2 * fixed bug that prevented player from correctly being created in the
3 top left corner by a custom element change in a level without player
4 * fixed bug that prevented player from being killed when indestructible,
5 non-walkable element is placed on player position by extended change
8 * added page fading effects for remaining info sub-screens
9 * fixed small bug that caused some delays when answering door request
12 * added directives "border.draw_masked.*" for menu/playfield area and
13 door areas to display overlapping/masked borders from "global.border"
16 * fixed bug with CE with move speed "not moving" not being animated
17 * when changing player artwork by CE action, reset animation frame
20 * fixed bug with not unmapping main menu screen gadgets on other screens
21 * fixed bug with un-pausing a paused game by releasing still pressed key
22 * fixed bug with not redrawing screen when toggling to/from fullscreen
23 mode while fast reloading tape (without redrawing playfield contents)
24 * fixed bug with quick-saving tape snapshot despite answering with "no"
27 * version number set to 3.2.3
30 * version 3.2.2 released
33 * fixed bug with redrawing screen in fullscreen mode after quick tape
34 reloading when using the EMC game engine
35 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
38 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
41 * added engine snapshot functionality for instant tape reloading (this
42 only works for the last tape saved using "quick save", and does not
43 work across program restarts, because it completely works in memory)
46 * version number set to 3.2.2
49 * version 3.2.1 released
52 * fixed nasty bugs with handling error message file on Mac OS X systems
55 * general code cleanup (removing many annoying "#if 0" blocks etc.)
58 * fixed bug that caused broken tapes when manually appending to tapes
59 using the "pause before death" functionality, followed by recording
60 * added setup option to disable fading of screens for faster testing
63 * code cleanup of new fading functions
66 * changed behaviour after solved game -- do not immediately stop engine
67 * added some more smooth screen fadings (game start, hall of fame etc.)
70 * fixed bug with displaying pushed CE with value/score/delay anim_mode
73 * added configurable level preview position, tile size and dimensions
74 * added configurable game panel value positions (gems, time, score etc.)
77 * fixed small bug with time displayed incorrectly when collecting CEs
80 * fixed bug with bumpy scrolling with EM engine in double player mode
83 * added compatibility code to fix "Snake Bite" style levels that were
84 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
87 * fixed bug with scrollbars inside editor when using the Windows mouse
88 enhancement tool "True X-Mouse" (which injects key events to the event
89 queue to insert selected stuff into the Windows clipboard, which gets
90 confused with the "Insert" key for jumping to the last editor cascade
91 block in the element list)
92 * added Rocks'n'Diamonds icon for use as window icon to SDL version
93 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
96 * added selection of preferred fullscreen mode to setup / graphics menu
97 (useful if default mode 800 x 600 does not match screen aspect ratio)
100 * improved down-scaling of images for better editor and preview graphics
101 * changed user data directory for Mac OS X from Unix style to new place
104 * improved level number selection in main menu and player selection in
105 setup menu (input devices section) by using standard button gadgets
106 * added support for mouse scroll wheel (caused buggy behaviour before)
107 * added support for scrolling horizontal scrollbars with mouse wheel by
108 holding "Shift" key pressed while scrolling the wheel
109 * added support for single step mouse wheel scrolling by holding "Alt"
110 key pressed while scrolling the wheel (can be combined with "Shift")
111 * changed output file "stderr.txt" on Windows platform now always to be
112 created in the R'n'D sub-directory of the personal documents directory
113 * added Windows message box to direct to "stderr.txt" after error aborts
116 * improved general scrollbar handling (when jump-scrolling scrollbars)
119 * changed scrollbars to always show last line as first after scrolling
120 (that means jumping n - 1 screen lines instead of n screen lines)
123 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
124 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
125 * fixed special handling of vertically stacked acid becoming fake acid
128 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
129 affect multiple instances of the same CE, although this kind of
130 change condition usually only affects one single custom element
133 * version number set to 3.2.1
136 * version 3.2.0 released
139 * reorganized level editor element list a bit to match engines better
142 * fixed newly introduced bug with wrongly initializing clipboard element
145 * fixed bug with displaying visible/invisible level border in editor
148 * reorganized some elements in the level editor element list
151 * fixed bug with displaying any player as "yellow" when moving into acid
152 * fixed bug with displaying running player when player stopped at border
155 * fixed bug with player exploding when moving into acid
156 * fixed bug with level settings being reset in editor and when playing
157 (some compatibility settings being set not only after level loading)
158 * fixed crash bug when number of custom graphic frames was set to zero
159 * fixed bug with teleporting player on walkable tile not working anymore
160 * added partial compatibility support for pre-release-only "CONF" chunk
161 (to make Alan Bond's "color cycle" demo work again :-) )
164 * fixed some bugs when displaying title screens from info screen menu
165 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
168 * changed file major version to 3 to reflect level file format changes
169 * uploaded pre-release (test) version 3.2.0-8 binary and source code
172 * added new chunk "NAME" to level file format for level name settings
173 * added new chunk "NOTE" to level file format for envelope settings
174 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
175 * updated magic(5) file to recognize changed and new level file chunks
176 * removed change events "change when CE value/score changes" as unneeded
179 * changed gravity (which only affects the player) from level property
180 to player property (only makes a difference in multi-player levels)
181 * added change events "change when CE value/score changes"
182 * added change events "change when CE value/score changes of <element>"
185 * added new chunk "INFO" to level file format for global level settings
186 * added all element settings from "HEAD" chunk to "CONF" chunk
187 * added all global level settings from "HEAD" chunk to "INFO" chunk
190 * changed level file format by adding two new chunks "CUSX" (for custom
191 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
192 elements, replacing the previous "GRP1" chunk); these new IFF style
193 chunks use the new and flexible "micro chunks inside chunks" technique
194 already used with the new "CONF" chunk (for normal element properties)
195 which makes it possible to easily extend the existing level format
196 (instead of using fixed-length chunks like before, which are either
197 too big due to reserved bytes for future use, or too small when those
