2 * fixed bug with displaying masked borders over title screens when
3 screen fading is disabled
6 * fixed infinite loop / crash bug when killing the player while having
7 a CE with the setting "kill player X when explosion of <player X>"
8 * added special editor graphic for "char_space" to distinguish it from
9 "empty_space" when editing a level (in-game graphics still the same)
12 * fixed nasty bug with initialization only done for the first player
15 * small change to handle loading empty element/content list micro chunks
18 * uploaded pre-release (test) version 3.2.3-0 binary and source code
21 * some optimizations on startup speed by reducing initial text output
24 * added caching of custom artwork information for faster startup times
27 * fixed graphical bug when using fewer menu entries on level selection
28 screen than usual (with "menu.list_size.LEVELS" directive)
29 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
30 the backbuffer to the backbuffer by error (with identical rectangle)
33 * fixed bug when displaying titlescreen with size less than element tile
34 * fixed bug that caused elements with "change when digging <e>" event
35 to change for _every_ digged element, not only those specified in <e>
36 * fixed bug that caused impact style collision when dropping element one
37 tile over the player that can both fall down and smash players
38 * fixed bug that caused impact style collision when element changed to
39 falling/smashing element over the player immediately after movement
42 * fixed bug that allowed making engine snapshots from the level editor
45 * fixed bugs with player name and current level positions on main screen
48 * added configuration directives for control of title screens:
49 - "title.fade_delay" for fading time
50 - "title.post_delay" for pause between screens (when not crossfading)
51 - "title.auto_delay" to automatically continue after some time
52 these settings can each be overridden by specifying them with titles:
53 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
54 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
55 fading mode can also be specified:
56 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
57 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
58 default is using normal fading for menues and initial title screens,
59 while using cross-fading for level set title screens
60 * fixed bug with background not drawn in Hall of Fame after game was won
63 * added configuration directives for the remaining main menu items
66 * added additional configuration directives for info screen draw offset:
67 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
68 * added additional configuration directives for preview info text
69 * limited mouse wheel sensitive screen area to scrollable screen area
72 * added highlighted menu text entries to menu navigation when selected
75 * fixed bug that prevented player from correctly being created in the
76 top left corner by a custom element change in a level without player
77 * fixed bug that prevented player from being killed when indestructible,
78 non-walkable element is placed on player position by extended change
79 * added configurable menu button, text and input positions to main menu
82 * added page fading effects for remaining info sub-screens
83 * fixed small bug that caused some delays when answering door request
86 * added directives "border.draw_masked.*" for menu/playfield area and
87 door areas to display overlapping/masked borders from "global.border"
90 * fixed bug with CE with move speed "not moving" not being animated
91 * when changing player artwork by CE action, reset animation frame
94 * fixed bug with not unmapping main menu screen gadgets on other screens
95 * fixed bug with un-pausing a paused game by releasing still pressed key
96 * fixed bug with not redrawing screen when toggling to/from fullscreen
97 mode while fast reloading tape (without redrawing playfield contents)
98 * fixed bug with quick-saving tape snapshot despite answering with "no"
101 * version number set to 3.2.3
104 * version 3.2.2 released
107 * fixed bug with redrawing screen in fullscreen mode after quick tape
108 reloading when using the EMC game engine
109 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
112 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
115 * added engine snapshot functionality for instant tape reloading (this
116 only works for the last tape saved using "quick save", and does not
117 work across program restarts, because it completely works in memory)
120 * version number set to 3.2.2
123 * version 3.2.1 released
126 * fixed nasty bugs with handling error message file on Mac OS X systems
129 * general code cleanup (removing many annoying "#if 0" blocks etc.)
132 * fixed bug that caused broken tapes when manually appending to tapes
133 using the "pause before death" functionality, followed by recording
134 * added setup option to disable fading of screens for faster testing
137 * code cleanup of new fading functions
140 * changed behaviour after solved game -- do not immediately stop engine
141 * added some more smooth screen fadings (game start, hall of fame etc.)
144 * fixed bug with displaying pushed CE with value/score/delay anim_mode
147 * added configurable level preview position, tile size and dimensions
148 * added configurable game panel value positions (gems, time, score etc.)
151 * fixed small bug with time displayed incorrectly when collecting CEs
154 * fixed bug with bumpy scrolling with EM engine in double player mode
157 * added compatibility code to fix "Snake Bite" style levels that were
158 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
161 * fixed bug with scrollbars inside editor when using the Windows mouse
162 enhancement tool "True X-Mouse" (which injects key events to the event
163 queue to insert selected stuff into the Windows clipboard, which gets
164 confused with the "Insert" key for jumping to the last editor cascade
165 block in the element list)
166 * added Rocks'n'Diamonds icon for use as window icon to SDL version
167 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
170 * added selection of preferred fullscreen mode to setup / graphics menu
171 (useful if default mode 800 x 600 does not match screen aspect ratio)
174 * improved down-scaling of images for better editor and preview graphics
175 * changed user data directory for Mac OS X from Unix style to new place
178 * improved level number selection in main menu and player selection in
179 setup menu (input devices section) by using standard button gadgets
180 * added support for mouse scroll wheel (caused buggy behaviour before)
181 * added support for scrolling horizontal scrollbars with mouse wheel by
182 holding "Shift" key pressed while scrolling the wheel
183 * added support for single step mouse wheel scrolling by holding "Alt"
184 key pressed while scrolling the wheel (can be combined with "Shift")
185 * changed output file "stderr.txt" on Windows platform now always to be
186 created in the R'n'D sub-directory of the personal documents directory
187 * added Windows message box to direct to "stderr.txt" after error aborts
190 * improved general scrollbar handling (when jump-scrolling scrollbars)
193 * changed scrollbars to always show last line as first after scrolling
194 (that means jumping n - 1 screen lines instead of n screen lines)
