2 * added option "no scrolling when relocating" for instant teleporting
5 * added trigger element and trigger player to use as target elements
6 * added copy and paste editor functions for custom and group elements
9 * fixed graphical bug when displaying explosion animations
10 * fixed bug when appending to tapes, resulting in broken tapes
11 * re-recorded a few tapes broken by fixing gravity checking bug
14 * "can move into acid" property now for all elements independently
15 * "can fall into acid" property for player stored in same bitfield now
16 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
17 * version number set to 3.1.0 (finally!)
20 * changed tape recording to only record input, not programmed actions
23 * fixed totally broken (every 8th frame skipped) step-by-step recording
24 * fixed bug with requester not displayed when quick-loading interrupted
25 * added option "can fall into acid (with gravity)" for players
26 * fixed bug with player not falling when snapping down with gravity
29 * fixed bug which messed up key config when using keypad number keys
32 * fixed bug which allowed moving upwards even when gravity was active
33 * fixed bug with missing error handling when dumping levels or tapes
36 * added different colored editor graphics for Supaplex gravity tubes
39 * fixed bug that allowed solvable tapes for unsolvable levels
42 * use unlimited number of droppable elements when "count" set to zero
43 * added option to use step limit instead of time limit for level
46 * added player and change page as trigger for custom element change
49 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
52 * fixed bug with dark yamyam changing to acid when moving over acid
53 * fixed handling of levels with more than 999 seconds level time
54 (example: level 76 of "Denmine")
57 * "spring push bug" reintroduced as configurable element property
58 * fixed bug with missing properties for "mole"
59 * fixed bug that showed up when fixing the above "mole" properties bug
60 * added option "can move into acid" for all movable elements
61 * fixed graphical bug for elements moving into acid
62 * changed event handling to handle all pending events before going on
65 * fixed bug which caused all CE change pages to be ignored which had
66 the same change event, but used a different element side
67 (reported by Simon Forsberg)
69 * fixed bug which caused elements that can move and fall and that are
70 transported by a conveyor belt to continue moving into that direction
71 after leaving the conveyor belt, regardless of their own movement
72 type; only elements which can not move are transported now
73 (reported by Simon Forsberg)
75 * fixed bug which could cause an array overflow in RelocatePlayer()
76 (reported by Niko Böhm)
78 * changed Emerald Mine style "passable / over" elements to "protected"
79 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
81 * added new option to select from which side a "walkable/passable"
82 element can be entered
85 * added explosion and ignition delay for elements that can explode
88 * fixed bug which caused player not being protected against enemies
89 when a CE was "walkable / inside" and was not "indestructible"
90 * added "walkable/passable" fields to be "protected/unprotected"
91 against enemies, even if not accessible "inside" but "over/under"
94 * corrected move pattern to 32 bit and initial move direction to 8 bit
97 * added second custom element base configuration page
100 * added some special EMC mappings to Emerald Mine level loader
101 (also covering previously unknown element in level 0 of "Bondmine 8")
104 * added option to block last field when player is moving (for Supaplex)
105 * adjusted push delay of Supaplex elements
106 * removed delays for envelopes etc. when replaying with maximum speed
107 * fixed bug when dropping element on a field that just changed to empty
110 * fixed bug: infotrons can now smash yellow disks
111 * fixed bug: when gravity active, port above player can now be entered
112 * removed "one white dot" mouse pointer which irritated some people
115 * added "choice type" for group element selection
118 * fixed bug with initial invulnerability of non-yellow player
121 * added level loader for loading native Supaplex packed levels
122 (including multi-part levels like the "splvls99" levels)
125 * fixed bug which allowed creating emeralds by escaping explosions
128 * custom elements can change (limited) or leave (unlimited) elements
129 * finally added multiple matches using group elements
130 * added shortcut to dump brush (type ":DB" in editor) for use in forum
133 * added new start movement type "previous" for continued CE movement
134 * added new start movement type "random" for random CE movement start
137 * added new element "sokoban_field_player" needed for Sokoban levels
138 (thanks to Ed Booker for pointing this out!)
