2 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
5 * fixed bug with dark yamyam changing to acid when moving over acid
6 * fixed handling of levels with more than 999 seconds level time
7 (example: level 76 of "Denmine")
10 * "spring push bug" reintroduced as configurable element property
11 * fixed bug with missing properties for "mole"
12 * fixed bug that showed up when fixing the above "mole" properties bug
13 * added option "can move into acid" for all movable elements
14 * fixed graphical bug for elements moving into acid
15 * changed event handling to handle all pending events before going on
18 * fixed bug which caused all CE change pages to be ignored which had
19 the same change event, but used a different element side
20 (reported by Simon Forsberg)
22 * fixed bug which caused elements that can move and fall and that are
23 transported by a conveyor belt to continue moving into that direction
24 after leaving the conveyor belt, regardless of their own movement
25 type; only elements which can not move are transported now
26 (reported by Simon Forsberg)
28 * fixed bug which could cause an array overflow in RelocatePlayer()
29 (reported by Niko Böhm)
31 * changed Emerald Mine style "passable / over" elements to "protected"
32 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
34 * added new option to select from which side a "walkable/passable"
35 element can be entered
38 * added explosion and ignition delay for elements that can explode
41 * fixed bug which caused player not being protected against enemies
42 when a CE was "walkable / inside" and was not "indestructible"
43 * added "walkable/passable" fields to be "protected/unprotected"
44 against enemies, even if not accessible "inside" but "over/under"
47 * corrected move pattern to 32 bit and initial move direction to 8 bit
50 * added second custom element base configuration page
53 * added some special EMC mappings to Emerald Mine level loader
54 (also covering previously unknown element in level 0 of "Bondmine 8")
57 * added option to block last field when player is moving (for Supaplex)
58 * adjusted push delay of Supaplex elements
59 * removed delays for envelopes etc. when replaying with maximum speed
60 * fixed bug when dropping element on a field that just changed to empty
63 * fixed bug: infotrons can now smash yellow disks
64 * fixed bug: when gravity active, port above player can now be entered
65 * removed "one white dot" mouse pointer which irritated some people
68 * added "choice type" for group element selection
71 * fixed bug with initial invulnerability of non-yellow player
74 * added level loader for loading native Supaplex packed levels
75 (including multi-part levels like the "splvls99" levels)
78 * fixed bug which allowed creating emeralds by escaping explosions
81 * custom elements can change (limited) or leave (unlimited) elements
82 * finally added multiple matches using group elements
83 * added shortcut to dump brush (type ":DB" in editor) for use in forum
86 * added new start movement type "previous" for continued CE movement
87 * added new start movement type "random" for random CE movement start
90 * added new element "sokoban_field_player" needed for Sokoban levels
91 (thanks to Ed Booker for pointing this out!)
94 * added elements that can be digged or left behind by custom elements
97 * added group elements for multiple matches and random element creation
100 * fixed some graphical errors displayed in old levels
103 * fixed wrong double speed movement after passing closing gates
106 * added level loader for loading native Emerald Mine levels
109 * changes for "shooting" style CE movement
112 * Happy New Year! ;-)
115 * changed default snap/drop keys from left/right Shift to Control keys
118 * fixed bug with dead player getting reanimated from custom element
121 * fixed bug with wrong penguin graphics (when entering exit)
124 * fixed bug with wrong "Murphy" graphics (when digging etc.)
127 * Version number set to 3.0.9.
130 * Version 3.0.8 released.
133 * added function checked_free()
136 * fixed bug with double nut cracking sound
137 (by eliminating "default element action sound" assignment in init.c)
140 * fixed crash when no music info files are available
143 * fixed boring and sleeping sounds
146 * added "maze runner" and "maze hunter" movement types
147 * added extended collision conditions for custom elements
150 * added warnings for undefined token values in artwork config files
153 * added menu entry for level set information to the info screen
156 * fixed bug with wrong default impact sound for colored emeralds
159 * added several sub-screens for the info screen
160 * menu text now also clickable (not only blue/red sphere left of it)
163 * added configurable "bored" and "sleeping" animations for the player
164 * added "awakening" sound for player when waking up after sleeping
167 * added "copy" and "exchange" functions for custom elements to editor
170 * added configurable element animations for info screen
173 * added configurable music credits for info screen
176 * finally fixed tape recording when player is created from CE change
179 * added "editorsetup.conf" for editor element list configuration
182 * added "musicinfo.conf" for menu and level music configuration
185 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
186 (that only showed up on Linux, but not on Windows systems)
189 * fixed turning movement of butterflies and fireflies (no frame reset)
190 * enhanced sniksnak turning movement (two steps instead of only one)
193 * Version number set to 3.0.8.
196 * Version 3.0.7 released.