197 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
198 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
199 * fixed special handling of vertically stacked acid becoming fake acid
202 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
203 affect multiple instances of the same CE, although this kind of
204 change condition usually only affects one single custom element
207 * version number set to 3.2.1
210 * version 3.2.0 released
213 * reorganized level editor element list a bit to match engines better
216 * fixed newly introduced bug with wrongly initializing clipboard element
219 * fixed bug with displaying visible/invisible level border in editor
222 * reorganized some elements in the level editor element list
225 * fixed bug with displaying any player as "yellow" when moving into acid
226 * fixed bug with displaying running player when player stopped at border
229 * fixed bug with player exploding when moving into acid
230 * fixed bug with level settings being reset in editor and when playing
231 (some compatibility settings being set not only after level loading)
232 * fixed crash bug when number of custom graphic frames was set to zero
233 * fixed bug with teleporting player on walkable tile not working anymore
234 * added partial compatibility support for pre-release-only "CONF" chunk
235 (to make Alan Bond's "color cycle" demo work again :-) )
238 * fixed some bugs when displaying title screens from info screen menu
239 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
242 * changed file major version to 3 to reflect level file format changes
243 * uploaded pre-release (test) version 3.2.0-8 binary and source code
246 * added new chunk "NAME" to level file format for level name settings
247 * added new chunk "NOTE" to level file format for envelope settings
248 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
249 * updated magic(5) file to recognize changed and new level file chunks
250 * removed change events "change when CE value/score changes" as unneeded
253 * changed gravity (which only affects the player) from level property
254 to player property (only makes a difference in multi-player levels)
255 * added change events "change when CE value/score changes"
256 * added change events "change when CE value/score changes of <element>"
259 * added new chunk "INFO" to level file format for global level settings
260 * added all element settings from "HEAD" chunk to "CONF" chunk
261 * added all global level settings from "HEAD" chunk to "INFO" chunk
264 * changed level file format by adding two new chunks "CUSX" (for custom
265 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
266 elements, replacing the previous "GRP1" chunk); these new IFF style
267 chunks use the new and flexible "micro chunks inside chunks" technique
268 already used with the new "CONF" chunk (for normal element properties)
269 which makes it possible to easily extend the existing level format
270 (instead of using fixed-length chunks like before, which are either
271 too big due to reserved bytes for future use, or too small when those
272 reserved bytes have all been used and even more data should be stored,
273 requiring the replacement by new and larger chunks just like it went
274 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
277 * added credits pages to the "credits" section that were really missing
278 * added some missing element descriptions to the level editor
279 * added down position of switchgate switch to the level editor
280 and allowed the use of both switch positions at the same time
281 * changed use of "Insert" and "Delete" keys to navigate element list in
282 level editor to start of previous or next cascading block of elements
285 * added the possibility to view the title screen to the info screen menu
286 * fixed some minor bugs with viewing title screens
289 * fixed bug with title (cross)fading in/out when using fullscreen mode
292 * fixed bug that forced re-defining of menu settings in local graphics
293 config file which are already defined in existing base config file
294 * fixed small bug that caused door sounds playing when music is enabled
297 * added the possibility to define up to five title screens for each
298 level set that are displayed after loading using (cross)fading in/out
299 (this was added to display the various start images of the EMC sets)
302 * added "CE score gets zero [of]" to custom element trigger conditions
303 * added setup option to display element token name in level editor
306 * added compatibility code for Juergen Bonhagen's menu artwork settings
309 * fixed bug with displaying wrong animation frame 0 after CE changes
310 * fixed bug with creating invisible elements when light switch is on
313 * added selection between ECS and AGA graphics for EMC levels to setup
316 * adjusted font handling for various narrow EMC style fonts
319 * changed EM engine behaviour back to re-allow initial rolling springs
322 * fixed handling of over-large selectboxes (less error-prone now)
323 * fixed bug when creating GE with walkable element under the player
326 * added use of "Insert" and "Delete" keys to navigate element list in
327 level editor to start of custom elements or start of group elements
328 * added virtual elements to access CE value and CE score of elements:
329 - "CE value of triggering element"
330 - "CE score of triggering element"
331 - "CE value of current element"
332 - "CE score of current element"
335 * fixed "grass" to "sand" in older EM levels (up to file version V4)
338 * changed behaviour of network games with internal errors (because of
339 different client frame counters) from immediately terminating R'n'D
340 to displaying an error message requester and stopping only the game
341 (also to prevent impression of crashes under non command-line runs)
342 * fixed playing network games with the EMC engine (did not work before)
343 * fixed bug with not scrolling the screen in multi-player mode with the
344 focus on player 1 when all players are moving in different directions
345 * fixed bug with keeping pointer to gadget even after its deallocation
346 * fixed bug with allowing "focus on all players" in network games
347 * fixed bug with player focus when playing tapes from network games
350 * uploaded pre-release (test) version 3.2.0-7 binary and source code
353 * code cleanup for game action control for R'n'D and EMC game engine
356 * fixed bug in multi-player movement with focus on both players
357 * added option to control only the focussed player with all input
360 * added player focus switching to level tape recording and re-playing
363 * fixed some bugs in player focus switching in EMC and RND game engine
366 * added special Supaplex animations for Murphy digging and snapping
367 * added special Supaplex animations for Murphy being bored and sleeping
370 * added four new yam yams with explicit start direction for EMC engine
371 * fixed bug in src/libgame/text.c with printing text outside the window
374 * fixed small bug in EMC level loader (copyright sign in EM II levels)
377 * added delayed ignition of EM style dynamite when used in R'n'D engine
378 * added limited movement range to EMC engine when focus on all players
381 * fixed bug with missing (zero) score values for native Supaplex levels
384 * added "continuous snapping" (snapping many elements while holding the
