 default setting "off" (which means: no special EM style behaviour).
1598 To fix older converted levels, this flag is set to "on" for pre-2.0
1599 levels that are neither contributed nor private levels.
1601 2002-03-20 src/files.h
1602 * Corrected settings for "level.game_version" depending of level type.
1603 (Contributed and private levels always get played with game engine
1604 version they were created with, while converted levels always get
1605 played with the most recent version of the game engine, to let new
1606 corrections of the emulation behaviour take effect.)
1608 2002-03-20 src/main.h
1609 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1610 compiling the SDL version on some systems.
1611 Thanks to the several people who pointed this out.
1614 * Version number set to 2.0.2.
1617 * Version 2.0.1 released.
1619 2002-03-18 src/screens.c
1620 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1622 2002-03-18 src/files.c [src/libgame/misc.c]
1623 * Moved some common functions from src/files.c to src/libgame/misc.c.
1625 2002-03-18 src/files.c [src/libgame/misc.c]
1626 * Changed permissions for new directories and saved files (especially
1627 score files) according to suggestions of Debian users and mantainers.
1628 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1630 2002-03-17 src/files.c
1631 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1632 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1633 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1634 for levels and "TAPE" for tapes). Old "cookie" style format is
1635 still supported for reading. New level and tape files are written
1638 * New IFF chunk "VERS" contains version numbers for file and game
1639 (where "game version" is the version of the program that wrote the
1640 file, and "file version" is a version number to distinguish files
1641 with different format, for example after adding new features).
1643 2002-03-15 src/screen.c
1644 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1645 (Before, you heard a mixture of the in-game music and the
1646 hall-of-fame music.)
1648 2002-03-14 src/events.c
1649 * Function "DumpTape()" (files.c) now available by pressing 't' from
1650 main menu (when in DEBUG mode).
1652 2002-03-14 src/game.c
1653 * "GameWon()": When game was won playing a tape, now there is no delay
1654 raising the score and no corresponding sound is played.
1656 2002-03-14 src/files.c
1657 * Changed "LoadTape()" for real chunk support and also adjusted
1658 "SaveTape()" accordingly.
1660 2002-03-14 src/game.c, src/tape.c, src/files.c
1661 * Important changes to tape format: The old tape format stored all
1662 actions with a real effect with a corresponding delay between the
1663 stored actions. This had some major disadvantages (for example,
1664 push delays had to be ignored, pressing a button for some seconds
1665 mutated to several single button presses because of the non-action
1666 delays between two action frames etc.). The new tape format just
1667 stupidly records all device actions and replays them later. I really
1668 don't know why I haven't solved it that way before?! Old-style tapes
1669 (with tape file version less than 2.0) get converted to the new
1670 format on-the-fly when loading and can therefore still be played;
1671 only some minor parts of the old-style tape handling code was needed.
1672 (A perfect conversion is not possible, because there is information
1673 missing about the device actions between two action frames.)
1675 2002-03-14 src/files.c
1676 * New function "DumpTape()" to dump the contents of the current tape
1677 in a human readable format.
1679 2002-03-14 src/game.c
1680 * Small tape bug fixed: When automatically advancing to next level
1681 after a game was won, the tape from the previous level still was
1682 loaded as a tape for the new level.
1684 2002-03-14 src/tape.c
1685 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1686 tape, cartoons did not get completely removed because
1687 StopAnimation() was not called.
1689 2002-03-13 src/files.c
1690 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1691 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1692 size even when using 16-bit elements). Added new chunk "CNT2" for
1693 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1694 chunk even when content was 16-bit element). "CNT2" should now be
1695 able to store content for arbitrary elements (up to eight blocks of
1696 3 x 3 element arrays). All "CNT2" elements will always be stored as
1697 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1699 2002-03-13 src/files.c
1700 * Changed "LoadLevel()" for real chunk support.
1702 2002-03-12 src/game.c
1703 * Fixed problem (introduced after 2.0.0 release) with penguins
1704 not getting killed by enemies
1706 2002-02-24 src/game.c, src/main.h
1707 * Added "player->is_moving"; now "player->last_move_dir" does
1708 not contain any information if the player is just moving at
1710 Before, "player->last_move_dir" was misused for this purpose
1711 for the robot stuff (robots don't kill players when they are
1712 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1713 broke tapes when walking through pipes!
1714 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1715 in a continuous movement. This fact is ignored for friends and