2 * removed some remaining unused X11 stuff
5 * fixed bug not loading tape when selecting level from level selection
6 screen (thanks to filbo for finding this bug and supplying a patch)
9 * fixed menu display bugs (drawing outside menu area with draw offset)
10 * fixed menu key navigation bugs (when using smaller menu list size)
13 * added support for animated door parts during opening/closing movement
16 * added automatic detection of normal/steel character elements in level
17 editor when drawing text (depending on currently selected element)
20 * eliminated historical ISO-8859-1 characters from source code files
21 (but still using them internally for special character encodings)
22 * changed output of special character for level sketch brushes to UTF-8
25 * added handling of unselectable selectbox options and option headlines
28 * fixed bug when changing between graphic sets with different tile size
29 * cleanup of handling the various graphic sizes for different purposes
30 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
33 * added virtual keyboard on Android port when entering player name
36 * fixed "quick menu doors" and sounds for door and envelope requests
39 * fixed display bugs with certain custom menu definitions regarding the
40 hall of fame (high scores) and setup screens that require scrolling
41 (these display bugs showed up with custom menu graphics of R'n'D jue)
44 * fixed bug with animation frames per line with non-standard tile size
45 (relevant for example for 64x64 sized frames continued on next row)
48 * removed checking of file identifier tokens for configuration files
51 * fixed bug where player actions were only mapped in team mode
52 (this broke four tapes in automatic game engine unit test where
53 old levels contained a non-yellow player, like rnd_abby_king, 011)
56 * removed large parts of the preprocessor hell of old and unused code
59 * updated source file headers (mainly author contact information)
62 * added key shortcuts for window scaling and toggling fullscreen mode:
63 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
64 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
67 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
68 * added some performance improvements when handling SDL surface scaling
71 * added custom graphics property "game.tile_size" to define in-game tile
72 size (this defines the tile size actually displayed on the playfield);
73 tile graphics will either be scaled to the defined game tile size or
74 have to be specified with the same image size (using ".tile_size")
77 * added custom graphics property ".tile_size" to define tile image size
78 for game element graphics (like "custom_1.tile_size"); non-standard
79 sized images will then be scaled accordingly to standard tile size
82 * fixed music still being played in Android version when in background
85 * added Android "menu" button to be treated as "yes" requester button
86 (while the Android "back" button was already treated as "no" button)
89 * added command line options "--version" / "-V" to show program version
90 (also shows SDL library versions when prefixed with "--debug" option)
93 * error file set to unbuffered to prevent truncation in case of crashes
96 * fixed bug causing wrong screen updates while playing (whole screen
97 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
98 * fixed nasty (typo) bug in native EM engine causing broken player
99 graphics when using different (redefined) playfield size
102 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
103 to be displayed incorrectly (with broken scaling) when switching
104 between small and normal game graphics (thanks a lot to filbo for
105 analyzing and describing how to exactly reproduce this bug)
108 * removed MS-DOS support
109 * removed native X11 support (X11 now only supported via SDL/SDL2)
112 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
115 * fixed level redraw after quick-loading tape with small tile graphics
118 * added compatibility code for existing request door animation settings
121 * added ultra-generic, ultra-flexible request door animation handling
124 * fixed major bugs in handling single-player and multi-player tapes
125 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
128 * fixed various problems with playfield and requester/tape/editor doors
129 defined to be at non-standard screen positions in artwork config file
132 * added envelope style requester dialog (alternative to door requester)
135 * fixed problems with window scaling and updating related setup value
136 * added setup option to select anti-aliasing quality of scaled windows
139 * improved speed of displaying progress when loading levels and artwork
140 * changed fullscreen and window scaling changes in setup menu to have
141 immediate effect (instead of being effective after leaving setup menu)
144 * fixed toons stopping on continuous touch events on Mac OS X
147 * fixed bug when displaying game envelope with even sized playfield
148 * added graphic configuration options for request (dialog) buttons
151 * fixed some redraw bugs with window scaling under Mac OS X
154 * fixed problems with window scaling and updating related setup value
157 * fixed problems related to fullscreen switching and window scaling
160 * fixed inconsistent custom artwork constants numbering in src/main.h,
161 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
162 (this bug caused custom artwork definition to set wrong variable)
165 * fixed using fullscreen mode on Android instead of pseudo-window mode
166 * fixed keeping desktop fullscreen mode when changing viewport size
169 * fixed remaining text input problems for non-ASCII keys with modifier
170 * added window scaling options to graphics setup menu
173 * fixed key code problems with certain keys for SDL2
174 (keypad keys not being in numerical order; number of function keys)
175 * fixed text input problems for text characters using modifier keys
178 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
181 * fixed graphical bugs when using renderer/texture based graphics
184 * fixed playing certain sounds (menu navigation sound and counting
185 score sound after solving a level) when "normal sounds" are disabled
188 * continued porting Rocks'n'Diamonds to Android (levels now playable)
191 * added SDL2 renderer/texture based graphics frame handling to allow for
192 "desktop" style fullscreen mode and scaling of game screen/window
195 * removed limitation of artwork files to selected file types (this means
196 that every file type supported by SDL_image and SDL_mixer can be used)
197 * changed default graphics from PCX to PNG (needed for Android version
198 to prevent painfully slow image loading, although not compressing PCX
199 files in the assets directory of the APK package might also work fine)
200 * fixed bug with SDL_BlitSurface creating garbage when source and target
201 surface are the same (this bug also existed in versions of SDL 1.2.x)
204 * started porting Rocks'n'Diamonds to Android (already shows main menu)
207 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
210 * version number set to 3.3.1.3
213 * version 3.3.1.2 released
216 * improved error handling: display error message on screen (not only in
217 the error file or on the console), and display path of the error file
220 * fixed problem with R'n'D restarting with same level set that may have
221 caused a problem (and therefore failing again and again); after an
222 error, the last level set is now deactivated in file "levelsetup.conf"
223 to restart with default level set (which should work without error)
226 * fixed determining main game data directory on Mac OS X "Mavericks"
229 * version number set to 3.3.1.2
232 * version 3.3.1.1 released
235 * added scripts directory to distribution package to enable building
236 element definitions after editing artwork config source code files
239 * added volume controls for sounds, loops and music to sound setup
242 * version number set to 3.3.1.1
245 * version 3.3.1.0 released
248 * version number set to 3.3.1.0
251 * fixed display of level time switching from ascending to descending
252 when making use of the "time orb bug" (see element setting in editor)
253 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
254 * fixed graphics performance problems (especially on Mac OS X) by using
255 whole-playfield redraw on SDL target, while still using the previous
256 single-tile redraw method on X11 target (using redraw tiles threshold)
259 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
260 (by replacing all "long" types by "int" types)
263 * fixed nasty bug (affecting crumbled graphics) after adding new special
264 graphics suffix ".TAPE" (and messing some things up in src/main.c)
267 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
268 (this caused fonts in envelope config in level editor being invisible)
271 * fixed some problems with half tile size and even tile sized playfields
274 * added level selection screen (when clicking on main menu level number)
275 * added level tracing (played, solved) for use in level selection screen
276 (to display already played or solved levels in different font color)
279 * added alternative game mode for playing with half size playfield tiles
280 * fixed another memory violation bug in the native Supaplex game engine
281 (this potential memory bug was also in the original Megaplex code, but
282 apparently only occured under rare conditions triggered by using the
283 additional added preceding playfield memory area to make a few strange
284 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
285 solvable (this all worked fine in the classic DOS version, of course))
288 * added graphics performance optimization to native Supaplex game engine
289 * fixed bug with accidentally removing preceding buffer in SP engine
290 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
291 (to prevent compatibility mapping of these newer graphics to older
292 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
295 * added separately configurable game panel background to graphics config
296 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
299 * added tape panel graphics and screen positions to graphics config
302 * added compatibility stuff for redefined "global.door" (which affects
303 all parts of that image that have their own graphics definition now)
306 * added sound button graphics to graphics config
309 * added tape button graphics and screen positions to graphics config
312 * improved single step mode in R'n'D, EM and SP engines
315 * version number set to 3.3.0.2
318 * version 3.3.0.1 released
321 * added configurable key shortcuts for snap+direction player actions
322 (probably most useful for recording tool-assisted speedrun (TAS)
323 tapes using the single-step mode of the tape recorder)
326 * version number set to 3.3.0.1
329 * version 3.3.0.0 released
332 * fixed missing memory allocation in SP engine when saving engine data
333 for non-SP game engine snapshots (which also stores SP engine part)
336 * fixed problem with scrolling in native EM engine in multi-user mode
337 (this bug was just introduced with the experimental viewport stuff)
338 * fixed animation of splashing acid in EM engine with classic artwork
339 * fixed animation of cracking nut in EM engine with classic artwork
340 * fixed (implemented) single step mode in native EM and SP engines
341 * fixed "latest_engine" flag in classic levels (moved to single sets)
342 * updated SDL library DLLs for Windows to the latest release versions
343 (this fixed some mysterious crashes of the game on Windows systems)
344 * replaced EM and SP set in classic level set with native level files
345 * finally added a newly written "CREDITS" file to the game package
346 * removed sampled music loops from classic music set
349 * changed native Emerald Mine engine to support different viewport sizes
352 * changed native Supaplex engine to support different viewport sizes
355 * added initial, experimental support for different viewport properties
356 (with "viewports" being menu/playfield area and doors; currently the
357 size of the menu/playfield area and door positions can be redefined)
360 * added initial, experimental support for different window sizes
363 * added support for native Sokoban solution files in pure 'udlrUDLR'
364 format with extension ".sln" instead of ".tape" for solution tapes
367 * added image config suffix ".class" to be able to define classes of
368 crumbled elements which are then separated against each others when
369 drawing crumbled borders (class names can freely be defined)
370 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
371 emc_grass" results in sand and emc_grass being crumbled separately,
372 even if directly adjacent on the playfield.)
373 * added image config suffix ".style" to use two new features for
375 - "accurate_borders": try to draw correctly crumbled corners (which
376 means that a row of crumbled elements does not have two crumbled
377 corners for each element in the row, but only at the "real" corners
378 at the start and the end of the row of elements)
379 - "inner_corners": also draw inner corners in concave constructions
380 of several crumbled elements -- this is currently a big kludge: the
381 number of frames for crumbled graphic must be "2", with the first
382 frame as usual (crumbled graphic), while the second frame contains
383 the graphic with inner (crumbled) corners for the crumbled graphic
384 (These two features are mainly intended for bevelled walls, not for
385 diggable elements like sand; "inner_corners" only works reliably for
386 static walls, not for in-game dynamically changing walls using CEs.)