385 snap key pressed, without releasing the snap key after each element)
386 as a new player setting for more compatibility with the classic games
389 * finished scrolling for "focus on all players" in EMC graphics engine
392 * level sets with "levels: 0" are ignored for levels, but not artwork
393 * fixed bug when scanning empty level group directories (endless loop)
396 * fixed bug with explosion graphic for player using "Murphy" graphic
397 * fixed bug with explosion graphic if player leaves explosion in time
398 * changed some descriptive text in setup menu to use medium-width font
399 * added key shortcut settings for switching player focus to setup menu
402 * fixed bug with random value initialization when recording tapes
403 * fixed bug with playing single player tapes when team mode activated
406 * fixed little bug when trying to switch to player that does not exist
409 * added player switching (visual and quick) to R'n'D and EM game engine
410 * added setup option to select visual or quick in-game player switching
413 * added use of "Home" and "End" keys to handle element list in editor
416 * fixed bug with adding score when playing tape with EMC game engine
417 * added steel wall border for levels using EMC engine without border
418 * finally fixed delayed scrolling in EMC engine also for small levels
421 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
424 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
425 * fixed bug when displaying info element without action, but direction
428 * fixed minor graphical problems with springs smashing and slurping
429 (when using R'n'D style graphics instead of EMC style graphics)
432 * added scroll delay (as configured in setup) to EMC graphics engine
435 * improved screen redraw for EMC graphics engine (faster and smoother)
436 * when not scrolling, do not redraw the whole playfield if not needed
439 * added multi-player mode for EMC game engine (with up to four players)
442 * added android (can clone elements) from EMC engine to R'n'D engine
445 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
448 * added selectbox for initial player speed to player settings in editor
451 * version 3.1.2 created that is basically version 3.1.1, but with a
452 major bug fixed that prevented editing your own private levels
453 * version 3.1.2 released
456 * added magic ball (creates elements) from EMC engine to R'n'D engine
459 * uploaded fixed pre-release version 3.2.0-6 binary and source code
462 * fixed bug when using "CE can leave behind <trigger element>"
463 * added new change condition "(after/when) creation of <element>"
464 * added new change condition "(after/when) digging <element>"
465 * fixed bug accessing invalid gadget that caused crashes under Windows
466 * deactivated new possibility for multiple CE changes per frame
469 * uploaded pre-release (test) version 3.2.0-6 binary and source code
472 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
473 * fixed bug with not keeping CE value for moving CEs with only action
474 * changed CE action selectboxes in editor to be only reset when needed
477 * added option "use artwork from element" for custom player artwork
478 * added option "use explosion from element" for player explosions
481 * added cascaded element lists in the level editor
482 * added persistence for cascaded element lists by "editorcascade.conf"
483 * added dynamic element list with all elements used in current level
484 * added possibility for multiple CE changes per frame (experimental)
487 * uploaded pre-release (test) version 3.2.0-5 binary and source code
490 * changed "score for each 10 seconds/steps left" to "1 second/step"
491 * added own score for collecting "extra time" instead of sharing it
492 * added change events "switched by player" and "player switches <e>"
493 * added change events "snapped by player" and "player snaps <e>"
494 * added "set player artwork: <element choice>" to CE action options
495 * added change event "move of <element>"
498 * added "set player shield: off / normal / deadly" to CE action options
499 * added new player option "use level start element" in level editor
500 to set the correct focus at level start to elements from which the
501 player is created later (this did not work before for cascaded CE
502 changes resulting in creation of the player; it is now also possible
503 to create the player from a yam yam which is smashed at level start)
506 * added "set player speed: frozen (not moving)" to CE action options
507 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
510 * added new player option "block snap field" (enabled by default) to
511 make it possible to show a snapping animation like in Emerald Mine
514 * added dynamic selectboxes to custom element action settings in editor
515 * added "CE value" counter for custom elements (instead of "CE count")
516 * added option to use the last "CE value" after custom element change
517 * added option to use the "CE value" of other elements in CE actions
518 * fixed odd behaviour when pressing time orb in levels w/o time limit
519 * added checkbox "use time orb bug" for older levels that use this bug
522 * added missing configuration settings for the following elements:
523 - EL_TIMEGATE_SWITCH (time of open time gate)
524 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
525 - EL_SHIELD_NORMAL (time of shield duration)
526 - EL_SHIELD_DEADLY (time of shield duration)
527 - EL_EXTRA_TIME (time added to level time)
528 - EL_TIME_ORB_FULL (time added to level time)
531 * added "wind direction" as a movement pattern for custom elements
532 * added initial wind direction for balloon / custom elements to editor
533 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
536 * added parameters for "game of life" and "biomaze" elements to editor
539 * added level file chunk "CONF" for generic level and element settings
542 * uploaded pre-release (test) version 3.2.0-4 binary and source code
545 * skip empty level sets (with "levels: 0"; may be artwork base sets)
546 * added sound action ".page[1]" to ".page[32]" for each CE change page
549 * added image config suffix ".clone_from" to copy whole image settings
550 * fixed bug with invalid ("undefined") CE settings in old level files
553 * fixed graphical bug with smashing elements falling faster than player
556 * fixed major bug which prevented private levels from being edited
557 * fixed bug with precedence of general and special font definitions
560 * fixed graphical bug with player animation when player moves slowly
563 * uploaded pre-release (test) version 3.2.0-3 binary and source code
566 * fixed bug which prevented "global.num_toons: 0" from working
569 * major code cleanup (removed all these annoying "#if 0" blocks)
572 * added custom element actions for CE change page in level editor
575 * fixed music initialization bug in init.c (thanks to David Binderman)
576 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
577 (this bug must probably be fixed at other places, too)
580 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
581 (should be '#include <SDL.h>' instead)
584 * fixed bug which prevented "walkable from no direction" from working
585 (due to compatibility code overwriting this setting after loading)
588 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
591 * version number temporarily set to 3.1.1 (intermediate bugfix release)
