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
6 * added configurable main menu button and text positions
9 * added page fading effects for remaining info sub-screens
10 * fixed small bug that caused some delays when answering door request
13 * added directives "border.draw_masked.*" for menu/playfield area and
14 door areas to display overlapping/masked borders from "global.border"
17 * fixed bug with CE with move speed "not moving" not being animated
18 * when changing player artwork by CE action, reset animation frame
21 * fixed bug with not unmapping main menu screen gadgets on other screens
22 * fixed bug with un-pausing a paused game by releasing still pressed key
23 * fixed bug with not redrawing screen when toggling to/from fullscreen
24 mode while fast reloading tape (without redrawing playfield contents)
25 * fixed bug with quick-saving tape snapshot despite answering with "no"
28 * version number set to 3.2.3
31 * version 3.2.2 released
34 * fixed bug with redrawing screen in fullscreen mode after quick tape
35 reloading when using the EMC game engine
36 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
39 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
42 * added engine snapshot functionality for instant tape reloading (this
43 only works for the last tape saved using "quick save", and does not
44 work across program restarts, because it completely works in memory)
47 * version number set to 3.2.2
50 * version 3.2.1 released
53 * fixed nasty bugs with handling error message file on Mac OS X systems
56 * general code cleanup (removing many annoying "#if 0" blocks etc.)
59 * fixed bug that caused broken tapes when manually appending to tapes
60 using the "pause before death" functionality, followed by recording
61 * added setup option to disable fading of screens for faster testing
64 * code cleanup of new fading functions
67 * changed behaviour after solved game -- do not immediately stop engine
68 * added some more smooth screen fadings (game start, hall of fame etc.)
71 * fixed bug with displaying pushed CE with value/score/delay anim_mode
74 * added configurable level preview position, tile size and dimensions
75 * added configurable game panel value positions (gems, time, score etc.)
78 * fixed small bug with time displayed incorrectly when collecting CEs
81 * fixed bug with bumpy scrolling with EM engine in double player mode
84 * added compatibility code to fix "Snake Bite" style levels that were
85 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
88 * fixed bug with scrollbars inside editor when using the Windows mouse
89 enhancement tool "True X-Mouse" (which injects key events to the event
90 queue to insert selected stuff into the Windows clipboard, which gets
91 confused with the "Insert" key for jumping to the last editor cascade
92 block in the element list)
93 * added Rocks'n'Diamonds icon for use as window icon to SDL version
94 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
97 * added selection of preferred fullscreen mode to setup / graphics menu
98 (useful if default mode 800 x 600 does not match screen aspect ratio)
101 * improved down-scaling of images for better editor and preview graphics
102 * changed user data directory for Mac OS X from Unix style to new place
105 * improved level number selection in main menu and player selection in
106 setup menu (input devices section) by using standard button gadgets
107 * added support for mouse scroll wheel (caused buggy behaviour before)
108 * added support for scrolling horizontal scrollbars with mouse wheel by
109 holding "Shift" key pressed while scrolling the wheel
110 * added support for single step mouse wheel scrolling by holding "Alt"
111 key pressed while scrolling the wheel (can be combined with "Shift")
112 * changed output file "stderr.txt" on Windows platform now always to be
113 created in the R'n'D sub-directory of the personal documents directory
114 * added Windows message box to direct to "stderr.txt" after error aborts
117 * improved general scrollbar handling (when jump-scrolling scrollbars)
120 * changed scrollbars to always show last line as first after scrolling
121 (that means jumping n - 1 screen lines instead of n screen lines)
124 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
125 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
126 * fixed special handling of vertically stacked acid becoming fake acid
129 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
130 affect multiple instances of the same CE, although this kind of
131 change condition usually only affects one single custom element
134 * version number set to 3.2.1
137 * version 3.2.0 released
140 * reorganized level editor element list a bit to match engines better
143 * fixed newly introduced bug with wrongly initializing clipboard element
146 * fixed bug with displaying visible/invisible level border in editor
149 * reorganized some elements in the level editor element list
152 * fixed bug with displaying any player as "yellow" when moving into acid
153 * fixed bug with displaying running player when player stopped at border
156 * fixed bug with player exploding when moving into acid
157 * fixed bug with level settings being reset in editor and when playing
158 (some compatibility settings being set not only after level loading)
159 * fixed crash bug when number of custom graphic frames was set to zero
160 * fixed bug with teleporting player on walkable tile not working anymore
161 * added partial compatibility support for pre-release-only "CONF" chunk
162 (to make Alan Bond's "color cycle" demo work again :-) )
165 * fixed some bugs when displaying title screens from info screen menu
166 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
169 * changed file major version to 3 to reflect level file format changes
170 * uploaded pre-release (test) version 3.2.0-8 binary and source code
173 * added new chunk "NAME" to level file format for level name settings
174 * added new chunk "NOTE" to level file format for envelope settings
175 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
176 * updated magic(5) file to recognize changed and new level file chunks
177 * removed change events "change when CE value/score changes" as unneeded
180 * changed gravity (which only affects the player) from level property
181 to player property (only makes a difference in multi-player levels)
182 * added change events "change when CE value/score changes"
183 * added change events "change when CE value/score changes of <element>"
186 * added new chunk "INFO" to level file format for global level settings
187 * added all element settings from "HEAD" chunk to "CONF" chunk
188 * added all global level settings from "HEAD" chunk to "INFO" chunk
191 * changed level file format by adding two new chunks "CUSX" (for custom
192 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
193 elements, replacing the previous "GRP1" chunk); these new IFF style
194 chunks use the new and flexible "micro chunks inside chunks" technique
195 already used with the new "CONF" chunk (for normal element properties)
196 which makes it possible to easily extend the existing level format
197 (instead of using fixed-length chunks like before, which are either
198 too big due to reserved bytes for future use, or too small when those
199 reserved bytes have all been used and even more data should be stored,
200 requiring the replacement by new and larger chunks just like it went