389 * finished code cleanup of native Supaplex game engine
392 * started code cleanup of native Supaplex game engine
395 * integrated playing sound effects into native Supaplex game engine
398 * added configurable key shortcuts for the tape recorder buttons
401 * added (hidden) function to save native Supaplex levels with tape as
402 native *.sp file containing level with demo (saved with a file name
403 similar to native R'n'D levels, but with ".sp" extension instead of
404 ".level"); to use this functionality, enter ":save-native-level" or
405 ":snl" from the main menu with the native Supaplex level loaded and
406 the appropriate tape loaded to the tape recorder
407 * fixed potential crash bug caused by illegal array access in engine
408 snapshot loading and saving code
409 * changed setting permissions of score files to be world-writable if
410 the program is not installed and running setgid to allow the program
411 to modify existing score files when run as a different user (which
412 allows cheating, of course, as the score files are not protected
413 against modification in this case)
414 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
415 the top level Makefile for Debian / Ubuntu installations
416 * added saving read-only levels from editor into personal level set
417 (thanks to Bela Lubkin for the above four patches)
420 * added updating of game values on the panel to Supaplex game engine
423 * finished integrating R'n'D graphics engine into Supaplex game engine
424 (although some animations do not support full customizability yet)
427 * done integrating R'n'D graphics engine into file "Infotron.c"
428 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
431 * integrated engine snapshot functionality into Supaplex game engine
434 * fixed bug in native Supaplex engine that broke several demo solutions
435 * fixed bug with re-initializing already existing elements in function
436 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
437 counted a second time, making the currently playing level unsolvable)
438 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
439 * done integrating R'n'D graphics engine into file "Electrons.c"
440 * done integrating R'n'D graphics engine into file "Zonk.c"
443 * done integrating R'n'D graphics engine into file "Murphy.c"
444 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
447 * started integrating R'n'D graphics engine into Supaplex game engine
450 * added small kludge that allows transparent pushing animation over
451 non-black background (by using "game.use_masked_pushing: true")
452 * added editor flag to Sokoban field/object elements to automatically
453 finish solved Sokoban style levels (even if they contain non-Sokoban
454 elements, which prevents auto-enabling this feature for such levels)
457 * added new element "from_level_template" which is replaced by element
458 from level template at same playfield position when loaded (currently
459 not accessible from level editor, but only used for special Sokoban
460 level conversion when using "special_flags: load_xsb_to_ces")
461 * added special behaviour for "special_flags: load_xsb_to_ces": global
462 settings of individual level files are overwritten by template level
463 (except playfield size, level name, level author and template flag)
466 * added handling of gravity ports when converting Supaplex style R'n'D
467 levels to native Supaplex levels for playing with Supaplex engine
470 * fixed bug in Supaplex engine regarding initial screen scroll position
473 * fixed EMC style pushing animations in the R'n'D graphics engine (when
474 using ".2nd_movement_tile" for animations having start and end tile)
475 * for this to work (look) properly for two-tile pushing animations with
476 non-black (i.e. opaque) background, the pushing graphics drawing order
477 was changed to first draw the pushed element, then the player (maybe
478 this should be controlled by an ".anim_mode" flag yet to be added)
479 * two-tile animations for moving or pushing should have 7 frames for
480 normal speed, 15 frames for half speed etc. to display correct frames
481 * two-tile animations are also displayed correctly with different speed
482 settings for the player (for pushing animations) or moving elements
485 * added searching for template level (file "template.level") not only
486 inside the level set directory, but also in above level directories;
487 this makes is possible to use the same single template level file
488 (placed in a level group directory) for many level sub-directories
491 * fixed bug with steel exit being destructible during opening phase
492 * added token "special_flags" to "levelinfo.conf" (currently with the
493 only recognized value "load_xsb_to_ces", doing the same as the flag
494 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
495 converting all elements in native (XSB) Sokoban level files to CEs)
498 * fixed some problems with Supaplex engine when compiling for Windows
501 * added special mode to convert elements of Sokoban XSB levels to CEs
502 by adding "-Dload_xsb_to_ces" to the command line starting the game
503 (also adding a dependency to a template level file "template.level")
506 * added reading native Sokoban levels and level packages (XSB files)
509 * fixed bugs in (auto)scrolling behaviour when passing ports or when
510 wrapping around the playfield through "holes" in the playfield border
513 * changed internal playfield bitmap handling from playfield sized bitmap
514 to screen sized bitmap (visible scrolling area), therefore speeding up
515 graphics operations (by eliminating bitmap updates in invisible areas)
516 and removing playfield size limitations due to increasing bitmap size
517 for larger playfield sizes (while the new implementation always uses
518 a fixed playfield bitmap size for arbitrary internal playfield sizes)
521 * fixed bug with single step mode (there were some cases where the game
522 did not automatically return to pause mode, e.g. when trying to push
523 things that cannot be pushed or when trying to run against a wall)
526 * added support for loading Supaplex levels in MPX level file format
529 * fixed SP engine to set "game over" not before lead out counter done
532 * fixed (potential) compile error when using GCC option "-std=gnu99"
533 (thanks to Tom "spot" Callaway)
536 * fixed array allocation in native Supaplex engine to correctly handle
537 preceding scratch buffers (needed because of missing border checking)
538 * fixed playfield initialization to correctly add raw header bytes as
539 subsequent scratch buffer (needed because of missing border checking)
542 * most important parts of native Supaplex engine integration working:
543 - native Supaplex levels can be played in native Supaplex engine
544 - native Supaplex level/demo files ("*.sp" files) can be re-played
545 - all 111 classic original Supaplex levels automatically solvable
546 - native Supaplex engine can be selected and used from level editor
547 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
550 * fixed another translation problem from VisualBasic to C (where "int"
551 should be "short") causing unsolvable demos with bugs and terminals
552 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
555 * fixed bug when reading Supaplex single level files (preventing loader
556 from seeking to level position like in Supaplex level package files)
559 * first classic Supaplex level running and solved by solution/demo tape
562 * started with integration of native Supaplex engine, using source code
563 of Megaplex from Frank Schindler, based on original Supaplex engine
566 * version number set to 3.2.6.2
569 * version 3.2.6.1 released
572 * fixed bug with element_info[e].gfx_element not being initialized in
573 early game stage, causing native graphics in EMC level sets to be
574 mapped completely to EL_EMPTY (causing a blank screen when playing)
575 (this only happened when starting the program with an EMC set with
576 native graphics, but not when switching to such a set at runtime)
579 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
580 and using self-compiled, patched SDL.dll that solves this problem
581 (interim solution until release of SDL 1.2.14 that should fix this)
584 * extended backwards compatibility mode to allow already fixed bug with
585 change actions (see "2008-02-05") for existing levels (especially the
586 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
589 * reactivated workaround to prevent program crashes due to blitting to
590 the same SDL surface that apparently only occurs on Windows systems
591 (this is no final solution; this problem needs further investigation)
594 * version number set to 3.2.6.1
597 * version 3.2.6.0 released
600 * fixed behaviour of player option "no centering when relocating" which
601 was incorrect when disabled and relocation target inside visible area
602 and "no scrolling when relocating" enabled at the same time
605 * fixed problems with re-mapping players on playfield to input devices:
606 previously, players found on the level playfield were changed to the
607 players connected to input devices (for example, player 3 in the level
608 was changed to player 1 (using artwork of player 3, to be able to use
609 a player with a different color)); this had the disadvantage that CE
610 conditions using player elements did not work (because the players in
611 the level definition are different to those effectively used in-game);
612 the new system uses the same player elements as defined in the level
613 playfield and re-maps the input devices of connected players to the
614 corresponding player elements when playing the level (in the above
615 example, player 3 now really exists in the game and is moved using the
616 events from input device 1); level tapes still store the events from
617 input devices 1 to 4, which are then re-mapped to players accordingly
618 when re-playing the tape (just as it is done when playing the level)
621 * fixed bug with player relocation while the player switches an element
624 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
625 not walkable (and did not let the player enter) when in process of
626 opening, but not fully open yet (which can cause the player not being
627 able to enter the exit in EM/DC style levels in time)
630 * fixed some bugs regarding the new level/CE random seed reset options
633 * moved "level settings" and "editor settings" to two tabbed screens in
634 level editor to gain space for additional level property settings
635 * added level setting to start a level with always the same random seed
636 * added CE action "set random seed" to re-initialize random seed in game
637 (this is the only CE action that gets executed before the CE changes,
638 which is needed to use the newly set random seed during the CE change)
641 * fixed redraw problem of special editor door when playing from editor
644 * fixed initialization of gfx_element for level sketch image creation
647 * added switch for EM style dynamite "[ ] explodes with chain reaction"
648 (with default set to "on" for existing levels, but "off" for all new
649 levels), as EM style dynamite does not chain-explode in original EM
652 * added optional initial inventory for players (pre-collected elements)
653 * added change page actions "set player inventory" and "set CE artwork"
654 * added recognition of "player" parameter on change pages when player
655 actions are defined, but no trigger player in corresponding condition
656 (this resulted in actions that only affected the first player before)
657 * fixed bug with change actions being executed for newly created custom
658 elements resulting from custom element changes, when the intention was
659 only to check for change actions for the previous custom element
662 * changed design and size of element drawing area in level editor
663 * added "element used as action parameter" to element change actions
666 * added possibility to reanimate player immediately after his death
667 (for example, by "change to <player> when explosion of <player>")
670 * fixed bug with "gray" white door not being uncovered by magnifier
671 * added score for collecting (any) key to the white key config page
674 * added condition "deadly when <getting hit by>" for custom elements
675 that behaves a bit like the existing "deadly when <colliding with>",
676 but with the following differences:
677 - it only kills players or friends when it was moving before it hits
678 - it does not kill players or friends that try to run into it
681 * fixed the following change conditions where a player element is used
682 as the "element that is triggering the custom element change":
685 - explosion of <element>
687 (the last two conditions already worked partially, but only for the
688 first player, and not for the "Murphy" player when using "move of")
691 * fixed crash bug caused by accessing invalid element (with value -1)
692 in UpdateGameControlValues()
693 * fixed graphical bug when using two-tile movement animations with EMC
694 game engine without explicitly using native EMC graphics engine
697 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
698 try to push something (due to push delay) does not cause a dig action
701 * fixed bug with reference elements used as trigger elements on custom
702 element change pages not being recognized
703 * fixed bug with reference elements not being removed from the playfield
704 * added engine functionality that allows custom elements that "can dig"
705 other elements not only to do so when moving by themselves, but also
706 when being pushed by the player (therefore adding the functionality to
707 push one element over another element, replacing it with the new one)
710 * added command line function to write level sketch images to directory
713 * merged override and auto-override options into new override options
714 with a new data type than can take the values "no", "yes" and "auto"
717 * fixed growing steel wall to also leave behind steel wall instead of
718 normal, destructible wall
719 * fixed handling of rocks falling through stacks of quicksand with
720 different speed (before, the rocks just got stuck in the quicksand)
723 * fixed nasty bug with auto-override and normal override not working on
724 program startup (especially when current level set has custom artwork)
727 * version 3.2.5 released as special edition "R'n'D jue"
730 * fixed X11 crash bug when blitting masked title screens over background
733 * changed build system to support special editions (like "R'n'D jue")
734 * added (hardcoded) loading graphics for "R'n'D jue" special edition
735 * fixed X11 crash bug when scaling images with width/height less than 32
738 * added "background.PLAYING" (only visible as two-pixel border in game)
739 * added default level set for first start of special R'n'D version
740 * changed door animations for editor always behaving like "quick doors"
743 * added new custom artwork setup option "auto-override non-CE sets" for
744 automatic artwork override that is only used for level sets without
745 custom element artwork (as it does not make much sense to override
746 any artwork that redefines custom element artwork for sets using CEs)
747 * fixed default artwork for "special" R'n'D versions always using the
748 "classic" artwork as the base if base artwork is not explicitly
749 defined in "levelinfo.conf", regardless of different default artwork
750 used by the special R'n'D version -- this is needed because any such
751 custom artwork is designed using the "classic" artwork definitions as
752 the base (including menu definitions and screen positions etc., which
753 would otherwise be taken from the different special default artwork)
