2 * added configuration directives for control of title screens:
3 - "title.fade_delay" for fading time
4 - "title.post_delay" for pause between screens (when not crossfading)
5 - "title.auto_delay" to automatically continue after some time
6 these settings can each be overridden by specifying them with titles:
7 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
8 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
9 fading mode can also be specified:
10 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
11 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
12 default is using normal fading for menues and initial title screens,
13 while using cross-fading for level set title screens
16 * added configuration directives for the remaining main menu items
19 * added additional configuration directives for info screen draw offset:
20 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
21 * added additional configuration directives for preview info text
22 * limited mouse wheel sensitive screen area to scrollable screen area
25 * added highlighted menu text entries to menu navigation when selected
28 * fixed bug that prevented player from correctly being created in the
29 top left corner by a custom element change in a level without player
30 * fixed bug that prevented player from being killed when indestructible,
31 non-walkable element is placed on player position by extended change
32 * added configurable menu button, text and input positions to main menu
35 * added page fading effects for remaining info sub-screens
36 * fixed small bug that caused some delays when answering door request
39 * added directives "border.draw_masked.*" for menu/playfield area and
40 door areas to display overlapping/masked borders from "global.border"
43 * fixed bug with CE with move speed "not moving" not being animated
44 * when changing player artwork by CE action, reset animation frame
47 * fixed bug with not unmapping main menu screen gadgets on other screens
48 * fixed bug with un-pausing a paused game by releasing still pressed key
49 * fixed bug with not redrawing screen when toggling to/from fullscreen
50 mode while fast reloading tape (without redrawing playfield contents)
51 * fixed bug with quick-saving tape snapshot despite answering with "no"
54 * version number set to 3.2.3
57 * version 3.2.2 released
60 * fixed bug with redrawing screen in fullscreen mode after quick tape
61 reloading when using the EMC game engine
62 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
65 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
68 * added engine snapshot functionality for instant tape reloading (this
69 only works for the last tape saved using "quick save", and does not
70 work across program restarts, because it completely works in memory)
73 * version number set to 3.2.2
76 * version 3.2.1 released
79 * fixed nasty bugs with handling error message file on Mac OS X systems
82 * general code cleanup (removing many annoying "#if 0" blocks etc.)
85 * fixed bug that caused broken tapes when manually appending to tapes
86 using the "pause before death" functionality, followed by recording
87 * added setup option to disable fading of screens for faster testing
90 * code cleanup of new fading functions
93 * changed behaviour after solved game -- do not immediately stop engine
94 * added some more smooth screen fadings (game start, hall of fame etc.)
97 * fixed bug with displaying pushed CE with value/score/delay anim_mode
100 * added configurable level preview position, tile size and dimensions
101 * added configurable game panel value positions (gems, time, score etc.)
104 * fixed small bug with time displayed incorrectly when collecting CEs
107 * fixed bug with bumpy scrolling with EM engine in double player mode
110 * added compatibility code to fix "Snake Bite" style levels that were
111 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
114 * fixed bug with scrollbars inside editor when using the Windows mouse
115 enhancement tool "True X-Mouse" (which injects key events to the event
116 queue to insert selected stuff into the Windows clipboard, which gets
117 confused with the "Insert" key for jumping to the last editor cascade
118 block in the element list)
119 * added Rocks'n'Diamonds icon for use as window icon to SDL version
120 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
123 * added selection of preferred fullscreen mode to setup / graphics menu
124 (useful if default mode 800 x 600 does not match screen aspect ratio)
127 * improved down-scaling of images for better editor and preview graphics
128 * changed user data directory for Mac OS X from Unix style to new place
131 * improved level number selection in main menu and player selection in
132 setup menu (input devices section) by using standard button gadgets
133 * added support for mouse scroll wheel (caused buggy behaviour before)
134 * added support for scrolling horizontal scrollbars with mouse wheel by
135 holding "Shift" key pressed while scrolling the wheel
136 * added support for single step mouse wheel scrolling by holding "Alt"
137 key pressed while scrolling the wheel (can be combined with "Shift")
138 * changed output file "stderr.txt" on Windows platform now always to be
139 created in the R'n'D sub-directory of the personal documents directory
140 * added Windows message box to direct to "stderr.txt" after error aborts
143 * improved general scrollbar handling (when jump-scrolling scrollbars)
146 * changed scrollbars to always show last line as first after scrolling
147 (that means jumping n - 1 screen lines instead of n screen lines)