198 reserved bytes have all been used and even more data should be stored,
199 requiring the replacement by new and larger chunks just like it went
200 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
203 * added credits pages to the "credits" section that were really missing
204 * added some missing element descriptions to the level editor
205 * added down position of switchgate switch to the level editor
206 and allowed the use of both switch positions at the same time
207 * changed use of "Insert" and "Delete" keys to navigate element list in
208 level editor to start of previous or next cascading block of elements
211 * added the possibility to view the title screen to the info screen menu
212 * fixed some minor bugs with viewing title screens
215 * fixed bug with title (cross)fading in/out when using fullscreen mode
218 * fixed bug that forced re-defining of menu settings in local graphics
219 config file which are already defined in existing base config file
220 * fixed small bug that caused door sounds playing when music is enabled
223 * added the possibility to define up to five title screens for each
224 level set that are displayed after loading using (cross)fading in/out
225 (this was added to display the various start images of the EMC sets)
228 * added "CE score gets zero [of]" to custom element trigger conditions
229 * added setup option to display element token name in level editor
232 * added compatibility code for Juergen Bonhagen's menu artwork settings
235 * fixed bug with displaying wrong animation frame 0 after CE changes
236 * fixed bug with creating invisible elements when light switch is on
239 * added selection between ECS and AGA graphics for EMC levels to setup
242 * adjusted font handling for various narrow EMC style fonts
245 * changed EM engine behaviour back to re-allow initial rolling springs
248 * fixed handling of over-large selectboxes (less error-prone now)
249 * fixed bug when creating GE with walkable element under the player
252 * added use of "Insert" and "Delete" keys to navigate element list in
253 level editor to start of custom elements or start of group elements
254 * added virtual elements to access CE value and CE score of elements:
255 - "CE value of triggering element"
256 - "CE score of triggering element"
257 - "CE value of current element"
258 - "CE score of current element"
261 * fixed "grass" to "sand" in older EM levels (up to file version V4)
264 * changed behaviour of network games with internal errors (because of
265 different client frame counters) from immediately terminating R'n'D
266 to displaying an error message requester and stopping only the game
267 (also to prevent impression of crashes under non command-line runs)
268 * fixed playing network games with the EMC engine (did not work before)
269 * fixed bug with not scrolling the screen in multi-player mode with the
270 focus on player 1 when all players are moving in different directions
271 * fixed bug with keeping pointer to gadget even after its deallocation
272 * fixed bug with allowing "focus on all players" in network games
273 * fixed bug with player focus when playing tapes from network games
276 * uploaded pre-release (test) version 3.2.0-7 binary and source code
279 * code cleanup for game action control for R'n'D and EMC game engine
282 * fixed bug in multi-player movement with focus on both players
283 * added option to control only the focussed player with all input
286 * added player focus switching to level tape recording and re-playing
289 * fixed some bugs in player focus switching in EMC and RND game engine
292 * added special Supaplex animations for Murphy digging and snapping
293 * added special Supaplex animations for Murphy being bored and sleeping
296 * added four new yam yams with explicit start direction for EMC engine
297 * fixed bug in src/libgame/text.c with printing text outside the window
300 * fixed small bug in EMC level loader (copyright sign in EM II levels)
303 * added delayed ignition of EM style dynamite when used in R'n'D engine
304 * added limited movement range to EMC engine when focus on all players
307 * fixed bug with missing (zero) score values for native Supaplex levels
310 * added "continuous snapping" (snapping many elements while holding the
311 snap key pressed, without releasing the snap key after each element)
312 as a new player setting for more compatibility with the classic games
315 * finished scrolling for "focus on all players" in EMC graphics engine
318 * level sets with "levels: 0" are ignored for levels, but not artwork
319 * fixed bug when scanning empty level group directories (endless loop)
322 * fixed bug with explosion graphic for player using "Murphy" graphic
323 * fixed bug with explosion graphic if player leaves explosion in time
324 * changed some descriptive text in setup menu to use medium-width font
325 * added key shortcut settings for switching player focus to setup menu
328 * fixed bug with random value initialization when recording tapes
329 * fixed bug with playing single player tapes when team mode activated
332 * fixed little bug when trying to switch to player that does not exist
335 * added player switching (visual and quick) to R'n'D and EM game engine
336 * added setup option to select visual or quick in-game player switching
339 * added use of "Home" and "End" keys to handle element list in editor
342 * fixed bug with adding score when playing tape with EMC game engine
343 * added steel wall border for levels using EMC engine without border
344 * finally fixed delayed scrolling in EMC engine also for small levels
347 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
350 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
351 * fixed bug when displaying info element without action, but direction
354 * fixed minor graphical problems with springs smashing and slurping
355 (when using R'n'D style graphics instead of EMC style graphics)
358 * added scroll delay (as configured in setup) to EMC graphics engine
361 * improved screen redraw for EMC graphics engine (faster and smoother)
362 * when not scrolling, do not redraw the whole playfield if not needed
365 * added multi-player mode for EMC game engine (with up to four players)
368 * added android (can clone elements) from EMC engine to R'n'D engine
371 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
374 * added selectbox for initial player speed to player settings in editor
377 * version 3.1.2 created that is basically version 3.1.1, but with a
378 major bug fixed that prevented editing your own private levels
379 * version 3.1.2 released
382 * added magic ball (creates elements) from EMC engine to R'n'D engine
385 * uploaded fixed pre-release version 3.2.0-6 binary and source code
388 * fixed bug when using "CE can leave behind <trigger element>"
389 * added new change condition "(after/when) creation of <element>"
390 * added new change condition "(after/when) digging <element>"
391 * fixed bug accessing invalid gadget that caused crashes under Windows
392 * deactivated new possibility for multiple CE changes per frame
395 * uploaded pre-release (test) version 3.2.0-6 binary and source code
398 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
399 * fixed bug with not keeping CE value for moving CEs with only action
400 * changed CE action selectboxes in editor to be only reset when needed
403 * added option "use artwork from element" for custom player artwork