756 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
757 for both EMC and R'n'D graphics engine (heavy workarounds needed due
758 to massively broken handling of quicksand in R'n'D game engine)
759 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
760 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
763 * fixed small bug in toon drawing (introduced when fixing the crash bug)
766 * added graphics definition "game.panel.highscore" to display the
767 current levels current high score in the game panel
770 * version number set to 3.2.5
773 * version 3.2.4 released
776 * fixed crash bug in toon drawing functions for large step offset values
779 * fixed some problems with displaying game panel when quick-loading tape
782 * fixed (experimental only) redrawing of every tile per frame (even if
783 unneeded) for the extended (R'n'D based) EMC graphics engine
784 * added optimization to only calculate element count for panel display
785 if really needed (that is, if element count values defined on panel)
786 * fixed problem with special editor door redraw when entering main menu
789 * fixed bug with displaying background for title messages on info screen
790 * some code cleanup for the extended (R'n'D based) EMC graphics engine
793 * fixed bug with CE action "move player" always resulting in player 4
794 if there was a CE action with no trigger player (because the player
795 element was calculated by using log_2() from trigger player bits with
796 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
797 triggering player bit mask and handling all players in "move player"
798 * fixed bug when defined artwork cannot be found for artwork that has
799 default artwork cloned from other artwork (without default filename)
800 * added several fixes to the extended (R'n'D based) EMC graphics engine
803 * fixed broken editor copy and paste for custom elements between levels
806 * title messages are now also searched in graphics artwork directory;
807 those found in graphics directory have precendence over those found
808 in level directory -- this handles title messages stored in graphics
809 directories as part of the artwork set, just like title images; this
810 makes sense, as corresponding special font definitions for messages
811 are usually defined in the same graphics artwork directory, and also
812 because title images and title messages that are combined in a level
813 set introduction should usually not be separated when the level set
814 is used with a different artwork set (e.g. using "override graphics")
815 * fixed problem with door borders on main screen by first drawing doors
816 and then the corresponding border masks, but not vice versa
817 * fixed problem with artwork config entries using the value "[DEFAULT]";
818 this does not what one might expect, but sets the value to an invalid
819 value -- solution: simply ignore such entries, which results in this
820 value keeping its previous (real) default value (in general, entries
821 that should use their default value should just not be defined here)
822 * fixed problem with wrong fading area size from main menu to setup menu
825 * fixed problem with broken crumbled graphics after level set changes
826 when using R'n'D custom artwork with level sets using the EMC engine
829 * fixed invisible "joysticks deactivated ..." text on setup input screen
832 * added use of hashes created from static lists (element tokens, image
833 config, font tokens) to speed up lookup of configuration parameters
834 * fixed bug where element and graphic config token lookup was mixed up
837 * added "busy" animation when initializing program and loading artwork
838 * added initialization profiling for program startup (debugging only)
841 * fixed(?) very strange bug apparently triggered by memset() when code
842 was cross-compiled with MinGW cross-compiler for Windows XP platform
843 (this only happened when using SDL.dll also self-compiled with MinGW)
846 * added graphics engine directive "border.draw_masked_when_fading" that
847 enables/disables drawing of border mask over screen that is just faded
850 * fixed small problem with separate fading definition for game screen
853 * added additional configuration directives for setup screen draw offset
854 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
855 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
856 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
857 used to define draw offset on custom artwork selection screens and
858 "CHOOSE_OTHER" is used on all other list style selection screens, like
859 choosing game speed or screen mode for fullscreen mode)
860 * added additional configuration directives to define main menu buttons:
861 - menu.button_name and menu.button_name.active
862 - menu.button_levels and menu.button_levels.active
863 - menu.button_scores and menu.button_scores.active
864 - menu.button_editor and menu.button_editor.active
865 - menu.button_info and menu.button_info.active
866 - menu.button_game and menu.button_game.active
867 - menu.button_setup and menu.button_setup.active
868 - menu.button_quit and menu.button_quit.active
869 * added eight pure decoration graphic definitions for the game panel
872 * added support for accessing native Diamond Caves II level packages
873 * fixed displaying of game panel values for Emerald Mine game engine
874 * fixed displaying end-of-level time and score values on new game panel
877 * added game panel control to display arbitrary elements on game panel
878 * added game panel control to display custom element score (globally
879 unique for identical custom elements) either as value or as element
880 * added ".draw_masked" and ".draw_order" to game panel control drawing
883 * fixed some general bugs with handling of ".active" elements and fonts
886 * cleanup of game panel elements (some elements were not really needed)
887 * added displaying of gravity state (on/off) as new game panel control
888 * added animation for game panel elements (similar to game elements)
891 * added new pseudo game mode "PANEL" to define panel fonts and graphics
892 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
893 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
894 (else graphics would have to use ".PLAYING", which would be confusing)
895 * fixed bug when fading out to game screen with border mask defined
898 * added attribute ".tile_size" for element style game panel controls
901 * added <space> key as additional valid key to use for confirm requester
904 * improved menu fading, adding separate fading definitions for entering
905 and leaving a "content" screen (in general), and optional definitions
906 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
909 * added (currently invisible) setup option to define scroll delay value
910 * fixed small bug in priority handling when auto-detecting level start
911 position in levels without player element (but player from CE etc.)
912 * added option "game.forced_scroll_delay_value" to override user choice
913 of scroll delay value for certain level sets with "graphicsinfo.conf"
914 * replaced setup option "scroll delay: on/off" by new setup option that
915 directly allows selecting the desired scroll delay value from 0 to 8
918 * added displaying of most game panel control elements (not animated)
921 * added new configuration directives to display additional game engine
922 values on the game control panel, like the following examples:
923 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
924 - game.panel.penguins - number of penguins to rescue
925 - game.panel.level_name - level name of current level
928 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
931 * added new player option "no centering when relocating" for "invisible"
932 teleportations to level areas that look exactly the same, giving the
933 illusion that the player did not relocate at all (this was the default
934 since 3.2.3, but caused visual problems with room creation in "Zelda")
935 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
938 * improved menu fading, adding separate fading definitions for entering
939 and leaving a menu and for fading between menu and "content" screens
940 * fixed small bug with recognizing also ".font_xyz" style definitions
943 * improved menu fading, adding separate fading definitions for fading
944 between menu screens and fading between menu and "destination" screens
947 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
948 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
949 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
950 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
952 * improved title fading, allowing fading animation types "none", "fade"
953 and "crossfade" (including cross-fading of last title to main menu)
956 * added configurability of graphics, sounds and music for title screens,
957 which are separated into initial title screens (only shown once at
958 program startup) and title screens shown for a given level set; these
959 title screens can be composed of up to five title images and up to
960 five title text messages (each drawn using an optional background
961 image), also using background music and/or sounds; aspects like
962 background images, sounds and music of title screens can either be
963 defined generally (valid for all title screens) or specifically (and
964 therefore differently for each title screen) using these directives:
966 to define a background image, sound or music file for all screens:
967 - background.TITLE_INITIAL (for all title screens for game startup)
968 - background.TITLE (for all title screens for level sets)
970 to define a background image, sound or music file for a single screen:
971 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
972 - background.titlescreen_x (with x in 1,2,3,4,5)
973 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
974 - background.titlemessage_x (with x in 1,2,3,4,5)
976 to define the title screen images:
977 - titlescreen_initial_x (with x in 1,2,3,4,5)
978 - titlescreen_x (with x in 1,2,3,4,5)
980 to define the title text messages, place text files into the level set
981 directory that have the following file names:
982 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
983 - titlemessage_x.txt (with x in 1,2,3,4,5)
985 to define the properties of the text messages, either use directives
986 that affect all text messages:
987 - [titlemessage_initial].<suffix>
988 - [titlemessage].<suffix>
989 or use directives that affect single text messages:
990 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
991 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
993 valid values for <suffix> are the same as for readme.<suffix> below;
994 use ".sort_priority" (default: 0) to define an arbitrary order for
995 title images and title messages (which can therefore be mixed)
998 * added full configurability of "readme.txt" screen appearance:
999 - readme.x: <left position used with alignment>
1000 - readme.y: <top position>
1001 - readme.width: <maximim text width in pixels>
1002 - readme.height: <maximum text height in pixels>
1003 - readme.chars: <maximum number of chars per line>
1004 - readme.lines: <maximum number of lines displayed>
1005 - readme.align: left,center,right (default: center)
1006 - readme.top: top,middle,bottom (default: top)
1007 - readme.font: font name
1008 - readme.autowrap: true,false (default: true)
1009 - readme.centered: true,false (default: false)
1010 - readme.parse_comments: true,false (default: true)
1011 - readme.sort_priority: (not used here, but only for title screens)
1012 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1013 default), they are automatically determined from "readme.width" and
1014 "readme.height" accordingly; when they are not "-1", they have
1015 precedence over "readme.width" and "readme.height"
1016 * added internal ad-hoc config settings for displaying text files like
1017 title messages or "readme.txt" style level set info files:
1018 - .font: font name (default: readme.font)
1019 - .autowrap: true,false (default: readme.autowrap)
1020 - .centered: true,false (default: readme.centered)
1021 - .parse_comments: true,false (default: readme.parse_comments)
1022 (the leading '.' and the separating ':' are mandatory here); to use
1023 these ad-hoc settings, they have to be written inside a comment, like
1024 "# .autowrap: false" or "# .centered: true"; these settings then
1025 override the above global settings (they can even be used more than
1026 once, like "# .centered: true", then some text that should be drawn
1027 centered, then "# .centered: false" to go back to non-centered text;
1028 important note: after using "# .parse_comments: false", or when using
1029 "readme.parse_comments: false", detecting and parsing comments inside
1030 the file is disabled and comments are just printed like normal text;
1031 also be aware that all automatic text size calculations are done with
1032 the font defined in "readme.font", while using different fonts using
1033 "# .font: <font>" inside the text file may cause unexpected results
1036 * changed some numerical limits in the level editor from 255 to 999
1039 * added option "system.sdl_videodriver" to select SDL video driver
1040 * added output of SDL video and audio driver to "version info" page
1043 * added group element drawing to IntelliDraw drawing functions
1044 * fixed animation resetting problem again (last try broke Snake Bite)
1045 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1048 * added new (special) "include: <filename>" directive that works in all
1049 configuration files (like "graphicsinfo.conf") and that has the same
1050 effect as if that directive would be replaced with the content of the
1051 specified file (this can be useful to split large configuration files
1052 into several smaller ones and include them from one main file, or to
1053 store configuration settings that always stay the same into a separate
1054 file, while including it and only add those parts that really change)
1057 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1060 * fixed bug in "InitMovingField()" where treating an integer array as
1061 boolean caused wrong resetting of animations while elements are moving
1062 * fixed problem with resetting animations when starting element change
1065 * added sort priority for order of title screens and title messages
1068 * changed end of game again: do not wait for the user to press a key
1069 anymore, but directly ask/confirm tape saving and go to hall of fame
1070 * re-enabled quitting of lost game by pressing space or return again
1071 * added blanking of mouse pointer when displaying title screens
1072 * added remaining menu draw offset definitions for info sub-screens
1075 * added setup option to select game speed (from very slow to very fast)
1076 * improved handling of title text messages (initial and for level set)
1079 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1082 * fixed displaying and typing of player name when it is centered
1083 * added special characters to be allowed for player name (not only A-Z)
1086 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1087 (newer versions of the SDL library seem to not like this anymore)
1090 * added code for configuration directives for control of game panel
1093 * fixed small cosmetical bug with underlining property tabs in editor
1096 * fixed small drawing bug in X11FadeRectangle
1097 * added new elements for newly supported Diamond Caves II levels:
1098 - EM/DC style exits that disappear after passing
1099 - white key and gate (one white key needed for each white gate)
1100 - fake gate (there is no key to open/pass this kind of gate!)