150 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
151 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
152 * fixed special handling of vertically stacked acid becoming fake acid
155 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
156 affect multiple instances of the same CE, although this kind of
157 change condition usually only affects one single custom element
160 * version number set to 3.2.1
163 * version 3.2.0 released
166 * reorganized level editor element list a bit to match engines better
169 * fixed newly introduced bug with wrongly initializing clipboard element
172 * fixed bug with displaying visible/invisible level border in editor
175 * reorganized some elements in the level editor element list
178 * fixed bug with displaying any player as "yellow" when moving into acid
179 * fixed bug with displaying running player when player stopped at border
182 * fixed bug with player exploding when moving into acid
183 * fixed bug with level settings being reset in editor and when playing
184 (some compatibility settings being set not only after level loading)
185 * fixed crash bug when number of custom graphic frames was set to zero
186 * fixed bug with teleporting player on walkable tile not working anymore
187 * added partial compatibility support for pre-release-only "CONF" chunk
188 (to make Alan Bond's "color cycle" demo work again :-) )
191 * fixed some bugs when displaying title screens from info screen menu
192 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
195 * changed file major version to 3 to reflect level file format changes
196 * uploaded pre-release (test) version 3.2.0-8 binary and source code
199 * added new chunk "NAME" to level file format for level name settings
200 * added new chunk "NOTE" to level file format for envelope settings
201 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
202 * updated magic(5) file to recognize changed and new level file chunks
203 * removed change events "change when CE value/score changes" as unneeded
206 * changed gravity (which only affects the player) from level property
207 to player property (only makes a difference in multi-player levels)
208 * added change events "change when CE value/score changes"
209 * added change events "change when CE value/score changes of <element>"
212 * added new chunk "INFO" to level file format for global level settings
213 * added all element settings from "HEAD" chunk to "CONF" chunk
214 * added all global level settings from "HEAD" chunk to "INFO" chunk
217 * changed level file format by adding two new chunks "CUSX" (for custom
218 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
219 elements, replacing the previous "GRP1" chunk); these new IFF style
220 chunks use the new and flexible "micro chunks inside chunks" technique
221 already used with the new "CONF" chunk (for normal element properties)
222 which makes it possible to easily extend the existing level format
223 (instead of using fixed-length chunks like before, which are either
224 too big due to reserved bytes for future use, or too small when those
225 reserved bytes have all been used and even more data should be stored,
226 requiring the replacement by new and larger chunks just like it went
227 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
230 * added credits pages to the "credits" section that were really missing
231 * added some missing element descriptions to the level editor
232 * added down position of switchgate switch to the level editor
233 and allowed the use of both switch positions at the same time
234 * changed use of "Insert" and "Delete" keys to navigate element list in
235 level editor to start of previous or next cascading block of elements
238 * added the possibility to view the title screen to the info screen menu
239 * fixed some minor bugs with viewing title screens
242 * fixed bug with title (cross)fading in/out when using fullscreen mode
245 * fixed bug that forced re-defining of menu settings in local graphics
246 config file which are already defined in existing base config file
247 * fixed small bug that caused door sounds playing when music is enabled
250 * added the possibility to define up to five title screens for each
251 level set that are displayed after loading using (cross)fading in/out
252 (this was added to display the various start images of the EMC sets)
255 * added "CE score gets zero [of]" to custom element trigger conditions
256 * added setup option to display element token name in level editor
259 * added compatibility code for Juergen Bonhagen's menu artwork settings
262 * fixed bug with displaying wrong animation frame 0 after CE changes
263 * fixed bug with creating invisible elements when light switch is on
266 * added selection between ECS and AGA graphics for EMC levels to setup
269 * adjusted font handling for various narrow EMC style fonts
272 * changed EM engine behaviour back to re-allow initial rolling springs
275 * fixed handling of over-large selectboxes (less error-prone now)
276 * fixed bug when creating GE with walkable element under the player
279 * added use of "Insert" and "Delete" keys to navigate element list in
280 level editor to start of custom elements or start of group elements
281 * added virtual elements to access CE value and CE score of elements:
282 - "CE value of triggering element"
283 - "CE score of triggering element"
284 - "CE value of current element"
285 - "CE score of current element"
288 * fixed "grass" to "sand" in older EM levels (up to file version V4)
291 * changed behaviour of network games with internal errors (because of
292 different client frame counters) from immediately terminating R'n'D
