2 * fixed bug with single step mode (there were some cases where the game
3 did not automatically return to pause mode, e.g. when trying to push
4 things that don't move or when trying to run against a wall)
7 * added support for loading Supaplex levels in MPX level file format
10 * fixed SP engine to set "game over" not before lead out counter done
13 * fixed (potential) compile error when using GCC option "-std=gnu99"
14 (thanks to Tom "spot" Callaway)
17 * fixed array allocation in native Supaplex engine to correctly handle
18 preceding scratch buffers (needed because of missing border checking)
19 * fixed playfield initialization to correctly add raw header bytes as
20 subsequent scratch buffer (needed because of missing border checking)
23 * most important parts of native Supaplex engine integration working:
24 - native Supaplex levels can be played in native Supaplex engine
25 - native Supaplex level/demo files ("*.sp" files) can be re-played
26 - all 111 classic original Supaplex levels automatically solvable
27 - native Supaplex engine can be selected and used from level editor
28 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
31 * fixed another translation problem from VisualBasic to C (where "int"
32 should be "short") causing unsolvable demos with bugs and terminals
33 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
36 * fixed bug when reading Supaplex single level files (preventing loader
37 from seeking to level position like in Supaplex level package files)
40 * first classic Supaplex level running and solved by solution/demo tape
43 * started with integration of native Supaplex engine, using source code
44 of Megaplex from Frank Schindler, based on original Supaplex engine
47 * version number set to 3.2.6.2
50 * version 3.2.6.1 released
53 * fixed bug with element_info[e].gfx_element not being initialized in
54 early game stage, causing native graphics in EMC level sets to be
55 mapped completely to EL_EMPTY (causing a blank screen when playing)
56 (this only happened when starting the program with an EMC set with
57 native graphics, but not when switching to such a set at runtime)
60 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
61 and using self-compiled, patched SDL.dll that solves this problem
62 (interim solution until release of SDL 1.2.14 that should fix this)
65 * extended backwards compatibility mode to allow already fixed bug with
66 change actions (see "2008-02-05") for existing levels (especially the
67 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
70 * reactivated workaround to prevent program crashes due to blitting to
71 the same SDL surface that apparently only occurs on Windows systems
72 (this is no final solution; this problem needs further investigation)
75 * version number set to 3.2.6.1
78 * version 3.2.6.0 released
81 * fixed behaviour of player option "no centering when relocating" which
82 was incorrect when disabled and relocation target inside visible area
83 and "no scrolling when relocating" enabled at the same time
86 * fixed problems with re-mapping players on playfield to input devices:
87 previously, players found on the level playfield were changed to the
88 players connected to input devices (for example, player 3 in the level
89 was changed to player 1 (using artwork of player 3, to be able to use
90 a player with a different color)); this had the disadvantage that CE
91 conditions using player elements did not work (because the players in
92 the level definition are different to those effectively used in-game);
93 the new system uses the same player elements as defined in the level
94 playfield and re-maps the input devices of connected players to the
95 corresponding player elements when playing the level (in the above
96 example, player 3 now really exists in the game and is moved using the
97 events from input device 1); level tapes still store the events from
98 input devices 1 to 4, which are then re-mapped to players accordingly
99 when re-playing the tape (just as it is done when playing the level)
102 * fixed bug with player relocation while the player switches an element
105 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
106 not walkable (and did not let the player enter) when in process of
107 opening, but not fully open yet (which can cause the player not being
108 able to enter the exit in EM/DC style levels in time)
111 * fixed some bugs regarding the new level/CE random seed reset options
114 * moved "level settings" and "editor settings" to two tabbed screens in
115 level editor to gain space for additional level property settings
116 * added level setting to start a level with always the same random seed
117 * added CE action "set random seed" to re-initialize random seed in game
118 (this is the only CE action that gets executed before the CE changes,
119 which is needed to use the newly set random seed during the CE change)
122 * fixed redraw problem of special editor door when playing from editor
125 * fixed initialization of gfx_element for level sketch image creation
128 * added switch for EM style dynamite "[ ] explodes with chain reaction"
129 (with default set to "on" for existing levels, but "off" for all new
130 levels), as EM style dynamite does not chain-explode in original EM
133 * added optional initial inventory for players (pre-collected elements)
134 * added change page actions "set player inventory" and "set CE artwork"
135 * added recognition of "player" parameter on change pages when player
136 actions are defined, but no trigger player in corresponding condition
137 (this resulted in actions that only affected the first player before)
138 * fixed bug with change actions being executed for newly created custom
139 elements resulting from custom element changes, when the intention was
140 only to check for change actions for the previous custom element
143 * changed design and size of element drawing area in level editor
144 * added "element used as action parameter" to element change actions
147 * added possibility to reanimate player immediately after his death
148 (for example, by "change to <player> when explosion of <player>")
151 * fixed bug with "gray" white door not being uncovered by magnifier
152 * added score for collecting (any) key to the white key config page
155 * added condition "deadly when <getting hit by>" for custom elements
156 that behaves a bit like the existing "deadly when <colliding with>",
157 but with the following differences:
158 - it only kills players or friends when it was moving before it hits
159 - it does not kill players or friends that try to run into it
162 * fixed the following change conditions where a player element is used
163 as the "element that is triggering the custom element change":
166 - explosion of <element>
168 (the last two conditions already worked partially, but only for the
169 first player, and not for the "Murphy" player when using "move of")
172 * fixed crash bug caused by accessing invalid element (with value -1)
173 in UpdateGameControlValues()
174 * fixed graphical bug when using two-tile movement animations with EMC
175 game engine without explicitly using native EMC graphics engine
178 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
179 try to push something (due to push delay) does not cause a dig action
182 * fixed bug with reference elements used as trigger elements on custom
183 element change pages not being recognized
184 * fixed bug with reference elements not being removed from the playfield
185 * added engine functionality that allows custom elements that "can dig"
186 other elements not only to do so when moving by themselves, but also
187 when being pushed by the player (therefore adding the functionality to
188 push one element over another element, replacing it with the new one)
191 * added command line function to write level sketch images to directory
194 * merged override and auto-override options into new override options
195 with a new data type than can take the values "no", "yes" and "auto"
198 * fixed growing steel wall to also leave behind steel wall instead of
199 normal, destructible wall
200 * fixed handling of rocks falling through stacks of quicksand with
201 different speed (before, the rocks just got stuck in the quicksand)
204 * fixed nasty bug with auto-override and normal override not working on
205 program startup (especially when current level set has custom artwork)
208 * version 3.2.5 released as special edition "R'n'D jue"
211 * fixed X11 crash bug when blitting masked title screens over background
214 * changed build system to support special editions (like "R'n'D jue")
215 * added (hardcoded) loading graphics for "R'n'D jue" special edition
216 * fixed X11 crash bug when scaling images with width/height less than 32
219 * added "background.PLAYING" (only visible as two-pixel border in game)
220 * added default level set for first start of special R'n'D version
221 * changed door animations for editor always behaving like "quick doors"
224 * added new custom artwork setup option "auto-override non-CE sets" for
225 automatic artwork override that is only used for level sets without
226 custom element artwork (as it does not make much sense to override
227 any artwork that redefines custom element artwork for sets using CEs)
228 * fixed default artwork for "special" R'n'D versions always using the
229 "classic" artwork as the base if base artwork is not explicitly
230 defined in "levelinfo.conf", regardless of different default artwork
231 used by the special R'n'D version -- this is needed because any such
232 custom artwork is designed using the "classic" artwork definitions as
233 the base (including menu definitions and screen positions etc., which
234 would otherwise be taken from the different special default artwork)
237 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
238 for both EMC and R'n'D graphics engine (heavy workarounds needed due
239 to massively broken handling of quicksand in R'n'D game engine)
240 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
241 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
244 * fixed small bug in toon drawing (introduced when fixing the crash bug)
247 * added graphics definition "game.panel.highscore" to display the
248 current levels current high score in the game panel
251 * version number set to 3.2.5
254 * version 3.2.4 released
257 * fixed crash bug in toon drawing functions for large step offset values
260 * fixed some problems with displaying game panel when quick-loading tape
263 * fixed (experimental only) redrawing of every tile per frame (even if
264 unneeded) for the extended (R'n'D based) EMC graphics engine
265 * added optimization to only calculate element count for panel display
266 if really needed (that is, if element count values defined on panel)
267 * fixed problem with special editor door redraw when entering main menu
270 * fixed bug with displaying background for title messages on info screen
271 * some code cleanup for the extended (R'n'D based) EMC graphics engine
274 * fixed bug with CE action "move player" always resulting in player 4
275 if there was a CE action with no trigger player (because the player
276 element was calculated by using log_2() from trigger player bits with
277 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
278 triggering player bit mask and handling all players in "move player"
279 * fixed bug when defined artwork cannot be found for artwork that has
280 default artwork cloned from other artwork (without default filename)
281 * added several fixes to the extended (R'n'D based) EMC graphics engine
284 * fixed broken editor copy and paste for custom elements between levels
287 * title messages are now also searched in graphics artwork directory;
288 those found in graphics directory have precendence over those found
289 in level directory -- this handles title messages stored in graphics
290 directories as part of the artwork set, just like title images; this
291 makes sense, as corresponding special font definitions for messages
292 are usually defined in the same graphics artwork directory, and also
293 because title images and title messages that are combined in a level
294 set introduction should usually not be separated when the level set
295 is used with a different artwork set (e.g. using "override graphics")
296 * fixed problem with door borders on main screen by first drawing doors
297 and then the corresponding border masks, but not vice versa
298 * fixed problem with artwork config entries using the value "[DEFAULT]";
299 this does not what one might expect, but sets the value to an invalid
300 value -- solution: simply ignore such entries, which results in this