201 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
204 * added credits pages to the "credits" section that were really missing
205 * added some missing element descriptions to the level editor
206 * added down position of switchgate switch to the level editor
207 and allowed the use of both switch positions at the same time
208 * changed use of "Insert" and "Delete" keys to navigate element list in
209 level editor to start of previous or next cascading block of elements
212 * added the possibility to view the title screen to the info screen menu
213 * fixed some minor bugs with viewing title screens
216 * fixed bug with title (cross)fading in/out when using fullscreen mode
219 * fixed bug that forced re-defining of menu settings in local graphics
220 config file which are already defined in existing base config file
221 * fixed small bug that caused door sounds playing when music is enabled
224 * added the possibility to define up to five title screens for each
225 level set that are displayed after loading using (cross)fading in/out
226 (this was added to display the various start images of the EMC sets)
229 * added "CE score gets zero [of]" to custom element trigger conditions
230 * added setup option to display element token name in level editor
233 * added compatibility code for Juergen Bonhagen's menu artwork settings
236 * fixed bug with displaying wrong animation frame 0 after CE changes
237 * fixed bug with creating invisible elements when light switch is on
240 * added selection between ECS and AGA graphics for EMC levels to setup
243 * adjusted font handling for various narrow EMC style fonts
246 * changed EM engine behaviour back to re-allow initial rolling springs
249 * fixed handling of over-large selectboxes (less error-prone now)
250 * fixed bug when creating GE with walkable element under the player
253 * added use of "Insert" and "Delete" keys to navigate element list in
254 level editor to start of custom elements or start of group elements
255 * added virtual elements to access CE value and CE score of elements:
256 - "CE value of triggering element"
257 - "CE score of triggering element"
258 - "CE value of current element"
259 - "CE score of current element"
262 * fixed "grass" to "sand" in older EM levels (up to file version V4)
265 * changed behaviour of network games with internal errors (because of
266 different client frame counters) from immediately terminating R'n'D
267 to displaying an error message requester and stopping only the game
268 (also to prevent impression of crashes under non command-line runs)
269 * fixed playing network games with the EMC engine (did not work before)
270 * fixed bug with not scrolling the screen in multi-player mode with the
271 focus on player 1 when all players are moving in different directions
272 * fixed bug with keeping pointer to gadget even after its deallocation
273 * fixed bug with allowing "focus on all players" in network games
274 * fixed bug with player focus when playing tapes from network games
277 * uploaded pre-release (test) version 3.2.0-7 binary and source code
280 * code cleanup for game action control for R'n'D and EMC game engine
283 * fixed bug in multi-player movement with focus on both players
284 * added option to control only the focussed player with all input
287 * added player focus switching to level tape recording and re-playing
290 * fixed some bugs in player focus switching in EMC and RND game engine
293 * added special Supaplex animations for Murphy digging and snapping
294 * added special Supaplex animations for Murphy being bored and sleeping
297 * added four new yam yams with explicit start direction for EMC engine
298 * fixed bug in src/libgame/text.c with printing text outside the window
301 * fixed small bug in EMC level loader (copyright sign in EM II levels)
304 * added delayed ignition of EM style dynamite when used in R'n'D engine
305 * added limited movement range to EMC engine when focus on all players
308 * fixed bug with missing (zero) score values for native Supaplex levels
311 * added "continuous snapping" (snapping many elements while holding the
312 snap key pressed, without releasing the snap key after each element)
313 as a new player setting for more compatibility with the classic games
316 * finished scrolling for "focus on all players" in EMC graphics engine
319 * level sets with "levels: 0" are ignored for levels, but not artwork
320 * fixed bug when scanning empty level group directories (endless loop)
323 * fixed bug with explosion graphic for player using "Murphy" graphic
324 * fixed bug with explosion graphic if player leaves explosion in time
325 * changed some descriptive text in setup menu to use medium-width font
326 * added key shortcut settings for switching player focus to setup menu
329 * fixed bug with random value initialization when recording tapes
330 * fixed bug with playing single player tapes when team mode activated
333 * fixed little bug when trying to switch to player that does not exist
336 * added player switching (visual and quick) to R'n'D and EM game engine
337 * added setup option to select visual or quick in-game player switching
340 * added use of "Home" and "End" keys to handle element list in editor
343 * fixed bug with adding score when playing tape with EMC game engine
344 * added steel wall border for levels using EMC engine without border
345 * finally fixed delayed scrolling in EMC engine also for small levels
348 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
351 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
352 * fixed bug when displaying info element without action, but direction
355 * fixed minor graphical problems with springs smashing and slurping
356 (when using R'n'D style graphics instead of EMC style graphics)
359 * added scroll delay (as configured in setup) to EMC graphics engine
362 * improved screen redraw for EMC graphics engine (faster and smoother)
363 * when not scrolling, do not redraw the whole playfield if not needed
366 * added multi-player mode for EMC game engine (with up to four players)
369 * added android (can clone elements) from EMC engine to R'n'D engine
372 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
375 * added selectbox for initial player speed to player settings in editor
378 * version 3.1.2 created that is basically version 3.1.1, but with a
379 major bug fixed that prevented editing your own private levels
380 * version 3.1.2 released
383 * added magic ball (creates elements) from EMC engine to R'n'D engine
386 * uploaded fixed pre-release version 3.2.0-6 binary and source code
389 * fixed bug when using "CE can leave behind <trigger element>"
390 * added new change condition "(after/when) creation of <element>"
391 * added new change condition "(after/when) digging <element>"
392 * fixed bug accessing invalid gadget that caused crashes under Windows
393 * deactivated new possibility for multiple CE changes per frame
396 * uploaded pre-release (test) version 3.2.0-6 binary and source code
399 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
400 * fixed bug with not keeping CE value for moving CEs with only action
401 * changed CE action selectboxes in editor to be only reset when needed
404 * added option "use artwork from element" for custom player artwork
405 * added option "use explosion from element" for player explosions
408 * added cascaded element lists in the level editor
