2 * fixed (potential) compile error when using GCC option "-std=gnu99"
3 (thanks to Tom "spot" Callaway)
6 * fixed array allocation in native Supaplex engine to correctly handle
7 preceding scratch buffers (needed because of missing border checking)
8 * fixed playfield initialization to correctly add raw header bytes as
9 subsequent scratch buffer (needed because of missing border checking)
12 * most important parts of native Supaplex engine integration working:
13 - native Supaplex levels can be played in native Supaplex engine
14 - native Supaplex level/demo files ("*.sp" files) can be re-played
15 - all 111 classic original Supaplex levels automatically solvable
16 - native Supaplex engine can be selected and used from level editor
17 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
20 * fixed another translation problem from VisualBasic to C (where "int"
21 should be "short") causing unsolvable demos with bugs and terminals
22 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
25 * fixed bug when reading Supaplex single level files (preventing loader
26 from seeking to level position like in Supaplex level package files)
29 * first classic Supaplex level running and solved by solution/demo tape
32 * started with integration of native Supaplex engine, using source code
33 of Megaplex from Frank Schindler, based on original Supaplex engine
36 * version number set to 3.2.6.2
39 * version 3.2.6.1 released
42 * fixed bug with element_info[e].gfx_element not being initialized in
43 early game stage, causing native graphics in EMC level sets to be
44 mapped completely to EL_EMPTY (causing a blank screen when playing)
45 (this only happened when starting the program with an EMC set with
46 native graphics, but not when switching to such a set at runtime)
49 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
50 and using self-compiled, patched SDL.dll that solves this problem
51 (interim solution until release of SDL 1.2.14 that should fix this)
54 * extended backwards compatibility mode to allow already fixed bug with
55 change actions (see "2008-02-05") for existing levels (especially the
56 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
59 * reactivated workaround to prevent program crashes due to blitting to
60 the same SDL surface that apparently only occurs on Windows systems
61 (this is no final solution; this problem needs further investigation)
64 * version number set to 3.2.6.1
67 * version 3.2.6.0 released
70 * fixed behaviour of player option "no centering when relocating" which
71 was incorrect when disabled and relocation target inside visible area
72 and "no scrolling when relocating" enabled at the same time
75 * fixed problems with re-mapping players on playfield to input devices:
76 previously, players found on the level playfield were changed to the
77 players connected to input devices (for example, player 3 in the level
78 was changed to player 1 (using artwork of player 3, to be able to use
79 a player with a different color)); this had the disadvantage that CE
80 conditions using player elements did not work (because the players in
81 the level definition are different to those effectively used in-game);
82 the new system uses the same player elements as defined in the level
83 playfield and re-maps the input devices of connected players to the
84 corresponding player elements when playing the level (in the above
85 example, player 3 now really exists in the game and is moved using the
86 events from input device 1); level tapes still store the events from
87 input devices 1 to 4, which are then re-mapped to players accordingly
88 when re-playing the tape (just as it is done when playing the level)
91 * fixed bug with player relocation while the player switches an element
94 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
95 not walkable (and did not let the player enter) when in process of
96 opening, but not fully open yet (which can cause the player not being
97 able to enter the exit in EM/DC style levels in time)
100 * fixed some bugs regarding the new level/CE random seed reset options
103 * moved "level settings" and "editor settings" to two tabbed screens in
104 level editor to gain space for additional level property settings
105 * added level setting to start a level with always the same random seed
106 * added CE action "set random seed" to re-initialize random seed in game
107 (this is the only CE action that gets executed before the CE changes,
108 which is needed to use the newly set random seed during the CE change)
111 * fixed redraw problem of special editor door when playing from editor
114 * fixed initialization of gfx_element for level sketch image creation
117 * added switch for EM style dynamite "[ ] explodes with chain reaction"
118 (with default set to "on" for existing levels, but "off" for all new
119 levels), as EM style dynamite does not chain-explode in original EM
122 * added optional initial inventory for players (pre-collected elements)
123 * added change page actions "set player inventory" and "set CE artwork"
124 * added recognition of "player" parameter on change pages when player
125 actions are defined, but no trigger player in corresponding condition
126 (this resulted in actions that only affected the first player before)
127 * fixed bug with change actions being executed for newly created custom
128 elements resulting from custom element changes, when the intention was
129 only to check for change actions for the previous custom element
132 * changed design and size of element drawing area in level editor
133 * added "element used as action parameter" to element change actions
136 * added possibility to reanimate player immediately after his death
137 (for example, by "change to <player> when explosion of <player>")
140 * fixed bug with "gray" white door not being uncovered by magnifier
141 * added score for collecting (any) key to the white key config page
144 * added condition "deadly when <getting hit by>" for custom elements
145 that behaves a bit like the existing "deadly when <colliding with>",
146 but with the following differences:
147 - it only kills players or friends when it was moving before it hits
148 - it does not kill players or friends that try to run into it
151 * fixed the following change conditions where a player element is used
152 as the "element that is triggering the custom element change":
155 - explosion of <element>
157 (the last two conditions already worked partially, but only for the
158 first player, and not for the "Murphy" player when using "move of")
161 * fixed crash bug caused by accessing invalid element (with value -1)
162 in UpdateGameControlValues()
163 * fixed graphical bug when using two-tile movement animations with EMC
164 game engine without explicitly using native EMC graphics engine
167 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
168 try to push something (due to push delay) does not cause a dig action
171 * fixed bug with reference elements used as trigger elements on custom
172 element change pages not being recognized
173 * fixed bug with reference elements not being removed from the playfield
174 * added engine functionality that allows custom elements that "can dig"
175 other elements not only to do so when moving by themselves, but also
176 when being pushed by the player (therefore adding the functionality to
177 push one element over another element, replacing it with the new one)
180 * added command line function to write level sketch images to directory
183 * merged override and auto-override options into new override options
184 with a new data type than can take the values "no", "yes" and "auto"
187 * fixed growing steel wall to also leave behind steel wall instead of
188 normal, destructible wall
189 * fixed handling of rocks falling through stacks of quicksand with
190 different speed (before, the rocks just got stuck in the quicksand)
193 * fixed nasty bug with auto-override and normal override not working on
194 program startup (especially when current level set has custom artwork)
197 * version 3.2.5 released as special edition "R'n'D jue"
200 * fixed X11 crash bug when blitting masked title screens over background
203 * changed build system to support special editions (like "R'n'D jue")
204 * added (hardcoded) loading graphics for "R'n'D jue" special edition
205 * fixed X11 crash bug when scaling images with width/height less than 32
208 * added "background.PLAYING" (only visible as two-pixel border in game)
209 * added default level set for first start of special R'n'D version
210 * changed door animations for editor always behaving like "quick doors"
213 * added new custom artwork setup option "auto-override non-CE sets" for
214 automatic artwork override that is only used for level sets without
215 custom element artwork (as it does not make much sense to override
216 any artwork that redefines custom element artwork for sets using CEs)
217 * fixed default artwork for "special" R'n'D versions always using the
218 "classic" artwork as the base if base artwork is not explicitly
219 defined in "levelinfo.conf", regardless of different default artwork
220 used by the special R'n'D version -- this is needed because any such
221 custom artwork is designed using the "classic" artwork definitions as
222 the base (including menu definitions and screen positions etc., which
223 would otherwise be taken from the different special default artwork)
226 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
227 for both EMC and R'n'D graphics engine (heavy workarounds needed due
228 to massively broken handling of quicksand in R'n'D game engine)
229 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
230 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
233 * fixed small bug in toon drawing (introduced when fixing the crash bug)
236 * added graphics definition "game.panel.highscore" to display the
237 current levels current high score in the game panel
240 * version number set to 3.2.5
243 * version 3.2.4 released
246 * fixed crash bug in toon drawing functions for large step offset values
249 * fixed some problems with displaying game panel when quick-loading tape
252 * fixed (experimental only) redrawing of every tile per frame (even if
253 unneeded) for the extended (R'n'D based) EMC graphics engine
254 * added optimization to only calculate element count for panel display
255 if really needed (that is, if element count values defined on panel)
256 * fixed problem with special editor door redraw when entering main menu
259 * fixed bug with displaying background for title messages on info screen
260 * some code cleanup for the extended (R'n'D based) EMC graphics engine
263 * fixed bug with CE action "move player" always resulting in player 4
264 if there was a CE action with no trigger player (because the player
265 element was calculated by using log_2() from trigger player bits with
266 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
267 triggering player bit mask and handling all players in "move player"
268 * fixed bug when defined artwork cannot be found for artwork that has
269 default artwork cloned from other artwork (without default filename)
270 * added several fixes to the extended (R'n'D based) EMC graphics engine
273 * fixed broken editor copy and paste for custom elements between levels
276 * title messages are now also searched in graphics artwork directory;
277 those found in graphics directory have precendence over those found
278 in level directory -- this handles title messages stored in graphics
279 directories as part of the artwork set, just like title images; this
280 makes sense, as corresponding special font definitions for messages
281 are usually defined in the same graphics artwork directory, and also
282 because title images and title messages that are combined in a level
283 set introduction should usually not be separated when the level set
284 is used with a different artwork set (e.g. using "override graphics")
285 * fixed problem with door borders on main screen by first drawing doors
286 and then the corresponding border masks, but not vice versa
287 * fixed problem with artwork config entries using the value "[DEFAULT]";
288 this does not what one might expect, but sets the value to an invalid
289 value -- solution: simply ignore such entries, which results in this
290 value keeping its previous (real) default value (in general, entries
291 that should use their default value should just not be defined here)
292 * fixed problem with wrong fading area size from main menu to setup menu
