2 * use unlimited number of droppable elements when "count" set to zero
3 * added option to use step limit instead of time limit for level
6 * added player and change page as trigger for custom element change
9 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
12 * fixed bug with dark yamyam changing to acid when moving over acid
13 * fixed handling of levels with more than 999 seconds level time
14 (example: level 76 of "Denmine")
17 * "spring push bug" reintroduced as configurable element property
18 * fixed bug with missing properties for "mole"
19 * fixed bug that showed up when fixing the above "mole" properties bug
20 * added option "can move into acid" for all movable elements
21 * fixed graphical bug for elements moving into acid
22 * changed event handling to handle all pending events before going on
25 * fixed bug which caused all CE change pages to be ignored which had
26 the same change event, but used a different element side
27 (reported by Simon Forsberg)
29 * fixed bug which caused elements that can move and fall and that are
30 transported by a conveyor belt to continue moving into that direction
31 after leaving the conveyor belt, regardless of their own movement
32 type; only elements which can not move are transported now
33 (reported by Simon Forsberg)
35 * fixed bug which could cause an array overflow in RelocatePlayer()
36 (reported by Niko Böhm)
38 * changed Emerald Mine style "passable / over" elements to "protected"
39 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
41 * added new option to select from which side a "walkable/passable"
42 element can be entered
45 * added explosion and ignition delay for elements that can explode
48 * fixed bug which caused player not being protected against enemies
49 when a CE was "walkable / inside" and was not "indestructible"
50 * added "walkable/passable" fields to be "protected/unprotected"
51 against enemies, even if not accessible "inside" but "over/under"
54 * corrected move pattern to 32 bit and initial move direction to 8 bit
57 * added second custom element base configuration page
60 * added some special EMC mappings to Emerald Mine level loader
61 (also covering previously unknown element in level 0 of "Bondmine 8")
64 * added option to block last field when player is moving (for Supaplex)
65 * adjusted push delay of Supaplex elements
66 * removed delays for envelopes etc. when replaying with maximum speed
67 * fixed bug when dropping element on a field that just changed to empty
70 * fixed bug: infotrons can now smash yellow disks
71 * fixed bug: when gravity active, port above player can now be entered
72 * removed "one white dot" mouse pointer which irritated some people
75 * added "choice type" for group element selection
78 * fixed bug with initial invulnerability of non-yellow player
81 * added level loader for loading native Supaplex packed levels
82 (including multi-part levels like the "splvls99" levels)
85 * fixed bug which allowed creating emeralds by escaping explosions
88 * custom elements can change (limited) or leave (unlimited) elements
89 * finally added multiple matches using group elements
90 * added shortcut to dump brush (type ":DB" in editor) for use in forum
93 * added new start movement type "previous" for continued CE movement
94 * added new start movement type "random" for random CE movement start
97 * added new element "sokoban_field_player" needed for Sokoban levels
98 (thanks to Ed Booker for pointing this out!)
101 * added elements that can be digged or left behind by custom elements
104 * added group elements for multiple matches and random element creation
107 * fixed some graphical errors displayed in old levels
110 * fixed wrong double speed movement after passing closing gates
113 * added level loader for loading native Emerald Mine levels
116 * changes for "shooting" style CE movement
119 * Happy New Year! ;-)
122 * changed default snap/drop keys from left/right Shift to Control keys
125 * fixed bug with dead player getting reanimated from custom element
128 * fixed bug with wrong penguin graphics (when entering exit)
131 * fixed bug with wrong "Murphy" graphics (when digging etc.)
134 * Version number set to 3.0.9.
137 * Version 3.0.8 released.
140 * added function checked_free()
143 * fixed bug with double nut cracking sound
144 (by eliminating "default element action sound" assignment in init.c)
147 * fixed crash when no music info files are available
150 * fixed boring and sleeping sounds
153 * added "maze runner" and "maze hunter" movement types
154 * added extended collision conditions for custom elements
157 * added warnings for undefined token values in artwork config files
160 * added menu entry for level set information to the info screen
163 * fixed bug with wrong default impact sound for colored emeralds
166 * added several sub-screens for the info screen
167 * menu text now also clickable (not only blue/red sphere left of it)
170 * added configurable "bored" and "sleeping" animations for the player
171 * added "awakening" sound for player when waking up after sleeping
174 * added "copy" and "exchange" functions for custom elements to editor
177 * added configurable element animations for info screen
180 * added configurable music credits for info screen
183 * finally fixed tape recording when player is created from CE change
186 * added "editorsetup.conf" for editor element list configuration
189 * added "musicinfo.conf" for menu and level music configuration
192 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
193 (that only showed up on Linux, but not on Windows systems)
196 * fixed turning movement of butterflies and fireflies (no frame reset)
197 * enhanced sniksnak turning movement (two steps instead of only one)
200 * Version number set to 3.0.8.