409 * added persistence for cascaded element lists by "editorcascade.conf"
410 * added dynamic element list with all elements used in current level
411 * added possibility for multiple CE changes per frame (experimental)
414 * uploaded pre-release (test) version 3.2.0-5 binary and source code
417 * changed "score for each 10 seconds/steps left" to "1 second/step"
418 * added own score for collecting "extra time" instead of sharing it
419 * added change events "switched by player" and "player switches <e>"
420 * added change events "snapped by player" and "player snaps <e>"
421 * added "set player artwork: <element choice>" to CE action options
422 * added change event "move of <element>"
425 * added "set player shield: off / normal / deadly" to CE action options
426 * added new player option "use level start element" in level editor
427 to set the correct focus at level start to elements from which the
428 player is created later (this did not work before for cascaded CE
429 changes resulting in creation of the player; it is now also possible
430 to create the player from a yam yam which is smashed at level start)
433 * added "set player speed: frozen (not moving)" to CE action options
434 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
437 * added new player option "block snap field" (enabled by default) to
438 make it possible to show a snapping animation like in Emerald Mine
441 * added dynamic selectboxes to custom element action settings in editor
442 * added "CE value" counter for custom elements (instead of "CE count")
443 * added option to use the last "CE value" after custom element change
444 * added option to use the "CE value" of other elements in CE actions
445 * fixed odd behaviour when pressing time orb in levels w/o time limit
446 * added checkbox "use time orb bug" for older levels that use this bug
449 * added missing configuration settings for the following elements:
450 - EL_TIMEGATE_SWITCH (time of open time gate)
451 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
452 - EL_SHIELD_NORMAL (time of shield duration)
453 - EL_SHIELD_DEADLY (time of shield duration)
454 - EL_EXTRA_TIME (time added to level time)
455 - EL_TIME_ORB_FULL (time added to level time)
458 * added "wind direction" as a movement pattern for custom elements
459 * added initial wind direction for balloon / custom elements to editor
460 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
463 * added parameters for "game of life" and "biomaze" elements to editor
466 * added level file chunk "CONF" for generic level and element settings
469 * uploaded pre-release (test) version 3.2.0-4 binary and source code
472 * skip empty level sets (with "levels: 0"; may be artwork base sets)
473 * added sound action ".page[1]" to ".page[32]" for each CE change page
476 * added image config suffix ".clone_from" to copy whole image settings
477 * fixed bug with invalid ("undefined") CE settings in old level files
480 * fixed graphical bug with smashing elements falling faster than player
483 * fixed major bug which prevented private levels from being edited
484 * fixed bug with precedence of general and special font definitions
487 * fixed graphical bug with player animation when player moves slowly
490 * uploaded pre-release (test) version 3.2.0-3 binary and source code
493 * fixed bug which prevented "global.num_toons: 0" from working
496 * major code cleanup (removed all these annoying "#if 0" blocks)
499 * added custom element actions for CE change page in level editor
502 * fixed music initialization bug in init.c (thanks to David Binderman)
503 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
504 (this bug must probably be fixed at other places, too)
507 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
508 (should be '#include <SDL.h>' instead)
511 * fixed bug which prevented "walkable from no direction" from working
512 (due to compatibility code overwriting this setting after loading)
515 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
518 * version number temporarily set to 3.1.1 (intermediate bugfix release)
519 * version 3.1.1 released
522 * changed some va_arg() arguments from 'long' to 'int', fixing problems
523 on 64-bit architecture systems with LP64 data model
526 * fixed bug with bombs not exploding when hitting the last level line
527 (introduced after the release of 3.1.0)
530 * added support for dumping small-sized level sketches from editor
533 * added recognition of "trigger element" for "change digged element to"
534 (this is not really what the "trigger element" was made for, but its
535 use may seem obvious for leaving back digged elements unchanged)
538 * fixed multiple warnings about failed joystick device initialization
541 * fixed bug with dynamite dropped on top of just dropped custom element
542 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
543 dynamite can still be dropped, but drop key must be released before
546 * fixed bug with wrong start directory when started from file browser
547 (due to this bug, R'n'D could not be started from KDE's Konqueror)
550 * fixed bug causing "change when impact" on player not working
551 * fixed wrong priority of "hitting something" over "hitting <element>"
552 * fixed wrong priority of "hit by something" over "hit by <element>"
555 * fixed graphical bug which caused the player (being Murphy) to show
556 collecting animations although the element was collected by penguin
559 * fixed two bugs causing wrong door background graphics in system.c
560 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
563 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
564 * added "no direction" to "walkable/passable from" selectbox options
567 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
568 * in tape autoplay, not only report broken, but also missing tapes
571 * uploaded pre-release (test) version 3.2.0-2 binary and source code
574 * fixed small bug with "linear" animation not working for active lamp
577 * fixed bug with moving up despite gravity due to "block last field"
578 * fixed small bug with wrong draw offset when typing name in main menu
579 * when reading user names from "passwd", ignore data after first comma
580 * when creating new "levelinfo.conf", only write some selected entries
583 * fixed displaying "imported from/by" on preview with empty string
584 * fixed ignoring draw offset for fonts used for level preview texts
587 * fixed a delay problem with SDL and too many mouse motion events
588 * added setup option "skip levels" and level skipping functionality
591 * added move speed "not moving" for non-moving CEs, but with direction
594 * fixed mapping of obsolete element token names in "editorsetup.conf"
595 * fixed bug with sound "acid.splashing" treated as a loop sound
596 * fixed some little sound bugs in native EM engine
599 * fixed small bug when dragging scrollbars to end positions
602 * added editor element descriptions written by Aaron Davidson
605 * improved fallback handling when configured artwork is not available
606 (now using default artwork instead of exiting when files not found)
609 * fixed bug on level selection screen when dragging scrollbar
612 * fixed bug which caused broken tapes when appending to EM engine tapes
615 * uploaded pre-release (test) version 3.2.0-1 binary and source code
618 * added code to replace changed artwork config tokens with other tokens
619 (needed for backwards compatibility, so that older tokens still work)