295 * fixed problem with broken crumbled graphics after level set changes
296 when using R'n'D custom artwork with level sets using the EMC engine
299 * fixed invisible "joysticks deactivated ..." text on setup input screen
302 * added use of hashes created from static lists (element tokens, image
303 config, font tokens) to speed up lookup of configuration parameters
304 * fixed bug where element and graphic config token lookup was mixed up
307 * added "busy" animation when initializing program and loading artwork
308 * added initialization profiling for program startup (debugging only)
311 * fixed(?) very strange bug apparently triggered by memset() when code
312 was cross-compiled with MinGW cross-compiler for Windows XP platform
313 (this only happened when using SDL.dll also self-compiled with MinGW)
316 * added graphics engine directive "border.draw_masked_when_fading" that
317 enables/disables drawing of border mask over screen that is just faded
320 * fixed small problem with separate fading definition for game screen
323 * added additional configuration directives for setup screen draw offset
324 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
325 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
326 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
327 used to define draw offset on custom artwork selection screens and
328 "CHOOSE_OTHER" is used on all other list style selection screens, like
329 choosing game speed or screen mode for fullscreen mode)
330 * added additional configuration directives to define main menu buttons:
331 - menu.button_name and menu.button_name.active
332 - menu.button_levels and menu.button_levels.active
333 - menu.button_scores and menu.button_scores.active
334 - menu.button_editor and menu.button_editor.active
335 - menu.button_info and menu.button_info.active
336 - menu.button_game and menu.button_game.active
337 - menu.button_setup and menu.button_setup.active
338 - menu.button_quit and menu.button_quit.active
339 * added eight pure decoration graphic definitions for the game panel
342 * added support for accessing native Diamond Caves II level packages
343 * fixed displaying of game panel values for Emerald Mine game engine
344 * fixed displaying end-of-level time and score values on new game panel
347 * added game panel control to display arbitrary elements on game panel
348 * added game panel control to display custom element score (globally
349 unique for identical custom elements) either as value or as element
350 * added ".draw_masked" and ".draw_order" to game panel control drawing
353 * fixed some general bugs with handling of ".active" elements and fonts
356 * cleanup of game panel elements (some elements were not really needed)
357 * added displaying of gravity state (on/off) as new game panel control
358 * added animation for game panel elements (similar to game elements)
361 * added new pseudo game mode "PANEL" to define panel fonts and graphics
362 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
363 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
364 (else graphics would have to use ".PLAYING", which would be confusing)
365 * fixed bug when fading out to game screen with border mask defined
368 * added attribute ".tile_size" for element style game panel controls
371 * added <space> key as additional valid key to use for confirm requester
374 * improved menu fading, adding separate fading definitions for entering
375 and leaving a "content" screen (in general), and optional definitions
376 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
379 * added (currently invisible) setup option to define scroll delay value
380 * fixed small bug in priority handling when auto-detecting level start
381 position in levels without player element (but player from CE etc.)
382 * added option "game.forced_scroll_delay_value" to override user choice
383 of scroll delay value for certain level sets with "graphicsinfo.conf"
384 * replaced setup option "scroll delay: on/off" by new setup option that
385 directly allows selecting the desired scroll delay value from 0 to 8
388 * added displaying of most game panel control elements (not animated)
391 * added new configuration directives to display additional game engine
392 values on the game control panel, like the following examples:
393 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
394 - game.panel.penguins - number of penguins to rescue
395 - game.panel.level_name - level name of current level
398 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
401 * added new player option "no centering when relocating" for "invisible"
402 teleportations to level areas that look exactly the same, giving the
403 illusion that the player did not relocate at all (this was the default
404 since 3.2.3, but caused visual problems with room creation in "Zelda")
405 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
408 * improved menu fading, adding separate fading definitions for entering
409 and leaving a menu and for fading between menu and "content" screens
410 * fixed small bug with recognizing also ".font_xyz" style definitions
413 * improved menu fading, adding separate fading definitions for fading
414 between menu screens and fading between menu and "destination" screens
417 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
418 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
419 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
420 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
422 * improved title fading, allowing fading animation types "none", "fade"
423 and "crossfade" (including cross-fading of last title to main menu)
426 * added configurability of graphics, sounds and music for title screens,
427 which are separated into initial title screens (only shown once at
428 program startup) and title screens shown for a given level set; these
429 title screens can be composed of up to five title images and up to
430 five title text messages (each drawn using an optional background
431 image), also using background music and/or sounds; aspects like
432 background images, sounds and music of title screens can either be
433 defined generally (valid for all title screens) or specifically (and
434 therefore differently for each title screen) using these directives:
436 to define a background image, sound or music file for all screens:
437 - background.TITLE_INITIAL (for all title screens for game startup)
438 - background.TITLE (for all title screens for level sets)
440 to define a background image, sound or music file for a single screen:
441 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
442 - background.titlescreen_x (with x in 1,2,3,4,5)
443 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
444 - background.titlemessage_x (with x in 1,2,3,4,5)
446 to define the title screen images:
447 - titlescreen_initial_x (with x in 1,2,3,4,5)
448 - titlescreen_x (with x in 1,2,3,4,5)
450 to define the title text messages, place text files into the level set
451 directory that have the following file names:
452 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
453 - titlemessage_x.txt (with x in 1,2,3,4,5)
455 to define the properties of the text messages, either use directives
456 that affect all text messages:
457 - [titlemessage_initial].<suffix>
458 - [titlemessage].<suffix>
459 or use directives that affect single text messages:
460 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
461 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
463 valid values for <suffix> are the same as for readme.<suffix> below;
464 use ".sort_priority" (default: 0) to define an arbitrary order for
465 title images and title messages (which can therefore be mixed)
468 * added full configurability of "readme.txt" screen appearance:
469 - readme.x: <left position used with alignment>
470 - readme.y: <top position>
471 - readme.width: <maximim text width in pixels>
472 - readme.height: <maximum text height in pixels>
473 - readme.chars: <maximum number of chars per line>
474 - readme.lines: <maximum number of lines displayed>
475 - readme.align: left,center,right (default: center)
476 - readme.top: top,middle,bottom (default: top)
477 - readme.font: font name
478 - readme.autowrap: true,false (default: true)
479 - readme.centered: true,false (default: false)
480 - readme.parse_comments: true,false (default: true)
481 - readme.sort_priority: (not used here, but only for title screens)
482 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
483 default), they are automatically determined from "readme.width" and
484 "readme.height" accordingly; when they are not "-1", they have
485 precedence over "readme.width" and "readme.height"
486 * added internal ad-hoc config settings for displaying text files like
487 title messages or "readme.txt" style level set info files:
488 - .font: font name (default: readme.font)
489 - .autowrap: true,false (default: readme.autowrap)
490 - .centered: true,false (default: readme.centered)
491 - .parse_comments: true,false (default: readme.parse_comments)
492 (the leading '.' and the separating ':' are mandatory here); to use
493 these ad-hoc settings, they have to be written inside a comment, like
494 "# .autowrap: false" or "# .centered: true"; these settings then
495 override the above global settings (they can even be used more than
496 once, like "# .centered: true", then some text that should be drawn
497 centered, then "# .centered: false" to go back to non-centered text;
498 important note: after using "# .parse_comments: false", or when using
499 "readme.parse_comments: false", detecting and parsing comments inside
500 the file is disabled and comments are just printed like normal text;
501 also be aware that all automatic text size calculations are done with
502 the font defined in "readme.font", while using different fonts using
503 "# .font: <font>" inside the text file may cause unexpected results
506 * changed some numerical limits in the level editor from 255 to 999
509 * added option "system.sdl_videodriver" to select SDL video driver
510 * added output of SDL video and audio driver to "version info" page
513 * added group element drawing to IntelliDraw drawing functions
514 * fixed animation resetting problem again (last try broke Snake Bite)
515 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
518 * added new (special) "include: <filename>" directive that works in all
519 configuration files (like "graphicsinfo.conf") and that has the same
520 effect as if that directive would be replaced with the content of the
521 specified file (this can be useful to split large configuration files
522 into several smaller ones and include them from one main file, or to
523 store configuration settings that always stay the same into a separate
524 file, while including it and only add those parts that really change)
527 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
530 * fixed bug in "InitMovingField()" where treating an integer array as
531 boolean caused wrong resetting of animations while elements are moving
532 * fixed problem with resetting animations when starting element change
535 * added sort priority for order of title screens and title messages
538 * changed end of game again: do not wait for the user to press a key
539 anymore, but directly ask/confirm tape saving and go to hall of fame
540 * re-enabled quitting of lost game by pressing space or return again
541 * added blanking of mouse pointer when displaying title screens
542 * added remaining menu draw offset definitions for info sub-screens
545 * added setup option to select game speed (from very slow to very fast)
546 * improved handling of title text messages (initial and for level set)
549 * added new options "auto-wrap" and "centered" for DC2 style envelopes
552 * fixed displaying and typing of player name when it is centered
553 * added special characters to be allowed for player name (not only A-Z)
556 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
557 (newer versions of the SDL library seem to not like this anymore)
560 * added code for configuration directives for control of game panel
563 * fixed small cosmetical bug with underlining property tabs in editor
566 * fixed small drawing bug in X11FadeRectangle
567 * added new elements for newly supported Diamond Caves II levels:
568 - EM/DC style exits that disappear after passing
569 - white key and gate (one white key needed for each white gate)
570 - fake gate (there is no key to open/pass this kind of gate!)