199 * fixed reset of player animation frame when, for example,
200 walking, digging or collecting share the same animation
201 * fixed CE with "deadly when touching" exploding when touching amoeba
204 * fixed tape recording when player is created from CE element change
207 * introduced "turning..." action graphic for elements with move delay
208 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
209 * added turning animations for bug, spaceship and sniksnak
212 * prevent "extended" changed elements from delay change in same frame
215 * fixed bug when pushing element that can move away to the side
216 (like pushing falling elements, but now with moving elements)
219 * finally fixed serious bug in code for delayed element pushing (again)
222 * unavailable setup options now marked as "n/a" instead of "off"
223 * new boolean directive "latest_engine" for "levelinfo.conf": when set
224 to "true", levels are always played with the latest game engine,
225 which is desired for levels that are imported from other games; all
226 other levels are played with the engine version stored in level file
227 (which is normally the engine version the level was created with)
230 * fixed serious bug in code for delayed element pushing
231 * fixed little bug in animation frame selection for pushed elements
232 * speed-up of reading config file for verbose output
235 * added configuration option for opening and closing Supaplex exit
236 * added configuration option for moving up/down animation for Murphy
237 * fixed incorrectly displayed animation for attacking dragon
238 * fixed bug with not setting initial gravity for each new game
239 * fixed bug with teleportation of player by custom element change
240 * fixed bug with player not getting smashed by rock sometimes
243 * Version number set to 3.0.7.
246 * Version 3.0.6 released.
249 * added support for MP3 music for SDL version through SMPEG library
252 * fixed bug when initializing font graphic structure
253 * fixed bug with animation mode "pingpong" when using only 1 frame
254 * fixed bug with extended change target introduced in 3.0.5
255 * fixed bug where passing over moving element doubles player speed
256 * fixed bug with elements continuing to move into push direction
257 * fixed bug with duplicated player when dropping bomb with shield on
258 * added "switching" event for custom elements ("pressing" only once)
259 * fixed switching bug (resetting flag when not switching but not idle)
262 * fixed element tokens for certain file elements with ".active" etc.
265 * Version number set to 3.0.6.
268 * Version 3.0.5 released.
271 * now four envelope elements available
272 * font, background, animation and sound for envelope now configurable
273 * main menu doors opening/closing animation type now configurable
276 * active/inactive sides configurable for custom element changes
277 * new movement type "move when pushed" available for custom elements
280 * fixed bug in multiple config pages loader code that caused crashes
283 * enhanced (remaining low-resolution) Supaplex graphics
286 * Version number set to 3.0.5.
289 * Version 3.0.4 released.
291 2003-09-12 src/tools.c
292 * fixed bug in custom definition of crumbled element graphics
294 2003-09-11 src/files.c
295 * fixed bug in multiple config pages code that caused crashes
298 * Version number set to 3.0.4.
301 * Version 3.0.3 released.
304 * added music to Supaplex classic level set
306 2003-09-07 src/libgame/misc.c
307 * added support for loading various music formats through SDL_mixer
309 2003-09-06 (various source files)
310 * fixed several nasty bugs that may have caused crashes on some systems
311 * added envelope content which gets displayed when collecting envelope
312 * added multiple change event pages for custom elements
314 2003-08-24 src/game.c
315 * fixed problem with player animation when snapping and moving
317 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
318 * fixed problem with flickering when drawing toon animations
320 2003-08-23 src/libgame/sdl.c
321 * fixed problem with setting mouse cursor in SDL version in fullscreen
323 2003-08-23 src/game.c
324 * fixed bug (missing array boundary check) which could crash the game
327 * Version number set to 3.0.3.
330 * Version 3.0.2 released.
332 2003-08-21 src/game.c
333 * fixed bug with creating inaccessible elements at player position
335 2003-08-20 src/init.c
336 * fixed bug with not finding current level artwork directory
338 2003-08-20 src/files.c
339 * fixed bug with choosing wrong engine version when playing tapes
340 * fixed bug with messing up custom element properties in 3.0.0 levels
343 * Version number set to 3.0.2.
346 * Version 3.0.1 released.