622 * added native R'n'D graphics for some new EMC elements in EM engine
625 * fixed some bugs in the EM engine integration code
626 * changed EM engine code to allow diagonal movement
627 * changed EM engine code to allow use of separate snap and drop keys
630 * fixed some redraw bugs when using EM engine
633 * fixed bug with not converting RND levels which are set to use native
634 engine to native level structure when loading
637 * uploaded pre-release (test) version 3.2.0-0 binary and source code
640 * version number set to 3.2.0
643 * level data now reset to defaults after attempt to load invalid file
646 * added use of "editorsetup.conf" for different level sets
649 * added auto-detection for various types of Emerald Mine level files
652 * fixed bug with scrollbars getting too small when list is very large
655 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
658 * added most level editor configuration gadgets for new EMC elements
661 * added more element and graphic definitions for new EMC elements
664 * modified native EM engine to use integrated R'n'D sound system
667 * added SDL support to graphics functions in native EM engine
668 (by always using generic libgame interface functions)
671 * fixed bug in frame synchronization in native EM engine
674 * added code to convert levels between R'n'D and native EM engine
677 * new Emerald Mine engine can now play levels selected in main menu
680 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
681 (which creates scaled down graphics for level editor and preview);
682 there's still a memory leak somewhere in the artwork handling code
683 * added "scale image up" functionality to X11 version of zoom function
686 * first attempts to integrate new, native Emerald Mine Club engine
689 * fixed bug in gadget code which caused reset of CEs in level editor
690 (example: pressing 'b' [grab brush] on CE config page erased values)
691 (solution: check if gadgets in ClickOnGadget() are really mapped)
692 * improved level change detection in editor (settings now also checked)
693 * fixed bug with "can move into acid" and "don't collide with" state
696 * fixed maze runner style CEs to use the configured move delay value
699 * added Aaron Davidson's tutorial level set to the "Tutorials" section
702 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
703 * fixed the above fix because it broke level set "machine" (*sigh*)
704 * fixed random element placement in level editor to work as expected
705 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
708 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
711 * fixed bug (missing array boundary check) which caused broken tapes
712 * fixed bug (when loading level template) which caused broken levels
713 * fixed bug with new block last field code when using non-yellow player
716 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
717 * internal change of how the player blocks the last field when moving
718 * fixed blocking delay of last field for EM and SP style block delay
719 * fixed bug where the player had to wait for the usual move delay after
720 unsuccessfully trying to move, when he directly could move after that
721 * the last two changes should make original Supaplex level 93 solvable
722 * improved use of random number generator to make it less predictable
723 * fixed behaviour of slippery SP elements to let slip left, then right
726 * fixed bug with wrong door state after trying to quickload empty tape
727 * fixed waste of static memory usage of the binary, making it smaller
728 * fixed very little graphical bug in Supaplex explosion
731 * version number set to 3.1.1
734 * version 3.1.0 released
737 * fixed bug with crash when writing user levelinfo.conf the first time
740 * added option "convert LEVELDIR [NR]" to command line batch commands
741 * re-converted Supaplex levels to apply latest engine fixes
742 * changed "use graphic/sound of element" to "use graphic of element"
743 due to compatibility problems with some levels ("bug machine" etc.)
746 * fixed bug with CE change replacing player with same or other player
749 * fixed bug with opaque font in envelope with background graphic when
750 background graphic is not transparent itself
753 * added "gravity on" and "gravity off" ports for Supaplex compatibility
754 * corrected original Supaplex level loading code to use these new ports
755 * also corrected Supaplex loader to auto-count infotrons if set to zero
758 * fixed bug with missing initialization of "modified" flag for GEs
761 * fixed bug that caused endless recursion loop when relocating player
762 * fixed tape recorder bug in "step mode" when using "pause before end"
763 * fixed tape recorder bug when changing from "warp forward" mode
766 * fixed bug with "when touching" for pushed elements at last position
769 * fixed bug that caused two activated toolbox buttons in level editor
770 * fixed bug with exploding dynabomb under player due to other explosion
773 * fixed bug with creating walkable custom element under player (again)
774 * fixed bug with not copying explosion type when copying CEs in editor
775 * fixed graphical bug when drawing player in setup menu (input devices)
776 * fixed graphical bug when the player is pushing an accessible element
777 * fixed bug with classic switchable elements triggering CE changes
778 * fixed bug with entering/leaving walkable element in RelocatePlayer()
779 * fixed crash bug when CE leaves behind the trigger player element
782 * fixed bug with broken tubes after placing/exploding dynamite in them
783 * fixed bug with exploding dynamite under player due to other explosion
784 * fixed bug with not resetting push delay under certain circumstances
787 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
788 * added network multiplayer code for Windows (thanks to Niko Böhm)
791 * added option "reachable despite gravity" for gravity movement
792 * changed gravity movement of most classic walkable and passable
793 elements back to "not reachable" (for compatibility reasons)
796 * fixed (removed) "indestructible" / "can explode" dependency in editor
797 * fixed (removed) "accessible inside" / "protected" dependency
798 * fixed (removed) "step mode" / "shield time" dependency
801 * fixed dynabombs exploding now into anything diggable
802 * fixed Supaplex style gravity movement into buggy base now impossible
803 * added pressing key "space" as valid action to select menu options
806 * added "replace when walkable" to relocate player to walkable element
807 * added "enter"/"leave" event for elements affected by relocation
808 * fixed "direct"/"indirect" change order also for "when change" event
809 * fixed graphical bug when pushing things from elements walkable inside
812 * fixed graphic bug when player is snapping while moving in old levels
813 * fixed bug when a moving custom element leaves a player element behind
814 * fixed bug with mole not disappearing when moving into acid pool
815 * fixed bug with incomplete path setting when using "--basepath" option
816 * moving CE can now leave walkable elements behind under the player
817 * when relocating, player can be set on walkable element now
818 * fixed another gravity movement bug
821 * uploaded pre-release (test) version 3.1.0-2 binary and source code
824 * added "collectible" and "removable" to extended replacement types
825 (where "removable" replaces "diggable" and "collectible" elements)