404 * added option "use explosion from element" for player explosions
407 * added cascaded element lists in the level editor
408 * added persistence for cascaded element lists by "editorcascade.conf"
409 * added dynamic element list with all elements used in current level
410 * added possibility for multiple CE changes per frame (experimental)
413 * uploaded pre-release (test) version 3.2.0-5 binary and source code
416 * changed "score for each 10 seconds/steps left" to "1 second/step"
417 * added own score for collecting "extra time" instead of sharing it
418 * added change events "switched by player" and "player switches <e>"
419 * added change events "snapped by player" and "player snaps <e>"
420 * added "set player artwork: <element choice>" to CE action options
421 * added change event "move of <element>"
424 * added "set player shield: off / normal / deadly" to CE action options
425 * added new player option "use level start element" in level editor
426 to set the correct focus at level start to elements from which the
427 player is created later (this did not work before for cascaded CE
428 changes resulting in creation of the player; it is now also possible
429 to create the player from a yam yam which is smashed at level start)
432 * added "set player speed: frozen (not moving)" to CE action options
433 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
436 * added new player option "block snap field" (enabled by default) to
437 make it possible to show a snapping animation like in Emerald Mine
440 * added dynamic selectboxes to custom element action settings in editor
441 * added "CE value" counter for custom elements (instead of "CE count")
442 * added option to use the last "CE value" after custom element change
443 * added option to use the "CE value" of other elements in CE actions
444 * fixed odd behaviour when pressing time orb in levels w/o time limit
445 * added checkbox "use time orb bug" for older levels that use this bug
448 * added missing configuration settings for the following elements:
449 - EL_TIMEGATE_SWITCH (time of open time gate)
450 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
451 - EL_SHIELD_NORMAL (time of shield duration)
452 - EL_SHIELD_DEADLY (time of shield duration)
453 - EL_EXTRA_TIME (time added to level time)
454 - EL_TIME_ORB_FULL (time added to level time)
457 * added "wind direction" as a movement pattern for custom elements
458 * added initial wind direction for balloon / custom elements to editor
459 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
462 * added parameters for "game of life" and "biomaze" elements to editor
465 * added level file chunk "CONF" for generic level and element settings
468 * uploaded pre-release (test) version 3.2.0-4 binary and source code
471 * skip empty level sets (with "levels: 0"; may be artwork base sets)
472 * added sound action ".page[1]" to ".page[32]" for each CE change page
475 * added image config suffix ".clone_from" to copy whole image settings
476 * fixed bug with invalid ("undefined") CE settings in old level files
479 * fixed graphical bug with smashing elements falling faster than player
482 * fixed major bug which prevented private levels from being edited
483 * fixed bug with precedence of general and special font definitions
486 * fixed graphical bug with player animation when player moves slowly
489 * uploaded pre-release (test) version 3.2.0-3 binary and source code
492 * fixed bug which prevented "global.num_toons: 0" from working
495 * major code cleanup (removed all these annoying "#if 0" blocks)
498 * added custom element actions for CE change page in level editor
501 * fixed music initialization bug in init.c (thanks to David Binderman)
502 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
503 (this bug must probably be fixed at other places, too)
506 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
507 (should be '#include <SDL.h>' instead)
510 * fixed bug which prevented "walkable from no direction" from working
511 (due to compatibility code overwriting this setting after loading)
514 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
517 * version number temporarily set to 3.1.1 (intermediate bugfix release)
518 * version 3.1.1 released
521 * changed some va_arg() arguments from 'long' to 'int', fixing problems
522 on 64-bit architecture systems with LP64 data model
525 * fixed bug with bombs not exploding when hitting the last level line
526 (introduced after the release of 3.1.0)
529 * added support for dumping small-sized level sketches from editor
532 * added recognition of "trigger element" for "change digged element to"
533 (this is not really what the "trigger element" was made for, but its
534 use may seem obvious for leaving back digged elements unchanged)
537 * fixed multiple warnings about failed joystick device initialization
540 * fixed bug with dynamite dropped on top of just dropped custom element
541 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
542 dynamite can still be dropped, but drop key must be released before
545 * fixed bug with wrong start directory when started from file browser
546 (due to this bug, R'n'D could not be started from KDE's Konqueror)
549 * fixed bug causing "change when impact" on player not working
550 * fixed wrong priority of "hitting something" over "hitting <element>"
551 * fixed wrong priority of "hit by something" over "hit by <element>"
554 * fixed graphical bug which caused the player (being Murphy) to show
555 collecting animations although the element was collected by penguin
558 * fixed two bugs causing wrong door background graphics in system.c
559 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
562 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
563 * added "no direction" to "walkable/passable from" selectbox options
566 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
567 * in tape autoplay, not only report broken, but also missing tapes
570 * uploaded pre-release (test) version 3.2.0-2 binary and source code
573 * fixed small bug with "linear" animation not working for active lamp
576 * fixed bug with moving up despite gravity due to "block last field"
577 * fixed small bug with wrong draw offset when typing name in main menu
578 * when reading user names from "passwd", ignore data after first comma
579 * when creating new "levelinfo.conf", only write some selected entries
582 * fixed displaying "imported from/by" on preview with empty string
583 * fixed ignoring draw offset for fonts used for level preview texts
586 * fixed a delay problem with SDL and too many mouse motion events
587 * added setup option "skip levels" and level skipping functionality
590 * added move speed "not moving" for non-moving CEs, but with direction
593 * fixed mapping of obsolete element token names in "editorsetup.conf"
594 * fixed bug with sound "acid.splashing" treated as a loop sound
595 * fixed some little sound bugs in native EM engine
598 * fixed small bug when dragging scrollbars to end positions
601 * added editor element descriptions written by Aaron Davidson
604 * improved fallback handling when configured artwork is not available
605 (now using default artwork instead of exiting when files not found)
608 * fixed bug on level selection screen when dragging scrollbar
611 * fixed bug which caused broken tapes when appending to EM engine tapes
614 * uploaded pre-release (test) version 3.2.0-1 binary and source code
617 * added code to replace changed artwork config tokens with other tokens