1101 - extended magic wall which also handles pearls and crystals
1105 * changed maximum value for endless loop detection to a higher value
1106 (some levels really used very deep recursion without being endless)
1109 * added new elements for newly supported Diamond Caves II levels:
1110 - growing steel walls
1111 - snappable land mine
1114 * added new elements for newly supported Diamond Caves II levels:
1115 - steel text elements
1118 * added level file loader for native Diamond Caves II levels
1121 * version number set to 3.2.4
1124 * version 3.2.3 released
1127 * fixed malloc/free bug when updating EMC artwork entries in level list
1128 * added workaround (warning and request to quit the current game) when
1129 changing elements cause endless recursion loop (which would otherwise
1130 freeze the game, causing a crash-like program exit on some systems)
1133 * fixed nasty string overflow bug when entering too long envelope text
1136 * added feedback sounds for menu navigation "menu.item.activating" and
1137 "menu.item.selecting" (for highlighting and executing menu entries)
1140 * improved "no scrolling when relocating" to also consider scroll delay
1141 (meaning that the player is not automatically centered in this case;
1142 this makes it possible to "invisibly" relocate the player to a region
1143 of the level playfield which looks the same as the old level region)
1144 * fixed bug with not recognizing "main.input.name.align" when active
1147 * fixed bug with displaying masked borders over title screens when
1148 screen fading is disabled
1151 * fixed infinite loop / crash bug when killing the player while having
1152 a CE with the setting "kill player X when explosion of <player X>"
1153 * added special editor graphic for "char_space" to distinguish it from
1154 "empty_space" when editing a level (in-game graphics still the same)
1157 * fixed nasty bug with initialization only done for the first player
1160 * small change to handle loading empty element/content list micro chunks
1163 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1166 * some optimizations on startup speed by reducing initial text output
1169 * added caching of custom artwork information for faster startup times
1172 * fixed graphical bug when using fewer menu entries on level selection
1173 screen than usual (with "menu.list_size.LEVELS" directive)
1174 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1175 the backbuffer to the backbuffer by error (with identical rectangle)
1178 * fixed bug when displaying titlescreen with size less than element tile
1179 * fixed bug that caused elements with "change when digging <e>" event
1180 to change for _every_ digged element, not only those specified in <e>
1181 * fixed bug that caused impact style collision when dropping element one
1182 tile over the player that can both fall down and smash players
1183 * fixed bug that caused impact style collision when element changed to
1184 falling/smashing element over the player immediately after movement
1187 * fixed bug that allowed making engine snapshots from the level editor
1190 * fixed bugs with player name and current level positions on main screen
1193 * added configuration directives for control of title screens:
1194 - "title.fade_delay" for fading time
1195 - "title.post_delay" for pause between screens (when not crossfading)
1196 - "title.auto_delay" to automatically continue after some time
1197 these settings can each be overridden by specifying them with titles:
1198 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1199 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1200 fading mode can also be specified:
1201 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1202 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1203 default is using normal fading for menues and initial title screens,
1204 while using cross-fading for level set title screens
1205 * fixed bug with background not drawn in Hall of Fame after game was won
1208 * added configuration directives for the remaining main menu items
1211 * added additional configuration directives for info screen draw offset:
1212 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1213 * added additional configuration directives for preview info text
1214 * limited mouse wheel sensitive screen area to scrollable screen area
1217 * added highlighted menu text entries to menu navigation when selected
1220 * fixed bug that prevented player from correctly being created in the
1221 top left corner by a custom element change in a level without player
1222 * fixed bug that prevented player from being killed when indestructible,
1223 non-walkable element is placed on player position by extended change
1224 * added configurable menu button, text and input positions to main menu
1227 * added page fading effects for remaining info sub-screens
1228 * fixed small bug that caused some delays when answering door request
1231 * added directives "border.draw_masked.*" for menu/playfield area and
1232 door areas to display overlapping/masked borders from "global.border"
1235 * fixed bug with CE with move speed "not moving" not being animated
1236 * when changing player artwork by CE action, reset animation frame
1239 * fixed bug with not unmapping main menu screen gadgets on other screens
1240 * fixed bug with un-pausing a paused game by releasing still pressed key
1241 * fixed bug with not redrawing screen when toggling to/from fullscreen
1242 mode while fast reloading tape (without redrawing playfield contents)
1243 * fixed bug with quick-saving tape snapshot despite answering with "no"
1246 * version number set to 3.2.3
1249 * version 3.2.2 released
1252 * fixed bug with redrawing screen in fullscreen mode after quick tape
1253 reloading when using the EMC game engine
1254 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1257 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1260 * added engine snapshot functionality for instant tape reloading (this
1261 only works for the last tape saved using "quick save", and does not
1262 work across program restarts, because it completely works in memory)
1265 * version number set to 3.2.2
1268 * version 3.2.1 released
1271 * fixed nasty bugs with handling error message file on Mac OS X systems
1274 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1277 * fixed bug that caused broken tapes when manually appending to tapes
1278 using the "pause before death" functionality, followed by recording
1279 * added setup option to disable fading of screens for faster testing
1282 * code cleanup of new fading functions
1285 * changed behaviour after solved game -- do not immediately stop engine
1286 * added some more smooth screen fadings (game start, hall of fame etc.)
1289 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1292 * added configurable level preview position, tile size and dimensions
1293 * added configurable game panel value positions (gems, time, score etc.)
1296 * fixed small bug with time displayed incorrectly when collecting CEs
1299 * fixed bug with bumpy scrolling with EM engine in double player mode
1302 * added compatibility code to fix "Snake Bite" style levels that were
1303 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1306 * fixed bug with scrollbars inside editor when using the Windows mouse
1307 enhancement tool "True X-Mouse" (which injects key events to the event
1308 queue to insert selected stuff into the Windows clipboard, which gets
1309 confused with the "Insert" key for jumping to the last editor cascade
1310 block in the element list)
1311 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1312 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1315 * added selection of preferred fullscreen mode to setup / graphics menu
1316 (useful if default mode 800 x 600 does not match screen aspect ratio)
1319 * improved down-scaling of images for better editor and preview graphics
1320 * changed user data directory for Mac OS X from Unix style to new place
1323 * improved level number selection in main menu and player selection in
1324 setup menu (input devices section) by using standard button gadgets
1325 * added support for mouse scroll wheel (caused buggy behaviour before)
1326 * added support for scrolling horizontal scrollbars with mouse wheel by
1327 holding "Shift" key pressed while scrolling the wheel
1328 * added support for single step mouse wheel scrolling by holding "Alt"
1329 key pressed while scrolling the wheel (can be combined with "Shift")
1330 * changed output file "stderr.txt" on Windows platform now always to be
1331 created in the R'n'D sub-directory of the personal documents directory
1332 * added Windows message box to direct to "stderr.txt" after error aborts
1335 * improved general scrollbar handling (when jump-scrolling scrollbars)
1338 * changed scrollbars to always show last line as first after scrolling
1339 (that means jumping n - 1 screen lines instead of n screen lines)
1342 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1343 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1344 * fixed special handling of vertically stacked acid becoming fake acid
1347 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1348 affect multiple instances of the same CE, although this kind of
1349 change condition usually only affects one single custom element
1352 * version number set to 3.2.1
1355 * version 3.2.0 released
1358 * reorganized level editor element list a bit to match engines better
1361 * fixed newly introduced bug with wrongly initializing clipboard element
1364 * fixed bug with displaying visible/invisible level border in editor
1367 * reorganized some elements in the level editor element list
1370 * fixed bug with displaying any player as "yellow" when moving into acid
1371 * fixed bug with displaying running player when player stopped at border
1374 * fixed bug with player exploding when moving into acid
1375 * fixed bug with level settings being reset in editor and when playing
1376 (some compatibility settings being set not only after level loading)
1377 * fixed crash bug when number of custom graphic frames was set to zero
1378 * fixed bug with teleporting player on walkable tile not working anymore
1379 * added partial compatibility support for pre-release-only "CONF" chunk
1380 (to make Alan Bond's "color cycle" demo work again :-) )
1383 * fixed some bugs when displaying title screens from info screen menu
1384 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1387 * changed file major version to 3 to reflect level file format changes
1388 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1391 * added new chunk "NAME" to level file format for level name settings
1392 * added new chunk "NOTE" to level file format for envelope settings
1393 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1394 * updated magic(5) file to recognize changed and new level file chunks
1395 * removed change events "change when CE value/score changes" as unneeded
1398 * changed gravity (which only affects the player) from level property
1399 to player property (only makes a difference in multi-player levels)
1400 * added change events "change when CE value/score changes"
1401 * added change events "change when CE value/score changes of <element>"
1404 * added new chunk "INFO" to level file format for global level settings
1405 * added all element settings from "HEAD" chunk to "CONF" chunk
1406 * added all global level settings from "HEAD" chunk to "INFO" chunk
1409 * changed level file format by adding two new chunks "CUSX" (for custom
1410 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1411 elements, replacing the previous "GRP1" chunk); these new IFF style
1412 chunks use the new and flexible "micro chunks inside chunks" technique
1413 already used with the new "CONF" chunk (for normal element properties)
1414 which makes it possible to easily extend the existing level format
1415 (instead of using fixed-length chunks like before, which are either
1416 too big due to reserved bytes for future use, or too small when those
1417 reserved bytes have all been used and even more data should be stored,
1418 requiring the replacement by new and larger chunks just like it went
1419 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1422 * added credits pages to the "credits" section that were really missing
1423 * added some missing element descriptions to the level editor
1424 * added down position of switchgate switch to the level editor
1425 and allowed the use of both switch positions at the same time
1426 * changed use of "Insert" and "Delete" keys to navigate element list in
1427 level editor to start of previous or next cascading block of elements
1430 * added the possibility to view the title screen to the info screen menu
1431 * fixed some minor bugs with viewing title screens
1434 * fixed bug with title (cross)fading in/out when using fullscreen mode
1437 * fixed bug that forced re-defining of menu settings in local graphics
1438 config file which are already defined in existing base config file
1439 * fixed small bug that caused door sounds playing when music is enabled
1442 * added the possibility to define up to five title screens for each
1443 level set that are displayed after loading using (cross)fading in/out
1444 (this was added to display the various start images of the EMC sets)
1447 * added "CE score gets zero [of]" to custom element trigger conditions
1448 * added setup option to display element token name in level editor
1451 * added compatibility code for Juergen Bonhagen's menu artwork settings
1454 * fixed bug with displaying wrong animation frame 0 after CE changes
1455 * fixed bug with creating invisible elements when light switch is on
1458 * added selection between ECS and AGA graphics for EMC levels to setup
1461 * adjusted font handling for various narrow EMC style fonts
1464 * changed EM engine behaviour back to re-allow initial rolling springs
1467 * fixed handling of over-large selectboxes (less error-prone now)