826 * added "collectible & throwable" (to throw element to the next field)
827 * fixed bug with CEs digging elements that are just about to explode
828 * changed mouse cursor now always being visible when game is paused
831 * added possibility to push/press accessible elements from a side that
833 * fixed bug with not setting actual date when appending to tape
836 * fixed bug with incorrectly initialized custom element editor graphics
839 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
840 - number of levels corrected from 18 to 17 in "levelinfo.conf"
843 * fixed bug with destroyed robot wheel still attracting robots forever
844 * fixed bug with time gate switch deactivating after robot wheel time
845 (while the time gate itself is not affected by this misbehaviour)
846 * changed behaviour of BD style amoeba to always get blocked by player
847 (before it was different when there were non-BD elements in level)
848 * fixed bug with player destroying indestructable elements with shield
851 * added option to make growing elements grow into anything diggable
852 (for the various amoeba types, biomaze and "game of life")
855 * fixed bug with movable elements not moving after left behind by CEs
856 * changed gravity movement to anything diggable, not only sand/base
857 * optionally allowing passing to walkable element, not only empty space
858 * added option "can pass to walkable element" for players
859 * finally fixed gravity movement (hopefully)
862 * fixed bug with movable elements not moving anymore after falling down
865 * fixed another bug with custom elements digging and leaving elements
866 * fixed bug with "along left/right side" and automatic start direction
867 * trigger elements now also displayed when "more custom" deactivated
868 * fixed bug with clipboard element initialized when loading new level
869 * added option "drop delay" to set delay before dropping next element
872 * uploaded pre-release (test) version 3.1.0-1 binary and source code
875 * added copy and paste functions for custom change pages
876 * enhanced graphical display and functionality of tape recorder
877 * fixed bug with custom elements digging and leaving elements
880 * added move speed faster than "very fast" for custom elements
881 * fixed bug with 3+3 style explosions and missing border content
882 * fixed little bug when copying custom elements in the editor
883 * enhanced custom element changes by more side trigger actions
886 * added option "no scrolling when relocating" for instant teleporting
887 * uploaded pre-release (test) version 3.1.0-0 binary and source code
890 * added trigger element and trigger player to use as target elements
891 * added copy and paste functions for custom and group elements
894 * fixed graphical bug when displaying explosion animations
895 * fixed bug when appending to tapes, resulting in broken tapes
896 * re-recorded a few tapes broken by fixing gravity checking bug
899 * "can move into acid" property now for all elements independently
900 * "can fall into acid" property for player stored in same bitfield now
901 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
902 * version number set to 3.1.0 (finally!)
905 * changed tape recording to only record input, not programmed actions
908 * fixed totally broken (every 8th frame skipped) step-by-step recording
909 * fixed bug with requester not displayed when quick-loading interrupted
910 * added option "can fall into acid (with gravity)" for players
911 * fixed bug with player not falling when snapping down with gravity
914 * fixed bug which messed up key config when using keypad number keys
917 * fixed bug which allowed moving upwards even when gravity was active
918 * fixed bug with missing error handling when dumping levels or tapes
921 * added different colored editor graphics for Supaplex gravity tubes
924 * fixed bug that allowed solvable tapes for unsolvable levels
927 * use unlimited number of droppable elements when "count" set to zero
928 * added option to use step limit instead of time limit for level
931 * added player and change page as trigger for custom element change
934 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
937 * fixed bug with dark yamyam changing to acid when moving over acid
938 * fixed handling of levels with more than 999 seconds level time
939 (example: level 76 of "Denmine")
942 * "spring push bug" reintroduced as configurable element property
943 * fixed bug with missing properties for "mole"
944 * fixed bug that showed up when fixing the above "mole" properties bug
945 * added option "can move into acid" for all movable elements
946 * fixed graphical bug for elements moving into acid
947 * changed event handling to handle all pending events before going on
950 * fixed bug which caused all CE change pages to be ignored which had
951 the same change event, but used a different element side
952 (reported by Simon Forsberg)
954 * fixed bug which caused elements that can move and fall and that are
955 transported by a conveyor belt to continue moving into that direction
956 after leaving the conveyor belt, regardless of their own movement
957 type; only elements which can not move are transported now
958 (reported by Simon Forsberg)
960 * fixed bug which could cause an array overflow in RelocatePlayer()
961 (reported by Niko Böhm)
963 * changed Emerald Mine style "passable / over" elements to "protected"
964 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
966 * added new option to select from which side a "walkable/passable"
967 element can be entered
970 * added explosion and ignition delay for elements that can explode
973 * fixed bug which caused player not being protected against enemies
974 when a CE was "walkable / inside" and was not "indestructible"
975 * added "walkable/passable" fields to be "protected/unprotected"
976 against enemies, even if not accessible "inside" but "over/under"
979 * corrected move pattern to 32 bit and initial move direction to 8 bit
982 * added second custom element base configuration page
985 * added some special EMC mappings to Emerald Mine level loader
986 (also covering previously unknown element in level 0 of "Bondmine 8")
989 * added option to block last field when player is moving (for Supaplex)
990 * adjusted push delay of Supaplex elements
991 * removed delays for envelopes etc. when replaying with maximum speed
992 * fixed bug when dropping element on a field that just changed to empty
995 * fixed bug: infotrons can now smash yellow disks
996 * fixed bug: when gravity active, port above player can now be entered
997 * removed "one white dot" mouse pointer which irritated some people
1000 * added "choice type" for group element selection
1003 * fixed bug with initial invulnerability of non-yellow player
1006 * added level loader for loading native Supaplex packed levels
1007 (including multi-part levels like the "splvls99" levels)
1010 * fixed bug which allowed creating emeralds by escaping explosions
1013 * custom elements can change (limited) or leave (unlimited) elements
1014 * finally added multiple matches using group elements
1015 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1018 * added new start movement type "previous" for continued CE movement
1019 * added new start movement type "random" for random CE movement start
1022 * added new element "sokoban_field_player" needed for Sokoban levels
1023 (thanks to Ed Booker for pointing this out!)