618 (needed for backwards compatibility, so that older tokens still work)
621 * added native R'n'D graphics for some new EMC elements in EM engine
624 * fixed some bugs in the EM engine integration code
625 * changed EM engine code to allow diagonal movement
626 * changed EM engine code to allow use of separate snap and drop keys
629 * fixed some redraw bugs when using EM engine
632 * fixed bug with not converting RND levels which are set to use native
633 engine to native level structure when loading
636 * uploaded pre-release (test) version 3.2.0-0 binary and source code
639 * version number set to 3.2.0
642 * level data now reset to defaults after attempt to load invalid file
645 * added use of "editorsetup.conf" for different level sets
648 * added auto-detection for various types of Emerald Mine level files
651 * fixed bug with scrollbars getting too small when list is very large
654 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
657 * added most level editor configuration gadgets for new EMC elements
660 * added more element and graphic definitions for new EMC elements
663 * modified native EM engine to use integrated R'n'D sound system
666 * added SDL support to graphics functions in native EM engine
667 (by always using generic libgame interface functions)
670 * fixed bug in frame synchronization in native EM engine
673 * added code to convert levels between R'n'D and native EM engine
676 * new Emerald Mine engine can now play levels selected in main menu
679 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
680 (which creates scaled down graphics for level editor and preview);
681 there's still a memory leak somewhere in the artwork handling code
682 * added "scale image up" functionality to X11 version of zoom function
685 * first attempts to integrate new, native Emerald Mine Club engine
688 * fixed bug in gadget code which caused reset of CEs in level editor
689 (example: pressing 'b' [grab brush] on CE config page erased values)
690 (solution: check if gadgets in ClickOnGadget() are really mapped)
691 * improved level change detection in editor (settings now also checked)
692 * fixed bug with "can move into acid" and "don't collide with" state
695 * fixed maze runner style CEs to use the configured move delay value
698 * added Aaron Davidson's tutorial level set to the "Tutorials" section
701 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
702 * fixed the above fix because it broke level set "machine" (*sigh*)
703 * fixed random element placement in level editor to work as expected
704 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
707 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
710 * fixed bug (missing array boundary check) which caused broken tapes
711 * fixed bug (when loading level template) which caused broken levels
712 * fixed bug with new block last field code when using non-yellow player
715 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
716 * internal change of how the player blocks the last field when moving
717 * fixed blocking delay of last field for EM and SP style block delay
718 * fixed bug where the player had to wait for the usual move delay after
719 unsuccessfully trying to move, when he directly could move after that
720 * the last two changes should make original Supaplex level 93 solvable
721 * improved use of random number generator to make it less predictable
722 * fixed behaviour of slippery SP elements to let slip left, then right
725 * fixed bug with wrong door state after trying to quickload empty tape
726 * fixed waste of static memory usage of the binary, making it smaller
727 * fixed very little graphical bug in Supaplex explosion
730 * version number set to 3.1.1
733 * version 3.1.0 released
736 * fixed bug with crash when writing user levelinfo.conf the first time
739 * added option "convert LEVELDIR [NR]" to command line batch commands
740 * re-converted Supaplex levels to apply latest engine fixes
741 * changed "use graphic/sound of element" to "use graphic of element"
742 due to compatibility problems with some levels ("bug machine" etc.)
745 * fixed bug with CE change replacing player with same or other player
748 * fixed bug with opaque font in envelope with background graphic when
749 background graphic is not transparent itself
752 * added "gravity on" and "gravity off" ports for Supaplex compatibility
753 * corrected original Supaplex level loading code to use these new ports
754 * also corrected Supaplex loader to auto-count infotrons if set to zero
757 * fixed bug with missing initialization of "modified" flag for GEs
760 * fixed bug that caused endless recursion loop when relocating player
761 * fixed tape recorder bug in "step mode" when using "pause before end"
762 * fixed tape recorder bug when changing from "warp forward" mode
765 * fixed bug with "when touching" for pushed elements at last position
768 * fixed bug that caused two activated toolbox buttons in level editor
769 * fixed bug with exploding dynabomb under player due to other explosion
772 * fixed bug with creating walkable custom element under player (again)
773 * fixed bug with not copying explosion type when copying CEs in editor
774 * fixed graphical bug when drawing player in setup menu (input devices)
775 * fixed graphical bug when the player is pushing an accessible element
776 * fixed bug with classic switchable elements triggering CE changes
777 * fixed bug with entering/leaving walkable element in RelocatePlayer()
778 * fixed crash bug when CE leaves behind the trigger player element
781 * fixed bug with broken tubes after placing/exploding dynamite in them
782 * fixed bug with exploding dynamite under player due to other explosion
783 * fixed bug with not resetting push delay under certain circumstances
786 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
787 * added network multiplayer code for Windows (thanks to Niko Böhm)
790 * added option "reachable despite gravity" for gravity movement
791 * changed gravity movement of most classic walkable and passable
792 elements back to "not reachable" (for compatibility reasons)
795 * fixed (removed) "indestructible" / "can explode" dependency in editor
796 * fixed (removed) "accessible inside" / "protected" dependency
797 * fixed (removed) "step mode" / "shield time" dependency
800 * fixed dynabombs exploding now into anything diggable
801 * fixed Supaplex style gravity movement into buggy base now impossible
802 * added pressing key "space" as valid action to select menu options
805 * added "replace when walkable" to relocate player to walkable element
806 * added "enter"/"leave" event for elements affected by relocation
807 * fixed "direct"/"indirect" change order also for "when change" event
808 * fixed graphical bug when pushing things from elements walkable inside
811 * fixed graphic bug when player is snapping while moving in old levels
812 * fixed bug when a moving custom element leaves a player element behind
813 * fixed bug with mole not disappearing when moving into acid pool
814 * fixed bug with incomplete path setting when using "--basepath" option
815 * moving CE can now leave walkable elements behind under the player
816 * when relocating, player can be set on walkable element now
817 * fixed another gravity movement bug
820 * uploaded pre-release (test) version 3.1.0-2 binary and source code
823 * added "collectible" and "removable" to extended replacement types
