2 * added trigger element and trigger player to use as target elements
3 * added copy and paste editor functions for custom and group elements
6 * fixed graphical bug when displaying explosion animations
7 * fixed bug when appending to tapes, resulting in broken tapes
8 * re-recorded a few tapes broken by fixing gravity checking bug
11 * "can move into acid" property now for all elements independently
12 * "can fall into acid" property for player stored in same bitfield now
13 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
14 * version number set to 3.1.0 (finally!)
17 * changed tape recording to only record input, not programmed actions
20 * fixed totally broken (every 8th frame skipped) step-by-step recording
21 * fixed bug with requester not displayed when quick-loading interrupted
22 * added option "can fall into acid (with gravity)" for player elements
23 * fixed bug with player not falling when snapping down with gravity
26 * fixed bug which messed up key config when using keypad number keys
29 * fixed bug which allowed moving upwards even when gravity was active
30 * fixed bug with missing error handling when dumping levels or tapes
33 * added different colored editor graphics for Supaplex gravity tubes
36 * fixed bug that allowed solvable tapes for unsolvable levels
39 * use unlimited number of droppable elements when "count" set to zero
40 * added option to use step limit instead of time limit for level
43 * added player and change page as trigger for custom element change
46 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
49 * fixed bug with dark yamyam changing to acid when moving over acid
50 * fixed handling of levels with more than 999 seconds level time
51 (example: level 76 of "Denmine")
54 * "spring push bug" reintroduced as configurable element property
55 * fixed bug with missing properties for "mole"
56 * fixed bug that showed up when fixing the above "mole" properties bug
57 * added option "can move into acid" for all movable elements
58 * fixed graphical bug for elements moving into acid
59 * changed event handling to handle all pending events before going on
62 * fixed bug which caused all CE change pages to be ignored which had
63 the same change event, but used a different element side
64 (reported by Simon Forsberg)
66 * fixed bug which caused elements that can move and fall and that are
67 transported by a conveyor belt to continue moving into that direction
68 after leaving the conveyor belt, regardless of their own movement
69 type; only elements which can not move are transported now
70 (reported by Simon Forsberg)
72 * fixed bug which could cause an array overflow in RelocatePlayer()
73 (reported by Niko Böhm)
75 * changed Emerald Mine style "passable / over" elements to "protected"
76 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
78 * added new option to select from which side a "walkable/passable"
79 element can be entered
82 * added explosion and ignition delay for elements that can explode
85 * fixed bug which caused player not being protected against enemies
86 when a CE was "walkable / inside" and was not "indestructible"
87 * added "walkable/passable" fields to be "protected/unprotected"
88 against enemies, even if not accessible "inside" but "over/under"
91 * corrected move pattern to 32 bit and initial move direction to 8 bit
94 * added second custom element base configuration page
97 * added some special EMC mappings to Emerald Mine level loader
98 (also covering previously unknown element in level 0 of "Bondmine 8")
101 * added option to block last field when player is moving (for Supaplex)
102 * adjusted push delay of Supaplex elements
103 * removed delays for envelopes etc. when replaying with maximum speed
104 * fixed bug when dropping element on a field that just changed to empty
107 * fixed bug: infotrons can now smash yellow disks
108 * fixed bug: when gravity active, port above player can now be entered
109 * removed "one white dot" mouse pointer which irritated some people
112 * added "choice type" for group element selection
115 * fixed bug with initial invulnerability of non-yellow player
118 * added level loader for loading native Supaplex packed levels
119 (including multi-part levels like the "splvls99" levels)
122 * fixed bug which allowed creating emeralds by escaping explosions
125 * custom elements can change (limited) or leave (unlimited) elements
126 * finally added multiple matches using group elements
127 * added shortcut to dump brush (type ":DB" in editor) for use in forum
130 * added new start movement type "previous" for continued CE movement
131 * added new start movement type "random" for random CE movement start
134 * added new element "sokoban_field_player" needed for Sokoban levels
135 (thanks to Ed Booker for pointing this out!)