571 - extended magic wall which also handles pearls and crystals
575 * changed maximum value for endless loop detection to a higher value
576 (some levels really used very deep recursion without being endless)
579 * added new elements for newly supported Diamond Caves II levels:
580 - growing steel walls
581 - snappable land mine
584 * added new elements for newly supported Diamond Caves II levels:
585 - steel text elements
588 * added level file loader for native Diamond Caves II levels
591 * version number set to 3.2.4
594 * version 3.2.3 released
597 * fixed malloc/free bug when updating EMC artwork entries in level list
598 * added workaround (warning and request to quit the current game) when
599 changing elements cause endless recursion loop (which would otherwise
600 freeze the game, causing a crash-like program exit on some systems)
603 * fixed nasty string overflow bug when entering too long envelope text
606 * added feedback sounds for menu navigation "menu.item.activating" and
607 "menu.item.selecting" (for highlighting and executing menu entries)
610 * improved "no scrolling when relocating" to also consider scroll delay
611 (meaning that the player is not automatically centered in this case;
612 this makes it possible to "invisibly" relocate the player to a region
613 of the level playfield which looks the same as the old level region)
614 * fixed bug with not recognizing "main.input.name.align" when active
617 * fixed bug with displaying masked borders over title screens when
618 screen fading is disabled
621 * fixed infinite loop / crash bug when killing the player while having
622 a CE with the setting "kill player X when explosion of <player X>"
623 * added special editor graphic for "char_space" to distinguish it from
624 "empty_space" when editing a level (in-game graphics still the same)
627 * fixed nasty bug with initialization only done for the first player
630 * small change to handle loading empty element/content list micro chunks
633 * uploaded pre-release (test) version 3.2.3-0 binary and source code
636 * some optimizations on startup speed by reducing initial text output
639 * added caching of custom artwork information for faster startup times
642 * fixed graphical bug when using fewer menu entries on level selection
643 screen than usual (with "menu.list_size.LEVELS" directive)
644 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
645 the backbuffer to the backbuffer by error (with identical rectangle)
648 * fixed bug when displaying titlescreen with size less than element tile
649 * fixed bug that caused elements with "change when digging <e>" event
650 to change for _every_ digged element, not only those specified in <e>
651 * fixed bug that caused impact style collision when dropping element one
652 tile over the player that can both fall down and smash players
653 * fixed bug that caused impact style collision when element changed to
654 falling/smashing element over the player immediately after movement
657 * fixed bug that allowed making engine snapshots from the level editor
660 * fixed bugs with player name and current level positions on main screen
663 * added configuration directives for control of title screens:
664 - "title.fade_delay" for fading time
665 - "title.post_delay" for pause between screens (when not crossfading)
666 - "title.auto_delay" to automatically continue after some time
667 these settings can each be overridden by specifying them with titles:
668 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
669 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
670 fading mode can also be specified:
671 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
672 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
673 default is using normal fading for menues and initial title screens,
674 while using cross-fading for level set title screens
675 * fixed bug with background not drawn in Hall of Fame after game was won
678 * added configuration directives for the remaining main menu items
681 * added additional configuration directives for info screen draw offset:
682 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
683 * added additional configuration directives for preview info text
684 * limited mouse wheel sensitive screen area to scrollable screen area
687 * added highlighted menu text entries to menu navigation when selected
690 * fixed bug that prevented player from correctly being created in the
691 top left corner by a custom element change in a level without player
692 * fixed bug that prevented player from being killed when indestructible,
693 non-walkable element is placed on player position by extended change
694 * added configurable menu button, text and input positions to main menu
697 * added page fading effects for remaining info sub-screens
698 * fixed small bug that caused some delays when answering door request
701 * added directives "border.draw_masked.*" for menu/playfield area and
702 door areas to display overlapping/masked borders from "global.border"
705 * fixed bug with CE with move speed "not moving" not being animated
706 * when changing player artwork by CE action, reset animation frame
709 * fixed bug with not unmapping main menu screen gadgets on other screens
710 * fixed bug with un-pausing a paused game by releasing still pressed key
711 * fixed bug with not redrawing screen when toggling to/from fullscreen
712 mode while fast reloading tape (without redrawing playfield contents)
713 * fixed bug with quick-saving tape snapshot despite answering with "no"
716 * version number set to 3.2.3
719 * version 3.2.2 released
722 * fixed bug with redrawing screen in fullscreen mode after quick tape
723 reloading when using the EMC game engine
724 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
727 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
730 * added engine snapshot functionality for instant tape reloading (this
731 only works for the last tape saved using "quick save", and does not
732 work across program restarts, because it completely works in memory)
735 * version number set to 3.2.2
738 * version 3.2.1 released
741 * fixed nasty bugs with handling error message file on Mac OS X systems
744 * general code cleanup (removing many annoying "#if 0" blocks etc.)
747 * fixed bug that caused broken tapes when manually appending to tapes
748 using the "pause before death" functionality, followed by recording
749 * added setup option to disable fading of screens for faster testing
752 * code cleanup of new fading functions
755 * changed behaviour after solved game -- do not immediately stop engine
756 * added some more smooth screen fadings (game start, hall of fame etc.)
759 * fixed bug with displaying pushed CE with value/score/delay anim_mode
762 * added configurable level preview position, tile size and dimensions
763 * added configurable game panel value positions (gems, time, score etc.)