824 (where "removable" replaces "diggable" and "collectible" elements)
825 * added "collectible & throwable" (to throw element to the next field)
826 * fixed bug with CEs digging elements that are just about to explode
827 * changed mouse cursor now always being visible when game is paused
830 * added possibility to push/press accessible elements from a side that
832 * fixed bug with not setting actual date when appending to tape
835 * fixed bug with incorrectly initialized custom element editor graphics
838 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
839 - number of levels corrected from 18 to 17 in "levelinfo.conf"
842 * fixed bug with destroyed robot wheel still attracting robots forever
843 * fixed bug with time gate switch deactivating after robot wheel time
844 (while the time gate itself is not affected by this misbehaviour)
845 * changed behaviour of BD style amoeba to always get blocked by player
846 (before it was different when there were non-BD elements in level)
847 * fixed bug with player destroying indestructable elements with shield
850 * added option to make growing elements grow into anything diggable
851 (for the various amoeba types, biomaze and "game of life")
854 * fixed bug with movable elements not moving after left behind by CEs
855 * changed gravity movement to anything diggable, not only sand/base
856 * optionally allowing passing to walkable element, not only empty space
857 * added option "can pass to walkable element" for players
858 * finally fixed gravity movement (hopefully)
861 * fixed bug with movable elements not moving anymore after falling down
864 * fixed another bug with custom elements digging and leaving elements
865 * fixed bug with "along left/right side" and automatic start direction
866 * trigger elements now also displayed when "more custom" deactivated
867 * fixed bug with clipboard element initialized when loading new level
868 * added option "drop delay" to set delay before dropping next element
871 * uploaded pre-release (test) version 3.1.0-1 binary and source code
874 * added copy and paste functions for custom change pages
875 * enhanced graphical display and functionality of tape recorder
876 * fixed bug with custom elements digging and leaving elements
879 * added move speed faster than "very fast" for custom elements
880 * fixed bug with 3+3 style explosions and missing border content
881 * fixed little bug when copying custom elements in the editor
882 * enhanced custom element changes by more side trigger actions
885 * added option "no scrolling when relocating" for instant teleporting
886 * uploaded pre-release (test) version 3.1.0-0 binary and source code
889 * added trigger element and trigger player to use as target elements
890 * added copy and paste functions for custom and group elements
893 * fixed graphical bug when displaying explosion animations
894 * fixed bug when appending to tapes, resulting in broken tapes
895 * re-recorded a few tapes broken by fixing gravity checking bug
898 * "can move into acid" property now for all elements independently
899 * "can fall into acid" property for player stored in same bitfield now
900 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
901 * version number set to 3.1.0 (finally!)
904 * changed tape recording to only record input, not programmed actions
907 * fixed totally broken (every 8th frame skipped) step-by-step recording
908 * fixed bug with requester not displayed when quick-loading interrupted
909 * added option "can fall into acid (with gravity)" for players
910 * fixed bug with player not falling when snapping down with gravity
913 * fixed bug which messed up key config when using keypad number keys
916 * fixed bug which allowed moving upwards even when gravity was active
917 * fixed bug with missing error handling when dumping levels or tapes
920 * added different colored editor graphics for Supaplex gravity tubes
923 * fixed bug that allowed solvable tapes for unsolvable levels
926 * use unlimited number of droppable elements when "count" set to zero
927 * added option to use step limit instead of time limit for level
930 * added player and change page as trigger for custom element change
933 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
936 * fixed bug with dark yamyam changing to acid when moving over acid
937 * fixed handling of levels with more than 999 seconds level time
938 (example: level 76 of "Denmine")
941 * "spring push bug" reintroduced as configurable element property
942 * fixed bug with missing properties for "mole"
943 * fixed bug that showed up when fixing the above "mole" properties bug
944 * added option "can move into acid" for all movable elements
945 * fixed graphical bug for elements moving into acid
946 * changed event handling to handle all pending events before going on
949 * fixed bug which caused all CE change pages to be ignored which had
950 the same change event, but used a different element side
951 (reported by Simon Forsberg)
953 * fixed bug which caused elements that can move and fall and that are
954 transported by a conveyor belt to continue moving into that direction
955 after leaving the conveyor belt, regardless of their own movement
956 type; only elements which can not move are transported now
957 (reported by Simon Forsberg)
959 * fixed bug which could cause an array overflow in RelocatePlayer()
960 (reported by Niko Böhm)
962 * changed Emerald Mine style "passable / over" elements to "protected"
963 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
965 * added new option to select from which side a "walkable/passable"
966 element can be entered
969 * added explosion and ignition delay for elements that can explode
972 * fixed bug which caused player not being protected against enemies
973 when a CE was "walkable / inside" and was not "indestructible"
974 * added "walkable/passable" fields to be "protected/unprotected"
975 against enemies, even if not accessible "inside" but "over/under"
978 * corrected move pattern to 32 bit and initial move direction to 8 bit
981 * added second custom element base configuration page
984 * added some special EMC mappings to Emerald Mine level loader
985 (also covering previously unknown element in level 0 of "Bondmine 8")
988 * added option to block last field when player is moving (for Supaplex)
989 * adjusted push delay of Supaplex elements
990 * removed delays for envelopes etc. when replaying with maximum speed
991 * fixed bug when dropping element on a field that just changed to empty
994 * fixed bug: infotrons can now smash yellow disks
995 * fixed bug: when gravity active, port above player can now be entered
996 * removed "one white dot" mouse pointer which irritated some people
999 * added "choice type" for group element selection
1002 * fixed bug with initial invulnerability of non-yellow player
1005 * added level loader for loading native Supaplex packed levels
1006 (including multi-part levels like the "splvls99" levels)
1009 * fixed bug which allowed creating emeralds by escaping explosions
1012 * custom elements can change (limited) or leave (unlimited) elements
1013 * finally added multiple matches using group elements
1014 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1017 * added new start movement type "previous" for continued CE movement
1018 * added new start movement type "random" for random CE movement start
1021 * added new element "sokoban_field_player" needed for Sokoban levels
1022 (thanks to Ed Booker for pointing this out!)