138 * added elements that can be digged or left behind by custom elements
141 * added group elements for multiple matches and random element creation
144 * fixed some graphical errors displayed in old levels
147 * fixed wrong double speed movement after passing closing gates
150 * added level loader for loading native Emerald Mine levels
153 * changes for "shooting" style CE movement
156 * Happy New Year! ;-)
159 * changed default snap/drop keys from left/right Shift to Control keys
162 * fixed bug with dead player getting reanimated from custom element
165 * fixed bug with wrong penguin graphics (when entering exit)
168 * fixed bug with wrong "Murphy" graphics (when digging etc.)
171 * version number set to 3.0.9
174 * version 3.0.8 released
177 * added function checked_free()
180 * fixed bug with double nut cracking sound
181 (by eliminating "default element action sound" assignment in init.c)
184 * fixed crash when no music info files are available
187 * fixed boring and sleeping sounds
190 * added "maze runner" and "maze hunter" movement types
191 * added extended collision conditions for custom elements
194 * added warnings for undefined token values in artwork config files
197 * added menu entry for level set information to the info screen
200 * fixed bug with wrong default impact sound for colored emeralds
203 * added several sub-screens for the info screen
204 * menu text now also clickable (not only blue/red sphere left of it)
207 * added configurable "bored" and "sleeping" animations for the player
208 * added "awakening" sound for player when waking up after sleeping
211 * added "copy" and "exchange" functions for custom elements to editor
214 * added configurable element animations for info screen
217 * added configurable music credits for info screen
220 * finally fixed tape recording when player is created from CE change
223 * added "editorsetup.conf" for editor element list configuration
226 * added "musicinfo.conf" for menu and level music configuration
229 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
230 (that only showed up on Linux, but not on Windows systems)
233 * fixed turning movement of butterflies and fireflies (no frame reset)
234 * enhanced sniksnak turning movement (two steps instead of only one)
237 * version number set to 3.0.8
240 * version 3.0.7 released
243 * fixed reset of player animation frame when, for example,
244 walking, digging or collecting share the same animation
245 * fixed CE with "deadly when touching" exploding when touching amoeba
248 * fixed tape recording when player is created from CE element change
251 * introduced "turning..." action graphic for elements with move delay
252 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
253 * added turning animations for bug, spaceship and sniksnak
256 * prevent "extended" changed elements from delay change in same frame
259 * fixed bug when pushing element that can move away to the side
260 (like pushing falling elements, but now with moving elements)
263 * finally fixed serious bug in code for delayed element pushing (again)
266 * unavailable setup options now marked as "n/a" instead of "off"
267 * new boolean directive "latest_engine" for "levelinfo.conf": when set
268 to "true", levels are always played with the latest game engine,
269 which is desired for levels that are imported from other games; all
270 other levels are played with the engine version stored in level file
271 (which is normally the engine version the level was created with)
274 * fixed serious bug in code for delayed element pushing
275 * fixed little bug in animation frame selection for pushed elements
276 * speed-up of reading config file for verbose output
279 * added configuration option for opening and closing Supaplex exit
280 * added configuration option for moving up/down animation for Murphy
281 * fixed incorrectly displayed animation for attacking dragon
282 * fixed bug with not setting initial gravity for each new game
283 * fixed bug with teleportation of player by custom element change
284 * fixed bug with player not getting smashed by rock sometimes
287 * version number set to 3.0.7
290 * version 3.0.6 released
293 * added support for MP3 music for SDL version through SMPEG library
296 * fixed bug when initializing font graphic structure
297 * fixed bug with animation mode "pingpong" when using only 1 frame
298 * fixed bug with extended change target introduced in 3.0.5
299 * fixed bug where passing over moving element doubles player speed
300 * fixed bug with elements continuing to move into push direction
301 * fixed bug with duplicated player when dropping bomb with shield on
302 * added "switching" event for custom elements ("pressing" only once)
303 * fixed switching bug (resetting flag when not switching but not idle)
306 * fixed element tokens for certain file elements with ".active" etc.