1468 * fixed bug when creating GE with walkable element under the player
1471 * added use of "Insert" and "Delete" keys to navigate element list in
1472 level editor to start of custom elements or start of group elements
1473 * added virtual elements to access CE value and CE score of elements:
1474 - "CE value of triggering element"
1475 - "CE score of triggering element"
1476 - "CE value of current element"
1477 - "CE score of current element"
1480 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1483 * changed behaviour of network games with internal errors (because of
1484 different client frame counters) from immediately terminating R'n'D
1485 to displaying an error message requester and stopping only the game
1486 (also to prevent impression of crashes under non command-line runs)
1487 * fixed playing network games with the EMC engine (did not work before)
1488 * fixed bug with not scrolling the screen in multi-player mode with the
1489 focus on player 1 when all players are moving in different directions
1490 * fixed bug with keeping pointer to gadget even after its deallocation
1491 * fixed bug with allowing "focus on all players" in network games
1492 * fixed bug with player focus when playing tapes from network games
1495 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1498 * code cleanup for game action control for R'n'D and EMC game engine
1501 * fixed bug in multi-player movement with focus on both players
1502 * added option to control only the focussed player with all input
1505 * added player focus switching to level tape recording and re-playing
1508 * fixed some bugs in player focus switching in EMC and RND game engine
1511 * added special Supaplex animations for Murphy digging and snapping
1512 * added special Supaplex animations for Murphy being bored and sleeping
1515 * added four new yam yams with explicit start direction for EMC engine
1516 * fixed bug in src/libgame/text.c with printing text outside the window
1519 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1522 * added delayed ignition of EM style dynamite when used in R'n'D engine
1523 * added limited movement range to EMC engine when focus on all players
1526 * fixed bug with missing (zero) score values for native Supaplex levels
1529 * added "continuous snapping" (snapping many elements while holding the
1530 snap key pressed, without releasing the snap key after each element)
1531 as a new player setting for more compatibility with the classic games
1534 * finished scrolling for "focus on all players" in EMC graphics engine
1537 * level sets with "levels: 0" are ignored for levels, but not artwork
1538 * fixed bug when scanning empty level group directories (endless loop)
1541 * fixed bug with explosion graphic for player using "Murphy" graphic
1542 * fixed bug with explosion graphic if player leaves explosion in time
1543 * changed some descriptive text in setup menu to use medium-width font
1544 * added key shortcut settings for switching player focus to setup menu
1547 * fixed bug with random value initialization when recording tapes
1548 * fixed bug with playing single player tapes when team mode activated
1551 * fixed little bug when trying to switch to player that does not exist
1554 * added player switching (visual and quick) to R'n'D and EM game engine
1555 * added setup option to select visual or quick in-game player switching
1558 * added use of "Home" and "End" keys to handle element list in editor
1561 * fixed bug with adding score when playing tape with EMC game engine
1562 * added steel wall border for levels using EMC engine without border
1563 * finally fixed delayed scrolling in EMC engine also for small levels
1566 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1569 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1570 * fixed bug when displaying info element without action, but direction
1573 * fixed minor graphical problems with springs smashing and slurping
1574 (when using R'n'D style graphics instead of EMC style graphics)
1577 * added scroll delay (as configured in setup) to EMC graphics engine
1580 * improved screen redraw for EMC graphics engine (faster and smoother)
1581 * when not scrolling, do not redraw the whole playfield if not needed
1584 * added multi-player mode for EMC game engine (with up to four players)
1587 * added android (can clone elements) from EMC engine to R'n'D engine
1590 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1593 * added selectbox for initial player speed to player settings in editor
1596 * version 3.1.2 created that is basically version 3.1.1, but with a
1597 major bug fixed that prevented editing your own private levels
1598 * version 3.1.2 released
1601 * added magic ball (creates elements) from EMC engine to R'n'D engine
1604 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1607 * fixed bug when using "CE can leave behind <trigger element>"
1608 * added new change condition "(after/when) creation of <element>"
1609 * added new change condition "(after/when) digging <element>"
1610 * fixed bug accessing invalid gadget that caused crashes under Windows
1611 * deactivated new possibility for multiple CE changes per frame
1614 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1617 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1618 * fixed bug with not keeping CE value for moving CEs with only action
1619 * changed CE action selectboxes in editor to be only reset when needed
1622 * added option "use artwork from element" for custom player artwork
1623 * added option "use explosion from element" for player explosions
1626 * added cascaded element lists in the level editor
1627 * added persistence for cascaded element lists by "editorcascade.conf"
1628 * added dynamic element list with all elements used in current level
1629 * added possibility for multiple CE changes per frame (experimental)
1632 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1635 * changed "score for each 10 seconds/steps left" to "1 second/step"
1636 * added own score for collecting "extra time" instead of sharing it
1637 * added change events "switched by player" and "player switches <e>"
1638 * added change events "snapped by player" and "player snaps <e>"
1639 * added "set player artwork: <element choice>" to CE action options
1640 * added change event "move of <element>"
1643 * added "set player shield: off / normal / deadly" to CE action options
1644 * added new player option "use level start element" in level editor
1645 to set the correct focus at level start to elements from which the
1646 player is created later (this did not work before for cascaded CE
1647 changes resulting in creation of the player; it is now also possible
1648 to create the player from a yam yam which is smashed at level start)
1651 * added "set player speed: frozen (not moving)" to CE action options
1652 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1655 * added new player option "block snap field" (enabled by default) to
1656 make it possible to show a snapping animation like in Emerald Mine
1659 * added dynamic selectboxes to custom element action settings in editor
1660 * added "CE value" counter for custom elements (instead of "CE count")
1661 * added option to use the last "CE value" after custom element change
1662 * added option to use the "CE value" of other elements in CE actions
1663 * fixed odd behaviour when pressing time orb in levels w/o time limit
1664 * added checkbox "use time orb bug" for older levels that use this bug
1667 * added missing configuration settings for the following elements:
1668 - EL_TIMEGATE_SWITCH (time of open time gate)
1669 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1670 - EL_SHIELD_NORMAL (time of shield duration)
1671 - EL_SHIELD_DEADLY (time of shield duration)
1672 - EL_EXTRA_TIME (time added to level time)
1673 - EL_TIME_ORB_FULL (time added to level time)
1676 * added "wind direction" as a movement pattern for custom elements
1677 * added initial wind direction for balloon / custom elements to editor
1678 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1681 * added parameters for "game of life" and "biomaze" elements to editor
1684 * added level file chunk "CONF" for generic level and element settings
1687 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1690 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1691 * added sound action ".page[1]" to ".page[32]" for each CE change page
1694 * added image config suffix ".clone_from" to copy whole image settings
1695 * fixed bug with invalid ("undefined") CE settings in old level files
1698 * fixed graphical bug with smashing elements falling faster than player
1701 * fixed major bug which prevented private levels from being edited
1702 * fixed bug with precedence of general and special font definitions
1705 * fixed graphical bug with player animation when player moves slowly
1708 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1711 * fixed bug which prevented "global.num_toons: 0" from working
1714 * major code cleanup (removed all these annoying "#if 0" blocks)
1717 * added custom element actions for CE change page in level editor
1720 * fixed music initialization bug in init.c (thanks to David Binderman)
1721 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1722 (this bug must probably be fixed at other places, too)
1725 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1726 (should be '#include <SDL.h>' instead)
1729 * fixed bug which prevented "walkable from no direction" from working
1730 (due to compatibility code overwriting this setting after loading)
1733 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1736 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1737 * version 3.1.1 released
1740 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1741 on 64-bit architecture systems with LP64 data model
1744 * fixed bug with bombs not exploding when hitting the last level line
1745 (introduced after the release of 3.1.0)
1748 * added support for dumping small-sized level sketches from editor
1751 * added recognition of "trigger element" for "change digged element to"
1752 (this is not really what the "trigger element" was made for, but its
1753 use may seem obvious for leaving back digged elements unchanged)
1756 * fixed multiple warnings about failed joystick device initialization
1759 * fixed bug with dynamite dropped on top of just dropped custom element
1760 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1761 dynamite can still be dropped, but drop key must be released before
1764 * fixed bug with wrong start directory when started from file browser
1765 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1768 * fixed bug causing "change when impact" on player not working
1769 * fixed wrong priority of "hitting something" over "hitting <element>"
1770 * fixed wrong priority of "hit by something" over "hit by <element>"
1773 * fixed graphical bug which caused the player (being Murphy) to show
1774 collecting animations although the element was collected by penguin
1777 * fixed two bugs causing wrong door background graphics in system.c
1778 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1781 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1782 * added "no direction" to "walkable/passable from" selectbox options
1785 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1786 * in tape autoplay, not only report broken, but also missing tapes
1789 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1792 * fixed small bug with "linear" animation not working for active lamp
1795 * fixed bug with moving up despite gravity due to "block last field"
1796 * fixed small bug with wrong draw offset when typing name in main menu
1797 * when reading user names from "passwd", ignore data after first comma
1798 * when creating new "levelinfo.conf", only write some selected entries
1801 * fixed displaying "imported from/by" on preview with empty string
1802 * fixed ignoring draw offset for fonts used for level preview texts
1805 * fixed a delay problem with SDL and too many mouse motion events
1806 * added setup option "skip levels" and level skipping functionality
1809 * added move speed "not moving" for non-moving CEs, but with direction
1812 * fixed mapping of obsolete element token names in "editorsetup.conf"
1813 * fixed bug with sound "acid.splashing" treated as a loop sound
1814 * fixed some little sound bugs in native EM engine
1817 * fixed small bug when dragging scrollbars to end positions
1820 * added editor element descriptions written by Aaron Davidson
1823 * improved fallback handling when configured artwork is not available
1824 (now using default artwork instead of exiting when files not found)
1827 * fixed bug on level selection screen when dragging scrollbar
1830 * fixed bug which caused broken tapes when appending to EM engine tapes
1833 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1836 * added code to replace changed artwork config tokens with other tokens
1837 (needed for backwards compatibility, so that older tokens still work)
1840 * added native R'n'D graphics for some new EMC elements in EM engine
1843 * fixed some bugs in the EM engine integration code
1844 * changed EM engine code to allow diagonal movement
1845 * changed EM engine code to allow use of separate snap and drop keys
1848 * fixed some redraw bugs when using EM engine
1851 * fixed bug with not converting RND levels which are set to use native
1852 engine to native level structure when loading
1855 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1858 * version number set to 3.2.0
1861 * level data now reset to defaults after attempt to load invalid file
1864 * added use of "editorsetup.conf" for different level sets
1867 * added auto-detection for various types of Emerald Mine level files
1870 * fixed bug with scrollbars getting too small when list is very large
1873 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1876 * added most level editor configuration gadgets for new EMC elements