766 * fixed small bug with time displayed incorrectly when collecting CEs
769 * fixed bug with bumpy scrolling with EM engine in double player mode
772 * added compatibility code to fix "Snake Bite" style levels that were
773 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
776 * fixed bug with scrollbars inside editor when using the Windows mouse
777 enhancement tool "True X-Mouse" (which injects key events to the event
778 queue to insert selected stuff into the Windows clipboard, which gets
779 confused with the "Insert" key for jumping to the last editor cascade
780 block in the element list)
781 * added Rocks'n'Diamonds icon for use as window icon to SDL version
782 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
785 * added selection of preferred fullscreen mode to setup / graphics menu
786 (useful if default mode 800 x 600 does not match screen aspect ratio)
789 * improved down-scaling of images for better editor and preview graphics
790 * changed user data directory for Mac OS X from Unix style to new place
793 * improved level number selection in main menu and player selection in
794 setup menu (input devices section) by using standard button gadgets
795 * added support for mouse scroll wheel (caused buggy behaviour before)
796 * added support for scrolling horizontal scrollbars with mouse wheel by
797 holding "Shift" key pressed while scrolling the wheel
798 * added support for single step mouse wheel scrolling by holding "Alt"
799 key pressed while scrolling the wheel (can be combined with "Shift")
800 * changed output file "stderr.txt" on Windows platform now always to be
801 created in the R'n'D sub-directory of the personal documents directory
802 * added Windows message box to direct to "stderr.txt" after error aborts
805 * improved general scrollbar handling (when jump-scrolling scrollbars)
808 * changed scrollbars to always show last line as first after scrolling
809 (that means jumping n - 1 screen lines instead of n screen lines)
812 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
813 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
814 * fixed special handling of vertically stacked acid becoming fake acid
817 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
818 affect multiple instances of the same CE, although this kind of
819 change condition usually only affects one single custom element
822 * version number set to 3.2.1
825 * version 3.2.0 released
828 * reorganized level editor element list a bit to match engines better
831 * fixed newly introduced bug with wrongly initializing clipboard element
834 * fixed bug with displaying visible/invisible level border in editor
837 * reorganized some elements in the level editor element list
840 * fixed bug with displaying any player as "yellow" when moving into acid
841 * fixed bug with displaying running player when player stopped at border
844 * fixed bug with player exploding when moving into acid
845 * fixed bug with level settings being reset in editor and when playing
846 (some compatibility settings being set not only after level loading)
847 * fixed crash bug when number of custom graphic frames was set to zero
848 * fixed bug with teleporting player on walkable tile not working anymore
849 * added partial compatibility support for pre-release-only "CONF" chunk
850 (to make Alan Bond's "color cycle" demo work again :-) )
853 * fixed some bugs when displaying title screens from info screen menu
854 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
857 * changed file major version to 3 to reflect level file format changes
858 * uploaded pre-release (test) version 3.2.0-8 binary and source code
861 * added new chunk "NAME" to level file format for level name settings
862 * added new chunk "NOTE" to level file format for envelope settings
863 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
864 * updated magic(5) file to recognize changed and new level file chunks
865 * removed change events "change when CE value/score changes" as unneeded
868 * changed gravity (which only affects the player) from level property
869 to player property (only makes a difference in multi-player levels)
870 * added change events "change when CE value/score changes"
871 * added change events "change when CE value/score changes of <element>"
874 * added new chunk "INFO" to level file format for global level settings
875 * added all element settings from "HEAD" chunk to "CONF" chunk
876 * added all global level settings from "HEAD" chunk to "INFO" chunk
879 * changed level file format by adding two new chunks "CUSX" (for custom
880 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
881 elements, replacing the previous "GRP1" chunk); these new IFF style
882 chunks use the new and flexible "micro chunks inside chunks" technique
883 already used with the new "CONF" chunk (for normal element properties)
884 which makes it possible to easily extend the existing level format
885 (instead of using fixed-length chunks like before, which are either
886 too big due to reserved bytes for future use, or too small when those
887 reserved bytes have all been used and even more data should be stored,
888 requiring the replacement by new and larger chunks just like it went
889 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
892 * added credits pages to the "credits" section that were really missing
893 * added some missing element descriptions to the level editor
894 * added down position of switchgate switch to the level editor
895 and allowed the use of both switch positions at the same time
896 * changed use of "Insert" and "Delete" keys to navigate element list in
897 level editor to start of previous or next cascading block of elements
900 * added the possibility to view the title screen to the info screen menu
901 * fixed some minor bugs with viewing title screens
904 * fixed bug with title (cross)fading in/out when using fullscreen mode
907 * fixed bug that forced re-defining of menu settings in local graphics
908 config file which are already defined in existing base config file
909 * fixed small bug that caused door sounds playing when music is enabled
912 * added the possibility to define up to five title screens for each
913 level set that are displayed after loading using (cross)fading in/out
914 (this was added to display the various start images of the EMC sets)
917 * added "CE score gets zero [of]" to custom element trigger conditions
918 * added setup option to display element token name in level editor
921 * added compatibility code for Juergen Bonhagen's menu artwork settings
924 * fixed bug with displaying wrong animation frame 0 after CE changes
925 * fixed bug with creating invisible elements when light switch is on
928 * added selection between ECS and AGA graphics for EMC levels to setup
931 * adjusted font handling for various narrow EMC style fonts
934 * changed EM engine behaviour back to re-allow initial rolling springs
937 * fixed handling of over-large selectboxes (less error-prone now)
938 * fixed bug when creating GE with walkable element under the player
941 * added use of "Insert" and "Delete" keys to navigate element list in
942 level editor to start of custom elements or start of group elements
943 * added virtual elements to access CE value and CE score of elements:
944 - "CE value of triggering element"
945 - "CE score of triggering element"
946 - "CE value of current element"
947 - "CE score of current element"
950 * fixed "grass" to "sand" in older EM levels (up to file version V4)
953 * changed behaviour of network games with internal errors (because of
954 different client frame counters) from immediately terminating R'n'D
955 to displaying an error message requester and stopping only the game
956 (also to prevent impression of crashes under non command-line runs)
957 * fixed playing network games with the EMC engine (did not work before)
958 * fixed bug with not scrolling the screen in multi-player mode with the
959 focus on player 1 when all players are moving in different directions
960 * fixed bug with keeping pointer to gadget even after its deallocation
961 * fixed bug with allowing "focus on all players" in network games
962 * fixed bug with player focus when playing tapes from network games
965 * uploaded pre-release (test) version 3.2.0-7 binary and source code
968 * code cleanup for game action control for R'n'D and EMC game engine
971 * fixed bug in multi-player movement with focus on both players
972 * added option to control only the focussed player with all input
975 * added player focus switching to level tape recording and re-playing
978 * fixed some bugs in player focus switching in EMC and RND game engine
981 * added special Supaplex animations for Murphy digging and snapping
982 * added special Supaplex animations for Murphy being bored and sleeping
985 * added four new yam yams with explicit start direction for EMC engine
986 * fixed bug in src/libgame/text.c with printing text outside the window
989 * fixed small bug in EMC level loader (copyright sign in EM II levels)
992 * added delayed ignition of EM style dynamite when used in R'n'D engine
993 * added limited movement range to EMC engine when focus on all players
996 * fixed bug with missing (zero) score values for native Supaplex levels
999 * added "continuous snapping" (snapping many elements while holding the
1000 snap key pressed, without releasing the snap key after each element)
1001 as a new player setting for more compatibility with the classic games
1004 * finished scrolling for "focus on all players" in EMC graphics engine
1007 * level sets with "levels: 0" are ignored for levels, but not artwork
1008 * fixed bug when scanning empty level group directories (endless loop)
1011 * fixed bug with explosion graphic for player using "Murphy" graphic
1012 * fixed bug with explosion graphic if player leaves explosion in time
1013 * changed some descriptive text in setup menu to use medium-width font
1014 * added key shortcut settings for switching player focus to setup menu
1017 * fixed bug with random value initialization when recording tapes
1018 * fixed bug with playing single player tapes when team mode activated
1021 * fixed little bug when trying to switch to player that does not exist
1024 * added player switching (visual and quick) to R'n'D and EM game engine
1025 * added setup option to select visual or quick in-game player switching
1028 * added use of "Home" and "End" keys to handle element list in editor
1031 * fixed bug with adding score when playing tape with EMC game engine
1032 * added steel wall border for levels using EMC engine without border
1033 * finally fixed delayed scrolling in EMC engine also for small levels
1036 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1039 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1040 * fixed bug when displaying info element without action, but direction
1043 * fixed minor graphical problems with springs smashing and slurping
1044 (when using R'n'D style graphics instead of EMC style graphics)
1047 * added scroll delay (as configured in setup) to EMC graphics engine
1050 * improved screen redraw for EMC graphics engine (faster and smoother)
1051 * when not scrolling, do not redraw the whole playfield if not needed
1054 * added multi-player mode for EMC game engine (with up to four players)
1057 * added android (can clone elements) from EMC engine to R'n'D engine
1060 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1063 * added selectbox for initial player speed to player settings in editor
1066 * version 3.1.2 created that is basically version 3.1.1, but with a
1067 major bug fixed that prevented editing your own private levels
1068 * version 3.1.2 released
1071 * added magic ball (creates elements) from EMC engine to R'n'D engine
1074 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1077 * fixed bug when using "CE can leave behind <trigger element>"
1078 * added new change condition "(after/when) creation of <element>"
1079 * added new change condition "(after/when) digging <element>"