1026 * added elements that can be digged or left behind by custom elements
1029 * added group elements for multiple matches and random element creation
1032 * fixed some graphical errors displayed in old levels
1035 * fixed wrong double speed movement after passing closing gates
1038 * added level loader for loading native Emerald Mine levels
1041 * changes for "shooting" style CE movement
1044 * Happy New Year! ;-)
1047 * changed default snap/drop keys from left/right Shift to Control keys
1050 * fixed bug with dead player getting reanimated from custom element
1053 * fixed bug with wrong penguin graphics (when entering exit)
1056 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1059 * version number set to 3.0.9
1062 * version 3.0.8 released
1065 * added function checked_free()
1068 * fixed bug with double nut cracking sound
1069 (by eliminating "default element action sound" assignment in init.c)
1072 * fixed crash when no music info files are available
1075 * fixed boring and sleeping sounds
1078 * added "maze runner" and "maze hunter" movement types
1079 * added extended collision conditions for custom elements
1082 * added warnings for undefined token values in artwork config files
1085 * added menu entry for level set information to the info screen
1088 * fixed bug with wrong default impact sound for colored emeralds
1091 * added several sub-screens for the info screen
1092 * menu text now also clickable (not only blue/red sphere left of it)
1095 * added configurable "bored" and "sleeping" animations for the player
1096 * added "awakening" sound for player when waking up after sleeping
1099 * added "copy" and "exchange" functions for custom elements to editor
1102 * added configurable element animations for info screen
1105 * added configurable music credits for info screen
1108 * finally fixed tape recording when player is created from CE change
1111 * added "editorsetup.conf" for editor element list configuration
1114 * added "musicinfo.conf" for menu and level music configuration
1117 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1118 (that only showed up on Linux, but not on Windows systems)
1121 * fixed turning movement of butterflies and fireflies (no frame reset)
1122 * enhanced sniksnak turning movement (two steps instead of only one)
1125 * version number set to 3.0.8
1128 * version 3.0.7 released
1131 * fixed reset of player animation frame when, for example,
1132 walking, digging or collecting share the same animation
1133 * fixed CE with "deadly when touching" exploding when touching amoeba
1136 * fixed tape recording when player is created from CE element change
1139 * introduced "turning..." action graphic for elements with move delay
1140 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1141 * added turning animations for bug, spaceship and sniksnak
1144 * prevent "extended" changed elements from delay change in same frame
1147 * fixed bug when pushing element that can move away to the side
1148 (like pushing falling elements, but now with moving elements)
1151 * finally fixed serious bug in code for delayed element pushing (again)
1154 * unavailable setup options now marked as "n/a" instead of "off"
1155 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1156 to "true", levels are always played with the latest game engine,
1157 which is desired for levels that are imported from other games; all
1158 other levels are played with the engine version stored in level file
1159 (which is normally the engine version the level was created with)
1162 * fixed serious bug in code for delayed element pushing
1163 * fixed little bug in animation frame selection for pushed elements
1164 * speed-up of reading config file for verbose output
1167 * added configuration option for opening and closing Supaplex exit
1168 * added configuration option for moving up/down animation for Murphy
1169 * fixed incorrectly displayed animation for attacking dragon
1170 * fixed bug with not setting initial gravity for each new game
1171 * fixed bug with teleportation of player by custom element change
1172 * fixed bug with player not getting smashed by rock sometimes
1175 * version number set to 3.0.7
1178 * version 3.0.6 released
1181 * added support for MP3 music for SDL version through SMPEG library
1184 * fixed bug when initializing font graphic structure
1185 * fixed bug with animation mode "pingpong" when using only 1 frame
1186 * fixed bug with extended change target introduced in 3.0.5
1187 * fixed bug where passing over moving element doubles player speed
1188 * fixed bug with elements continuing to move into push direction
1189 * fixed bug with duplicated player when dropping bomb with shield on
1190 * added "switching" event for custom elements ("pressing" only once)
1191 * fixed switching bug (resetting flag when not switching but not idle)
1194 * fixed element tokens for certain file elements with ".active" etc.