309 * version number set to 3.0.6
312 * version 3.0.5 released
315 * now four envelope elements available
316 * font, background, animation and sound for envelope now configurable
317 * main menu doors opening/closing animation type now configurable
320 * active/inactive sides configurable for custom element changes
321 * new movement type "move when pushed" available for custom elements
324 * fixed bug in multiple config pages loader code that caused crashes
327 * enhanced (remaining low-resolution) Supaplex graphics
330 * version number set to 3.0.5
333 * version 3.0.4 released
335 2003-09-12 src/tools.c
336 * fixed bug in custom definition of crumbled element graphics
338 2003-09-11 src/files.c
339 * fixed bug in multiple config pages code that caused crashes
342 * version number set to 3.0.4
345 * version 3.0.3 released
348 * added music to Supaplex classic level set
350 2003-09-07 src/libgame/misc.c
351 * added support for loading various music formats through SDL_mixer
353 2003-09-06 (various source files)
354 * fixed several nasty bugs that may have caused crashes on some systems
355 * added envelope content which gets displayed when collecting envelope
356 * added multiple change event pages for custom elements
358 2003-08-24 src/game.c
359 * fixed problem with player animation when snapping and moving
361 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
362 * fixed problem with flickering when drawing toon animations
364 2003-08-23 src/libgame/sdl.c
365 * fixed problem with setting mouse cursor in SDL version in fullscreen
367 2003-08-23 src/game.c
368 * fixed bug (missing array boundary check) which could crash the game
371 * version number set to 3.0.3
374 * version 3.0.2 released
376 2003-08-21 src/game.c
377 * fixed bug with creating inaccessible elements at player position
379 2003-08-20 src/init.c
380 * fixed bug with not finding current level artwork directory
382 2003-08-20 src/files.c
383 * fixed bug with choosing wrong engine version when playing tapes
384 * fixed bug with messing up custom element properties in 3.0.0 levels
387 * version number set to 3.0.2
390 * version 3.0.1 released
392 2003-08-17 (no source files affected)
393 * changed all "classic" PCX image files with 16 colors or less to
394 256 color (8 bit) storage format, because the Allegro game library
395 cannot handle PCX files with less than 256 colors (contributed
396 graphics are not affected and might look wrong in the DOS version)
398 2003-08-16 src/init.c
399 * fixed bug which (for example) crashed the level editor when defining
400 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
401 (only set to default) -- invalid graphics now set to default graphic
403 2003-08-16 src/init.c
404 * fixed graphical bug of player digging/collecting/snapping element
405 when no corresponding graphic/animation is defined for this action,
406 resulting in player being drawn as EL_EMPTY (which should only be
407 done to elements being collected, but not to the player)
409 2003-08-16 src/game.c
410 * fixed small graphical bug of player not totally moving into exit
412 2003-08-16 src/libgame/setup.c
413 * fixed bug with wrong MS-DOS 8.3 filename conversion
415 2003-08-16 src/tools.c
416 * fixed bug with invisible mouse cursor when pressing ESC while playing
418 2003-08-16 (various source files)
419 * added another 128 custom elements (disabled in editor by default)
421 2003-08-16 src/editor.c
422 * fixed NULL string bug causing Solaris to crash in sprintf()
424 2003-08-16 src/screen.c
425 * fixed drawing over scrollbar on level selection with custom fonts
427 2003-08-15 src/game.c
428 * cleanup of simple sounds / loop sounds / music settings
430 2003-08-08 (various source files)
431 * added custom element property for dropping collected elements
433 2003-08-08 src/conf_gfx.c
434 * fixed bug with missing graphic for active red disk bomb
436 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
437 * extended variable "level.gravity" to "level.initial_gravity" and
438 "game.current_gravity" to prevent level setting from being changed
439 by playing the level (keeping the runtime value after playing)
441 * fixed graphics bug when digging element that has 'crumbled' graphic
442 definition, but not 'diggable' graphic definition
445 * version number set to 3.0.1
448 * version 3.0.0 released
451 * various bug fixes; among others:
452 - fixed bug with pushing spring over empty space
453 - fixed bug with leaving tube while placing dynamite
454 - fixed bug with explosion of smashed penguins
455 - allow Murphy player graphic in levels with non-Supaplex elements
459 * I have forgotten to document changes for some time
462 * pre-release version 2.2.0rc1 released
465 * version number set to 2.1.2
468 * version 2.1.1 released
471 * version number set to 2.1.1
474 * version 2.1.0 released
477 * version number set to 2.1.0
479 2002-04-03 to 2002-05-19 (various source files)
480 * graphics, sounds and music now fully configurable
481 * bug fixed that prevented walking through tubes when gravity on
483 2002-04-02 src/events.c, src/editor.c
484 * Make Escape key less aggressive when playing or when editing level.