293 to displaying an error message requester and stopping only the game
294 (also to prevent impression of crashes under non command-line runs)
295 * fixed playing network games with the EMC engine (did not work before)
296 * fixed bug with not scrolling the screen in multi-player mode with the
297 focus on player 1 when all players are moving in different directions
298 * fixed bug with keeping pointer to gadget even after its deallocation
299 * fixed bug with allowing "focus on all players" in network games
300 * fixed bug with player focus when playing tapes from network games
303 * uploaded pre-release (test) version 3.2.0-7 binary and source code
306 * code cleanup for game action control for R'n'D and EMC game engine
309 * fixed bug in multi-player movement with focus on both players
310 * added option to control only the focussed player with all input
313 * added player focus switching to level tape recording and re-playing
316 * fixed some bugs in player focus switching in EMC and RND game engine
319 * added special Supaplex animations for Murphy digging and snapping
320 * added special Supaplex animations for Murphy being bored and sleeping
323 * added four new yam yams with explicit start direction for EMC engine
324 * fixed bug in src/libgame/text.c with printing text outside the window
327 * fixed small bug in EMC level loader (copyright sign in EM II levels)
330 * added delayed ignition of EM style dynamite when used in R'n'D engine
331 * added limited movement range to EMC engine when focus on all players
334 * fixed bug with missing (zero) score values for native Supaplex levels
337 * added "continuous snapping" (snapping many elements while holding the
338 snap key pressed, without releasing the snap key after each element)
339 as a new player setting for more compatibility with the classic games
342 * finished scrolling for "focus on all players" in EMC graphics engine
345 * level sets with "levels: 0" are ignored for levels, but not artwork
346 * fixed bug when scanning empty level group directories (endless loop)
349 * fixed bug with explosion graphic for player using "Murphy" graphic
350 * fixed bug with explosion graphic if player leaves explosion in time
351 * changed some descriptive text in setup menu to use medium-width font
352 * added key shortcut settings for switching player focus to setup menu
355 * fixed bug with random value initialization when recording tapes
356 * fixed bug with playing single player tapes when team mode activated
359 * fixed little bug when trying to switch to player that does not exist
362 * added player switching (visual and quick) to R'n'D and EM game engine
363 * added setup option to select visual or quick in-game player switching
366 * added use of "Home" and "End" keys to handle element list in editor
369 * fixed bug with adding score when playing tape with EMC game engine
370 * added steel wall border for levels using EMC engine without border
371 * finally fixed delayed scrolling in EMC engine also for small levels
374 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
377 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
378 * fixed bug when displaying info element without action, but direction
381 * fixed minor graphical problems with springs smashing and slurping
382 (when using R'n'D style graphics instead of EMC style graphics)
385 * added scroll delay (as configured in setup) to EMC graphics engine
388 * improved screen redraw for EMC graphics engine (faster and smoother)
389 * when not scrolling, do not redraw the whole playfield if not needed
392 * added multi-player mode for EMC game engine (with up to four players)
395 * added android (can clone elements) from EMC engine to R'n'D engine
398 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
401 * added selectbox for initial player speed to player settings in editor
404 * version 3.1.2 created that is basically version 3.1.1, but with a
405 major bug fixed that prevented editing your own private levels
406 * version 3.1.2 released
409 * added magic ball (creates elements) from EMC engine to R'n'D engine
412 * uploaded fixed pre-release version 3.2.0-6 binary and source code
415 * fixed bug when using "CE can leave behind <trigger element>"
416 * added new change condition "(after/when) creation of <element>"
417 * added new change condition "(after/when) digging <element>"
418 * fixed bug accessing invalid gadget that caused crashes under Windows
419 * deactivated new possibility for multiple CE changes per frame
422 * uploaded pre-release (test) version 3.2.0-6 binary and source code
425 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
426 * fixed bug with not keeping CE value for moving CEs with only action
427 * changed CE action selectboxes in editor to be only reset when needed
430 * added option "use artwork from element" for custom player artwork
431 * added option "use explosion from element" for player explosions
434 * added cascaded element lists in the level editor
435 * added persistence for cascaded element lists by "editorcascade.conf"
436 * added dynamic element list with all elements used in current level
437 * added possibility for multiple CE changes per frame (experimental)
440 * uploaded pre-release (test) version 3.2.0-5 binary and source code
443 * changed "score for each 10 seconds/steps left" to "1 second/step"
444 * added own score for collecting "extra time" instead of sharing it
445 * added change events "switched by player" and "player switches <e>"
446 * added change events "snapped by player" and "player snaps <e>"
447 * added "set player artwork: <element choice>" to CE action options