592 * version 3.1.1 released
595 * changed some va_arg() arguments from 'long' to 'int', fixing problems
596 on 64-bit architecture systems with LP64 data model
599 * fixed bug with bombs not exploding when hitting the last level line
600 (introduced after the release of 3.1.0)
603 * added support for dumping small-sized level sketches from editor
606 * added recognition of "trigger element" for "change digged element to"
607 (this is not really what the "trigger element" was made for, but its
608 use may seem obvious for leaving back digged elements unchanged)
611 * fixed multiple warnings about failed joystick device initialization
614 * fixed bug with dynamite dropped on top of just dropped custom element
615 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
616 dynamite can still be dropped, but drop key must be released before
619 * fixed bug with wrong start directory when started from file browser
620 (due to this bug, R'n'D could not be started from KDE's Konqueror)
623 * fixed bug causing "change when impact" on player not working
624 * fixed wrong priority of "hitting something" over "hitting <element>"
625 * fixed wrong priority of "hit by something" over "hit by <element>"
628 * fixed graphical bug which caused the player (being Murphy) to show
629 collecting animations although the element was collected by penguin
632 * fixed two bugs causing wrong door background graphics in system.c
633 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
636 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
637 * added "no direction" to "walkable/passable from" selectbox options
640 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
641 * in tape autoplay, not only report broken, but also missing tapes
644 * uploaded pre-release (test) version 3.2.0-2 binary and source code
647 * fixed small bug with "linear" animation not working for active lamp
650 * fixed bug with moving up despite gravity due to "block last field"
651 * fixed small bug with wrong draw offset when typing name in main menu
652 * when reading user names from "passwd", ignore data after first comma
653 * when creating new "levelinfo.conf", only write some selected entries
656 * fixed displaying "imported from/by" on preview with empty string
657 * fixed ignoring draw offset for fonts used for level preview texts
660 * fixed a delay problem with SDL and too many mouse motion events
661 * added setup option "skip levels" and level skipping functionality
664 * added move speed "not moving" for non-moving CEs, but with direction
667 * fixed mapping of obsolete element token names in "editorsetup.conf"
668 * fixed bug with sound "acid.splashing" treated as a loop sound
669 * fixed some little sound bugs in native EM engine
672 * fixed small bug when dragging scrollbars to end positions
675 * added editor element descriptions written by Aaron Davidson
678 * improved fallback handling when configured artwork is not available
679 (now using default artwork instead of exiting when files not found)
682 * fixed bug on level selection screen when dragging scrollbar
685 * fixed bug which caused broken tapes when appending to EM engine tapes
688 * uploaded pre-release (test) version 3.2.0-1 binary and source code
691 * added code to replace changed artwork config tokens with other tokens
692 (needed for backwards compatibility, so that older tokens still work)
695 * added native R'n'D graphics for some new EMC elements in EM engine
698 * fixed some bugs in the EM engine integration code
699 * changed EM engine code to allow diagonal movement
700 * changed EM engine code to allow use of separate snap and drop keys
703 * fixed some redraw bugs when using EM engine
706 * fixed bug with not converting RND levels which are set to use native
707 engine to native level structure when loading
710 * uploaded pre-release (test) version 3.2.0-0 binary and source code
713 * version number set to 3.2.0
716 * level data now reset to defaults after attempt to load invalid file
719 * added use of "editorsetup.conf" for different level sets
722 * added auto-detection for various types of Emerald Mine level files
725 * fixed bug with scrollbars getting too small when list is very large
728 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
731 * added most level editor configuration gadgets for new EMC elements
734 * added more element and graphic definitions for new EMC elements
737 * modified native EM engine to use integrated R'n'D sound system
740 * added SDL support to graphics functions in native EM engine
741 (by always using generic libgame interface functions)
744 * fixed bug in frame synchronization in native EM engine
747 * added code to convert levels between R'n'D and native EM engine
750 * new Emerald Mine engine can now play levels selected in main menu
753 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
754 (which creates scaled down graphics for level editor and preview);
755 there's still a memory leak somewhere in the artwork handling code
756 * added "scale image up" functionality to X11 version of zoom function
759 * first attempts to integrate new, native Emerald Mine Club engine
762 * fixed bug in gadget code which caused reset of CEs in level editor
763 (example: pressing 'b' [grab brush] on CE config page erased values)
764 (solution: check if gadgets in ClickOnGadget() are really mapped)
765 * improved level change detection in editor (settings now also checked)
766 * fixed bug with "can move into acid" and "don't collide with" state
769 * fixed maze runner style CEs to use the configured move delay value
772 * added Aaron Davidson's tutorial level set to the "Tutorials" section
775 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
776 * fixed the above fix because it broke level set "machine" (*sigh*)
777 * fixed random element placement in level editor to work as expected
778 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
781 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
784 * fixed bug (missing array boundary check) which caused broken tapes
785 * fixed bug (when loading level template) which caused broken levels
786 * fixed bug with new block last field code when using non-yellow player
789 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
790 * internal change of how the player blocks the last field when moving
791 * fixed blocking delay of last field for EM and SP style block delay
792 * fixed bug where the player had to wait for the usual move delay after
793 unsuccessfully trying to move, when he directly could move after that
794 * the last two changes should make original Supaplex level 93 solvable
795 * improved use of random number generator to make it less predictable
796 * fixed behaviour of slippery SP elements to let slip left, then right
799 * fixed bug with wrong door state after trying to quickload empty tape
800 * fixed waste of static memory usage of the binary, making it smaller
801 * fixed very little graphical bug in Supaplex explosion
804 * version number set to 3.1.1
807 * version 3.1.0 released
810 * fixed bug with crash when writing user levelinfo.conf the first time
813 * added option "convert LEVELDIR [NR]" to command line batch commands
814 * re-converted Supaplex levels to apply latest engine fixes
815 * changed "use graphic/sound of element" to "use graphic of element"
816 due to compatibility problems with some levels ("bug machine" etc.)