301 value keeping its previous (real) default value (in general, entries
302 that should use their default value should just not be defined here)
303 * fixed problem with wrong fading area size from main menu to setup menu
306 * fixed problem with broken crumbled graphics after level set changes
307 when using R'n'D custom artwork with level sets using the EMC engine
310 * fixed invisible "joysticks deactivated ..." text on setup input screen
313 * added use of hashes created from static lists (element tokens, image
314 config, font tokens) to speed up lookup of configuration parameters
315 * fixed bug where element and graphic config token lookup was mixed up
318 * added "busy" animation when initializing program and loading artwork
319 * added initialization profiling for program startup (debugging only)
322 * fixed(?) very strange bug apparently triggered by memset() when code
323 was cross-compiled with MinGW cross-compiler for Windows XP platform
324 (this only happened when using SDL.dll also self-compiled with MinGW)
327 * added graphics engine directive "border.draw_masked_when_fading" that
328 enables/disables drawing of border mask over screen that is just faded
331 * fixed small problem with separate fading definition for game screen
334 * added additional configuration directives for setup screen draw offset
335 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
336 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
337 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
338 used to define draw offset on custom artwork selection screens and
339 "CHOOSE_OTHER" is used on all other list style selection screens, like
340 choosing game speed or screen mode for fullscreen mode)
341 * added additional configuration directives to define main menu buttons:
342 - menu.button_name and menu.button_name.active
343 - menu.button_levels and menu.button_levels.active
344 - menu.button_scores and menu.button_scores.active
345 - menu.button_editor and menu.button_editor.active
346 - menu.button_info and menu.button_info.active
347 - menu.button_game and menu.button_game.active
348 - menu.button_setup and menu.button_setup.active
349 - menu.button_quit and menu.button_quit.active
350 * added eight pure decoration graphic definitions for the game panel
353 * added support for accessing native Diamond Caves II level packages
354 * fixed displaying of game panel values for Emerald Mine game engine
355 * fixed displaying end-of-level time and score values on new game panel
358 * added game panel control to display arbitrary elements on game panel
359 * added game panel control to display custom element score (globally
360 unique for identical custom elements) either as value or as element
361 * added ".draw_masked" and ".draw_order" to game panel control drawing
364 * fixed some general bugs with handling of ".active" elements and fonts
367 * cleanup of game panel elements (some elements were not really needed)
368 * added displaying of gravity state (on/off) as new game panel control
369 * added animation for game panel elements (similar to game elements)
372 * added new pseudo game mode "PANEL" to define panel fonts and graphics
373 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
374 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
375 (else graphics would have to use ".PLAYING", which would be confusing)
376 * fixed bug when fading out to game screen with border mask defined
379 * added attribute ".tile_size" for element style game panel controls
382 * added <space> key as additional valid key to use for confirm requester
385 * improved menu fading, adding separate fading definitions for entering
386 and leaving a "content" screen (in general), and optional definitions
387 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
390 * added (currently invisible) setup option to define scroll delay value
391 * fixed small bug in priority handling when auto-detecting level start
392 position in levels without player element (but player from CE etc.)
393 * added option "game.forced_scroll_delay_value" to override user choice
394 of scroll delay value for certain level sets with "graphicsinfo.conf"
395 * replaced setup option "scroll delay: on/off" by new setup option that
396 directly allows selecting the desired scroll delay value from 0 to 8
399 * added displaying of most game panel control elements (not animated)
402 * added new configuration directives to display additional game engine
403 values on the game control panel, like the following examples:
404 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
405 - game.panel.penguins - number of penguins to rescue
406 - game.panel.level_name - level name of current level
409 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
412 * added new player option "no centering when relocating" for "invisible"
413 teleportations to level areas that look exactly the same, giving the
414 illusion that the player did not relocate at all (this was the default
415 since 3.2.3, but caused visual problems with room creation in "Zelda")
416 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
419 * improved menu fading, adding separate fading definitions for entering
420 and leaving a menu and for fading between menu and "content" screens
421 * fixed small bug with recognizing also ".font_xyz" style definitions
424 * improved menu fading, adding separate fading definitions for fading
425 between menu screens and fading between menu and "destination" screens
428 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
429 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
430 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
431 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
433 * improved title fading, allowing fading animation types "none", "fade"
434 and "crossfade" (including cross-fading of last title to main menu)
437 * added configurability of graphics, sounds and music for title screens,
438 which are separated into initial title screens (only shown once at
439 program startup) and title screens shown for a given level set; these
440 title screens can be composed of up to five title images and up to
441 five title text messages (each drawn using an optional background
442 image), also using background music and/or sounds; aspects like
443 background images, sounds and music of title screens can either be
444 defined generally (valid for all title screens) or specifically (and
445 therefore differently for each title screen) using these directives:
447 to define a background image, sound or music file for all screens:
448 - background.TITLE_INITIAL (for all title screens for game startup)
449 - background.TITLE (for all title screens for level sets)
451 to define a background image, sound or music file for a single screen:
452 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
453 - background.titlescreen_x (with x in 1,2,3,4,5)
454 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
455 - background.titlemessage_x (with x in 1,2,3,4,5)
457 to define the title screen images:
458 - titlescreen_initial_x (with x in 1,2,3,4,5)
459 - titlescreen_x (with x in 1,2,3,4,5)
461 to define the title text messages, place text files into the level set
462 directory that have the following file names:
463 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
464 - titlemessage_x.txt (with x in 1,2,3,4,5)
466 to define the properties of the text messages, either use directives
467 that affect all text messages:
468 - [titlemessage_initial].<suffix>
469 - [titlemessage].<suffix>
470 or use directives that affect single text messages:
471 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
472 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
474 valid values for <suffix> are the same as for readme.<suffix> below;
475 use ".sort_priority" (default: 0) to define an arbitrary order for
476 title images and title messages (which can therefore be mixed)
479 * added full configurability of "readme.txt" screen appearance:
480 - readme.x: <left position used with alignment>
481 - readme.y: <top position>
482 - readme.width: <maximim text width in pixels>
483 - readme.height: <maximum text height in pixels>
484 - readme.chars: <maximum number of chars per line>
485 - readme.lines: <maximum number of lines displayed>
486 - readme.align: left,center,right (default: center)
487 - readme.top: top,middle,bottom (default: top)
488 - readme.font: font name
489 - readme.autowrap: true,false (default: true)
490 - readme.centered: true,false (default: false)
491 - readme.parse_comments: true,false (default: true)
492 - readme.sort_priority: (not used here, but only for title screens)
493 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
494 default), they are automatically determined from "readme.width" and
495 "readme.height" accordingly; when they are not "-1", they have
496 precedence over "readme.width" and "readme.height"
497 * added internal ad-hoc config settings for displaying text files like
498 title messages or "readme.txt" style level set info files:
499 - .font: font name (default: readme.font)
500 - .autowrap: true,false (default: readme.autowrap)
501 - .centered: true,false (default: readme.centered)
502 - .parse_comments: true,false (default: readme.parse_comments)
503 (the leading '.' and the separating ':' are mandatory here); to use
504 these ad-hoc settings, they have to be written inside a comment, like
505 "# .autowrap: false" or "# .centered: true"; these settings then
506 override the above global settings (they can even be used more than
507 once, like "# .centered: true", then some text that should be drawn
508 centered, then "# .centered: false" to go back to non-centered text;
509 important note: after using "# .parse_comments: false", or when using
510 "readme.parse_comments: false", detecting and parsing comments inside
511 the file is disabled and comments are just printed like normal text;
512 also be aware that all automatic text size calculations are done with
513 the font defined in "readme.font", while using different fonts using
514 "# .font: <font>" inside the text file may cause unexpected results
517 * changed some numerical limits in the level editor from 255 to 999
520 * added option "system.sdl_videodriver" to select SDL video driver
521 * added output of SDL video and audio driver to "version info" page
524 * added group element drawing to IntelliDraw drawing functions
525 * fixed animation resetting problem again (last try broke Snake Bite)
526 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
529 * added new (special) "include: <filename>" directive that works in all
530 configuration files (like "graphicsinfo.conf") and that has the same
531 effect as if that directive would be replaced with the content of the
532 specified file (this can be useful to split large configuration files
533 into several smaller ones and include them from one main file, or to
534 store configuration settings that always stay the same into a separate
535 file, while including it and only add those parts that really change)
538 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
541 * fixed bug in "InitMovingField()" where treating an integer array as
542 boolean caused wrong resetting of animations while elements are moving
543 * fixed problem with resetting animations when starting element change
546 * added sort priority for order of title screens and title messages
549 * changed end of game again: do not wait for the user to press a key
550 anymore, but directly ask/confirm tape saving and go to hall of fame
551 * re-enabled quitting of lost game by pressing space or return again
552 * added blanking of mouse pointer when displaying title screens
553 * added remaining menu draw offset definitions for info sub-screens
556 * added setup option to select game speed (from very slow to very fast)
557 * improved handling of title text messages (initial and for level set)
560 * added new options "auto-wrap" and "centered" for DC2 style envelopes
563 * fixed displaying and typing of player name when it is centered
564 * added special characters to be allowed for player name (not only A-Z)
567 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
568 (newer versions of the SDL library seem to not like this anymore)
571 * added code for configuration directives for control of game panel
574 * fixed small cosmetical bug with underlining property tabs in editor
577 * fixed small drawing bug in X11FadeRectangle
578 * added new elements for newly supported Diamond Caves II levels:
579 - EM/DC style exits that disappear after passing
580 - white key and gate (one white key needed for each white gate)
581 - fake gate (there is no key to open/pass this kind of gate!)