485 This can be configured as an option in the setup menu. (Default is
486 "less aggressive" which means "ask user if something can be lost"
487 when pressing the Escape key.)
489 2002-04-02 src/screen.c
490 * Added "graphics setup" screen.
492 2002-04-01 src/screen.c
493 * Changed "choose level" setup screen stuff to be more generic (to
494 make it easier to add more "choose from generic tree" setup screens).
496 2002-04-01 src/config.c, src/timestamp.h
497 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
498 automatically gets created by "src/Makefile" and contains an actual
499 compile-time timestamp to identify development versions of the game).
501 2002-03-31 src/tape.c, src/events.c
502 * Added quick game/tape save/load functions to tape stuff which can be
503 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
504 loads previously recorded tape and directly goes into recording mode
505 from the end of the tape (therefore appending to the tape).
507 2002-03-31 src/tape.c
508 * Added "index mark" function to tape recorder. When playing or
509 recording, "eject" button changes to "index" button. Setting index
510 mark is not yet implemented, but pressing index button when playing
511 allows very quick advancing to end of tape (when normal playing),
512 very fast forward mode (when playing with normal fast forward) or
513 very fast reaching of "pause before end of tape" (when playing with
514 "pause before end" playing mode).
516 2002-03-30 src/cartoons.c
517 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
519 2002-03-29 src/screen.c
520 * Changed setup screen stuff to be more generic (to make it easier
521 to add more setup screens).
523 2002-03-23 src/main.c, src/main.h
524 * Various changes due to the introduction of the new libgame files
525 "setup.c" and "joystick.c".
527 2002-03-23 src/files.c
528 * Generic parts of "src/files.c" (mainly setup and level directory
529 stuff) moved to new libgame file "src/libgame/setup.c".
531 2002-03-23 src/joystick.c
532 * File "src/joystick.c" moved to libgame source tree, with
533 correspondig changes.
535 2002-03-22 src/screens.c
536 * "HandleChooseLevel()": Another bug in level series navigation fixed.
537 (Wrong level series information displayed when entering main group.)
539 2002-03-22 src/editor.c
540 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
542 2002-03-22 src/editor.c
543 * Changed behaviour of "Escape" key in level editor to be more
544 intuitive: When in "Element Properties" or "Level Info" mode,
545 return to "Drawing Mode" instead of leaving the level editor.
547 2002-03-21 src/game.c, src/editor.c, src/files.c
548 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
549 gems (emeralds, diamonds, ...) slipping down from normal wall,
550 steel wall and growing wall (as in E.M.C. style levels). Although
551 the behaviour of contributed and private levels wasn't changed (due
552 to the use of "level.game_version"; see previous entry), editing
553 those levels will (of course) change the behaviour accordingly.
555 This change seems a bit too hard after thinking about it, because
556 the EM style behaviour is not the "expected" behaviour (gems would
557 normally only slip down from "rounded" walls). Therefore this was
558 now changed to an element property for gem style elements, with the
559 default setting "off" (which means: no special EM style behaviour).
560 To fix older converted levels, this flag is set to "on" for pre-2.0
561 levels that are neither contributed nor private levels.
563 2002-03-20 src/files.h
564 * Corrected settings for "level.game_version" depending of level type.
565 (Contributed and private levels always get played with game engine
566 version they were created with, while converted levels always get
567 played with the most recent version of the game engine, to let new
568 corrections of the emulation behaviour take effect.)