141 * added elements that can be digged or left behind by custom elements
144 * added group elements for multiple matches and random element creation
147 * fixed some graphical errors displayed in old levels
150 * fixed wrong double speed movement after passing closing gates
153 * added level loader for loading native Emerald Mine levels
156 * changes for "shooting" style CE movement
159 * Happy New Year! ;-)
162 * changed default snap/drop keys from left/right Shift to Control keys
165 * fixed bug with dead player getting reanimated from custom element
168 * fixed bug with wrong penguin graphics (when entering exit)
171 * fixed bug with wrong "Murphy" graphics (when digging etc.)
174 * version number set to 3.0.9
177 * version 3.0.8 released
180 * added function checked_free()
183 * fixed bug with double nut cracking sound
184 (by eliminating "default element action sound" assignment in init.c)
187 * fixed crash when no music info files are available
190 * fixed boring and sleeping sounds
193 * added "maze runner" and "maze hunter" movement types
194 * added extended collision conditions for custom elements
197 * added warnings for undefined token values in artwork config files
200 * added menu entry for level set information to the info screen
203 * fixed bug with wrong default impact sound for colored emeralds
206 * added several sub-screens for the info screen
207 * menu text now also clickable (not only blue/red sphere left of it)
210 * added configurable "bored" and "sleeping" animations for the player
211 * added "awakening" sound for player when waking up after sleeping
214 * added "copy" and "exchange" functions for custom elements to editor
217 * added configurable element animations for info screen
220 * added configurable music credits for info screen
223 * finally fixed tape recording when player is created from CE change
226 * added "editorsetup.conf" for editor element list configuration
229 * added "musicinfo.conf" for menu and level music configuration
232 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
233 (that only showed up on Linux, but not on Windows systems)
236 * fixed turning movement of butterflies and fireflies (no frame reset)
237 * enhanced sniksnak turning movement (two steps instead of only one)
240 * version number set to 3.0.8
243 * version 3.0.7 released
246 * fixed reset of player animation frame when, for example,
247 walking, digging or collecting share the same animation
248 * fixed CE with "deadly when touching" exploding when touching amoeba
251 * fixed tape recording when player is created from CE element change
254 * introduced "turning..." action graphic for elements with move delay
255 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
256 * added turning animations for bug, spaceship and sniksnak
259 * prevent "extended" changed elements from delay change in same frame
262 * fixed bug when pushing element that can move away to the side
263 (like pushing falling elements, but now with moving elements)
266 * finally fixed serious bug in code for delayed element pushing (again)
269 * unavailable setup options now marked as "n/a" instead of "off"
270 * new boolean directive "latest_engine" for "levelinfo.conf": when set
271 to "true", levels are always played with the latest game engine,
272 which is desired for levels that are imported from other games; all
273 other levels are played with the engine version stored in level file
274 (which is normally the engine version the level was created with)
277 * fixed serious bug in code for delayed element pushing
278 * fixed little bug in animation frame selection for pushed elements
279 * speed-up of reading config file for verbose output
282 * added configuration option for opening and closing Supaplex exit
283 * added configuration option for moving up/down animation for Murphy
284 * fixed incorrectly displayed animation for attacking dragon
285 * fixed bug with not setting initial gravity for each new game
286 * fixed bug with teleportation of player by custom element change
287 * fixed bug with player not getting smashed by rock sometimes
290 * version number set to 3.0.7
293 * version 3.0.6 released
296 * added support for MP3 music for SDL version through SMPEG library
299 * fixed bug when initializing font graphic structure
300 * fixed bug with animation mode "pingpong" when using only 1 frame
301 * fixed bug with extended change target introduced in 3.0.5
302 * fixed bug where passing over moving element doubles player speed
303 * fixed bug with elements continuing to move into push direction
304 * fixed bug with duplicated player when dropping bomb with shield on
305 * added "switching" event for custom elements ("pressing" only once)
306 * fixed switching bug (resetting flag when not switching but not idle)
309 * fixed element tokens for certain file elements with ".active" etc.