448 * added change event "move of <element>"
451 * added "set player shield: off / normal / deadly" to CE action options
452 * added new player option "use level start element" in level editor
453 to set the correct focus at level start to elements from which the
454 player is created later (this did not work before for cascaded CE
455 changes resulting in creation of the player; it is now also possible
456 to create the player from a yam yam which is smashed at level start)
459 * added "set player speed: frozen (not moving)" to CE action options
460 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
463 * added new player option "block snap field" (enabled by default) to
464 make it possible to show a snapping animation like in Emerald Mine
467 * added dynamic selectboxes to custom element action settings in editor
468 * added "CE value" counter for custom elements (instead of "CE count")
469 * added option to use the last "CE value" after custom element change
470 * added option to use the "CE value" of other elements in CE actions
471 * fixed odd behaviour when pressing time orb in levels w/o time limit
472 * added checkbox "use time orb bug" for older levels that use this bug
475 * added missing configuration settings for the following elements:
476 - EL_TIMEGATE_SWITCH (time of open time gate)
477 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
478 - EL_SHIELD_NORMAL (time of shield duration)
479 - EL_SHIELD_DEADLY (time of shield duration)
480 - EL_EXTRA_TIME (time added to level time)
481 - EL_TIME_ORB_FULL (time added to level time)
484 * added "wind direction" as a movement pattern for custom elements
485 * added initial wind direction for balloon / custom elements to editor
486 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
489 * added parameters for "game of life" and "biomaze" elements to editor
492 * added level file chunk "CONF" for generic level and element settings
495 * uploaded pre-release (test) version 3.2.0-4 binary and source code
498 * skip empty level sets (with "levels: 0"; may be artwork base sets)
499 * added sound action ".page[1]" to ".page[32]" for each CE change page
502 * added image config suffix ".clone_from" to copy whole image settings
503 * fixed bug with invalid ("undefined") CE settings in old level files
506 * fixed graphical bug with smashing elements falling faster than player
509 * fixed major bug which prevented private levels from being edited
510 * fixed bug with precedence of general and special font definitions
513 * fixed graphical bug with player animation when player moves slowly
516 * uploaded pre-release (test) version 3.2.0-3 binary and source code
519 * fixed bug which prevented "global.num_toons: 0" from working
522 * major code cleanup (removed all these annoying "#if 0" blocks)
525 * added custom element actions for CE change page in level editor
528 * fixed music initialization bug in init.c (thanks to David Binderman)
529 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
530 (this bug must probably be fixed at other places, too)
533 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
534 (should be '#include <SDL.h>' instead)
537 * fixed bug which prevented "walkable from no direction" from working
538 (due to compatibility code overwriting this setting after loading)
541 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
544 * version number temporarily set to 3.1.1 (intermediate bugfix release)
545 * version 3.1.1 released
548 * changed some va_arg() arguments from 'long' to 'int', fixing problems
549 on 64-bit architecture systems with LP64 data model
552 * fixed bug with bombs not exploding when hitting the last level line
553 (introduced after the release of 3.1.0)
556 * added support for dumping small-sized level sketches from editor
559 * added recognition of "trigger element" for "change digged element to"
560 (this is not really what the "trigger element" was made for, but its
561 use may seem obvious for leaving back digged elements unchanged)
564 * fixed multiple warnings about failed joystick device initialization
567 * fixed bug with dynamite dropped on top of just dropped custom element
568 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
569 dynamite can still be dropped, but drop key must be released before
572 * fixed bug with wrong start directory when started from file browser
573 (due to this bug, R'n'D could not be started from KDE's Konqueror)
576 * fixed bug causing "change when impact" on player not working
577 * fixed wrong priority of "hitting something" over "hitting <element>"
578 * fixed wrong priority of "hit by something" over "hit by <element>"
581 * fixed graphical bug which caused the player (being Murphy) to show
582 collecting animations although the element was collected by penguin
585 * fixed two bugs causing wrong door background graphics in system.c
586 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
589 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
590 * added "no direction" to "walkable/passable from" selectbox options
593 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
594 * in tape autoplay, not only report broken, but also missing tapes
597 * uploaded pre-release (test) version 3.2.0-2 binary and source code
600 * fixed small bug with "linear" animation not working for active lamp
603 * fixed bug with moving up despite gravity due to "block last field"
604 * fixed small bug with wrong draw offset when typing name in main menu
605 * when reading user names from "passwd", ignore data after first comma
606 * when creating new "levelinfo.conf", only write some selected entries