1080 * fixed bug accessing invalid gadget that caused crashes under Windows
1081 * deactivated new possibility for multiple CE changes per frame
1084 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1087 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1088 * fixed bug with not keeping CE value for moving CEs with only action
1089 * changed CE action selectboxes in editor to be only reset when needed
1092 * added option "use artwork from element" for custom player artwork
1093 * added option "use explosion from element" for player explosions
1096 * added cascaded element lists in the level editor
1097 * added persistence for cascaded element lists by "editorcascade.conf"
1098 * added dynamic element list with all elements used in current level
1099 * added possibility for multiple CE changes per frame (experimental)
1102 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1105 * changed "score for each 10 seconds/steps left" to "1 second/step"
1106 * added own score for collecting "extra time" instead of sharing it
1107 * added change events "switched by player" and "player switches <e>"
1108 * added change events "snapped by player" and "player snaps <e>"
1109 * added "set player artwork: <element choice>" to CE action options
1110 * added change event "move of <element>"
1113 * added "set player shield: off / normal / deadly" to CE action options
1114 * added new player option "use level start element" in level editor
1115 to set the correct focus at level start to elements from which the
1116 player is created later (this did not work before for cascaded CE
1117 changes resulting in creation of the player; it is now also possible
1118 to create the player from a yam yam which is smashed at level start)
1121 * added "set player speed: frozen (not moving)" to CE action options
1122 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1125 * added new player option "block snap field" (enabled by default) to
1126 make it possible to show a snapping animation like in Emerald Mine
1129 * added dynamic selectboxes to custom element action settings in editor
1130 * added "CE value" counter for custom elements (instead of "CE count")
1131 * added option to use the last "CE value" after custom element change
1132 * added option to use the "CE value" of other elements in CE actions
1133 * fixed odd behaviour when pressing time orb in levels w/o time limit
1134 * added checkbox "use time orb bug" for older levels that use this bug
1137 * added missing configuration settings for the following elements:
1138 - EL_TIMEGATE_SWITCH (time of open time gate)
1139 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1140 - EL_SHIELD_NORMAL (time of shield duration)
1141 - EL_SHIELD_DEADLY (time of shield duration)
1142 - EL_EXTRA_TIME (time added to level time)
1143 - EL_TIME_ORB_FULL (time added to level time)
1146 * added "wind direction" as a movement pattern for custom elements
1147 * added initial wind direction for balloon / custom elements to editor
1148 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1151 * added parameters for "game of life" and "biomaze" elements to editor
1154 * added level file chunk "CONF" for generic level and element settings
1157 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1160 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1161 * added sound action ".page[1]" to ".page[32]" for each CE change page
1164 * added image config suffix ".clone_from" to copy whole image settings
1165 * fixed bug with invalid ("undefined") CE settings in old level files
1168 * fixed graphical bug with smashing elements falling faster than player
1171 * fixed major bug which prevented private levels from being edited
1172 * fixed bug with precedence of general and special font definitions
1175 * fixed graphical bug with player animation when player moves slowly
1178 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1181 * fixed bug which prevented "global.num_toons: 0" from working
1184 * major code cleanup (removed all these annoying "#if 0" blocks)
1187 * added custom element actions for CE change page in level editor
1190 * fixed music initialization bug in init.c (thanks to David Binderman)
1191 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1192 (this bug must probably be fixed at other places, too)
1195 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1196 (should be '#include <SDL.h>' instead)
1199 * fixed bug which prevented "walkable from no direction" from working
1200 (due to compatibility code overwriting this setting after loading)
1203 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1206 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1207 * version 3.1.1 released
1210 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1211 on 64-bit architecture systems with LP64 data model
1214 * fixed bug with bombs not exploding when hitting the last level line
1215 (introduced after the release of 3.1.0)
1218 * added support for dumping small-sized level sketches from editor
1221 * added recognition of "trigger element" for "change digged element to"
1222 (this is not really what the "trigger element" was made for, but its
1223 use may seem obvious for leaving back digged elements unchanged)
1226 * fixed multiple warnings about failed joystick device initialization
1229 * fixed bug with dynamite dropped on top of just dropped custom element
1230 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1231 dynamite can still be dropped, but drop key must be released before
1234 * fixed bug with wrong start directory when started from file browser
1235 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1238 * fixed bug causing "change when impact" on player not working
1239 * fixed wrong priority of "hitting something" over "hitting <element>"
1240 * fixed wrong priority of "hit by something" over "hit by <element>"
1243 * fixed graphical bug which caused the player (being Murphy) to show
1244 collecting animations although the element was collected by penguin
1247 * fixed two bugs causing wrong door background graphics in system.c
1248 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1251 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1252 * added "no direction" to "walkable/passable from" selectbox options
1255 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1256 * in tape autoplay, not only report broken, but also missing tapes
1259 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1262 * fixed small bug with "linear" animation not working for active lamp
1265 * fixed bug with moving up despite gravity due to "block last field"
1266 * fixed small bug with wrong draw offset when typing name in main menu
1267 * when reading user names from "passwd", ignore data after first comma
1268 * when creating new "levelinfo.conf", only write some selected entries
1271 * fixed displaying "imported from/by" on preview with empty string
1272 * fixed ignoring draw offset for fonts used for level preview texts
1275 * fixed a delay problem with SDL and too many mouse motion events
1276 * added setup option "skip levels" and level skipping functionality
1279 * added move speed "not moving" for non-moving CEs, but with direction
1282 * fixed mapping of obsolete element token names in "editorsetup.conf"
1283 * fixed bug with sound "acid.splashing" treated as a loop sound
1284 * fixed some little sound bugs in native EM engine
1287 * fixed small bug when dragging scrollbars to end positions
1290 * added editor element descriptions written by Aaron Davidson
1293 * improved fallback handling when configured artwork is not available
1294 (now using default artwork instead of exiting when files not found)
1297 * fixed bug on level selection screen when dragging scrollbar
1300 * fixed bug which caused broken tapes when appending to EM engine tapes
1303 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1306 * added code to replace changed artwork config tokens with other tokens
1307 (needed for backwards compatibility, so that older tokens still work)
1310 * added native R'n'D graphics for some new EMC elements in EM engine
1313 * fixed some bugs in the EM engine integration code
1314 * changed EM engine code to allow diagonal movement
1315 * changed EM engine code to allow use of separate snap and drop keys
1318 * fixed some redraw bugs when using EM engine
1321 * fixed bug with not converting RND levels which are set to use native
1322 engine to native level structure when loading
1325 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1328 * version number set to 3.2.0
1331 * level data now reset to defaults after attempt to load invalid file
1334 * added use of "editorsetup.conf" for different level sets
1337 * added auto-detection for various types of Emerald Mine level files
1340 * fixed bug with scrollbars getting too small when list is very large
1343 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1346 * added most level editor configuration gadgets for new EMC elements
1349 * added more element and graphic definitions for new EMC elements
1352 * modified native EM engine to use integrated R'n'D sound system
1355 * added SDL support to graphics functions in native EM engine
1356 (by always using generic libgame interface functions)
1359 * fixed bug in frame synchronization in native EM engine
1362 * added code to convert levels between R'n'D and native EM engine
1365 * new Emerald Mine engine can now play levels selected in main menu
1368 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1369 (which creates scaled down graphics for level editor and preview);
1370 there's still a memory leak somewhere in the artwork handling code
1371 * added "scale image up" functionality to X11 version of zoom function
1374 * first attempts to integrate new, native Emerald Mine Club engine
1377 * fixed bug in gadget code which caused reset of CEs in level editor
1378 (example: pressing 'b' [grab brush] on CE config page erased values)
1379 (solution: check if gadgets in ClickOnGadget() are really mapped)
1380 * improved level change detection in editor (settings now also checked)
1381 * fixed bug with "can move into acid" and "don't collide with" state
1384 * fixed maze runner style CEs to use the configured move delay value
1387 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1390 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1391 * fixed the above fix because it broke level set "machine" (*sigh*)
1392 * fixed random element placement in level editor to work as expected
1393 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1396 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1399 * fixed bug (missing array boundary check) which caused broken tapes
1400 * fixed bug (when loading level template) which caused broken levels
1401 * fixed bug with new block last field code when using non-yellow player
1404 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1405 * internal change of how the player blocks the last field when moving
1406 * fixed blocking delay of last field for EM and SP style block delay
1407 * fixed bug where the player had to wait for the usual move delay after
1408 unsuccessfully trying to move, when he directly could move after that
1409 * the last two changes should make original Supaplex level 93 solvable
1410 * improved use of random number generator to make it less predictable
1411 * fixed behaviour of slippery SP elements to let slip left, then right
1414 * fixed bug with wrong door state after trying to quickload empty tape
1415 * fixed waste of static memory usage of the binary, making it smaller
1416 * fixed very little graphical bug in Supaplex explosion
1419 * version number set to 3.1.1
1422 * version 3.1.0 released
1425 * fixed bug with crash when writing user levelinfo.conf the first time
1428 * added option "convert LEVELDIR [NR]" to command line batch commands
1429 * re-converted Supaplex levels to apply latest engine fixes
1430 * changed "use graphic/sound of element" to "use graphic of element"
1431 due to compatibility problems with some levels ("bug machine" etc.)