1879 * added more element and graphic definitions for new EMC elements
1882 * modified native EM engine to use integrated R'n'D sound system
1885 * added SDL support to graphics functions in native EM engine
1886 (by always using generic libgame interface functions)
1889 * fixed bug in frame synchronization in native EM engine
1892 * added code to convert levels between R'n'D and native EM engine
1895 * new Emerald Mine engine can now play levels selected in main menu
1898 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1899 (which creates scaled down graphics for level editor and preview);
1900 there's still a memory leak somewhere in the artwork handling code
1901 * added "scale image up" functionality to X11 version of zoom function
1904 * first attempts to integrate new, native Emerald Mine Club engine
1907 * fixed bug in gadget code which caused reset of CEs in level editor
1908 (example: pressing 'b' [grab brush] on CE config page erased values)
1909 (solution: check if gadgets in ClickOnGadget() are really mapped)
1910 * improved level change detection in editor (settings now also checked)
1911 * fixed bug with "can move into acid" and "don't collide with" state
1914 * fixed maze runner style CEs to use the configured move delay value
1917 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1920 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1921 * fixed the above fix because it broke level set "machine" (*sigh*)
1922 * fixed random element placement in level editor to work as expected
1923 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1926 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1929 * fixed bug (missing array boundary check) which caused broken tapes
1930 * fixed bug (when loading level template) which caused broken levels
1931 * fixed bug with new block last field code when using non-yellow player
1934 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1935 * internal change of how the player blocks the last field when moving
1936 * fixed blocking delay of last field for EM and SP style block delay
1937 * fixed bug where the player had to wait for the usual move delay after
1938 unsuccessfully trying to move, when he directly could move after that
1939 * the last two changes should make original Supaplex level 93 solvable
1940 * improved use of random number generator to make it less predictable
1941 * fixed behaviour of slippery SP elements to let slip left, then right
1944 * fixed bug with wrong door state after trying to quickload empty tape
1945 * fixed waste of static memory usage of the binary, making it smaller
1946 * fixed very little graphical bug in Supaplex explosion
1949 * version number set to 3.1.1
1952 * version 3.1.0 released
1955 * fixed bug with crash when writing user levelinfo.conf the first time
1958 * added option "convert LEVELDIR [NR]" to command line batch commands
1959 * re-converted Supaplex levels to apply latest engine fixes
1960 * changed "use graphic/sound of element" to "use graphic of element"
1961 due to compatibility problems with some levels ("bug machine" etc.)
1964 * fixed bug with CE change replacing player with same or other player
1967 * fixed bug with opaque font in envelope with background graphic when
1968 background graphic is not transparent itself
1971 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1972 * corrected original Supaplex level loading code to use these new ports
1973 * also corrected Supaplex loader to auto-count infotrons if set to zero
1976 * fixed bug with missing initialization of "modified" flag for GEs
1979 * fixed bug that caused endless recursion loop when relocating player
1980 * fixed tape recorder bug in "step mode" when using "pause before end"
1981 * fixed tape recorder bug when changing from "warp forward" mode
1984 * fixed bug with "when touching" for pushed elements at last position
1987 * fixed bug that caused two activated toolbox buttons in level editor
1988 * fixed bug with exploding dynabomb under player due to other explosion
1991 * fixed bug with creating walkable custom element under player (again)
1992 * fixed bug with not copying explosion type when copying CEs in editor
1993 * fixed graphical bug when drawing player in setup menu (input devices)
1994 * fixed graphical bug when the player is pushing an accessible element
1995 * fixed bug with classic switchable elements triggering CE changes
1996 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1997 * fixed crash bug when CE leaves behind the trigger player element
2000 * fixed bug with broken tubes after placing/exploding dynamite in them
2001 * fixed bug with exploding dynamite under player due to other explosion
2002 * fixed bug with not resetting push delay under certain circumstances
2005 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2006 * added network multiplayer code for Windows (thanks to Niko Böhm)
2009 * added option "reachable despite gravity" for gravity movement
2010 * changed gravity movement of most classic walkable and passable
2011 elements back to "not reachable" (for compatibility reasons)
2014 * fixed (removed) "indestructible" / "can explode" dependency in editor
2015 * fixed (removed) "accessible inside" / "protected" dependency
2016 * fixed (removed) "step mode" / "shield time" dependency
2019 * fixed dynabombs exploding now into anything diggable
2020 * fixed Supaplex style gravity movement into buggy base now impossible
2021 * added pressing key "space" as valid action to select menu options
2024 * added "replace when walkable" to relocate player to walkable element
2025 * added "enter"/"leave" event for elements affected by relocation
2026 * fixed "direct"/"indirect" change order also for "when change" event
2027 * fixed graphical bug when pushing things from elements walkable inside
2030 * fixed graphic bug when player is snapping while moving in old levels
2031 * fixed bug when a moving custom element leaves a player element behind
2032 * fixed bug with mole not disappearing when moving into acid pool
2033 * fixed bug with incomplete path setting when using "--basepath" option
2034 * moving CE can now leave walkable elements behind under the player
2035 * when relocating, player can be set on walkable element now
2036 * fixed another gravity movement bug
2039 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2042 * added "collectible" and "removable" to extended replacement types
2043 (where "removable" replaces "diggable" and "collectible" elements)
2044 * added "collectible & throwable" (to throw element to the next field)
2045 * fixed bug with CEs digging elements that are just about to explode
2046 * changed mouse cursor now always being visible when game is paused
2049 * added possibility to push/press accessible elements from a side that
2051 * fixed bug with not setting actual date when appending to tape
2054 * fixed bug with incorrectly initialized custom element editor graphics
2057 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2058 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2061 * fixed bug with destroyed robot wheel still attracting robots forever
2062 * fixed bug with time gate switch deactivating after robot wheel time
2063 (while the time gate itself is not affected by this misbehaviour)
2064 * changed behaviour of BD style amoeba to always get blocked by player
2065 (before it was different when there were non-BD elements in level)
2066 * fixed bug with player destroying indestructable elements with shield
2069 * added option to make growing elements grow into anything diggable
2070 (for the various amoeba types, biomaze and "game of life")
2073 * fixed bug with movable elements not moving after left behind by CEs
2074 * changed gravity movement to anything diggable, not only sand/base
2075 * optionally allowing passing to walkable element, not only empty space
2076 * added option "can pass to walkable element" for players
2077 * finally fixed gravity movement (hopefully)
2080 * fixed bug with movable elements not moving anymore after falling down
2083 * fixed another bug with custom elements digging and leaving elements
2084 * fixed bug with "along left/right side" and automatic start direction
2085 * trigger elements now also displayed when "more custom" deactivated
2086 * fixed bug with clipboard element initialized when loading new level
2087 * added option "drop delay" to set delay before dropping next element
2090 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2093 * added copy and paste functions for custom change pages
2094 * enhanced graphical display and functionality of tape recorder
2095 * fixed bug with custom elements digging and leaving elements
2098 * added move speed faster than "very fast" for custom elements
2099 * fixed bug with 3+3 style explosions and missing border content
2100 * fixed little bug when copying custom elements in the editor
2101 * enhanced custom element changes by more side trigger actions
2104 * added option "no scrolling when relocating" for instant teleporting
2105 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2108 * added trigger element and trigger player to use as target elements
2109 * added copy and paste functions for custom and group elements
2112 * fixed graphical bug when displaying explosion animations
2113 * fixed bug when appending to tapes, resulting in broken tapes
2114 * re-recorded a few tapes broken by fixing gravity checking bug
2117 * "can move into acid" property now for all elements independently
2118 * "can fall into acid" property for player stored in same bitfield now
2119 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2120 * version number set to 3.1.0 (finally!)
2123 * changed tape recording to only record input, not programmed actions
2126 * fixed totally broken (every 8th frame skipped) step-by-step recording
2127 * fixed bug with requester not displayed when quick-loading interrupted
2128 * added option "can fall into acid (with gravity)" for players
2129 * fixed bug with player not falling when snapping down with gravity
2132 * fixed bug which messed up key config when using keypad number keys
2135 * fixed bug which allowed moving upwards even when gravity was active
2136 * fixed bug with missing error handling when dumping levels or tapes
2139 * added different colored editor graphics for Supaplex gravity tubes
2142 * fixed bug that allowed solvable tapes for unsolvable levels
2145 * use unlimited number of droppable elements when "count" set to zero
2146 * added option to use step limit instead of time limit for level
2149 * added player and change page as trigger for custom element change
2152 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2155 * fixed bug with dark yamyam changing to acid when moving over acid
2156 * fixed handling of levels with more than 999 seconds level time
2157 (example: level 76 of "Denmine")
2160 * "spring push bug" reintroduced as configurable element property
2161 * fixed bug with missing properties for "mole"
2162 * fixed bug that showed up when fixing the above "mole" properties bug
2163 * added option "can move into acid" for all movable elements
2164 * fixed graphical bug for elements moving into acid
2165 * changed event handling to handle all pending events before going on
2168 * fixed bug which caused all CE change pages to be ignored which had
2169 the same change event, but used a different element side
2170 (reported by Simon Forsberg)
2172 * fixed bug which caused elements that can move and fall and that are
2173 transported by a conveyor belt to continue moving into that direction
2174 after leaving the conveyor belt, regardless of their own movement
2175 type; only elements which can not move are transported now
2176 (reported by Simon Forsberg)
2178 * fixed bug which could cause an array overflow in RelocatePlayer()
2179 (reported by Niko Böhm)
2181 * changed Emerald Mine style "passable / over" elements to "protected"
2182 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2184 * added new option to select from which side a "walkable/passable"
2185 element can be entered
2188 * added explosion and ignition delay for elements that can explode
2191 * fixed bug which caused player not being protected against enemies
2192 when a CE was "walkable / inside" and was not "indestructible"
2193 * added "walkable/passable" fields to be "protected/unprotected"
2194 against enemies, even if not accessible "inside" but "over/under"
2197 * corrected move pattern to 32 bit and initial move direction to 8 bit
2200 * added second custom element base configuration page
2203 * added some special EMC mappings to Emerald Mine level loader
2204 (also covering previously unknown element in level 0 of "Bondmine 8")
2207 * added option to block last field when player is moving (for Supaplex)
2208 * adjusted push delay of Supaplex elements
2209 * removed delays for envelopes etc. when replaying with maximum speed
2210 * fixed bug when dropping element on a field that just changed to empty
2213 * fixed bug: infotrons can now smash yellow disks
2214 * fixed bug: when gravity active, port above player can now be entered
2215 * removed "one white dot" mouse pointer which irritated some people
2218 * added "choice type" for group element selection
2221 * fixed bug with initial invulnerability of non-yellow player
2224 * added level loader for loading native Supaplex packed levels
2225 (including multi-part levels like the "splvls99" levels)
2228 * fixed bug which allowed creating emeralds by escaping explosions
2231 * custom elements can change (limited) or leave (unlimited) elements
2232 * finally added multiple matches using group elements
2233 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2236 * added new start movement type "previous" for continued CE movement
2237 * added new start movement type "random" for random CE movement start
2240 * added new element "sokoban_field_player" needed for Sokoban levels
2241 (thanks to Ed Booker for pointing this out!)