1025 * added elements that can be digged or left behind by custom elements
1028 * added group elements for multiple matches and random element creation
1031 * fixed some graphical errors displayed in old levels
1034 * fixed wrong double speed movement after passing closing gates
1037 * added level loader for loading native Emerald Mine levels
1040 * changes for "shooting" style CE movement
1043 * Happy New Year! ;-)
1046 * changed default snap/drop keys from left/right Shift to Control keys
1049 * fixed bug with dead player getting reanimated from custom element
1052 * fixed bug with wrong penguin graphics (when entering exit)
1055 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1058 * version number set to 3.0.9
1061 * version 3.0.8 released
1064 * added function checked_free()
1067 * fixed bug with double nut cracking sound
1068 (by eliminating "default element action sound" assignment in init.c)
1071 * fixed crash when no music info files are available
1074 * fixed boring and sleeping sounds
1077 * added "maze runner" and "maze hunter" movement types
1078 * added extended collision conditions for custom elements
1081 * added warnings for undefined token values in artwork config files
1084 * added menu entry for level set information to the info screen
1087 * fixed bug with wrong default impact sound for colored emeralds
1090 * added several sub-screens for the info screen
1091 * menu text now also clickable (not only blue/red sphere left of it)
1094 * added configurable "bored" and "sleeping" animations for the player
1095 * added "awakening" sound for player when waking up after sleeping
1098 * added "copy" and "exchange" functions for custom elements to editor
1101 * added configurable element animations for info screen
1104 * added configurable music credits for info screen
1107 * finally fixed tape recording when player is created from CE change
1110 * added "editorsetup.conf" for editor element list configuration
1113 * added "musicinfo.conf" for menu and level music configuration
1116 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1117 (that only showed up on Linux, but not on Windows systems)
1120 * fixed turning movement of butterflies and fireflies (no frame reset)
1121 * enhanced sniksnak turning movement (two steps instead of only one)
1124 * version number set to 3.0.8
1127 * version 3.0.7 released
1130 * fixed reset of player animation frame when, for example,
1131 walking, digging or collecting share the same animation
1132 * fixed CE with "deadly when touching" exploding when touching amoeba
1135 * fixed tape recording when player is created from CE element change
1138 * introduced "turning..." action graphic for elements with move delay
1139 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1140 * added turning animations for bug, spaceship and sniksnak
1143 * prevent "extended" changed elements from delay change in same frame
1146 * fixed bug when pushing element that can move away to the side
1147 (like pushing falling elements, but now with moving elements)
1150 * finally fixed serious bug in code for delayed element pushing (again)
1153 * unavailable setup options now marked as "n/a" instead of "off"
1154 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1155 to "true", levels are always played with the latest game engine,
1156 which is desired for levels that are imported from other games; all
1157 other levels are played with the engine version stored in level file
1158 (which is normally the engine version the level was created with)
1161 * fixed serious bug in code for delayed element pushing
1162 * fixed little bug in animation frame selection for pushed elements
1163 * speed-up of reading config file for verbose output
1166 * added configuration option for opening and closing Supaplex exit
1167 * added configuration option for moving up/down animation for Murphy
1168 * fixed incorrectly displayed animation for attacking dragon
1169 * fixed bug with not setting initial gravity for each new game
1170 * fixed bug with teleportation of player by custom element change
1171 * fixed bug with player not getting smashed by rock sometimes
1174 * version number set to 3.0.7
1177 * version 3.0.6 released
1180 * added support for MP3 music for SDL version through SMPEG library
1183 * fixed bug when initializing font graphic structure
1184 * fixed bug with animation mode "pingpong" when using only 1 frame
1185 * fixed bug with extended change target introduced in 3.0.5
1186 * fixed bug where passing over moving element doubles player speed
1187 * fixed bug with elements continuing to move into push direction
1188 * fixed bug with duplicated player when dropping bomb with shield on
1189 * added "switching" event for custom elements ("pressing" only once)
1190 * fixed switching bug (resetting flag when not switching but not idle)
1193 * fixed element tokens for certain file elements with ".active" etc.