1197 * version number set to 3.0.6
1200 * version 3.0.5 released
1203 * now four envelope elements available
1204 * font, background, animation and sound for envelope now configurable
1205 * main menu doors opening/closing animation type now configurable
1208 * active/inactive sides configurable for custom element changes
1209 * new movement type "move when pushed" available for custom elements
1212 * fixed bug in multiple config pages loader code that caused crashes
1215 * enhanced (remaining low-resolution) Supaplex graphics
1218 * version number set to 3.0.5
1221 * version 3.0.4 released
1223 2003-09-12 src/tools.c
1224 * fixed bug in custom definition of crumbled element graphics
1226 2003-09-11 src/files.c
1227 * fixed bug in multiple config pages code that caused crashes
1230 * version number set to 3.0.4
1233 * version 3.0.3 released
1236 * added music to Supaplex classic level set
1238 2003-09-07 src/libgame/misc.c
1239 * added support for loading various music formats through SDL_mixer
1241 2003-09-06 (various source files)
1242 * fixed several nasty bugs that may have caused crashes on some systems
1243 * added envelope content which gets displayed when collecting envelope
1244 * added multiple change event pages for custom elements
1246 2003-08-24 src/game.c
1247 * fixed problem with player animation when snapping and moving
1249 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1250 * fixed problem with flickering when drawing toon animations
1252 2003-08-23 src/libgame/sdl.c
1253 * fixed problem with setting mouse cursor in SDL version in fullscreen
1255 2003-08-23 src/game.c
1256 * fixed bug (missing array boundary check) which could crash the game
1259 * version number set to 3.0.3
1262 * version 3.0.2 released
1264 2003-08-21 src/game.c
1265 * fixed bug with creating inaccessible elements at player position
1267 2003-08-20 src/init.c
1268 * fixed bug with not finding current level artwork directory
1270 2003-08-20 src/files.c
1271 * fixed bug with choosing wrong engine version when playing tapes
1272 * fixed bug with messing up custom element properties in 3.0.0 levels
1275 * version number set to 3.0.2
1278 * version 3.0.1 released
1280 2003-08-17 (no source files affected)
1281 * changed all "classic" PCX image files with 16 colors or less to
1282 256 color (8 bit) storage format, because the Allegro game library
1283 cannot handle PCX files with less than 256 colors (contributed
1284 graphics are not affected and might look wrong in the DOS version)
1286 2003-08-16 src/init.c
1287 * fixed bug which (for example) crashed the level editor when defining
1288 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1289 (only set to default) -- invalid graphics now set to default graphic
1291 2003-08-16 src/init.c
1292 * fixed graphical bug of player digging/collecting/snapping element
1293 when no corresponding graphic/animation is defined for this action,
1294 resulting in player being drawn as EL_EMPTY (which should only be
1295 done to elements being collected, but not to the player)
1297 2003-08-16 src/game.c
1298 * fixed small graphical bug of player not totally moving into exit
1300 2003-08-16 src/libgame/setup.c
1301 * fixed bug with wrong MS-DOS 8.3 filename conversion
1303 2003-08-16 src/tools.c
1304 * fixed bug with invisible mouse cursor when pressing ESC while playing
1306 2003-08-16 (various source files)
1307 * added another 128 custom elements (disabled in editor by default)
1309 2003-08-16 src/editor.c
1310 * fixed NULL string bug causing Solaris to crash in sprintf()
1312 2003-08-16 src/screen.c
1313 * fixed drawing over scrollbar on level selection with custom fonts
1315 2003-08-15 src/game.c
1316 * cleanup of simple sounds / loop sounds / music settings
1318 2003-08-08 (various source files)
1319 * added custom element property for dropping collected elements
1321 2003-08-08 src/conf_gfx.c
1322 * fixed bug with missing graphic for active red disk bomb
1324 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1325 * extended variable "level.gravity" to "level.initial_gravity" and
1326 "game.current_gravity" to prevent level setting from being changed
1327 by playing the level (keeping the runtime value after playing)
1329 * fixed graphics bug when digging element that has 'crumbled' graphic
1330 definition, but not 'diggable' graphic definition
1333 * version number set to 3.0.1
1336 * version 3.0.0 released
1339 * various bug fixes; among others:
1340 - fixed bug with pushing spring over empty space
1341 - fixed bug with leaving tube while placing dynamite
1342 - fixed bug with explosion of smashed penguins
1343 - allow Murphy player graphic in levels with non-Supaplex elements
1347 * I have forgotten to document changes for some time
1350 * pre-release version 2.2.0rc1 released
1353 * version number set to 2.1.2
1356 * version 2.1.1 released
1359 * version number set to 2.1.1
1362 * version 2.1.0 released
1365 * version number set to 2.1.0
1367 2002-04-03 to 2002-05-19 (various source files)
1368 * graphics, sounds and music now fully configurable
1369 * bug fixed that prevented walking through tubes when gravity on
1371 2002-04-02 src/events.c, src/editor.c
1372 * Make Escape key less aggressive when playing or when editing level.
1373 This can be configured as an option in the setup menu. (Default is
1374 "less aggressive" which means "ask user if something can be lost"
1375 when pressing the Escape key.)
1377 2002-04-02 src/screen.c
1378 * Added "graphics setup" screen.
1380 2002-04-01 src/screen.c
1381 * Changed "choose level" setup screen stuff to be more generic (to
1382 make it easier to add more "choose from generic tree" setup screens).
1384 2002-04-01 src/config.c, src/timestamp.h
1385 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1386 automatically gets created by "src/Makefile" and contains an actual
1387 compile-time timestamp to identify development versions of the game).
1389 2002-03-31 src/tape.c, src/events.c
1390 * Added quick game/tape save/load functions to tape stuff which can be
1391 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1392 loads previously recorded tape and directly goes into recording mode
1393 from the end of the tape (therefore appending to the tape).
1395 2002-03-31 src/tape.c
1396 * Added "index mark" function to tape recorder. When playing or
1397 recording, "eject" button changes to "index" button. Setting index
1398 mark is not yet implemented, but pressing index button when playing
1399 allows very quick advancing to end of tape (when normal playing),
1400 very fast forward mode (when playing with normal fast forward) or
1401 very fast reaching of "pause before end of tape" (when playing with
1402 "pause before end" playing mode).
1404 2002-03-30 src/cartoons.c
1405 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1407 2002-03-29 src/screen.c
1408 * Changed setup screen stuff to be more generic (to make it easier
1409 to add more setup screens).
