2 * "spring push bug" reintroduced as configurable element property
3 * fixed bug with missing properties for "mole"
4 * fixed bug that showed up when fixing the above "mole" properties bug
5 * added option "can move into acid" for all movable elements
6 * fixed graphical bug for elements moving into acid
7 * changed event handling to handle all pending events before going on
10 * fixed bug which caused all CE change pages to be ignored which had
11 the same change event, but used a different element side
12 (reported by Simon Forsberg)
14 * fixed bug which caused elements that can move and fall and that are
15 transported by a conveyor belt to continue moving into that direction
16 after leaving the conveyor belt, regardless of their own movement
17 type; only elements which can not move are transported now
18 (reported by Simon Forsberg)
20 * fixed bug which could cause an array overflow in RelocatePlayer()
21 (reported by Niko Böhm)
23 * changed Emerald Mine style "passable / over" elements to "protected"
24 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
26 * added new option to select from which side a "walkable/passable"
27 element can be entered
30 * added explosion and ignition delay for elements that can explode
33 * fixed bug which caused player not being protected against enemies
34 when a CE was "walkable / inside" and was not "indestructible"
35 * added "walkable/passable" fields to be "protected/unprotected"
36 against enemies, even if not accessible "inside" but "over/under"
39 * corrected move pattern to 32 bit and initial move direction to 8 bit
42 * added second custom element base configuration page
45 * added some special EMC mappings to Emerald Mine level loader
46 (also covering previously unknown element in level 0 of "Bondmine 8")
49 * added option to block last field when player is moving (for Supaplex)
50 * adjusted push delay of Supaplex elements
51 * removed delays for envelopes etc. when replaying with maximum speed
52 * fixed bug when dropping element on a field that just changed to empty
55 * fixed bug: infotrons can now smash yellow disks
56 * fixed bug: when gravity active, port above player can now be entered
57 * removed "one white dot" mouse pointer which irritated some people
60 * added "choice type" for group element selection
63 * fixed bug with initial invulnerability of non-yellow player
66 * added level loader for loading native Supaplex packed levels
67 (including multi-part levels like the "splvls99" levels)
70 * fixed bug which allowed creating emeralds by escaping explosions
73 * custom elements can change (limited) or leave (unlimited) elements
74 * finally added multiple matches using group elements
75 * added shortcut to dump brush (type ":DB" in editor) for use in forum
78 * added new start movement type "previous" for continued CE movement
79 * added new start movement type "random" for random CE movement start
82 * added new element "sokoban_field_player" needed for Sokoban levels
83 (thanks to Ed Booker for pointing this out!)
86 * added elements that can be digged or left behind by custom elements
89 * added group elements for multiple matches and random element creation
92 * fixed some graphical errors displayed in old levels
95 * fixed wrong double speed movement after passing closing gates
98 * added level loader for loading native Emerald Mine levels
101 * changes for "shooting" style CE movement
104 * Happy New Year! ;-)
107 * changed default snap/drop keys from left/right Shift to Control keys
110 * fixed bug with dead player getting reanimated from custom element
113 * fixed bug with wrong penguin graphics (when entering exit)
116 * fixed bug with wrong "Murphy" graphics (when digging etc.)
119 * Version number set to 3.0.9.
122 * Version 3.0.8 released.
125 * added function checked_free()
128 * fixed bug with double nut cracking sound
129 (by eliminating "default element action sound" assignment in init.c)
132 * fixed crash when no music info files are available
135 * fixed boring and sleeping sounds
138 * added "maze runner" and "maze hunter" movement types
139 * added extended collision conditions for custom elements
142 * added warnings for undefined token values in artwork config files
145 * added menu entry for level set information to the info screen
148 * fixed bug with wrong default impact sound for colored emeralds
151 * added several sub-screens for the info screen
152 * menu text now also clickable (not only blue/red sphere left of it)
155 * added configurable "bored" and "sleeping" animations for the player
156 * added "awakening" sound for player when waking up after sleeping
159 * added "copy" and "exchange" functions for custom elements to editor
162 * added configurable element animations for info screen
165 * added configurable music credits for info screen
168 * finally fixed tape recording when player is created from CE change
171 * added "editorsetup.conf" for editor element list configuration
174 * added "musicinfo.conf" for menu and level music configuration
177 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
178 (that only showed up on Linux, but not on Windows systems)
181 * fixed turning movement of butterflies and fireflies (no frame reset)
182 * enhanced sniksnak turning movement (two steps instead of only one)
185 * Version number set to 3.0.8.
188 * Version 3.0.7 released.