203 * Version 3.0.7 released.
206 * fixed reset of player animation frame when, for example,
207 walking, digging or collecting share the same animation
208 * fixed CE with "deadly when touching" exploding when touching amoeba
211 * fixed tape recording when player is created from CE element change
214 * introduced "turning..." action graphic for elements with move delay
215 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
216 * added turning animations for bug, spaceship and sniksnak
219 * prevent "extended" changed elements from delay change in same frame
222 * fixed bug when pushing element that can move away to the side
223 (like pushing falling elements, but now with moving elements)
226 * finally fixed serious bug in code for delayed element pushing (again)
229 * unavailable setup options now marked as "n/a" instead of "off"
230 * new boolean directive "latest_engine" for "levelinfo.conf": when set
231 to "true", levels are always played with the latest game engine,
232 which is desired for levels that are imported from other games; all
233 other levels are played with the engine version stored in level file
234 (which is normally the engine version the level was created with)
237 * fixed serious bug in code for delayed element pushing
238 * fixed little bug in animation frame selection for pushed elements
239 * speed-up of reading config file for verbose output
242 * added configuration option for opening and closing Supaplex exit
243 * added configuration option for moving up/down animation for Murphy
244 * fixed incorrectly displayed animation for attacking dragon
245 * fixed bug with not setting initial gravity for each new game
246 * fixed bug with teleportation of player by custom element change
247 * fixed bug with player not getting smashed by rock sometimes
250 * Version number set to 3.0.7.
253 * Version 3.0.6 released.
256 * added support for MP3 music for SDL version through SMPEG library
259 * fixed bug when initializing font graphic structure
260 * fixed bug with animation mode "pingpong" when using only 1 frame
261 * fixed bug with extended change target introduced in 3.0.5
262 * fixed bug where passing over moving element doubles player speed
263 * fixed bug with elements continuing to move into push direction
264 * fixed bug with duplicated player when dropping bomb with shield on
265 * added "switching" event for custom elements ("pressing" only once)
266 * fixed switching bug (resetting flag when not switching but not idle)
269 * fixed element tokens for certain file elements with ".active" etc.
272 * Version number set to 3.0.6.
275 * Version 3.0.5 released.
278 * now four envelope elements available
279 * font, background, animation and sound for envelope now configurable
280 * main menu doors opening/closing animation type now configurable
283 * active/inactive sides configurable for custom element changes
284 * new movement type "move when pushed" available for custom elements
287 * fixed bug in multiple config pages loader code that caused crashes
290 * enhanced (remaining low-resolution) Supaplex graphics
293 * Version number set to 3.0.5.
296 * Version 3.0.4 released.
298 2003-09-12 src/tools.c
299 * fixed bug in custom definition of crumbled element graphics
301 2003-09-11 src/files.c
302 * fixed bug in multiple config pages code that caused crashes
305 * Version number set to 3.0.4.
308 * Version 3.0.3 released.
311 * added music to Supaplex classic level set
313 2003-09-07 src/libgame/misc.c
314 * added support for loading various music formats through SDL_mixer
316 2003-09-06 (various source files)
317 * fixed several nasty bugs that may have caused crashes on some systems
318 * added envelope content which gets displayed when collecting envelope
319 * added multiple change event pages for custom elements
321 2003-08-24 src/game.c
322 * fixed problem with player animation when snapping and moving
324 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
325 * fixed problem with flickering when drawing toon animations
327 2003-08-23 src/libgame/sdl.c
328 * fixed problem with setting mouse cursor in SDL version in fullscreen
330 2003-08-23 src/game.c
331 * fixed bug (missing array boundary check) which could crash the game
334 * Version number set to 3.0.3.
337 * Version 3.0.2 released.
339 2003-08-21 src/game.c
340 * fixed bug with creating inaccessible elements at player position
342 2003-08-20 src/init.c
343 * fixed bug with not finding current level artwork directory
345 2003-08-20 src/files.c
346 * fixed bug with choosing wrong engine version when playing tapes
347 * fixed bug with messing up custom element properties in 3.0.0 levels
350 * Version number set to 3.0.2.
353 * Version 3.0.1 released.