1196 * version number set to 3.0.6
1199 * version 3.0.5 released
1202 * now four envelope elements available
1203 * font, background, animation and sound for envelope now configurable
1204 * main menu doors opening/closing animation type now configurable
1207 * active/inactive sides configurable for custom element changes
1208 * new movement type "move when pushed" available for custom elements
1211 * fixed bug in multiple config pages loader code that caused crashes
1214 * enhanced (remaining low-resolution) Supaplex graphics
1217 * version number set to 3.0.5
1220 * version 3.0.4 released
1222 2003-09-12 src/tools.c
1223 * fixed bug in custom definition of crumbled element graphics
1225 2003-09-11 src/files.c
1226 * fixed bug in multiple config pages code that caused crashes
1229 * version number set to 3.0.4
1232 * version 3.0.3 released
1235 * added music to Supaplex classic level set
1237 2003-09-07 src/libgame/misc.c
1238 * added support for loading various music formats through SDL_mixer
1240 2003-09-06 (various source files)
1241 * fixed several nasty bugs that may have caused crashes on some systems
1242 * added envelope content which gets displayed when collecting envelope
1243 * added multiple change event pages for custom elements
1245 2003-08-24 src/game.c
1246 * fixed problem with player animation when snapping and moving
1248 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1249 * fixed problem with flickering when drawing toon animations
1251 2003-08-23 src/libgame/sdl.c
1252 * fixed problem with setting mouse cursor in SDL version in fullscreen
1254 2003-08-23 src/game.c
1255 * fixed bug (missing array boundary check) which could crash the game
1258 * version number set to 3.0.3
1261 * version 3.0.2 released
1263 2003-08-21 src/game.c
1264 * fixed bug with creating inaccessible elements at player position
1266 2003-08-20 src/init.c
1267 * fixed bug with not finding current level artwork directory
1269 2003-08-20 src/files.c
1270 * fixed bug with choosing wrong engine version when playing tapes
1271 * fixed bug with messing up custom element properties in 3.0.0 levels
1274 * version number set to 3.0.2
1277 * version 3.0.1 released
1279 2003-08-17 (no source files affected)
1280 * changed all "classic" PCX image files with 16 colors or less to
1281 256 color (8 bit) storage format, because the Allegro game library
1282 cannot handle PCX files with less than 256 colors (contributed
1283 graphics are not affected and might look wrong in the DOS version)
1285 2003-08-16 src/init.c
1286 * fixed bug which (for example) crashed the level editor when defining
1287 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1288 (only set to default) -- invalid graphics now set to default graphic
1290 2003-08-16 src/init.c
1291 * fixed graphical bug of player digging/collecting/snapping element
1292 when no corresponding graphic/animation is defined for this action,
1293 resulting in player being drawn as EL_EMPTY (which should only be
1294 done to elements being collected, but not to the player)
1296 2003-08-16 src/game.c
1297 * fixed small graphical bug of player not totally moving into exit
1299 2003-08-16 src/libgame/setup.c
1300 * fixed bug with wrong MS-DOS 8.3 filename conversion
1302 2003-08-16 src/tools.c
1303 * fixed bug with invisible mouse cursor when pressing ESC while playing
1305 2003-08-16 (various source files)
1306 * added another 128 custom elements (disabled in editor by default)
1308 2003-08-16 src/editor.c
1309 * fixed NULL string bug causing Solaris to crash in sprintf()
1311 2003-08-16 src/screen.c
1312 * fixed drawing over scrollbar on level selection with custom fonts
1314 2003-08-15 src/game.c
1315 * cleanup of simple sounds / loop sounds / music settings
1317 2003-08-08 (various source files)
1318 * added custom element property for dropping collected elements
1320 2003-08-08 src/conf_gfx.c
1321 * fixed bug with missing graphic for active red disk bomb
1323 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1324 * extended variable "level.gravity" to "level.initial_gravity" and
1325 "game.current_gravity" to prevent level setting from being changed
1326 by playing the level (keeping the runtime value after playing)
1328 * fixed graphics bug when digging element that has 'crumbled' graphic
1329 definition, but not 'diggable' graphic definition
1332 * version number set to 3.0.1
1335 * version 3.0.0 released
1338 * various bug fixes; among others:
1339 - fixed bug with pushing spring over empty space
1340 - fixed bug with leaving tube while placing dynamite
1341 - fixed bug with explosion of smashed penguins
1342 - allow Murphy player graphic in levels with non-Supaplex elements
1346 * I have forgotten to document changes for some time
1349 * pre-release version 2.2.0rc1 released
1352 * version number set to 2.1.2
1355 * version 2.1.1 released
1358 * version number set to 2.1.1
1361 * version 2.1.0 released
1364 * version number set to 2.1.0
1366 2002-04-03 to 2002-05-19 (various source files)
1367 * graphics, sounds and music now fully configurable
1368 * bug fixed that prevented walking through tubes when gravity on
1370 2002-04-02 src/events.c, src/editor.c
1371 * Make Escape key less aggressive when playing or when editing level.
1372 This can be configured as an option in the setup menu. (Default is
1373 "less aggressive" which means "ask user if something can be lost"
1374 when pressing the Escape key.)
1376 2002-04-02 src/screen.c
1377 * Added "graphics setup" screen.
1379 2002-04-01 src/screen.c
1380 * Changed "choose level" setup screen stuff to be more generic (to
1381 make it easier to add more "choose from generic tree" setup screens).
1383 2002-04-01 src/config.c, src/timestamp.h
1384 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1385 automatically gets created by "src/Makefile" and contains an actual
1386 compile-time timestamp to identify development versions of the game).
1388 2002-03-31 src/tape.c, src/events.c
1389 * Added quick game/tape save/load functions to tape stuff which can be
1390 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1391 loads previously recorded tape and directly goes into recording mode
1392 from the end of the tape (therefore appending to the tape).
1394 2002-03-31 src/tape.c
1395 * Added "index mark" function to tape recorder. When playing or
1396 recording, "eject" button changes to "index" button. Setting index
1397 mark is not yet implemented, but pressing index button when playing
1398 allows very quick advancing to end of tape (when normal playing),
1399 very fast forward mode (when playing with normal fast forward) or
1400 very fast reaching of "pause before end of tape" (when playing with
1401 "pause before end" playing mode).
1403 2002-03-30 src/cartoons.c
1404 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1406 2002-03-29 src/screen.c
1407 * Changed setup screen stuff to be more generic (to make it easier
1408 to add more setup screens).