348 2003-08-17 (no source files affected)
349 * changed all "classic" PCX image files with 16 colors or less to
350 256 color (8 bit) storage format, because the Allegro game library
351 cannot handle PCX files with less than 256 colors (contributed
352 graphics are not affected and might look wrong in the DOS version)
354 2003-08-16 src/init.c
355 * fixed bug which (for example) crashed the level editor when defining
356 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
357 (only set to default) -- invalid graphics now set to default graphic
359 2003-08-16 src/init.c
360 * fixed graphical bug of player digging/collecting/snapping element
361 when no corresponding graphic/animation is defined for this action,
362 resulting in player being drawn as EL_EMPTY (which should only be
363 done to elements being collected, but not to the player)
365 2003-08-16 src/game.c
366 * fixed small graphical bug of player not totally moving into exit
368 2003-08-16 src/libgame/setup.c
369 * fixed bug with wrong MS-DOS 8.3 filename conversion
371 2003-08-16 src/tools.c
372 * fixed bug with invisible mouse cursor when pressing ESC while playing
374 2003-08-16 (various source files)
375 * added another 128 custom elements (disabled in editor by default)
377 2003-08-16 src/editor.c
378 * fixed NULL string bug causing Solaris to crash in sprintf()
380 2003-08-16 src/screen.c
381 * fixed drawing over scrollbar on level selection with custom fonts
383 2003-08-15 src/game.c
384 * cleanup of simple sounds / loop sounds / music settings
386 2003-08-08 (various source files)
387 * added custom element property for dropping collected elements
389 2003-08-08 src/conf_gfx.c
390 * fixed bug with missing graphic for active red disk bomb
392 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
393 * Extended variable "level.gravity" to "level.initial_gravity" and
394 "game.current_gravity" to prevent level setting from being changed
395 by playing the level (keeping the runtime value after playing).
397 * Fixed graphics bug when digging element that has 'crumbled' graphic
398 definition, but not 'diggable' graphic definition.
401 * Version number set to 3.0.1.
404 * Version 3.0.0 released.
407 * various bug fixes; among others:
408 - fixed bug with pushing spring over empty space
409 - fixed bug with leaving tube while placing dynamite
410 - fixed bug with explosion of smashed penguins
411 - allow Murphy player graphic in levels with non-Supaplex elements
415 * I have forgotten to document changes for some time.
418 * Pre-Release Version 2.2.0rc1 released.
421 * Version number set to 2.1.2.
424 * Version 2.1.1 released.
427 * Version number set to 2.1.1.
430 * Version 2.1.0 released.
433 * Version number set to 2.1.0.
435 2002-04-03 to 2002-05-19 (various source files)
436 * graphics, sounds and music now fully configurable
437 * bug fixed that prevented walking through tubes when gravity on
439 2002-04-02 src/events.c, src/editor.c
440 * Make Escape key less aggressive when playing or when editing level.
441 This can be configured as an option in the setup menu. (Default is
442 "less aggressive" which means "ask user if something can be lost"
443 when pressing the Escape key.)
445 2002-04-02 src/screen.c
446 * Added "graphics setup" screen.
448 2002-04-01 src/screen.c
449 * Changed "choose level" setup screen stuff to be more generic (to
450 make it easier to add more "choose from generic tree" setup screens).
452 2002-04-01 src/config.c, src/timestamp.h
453 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
454 automatically gets created by "src/Makefile" and contains an actual
455 compile-time timestamp to identify development versions of the game).
457 2002-03-31 src/tape.c, src/events.c
458 * Added quick game/tape save/load functions to tape stuff which can be
459 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
460 loads previously recorded tape and directly goes into recording mode
461 from the end of the tape (therefore appending to the tape).
463 2002-03-31 src/tape.c
464 * Added "index mark" function to tape recorder. When playing or
465 recording, "eject" button changes to "index" button. Setting index
466 mark is not yet implemented, but pressing index button when playing
467 allows very quick advancing to end of tape (when normal playing),
468 very fast forward mode (when playing with normal fast forward) or
469 very fast reaching of "pause before end of tape" (when playing with
470 "pause before end" playing mode).
472 2002-03-30 src/cartoons.c
473 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
475 2002-03-29 src/screen.c
476 * Changed setup screen stuff to be more generic (to make it easier
477 to add more setup screens).
479 2002-03-23 src/main.c, src/main.h
480 * Various changes due to the introduction of the new libgame files
481 "setup.c" and "joystick.c".
483 2002-03-23 src/files.c
484 * Generic parts of "src/files.c" (mainly setup and level directory
485 stuff) moved to new libgame file "src/libgame/setup.c".
487 2002-03-23 src/joystick.c
488 * File "src/joystick.c" moved to libgame source tree, with
489 correspondig changes.
491 2002-03-22 src/screens.c
492 * "HandleChooseLevel()": Another bug in level series navigation fixed.
493 (Wrong level series information displayed when entering main group.)
495 2002-03-22 src/editor.c
496 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
498 2002-03-22 src/editor.c
499 * Changed behaviour of "Escape" key in level editor to be more
500 intuitive: When in "Element Properties" or "Level Info" mode,
501 return to "Drawing Mode" instead of leaving the level editor.
503 2002-03-21 src/game.c, src/editor.c, src/files.c
504 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
505 gems (emeralds, diamonds, ...) slipping down from normal wall,
506 steel wall and growing wall (as in E.M.C. style levels). Although
507 the behaviour of contributed and private levels wasn't changed (due
508 to the use of "level.game_version"; see previous entry), editing
509 those levels will (of course) change the behaviour accordingly.