355 2003-08-17 (no source files affected)
356 * changed all "classic" PCX image files with 16 colors or less to
357 256 color (8 bit) storage format, because the Allegro game library
358 cannot handle PCX files with less than 256 colors (contributed
359 graphics are not affected and might look wrong in the DOS version)
361 2003-08-16 src/init.c
362 * fixed bug which (for example) crashed the level editor when defining
363 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
364 (only set to default) -- invalid graphics now set to default graphic
366 2003-08-16 src/init.c
367 * fixed graphical bug of player digging/collecting/snapping element
368 when no corresponding graphic/animation is defined for this action,
369 resulting in player being drawn as EL_EMPTY (which should only be
370 done to elements being collected, but not to the player)
372 2003-08-16 src/game.c
373 * fixed small graphical bug of player not totally moving into exit
375 2003-08-16 src/libgame/setup.c
376 * fixed bug with wrong MS-DOS 8.3 filename conversion
378 2003-08-16 src/tools.c
379 * fixed bug with invisible mouse cursor when pressing ESC while playing
381 2003-08-16 (various source files)
382 * added another 128 custom elements (disabled in editor by default)
384 2003-08-16 src/editor.c
385 * fixed NULL string bug causing Solaris to crash in sprintf()
387 2003-08-16 src/screen.c
388 * fixed drawing over scrollbar on level selection with custom fonts
390 2003-08-15 src/game.c
391 * cleanup of simple sounds / loop sounds / music settings
393 2003-08-08 (various source files)
394 * added custom element property for dropping collected elements
396 2003-08-08 src/conf_gfx.c
397 * fixed bug with missing graphic for active red disk bomb
399 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
400 * Extended variable "level.gravity" to "level.initial_gravity" and
401 "game.current_gravity" to prevent level setting from being changed
402 by playing the level (keeping the runtime value after playing).
404 * Fixed graphics bug when digging element that has 'crumbled' graphic
405 definition, but not 'diggable' graphic definition.
408 * Version number set to 3.0.1.
411 * Version 3.0.0 released.
414 * various bug fixes; among others:
415 - fixed bug with pushing spring over empty space
416 - fixed bug with leaving tube while placing dynamite
417 - fixed bug with explosion of smashed penguins
418 - allow Murphy player graphic in levels with non-Supaplex elements
422 * I have forgotten to document changes for some time.
425 * Pre-Release Version 2.2.0rc1 released.
428 * Version number set to 2.1.2.
431 * Version 2.1.1 released.
434 * Version number set to 2.1.1.
437 * Version 2.1.0 released.
440 * Version number set to 2.1.0.
442 2002-04-03 to 2002-05-19 (various source files)
443 * graphics, sounds and music now fully configurable
444 * bug fixed that prevented walking through tubes when gravity on
446 2002-04-02 src/events.c, src/editor.c
447 * Make Escape key less aggressive when playing or when editing level.
448 This can be configured as an option in the setup menu. (Default is
449 "less aggressive" which means "ask user if something can be lost"
450 when pressing the Escape key.)
452 2002-04-02 src/screen.c
453 * Added "graphics setup" screen.
455 2002-04-01 src/screen.c
456 * Changed "choose level" setup screen stuff to be more generic (to
457 make it easier to add more "choose from generic tree" setup screens).
459 2002-04-01 src/config.c, src/timestamp.h
460 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
461 automatically gets created by "src/Makefile" and contains an actual
462 compile-time timestamp to identify development versions of the game).
464 2002-03-31 src/tape.c, src/events.c
465 * Added quick game/tape save/load functions to tape stuff which can be
466 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
467 loads previously recorded tape and directly goes into recording mode
468 from the end of the tape (therefore appending to the tape).
470 2002-03-31 src/tape.c
471 * Added "index mark" function to tape recorder. When playing or
472 recording, "eject" button changes to "index" button. Setting index
473 mark is not yet implemented, but pressing index button when playing
474 allows very quick advancing to end of tape (when normal playing),
475 very fast forward mode (when playing with normal fast forward) or
476 very fast reaching of "pause before end of tape" (when playing with
477 "pause before end" playing mode).
479 2002-03-30 src/cartoons.c
480 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
482 2002-03-29 src/screen.c
483 * Changed setup screen stuff to be more generic (to make it easier
484 to add more setup screens).
486 2002-03-23 src/main.c, src/main.h
487 * Various changes due to the introduction of the new libgame files
488 "setup.c" and "joystick.c".
490 2002-03-23 src/files.c
491 * Generic parts of "src/files.c" (mainly setup and level directory
492 stuff) moved to new libgame file "src/libgame/setup.c".
494 2002-03-23 src/joystick.c
495 * File "src/joystick.c" moved to libgame source tree, with
496 correspondig changes.
498 2002-03-22 src/screens.c
499 * "HandleChooseLevel()": Another bug in level series navigation fixed.
500 (Wrong level series information displayed when entering main group.)
502 2002-03-22 src/editor.c
503 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
505 2002-03-22 src/editor.c
506 * Changed behaviour of "Escape" key in level editor to be more
507 intuitive: When in "Element Properties" or "Level Info" mode,
508 return to "Drawing Mode" instead of leaving the level editor.
510 2002-03-21 src/game.c, src/editor.c, src/files.c
511 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
512 gems (emeralds, diamonds, ...) slipping down from normal wall,
513 steel wall and growing wall (as in E.M.C. style levels). Although
514 the behaviour of contributed and private levels wasn't changed (due
515 to the use of "level.game_version"; see previous entry), editing
516 those levels will (of course) change the behaviour accordingly.