1410 2002-03-23 src/main.c, src/main.h
1411 * Various changes due to the introduction of the new libgame files
1412 "setup.c" and "joystick.c".
1414 2002-03-23 src/files.c
1415 * Generic parts of "src/files.c" (mainly setup and level directory
1416 stuff) moved to new libgame file "src/libgame/setup.c".
1418 2002-03-23 src/joystick.c
1419 * File "src/joystick.c" moved to libgame source tree, with
1420 correspondig changes.
1422 2002-03-22 src/screens.c
1423 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1424 (Wrong level series information displayed when entering main group.)
1426 2002-03-22 src/editor.c
1427 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1429 2002-03-22 src/editor.c
1430 * Changed behaviour of "Escape" key in level editor to be more
1431 intuitive: When in "Element Properties" or "Level Info" mode,
1432 return to "Drawing Mode" instead of leaving the level editor.
1434 2002-03-21 src/game.c, src/editor.c, src/files.c
1435 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1436 gems (emeralds, diamonds, ...) slipping down from normal wall,
1437 steel wall and growing wall (as in E.M.C. style levels). Although
1438 the behaviour of contributed and private levels wasn't changed (due
1439 to the use of "level.game_version"; see previous entry), editing
1440 those levels will (of course) change the behaviour accordingly.
1442 This change seems a bit too hard after thinking about it, because
1443 the EM style behaviour is not the "expected" behaviour (gems would
1444 normally only slip down from "rounded" walls). Therefore this was
1445 now changed to an element property for gem style elements, with the
1446 default setting "off" (which means: no special EM style behaviour).
1447 To fix older converted levels, this flag is set to "on" for pre-2.0
1448 levels that are neither contributed nor private levels.
1450 2002-03-20 src/files.h
1451 * Corrected settings for "level.game_version" depending of level type.
1452 (Contributed and private levels always get played with game engine
1453 version they were created with, while converted levels always get
1454 played with the most recent version of the game engine, to let new
1455 corrections of the emulation behaviour take effect.)
1457 2002-03-20 src/main.h
1458 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1459 compiling the SDL version on some systems.
1460 Thanks to the several people who pointed this out.
1463 * Version number set to 2.0.2.
1466 * Version 2.0.1 released.
1468 2002-03-18 src/screens.c
1469 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1471 2002-03-18 src/files.c [src/libgame/misc.c]
1472 * Moved some common functions from src/files.c to src/libgame/misc.c.
1474 2002-03-18 src/files.c [src/libgame/misc.c]
1475 * Changed permissions for new directories and saved files (especially
1476 score files) according to suggestions of Debian users and mantainers.
1477 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1479 2002-03-17 src/files.c
1480 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1481 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1482 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1483 for levels and "TAPE" for tapes). Old "cookie" style format is
1484 still supported for reading. New level and tape files are written
1487 * New IFF chunk "VERS" contains version numbers for file and game
1488 (where "game version" is the version of the program that wrote the
1489 file, and "file version" is a version number to distinguish files
1490 with different format, for example after adding new features).
1492 2002-03-15 src/screen.c
1493 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1494 (Before, you heard a mixture of the in-game music and the
1495 hall-of-fame music.)
1497 2002-03-14 src/events.c
1498 * Function "DumpTape()" (files.c) now available by pressing 't' from
1499 main menu (when in DEBUG mode).
1501 2002-03-14 src/game.c
1502 * "GameWon()": When game was won playing a tape, now there is no delay
1503 raising the score and no corresponding sound is played.
1505 2002-03-14 src/files.c
1506 * Changed "LoadTape()" for real chunk support and also adjusted
1507 "SaveTape()" accordingly.
1509 2002-03-14 src/game.c, src/tape.c, src/files.c
1510 * Important changes to tape format: The old tape format stored all
1511 actions with a real effect with a corresponding delay between the
1512 stored actions. This had some major disadvantages (for example,
1513 push delays had to be ignored, pressing a button for some seconds
1514 mutated to several single button presses because of the non-action
1515 delays between two action frames etc.). The new tape format just
1516 stupidly records all device actions and replays them later. I really
1517 don't know why I haven't solved it that way before?! Old-style tapes
1518 (with tape file version less than 2.0) get converted to the new
1519 format on-the-fly when loading and can therefore still be played;
1520 only some minor parts of the old-style tape handling code was needed.
1521 (A perfect conversion is not possible, because there is information
1522 missing about the device actions between two action frames.)
1524 2002-03-14 src/files.c
1525 * New function "DumpTape()" to dump the contents of the current tape
1526 in a human readable format.
1528 2002-03-14 src/game.c
1529 * Small tape bug fixed: When automatically advancing to next level
1530 after a game was won, the tape from the previous level still was
1531 loaded as a tape for the new level.
1533 2002-03-14 src/tape.c
1534 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1535 tape, cartoons did not get completely removed because
1536 StopAnimation() was not called.
1538 2002-03-13 src/files.c
1539 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1540 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1541 size even when using 16-bit elements). Added new chunk "CNT2" for
1542 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1543 chunk even when content was 16-bit element). "CNT2" should now be
1544 able to store content for arbitrary elements (up to eight blocks of
1545 3 x 3 element arrays). All "CNT2" elements will always be stored as
1546 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1548 2002-03-13 src/files.c
1549 * Changed "LoadLevel()" for real chunk support.
1551 2002-03-12 src/game.c
1552 * Fixed problem (introduced after 2.0.0 release) with penguins
1553 not getting killed by enemies
1555 2002-02-24 src/game.c, src/main.h
1556 * Added "player->is_moving"; now "player->last_move_dir" does
1557 not contain any information if the player is just moving at
1559 Before, "player->last_move_dir" was misused for this purpose
1560 for the robot stuff (robots don't kill players when they are
1561 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1562 broke tapes when walking through pipes!
1563 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1564 in a continuous movement. This fact is ignored for friends and