582 - extended magic wall which also handles pearls and crystals
586 * changed maximum value for endless loop detection to a higher value
587 (some levels really used very deep recursion without being endless)
590 * added new elements for newly supported Diamond Caves II levels:
591 - growing steel walls
592 - snappable land mine
595 * added new elements for newly supported Diamond Caves II levels:
596 - steel text elements
599 * added level file loader for native Diamond Caves II levels
602 * version number set to 3.2.4
605 * version 3.2.3 released
608 * fixed malloc/free bug when updating EMC artwork entries in level list
609 * added workaround (warning and request to quit the current game) when
610 changing elements cause endless recursion loop (which would otherwise
611 freeze the game, causing a crash-like program exit on some systems)
614 * fixed nasty string overflow bug when entering too long envelope text
617 * added feedback sounds for menu navigation "menu.item.activating" and
618 "menu.item.selecting" (for highlighting and executing menu entries)
621 * improved "no scrolling when relocating" to also consider scroll delay
622 (meaning that the player is not automatically centered in this case;
623 this makes it possible to "invisibly" relocate the player to a region
624 of the level playfield which looks the same as the old level region)
625 * fixed bug with not recognizing "main.input.name.align" when active
628 * fixed bug with displaying masked borders over title screens when
629 screen fading is disabled
632 * fixed infinite loop / crash bug when killing the player while having
633 a CE with the setting "kill player X when explosion of <player X>"
634 * added special editor graphic for "char_space" to distinguish it from
635 "empty_space" when editing a level (in-game graphics still the same)
638 * fixed nasty bug with initialization only done for the first player
641 * small change to handle loading empty element/content list micro chunks
644 * uploaded pre-release (test) version 3.2.3-0 binary and source code
647 * some optimizations on startup speed by reducing initial text output
650 * added caching of custom artwork information for faster startup times
653 * fixed graphical bug when using fewer menu entries on level selection
654 screen than usual (with "menu.list_size.LEVELS" directive)
655 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
656 the backbuffer to the backbuffer by error (with identical rectangle)
659 * fixed bug when displaying titlescreen with size less than element tile
660 * fixed bug that caused elements with "change when digging <e>" event
661 to change for _every_ digged element, not only those specified in <e>
662 * fixed bug that caused impact style collision when dropping element one
663 tile over the player that can both fall down and smash players
664 * fixed bug that caused impact style collision when element changed to
665 falling/smashing element over the player immediately after movement
668 * fixed bug that allowed making engine snapshots from the level editor
671 * fixed bugs with player name and current level positions on main screen
674 * added configuration directives for control of title screens:
675 - "title.fade_delay" for fading time
676 - "title.post_delay" for pause between screens (when not crossfading)
677 - "title.auto_delay" to automatically continue after some time
678 these settings can each be overridden by specifying them with titles:
679 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
680 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
681 fading mode can also be specified:
682 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
683 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
684 default is using normal fading for menues and initial title screens,
685 while using cross-fading for level set title screens
686 * fixed bug with background not drawn in Hall of Fame after game was won
689 * added configuration directives for the remaining main menu items
692 * added additional configuration directives for info screen draw offset:
693 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
694 * added additional configuration directives for preview info text
695 * limited mouse wheel sensitive screen area to scrollable screen area
698 * added highlighted menu text entries to menu navigation when selected
701 * fixed bug that prevented player from correctly being created in the
702 top left corner by a custom element change in a level without player
703 * fixed bug that prevented player from being killed when indestructible,
704 non-walkable element is placed on player position by extended change
705 * added configurable menu button, text and input positions to main menu
708 * added page fading effects for remaining info sub-screens
709 * fixed small bug that caused some delays when answering door request
712 * added directives "border.draw_masked.*" for menu/playfield area and
713 door areas to display overlapping/masked borders from "global.border"
716 * fixed bug with CE with move speed "not moving" not being animated
717 * when changing player artwork by CE action, reset animation frame
720 * fixed bug with not unmapping main menu screen gadgets on other screens
721 * fixed bug with un-pausing a paused game by releasing still pressed key
722 * fixed bug with not redrawing screen when toggling to/from fullscreen
723 mode while fast reloading tape (without redrawing playfield contents)
724 * fixed bug with quick-saving tape snapshot despite answering with "no"
727 * version number set to 3.2.3
730 * version 3.2.2 released
733 * fixed bug with redrawing screen in fullscreen mode after quick tape
734 reloading when using the EMC game engine
735 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
738 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
741 * added engine snapshot functionality for instant tape reloading (this
742 only works for the last tape saved using "quick save", and does not
743 work across program restarts, because it completely works in memory)
746 * version number set to 3.2.2
749 * version 3.2.1 released
752 * fixed nasty bugs with handling error message file on Mac OS X systems
755 * general code cleanup (removing many annoying "#if 0" blocks etc.)
758 * fixed bug that caused broken tapes when manually appending to tapes
759 using the "pause before death" functionality, followed by recording
760 * added setup option to disable fading of screens for faster testing
763 * code cleanup of new fading functions
766 * changed behaviour after solved game -- do not immediately stop engine
767 * added some more smooth screen fadings (game start, hall of fame etc.)
770 * fixed bug with displaying pushed CE with value/score/delay anim_mode
773 * added configurable level preview position, tile size and dimensions
774 * added configurable game panel value positions (gems, time, score etc.)