819 * fixed bug with CE change replacing player with same or other player
822 * fixed bug with opaque font in envelope with background graphic when
823 background graphic is not transparent itself
826 * added "gravity on" and "gravity off" ports for Supaplex compatibility
827 * corrected original Supaplex level loading code to use these new ports
828 * also corrected Supaplex loader to auto-count infotrons if set to zero
831 * fixed bug with missing initialization of "modified" flag for GEs
834 * fixed bug that caused endless recursion loop when relocating player
835 * fixed tape recorder bug in "step mode" when using "pause before end"
836 * fixed tape recorder bug when changing from "warp forward" mode
839 * fixed bug with "when touching" for pushed elements at last position
842 * fixed bug that caused two activated toolbox buttons in level editor
843 * fixed bug with exploding dynabomb under player due to other explosion
846 * fixed bug with creating walkable custom element under player (again)
847 * fixed bug with not copying explosion type when copying CEs in editor
848 * fixed graphical bug when drawing player in setup menu (input devices)
849 * fixed graphical bug when the player is pushing an accessible element
850 * fixed bug with classic switchable elements triggering CE changes
851 * fixed bug with entering/leaving walkable element in RelocatePlayer()
852 * fixed crash bug when CE leaves behind the trigger player element
855 * fixed bug with broken tubes after placing/exploding dynamite in them
856 * fixed bug with exploding dynamite under player due to other explosion
857 * fixed bug with not resetting push delay under certain circumstances
860 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
861 * added network multiplayer code for Windows (thanks to Niko Böhm)
864 * added option "reachable despite gravity" for gravity movement
865 * changed gravity movement of most classic walkable and passable
866 elements back to "not reachable" (for compatibility reasons)
869 * fixed (removed) "indestructible" / "can explode" dependency in editor
870 * fixed (removed) "accessible inside" / "protected" dependency
871 * fixed (removed) "step mode" / "shield time" dependency
874 * fixed dynabombs exploding now into anything diggable
875 * fixed Supaplex style gravity movement into buggy base now impossible
876 * added pressing key "space" as valid action to select menu options
879 * added "replace when walkable" to relocate player to walkable element
880 * added "enter"/"leave" event for elements affected by relocation
881 * fixed "direct"/"indirect" change order also for "when change" event
882 * fixed graphical bug when pushing things from elements walkable inside
885 * fixed graphic bug when player is snapping while moving in old levels
886 * fixed bug when a moving custom element leaves a player element behind
887 * fixed bug with mole not disappearing when moving into acid pool
888 * fixed bug with incomplete path setting when using "--basepath" option
889 * moving CE can now leave walkable elements behind under the player
890 * when relocating, player can be set on walkable element now
891 * fixed another gravity movement bug
894 * uploaded pre-release (test) version 3.1.0-2 binary and source code
897 * added "collectible" and "removable" to extended replacement types
898 (where "removable" replaces "diggable" and "collectible" elements)
899 * added "collectible & throwable" (to throw element to the next field)
900 * fixed bug with CEs digging elements that are just about to explode
901 * changed mouse cursor now always being visible when game is paused
904 * added possibility to push/press accessible elements from a side that
906 * fixed bug with not setting actual date when appending to tape
909 * fixed bug with incorrectly initialized custom element editor graphics
912 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
913 - number of levels corrected from 18 to 17 in "levelinfo.conf"
916 * fixed bug with destroyed robot wheel still attracting robots forever
917 * fixed bug with time gate switch deactivating after robot wheel time
918 (while the time gate itself is not affected by this misbehaviour)
919 * changed behaviour of BD style amoeba to always get blocked by player
920 (before it was different when there were non-BD elements in level)
921 * fixed bug with player destroying indestructable elements with shield
924 * added option to make growing elements grow into anything diggable
925 (for the various amoeba types, biomaze and "game of life")
928 * fixed bug with movable elements not moving after left behind by CEs
929 * changed gravity movement to anything diggable, not only sand/base
930 * optionally allowing passing to walkable element, not only empty space
931 * added option "can pass to walkable element" for players
932 * finally fixed gravity movement (hopefully)
935 * fixed bug with movable elements not moving anymore after falling down
938 * fixed another bug with custom elements digging and leaving elements
939 * fixed bug with "along left/right side" and automatic start direction
940 * trigger elements now also displayed when "more custom" deactivated
941 * fixed bug with clipboard element initialized when loading new level
942 * added option "drop delay" to set delay before dropping next element
945 * uploaded pre-release (test) version 3.1.0-1 binary and source code
948 * added copy and paste functions for custom change pages
949 * enhanced graphical display and functionality of tape recorder
950 * fixed bug with custom elements digging and leaving elements
953 * added move speed faster than "very fast" for custom elements
954 * fixed bug with 3+3 style explosions and missing border content
955 * fixed little bug when copying custom elements in the editor
956 * enhanced custom element changes by more side trigger actions
959 * added option "no scrolling when relocating" for instant teleporting
960 * uploaded pre-release (test) version 3.1.0-0 binary and source code
963 * added trigger element and trigger player to use as target elements
964 * added copy and paste functions for custom and group elements
967 * fixed graphical bug when displaying explosion animations
968 * fixed bug when appending to tapes, resulting in broken tapes
969 * re-recorded a few tapes broken by fixing gravity checking bug
972 * "can move into acid" property now for all elements independently
973 * "can fall into acid" property for player stored in same bitfield now
974 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
975 * version number set to 3.1.0 (finally!)