191 * fixed reset of player animation frame when, for example,
192 walking, digging or collecting share the same animation
193 * fixed CE with "deadly when touching" exploding when touching amoeba
196 * fixed tape recording when player is created from CE element change
199 * introduced "turning..." action graphic for elements with move delay
200 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
201 * added turning animations for bug, spaceship and sniksnak
204 * prevent "extended" changed elements from delay change in same frame
207 * fixed bug when pushing element that can move away to the side
208 (like pushing falling elements, but now with moving elements)
211 * finally fixed serious bug in code for delayed element pushing (again)
214 * unavailable setup options now marked as "n/a" instead of "off"
215 * new boolean directive "latest_engine" for "levelinfo.conf": when set
216 to "true", levels are always played with the latest game engine,
217 which is desired for levels that are imported from other games; all
218 other levels are played with the engine version stored in level file
219 (which is normally the engine version the level was created with)
222 * fixed serious bug in code for delayed element pushing
223 * fixed little bug in animation frame selection for pushed elements
224 * speed-up of reading config file for verbose output
227 * added configuration option for opening and closing Supaplex exit
228 * added configuration option for moving up/down animation for Murphy
229 * fixed incorrectly displayed animation for attacking dragon
230 * fixed bug with not setting initial gravity for each new game
231 * fixed bug with teleportation of player by custom element change
232 * fixed bug with player not getting smashed by rock sometimes
235 * Version number set to 3.0.7.
238 * Version 3.0.6 released.
241 * added support for MP3 music for SDL version through SMPEG library
244 * fixed bug when initializing font graphic structure
245 * fixed bug with animation mode "pingpong" when using only 1 frame
246 * fixed bug with extended change target introduced in 3.0.5
247 * fixed bug where passing over moving element doubles player speed
248 * fixed bug with elements continuing to move into push direction
249 * fixed bug with duplicated player when dropping bomb with shield on
250 * added "switching" event for custom elements ("pressing" only once)
251 * fixed switching bug (resetting flag when not switching but not idle)
254 * fixed element tokens for certain file elements with ".active" etc.
257 * Version number set to 3.0.6.
260 * Version 3.0.5 released.
263 * now four envelope elements available
264 * font, background, animation and sound for envelope now configurable
265 * main menu doors opening/closing animation type now configurable
268 * active/inactive sides configurable for custom element changes
269 * new movement type "move when pushed" available for custom elements
272 * fixed bug in multiple config pages loader code that caused crashes
275 * enhanced (remaining low-resolution) Supaplex graphics
278 * Version number set to 3.0.5.
281 * Version 3.0.4 released.
283 2003-09-12 src/tools.c
284 * fixed bug in custom definition of crumbled element graphics
286 2003-09-11 src/files.c
287 * fixed bug in multiple config pages code that caused crashes
290 * Version number set to 3.0.4.
293 * Version 3.0.3 released.
296 * added music to Supaplex classic level set
298 2003-09-07 src/libgame/misc.c
299 * added support for loading various music formats through SDL_mixer
301 2003-09-06 (various source files)
302 * fixed several nasty bugs that may have caused crashes on some systems
303 * added envelope content which gets displayed when collecting envelope
304 * added multiple change event pages for custom elements
306 2003-08-24 src/game.c
307 * fixed problem with player animation when snapping and moving
309 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
310 * fixed problem with flickering when drawing toon animations
312 2003-08-23 src/libgame/sdl.c
313 * fixed problem with setting mouse cursor in SDL version in fullscreen
315 2003-08-23 src/game.c
316 * fixed bug (missing array boundary check) which could crash the game
319 * Version number set to 3.0.3.
322 * Version 3.0.2 released.
324 2003-08-21 src/game.c
325 * fixed bug with creating inaccessible elements at player position
327 2003-08-20 src/init.c
328 * fixed bug with not finding current level artwork directory
330 2003-08-20 src/files.c
331 * fixed bug with choosing wrong engine version when playing tapes
332 * fixed bug with messing up custom element properties in 3.0.0 levels
335 * Version number set to 3.0.2.
338 * Version 3.0.1 released.