777 * fixed small bug with time displayed incorrectly when collecting CEs
780 * fixed bug with bumpy scrolling with EM engine in double player mode
783 * added compatibility code to fix "Snake Bite" style levels that were
784 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
787 * fixed bug with scrollbars inside editor when using the Windows mouse
788 enhancement tool "True X-Mouse" (which injects key events to the event
789 queue to insert selected stuff into the Windows clipboard, which gets
790 confused with the "Insert" key for jumping to the last editor cascade
791 block in the element list)
792 * added Rocks'n'Diamonds icon for use as window icon to SDL version
793 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
796 * added selection of preferred fullscreen mode to setup / graphics menu
797 (useful if default mode 800 x 600 does not match screen aspect ratio)
800 * improved down-scaling of images for better editor and preview graphics
801 * changed user data directory for Mac OS X from Unix style to new place
804 * improved level number selection in main menu and player selection in
805 setup menu (input devices section) by using standard button gadgets
806 * added support for mouse scroll wheel (caused buggy behaviour before)
807 * added support for scrolling horizontal scrollbars with mouse wheel by
808 holding "Shift" key pressed while scrolling the wheel
809 * added support for single step mouse wheel scrolling by holding "Alt"
810 key pressed while scrolling the wheel (can be combined with "Shift")
811 * changed output file "stderr.txt" on Windows platform now always to be
812 created in the R'n'D sub-directory of the personal documents directory
813 * added Windows message box to direct to "stderr.txt" after error aborts
816 * improved general scrollbar handling (when jump-scrolling scrollbars)
819 * changed scrollbars to always show last line as first after scrolling
820 (that means jumping n - 1 screen lines instead of n screen lines)
823 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
824 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
825 * fixed special handling of vertically stacked acid becoming fake acid
828 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
829 affect multiple instances of the same CE, although this kind of
830 change condition usually only affects one single custom element
833 * version number set to 3.2.1
836 * version 3.2.0 released
839 * reorganized level editor element list a bit to match engines better
842 * fixed newly introduced bug with wrongly initializing clipboard element
845 * fixed bug with displaying visible/invisible level border in editor
848 * reorganized some elements in the level editor element list
851 * fixed bug with displaying any player as "yellow" when moving into acid
852 * fixed bug with displaying running player when player stopped at border
855 * fixed bug with player exploding when moving into acid
856 * fixed bug with level settings being reset in editor and when playing
857 (some compatibility settings being set not only after level loading)
858 * fixed crash bug when number of custom graphic frames was set to zero
859 * fixed bug with teleporting player on walkable tile not working anymore
860 * added partial compatibility support for pre-release-only "CONF" chunk
861 (to make Alan Bond's "color cycle" demo work again :-) )
864 * fixed some bugs when displaying title screens from info screen menu
865 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
868 * changed file major version to 3 to reflect level file format changes
869 * uploaded pre-release (test) version 3.2.0-8 binary and source code
872 * added new chunk "NAME" to level file format for level name settings
873 * added new chunk "NOTE" to level file format for envelope settings
874 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
875 * updated magic(5) file to recognize changed and new level file chunks
876 * removed change events "change when CE value/score changes" as unneeded
879 * changed gravity (which only affects the player) from level property
880 to player property (only makes a difference in multi-player levels)
881 * added change events "change when CE value/score changes"
882 * added change events "change when CE value/score changes of <element>"
885 * added new chunk "INFO" to level file format for global level settings
886 * added all element settings from "HEAD" chunk to "CONF" chunk
887 * added all global level settings from "HEAD" chunk to "INFO" chunk
890 * changed level file format by adding two new chunks "CUSX" (for custom
891 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
892 elements, replacing the previous "GRP1" chunk); these new IFF style
893 chunks use the new and flexible "micro chunks inside chunks" technique
894 already used with the new "CONF" chunk (for normal element properties)
895 which makes it possible to easily extend the existing level format
896 (instead of using fixed-length chunks like before, which are either
897 too big due to reserved bytes for future use, or too small when those
898 reserved bytes have all been used and even more data should be stored,
899 requiring the replacement by new and larger chunks just like it went
900 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
903 * added credits pages to the "credits" section that were really missing
904 * added some missing element descriptions to the level editor
905 * added down position of switchgate switch to the level editor
906 and allowed the use of both switch positions at the same time
907 * changed use of "Insert" and "Delete" keys to navigate element list in
908 level editor to start of previous or next cascading block of elements
911 * added the possibility to view the title screen to the info screen menu
912 * fixed some minor bugs with viewing title screens
915 * fixed bug with title (cross)fading in/out when using fullscreen mode
918 * fixed bug that forced re-defining of menu settings in local graphics
919 config file which are already defined in existing base config file
920 * fixed small bug that caused door sounds playing when music is enabled
923 * added the possibility to define up to five title screens for each
924 level set that are displayed after loading using (cross)fading in/out
925 (this was added to display the various start images of the EMC sets)
928 * added "CE score gets zero [of]" to custom element trigger conditions
929 * added setup option to display element token name in level editor
932 * added compatibility code for Juergen Bonhagen's menu artwork settings
935 * fixed bug with displaying wrong animation frame 0 after CE changes
936 * fixed bug with creating invisible elements when light switch is on
939 * added selection between ECS and AGA graphics for EMC levels to setup
942 * adjusted font handling for various narrow EMC style fonts
945 * changed EM engine behaviour back to re-allow initial rolling springs
948 * fixed handling of over-large selectboxes (less error-prone now)
949 * fixed bug when creating GE with walkable element under the player
952 * added use of "Insert" and "Delete" keys to navigate element list in
953 level editor to start of custom elements or start of group elements
954 * added virtual elements to access CE value and CE score of elements:
955 - "CE value of triggering element"
956 - "CE score of triggering element"
957 - "CE value of current element"
958 - "CE score of current element"
961 * fixed "grass" to "sand" in older EM levels (up to file version V4)
964 * changed behaviour of network games with internal errors (because of
965 different client frame counters) from immediately terminating R'n'D
966 to displaying an error message requester and stopping only the game
967 (also to prevent impression of crashes under non command-line runs)
968 * fixed playing network games with the EMC engine (did not work before)
969 * fixed bug with not scrolling the screen in multi-player mode with the
970 focus on player 1 when all players are moving in different directions
971 * fixed bug with keeping pointer to gadget even after its deallocation
972 * fixed bug with allowing "focus on all players" in network games
973 * fixed bug with player focus when playing tapes from network games
976 * uploaded pre-release (test) version 3.2.0-7 binary and source code
979 * code cleanup for game action control for R'n'D and EMC game engine
982 * fixed bug in multi-player movement with focus on both players
983 * added option to control only the focussed player with all input
986 * added player focus switching to level tape recording and re-playing
989 * fixed some bugs in player focus switching in EMC and RND game engine
992 * added special Supaplex animations for Murphy digging and snapping
993 * added special Supaplex animations for Murphy being bored and sleeping
996 * added four new yam yams with explicit start direction for EMC engine
997 * fixed bug in src/libgame/text.c with printing text outside the window
1000 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1003 * added delayed ignition of EM style dynamite when used in R'n'D engine
1004 * added limited movement range to EMC engine when focus on all players
1007 * fixed bug with missing (zero) score values for native Supaplex levels
1010 * added "continuous snapping" (snapping many elements while holding the
1011 snap key pressed, without releasing the snap key after each element)
1012 as a new player setting for more compatibility with the classic games
1015 * finished scrolling for "focus on all players" in EMC graphics engine
1018 * level sets with "levels: 0" are ignored for levels, but not artwork
1019 * fixed bug when scanning empty level group directories (endless loop)
1022 * fixed bug with explosion graphic for player using "Murphy" graphic
1023 * fixed bug with explosion graphic if player leaves explosion in time
1024 * changed some descriptive text in setup menu to use medium-width font
1025 * added key shortcut settings for switching player focus to setup menu
1028 * fixed bug with random value initialization when recording tapes
1029 * fixed bug with playing single player tapes when team mode activated
1032 * fixed little bug when trying to switch to player that does not exist
1035 * added player switching (visual and quick) to R'n'D and EM game engine
1036 * added setup option to select visual or quick in-game player switching
1039 * added use of "Home" and "End" keys to handle element list in editor
1042 * fixed bug with adding score when playing tape with EMC game engine
1043 * added steel wall border for levels using EMC engine without border
1044 * finally fixed delayed scrolling in EMC engine also for small levels
1047 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1050 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1051 * fixed bug when displaying info element without action, but direction
1054 * fixed minor graphical problems with springs smashing and slurping
1055 (when using R'n'D style graphics instead of EMC style graphics)
1058 * added scroll delay (as configured in setup) to EMC graphics engine
1061 * improved screen redraw for EMC graphics engine (faster and smoother)
1062 * when not scrolling, do not redraw the whole playfield if not needed
1065 * added multi-player mode for EMC game engine (with up to four players)
1068 * added android (can clone elements) from EMC engine to R'n'D engine
1071 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1074 * added selectbox for initial player speed to player settings in editor
1077 * version 3.1.2 created that is basically version 3.1.1, but with a
1078 major bug fixed that prevented editing your own private levels
1079 * version 3.1.2 released
1082 * added magic ball (creates elements) from EMC engine to R'n'D engine
1085 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1088 * fixed bug when using "CE can leave behind <trigger element>"
1089 * added new change condition "(after/when) creation of <element>"
1090 * added new change condition "(after/when) digging <element>"