978 * changed tape recording to only record input, not programmed actions
981 * fixed totally broken (every 8th frame skipped) step-by-step recording
982 * fixed bug with requester not displayed when quick-loading interrupted
983 * added option "can fall into acid (with gravity)" for players
984 * fixed bug with player not falling when snapping down with gravity
987 * fixed bug which messed up key config when using keypad number keys
990 * fixed bug which allowed moving upwards even when gravity was active
991 * fixed bug with missing error handling when dumping levels or tapes
994 * added different colored editor graphics for Supaplex gravity tubes
997 * fixed bug that allowed solvable tapes for unsolvable levels
1000 * use unlimited number of droppable elements when "count" set to zero
1001 * added option to use step limit instead of time limit for level
1004 * added player and change page as trigger for custom element change
1007 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1010 * fixed bug with dark yamyam changing to acid when moving over acid
1011 * fixed handling of levels with more than 999 seconds level time
1012 (example: level 76 of "Denmine")
1015 * "spring push bug" reintroduced as configurable element property
1016 * fixed bug with missing properties for "mole"
1017 * fixed bug that showed up when fixing the above "mole" properties bug
1018 * added option "can move into acid" for all movable elements
1019 * fixed graphical bug for elements moving into acid
1020 * changed event handling to handle all pending events before going on
1023 * fixed bug which caused all CE change pages to be ignored which had
1024 the same change event, but used a different element side
1025 (reported by Simon Forsberg)
1027 * fixed bug which caused elements that can move and fall and that are
1028 transported by a conveyor belt to continue moving into that direction
1029 after leaving the conveyor belt, regardless of their own movement
1030 type; only elements which can not move are transported now
1031 (reported by Simon Forsberg)
1033 * fixed bug which could cause an array overflow in RelocatePlayer()
1034 (reported by Niko Böhm)
1036 * changed Emerald Mine style "passable / over" elements to "protected"
1037 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1039 * added new option to select from which side a "walkable/passable"
1040 element can be entered
1043 * added explosion and ignition delay for elements that can explode
1046 * fixed bug which caused player not being protected against enemies
1047 when a CE was "walkable / inside" and was not "indestructible"
1048 * added "walkable/passable" fields to be "protected/unprotected"
1049 against enemies, even if not accessible "inside" but "over/under"
1052 * corrected move pattern to 32 bit and initial move direction to 8 bit
1055 * added second custom element base configuration page
1058 * added some special EMC mappings to Emerald Mine level loader
1059 (also covering previously unknown element in level 0 of "Bondmine 8")
1062 * added option to block last field when player is moving (for Supaplex)
1063 * adjusted push delay of Supaplex elements
1064 * removed delays for envelopes etc. when replaying with maximum speed
1065 * fixed bug when dropping element on a field that just changed to empty
1068 * fixed bug: infotrons can now smash yellow disks
1069 * fixed bug: when gravity active, port above player can now be entered
1070 * removed "one white dot" mouse pointer which irritated some people
1073 * added "choice type" for group element selection
1076 * fixed bug with initial invulnerability of non-yellow player
1079 * added level loader for loading native Supaplex packed levels
1080 (including multi-part levels like the "splvls99" levels)
1083 * fixed bug which allowed creating emeralds by escaping explosions
1086 * custom elements can change (limited) or leave (unlimited) elements
1087 * finally added multiple matches using group elements
1088 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1091 * added new start movement type "previous" for continued CE movement
1092 * added new start movement type "random" for random CE movement start
1095 * added new element "sokoban_field_player" needed for Sokoban levels
1096 (thanks to Ed Booker for pointing this out!)
1099 * added elements that can be digged or left behind by custom elements
1102 * added group elements for multiple matches and random element creation
1105 * fixed some graphical errors displayed in old levels
1108 * fixed wrong double speed movement after passing closing gates
1111 * added level loader for loading native Emerald Mine levels
1114 * changes for "shooting" style CE movement
1117 * Happy New Year! ;-)
1120 * changed default snap/drop keys from left/right Shift to Control keys
1123 * fixed bug with dead player getting reanimated from custom element
1126 * fixed bug with wrong penguin graphics (when entering exit)
1129 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1132 * version number set to 3.0.9
1135 * version 3.0.8 released
1138 * added function checked_free()
1141 * fixed bug with double nut cracking sound
1142 (by eliminating "default element action sound" assignment in init.c)
1145 * fixed crash when no music info files are available
1148 * fixed boring and sleeping sounds
1151 * added "maze runner" and "maze hunter" movement types
1152 * added extended collision conditions for custom elements
1155 * added warnings for undefined token values in artwork config files
1158 * added menu entry for level set information to the info screen
1161 * fixed bug with wrong default impact sound for colored emeralds
1164 * added several sub-screens for the info screen
1165 * menu text now also clickable (not only blue/red sphere left of it)
1168 * added configurable "bored" and "sleeping" animations for the player
1169 * added "awakening" sound for player when waking up after sleeping
1172 * added "copy" and "exchange" functions for custom elements to editor
1175 * added configurable element animations for info screen
1178 * added configurable music credits for info screen
1181 * finally fixed tape recording when player is created from CE change
1184 * added "editorsetup.conf" for editor element list configuration
1187 * added "musicinfo.conf" for menu and level music configuration
1190 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1191 (that only showed up on Linux, but not on Windows systems)
1194 * fixed turning movement of butterflies and fireflies (no frame reset)
1195 * enhanced sniksnak turning movement (two steps instead of only one)
1198 * version number set to 3.0.8
1201 * version 3.0.7 released
1204 * fixed reset of player animation frame when, for example,
1205 walking, digging or collecting share the same animation
1206 * fixed CE with "deadly when touching" exploding when touching amoeba
1209 * fixed tape recording when player is created from CE element change
1212 * introduced "turning..." action graphic for elements with move delay
1213 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1214 * added turning animations for bug, spaceship and sniksnak
1217 * prevent "extended" changed elements from delay change in same frame
1220 * fixed bug when pushing element that can move away to the side
1221 (like pushing falling elements, but now with moving elements)
1224 * finally fixed serious bug in code for delayed element pushing (again)
1227 * unavailable setup options now marked as "n/a" instead of "off"
1228 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1229 to "true", levels are always played with the latest game engine,
1230 which is desired for levels that are imported from other games; all
1231 other levels are played with the engine version stored in level file
1232 (which is normally the engine version the level was created with)
1235 * fixed serious bug in code for delayed element pushing
1236 * fixed little bug in animation frame selection for pushed elements
1237 * speed-up of reading config file for verbose output
1240 * added configuration option for opening and closing Supaplex exit
1241 * added configuration option for moving up/down animation for Murphy
1242 * fixed incorrectly displayed animation for attacking dragon
1243 * fixed bug with not setting initial gravity for each new game
1244 * fixed bug with teleportation of player by custom element change
1245 * fixed bug with player not getting smashed by rock sometimes
1248 * version number set to 3.0.7
1251 * version 3.0.6 released
1254 * added support for MP3 music for SDL version through SMPEG library
1257 * fixed bug when initializing font graphic structure
1258 * fixed bug with animation mode "pingpong" when using only 1 frame
1259 * fixed bug with extended change target introduced in 3.0.5
1260 * fixed bug where passing over moving element doubles player speed
1261 * fixed bug with elements continuing to move into push direction
1262 * fixed bug with duplicated player when dropping bomb with shield on
1263 * added "switching" event for custom elements ("pressing" only once)
1264 * fixed switching bug (resetting flag when not switching but not idle)
1267 * fixed element tokens for certain file elements with ".active" etc.