340 2003-08-17 (no source files affected)
341 * changed all "classic" PCX image files with 16 colors or less to
342 256 color (8 bit) storage format, because the Allegro game library
343 cannot handle PCX files with less than 256 colors (contributed
344 graphics are not affected and might look wrong in the DOS version)
346 2003-08-16 src/init.c
347 * fixed bug which (for example) crashed the level editor when defining
348 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
349 (only set to default) -- invalid graphics now set to default graphic
351 2003-08-16 src/init.c
352 * fixed graphical bug of player digging/collecting/snapping element
353 when no corresponding graphic/animation is defined for this action,
354 resulting in player being drawn as EL_EMPTY (which should only be
355 done to elements being collected, but not to the player)
357 2003-08-16 src/game.c
358 * fixed small graphical bug of player not totally moving into exit
360 2003-08-16 src/libgame/setup.c
361 * fixed bug with wrong MS-DOS 8.3 filename conversion
363 2003-08-16 src/tools.c
364 * fixed bug with invisible mouse cursor when pressing ESC while playing
366 2003-08-16 (various source files)
367 * added another 128 custom elements (disabled in editor by default)
369 2003-08-16 src/editor.c
370 * fixed NULL string bug causing Solaris to crash in sprintf()
372 2003-08-16 src/screen.c
373 * fixed drawing over scrollbar on level selection with custom fonts
375 2003-08-15 src/game.c
376 * cleanup of simple sounds / loop sounds / music settings
378 2003-08-08 (various source files)
379 * added custom element property for dropping collected elements
381 2003-08-08 src/conf_gfx.c
382 * fixed bug with missing graphic for active red disk bomb
384 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
385 * Extended variable "level.gravity" to "level.initial_gravity" and
386 "game.current_gravity" to prevent level setting from being changed
387 by playing the level (keeping the runtime value after playing).
389 * Fixed graphics bug when digging element that has 'crumbled' graphic
390 definition, but not 'diggable' graphic definition.
393 * Version number set to 3.0.1.
396 * Version 3.0.0 released.
399 * various bug fixes; among others:
400 - fixed bug with pushing spring over empty space
401 - fixed bug with leaving tube while placing dynamite
402 - fixed bug with explosion of smashed penguins
403 - allow Murphy player graphic in levels with non-Supaplex elements
407 * I have forgotten to document changes for some time.
410 * Pre-Release Version 2.2.0rc1 released.
413 * Version number set to 2.1.2.
416 * Version 2.1.1 released.
419 * Version number set to 2.1.1.
422 * Version 2.1.0 released.
425 * Version number set to 2.1.0.
427 2002-04-03 to 2002-05-19 (various source files)
428 * graphics, sounds and music now fully configurable
429 * bug fixed that prevented walking through tubes when gravity on
431 2002-04-02 src/events.c, src/editor.c
432 * Make Escape key less aggressive when playing or when editing level.
433 This can be configured as an option in the setup menu. (Default is
434 "less aggressive" which means "ask user if something can be lost"
435 when pressing the Escape key.)
437 2002-04-02 src/screen.c
438 * Added "graphics setup" screen.
440 2002-04-01 src/screen.c
441 * Changed "choose level" setup screen stuff to be more generic (to
442 make it easier to add more "choose from generic tree" setup screens).
444 2002-04-01 src/config.c, src/timestamp.h
445 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
446 automatically gets created by "src/Makefile" and contains an actual
447 compile-time timestamp to identify development versions of the game).
449 2002-03-31 src/tape.c, src/events.c
450 * Added quick game/tape save/load functions to tape stuff which can be
451 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
452 loads previously recorded tape and directly goes into recording mode
453 from the end of the tape (therefore appending to the tape).
455 2002-03-31 src/tape.c
456 * Added "index mark" function to tape recorder. When playing or
457 recording, "eject" button changes to "index" button. Setting index
458 mark is not yet implemented, but pressing index button when playing
459 allows very quick advancing to end of tape (when normal playing),
460 very fast forward mode (when playing with normal fast forward) or
461 very fast reaching of "pause before end of tape" (when playing with
462 "pause before end" playing mode).
464 2002-03-30 src/cartoons.c
465 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
467 2002-03-29 src/screen.c
468 * Changed setup screen stuff to be more generic (to make it easier
469 to add more setup screens).
471 2002-03-23 src/main.c, src/main.h
472 * Various changes due to the introduction of the new libgame files
473 "setup.c" and "joystick.c".
475 2002-03-23 src/files.c
476 * Generic parts of "src/files.c" (mainly setup and level directory
477 stuff) moved to new libgame file "src/libgame/setup.c".
479 2002-03-23 src/joystick.c
480 * File "src/joystick.c" moved to libgame source tree, with
481 correspondig changes.
483 2002-03-22 src/screens.c
484 * "HandleChooseLevel()": Another bug in level series navigation fixed.
485 (Wrong level series information displayed when entering main group.)
487 2002-03-22 src/editor.c
488 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
490 2002-03-22 src/editor.c
491 * Changed behaviour of "Escape" key in level editor to be more
492 intuitive: When in "Element Properties" or "Level Info" mode,
493 return to "Drawing Mode" instead of leaving the level editor.
495 2002-03-21 src/game.c, src/editor.c, src/files.c
496 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
497 gems (emeralds, diamonds, ...) slipping down from normal wall,
498 steel wall and growing wall (as in E.M.C. style levels). Although
499 the behaviour of contributed and private levels wasn't changed (due
500 to the use of "level.game_version"; see previous entry), editing
501 those levels will (of course) change the behaviour accordingly.