1434 * fixed bug with CE change replacing player with same or other player
1437 * fixed bug with opaque font in envelope with background graphic when
1438 background graphic is not transparent itself
1441 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1442 * corrected original Supaplex level loading code to use these new ports
1443 * also corrected Supaplex loader to auto-count infotrons if set to zero
1446 * fixed bug with missing initialization of "modified" flag for GEs
1449 * fixed bug that caused endless recursion loop when relocating player
1450 * fixed tape recorder bug in "step mode" when using "pause before end"
1451 * fixed tape recorder bug when changing from "warp forward" mode
1454 * fixed bug with "when touching" for pushed elements at last position
1457 * fixed bug that caused two activated toolbox buttons in level editor
1458 * fixed bug with exploding dynabomb under player due to other explosion
1461 * fixed bug with creating walkable custom element under player (again)
1462 * fixed bug with not copying explosion type when copying CEs in editor
1463 * fixed graphical bug when drawing player in setup menu (input devices)
1464 * fixed graphical bug when the player is pushing an accessible element
1465 * fixed bug with classic switchable elements triggering CE changes
1466 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1467 * fixed crash bug when CE leaves behind the trigger player element
1470 * fixed bug with broken tubes after placing/exploding dynamite in them
1471 * fixed bug with exploding dynamite under player due to other explosion
1472 * fixed bug with not resetting push delay under certain circumstances
1475 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1476 * added network multiplayer code for Windows (thanks to Niko Böhm)
1479 * added option "reachable despite gravity" for gravity movement
1480 * changed gravity movement of most classic walkable and passable
1481 elements back to "not reachable" (for compatibility reasons)
1484 * fixed (removed) "indestructible" / "can explode" dependency in editor
1485 * fixed (removed) "accessible inside" / "protected" dependency
1486 * fixed (removed) "step mode" / "shield time" dependency
1489 * fixed dynabombs exploding now into anything diggable
1490 * fixed Supaplex style gravity movement into buggy base now impossible
1491 * added pressing key "space" as valid action to select menu options
1494 * added "replace when walkable" to relocate player to walkable element
1495 * added "enter"/"leave" event for elements affected by relocation
1496 * fixed "direct"/"indirect" change order also for "when change" event
1497 * fixed graphical bug when pushing things from elements walkable inside
1500 * fixed graphic bug when player is snapping while moving in old levels
1501 * fixed bug when a moving custom element leaves a player element behind
1502 * fixed bug with mole not disappearing when moving into acid pool
1503 * fixed bug with incomplete path setting when using "--basepath" option
1504 * moving CE can now leave walkable elements behind under the player
1505 * when relocating, player can be set on walkable element now
1506 * fixed another gravity movement bug
1509 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1512 * added "collectible" and "removable" to extended replacement types
1513 (where "removable" replaces "diggable" and "collectible" elements)
1514 * added "collectible & throwable" (to throw element to the next field)
1515 * fixed bug with CEs digging elements that are just about to explode
1516 * changed mouse cursor now always being visible when game is paused
1519 * added possibility to push/press accessible elements from a side that
1521 * fixed bug with not setting actual date when appending to tape
1524 * fixed bug with incorrectly initialized custom element editor graphics
1527 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1528 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1531 * fixed bug with destroyed robot wheel still attracting robots forever
1532 * fixed bug with time gate switch deactivating after robot wheel time
1533 (while the time gate itself is not affected by this misbehaviour)
1534 * changed behaviour of BD style amoeba to always get blocked by player
1535 (before it was different when there were non-BD elements in level)
1536 * fixed bug with player destroying indestructable elements with shield
1539 * added option to make growing elements grow into anything diggable
1540 (for the various amoeba types, biomaze and "game of life")
1543 * fixed bug with movable elements not moving after left behind by CEs
1544 * changed gravity movement to anything diggable, not only sand/base
1545 * optionally allowing passing to walkable element, not only empty space
1546 * added option "can pass to walkable element" for players
1547 * finally fixed gravity movement (hopefully)
1550 * fixed bug with movable elements not moving anymore after falling down
1553 * fixed another bug with custom elements digging and leaving elements
1554 * fixed bug with "along left/right side" and automatic start direction
1555 * trigger elements now also displayed when "more custom" deactivated
1556 * fixed bug with clipboard element initialized when loading new level
1557 * added option "drop delay" to set delay before dropping next element
1560 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1563 * added copy and paste functions for custom change pages
1564 * enhanced graphical display and functionality of tape recorder
1565 * fixed bug with custom elements digging and leaving elements
1568 * added move speed faster than "very fast" for custom elements
1569 * fixed bug with 3+3 style explosions and missing border content
1570 * fixed little bug when copying custom elements in the editor
1571 * enhanced custom element changes by more side trigger actions
1574 * added option "no scrolling when relocating" for instant teleporting
1575 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1578 * added trigger element and trigger player to use as target elements
1579 * added copy and paste functions for custom and group elements
1582 * fixed graphical bug when displaying explosion animations
1583 * fixed bug when appending to tapes, resulting in broken tapes
1584 * re-recorded a few tapes broken by fixing gravity checking bug
1587 * "can move into acid" property now for all elements independently
1588 * "can fall into acid" property for player stored in same bitfield now
1589 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1590 * version number set to 3.1.0 (finally!)
1593 * changed tape recording to only record input, not programmed actions
1596 * fixed totally broken (every 8th frame skipped) step-by-step recording
1597 * fixed bug with requester not displayed when quick-loading interrupted
1598 * added option "can fall into acid (with gravity)" for players
1599 * fixed bug with player not falling when snapping down with gravity
1602 * fixed bug which messed up key config when using keypad number keys
1605 * fixed bug which allowed moving upwards even when gravity was active
1606 * fixed bug with missing error handling when dumping levels or tapes
1609 * added different colored editor graphics for Supaplex gravity tubes
1612 * fixed bug that allowed solvable tapes for unsolvable levels
1615 * use unlimited number of droppable elements when "count" set to zero
1616 * added option to use step limit instead of time limit for level
1619 * added player and change page as trigger for custom element change
1622 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1625 * fixed bug with dark yamyam changing to acid when moving over acid
1626 * fixed handling of levels with more than 999 seconds level time
1627 (example: level 76 of "Denmine")
1630 * "spring push bug" reintroduced as configurable element property
1631 * fixed bug with missing properties for "mole"
1632 * fixed bug that showed up when fixing the above "mole" properties bug
1633 * added option "can move into acid" for all movable elements
1634 * fixed graphical bug for elements moving into acid
1635 * changed event handling to handle all pending events before going on
1638 * fixed bug which caused all CE change pages to be ignored which had
1639 the same change event, but used a different element side
1640 (reported by Simon Forsberg)
1642 * fixed bug which caused elements that can move and fall and that are
1643 transported by a conveyor belt to continue moving into that direction
1644 after leaving the conveyor belt, regardless of their own movement
1645 type; only elements which can not move are transported now
1646 (reported by Simon Forsberg)
1648 * fixed bug which could cause an array overflow in RelocatePlayer()
1649 (reported by Niko Böhm)
1651 * changed Emerald Mine style "passable / over" elements to "protected"
1652 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1654 * added new option to select from which side a "walkable/passable"
1655 element can be entered
1658 * added explosion and ignition delay for elements that can explode
1661 * fixed bug which caused player not being protected against enemies
1662 when a CE was "walkable / inside" and was not "indestructible"
1663 * added "walkable/passable" fields to be "protected/unprotected"
1664 against enemies, even if not accessible "inside" but "over/under"
1667 * corrected move pattern to 32 bit and initial move direction to 8 bit
1670 * added second custom element base configuration page
1673 * added some special EMC mappings to Emerald Mine level loader
1674 (also covering previously unknown element in level 0 of "Bondmine 8")
1677 * added option to block last field when player is moving (for Supaplex)
1678 * adjusted push delay of Supaplex elements
1679 * removed delays for envelopes etc. when replaying with maximum speed
1680 * fixed bug when dropping element on a field that just changed to empty
1683 * fixed bug: infotrons can now smash yellow disks
1684 * fixed bug: when gravity active, port above player can now be entered
1685 * removed "one white dot" mouse pointer which irritated some people
1688 * added "choice type" for group element selection
1691 * fixed bug with initial invulnerability of non-yellow player
1694 * added level loader for loading native Supaplex packed levels
1695 (including multi-part levels like the "splvls99" levels)
1698 * fixed bug which allowed creating emeralds by escaping explosions
1701 * custom elements can change (limited) or leave (unlimited) elements
1702 * finally added multiple matches using group elements
1703 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1706 * added new start movement type "previous" for continued CE movement
1707 * added new start movement type "random" for random CE movement start
1710 * added new element "sokoban_field_player" needed for Sokoban levels
1711 (thanks to Ed Booker for pointing this out!)