518 This change seems a bit too hard after thinking about it, because
519 the EM style behaviour is not the "expected" behaviour (gems would
520 normally only slip down from "rounded" walls). Therefore this was
521 now changed to an element property for gem style elements, with the
522 default setting "off" (which means: no special EM style behaviour).
523 To fix older converted levels, this flag is set to "on" for pre-2.0
524 levels that are neither contributed nor private levels.
526 2002-03-20 src/files.h
527 * Corrected settings for "level.game_version" depending of level type.
528 (Contributed and private levels always get played with game engine
529 version they were created with, while converted levels always get
530 played with the most recent version of the game engine, to let new
531 corrections of the emulation behaviour take effect.)
533 2002-03-20 src/main.h
534 * Added "#include <time.h>". This seems to be needed by "tape.c" for
535 compiling the SDL version on some systems.
536 Thanks to the several people who pointed this out.
539 * Version number set to 2.0.2.
542 * Version 2.0.1 released.
544 2002-03-18 src/screens.c
545 * "HandleChooseLevel()": Small bug in level series navigation fixed.
547 2002-03-18 src/files.c [src/libgame/misc.c]
548 * Moved some common functions from src/files.c to src/libgame/misc.c.
550 2002-03-18 src/files.c [src/libgame/misc.c]
551 * Changed permissions for new directories and saved files (especially
552 score files) according to suggestions of Debian users and mantainers.
553 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
555 2002-03-17 src/files.c
556 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
557 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
558 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
559 for levels and "TAPE" for tapes). Old "cookie" style format is
560 still supported for reading. New level and tape files are written
563 * New IFF chunk "VERS" contains version numbers for file and game
564 (where "game version" is the version of the program that wrote the
565 file, and "file version" is a version number to distinguish files
566 with different format, for example after adding new features).
568 2002-03-15 src/screen.c
569 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
570 (Before, you heard a mixture of the in-game music and the
573 2002-03-14 src/events.c
574 * Function "DumpTape()" (files.c) now available by pressing 't' from
575 main menu (when in DEBUG mode).
577 2002-03-14 src/game.c
578 * "GameWon()": When game was won playing a tape, now there is no delay
579 raising the score and no corresponding sound is played.
581 2002-03-14 src/files.c
582 * Changed "LoadTape()" for real chunk support and also adjusted
583 "SaveTape()" accordingly.
585 2002-03-14 src/game.c, src/tape.c, src/files.c
586 * Important changes to tape format: The old tape format stored all
587 actions with a real effect with a corresponding delay between the
588 stored actions. This had some major disadvantages (for example,
589 push delays had to be ignored, pressing a button for some seconds
590 mutated to several single button presses because of the non-action
591 delays between two action frames etc.). The new tape format just
592 stupidly records all device actions and replays them later. I really
593 don't know why I haven't solved it that way before?! Old-style tapes
594 (with tape file version less than 2.0) get converted to the new
595 format on-the-fly when loading and can therefore still be played;
596 only some minor parts of the old-style tape handling code was needed.
597 (A perfect conversion is not possible, because there is information
598 missing about the device actions between two action frames.)
600 2002-03-14 src/files.c
601 * New function "DumpTape()" to dump the contents of the current tape
602 in a human readable format.
604 2002-03-14 src/game.c
605 * Small tape bug fixed: When automatically advancing to next level
606 after a game was won, the tape from the previous level still was
607 loaded as a tape for the new level.
609 2002-03-14 src/tape.c
610 * Small graphical bug fixed: When pressing ""Record" or "Play" on
611 tape, cartoons did not get completely removed because
612 StopAnimation() was not called.
614 2002-03-13 src/files.c
615 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
616 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
617 size even when using 16-bit elements). Added new chunk "CNT2" for
618 16-bit amoeba content (previously written in 8-bit field in "HEAD"
619 chunk even when content was 16-bit element). "CNT2" should now be
620 able to store content for arbitrary elements (up to eight blocks of
621 3 x 3 element arrays). All "CNT2" elements will always be stored as
622 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
624 2002-03-13 src/files.c
625 * Changed "LoadLevel()" for real chunk support.
627 2002-03-12 src/game.c
628 * Fixed problem (introduced after 2.0.0 release) with penguins
629 not getting killed by enemies
631 2002-02-24 src/game.c, src/main.h
632 * Added "player->is_moving"; now "player->last_move_dir" does
633 not contain any information if the player is just moving at
635 Before, "player->last_move_dir" was misused for this purpose
636 for the robot stuff (robots don't kill players when they are
637 moving). But setting "player->last_move_dir" to MV_NO_MOVING
638 broke tapes when walking through pipes!
639 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
640 in a continuous movement. This fact is ignored for friends and