511 This change seems a bit too hard after thinking about it, because
512 the EM style behaviour is not the "expected" behaviour (gems would
513 normally only slip down from "rounded" walls). Therefore this was
514 now changed to an element property for gem style elements, with the
515 default setting "off" (which means: no special EM style behaviour).
516 To fix older converted levels, this flag is set to "on" for pre-2.0
517 levels that are neither contributed nor private levels.
519 2002-03-20 src/files.h
520 * Corrected settings for "level.game_version" depending of level type.
521 (Contributed and private levels always get played with game engine
522 version they were created with, while converted levels always get
523 played with the most recent version of the game engine, to let new
524 corrections of the emulation behaviour take effect.)
526 2002-03-20 src/main.h
527 * Added "#include <time.h>". This seems to be needed by "tape.c" for
528 compiling the SDL version on some systems.
529 Thanks to the several people who pointed this out.
532 * Version number set to 2.0.2.
535 * Version 2.0.1 released.
537 2002-03-18 src/screens.c
538 * "HandleChooseLevel()": Small bug in level series navigation fixed.
540 2002-03-18 src/files.c [src/libgame/misc.c]
541 * Moved some common functions from src/files.c to src/libgame/misc.c.
543 2002-03-18 src/files.c [src/libgame/misc.c]
544 * Changed permissions for new directories and saved files (especially
545 score files) according to suggestions of Debian users and mantainers.
546 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
548 2002-03-17 src/files.c
549 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
550 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
551 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
552 for levels and "TAPE" for tapes). Old "cookie" style format is
553 still supported for reading. New level and tape files are written
556 * New IFF chunk "VERS" contains version numbers for file and game
557 (where "game version" is the version of the program that wrote the
558 file, and "file version" is a version number to distinguish files
559 with different format, for example after adding new features).
561 2002-03-15 src/screen.c
562 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
563 (Before, you heard a mixture of the in-game music and the
566 2002-03-14 src/events.c
567 * Function "DumpTape()" (files.c) now available by pressing 't' from
568 main menu (when in DEBUG mode).
570 2002-03-14 src/game.c
571 * "GameWon()": When game was won playing a tape, now there is no delay
572 raising the score and no corresponding sound is played.
574 2002-03-14 src/files.c
575 * Changed "LoadTape()" for real chunk support and also adjusted
576 "SaveTape()" accordingly.
578 2002-03-14 src/game.c, src/tape.c, src/files.c
579 * Important changes to tape format: The old tape format stored all
580 actions with a real effect with a corresponding delay between the
581 stored actions. This had some major disadvantages (for example,
582 push delays had to be ignored, pressing a button for some seconds
583 mutated to several single button presses because of the non-action
584 delays between two action frames etc.). The new tape format just
585 stupidly records all device actions and replays them later. I really
586 don't know why I haven't solved it that way before?! Old-style tapes
587 (with tape file version less than 2.0) get converted to the new
588 format on-the-fly when loading and can therefore still be played;
589 only some minor parts of the old-style tape handling code was needed.
590 (A perfect conversion is not possible, because there is information
591 missing about the device actions between two action frames.)
593 2002-03-14 src/files.c
594 * New function "DumpTape()" to dump the contents of the current tape
595 in a human readable format.
597 2002-03-14 src/game.c
598 * Small tape bug fixed: When automatically advancing to next level
599 after a game was won, the tape from the previous level still was
600 loaded as a tape for the new level.
602 2002-03-14 src/tape.c
603 * Small graphical bug fixed: When pressing ""Record" or "Play" on
604 tape, cartoons did not get completely removed because
605 StopAnimation() was not called.
607 2002-03-13 src/files.c
608 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
609 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
610 size even when using 16-bit elements). Added new chunk "CNT2" for
611 16-bit amoeba content (previously written in 8-bit field in "HEAD"
612 chunk even when content was 16-bit element). "CNT2" should now be
613 able to store content for arbitrary elements (up to eight blocks of
614 3 x 3 element arrays). All "CNT2" elements will always be stored as
615 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
617 2002-03-13 src/files.c
618 * Changed "LoadLevel()" for real chunk support.
620 2002-03-12 src/game.c
621 * Fixed problem (introduced after 2.0.0 release) with penguins
622 not getting killed by enemies
624 2002-02-24 src/game.c, src/main.h
625 * Added "player->is_moving"; now "player->last_move_dir" does
626 not contain any information if the player is just moving at
628 Before, "player->last_move_dir" was misused for this purpose
629 for the robot stuff (robots don't kill players when they are
630 moving). But setting "player->last_move_dir" to MV_NO_MOVING
631 broke tapes when walking through pipes!
632 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
633 in a continuous movement. This fact is ignored for friends and