2244 * added elements that can be digged or left behind by custom elements
2247 * added group elements for multiple matches and random element creation
2250 * fixed some graphical errors displayed in old levels
2253 * fixed wrong double speed movement after passing closing gates
2256 * added level loader for loading native Emerald Mine levels
2259 * changes for "shooting" style CE movement
2262 * Happy New Year! ;-)
2265 * changed default snap/drop keys from left/right Shift to Control keys
2268 * fixed bug with dead player getting reanimated from custom element
2271 * fixed bug with wrong penguin graphics (when entering exit)
2274 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2277 * version number set to 3.0.9
2280 * version 3.0.8 released
2283 * added function checked_free()
2286 * fixed bug with double nut cracking sound
2287 (by eliminating "default element action sound" assignment in init.c)
2290 * fixed crash when no music info files are available
2293 * fixed boring and sleeping sounds
2296 * added "maze runner" and "maze hunter" movement types
2297 * added extended collision conditions for custom elements
2300 * added warnings for undefined token values in artwork config files
2303 * added menu entry for level set information to the info screen
2306 * fixed bug with wrong default impact sound for colored emeralds
2309 * added several sub-screens for the info screen
2310 * menu text now also clickable (not only blue/red sphere left of it)
2313 * added configurable "bored" and "sleeping" animations for the player
2314 * added "awakening" sound for player when waking up after sleeping
2317 * added "copy" and "exchange" functions for custom elements to editor
2320 * added configurable element animations for info screen
2323 * added configurable music credits for info screen
2326 * finally fixed tape recording when player is created from CE change
2329 * added "editorsetup.conf" for editor element list configuration
2332 * added "musicinfo.conf" for menu and level music configuration
2335 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2336 (that only showed up on Linux, but not on Windows systems)
2339 * fixed turning movement of butterflies and fireflies (no frame reset)
2340 * enhanced sniksnak turning movement (two steps instead of only one)
2343 * version number set to 3.0.8
2346 * version 3.0.7 released
2349 * fixed reset of player animation frame when, for example,
2350 walking, digging or collecting share the same animation
2351 * fixed CE with "deadly when touching" exploding when touching amoeba
2354 * fixed tape recording when player is created from CE element change
2357 * introduced "turning..." action graphic for elements with move delay
2358 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2359 * added turning animations for bug, spaceship and sniksnak
2362 * prevent "extended" changed elements from delay change in same frame
2365 * fixed bug when pushing element that can move away to the side
2366 (like pushing falling elements, but now with moving elements)
2369 * finally fixed serious bug in code for delayed element pushing (again)
2372 * unavailable setup options now marked as "n/a" instead of "off"
2373 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2374 to "true", levels are always played with the latest game engine,
2375 which is desired for levels that are imported from other games; all
2376 other levels are played with the engine version stored in level file
2377 (which is normally the engine version the level was created with)
2380 * fixed serious bug in code for delayed element pushing
2381 * fixed little bug in animation frame selection for pushed elements
2382 * speed-up of reading config file for verbose output
2385 * added configuration option for opening and closing Supaplex exit
2386 * added configuration option for moving up/down animation for Murphy
2387 * fixed incorrectly displayed animation for attacking dragon
2388 * fixed bug with not setting initial gravity for each new game
2389 * fixed bug with teleportation of player by custom element change
2390 * fixed bug with player not getting smashed by rock sometimes
2393 * version number set to 3.0.7
2396 * version 3.0.6 released
2399 * added support for MP3 music for SDL version through SMPEG library
2402 * fixed bug when initializing font graphic structure
2403 * fixed bug with animation mode "pingpong" when using only 1 frame
2404 * fixed bug with extended change target introduced in 3.0.5
2405 * fixed bug where passing over moving element doubles player speed
2406 * fixed bug with elements continuing to move into push direction
2407 * fixed bug with duplicated player when dropping bomb with shield on
2408 * added "switching" event for custom elements ("pressing" only once)
2409 * fixed switching bug (resetting flag when not switching but not idle)
2412 * fixed element tokens for certain file elements with ".active" etc.
2415 * version number set to 3.0.6
2418 * version 3.0.5 released
2421 * now four envelope elements available
2422 * font, background, animation and sound for envelope now configurable
2423 * main menu doors opening/closing animation type now configurable
2426 * active/inactive sides configurable for custom element changes
2427 * new movement type "move when pushed" available for custom elements
2430 * fixed bug in multiple config pages loader code that caused crashes
2433 * enhanced (remaining low-resolution) Supaplex graphics
2436 * version number set to 3.0.5
2439 * version 3.0.4 released
2441 2003-09-12 src/tools.c
2442 * fixed bug in custom definition of crumbled element graphics
2444 2003-09-11 src/files.c
2445 * fixed bug in multiple config pages code that caused crashes
2448 * version number set to 3.0.4
2451 * version 3.0.3 released
2454 * added music to Supaplex classic level set
2456 2003-09-07 src/libgame/misc.c
2457 * added support for loading various music formats through SDL_mixer
2459 2003-09-06 (various source files)
2460 * fixed several nasty bugs that may have caused crashes on some systems
2461 * added envelope content which gets displayed when collecting envelope
2462 * added multiple change event pages for custom elements
2464 2003-08-24 src/game.c
2465 * fixed problem with player animation when snapping and moving
2467 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2468 * fixed problem with flickering when drawing toon animations
2470 2003-08-23 src/libgame/sdl.c
2471 * fixed problem with setting mouse cursor in SDL version in fullscreen
2473 2003-08-23 src/game.c
2474 * fixed bug (missing array boundary check) which could crash the game
2477 * version number set to 3.0.3
2480 * version 3.0.2 released
2482 2003-08-21 src/game.c
2483 * fixed bug with creating inaccessible elements at player position
2485 2003-08-20 src/init.c
2486 * fixed bug with not finding current level artwork directory
2488 2003-08-20 src/files.c
2489 * fixed bug with choosing wrong engine version when playing tapes
2490 * fixed bug with messing up custom element properties in 3.0.0 levels
2493 * version number set to 3.0.2
2496 * version 3.0.1 released
2498 2003-08-17 (no source files affected)
2499 * changed all "classic" PCX image files with 16 colors or less to
2500 256 color (8 bit) storage format, because the Allegro game library
2501 cannot handle PCX files with less than 256 colors (contributed
2502 graphics are not affected and might look wrong in the DOS version)
2504 2003-08-16 src/init.c
2505 * fixed bug which (for example) crashed the level editor when defining
2506 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2507 (only set to default) -- invalid graphics now set to default graphic
2509 2003-08-16 src/init.c
2510 * fixed graphical bug of player digging/collecting/snapping element
2511 when no corresponding graphic/animation is defined for this action,
2512 resulting in player being drawn as EL_EMPTY (which should only be
2513 done to elements being collected, but not to the player)
2515 2003-08-16 src/game.c
2516 * fixed small graphical bug of player not totally moving into exit
2518 2003-08-16 src/libgame/setup.c
2519 * fixed bug with wrong MS-DOS 8.3 filename conversion
2521 2003-08-16 src/tools.c
2522 * fixed bug with invisible mouse cursor when pressing ESC while playing
2524 2003-08-16 (various source files)
2525 * added another 128 custom elements (disabled in editor by default)
2527 2003-08-16 src/editor.c
2528 * fixed NULL string bug causing Solaris to crash in sprintf()
2530 2003-08-16 src/screen.c
2531 * fixed drawing over scrollbar on level selection with custom fonts
2533 2003-08-15 src/game.c
2534 * cleanup of simple sounds / loop sounds / music settings
2536 2003-08-08 (various source files)
2537 * added custom element property for dropping collected elements
2539 2003-08-08 src/conf_gfx.c
2540 * fixed bug with missing graphic for active red disk bomb
2542 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2543 * extended variable "level.gravity" to "level.initial_gravity" and
2544 "game.current_gravity" to prevent level setting from being changed
2545 by playing the level (keeping the runtime value after playing)
2547 * fixed graphics bug when digging element that has 'crumbled' graphic
2548 definition, but not 'diggable' graphic definition
2551 * version number set to 3.0.1
2554 * version 3.0.0 released
2557 * various bug fixes; among others:
2558 - fixed bug with pushing spring over empty space
2559 - fixed bug with leaving tube while placing dynamite
2560 - fixed bug with explosion of smashed penguins
2561 - allow Murphy player graphic in levels with non-Supaplex elements
2565 * I have forgotten to document changes for some time
2568 * pre-release version 2.2.0rc1 released
2570 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2571 * Level series artwork now configurable via level series config file.
2572 "levelinfo.conf" may now contain directives "graphics_set",
2573 "sounds_set" and "music_set" to select artwork sets which are
2574 globally defined or which are included into other level series.
2577 * version number set to 2.1.2
2580 * version 2.1.1 released
2582 2002-08-10 src/libgame/system.h
2583 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2584 and keypad enter key -- Macs seem not to distinguish between left
2585 and right modifier keys (both generate scan code for left key). :-(
2587 2002-08-10 src/libgame/sound.c
2588 * Fixed small NetBSD compilation bug.
2589 Thanks to Adam Ciarcinski for the bug report.
2591 2002-08-10 src/libgame/sound.c
2592 * Added support for audio device "/dev/sound/dsp" (devfs).
2593 Thanks to Christoph Bauer for the corresponding report.
2595 2002-08-10 src/libgame/sound.c
2596 * Bug fixed that caused regular crashes under SDL/Windows version.
2597 Mixer_InsertSound(): Always stop music before playing new music,
2598 else "mixer_active_channels" can get fucked up.
2599 Thanks to Keith Peterston for the bug report.
2602 * version number set to 2.1.1
2605 * version 2.1.0 released
2607 2002-05-31 src/libgame/image.c
2608 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2609 and "image" after converting loaded PCX image file to X11 Pixmap.