1270 * version number set to 3.0.6
1273 * version 3.0.5 released
1276 * now four envelope elements available
1277 * font, background, animation and sound for envelope now configurable
1278 * main menu doors opening/closing animation type now configurable
1281 * active/inactive sides configurable for custom element changes
1282 * new movement type "move when pushed" available for custom elements
1285 * fixed bug in multiple config pages loader code that caused crashes
1288 * enhanced (remaining low-resolution) Supaplex graphics
1291 * version number set to 3.0.5
1294 * version 3.0.4 released
1296 2003-09-12 src/tools.c
1297 * fixed bug in custom definition of crumbled element graphics
1299 2003-09-11 src/files.c
1300 * fixed bug in multiple config pages code that caused crashes
1303 * version number set to 3.0.4
1306 * version 3.0.3 released
1309 * added music to Supaplex classic level set
1311 2003-09-07 src/libgame/misc.c
1312 * added support for loading various music formats through SDL_mixer
1314 2003-09-06 (various source files)
1315 * fixed several nasty bugs that may have caused crashes on some systems
1316 * added envelope content which gets displayed when collecting envelope
1317 * added multiple change event pages for custom elements
1319 2003-08-24 src/game.c
1320 * fixed problem with player animation when snapping and moving
1322 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1323 * fixed problem with flickering when drawing toon animations
1325 2003-08-23 src/libgame/sdl.c
1326 * fixed problem with setting mouse cursor in SDL version in fullscreen
1328 2003-08-23 src/game.c
1329 * fixed bug (missing array boundary check) which could crash the game
1332 * version number set to 3.0.3
1335 * version 3.0.2 released
1337 2003-08-21 src/game.c
1338 * fixed bug with creating inaccessible elements at player position
1340 2003-08-20 src/init.c
1341 * fixed bug with not finding current level artwork directory
1343 2003-08-20 src/files.c
1344 * fixed bug with choosing wrong engine version when playing tapes
1345 * fixed bug with messing up custom element properties in 3.0.0 levels
1348 * version number set to 3.0.2
1351 * version 3.0.1 released
1353 2003-08-17 (no source files affected)
1354 * changed all "classic" PCX image files with 16 colors or less to
1355 256 color (8 bit) storage format, because the Allegro game library
1356 cannot handle PCX files with less than 256 colors (contributed
1357 graphics are not affected and might look wrong in the DOS version)
1359 2003-08-16 src/init.c
1360 * fixed bug which (for example) crashed the level editor when defining
1361 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1362 (only set to default) -- invalid graphics now set to default graphic
1364 2003-08-16 src/init.c
1365 * fixed graphical bug of player digging/collecting/snapping element
1366 when no corresponding graphic/animation is defined for this action,
1367 resulting in player being drawn as EL_EMPTY (which should only be
1368 done to elements being collected, but not to the player)
1370 2003-08-16 src/game.c
1371 * fixed small graphical bug of player not totally moving into exit
1373 2003-08-16 src/libgame/setup.c
1374 * fixed bug with wrong MS-DOS 8.3 filename conversion
1376 2003-08-16 src/tools.c
1377 * fixed bug with invisible mouse cursor when pressing ESC while playing
1379 2003-08-16 (various source files)
1380 * added another 128 custom elements (disabled in editor by default)
1382 2003-08-16 src/editor.c
1383 * fixed NULL string bug causing Solaris to crash in sprintf()
1385 2003-08-16 src/screen.c
1386 * fixed drawing over scrollbar on level selection with custom fonts
1388 2003-08-15 src/game.c
1389 * cleanup of simple sounds / loop sounds / music settings
1391 2003-08-08 (various source files)
1392 * added custom element property for dropping collected elements
1394 2003-08-08 src/conf_gfx.c
1395 * fixed bug with missing graphic for active red disk bomb
1397 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1398 * extended variable "level.gravity" to "level.initial_gravity" and
1399 "game.current_gravity" to prevent level setting from being changed
1400 by playing the level (keeping the runtime value after playing)
1402 * fixed graphics bug when digging element that has 'crumbled' graphic
1403 definition, but not 'diggable' graphic definition
1406 * version number set to 3.0.1
1409 * version 3.0.0 released
1412 * various bug fixes; among others:
1413 - fixed bug with pushing spring over empty space
1414 - fixed bug with leaving tube while placing dynamite
1415 - fixed bug with explosion of smashed penguins
1416 - allow Murphy player graphic in levels with non-Supaplex elements
1420 * I have forgotten to document changes for some time
1423 * pre-release version 2.2.0rc1 released
1426 * version number set to 2.1.2
1429 * version 2.1.1 released
1432 * version number set to 2.1.1
1435 * version 2.1.0 released
1438 * version number set to 2.1.0
1440 2002-04-03 to 2002-05-19 (various source files)
1441 * graphics, sounds and music now fully configurable
1442 * bug fixed that prevented walking through tubes when gravity on
1444 2002-04-02 src/events.c, src/editor.c
1445 * Make Escape key less aggressive when playing or when editing level.
1446 This can be configured as an option in the setup menu. (Default is
1447 "less aggressive" which means "ask user if something can be lost"
1448 when pressing the Escape key.)
1450 2002-04-02 src/screen.c
1451 * Added "graphics setup" screen.
1453 2002-04-01 src/screen.c
1454 * Changed "choose level" setup screen stuff to be more generic (to
1455 make it easier to add more "choose from generic tree" setup screens).
1457 2002-04-01 src/config.c, src/timestamp.h
1458 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1459 automatically gets created by "src/Makefile" and contains an actual
1460 compile-time timestamp to identify development versions of the game).
1462 2002-03-31 src/tape.c, src/events.c
1463 * Added quick game/tape save/load functions to tape stuff which can be
1464 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1465 loads previously recorded tape and directly goes into recording mode
1466 from the end of the tape (therefore appending to the tape).
1468 2002-03-31 src/tape.c
1469 * Added "index mark" function to tape recorder. When playing or
1470 recording, "eject" button changes to "index" button. Setting index
1471 mark is not yet implemented, but pressing index button when playing
1472 allows very quick advancing to end of tape (when normal playing),
1473 very fast forward mode (when playing with normal fast forward) or
1474 very fast reaching of "pause before end of tape" (when playing with
1475 "pause before end" playing mode).