1714 * added elements that can be digged or left behind by custom elements
1717 * added group elements for multiple matches and random element creation
1720 * fixed some graphical errors displayed in old levels
1723 * fixed wrong double speed movement after passing closing gates
1726 * added level loader for loading native Emerald Mine levels
1729 * changes for "shooting" style CE movement
1732 * Happy New Year! ;-)
1735 * changed default snap/drop keys from left/right Shift to Control keys
1738 * fixed bug with dead player getting reanimated from custom element
1741 * fixed bug with wrong penguin graphics (when entering exit)
1744 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1747 * version number set to 3.0.9
1750 * version 3.0.8 released
1753 * added function checked_free()
1756 * fixed bug with double nut cracking sound
1757 (by eliminating "default element action sound" assignment in init.c)
1760 * fixed crash when no music info files are available
1763 * fixed boring and sleeping sounds
1766 * added "maze runner" and "maze hunter" movement types
1767 * added extended collision conditions for custom elements
1770 * added warnings for undefined token values in artwork config files
1773 * added menu entry for level set information to the info screen
1776 * fixed bug with wrong default impact sound for colored emeralds
1779 * added several sub-screens for the info screen
1780 * menu text now also clickable (not only blue/red sphere left of it)
1783 * added configurable "bored" and "sleeping" animations for the player
1784 * added "awakening" sound for player when waking up after sleeping
1787 * added "copy" and "exchange" functions for custom elements to editor
1790 * added configurable element animations for info screen
1793 * added configurable music credits for info screen
1796 * finally fixed tape recording when player is created from CE change
1799 * added "editorsetup.conf" for editor element list configuration
1802 * added "musicinfo.conf" for menu and level music configuration
1805 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1806 (that only showed up on Linux, but not on Windows systems)
1809 * fixed turning movement of butterflies and fireflies (no frame reset)
1810 * enhanced sniksnak turning movement (two steps instead of only one)
1813 * version number set to 3.0.8
1816 * version 3.0.7 released
1819 * fixed reset of player animation frame when, for example,
1820 walking, digging or collecting share the same animation
1821 * fixed CE with "deadly when touching" exploding when touching amoeba
1824 * fixed tape recording when player is created from CE element change
1827 * introduced "turning..." action graphic for elements with move delay
1828 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1829 * added turning animations for bug, spaceship and sniksnak
1832 * prevent "extended" changed elements from delay change in same frame
1835 * fixed bug when pushing element that can move away to the side
1836 (like pushing falling elements, but now with moving elements)
1839 * finally fixed serious bug in code for delayed element pushing (again)
1842 * unavailable setup options now marked as "n/a" instead of "off"
1843 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1844 to "true", levels are always played with the latest game engine,
1845 which is desired for levels that are imported from other games; all
1846 other levels are played with the engine version stored in level file
1847 (which is normally the engine version the level was created with)
1850 * fixed serious bug in code for delayed element pushing
1851 * fixed little bug in animation frame selection for pushed elements
1852 * speed-up of reading config file for verbose output
1855 * added configuration option for opening and closing Supaplex exit
1856 * added configuration option for moving up/down animation for Murphy
1857 * fixed incorrectly displayed animation for attacking dragon
1858 * fixed bug with not setting initial gravity for each new game
1859 * fixed bug with teleportation of player by custom element change
1860 * fixed bug with player not getting smashed by rock sometimes
1863 * version number set to 3.0.7
1866 * version 3.0.6 released
1869 * added support for MP3 music for SDL version through SMPEG library
1872 * fixed bug when initializing font graphic structure
1873 * fixed bug with animation mode "pingpong" when using only 1 frame
1874 * fixed bug with extended change target introduced in 3.0.5
1875 * fixed bug where passing over moving element doubles player speed
1876 * fixed bug with elements continuing to move into push direction
1877 * fixed bug with duplicated player when dropping bomb with shield on
1878 * added "switching" event for custom elements ("pressing" only once)
1879 * fixed switching bug (resetting flag when not switching but not idle)
1882 * fixed element tokens for certain file elements with ".active" etc.
1885 * version number set to 3.0.6
1888 * version 3.0.5 released
1891 * now four envelope elements available
1892 * font, background, animation and sound for envelope now configurable
1893 * main menu doors opening/closing animation type now configurable
1896 * active/inactive sides configurable for custom element changes
1897 * new movement type "move when pushed" available for custom elements
1900 * fixed bug in multiple config pages loader code that caused crashes
1903 * enhanced (remaining low-resolution) Supaplex graphics
1906 * version number set to 3.0.5
1909 * version 3.0.4 released
1911 2003-09-12 src/tools.c
1912 * fixed bug in custom definition of crumbled element graphics
1914 2003-09-11 src/files.c
1915 * fixed bug in multiple config pages code that caused crashes
1918 * version number set to 3.0.4
1921 * version 3.0.3 released
1924 * added music to Supaplex classic level set
1926 2003-09-07 src/libgame/misc.c
1927 * added support for loading various music formats through SDL_mixer
1929 2003-09-06 (various source files)
1930 * fixed several nasty bugs that may have caused crashes on some systems
1931 * added envelope content which gets displayed when collecting envelope
1932 * added multiple change event pages for custom elements
1934 2003-08-24 src/game.c
1935 * fixed problem with player animation when snapping and moving
1937 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1938 * fixed problem with flickering when drawing toon animations
1940 2003-08-23 src/libgame/sdl.c
1941 * fixed problem with setting mouse cursor in SDL version in fullscreen
1943 2003-08-23 src/game.c
1944 * fixed bug (missing array boundary check) which could crash the game
1947 * version number set to 3.0.3
1950 * version 3.0.2 released
1952 2003-08-21 src/game.c
1953 * fixed bug with creating inaccessible elements at player position
1955 2003-08-20 src/init.c
1956 * fixed bug with not finding current level artwork directory
1958 2003-08-20 src/files.c
1959 * fixed bug with choosing wrong engine version when playing tapes
1960 * fixed bug with messing up custom element properties in 3.0.0 levels
1963 * version number set to 3.0.2
1966 * version 3.0.1 released
1968 2003-08-17 (no source files affected)
1969 * changed all "classic" PCX image files with 16 colors or less to
1970 256 color (8 bit) storage format, because the Allegro game library
1971 cannot handle PCX files with less than 256 colors (contributed
1972 graphics are not affected and might look wrong in the DOS version)
1974 2003-08-16 src/init.c
1975 * fixed bug which (for example) crashed the level editor when defining
1976 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1977 (only set to default) -- invalid graphics now set to default graphic
1979 2003-08-16 src/init.c
1980 * fixed graphical bug of player digging/collecting/snapping element
1981 when no corresponding graphic/animation is defined for this action,
1982 resulting in player being drawn as EL_EMPTY (which should only be
1983 done to elements being collected, but not to the player)
1985 2003-08-16 src/game.c
1986 * fixed small graphical bug of player not totally moving into exit
1988 2003-08-16 src/libgame/setup.c
1989 * fixed bug with wrong MS-DOS 8.3 filename conversion
1991 2003-08-16 src/tools.c
1992 * fixed bug with invisible mouse cursor when pressing ESC while playing
1994 2003-08-16 (various source files)
1995 * added another 128 custom elements (disabled in editor by default)
1997 2003-08-16 src/editor.c
1998 * fixed NULL string bug causing Solaris to crash in sprintf()
2000 2003-08-16 src/screen.c
2001 * fixed drawing over scrollbar on level selection with custom fonts
2003 2003-08-15 src/game.c
2004 * cleanup of simple sounds / loop sounds / music settings
2006 2003-08-08 (various source files)
2007 * added custom element property for dropping collected elements
2009 2003-08-08 src/conf_gfx.c
2010 * fixed bug with missing graphic for active red disk bomb
2012 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2013 * extended variable "level.gravity" to "level.initial_gravity" and
2014 "game.current_gravity" to prevent level setting from being changed
2015 by playing the level (keeping the runtime value after playing)
2017 * fixed graphics bug when digging element that has 'crumbled' graphic
2018 definition, but not 'diggable' graphic definition
2021 * version number set to 3.0.1
2024 * version 3.0.0 released
2027 * various bug fixes; among others:
2028 - fixed bug with pushing spring over empty space
2029 - fixed bug with leaving tube while placing dynamite
2030 - fixed bug with explosion of smashed penguins
2031 - allow Murphy player graphic in levels with non-Supaplex elements
2035 * I have forgotten to document changes for some time
2038 * pre-release version 2.2.0rc1 released
2041 * version number set to 2.1.2
2044 * version 2.1.1 released
2047 * version number set to 2.1.1
2050 * version 2.1.0 released
2053 * version number set to 2.1.0
2055 2002-04-03 to 2002-05-19 (various source files)
2056 * graphics, sounds and music now fully configurable
2057 * bug fixed that prevented walking through tubes when gravity on
2059 2002-04-02 src/events.c, src/editor.c
2060 * Make Escape key less aggressive when playing or when editing level.