1091 * fixed bug accessing invalid gadget that caused crashes under Windows
1092 * deactivated new possibility for multiple CE changes per frame
1095 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1098 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1099 * fixed bug with not keeping CE value for moving CEs with only action
1100 * changed CE action selectboxes in editor to be only reset when needed
1103 * added option "use artwork from element" for custom player artwork
1104 * added option "use explosion from element" for player explosions
1107 * added cascaded element lists in the level editor
1108 * added persistence for cascaded element lists by "editorcascade.conf"
1109 * added dynamic element list with all elements used in current level
1110 * added possibility for multiple CE changes per frame (experimental)
1113 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1116 * changed "score for each 10 seconds/steps left" to "1 second/step"
1117 * added own score for collecting "extra time" instead of sharing it
1118 * added change events "switched by player" and "player switches <e>"
1119 * added change events "snapped by player" and "player snaps <e>"
1120 * added "set player artwork: <element choice>" to CE action options
1121 * added change event "move of <element>"
1124 * added "set player shield: off / normal / deadly" to CE action options
1125 * added new player option "use level start element" in level editor
1126 to set the correct focus at level start to elements from which the
1127 player is created later (this did not work before for cascaded CE
1128 changes resulting in creation of the player; it is now also possible
1129 to create the player from a yam yam which is smashed at level start)
1132 * added "set player speed: frozen (not moving)" to CE action options
1133 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1136 * added new player option "block snap field" (enabled by default) to
1137 make it possible to show a snapping animation like in Emerald Mine
1140 * added dynamic selectboxes to custom element action settings in editor
1141 * added "CE value" counter for custom elements (instead of "CE count")
1142 * added option to use the last "CE value" after custom element change
1143 * added option to use the "CE value" of other elements in CE actions
1144 * fixed odd behaviour when pressing time orb in levels w/o time limit
1145 * added checkbox "use time orb bug" for older levels that use this bug
1148 * added missing configuration settings for the following elements:
1149 - EL_TIMEGATE_SWITCH (time of open time gate)
1150 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1151 - EL_SHIELD_NORMAL (time of shield duration)
1152 - EL_SHIELD_DEADLY (time of shield duration)
1153 - EL_EXTRA_TIME (time added to level time)
1154 - EL_TIME_ORB_FULL (time added to level time)
1157 * added "wind direction" as a movement pattern for custom elements
1158 * added initial wind direction for balloon / custom elements to editor
1159 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1162 * added parameters for "game of life" and "biomaze" elements to editor
1165 * added level file chunk "CONF" for generic level and element settings
1168 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1171 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1172 * added sound action ".page[1]" to ".page[32]" for each CE change page
1175 * added image config suffix ".clone_from" to copy whole image settings
1176 * fixed bug with invalid ("undefined") CE settings in old level files
1179 * fixed graphical bug with smashing elements falling faster than player
1182 * fixed major bug which prevented private levels from being edited
1183 * fixed bug with precedence of general and special font definitions
1186 * fixed graphical bug with player animation when player moves slowly
1189 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1192 * fixed bug which prevented "global.num_toons: 0" from working
1195 * major code cleanup (removed all these annoying "#if 0" blocks)
1198 * added custom element actions for CE change page in level editor
1201 * fixed music initialization bug in init.c (thanks to David Binderman)
1202 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1203 (this bug must probably be fixed at other places, too)
1206 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1207 (should be '#include <SDL.h>' instead)
1210 * fixed bug which prevented "walkable from no direction" from working
1211 (due to compatibility code overwriting this setting after loading)
1214 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1217 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1218 * version 3.1.1 released
1221 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1222 on 64-bit architecture systems with LP64 data model
1225 * fixed bug with bombs not exploding when hitting the last level line
1226 (introduced after the release of 3.1.0)
1229 * added support for dumping small-sized level sketches from editor
1232 * added recognition of "trigger element" for "change digged element to"
1233 (this is not really what the "trigger element" was made for, but its
1234 use may seem obvious for leaving back digged elements unchanged)
1237 * fixed multiple warnings about failed joystick device initialization
1240 * fixed bug with dynamite dropped on top of just dropped custom element
1241 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1242 dynamite can still be dropped, but drop key must be released before
1245 * fixed bug with wrong start directory when started from file browser
1246 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1249 * fixed bug causing "change when impact" on player not working
1250 * fixed wrong priority of "hitting something" over "hitting <element>"
1251 * fixed wrong priority of "hit by something" over "hit by <element>"
1254 * fixed graphical bug which caused the player (being Murphy) to show
1255 collecting animations although the element was collected by penguin
1258 * fixed two bugs causing wrong door background graphics in system.c
1259 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1262 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1263 * added "no direction" to "walkable/passable from" selectbox options
1266 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1267 * in tape autoplay, not only report broken, but also missing tapes
1270 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1273 * fixed small bug with "linear" animation not working for active lamp
1276 * fixed bug with moving up despite gravity due to "block last field"
1277 * fixed small bug with wrong draw offset when typing name in main menu
1278 * when reading user names from "passwd", ignore data after first comma
1279 * when creating new "levelinfo.conf", only write some selected entries
1282 * fixed displaying "imported from/by" on preview with empty string
1283 * fixed ignoring draw offset for fonts used for level preview texts
1286 * fixed a delay problem with SDL and too many mouse motion events
1287 * added setup option "skip levels" and level skipping functionality
1290 * added move speed "not moving" for non-moving CEs, but with direction
1293 * fixed mapping of obsolete element token names in "editorsetup.conf"
1294 * fixed bug with sound "acid.splashing" treated as a loop sound
1295 * fixed some little sound bugs in native EM engine
1298 * fixed small bug when dragging scrollbars to end positions
1301 * added editor element descriptions written by Aaron Davidson
1304 * improved fallback handling when configured artwork is not available
1305 (now using default artwork instead of exiting when files not found)
1308 * fixed bug on level selection screen when dragging scrollbar
1311 * fixed bug which caused broken tapes when appending to EM engine tapes
1314 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1317 * added code to replace changed artwork config tokens with other tokens
1318 (needed for backwards compatibility, so that older tokens still work)
1321 * added native R'n'D graphics for some new EMC elements in EM engine
1324 * fixed some bugs in the EM engine integration code
1325 * changed EM engine code to allow diagonal movement
1326 * changed EM engine code to allow use of separate snap and drop keys
1329 * fixed some redraw bugs when using EM engine
1332 * fixed bug with not converting RND levels which are set to use native
1333 engine to native level structure when loading
1336 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1339 * version number set to 3.2.0
1342 * level data now reset to defaults after attempt to load invalid file
1345 * added use of "editorsetup.conf" for different level sets
1348 * added auto-detection for various types of Emerald Mine level files
1351 * fixed bug with scrollbars getting too small when list is very large
1354 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1357 * added most level editor configuration gadgets for new EMC elements
1360 * added more element and graphic definitions for new EMC elements
1363 * modified native EM engine to use integrated R'n'D sound system
1366 * added SDL support to graphics functions in native EM engine
1367 (by always using generic libgame interface functions)
1370 * fixed bug in frame synchronization in native EM engine
1373 * added code to convert levels between R'n'D and native EM engine
1376 * new Emerald Mine engine can now play levels selected in main menu
1379 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1380 (which creates scaled down graphics for level editor and preview);
1381 there's still a memory leak somewhere in the artwork handling code
1382 * added "scale image up" functionality to X11 version of zoom function
1385 * first attempts to integrate new, native Emerald Mine Club engine
1388 * fixed bug in gadget code which caused reset of CEs in level editor
1389 (example: pressing 'b' [grab brush] on CE config page erased values)
1390 (solution: check if gadgets in ClickOnGadget() are really mapped)
1391 * improved level change detection in editor (settings now also checked)
1392 * fixed bug with "can move into acid" and "don't collide with" state
1395 * fixed maze runner style CEs to use the configured move delay value
1398 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1401 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1402 * fixed the above fix because it broke level set "machine" (*sigh*)
1403 * fixed random element placement in level editor to work as expected
1404 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1407 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1410 * fixed bug (missing array boundary check) which caused broken tapes
1411 * fixed bug (when loading level template) which caused broken levels
1412 * fixed bug with new block last field code when using non-yellow player
1415 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1416 * internal change of how the player blocks the last field when moving
1417 * fixed blocking delay of last field for EM and SP style block delay
1418 * fixed bug where the player had to wait for the usual move delay after
1419 unsuccessfully trying to move, when he directly could move after that
1420 * the last two changes should make original Supaplex level 93 solvable
1421 * improved use of random number generator to make it less predictable
1422 * fixed behaviour of slippery SP elements to let slip left, then right
1425 * fixed bug with wrong door state after trying to quickload empty tape
1426 * fixed waste of static memory usage of the binary, making it smaller
1427 * fixed very little graphical bug in Supaplex explosion
1430 * version number set to 3.1.1
1433 * version 3.1.0 released
1436 * fixed bug with crash when writing user levelinfo.conf the first time
1439 * added option "convert LEVELDIR [NR]" to command line batch commands
1440 * re-converted Supaplex levels to apply latest engine fixes
1441 * changed "use graphic/sound of element" to "use graphic of element"
1442 due to compatibility problems with some levels ("bug machine" etc.)