312 * version number set to 3.0.6
315 * version 3.0.5 released
318 * now four envelope elements available
319 * font, background, animation and sound for envelope now configurable
320 * main menu doors opening/closing animation type now configurable
323 * active/inactive sides configurable for custom element changes
324 * new movement type "move when pushed" available for custom elements
327 * fixed bug in multiple config pages loader code that caused crashes
330 * enhanced (remaining low-resolution) Supaplex graphics
333 * version number set to 3.0.5
336 * version 3.0.4 released
338 2003-09-12 src/tools.c
339 * fixed bug in custom definition of crumbled element graphics
341 2003-09-11 src/files.c
342 * fixed bug in multiple config pages code that caused crashes
345 * version number set to 3.0.4
348 * version 3.0.3 released
351 * added music to Supaplex classic level set
353 2003-09-07 src/libgame/misc.c
354 * added support for loading various music formats through SDL_mixer
356 2003-09-06 (various source files)
357 * fixed several nasty bugs that may have caused crashes on some systems
358 * added envelope content which gets displayed when collecting envelope
359 * added multiple change event pages for custom elements
361 2003-08-24 src/game.c
362 * fixed problem with player animation when snapping and moving
364 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
365 * fixed problem with flickering when drawing toon animations
367 2003-08-23 src/libgame/sdl.c
368 * fixed problem with setting mouse cursor in SDL version in fullscreen
370 2003-08-23 src/game.c
371 * fixed bug (missing array boundary check) which could crash the game
374 * version number set to 3.0.3
377 * version 3.0.2 released
379 2003-08-21 src/game.c
380 * fixed bug with creating inaccessible elements at player position
382 2003-08-20 src/init.c
383 * fixed bug with not finding current level artwork directory
385 2003-08-20 src/files.c
386 * fixed bug with choosing wrong engine version when playing tapes
387 * fixed bug with messing up custom element properties in 3.0.0 levels
390 * version number set to 3.0.2
393 * version 3.0.1 released
395 2003-08-17 (no source files affected)
396 * changed all "classic" PCX image files with 16 colors or less to
397 256 color (8 bit) storage format, because the Allegro game library
398 cannot handle PCX files with less than 256 colors (contributed
399 graphics are not affected and might look wrong in the DOS version)
401 2003-08-16 src/init.c
402 * fixed bug which (for example) crashed the level editor when defining
403 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
404 (only set to default) -- invalid graphics now set to default graphic
406 2003-08-16 src/init.c
407 * fixed graphical bug of player digging/collecting/snapping element
408 when no corresponding graphic/animation is defined for this action,
409 resulting in player being drawn as EL_EMPTY (which should only be
410 done to elements being collected, but not to the player)
412 2003-08-16 src/game.c
413 * fixed small graphical bug of player not totally moving into exit
415 2003-08-16 src/libgame/setup.c
416 * fixed bug with wrong MS-DOS 8.3 filename conversion
418 2003-08-16 src/tools.c
419 * fixed bug with invisible mouse cursor when pressing ESC while playing
421 2003-08-16 (various source files)
422 * added another 128 custom elements (disabled in editor by default)
424 2003-08-16 src/editor.c
425 * fixed NULL string bug causing Solaris to crash in sprintf()
427 2003-08-16 src/screen.c
428 * fixed drawing over scrollbar on level selection with custom fonts
430 2003-08-15 src/game.c
431 * cleanup of simple sounds / loop sounds / music settings
433 2003-08-08 (various source files)
434 * added custom element property for dropping collected elements
436 2003-08-08 src/conf_gfx.c
437 * fixed bug with missing graphic for active red disk bomb
439 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
440 * extended variable "level.gravity" to "level.initial_gravity" and
441 "game.current_gravity" to prevent level setting from being changed
442 by playing the level (keeping the runtime value after playing)
444 * fixed graphics bug when digging element that has 'crumbled' graphic
445 definition, but not 'diggable' graphic definition
448 * version number set to 3.0.1
451 * version 3.0.0 released
454 * various bug fixes; among others:
455 - fixed bug with pushing spring over empty space
456 - fixed bug with leaving tube while placing dynamite
457 - fixed bug with explosion of smashed penguins
458 - allow Murphy player graphic in levels with non-Supaplex elements
462 * I have forgotten to document changes for some time
465 * pre-release version 2.2.0rc1 released
468 * version number set to 2.1.2
471 * version 2.1.1 released
474 * version number set to 2.1.1
477 * version 2.1.0 released
480 * version number set to 2.1.0
482 2002-04-03 to 2002-05-19 (various source files)
483 * graphics, sounds and music now fully configurable
484 * bug fixed that prevented walking through tubes when gravity on
486 2002-04-02 src/events.c, src/editor.c
487 * Make Escape key less aggressive when playing or when editing level.