503 This change seems a bit too hard after thinking about it, because
504 the EM style behaviour is not the "expected" behaviour (gems would
505 normally only slip down from "rounded" walls). Therefore this was
506 now changed to an element property for gem style elements, with the
507 default setting "off" (which means: no special EM style behaviour).
508 To fix older converted levels, this flag is set to "on" for pre-2.0
509 levels that are neither contributed nor private levels.
511 2002-03-20 src/files.h
512 * Corrected settings for "level.game_version" depending of level type.
513 (Contributed and private levels always get played with game engine
514 version they were created with, while converted levels always get
515 played with the most recent version of the game engine, to let new
516 corrections of the emulation behaviour take effect.)
518 2002-03-20 src/main.h
519 * Added "#include <time.h>". This seems to be needed by "tape.c" for
520 compiling the SDL version on some systems.
521 Thanks to the several people who pointed this out.
524 * Version number set to 2.0.2.
527 * Version 2.0.1 released.
529 2002-03-18 src/screens.c
530 * "HandleChooseLevel()": Small bug in level series navigation fixed.
532 2002-03-18 src/files.c [src/libgame/misc.c]
533 * Moved some common functions from src/files.c to src/libgame/misc.c.
535 2002-03-18 src/files.c [src/libgame/misc.c]
536 * Changed permissions for new directories and saved files (especially
537 score files) according to suggestions of Debian users and mantainers.
538 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
540 2002-03-17 src/files.c
541 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
542 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
543 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
544 for levels and "TAPE" for tapes). Old "cookie" style format is
545 still supported for reading. New level and tape files are written
548 * New IFF chunk "VERS" contains version numbers for file and game
549 (where "game version" is the version of the program that wrote the
550 file, and "file version" is a version number to distinguish files
551 with different format, for example after adding new features).
553 2002-03-15 src/screen.c
554 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
555 (Before, you heard a mixture of the in-game music and the
558 2002-03-14 src/events.c
559 * Function "DumpTape()" (files.c) now available by pressing 't' from
560 main menu (when in DEBUG mode).
562 2002-03-14 src/game.c
563 * "GameWon()": When game was won playing a tape, now there is no delay
564 raising the score and no corresponding sound is played.
566 2002-03-14 src/files.c
567 * Changed "LoadTape()" for real chunk support and also adjusted
568 "SaveTape()" accordingly.
570 2002-03-14 src/game.c, src/tape.c, src/files.c
571 * Important changes to tape format: The old tape format stored all
572 actions with a real effect with a corresponding delay between the
573 stored actions. This had some major disadvantages (for example,
574 push delays had to be ignored, pressing a button for some seconds
575 mutated to several single button presses because of the non-action
576 delays between two action frames etc.). The new tape format just
577 stupidly records all device actions and replays them later. I really
578 don't know why I haven't solved it that way before?! Old-style tapes
579 (with tape file version less than 2.0) get converted to the new
580 format on-the-fly when loading and can therefore still be played;
581 only some minor parts of the old-style tape handling code was needed.
582 (A perfect conversion is not possible, because there is information
583 missing about the device actions between two action frames.)
585 2002-03-14 src/files.c
586 * New function "DumpTape()" to dump the contents of the current tape
587 in a human readable format.
589 2002-03-14 src/game.c
590 * Small tape bug fixed: When automatically advancing to next level
591 after a game was won, the tape from the previous level still was
592 loaded as a tape for the new level.
594 2002-03-14 src/tape.c
595 * Small graphical bug fixed: When pressing ""Record" or "Play" on
596 tape, cartoons did not get completely removed because
597 StopAnimation() was not called.
599 2002-03-13 src/files.c
600 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
601 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
602 size even when using 16-bit elements). Added new chunk "CNT2" for
603 16-bit amoeba content (previously written in 8-bit field in "HEAD"
604 chunk even when content was 16-bit element). "CNT2" should now be
605 able to store content for arbitrary elements (up to eight blocks of
606 3 x 3 element arrays). All "CNT2" elements will always be stored as
607 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
609 2002-03-13 src/files.c
610 * Changed "LoadLevel()" for real chunk support.
612 2002-03-12 src/game.c
613 * Fixed problem (introduced after 2.0.0 release) with penguins
614 not getting killed by enemies
616 2002-02-24 src/game.c, src/main.h
617 * Added "player->is_moving"; now "player->last_move_dir" does
618 not contain any information if the player is just moving at
620 Before, "player->last_move_dir" was misused for this purpose
621 for the robot stuff (robots don't kill players when they are
622 moving). But setting "player->last_move_dir" to MV_NO_MOVING
623 broke tapes when walking through pipes!
624 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
625 in a continuous movement. This fact is ignored for friends and