2061 This can be configured as an option in the setup menu. (Default is
2062 "less aggressive" which means "ask user if something can be lost"
2063 when pressing the Escape key.)
2065 2002-04-02 src/screen.c
2066 * Added "graphics setup" screen.
2068 2002-04-01 src/screen.c
2069 * Changed "choose level" setup screen stuff to be more generic (to
2070 make it easier to add more "choose from generic tree" setup screens).
2072 2002-04-01 src/config.c, src/timestamp.h
2073 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2074 automatically gets created by "src/Makefile" and contains an actual
2075 compile-time timestamp to identify development versions of the game).
2077 2002-03-31 src/tape.c, src/events.c
2078 * Added quick game/tape save/load functions to tape stuff which can be
2079 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2080 loads previously recorded tape and directly goes into recording mode
2081 from the end of the tape (therefore appending to the tape).
2083 2002-03-31 src/tape.c
2084 * Added "index mark" function to tape recorder. When playing or
2085 recording, "eject" button changes to "index" button. Setting index
2086 mark is not yet implemented, but pressing index button when playing
2087 allows very quick advancing to end of tape (when normal playing),
2088 very fast forward mode (when playing with normal fast forward) or
2089 very fast reaching of "pause before end of tape" (when playing with
2090 "pause before end" playing mode).
2092 2002-03-30 src/cartoons.c
2093 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2095 2002-03-29 src/screen.c
2096 * Changed setup screen stuff to be more generic (to make it easier
2097 to add more setup screens).
2099 2002-03-23 src/main.c, src/main.h
2100 * Various changes due to the introduction of the new libgame files
2101 "setup.c" and "joystick.c".
2103 2002-03-23 src/files.c
2104 * Generic parts of "src/files.c" (mainly setup and level directory
2105 stuff) moved to new libgame file "src/libgame/setup.c".
2107 2002-03-23 src/joystick.c
2108 * File "src/joystick.c" moved to libgame source tree, with
2109 correspondig changes.
2111 2002-03-22 src/screens.c
2112 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2113 (Wrong level series information displayed when entering main group.)
2115 2002-03-22 src/editor.c
2116 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2118 2002-03-22 src/editor.c
2119 * Changed behaviour of "Escape" key in level editor to be more
2120 intuitive: When in "Element Properties" or "Level Info" mode,
2121 return to "Drawing Mode" instead of leaving the level editor.
2123 2002-03-21 src/game.c, src/editor.c, src/files.c
2124 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2125 gems (emeralds, diamonds, ...) slipping down from normal wall,
2126 steel wall and growing wall (as in E.M.C. style levels). Although
2127 the behaviour of contributed and private levels wasn't changed (due
2128 to the use of "level.game_version"; see previous entry), editing
2129 those levels will (of course) change the behaviour accordingly.
2131 This change seems a bit too hard after thinking about it, because
2132 the EM style behaviour is not the "expected" behaviour (gems would
2133 normally only slip down from "rounded" walls). Therefore this was
2134 now changed to an element property for gem style elements, with the
2135 default setting "off" (which means: no special EM style behaviour).
2136 To fix older converted levels, this flag is set to "on" for pre-2.0
2137 levels that are neither contributed nor private levels.
2139 2002-03-20 src/files.h
2140 * Corrected settings for "level.game_version" depending of level type.
2141 (Contributed and private levels always get played with game engine
2142 version they were created with, while converted levels always get
2143 played with the most recent version of the game engine, to let new
2144 corrections of the emulation behaviour take effect.)
2146 2002-03-20 src/main.h
2147 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2148 compiling the SDL version on some systems.
2149 Thanks to the several people who pointed this out.
2152 * Version number set to 2.0.2.
2155 * Version 2.0.1 released.
2157 2002-03-18 src/screens.c
2158 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2160 2002-03-18 src/files.c [src/libgame/misc.c]
2161 * Moved some common functions from src/files.c to src/libgame/misc.c.
2163 2002-03-18 src/files.c [src/libgame/misc.c]
2164 * Changed permissions for new directories and saved files (especially
2165 score files) according to suggestions of Debian users and mantainers.
2166 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2168 2002-03-17 src/files.c
2169 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2170 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2171 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2172 for levels and "TAPE" for tapes). Old "cookie" style format is
2173 still supported for reading. New level and tape files are written
2176 * New IFF chunk "VERS" contains version numbers for file and game
2177 (where "game version" is the version of the program that wrote the
2178 file, and "file version" is a version number to distinguish files
2179 with different format, for example after adding new features).
2181 2002-03-15 src/screen.c
2182 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2183 (Before, you heard a mixture of the in-game music and the
2184 hall-of-fame music.)
2186 2002-03-14 src/events.c
2187 * Function "DumpTape()" (files.c) now available by pressing 't' from
2188 main menu (when in DEBUG mode).
2190 2002-03-14 src/game.c
2191 * "GameWon()": When game was won playing a tape, now there is no delay
2192 raising the score and no corresponding sound is played.
2194 2002-03-14 src/files.c
2195 * Changed "LoadTape()" for real chunk support and also adjusted
2196 "SaveTape()" accordingly.
2198 2002-03-14 src/game.c, src/tape.c, src/files.c
2199 * Important changes to tape format: The old tape format stored all
2200 actions with a real effect with a corresponding delay between the
2201 stored actions. This had some major disadvantages (for example,
2202 push delays had to be ignored, pressing a button for some seconds
2203 mutated to several single button presses because of the non-action
2204 delays between two action frames etc.). The new tape format just
2205 stupidly records all device actions and replays them later. I really
2206 don't know why I haven't solved it that way before?! Old-style tapes
2207 (with tape file version less than 2.0) get converted to the new
2208 format on-the-fly when loading and can therefore still be played;
2209 only some minor parts of the old-style tape handling code was needed.
2210 (A perfect conversion is not possible, because there is information
2211 missing about the device actions between two action frames.)
2213 2002-03-14 src/files.c
2214 * New function "DumpTape()" to dump the contents of the current tape
2215 in a human readable format.
2217 2002-03-14 src/game.c
2218 * Small tape bug fixed: When automatically advancing to next level
2219 after a game was won, the tape from the previous level still was
2220 loaded as a tape for the new level.
2222 2002-03-14 src/tape.c
2223 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2224 tape, cartoons did not get completely removed because
2225 StopAnimation() was not called.
2227 2002-03-13 src/files.c
2228 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2229 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2230 size even when using 16-bit elements). Added new chunk "CNT2" for
2231 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2232 chunk even when content was 16-bit element). "CNT2" should now be
2233 able to store content for arbitrary elements (up to eight blocks of
2234 3 x 3 element arrays). All "CNT2" elements will always be stored as
2235 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2237 2002-03-13 src/files.c
2238 * Changed "LoadLevel()" for real chunk support.
2240 2002-03-12 src/game.c
2241 * Fixed problem (introduced after 2.0.0 release) with penguins
2242 not getting killed by enemies
2244 2002-02-24 src/game.c, src/main.h
2245 * Added "player->is_moving"; now "player->last_move_dir" does
2246 not contain any information if the player is just moving at
2248 Before, "player->last_move_dir" was misused for this purpose
2249 for the robot stuff (robots don't kill players when they are
2250 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2251 broke tapes when walking through pipes!
2252 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2253 in a continuous movement. This fact is ignored for friends and