1445 * fixed bug with CE change replacing player with same or other player
1448 * fixed bug with opaque font in envelope with background graphic when
1449 background graphic is not transparent itself
1452 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1453 * corrected original Supaplex level loading code to use these new ports
1454 * also corrected Supaplex loader to auto-count infotrons if set to zero
1457 * fixed bug with missing initialization of "modified" flag for GEs
1460 * fixed bug that caused endless recursion loop when relocating player
1461 * fixed tape recorder bug in "step mode" when using "pause before end"
1462 * fixed tape recorder bug when changing from "warp forward" mode
1465 * fixed bug with "when touching" for pushed elements at last position
1468 * fixed bug that caused two activated toolbox buttons in level editor
1469 * fixed bug with exploding dynabomb under player due to other explosion
1472 * fixed bug with creating walkable custom element under player (again)
1473 * fixed bug with not copying explosion type when copying CEs in editor
1474 * fixed graphical bug when drawing player in setup menu (input devices)
1475 * fixed graphical bug when the player is pushing an accessible element
1476 * fixed bug with classic switchable elements triggering CE changes
1477 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1478 * fixed crash bug when CE leaves behind the trigger player element
1481 * fixed bug with broken tubes after placing/exploding dynamite in them
1482 * fixed bug with exploding dynamite under player due to other explosion
1483 * fixed bug with not resetting push delay under certain circumstances
1486 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1487 * added network multiplayer code for Windows (thanks to Niko Böhm)
1490 * added option "reachable despite gravity" for gravity movement
1491 * changed gravity movement of most classic walkable and passable
1492 elements back to "not reachable" (for compatibility reasons)
1495 * fixed (removed) "indestructible" / "can explode" dependency in editor
1496 * fixed (removed) "accessible inside" / "protected" dependency
1497 * fixed (removed) "step mode" / "shield time" dependency
1500 * fixed dynabombs exploding now into anything diggable
1501 * fixed Supaplex style gravity movement into buggy base now impossible
1502 * added pressing key "space" as valid action to select menu options
1505 * added "replace when walkable" to relocate player to walkable element
1506 * added "enter"/"leave" event for elements affected by relocation
1507 * fixed "direct"/"indirect" change order also for "when change" event
1508 * fixed graphical bug when pushing things from elements walkable inside
1511 * fixed graphic bug when player is snapping while moving in old levels
1512 * fixed bug when a moving custom element leaves a player element behind
1513 * fixed bug with mole not disappearing when moving into acid pool
1514 * fixed bug with incomplete path setting when using "--basepath" option
1515 * moving CE can now leave walkable elements behind under the player
1516 * when relocating, player can be set on walkable element now
1517 * fixed another gravity movement bug
1520 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1523 * added "collectible" and "removable" to extended replacement types
1524 (where "removable" replaces "diggable" and "collectible" elements)
1525 * added "collectible & throwable" (to throw element to the next field)
1526 * fixed bug with CEs digging elements that are just about to explode
1527 * changed mouse cursor now always being visible when game is paused
1530 * added possibility to push/press accessible elements from a side that
1532 * fixed bug with not setting actual date when appending to tape
1535 * fixed bug with incorrectly initialized custom element editor graphics
1538 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1539 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1542 * fixed bug with destroyed robot wheel still attracting robots forever
1543 * fixed bug with time gate switch deactivating after robot wheel time
1544 (while the time gate itself is not affected by this misbehaviour)
1545 * changed behaviour of BD style amoeba to always get blocked by player
1546 (before it was different when there were non-BD elements in level)
1547 * fixed bug with player destroying indestructable elements with shield
1550 * added option to make growing elements grow into anything diggable
1551 (for the various amoeba types, biomaze and "game of life")
1554 * fixed bug with movable elements not moving after left behind by CEs
1555 * changed gravity movement to anything diggable, not only sand/base
1556 * optionally allowing passing to walkable element, not only empty space
1557 * added option "can pass to walkable element" for players
1558 * finally fixed gravity movement (hopefully)
1561 * fixed bug with movable elements not moving anymore after falling down
1564 * fixed another bug with custom elements digging and leaving elements
1565 * fixed bug with "along left/right side" and automatic start direction
1566 * trigger elements now also displayed when "more custom" deactivated
1567 * fixed bug with clipboard element initialized when loading new level
1568 * added option "drop delay" to set delay before dropping next element
1571 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1574 * added copy and paste functions for custom change pages
1575 * enhanced graphical display and functionality of tape recorder
1576 * fixed bug with custom elements digging and leaving elements
1579 * added move speed faster than "very fast" for custom elements
1580 * fixed bug with 3+3 style explosions and missing border content
1581 * fixed little bug when copying custom elements in the editor
1582 * enhanced custom element changes by more side trigger actions
1585 * added option "no scrolling when relocating" for instant teleporting
1586 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1589 * added trigger element and trigger player to use as target elements
1590 * added copy and paste functions for custom and group elements
1593 * fixed graphical bug when displaying explosion animations
1594 * fixed bug when appending to tapes, resulting in broken tapes
1595 * re-recorded a few tapes broken by fixing gravity checking bug
1598 * "can move into acid" property now for all elements independently
1599 * "can fall into acid" property for player stored in same bitfield now
1600 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1601 * version number set to 3.1.0 (finally!)
1604 * changed tape recording to only record input, not programmed actions
1607 * fixed totally broken (every 8th frame skipped) step-by-step recording
1608 * fixed bug with requester not displayed when quick-loading interrupted
1609 * added option "can fall into acid (with gravity)" for players
1610 * fixed bug with player not falling when snapping down with gravity
1613 * fixed bug which messed up key config when using keypad number keys
1616 * fixed bug which allowed moving upwards even when gravity was active
1617 * fixed bug with missing error handling when dumping levels or tapes
1620 * added different colored editor graphics for Supaplex gravity tubes
1623 * fixed bug that allowed solvable tapes for unsolvable levels
1626 * use unlimited number of droppable elements when "count" set to zero
1627 * added option to use step limit instead of time limit for level
1630 * added player and change page as trigger for custom element change
1633 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1636 * fixed bug with dark yamyam changing to acid when moving over acid
1637 * fixed handling of levels with more than 999 seconds level time
1638 (example: level 76 of "Denmine")
1641 * "spring push bug" reintroduced as configurable element property
1642 * fixed bug with missing properties for "mole"
1643 * fixed bug that showed up when fixing the above "mole" properties bug
1644 * added option "can move into acid" for all movable elements
1645 * fixed graphical bug for elements moving into acid
1646 * changed event handling to handle all pending events before going on
1649 * fixed bug which caused all CE change pages to be ignored which had
1650 the same change event, but used a different element side
1651 (reported by Simon Forsberg)
1653 * fixed bug which caused elements that can move and fall and that are
1654 transported by a conveyor belt to continue moving into that direction
1655 after leaving the conveyor belt, regardless of their own movement
1656 type; only elements which can not move are transported now
1657 (reported by Simon Forsberg)
1659 * fixed bug which could cause an array overflow in RelocatePlayer()
1660 (reported by Niko Böhm)
1662 * changed Emerald Mine style "passable / over" elements to "protected"
1663 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1665 * added new option to select from which side a "walkable/passable"
1666 element can be entered
1669 * added explosion and ignition delay for elements that can explode
1672 * fixed bug which caused player not being protected against enemies
1673 when a CE was "walkable / inside" and was not "indestructible"
1674 * added "walkable/passable" fields to be "protected/unprotected"
1675 against enemies, even if not accessible "inside" but "over/under"
1678 * corrected move pattern to 32 bit and initial move direction to 8 bit
1681 * added second custom element base configuration page
1684 * added some special EMC mappings to Emerald Mine level loader
1685 (also covering previously unknown element in level 0 of "Bondmine 8")
1688 * added option to block last field when player is moving (for Supaplex)
1689 * adjusted push delay of Supaplex elements
1690 * removed delays for envelopes etc. when replaying with maximum speed
1691 * fixed bug when dropping element on a field that just changed to empty
1694 * fixed bug: infotrons can now smash yellow disks
1695 * fixed bug: when gravity active, port above player can now be entered
1696 * removed "one white dot" mouse pointer which irritated some people
1699 * added "choice type" for group element selection
1702 * fixed bug with initial invulnerability of non-yellow player
1705 * added level loader for loading native Supaplex packed levels
1706 (including multi-part levels like the "splvls99" levels)
1709 * fixed bug which allowed creating emeralds by escaping explosions
1712 * custom elements can change (limited) or leave (unlimited) elements
1713 * finally added multiple matches using group elements
1714 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1717 * added new start movement type "previous" for continued CE movement
1718 * added new start movement type "random" for random CE movement start
1721 * added new element "sokoban_field_player" needed for Sokoban levels
1722 (thanks to Ed Booker for pointing this out!)