570 2002-03-20 src/main.h
571 * Added "#include <time.h>". This seems to be needed by "tape.c" for
572 compiling the SDL version on some systems.
573 Thanks to the several people who pointed this out.
576 * Version number set to 2.0.2.
579 * Version 2.0.1 released.
581 2002-03-18 src/screens.c
582 * "HandleChooseLevel()": Small bug in level series navigation fixed.
584 2002-03-18 src/files.c [src/libgame/misc.c]
585 * Moved some common functions from src/files.c to src/libgame/misc.c.
587 2002-03-18 src/files.c [src/libgame/misc.c]
588 * Changed permissions for new directories and saved files (especially
589 score files) according to suggestions of Debian users and mantainers.
590 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
592 2002-03-17 src/files.c
593 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
594 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
595 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
596 for levels and "TAPE" for tapes). Old "cookie" style format is
597 still supported for reading. New level and tape files are written
600 * New IFF chunk "VERS" contains version numbers for file and game
601 (where "game version" is the version of the program that wrote the
602 file, and "file version" is a version number to distinguish files
603 with different format, for example after adding new features).
605 2002-03-15 src/screen.c
606 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
607 (Before, you heard a mixture of the in-game music and the
610 2002-03-14 src/events.c
611 * Function "DumpTape()" (files.c) now available by pressing 't' from
612 main menu (when in DEBUG mode).
614 2002-03-14 src/game.c
615 * "GameWon()": When game was won playing a tape, now there is no delay
616 raising the score and no corresponding sound is played.
618 2002-03-14 src/files.c
619 * Changed "LoadTape()" for real chunk support and also adjusted
620 "SaveTape()" accordingly.
622 2002-03-14 src/game.c, src/tape.c, src/files.c
623 * Important changes to tape format: The old tape format stored all
624 actions with a real effect with a corresponding delay between the
625 stored actions. This had some major disadvantages (for example,
626 push delays had to be ignored, pressing a button for some seconds
627 mutated to several single button presses because of the non-action
628 delays between two action frames etc.). The new tape format just
629 stupidly records all device actions and replays them later. I really
630 don't know why I haven't solved it that way before?! Old-style tapes
631 (with tape file version less than 2.0) get converted to the new
632 format on-the-fly when loading and can therefore still be played;
633 only some minor parts of the old-style tape handling code was needed.
634 (A perfect conversion is not possible, because there is information
635 missing about the device actions between two action frames.)
637 2002-03-14 src/files.c
638 * New function "DumpTape()" to dump the contents of the current tape
639 in a human readable format.
641 2002-03-14 src/game.c
642 * Small tape bug fixed: When automatically advancing to next level
643 after a game was won, the tape from the previous level still was
644 loaded as a tape for the new level.
646 2002-03-14 src/tape.c
647 * Small graphical bug fixed: When pressing ""Record" or "Play" on
648 tape, cartoons did not get completely removed because
649 StopAnimation() was not called.
651 2002-03-13 src/files.c
652 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
653 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
654 size even when using 16-bit elements). Added new chunk "CNT2" for
655 16-bit amoeba content (previously written in 8-bit field in "HEAD"
656 chunk even when content was 16-bit element). "CNT2" should now be
657 able to store content for arbitrary elements (up to eight blocks of
658 3 x 3 element arrays). All "CNT2" elements will always be stored as
659 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
661 2002-03-13 src/files.c
662 * Changed "LoadLevel()" for real chunk support.
664 2002-03-12 src/game.c
665 * Fixed problem (introduced after 2.0.0 release) with penguins
666 not getting killed by enemies
668 2002-02-24 src/game.c, src/main.h
669 * Added "player->is_moving"; now "player->last_move_dir" does
670 not contain any information if the player is just moving at
672 Before, "player->last_move_dir" was misused for this purpose
673 for the robot stuff (robots don't kill players when they are
674 moving). But setting "player->last_move_dir" to MV_NO_MOVING
675 broke tapes when walking through pipes!
676 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
677 in a continuous movement. This fact is ignored for friends and