1477 2002-03-30 src/cartoons.c
1478 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1480 2002-03-29 src/screen.c
1481 * Changed setup screen stuff to be more generic (to make it easier
1482 to add more setup screens).
1484 2002-03-23 src/main.c, src/main.h
1485 * Various changes due to the introduction of the new libgame files
1486 "setup.c" and "joystick.c".
1488 2002-03-23 src/files.c
1489 * Generic parts of "src/files.c" (mainly setup and level directory
1490 stuff) moved to new libgame file "src/libgame/setup.c".
1492 2002-03-23 src/joystick.c
1493 * File "src/joystick.c" moved to libgame source tree, with
1494 correspondig changes.
1496 2002-03-22 src/screens.c
1497 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1498 (Wrong level series information displayed when entering main group.)
1500 2002-03-22 src/editor.c
1501 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1503 2002-03-22 src/editor.c
1504 * Changed behaviour of "Escape" key in level editor to be more
1505 intuitive: When in "Element Properties" or "Level Info" mode,
1506 return to "Drawing Mode" instead of leaving the level editor.
1508 2002-03-21 src/game.c, src/editor.c, src/files.c
1509 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1510 gems (emeralds, diamonds, ...) slipping down from normal wall,
1511 steel wall and growing wall (as in E.M.C. style levels). Although
1512 the behaviour of contributed and private levels wasn't changed (due
1513 to the use of "level.game_version"; see previous entry), editing
1514 those levels will (of course) change the behaviour accordingly.
1516 This change seems a bit too hard after thinking about it, because
1517 the EM style behaviour is not the "expected" behaviour (gems would
1518 normally only slip down from "rounded" walls). Therefore this was
1519 now changed to an element property for gem style elements, with the
1520 default setting "off" (which means: no special EM style behaviour).
1521 To fix older converted levels, this flag is set to "on" for pre-2.0
1522 levels that are neither contributed nor private levels.
1524 2002-03-20 src/files.h
1525 * Corrected settings for "level.game_version" depending of level type.
1526 (Contributed and private levels always get played with game engine
1527 version they were created with, while converted levels always get
1528 played with the most recent version of the game engine, to let new
1529 corrections of the emulation behaviour take effect.)
1531 2002-03-20 src/main.h
1532 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1533 compiling the SDL version on some systems.
1534 Thanks to the several people who pointed this out.
1537 * Version number set to 2.0.2.
1540 * Version 2.0.1 released.
1542 2002-03-18 src/screens.c
1543 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1545 2002-03-18 src/files.c [src/libgame/misc.c]
1546 * Moved some common functions from src/files.c to src/libgame/misc.c.
1548 2002-03-18 src/files.c [src/libgame/misc.c]
1549 * Changed permissions for new directories and saved files (especially
1550 score files) according to suggestions of Debian users and mantainers.
1551 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1553 2002-03-17 src/files.c
1554 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1555 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1556 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1557 for levels and "TAPE" for tapes). Old "cookie" style format is
1558 still supported for reading. New level and tape files are written
1561 * New IFF chunk "VERS" contains version numbers for file and game
1562 (where "game version" is the version of the program that wrote the
1563 file, and "file version" is a version number to distinguish files
1564 with different format, for example after adding new features).
1566 2002-03-15 src/screen.c
1567 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1568 (Before, you heard a mixture of the in-game music and the
1569 hall-of-fame music.)
1571 2002-03-14 src/events.c
1572 * Function "DumpTape()" (files.c) now available by pressing 't' from
1573 main menu (when in DEBUG mode).
1575 2002-03-14 src/game.c
1576 * "GameWon()": When game was won playing a tape, now there is no delay
1577 raising the score and no corresponding sound is played.
1579 2002-03-14 src/files.c
1580 * Changed "LoadTape()" for real chunk support and also adjusted
1581 "SaveTape()" accordingly.
1583 2002-03-14 src/game.c, src/tape.c, src/files.c
1584 * Important changes to tape format: The old tape format stored all
1585 actions with a real effect with a corresponding delay between the
1586 stored actions. This had some major disadvantages (for example,
1587 push delays had to be ignored, pressing a button for some seconds
1588 mutated to several single button presses because of the non-action
1589 delays between two action frames etc.). The new tape format just
1590 stupidly records all device actions and replays them later. I really
1591 don't know why I haven't solved it that way before?! Old-style tapes
1592 (with tape file version less than 2.0) get converted to the new
1593 format on-the-fly when loading and can therefore still be played;
1594 only some minor parts of the old-style tape handling code was needed.
1595 (A perfect conversion is not possible, because there is information
1596 missing about the device actions between two action frames.)
1598 2002-03-14 src/files.c
1599 * New function "DumpTape()" to dump the contents of the current tape
1600 in a human readable format.
1602 2002-03-14 src/game.c
1603 * Small tape bug fixed: When automatically advancing to next level
1604 after a game was won, the tape from the previous level still was
1605 loaded as a tape for the new level.
1607 2002-03-14 src/tape.c
1608 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1609 tape, cartoons did not get completely removed because
1610 StopAnimation() was not called.
1612 2002-03-13 src/files.c
1613 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1614 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1615 size even when using 16-bit elements). Added new chunk "CNT2" for
1616 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1617 chunk even when content was 16-bit element). "CNT2" should now be
1618 able to store content for arbitrary elements (up to eight blocks of
1619 3 x 3 element arrays). All "CNT2" elements will always be stored as
1620 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1622 2002-03-13 src/files.c
1623 * Changed "LoadLevel()" for real chunk support.
1625 2002-03-12 src/game.c
1626 * Fixed problem (introduced after 2.0.0 release) with penguins
1627 not getting killed by enemies
1629 2002-02-24 src/game.c, src/main.h
1630 * Added "player->is_moving"; now "player->last_move_dir" does
1631 not contain any information if the player is just moving at
1633 Before, "player->last_move_dir" was misused for this purpose
1634 for the robot stuff (robots don't kill players when they are
1635 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1636 broke tapes when walking through pipes!
1637 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1638 in a continuous movement. This fact is ignored for friends and