1725 * added elements that can be digged or left behind by custom elements
1728 * added group elements for multiple matches and random element creation
1731 * fixed some graphical errors displayed in old levels
1734 * fixed wrong double speed movement after passing closing gates
1737 * added level loader for loading native Emerald Mine levels
1740 * changes for "shooting" style CE movement
1743 * Happy New Year! ;-)
1746 * changed default snap/drop keys from left/right Shift to Control keys
1749 * fixed bug with dead player getting reanimated from custom element
1752 * fixed bug with wrong penguin graphics (when entering exit)
1755 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1758 * version number set to 3.0.9
1761 * version 3.0.8 released
1764 * added function checked_free()
1767 * fixed bug with double nut cracking sound
1768 (by eliminating "default element action sound" assignment in init.c)
1771 * fixed crash when no music info files are available
1774 * fixed boring and sleeping sounds
1777 * added "maze runner" and "maze hunter" movement types
1778 * added extended collision conditions for custom elements
1781 * added warnings for undefined token values in artwork config files
1784 * added menu entry for level set information to the info screen
1787 * fixed bug with wrong default impact sound for colored emeralds
1790 * added several sub-screens for the info screen
1791 * menu text now also clickable (not only blue/red sphere left of it)
1794 * added configurable "bored" and "sleeping" animations for the player
1795 * added "awakening" sound for player when waking up after sleeping
1798 * added "copy" and "exchange" functions for custom elements to editor
1801 * added configurable element animations for info screen
1804 * added configurable music credits for info screen
1807 * finally fixed tape recording when player is created from CE change
1810 * added "editorsetup.conf" for editor element list configuration
1813 * added "musicinfo.conf" for menu and level music configuration
1816 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1817 (that only showed up on Linux, but not on Windows systems)
1820 * fixed turning movement of butterflies and fireflies (no frame reset)
1821 * enhanced sniksnak turning movement (two steps instead of only one)
1824 * version number set to 3.0.8
1827 * version 3.0.7 released
1830 * fixed reset of player animation frame when, for example,
1831 walking, digging or collecting share the same animation
1832 * fixed CE with "deadly when touching" exploding when touching amoeba
1835 * fixed tape recording when player is created from CE element change
1838 * introduced "turning..." action graphic for elements with move delay
1839 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1840 * added turning animations for bug, spaceship and sniksnak
1843 * prevent "extended" changed elements from delay change in same frame
1846 * fixed bug when pushing element that can move away to the side
1847 (like pushing falling elements, but now with moving elements)
1850 * finally fixed serious bug in code for delayed element pushing (again)
1853 * unavailable setup options now marked as "n/a" instead of "off"
1854 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1855 to "true", levels are always played with the latest game engine,
1856 which is desired for levels that are imported from other games; all
1857 other levels are played with the engine version stored in level file
1858 (which is normally the engine version the level was created with)
1861 * fixed serious bug in code for delayed element pushing
1862 * fixed little bug in animation frame selection for pushed elements
1863 * speed-up of reading config file for verbose output
1866 * added configuration option for opening and closing Supaplex exit
1867 * added configuration option for moving up/down animation for Murphy
1868 * fixed incorrectly displayed animation for attacking dragon
1869 * fixed bug with not setting initial gravity for each new game
1870 * fixed bug with teleportation of player by custom element change
1871 * fixed bug with player not getting smashed by rock sometimes
1874 * version number set to 3.0.7
1877 * version 3.0.6 released
1880 * added support for MP3 music for SDL version through SMPEG library
1883 * fixed bug when initializing font graphic structure
1884 * fixed bug with animation mode "pingpong" when using only 1 frame
1885 * fixed bug with extended change target introduced in 3.0.5
1886 * fixed bug where passing over moving element doubles player speed
1887 * fixed bug with elements continuing to move into push direction
1888 * fixed bug with duplicated player when dropping bomb with shield on
1889 * added "switching" event for custom elements ("pressing" only once)
1890 * fixed switching bug (resetting flag when not switching but not idle)
1893 * fixed element tokens for certain file elements with ".active" etc.
1896 * version number set to 3.0.6
1899 * version 3.0.5 released
1902 * now four envelope elements available
1903 * font, background, animation and sound for envelope now configurable
1904 * main menu doors opening/closing animation type now configurable
1907 * active/inactive sides configurable for custom element changes
1908 * new movement type "move when pushed" available for custom elements
1911 * fixed bug in multiple config pages loader code that caused crashes
1914 * enhanced (remaining low-resolution) Supaplex graphics
1917 * version number set to 3.0.5
1920 * version 3.0.4 released
1922 2003-09-12 src/tools.c
1923 * fixed bug in custom definition of crumbled element graphics
1925 2003-09-11 src/files.c
1926 * fixed bug in multiple config pages code that caused crashes
1929 * version number set to 3.0.4
1932 * version 3.0.3 released
1935 * added music to Supaplex classic level set
1937 2003-09-07 src/libgame/misc.c
1938 * added support for loading various music formats through SDL_mixer
1940 2003-09-06 (various source files)
1941 * fixed several nasty bugs that may have caused crashes on some systems
1942 * added envelope content which gets displayed when collecting envelope
1943 * added multiple change event pages for custom elements
1945 2003-08-24 src/game.c
1946 * fixed problem with player animation when snapping and moving
1948 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1949 * fixed problem with flickering when drawing toon animations
1951 2003-08-23 src/libgame/sdl.c
1952 * fixed problem with setting mouse cursor in SDL version in fullscreen
1954 2003-08-23 src/game.c
1955 * fixed bug (missing array boundary check) which could crash the game
1958 * version number set to 3.0.3
1961 * version 3.0.2 released
1963 2003-08-21 src/game.c
1964 * fixed bug with creating inaccessible elements at player position
1966 2003-08-20 src/init.c
1967 * fixed bug with not finding current level artwork directory
1969 2003-08-20 src/files.c
1970 * fixed bug with choosing wrong engine version when playing tapes
1971 * fixed bug with messing up custom element properties in 3.0.0 levels
1974 * version number set to 3.0.2
1977 * version 3.0.1 released
1979 2003-08-17 (no source files affected)
1980 * changed all "classic" PCX image files with 16 colors or less to
1981 256 color (8 bit) storage format, because the Allegro game library
1982 cannot handle PCX files with less than 256 colors (contributed
1983 graphics are not affected and might look wrong in the DOS version)
1985 2003-08-16 src/init.c
1986 * fixed bug which (for example) crashed the level editor when defining
1987 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1988 (only set to default) -- invalid graphics now set to default graphic
1990 2003-08-16 src/init.c
1991 * fixed graphical bug of player digging/collecting/snapping element
1992 when no corresponding graphic/animation is defined for this action,
1993 resulting in player being drawn as EL_EMPTY (which should only be
1994 done to elements being collected, but not to the player)
1996 2003-08-16 src/game.c
1997 * fixed small graphical bug of player not totally moving into exit
1999 2003-08-16 src/libgame/setup.c
2000 * fixed bug with wrong MS-DOS 8.3 filename conversion
2002 2003-08-16 src/tools.c
2003 * fixed bug with invisible mouse cursor when pressing ESC while playing
2005 2003-08-16 (various source files)
2006 * added another 128 custom elements (disabled in editor by default)
2008 2003-08-16 src/editor.c
2009 * fixed NULL string bug causing Solaris to crash in sprintf()
2011 2003-08-16 src/screen.c
2012 * fixed drawing over scrollbar on level selection with custom fonts
2014 2003-08-15 src/game.c
2015 * cleanup of simple sounds / loop sounds / music settings
2017 2003-08-08 (various source files)
2018 * added custom element property for dropping collected elements
2020 2003-08-08 src/conf_gfx.c
2021 * fixed bug with missing graphic for active red disk bomb
2023 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2024 * extended variable "level.gravity" to "level.initial_gravity" and
2025 "game.current_gravity" to prevent level setting from being changed
2026 by playing the level (keeping the runtime value after playing)
2028 * fixed graphics bug when digging element that has 'crumbled' graphic
2029 definition, but not 'diggable' graphic definition
2032 * version number set to 3.0.1
2035 * version 3.0.0 released
2038 * various bug fixes; among others:
2039 - fixed bug with pushing spring over empty space
2040 - fixed bug with leaving tube while placing dynamite
2041 - fixed bug with explosion of smashed penguins
2042 - allow Murphy player graphic in levels with non-Supaplex elements
2046 * I have forgotten to document changes for some time
2049 * pre-release version 2.2.0rc1 released
2052 * version number set to 2.1.2
2055 * version 2.1.1 released
2058 * version number set to 2.1.1
2061 * version 2.1.0 released
2064 * version number set to 2.1.0
2066 2002-04-03 to 2002-05-19 (various source files)
2067 * graphics, sounds and music now fully configurable
2068 * bug fixed that prevented walking through tubes when gravity on
2070 2002-04-02 src/events.c, src/editor.c
2071 * Make Escape key less aggressive when playing or when editing level.