2610 This really showed up when reloading custom artwork several times.
2612 2002-05-20 src/libgame/sound.c
2613 * added support for 16 bit WAV sound files
2616 * version number set to 2.1.0
2618 2002-04-03 to 2002-05-19 (various source files)
2619 * graphics, sounds and music now fully configurable
2620 * bug fixed that prevented walking through tubes when gravity on
2621 * added support for TrueColor PCX graphics files
2622 * enhanced sound system (especially regarding stereo and loop sounds)
2624 2002-04-02 src/events.c, src/editor.c
2625 * Make Escape key less aggressive when playing or when editing level.
2626 This can be configured as an option in the setup menu. (Default is
2627 "less aggressive" which means "ask user if something can be lost"
2628 when pressing the Escape key.)
2630 2002-04-02 src/screen.c
2631 * Added "graphics setup" screen.
2633 2002-04-01 src/screen.c
2634 * Changed "choose level" setup screen stuff to be more generic (to
2635 make it easier to add more "choose from generic tree" setup screens).
2637 2002-04-01 src/config.c, src/timestamp.h
2638 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2639 automatically gets created by "src/Makefile" and contains an actual
2640 compile-time timestamp to identify development versions of the game).
2642 2002-04-01 src/libgame/misc.c
2643 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2644 for orthogonality. When really needed, this function must be
2645 extended accordingly (analog to "getKeyFromX11KeyName()").
2647 2002-04-01 src/libgame/setup.c
2648 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2649 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2650 (This was needed for custom key setup handling in "src/screens.c".)
2652 2002-03-31 src/tape.c, src/events.c
2653 * Added quick game/tape save/load functions to tape stuff which can be
2654 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2655 loads previously recorded tape and directly goes into recording mode
2656 from the end of the tape (therefore appending to the tape).
2658 2002-03-31 src/tape.c
2659 * Added "index mark" function to tape recorder. When playing or
2660 recording, "eject" button changes to "index" button. Setting index
2661 mark is not yet implemented, but pressing index button when playing
2662 allows very quick advancing to end of tape (when normal playing),
2663 very fast forward mode (when playing with normal fast forward) or
2664 very fast reaching of "pause before end of tape" (when playing with
2665 "pause before end" playing mode).
2667 2002-03-30 src/cartoons.c
2668 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2670 2002-03-30 src/libgame/toons.c
2671 * New libgame source file "toons.c" for the program independant part
2674 2002-03-29 src/screen.c
2675 * Changed setup screen stuff to be more generic (to make it easier
2676 to add more setup screens).
2678 2002-03-29 src/libgame/setup.c
2679 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2680 with level sub-directories are recognized, but also directories
2681 that directly contain level files.
2683 2002-03-29 src/libgame/sound.c
2684 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2685 (This was a bug that showed up only when in mono audio mode.)
2687 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2688 * Changed image loading code to not exit on error, but set error by
2689 using "SetError()" accordingly. Image loading errors must now be
2690 catched by above layers (src/init.c for example).
2692 2002-03-24 src/libgame/misc.c
2693 * New functions "SetError()" and "GetError()" to provide more
2694 flexible error handling.
2696 2002-03-23 src/main.c, src/main.h
2697 * Various changes due to the introduction of the new libgame files
2698 "setup.c" and "joystick.c".
2700 2002-03-23 src/files.c
2701 * Generic parts of "src/files.c" (mainly setup and level directory
2702 stuff) moved to new libgame file "src/libgame/setup.c".
2704 2002-03-23 src/joystick.c
2705 * File "src/joystick.c" moved to libgame source tree, with
2706 correspondig changes.
2708 2002-03-23 src/libgame/system.c, src/libgame/system.h
2709 * Various changes due to the introduction of the new files "setup.c"
2712 2002-03-23 src/libgame/setup.c
2713 * New libgame source file "setup.c" that contains now most setup and
2714 level directory stuff previously handled in "src/files.c".
2716 2002-03-23 src/libgame/joystick.c
2717 * New libgame source file "joystick.c" that contains now all joystick
2718 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2720 2002-03-22 src/screens.c
2721 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2722 (Wrong level series information displayed when entering main group.)
2724 2002-03-22 src/editor.c
2725 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2727 2002-03-22 src/editor.c
2728 * Changed behaviour of "Escape" key in level editor to be more
2729 intuitive: When in "Element Properties" or "Level Info" mode,
2730 return to "Drawing Mode" instead of leaving the level editor.
2732 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2733 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2734 to specify alternative sound and music directories. (The former
2735 shortcut "-s" for "--serveronly" has changed accordingly.)
2737 2002-03-22 src/libgame/gadgets.c
2738 * Added new gadget events for displaying gadget info texts:
2739 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2740 the info text callback function was only called when entering
2741 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2742 was never erased. This can now be done by checking the event type
2743 in the info callback function.
2745 2002-03-21 src/game.c, src/editor.c, src/files.c
2746 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2747 gems (emeralds, diamonds, ...) slipping down from normal wall,
2748 steel wall and growing wall (as in E.M.C. style levels). Although
2749 the behaviour of contributed and private levels wasn't changed (due
2750 to the use of "level.game_version"; see previous entry), editing
2751 those levels will (of course) change the behaviour accordingly.
2753 This change seems a bit too hard after thinking about it, because
2754 the EM style behaviour is not the "expected" behaviour (gems would
2755 normally only slip down from "rounded" walls). Therefore this was
2756 now changed to an element property for gem style elements, with the
2757 default setting "off" (which means: no special EM style behaviour).
2758 To fix older converted levels, this flag is set to "on" for pre-2.0
2759 levels that are neither contributed nor private levels.
2761 2002-03-20 src/files.h
2762 * Corrected settings for "level.game_version" depending of level type.
2763 (Contributed and private levels always get played with game engine
2764 version they were created with, while converted levels always get
2765 played with the most recent version of the game engine, to let new
2766 corrections of the emulation behaviour take effect.)
2768 2002-03-20 src/main.h
2769 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2770 compiling the SDL version on some systems.
2771 Thanks to the several people who pointed this out.
2773 2002-03-20 src/libgame/gadgets.c
2774 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2775 this caused problems especially on PowerPC architecture (although
2776 it is wrong on i386 and other architectures, too)
2778 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2779 * Added support for loading and displaying true-color PCX files.
2781 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2782 * Added command line option "-g" / "--graphics" to specify an
2783 alternative graphics directory.
2786 * Version number set to 2.0.2.
2789 * Version 2.0.1 released.
2791 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2792 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2793 to libgame source files; needed for SDL fullscreen bug workaround
2796 2002-03-18 src/screens.c
2797 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2799 2002-03-18 src/files.c [src/libgame/misc.c]
2800 * Moved some common functions from src/files.c to src/libgame/misc.c.
2802 2002-03-18 src/files.c [src/libgame/misc.c]
2803 * Changed permissions for new directories and saved files (especially
2804 score files) according to suggestions of Debian users and mantainers.
2805 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2807 2002-03-18 src/libgame/misc.c [src/files.c]
2808 * Moved some common functions from src/files.c to src/libgame/misc.c.
2810 2002-03-18 src/libgame/misc.c [src/files.c]
2811 * Changed permissions for new directories and saved files (especially
2812 score files) according to suggestions of Debian users and mantainers.
2813 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2815 2002-03-17 src/files.c
2816 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2817 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2818 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2819 for levels and "TAPE" for tapes). Old "cookie" style format is
2820 still supported for reading. New level and tape files are written
2823 * New IFF chunk "VERS" contains version numbers for file and game
2824 (where "game version" is the version of the program that wrote the
2825 file, and "file version" is a version number to distinguish files
2826 with different format, for example after adding new features).
2828 2002-03-17 src/libgame/sound.c
2829 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2830 even when sound not available.
2831 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2833 2002-03-15 src/screen.c
2834 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2835 (Before, you heard a mixture of the in-game music and the
2836 hall-of-fame music.)
2838 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2839 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2840 /dev/audio (ulaw) based Unix audio interface).
2841 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2843 2002-03-15 src/libgame/sdl.c
2844 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2845 in the currently actual version 1.2.3) by using "standard" screen
2846 resolutions like 800x600 and mapping all input (mouse events) and
2847 output (screen drawing) accordingly.
2849 2002-03-14 src/events.c
2850 * Function "DumpTape()" (files.c) now available by pressing 't' from
2851 main menu (when in DEBUG mode).
2853 2002-03-14 src/game.c
2854 * "GameWon()": When game was won playing a tape, now there is no delay
2855 raising the score and no corresponding sound is played.
2857 2002-03-14 src/files.c
2858 * Changed "LoadTape()" for real chunk support and also adjusted
2859 "SaveTape()" accordingly.
2861 2002-03-14 src/game.c, src/tape.c, src/files.c
2862 * Important changes to tape format: The old tape format stored all
2863 actions with a real effect with a corresponding delay between the
2864 stored actions. This had some major disadvantages (for example,
2865 push delays had to be ignored, pressing a button for some seconds
2866 mutated to several single button presses because of the non-action
2867 delays between two action frames etc.). The new tape format just
2868 stupidly records all device actions and replays them later. I really
2869 don't know why I haven't solved it that way before?! Old-style tapes
2870 (with tape file version less than 2.0) get converted to the new
2871 format on-the-fly when loading and can therefore still be played;
2872 only some minor parts of the old-style tape handling code was needed.
2873 (A perfect conversion is not possible, because there is information
2874 missing about the device actions between two action frames.)
2876 2002-03-14 src/files.c
2877 * New function "DumpTape()" to dump the contents of the current tape
2878 in a human readable format.
2880 2002-03-14 src/game.c
2881 * Small tape bug fixed: When automatically advancing to next level
2882 after a game was won, the tape from the previous level still was
2883 loaded as a tape for the new level.
2885 2002-03-14 src/tape.c
2886 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2887 tape, cartoons did not get completely removed because
2888 StopAnimation() was not called.
2890 2002-03-13 src/files.c
2891 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2892 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2893 size even when using 16-bit elements). Added new chunk "CNT2" for
2894 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2895 chunk even when content was 16-bit element). "CNT2" should now be
2896 able to store content for arbitrary elements (up to eight blocks of
2897 3 x 3 element arrays). All "CNT2" elements will always be stored as
2898 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2900 2002-03-13 src/files.c
2901 * Changed "LoadLevel()" for real chunk support.
2903 2002-03-12 src/game.c
2904 * Fixed problem (introduced after 2.0.0 release) with penguins
2905 not getting killed by enemies
2907 2002-02-28 src/libgame/sound.c
2908 * Fixed small problem with new SDL_Mixer 1.2.1:
2909 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2910 or it has no effect.
2912 2002-02-24 src/game.c, src/main.h
2913 * Added "player->is_moving"; now "player->last_move_dir" does
2914 not contain any information if the player is just moving at
2916 Before, "player->last_move_dir" was misused for this purpose
2917 for the robot stuff (robots don't kill players when they are
2918 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2919 broke tapes when walking through pipes!
2920 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2921 in a continuous movement. This fact is ignored for friends and