1411 2002-03-23 src/main.c, src/main.h
1412 * Various changes due to the introduction of the new libgame files
1413 "setup.c" and "joystick.c".
1415 2002-03-23 src/files.c
1416 * Generic parts of "src/files.c" (mainly setup and level directory
1417 stuff) moved to new libgame file "src/libgame/setup.c".
1419 2002-03-23 src/joystick.c
1420 * File "src/joystick.c" moved to libgame source tree, with
1421 correspondig changes.
1423 2002-03-22 src/screens.c
1424 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1425 (Wrong level series information displayed when entering main group.)
1427 2002-03-22 src/editor.c
1428 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1430 2002-03-22 src/editor.c
1431 * Changed behaviour of "Escape" key in level editor to be more
1432 intuitive: When in "Element Properties" or "Level Info" mode,
1433 return to "Drawing Mode" instead of leaving the level editor.
1435 2002-03-21 src/game.c, src/editor.c, src/files.c
1436 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1437 gems (emeralds, diamonds, ...) slipping down from normal wall,
1438 steel wall and growing wall (as in E.M.C. style levels). Although
1439 the behaviour of contributed and private levels wasn't changed (due
1440 to the use of "level.game_version"; see previous entry), editing
1441 those levels will (of course) change the behaviour accordingly.
1443 This change seems a bit too hard after thinking about it, because
1444 the EM style behaviour is not the "expected" behaviour (gems would
1445 normally only slip down from "rounded" walls). Therefore this was
1446 now changed to an element property for gem style elements, with the
1447 default setting "off" (which means: no special EM style behaviour).
1448 To fix older converted levels, this flag is set to "on" for pre-2.0
1449 levels that are neither contributed nor private levels.
1451 2002-03-20 src/files.h
1452 * Corrected settings for "level.game_version" depending of level type.
1453 (Contributed and private levels always get played with game engine
1454 version they were created with, while converted levels always get
1455 played with the most recent version of the game engine, to let new
1456 corrections of the emulation behaviour take effect.)
1458 2002-03-20 src/main.h
1459 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1460 compiling the SDL version on some systems.
1461 Thanks to the several people who pointed this out.
1464 * Version number set to 2.0.2.
1467 * Version 2.0.1 released.
1469 2002-03-18 src/screens.c
1470 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1472 2002-03-18 src/files.c [src/libgame/misc.c]
1473 * Moved some common functions from src/files.c to src/libgame/misc.c.
1475 2002-03-18 src/files.c [src/libgame/misc.c]
1476 * Changed permissions for new directories and saved files (especially
1477 score files) according to suggestions of Debian users and mantainers.
1478 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1480 2002-03-17 src/files.c
1481 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1482 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1483 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1484 for levels and "TAPE" for tapes). Old "cookie" style format is
1485 still supported for reading. New level and tape files are written
1488 * New IFF chunk "VERS" contains version numbers for file and game
1489 (where "game version" is the version of the program that wrote the
1490 file, and "file version" is a version number to distinguish files
1491 with different format, for example after adding new features).
1493 2002-03-15 src/screen.c
1494 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1495 (Before, you heard a mixture of the in-game music and the
1496 hall-of-fame music.)
1498 2002-03-14 src/events.c
1499 * Function "DumpTape()" (files.c) now available by pressing 't' from
1500 main menu (when in DEBUG mode).
1502 2002-03-14 src/game.c
1503 * "GameWon()": When game was won playing a tape, now there is no delay
1504 raising the score and no corresponding sound is played.
1506 2002-03-14 src/files.c
1507 * Changed "LoadTape()" for real chunk support and also adjusted
1508 "SaveTape()" accordingly.
1510 2002-03-14 src/game.c, src/tape.c, src/files.c
1511 * Important changes to tape format: The old tape format stored all
1512 actions with a real effect with a corresponding delay between the
1513 stored actions. This had some major disadvantages (for example,
1514 push delays had to be ignored, pressing a button for some seconds
1515 mutated to several single button presses because of the non-action
1516 delays between two action frames etc.). The new tape format just
1517 stupidly records all device actions and replays them later. I really
1518 don't know why I haven't solved it that way before?! Old-style tapes
1519 (with tape file version less than 2.0) get converted to the new
1520 format on-the-fly when loading and can therefore still be played;
1521 only some minor parts of the old-style tape handling code was needed.
1522 (A perfect conversion is not possible, because there is information
1523 missing about the device actions between two action frames.)
1525 2002-03-14 src/files.c
1526 * New function "DumpTape()" to dump the contents of the current tape
1527 in a human readable format.
1529 2002-03-14 src/game.c
1530 * Small tape bug fixed: When automatically advancing to next level
1531 after a game was won, the tape from the previous level still was
1532 loaded as a tape for the new level.
1534 2002-03-14 src/tape.c
1535 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1536 tape, cartoons did not get completely removed because
1537 StopAnimation() was not called.
1539 2002-03-13 src/files.c
1540 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1541 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1542 size even when using 16-bit elements). Added new chunk "CNT2" for
1543 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1544 chunk even when content was 16-bit element). "CNT2" should now be
1545 able to store content for arbitrary elements (up to eight blocks of
1546 3 x 3 element arrays). All "CNT2" elements will always be stored as
1547 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1549 2002-03-13 src/files.c
1550 * Changed "LoadLevel()" for real chunk support.
1552 2002-03-12 src/game.c
1553 * Fixed problem (introduced after 2.0.0 release) with penguins
1554 not getting killed by enemies
1556 2002-02-24 src/game.c, src/main.h
1557 * Added "player->is_moving"; now "player->last_move_dir" does
1558 not contain any information if the player is just moving at
1560 Before, "player->last_move_dir" was misused for this purpose
1561 for the robot stuff (robots don't kill players when they are
1562 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1563 broke tapes when walking through pipes!
1564 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1565 in a continuous movement. This fact is ignored for friends and