2072 This can be configured as an option in the setup menu. (Default is
2073 "less aggressive" which means "ask user if something can be lost"
2074 when pressing the Escape key.)
2076 2002-04-02 src/screen.c
2077 * Added "graphics setup" screen.
2079 2002-04-01 src/screen.c
2080 * Changed "choose level" setup screen stuff to be more generic (to
2081 make it easier to add more "choose from generic tree" setup screens).
2083 2002-04-01 src/config.c, src/timestamp.h
2084 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2085 automatically gets created by "src/Makefile" and contains an actual
2086 compile-time timestamp to identify development versions of the game).
2088 2002-03-31 src/tape.c, src/events.c
2089 * Added quick game/tape save/load functions to tape stuff which can be
2090 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2091 loads previously recorded tape and directly goes into recording mode
2092 from the end of the tape (therefore appending to the tape).
2094 2002-03-31 src/tape.c
2095 * Added "index mark" function to tape recorder. When playing or
2096 recording, "eject" button changes to "index" button. Setting index
2097 mark is not yet implemented, but pressing index button when playing
2098 allows very quick advancing to end of tape (when normal playing),
2099 very fast forward mode (when playing with normal fast forward) or
2100 very fast reaching of "pause before end of tape" (when playing with
2101 "pause before end" playing mode).
2103 2002-03-30 src/cartoons.c
2104 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2106 2002-03-29 src/screen.c
2107 * Changed setup screen stuff to be more generic (to make it easier
2108 to add more setup screens).
2110 2002-03-23 src/main.c, src/main.h
2111 * Various changes due to the introduction of the new libgame files
2112 "setup.c" and "joystick.c".
2114 2002-03-23 src/files.c
2115 * Generic parts of "src/files.c" (mainly setup and level directory
2116 stuff) moved to new libgame file "src/libgame/setup.c".
2118 2002-03-23 src/joystick.c
2119 * File "src/joystick.c" moved to libgame source tree, with
2120 correspondig changes.
2122 2002-03-22 src/screens.c
2123 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2124 (Wrong level series information displayed when entering main group.)
2126 2002-03-22 src/editor.c
2127 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2129 2002-03-22 src/editor.c
2130 * Changed behaviour of "Escape" key in level editor to be more
2131 intuitive: When in "Element Properties" or "Level Info" mode,
2132 return to "Drawing Mode" instead of leaving the level editor.
2134 2002-03-21 src/game.c, src/editor.c, src/files.c
2135 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2136 gems (emeralds, diamonds, ...) slipping down from normal wall,
2137 steel wall and growing wall (as in E.M.C. style levels). Although
2138 the behaviour of contributed and private levels wasn't changed (due
2139 to the use of "level.game_version"; see previous entry), editing
2140 those levels will (of course) change the behaviour accordingly.
2142 This change seems a bit too hard after thinking about it, because
2143 the EM style behaviour is not the "expected" behaviour (gems would
2144 normally only slip down from "rounded" walls). Therefore this was
2145 now changed to an element property for gem style elements, with the
2146 default setting "off" (which means: no special EM style behaviour).
2147 To fix older converted levels, this flag is set to "on" for pre-2.0
2148 levels that are neither contributed nor private levels.
2150 2002-03-20 src/files.h
2151 * Corrected settings for "level.game_version" depending of level type.
2152 (Contributed and private levels always get played with game engine
2153 version they were created with, while converted levels always get
2154 played with the most recent version of the game engine, to let new
2155 corrections of the emulation behaviour take effect.)
2157 2002-03-20 src/main.h
2158 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2159 compiling the SDL version on some systems.
2160 Thanks to the several people who pointed this out.
2163 * Version number set to 2.0.2.
2166 * Version 2.0.1 released.
2168 2002-03-18 src/screens.c
2169 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2171 2002-03-18 src/files.c [src/libgame/misc.c]
2172 * Moved some common functions from src/files.c to src/libgame/misc.c.
2174 2002-03-18 src/files.c [src/libgame/misc.c]
2175 * Changed permissions for new directories and saved files (especially
2176 score files) according to suggestions of Debian users and mantainers.
2177 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2179 2002-03-17 src/files.c
2180 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2181 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2182 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2183 for levels and "TAPE" for tapes). Old "cookie" style format is
2184 still supported for reading. New level and tape files are written
2187 * New IFF chunk "VERS" contains version numbers for file and game
2188 (where "game version" is the version of the program that wrote the
2189 file, and "file version" is a version number to distinguish files
2190 with different format, for example after adding new features).
2192 2002-03-15 src/screen.c
2193 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2194 (Before, you heard a mixture of the in-game music and the
2195 hall-of-fame music.)
2197 2002-03-14 src/events.c
2198 * Function "DumpTape()" (files.c) now available by pressing 't' from
2199 main menu (when in DEBUG mode).
2201 2002-03-14 src/game.c
2202 * "GameWon()": When game was won playing a tape, now there is no delay
2203 raising the score and no corresponding sound is played.
2205 2002-03-14 src/files.c
2206 * Changed "LoadTape()" for real chunk support and also adjusted
2207 "SaveTape()" accordingly.
2209 2002-03-14 src/game.c, src/tape.c, src/files.c
2210 * Important changes to tape format: The old tape format stored all
2211 actions with a real effect with a corresponding delay between the
2212 stored actions. This had some major disadvantages (for example,
2213 push delays had to be ignored, pressing a button for some seconds
2214 mutated to several single button presses because of the non-action
2215 delays between two action frames etc.). The new tape format just
2216 stupidly records all device actions and replays them later. I really
2217 don't know why I haven't solved it that way before?! Old-style tapes
2218 (with tape file version less than 2.0) get converted to the new
2219 format on-the-fly when loading and can therefore still be played;
2220 only some minor parts of the old-style tape handling code was needed.
2221 (A perfect conversion is not possible, because there is information
2222 missing about the device actions between two action frames.)
2224 2002-03-14 src/files.c
2225 * New function "DumpTape()" to dump the contents of the current tape
2226 in a human readable format.
2228 2002-03-14 src/game.c
2229 * Small tape bug fixed: When automatically advancing to next level
2230 after a game was won, the tape from the previous level still was
2231 loaded as a tape for the new level.
2233 2002-03-14 src/tape.c
2234 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2235 tape, cartoons did not get completely removed because
2236 StopAnimation() was not called.
2238 2002-03-13 src/files.c
2239 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2240 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2241 size even when using 16-bit elements). Added new chunk "CNT2" for
2242 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2243 chunk even when content was 16-bit element). "CNT2" should now be
2244 able to store content for arbitrary elements (up to eight blocks of
2245 3 x 3 element arrays). All "CNT2" elements will always be stored as
2246 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2248 2002-03-13 src/files.c
2249 * Changed "LoadLevel()" for real chunk support.
2251 2002-03-12 src/game.c
2252 * Fixed problem (introduced after 2.0.0 release) with penguins
2253 not getting killed by enemies
2255 2002-02-24 src/game.c, src/main.h
2256 * Added "player->is_moving"; now "player->last_move_dir" does
2257 not contain any information if the player is just moving at
2259 Before, "player->last_move_dir" was misused for this purpose
2260 for the robot stuff (robots don't kill players when they are
2261 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2262 broke tapes when walking through pipes!
2263 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2264 in a continuous movement. This fact is ignored for friends and