488 This can be configured as an option in the setup menu. (Default is
489 "less aggressive" which means "ask user if something can be lost"
490 when pressing the Escape key.)
492 2002-04-02 src/screen.c
493 * Added "graphics setup" screen.
495 2002-04-01 src/screen.c
496 * Changed "choose level" setup screen stuff to be more generic (to
497 make it easier to add more "choose from generic tree" setup screens).
499 2002-04-01 src/config.c, src/timestamp.h
500 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
501 automatically gets created by "src/Makefile" and contains an actual
502 compile-time timestamp to identify development versions of the game).
504 2002-03-31 src/tape.c, src/events.c
505 * Added quick game/tape save/load functions to tape stuff which can be
506 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
507 loads previously recorded tape and directly goes into recording mode
508 from the end of the tape (therefore appending to the tape).
510 2002-03-31 src/tape.c
511 * Added "index mark" function to tape recorder. When playing or
512 recording, "eject" button changes to "index" button. Setting index
513 mark is not yet implemented, but pressing index button when playing
514 allows very quick advancing to end of tape (when normal playing),
515 very fast forward mode (when playing with normal fast forward) or
516 very fast reaching of "pause before end of tape" (when playing with
517 "pause before end" playing mode).
519 2002-03-30 src/cartoons.c
520 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
522 2002-03-29 src/screen.c
523 * Changed setup screen stuff to be more generic (to make it easier
524 to add more setup screens).
526 2002-03-23 src/main.c, src/main.h
527 * Various changes due to the introduction of the new libgame files
528 "setup.c" and "joystick.c".
530 2002-03-23 src/files.c
531 * Generic parts of "src/files.c" (mainly setup and level directory
532 stuff) moved to new libgame file "src/libgame/setup.c".
534 2002-03-23 src/joystick.c
535 * File "src/joystick.c" moved to libgame source tree, with
536 correspondig changes.
538 2002-03-22 src/screens.c
539 * "HandleChooseLevel()": Another bug in level series navigation fixed.
540 (Wrong level series information displayed when entering main group.)
542 2002-03-22 src/editor.c
543 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
545 2002-03-22 src/editor.c
546 * Changed behaviour of "Escape" key in level editor to be more
547 intuitive: When in "Element Properties" or "Level Info" mode,
548 return to "Drawing Mode" instead of leaving the level editor.
550 2002-03-21 src/game.c, src/editor.c, src/files.c
551 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
552 gems (emeralds, diamonds, ...) slipping down from normal wall,
553 steel wall and growing wall (as in E.M.C. style levels). Although
554 the behaviour of contributed and private levels wasn't changed (due
555 to the use of "level.game_version"; see previous entry), editing
556 those levels will (of course) change the behaviour accordingly.
558 This change seems a bit too hard after thinking about it, because
559 the EM style behaviour is not the "expected" behaviour (gems would
560 normally only slip down from "rounded" walls). Therefore this was
561 now changed to an element property for gem style elements, with the
562 default setting "off" (which means: no special EM style behaviour).
563 To fix older converted levels, this flag is set to "on" for pre-2.0
564 levels that are neither contributed nor private levels.
566 2002-03-20 src/files.h
567 * Corrected settings for "level.game_version" depending of level type.
568 (Contributed and private levels always get played with game engine
569 version they were created with, while converted levels always get
570 played with the most recent version of the game engine, to let new
571 corrections of the emulation behaviour take effect.)
573 2002-03-20 src/main.h
574 * Added "#include <time.h>". This seems to be needed by "tape.c" for
575 compiling the SDL version on some systems.
576 Thanks to the several people who pointed this out.
579 * Version number set to 2.0.2.
582 * Version 2.0.1 released.
584 2002-03-18 src/screens.c
585 * "HandleChooseLevel()": Small bug in level series navigation fixed.
587 2002-03-18 src/files.c [src/libgame/misc.c]
588 * Moved some common functions from src/files.c to src/libgame/misc.c.
590 2002-03-18 src/files.c [src/libgame/misc.c]
591 * Changed permissions for new directories and saved files (especially
592 score files) according to suggestions of Debian users and mantainers.
593 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
595 2002-03-17 src/files.c
596 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
597 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
598 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
599 for levels and "TAPE" for tapes). Old "cookie" style format is
600 still supported for reading. New level and tape files are written
603 * New IFF chunk "VERS" contains version numbers for file and game
604 (where "game version" is the version of the program that wrote the
605 file, and "file version" is a version number to distinguish files
606 with different format, for example after adding new features).
608 2002-03-15 src/screen.c
609 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
610 (Before, you heard a mixture of the in-game music and the
613 2002-03-14 src/events.c
614 * Function "DumpTape()" (files.c) now available by pressing 't' from
615 main menu (when in DEBUG mode).
617 2002-03-14 src/game.c
618 * "GameWon()": When game was won playing a tape, now there is no delay
619 raising the score and no corresponding sound is played.
621 2002-03-14 src/files.c
622 * Changed "LoadTape()" for real chunk support and also adjusted
623 "SaveTape()" accordingly.
625 2002-03-14 src/game.c, src/tape.c, src/files.c
626 * Important changes to tape format: The old tape format stored all
627 actions with a real effect with a corresponding delay between the
628 stored actions. This had some major disadvantages (for example,
629 push delays had to be ignored, pressing a button for some seconds
630 mutated to several single button presses because of the non-action
631 delays between two action frames etc.). The new tape format just
632 stupidly records all device actions and replays them later. I really
633 don't know why I haven't solved it that way before?! Old-style tapes
634 (with tape file version less than 2.0) get converted to the new
635 format on-the-fly when loading and can therefore still be played;
636 only some minor parts of the old-style tape handling code was needed.
637 (A perfect conversion is not possible, because there is information
638 missing about the device actions between two action frames.)
640 2002-03-14 src/files.c
641 * New function "DumpTape()" to dump the contents of the current tape
642 in a human readable format.
644 2002-03-14 src/game.c
645 * Small tape bug fixed: When automatically advancing to next level
646 after a game was won, the tape from the previous level still was
647 loaded as a tape for the new level.
649 2002-03-14 src/tape.c
650 * Small graphical bug fixed: When pressing ""Record" or "Play" on
651 tape, cartoons did not get completely removed because
652 StopAnimation() was not called.
654 2002-03-13 src/files.c
655 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
656 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
657 size even when using 16-bit elements). Added new chunk "CNT2" for
658 16-bit amoeba content (previously written in 8-bit field in "HEAD"
659 chunk even when content was 16-bit element). "CNT2" should now be
660 able to store content for arbitrary elements (up to eight blocks of
661 3 x 3 element arrays). All "CNT2" elements will always be stored as
662 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
664 2002-03-13 src/files.c
665 * Changed "LoadLevel()" for real chunk support.
667 2002-03-12 src/game.c
668 * Fixed problem (introduced after 2.0.0 release) with penguins
669 not getting killed by enemies
671 2002-02-24 src/game.c, src/main.h
672 * Added "player->is_moving"; now "player->last_move_dir" does
673 not contain any information if the player is just moving at
675 Before, "player->last_move_dir" was misused for this purpose
676 for the robot stuff (robots don't kill players when they are
677 moving). But setting "player->last_move_dir" to MV_NO_MOVING
678 broke tapes when walking through pipes!
679 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
680 in a continuous movement. This fact is ignored for friends and