609 * fixed displaying "imported from/by" on preview with empty string
610 * fixed ignoring draw offset for fonts used for level preview texts
613 * fixed a delay problem with SDL and too many mouse motion events
614 * added setup option "skip levels" and level skipping functionality
617 * added move speed "not moving" for non-moving CEs, but with direction
620 * fixed mapping of obsolete element token names in "editorsetup.conf"
621 * fixed bug with sound "acid.splashing" treated as a loop sound
622 * fixed some little sound bugs in native EM engine
625 * fixed small bug when dragging scrollbars to end positions
628 * added editor element descriptions written by Aaron Davidson
631 * improved fallback handling when configured artwork is not available
632 (now using default artwork instead of exiting when files not found)
635 * fixed bug on level selection screen when dragging scrollbar
638 * fixed bug which caused broken tapes when appending to EM engine tapes
641 * uploaded pre-release (test) version 3.2.0-1 binary and source code
644 * added code to replace changed artwork config tokens with other tokens
645 (needed for backwards compatibility, so that older tokens still work)
648 * added native R'n'D graphics for some new EMC elements in EM engine
651 * fixed some bugs in the EM engine integration code
652 * changed EM engine code to allow diagonal movement
653 * changed EM engine code to allow use of separate snap and drop keys
656 * fixed some redraw bugs when using EM engine
659 * fixed bug with not converting RND levels which are set to use native
660 engine to native level structure when loading
663 * uploaded pre-release (test) version 3.2.0-0 binary and source code
666 * version number set to 3.2.0
669 * level data now reset to defaults after attempt to load invalid file
672 * added use of "editorsetup.conf" for different level sets
675 * added auto-detection for various types of Emerald Mine level files
678 * fixed bug with scrollbars getting too small when list is very large
681 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
684 * added most level editor configuration gadgets for new EMC elements
687 * added more element and graphic definitions for new EMC elements
690 * modified native EM engine to use integrated R'n'D sound system
693 * added SDL support to graphics functions in native EM engine
694 (by always using generic libgame interface functions)
697 * fixed bug in frame synchronization in native EM engine
700 * added code to convert levels between R'n'D and native EM engine
703 * new Emerald Mine engine can now play levels selected in main menu
706 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
707 (which creates scaled down graphics for level editor and preview);
708 there's still a memory leak somewhere in the artwork handling code
709 * added "scale image up" functionality to X11 version of zoom function
712 * first attempts to integrate new, native Emerald Mine Club engine
715 * fixed bug in gadget code which caused reset of CEs in level editor
716 (example: pressing 'b' [grab brush] on CE config page erased values)
717 (solution: check if gadgets in ClickOnGadget() are really mapped)
718 * improved level change detection in editor (settings now also checked)
719 * fixed bug with "can move into acid" and "don't collide with" state
722 * fixed maze runner style CEs to use the configured move delay value
725 * added Aaron Davidson's tutorial level set to the "Tutorials" section
728 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
729 * fixed the above fix because it broke level set "machine" (*sigh*)
730 * fixed random element placement in level editor to work as expected
731 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
734 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
737 * fixed bug (missing array boundary check) which caused broken tapes
738 * fixed bug (when loading level template) which caused broken levels
739 * fixed bug with new block last field code when using non-yellow player
742 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
743 * internal change of how the player blocks the last field when moving
744 * fixed blocking delay of last field for EM and SP style block delay
745 * fixed bug where the player had to wait for the usual move delay after
746 unsuccessfully trying to move, when he directly could move after that
747 * the last two changes should make original Supaplex level 93 solvable
748 * improved use of random number generator to make it less predictable
749 * fixed behaviour of slippery SP elements to let slip left, then right
752 * fixed bug with wrong door state after trying to quickload empty tape
753 * fixed waste of static memory usage of the binary, making it smaller
754 * fixed very little graphical bug in Supaplex explosion
757 * version number set to 3.1.1
760 * version 3.1.0 released
763 * fixed bug with crash when writing user levelinfo.conf the first time
766 * added option "convert LEVELDIR [NR]" to command line batch commands
767 * re-converted Supaplex levels to apply latest engine fixes
768 * changed "use graphic/sound of element" to "use graphic of element"
769 due to compatibility problems with some levels ("bug machine" etc.)
772 * fixed bug with CE change replacing player with same or other player
775 * fixed bug with opaque font in envelope with background graphic when
776 background graphic is not transparent itself
779 * added "gravity on" and "gravity off" ports for Supaplex compatibility
780 * corrected original Supaplex level loading code to use these new ports
781 * also corrected Supaplex loader to auto-count infotrons if set to zero
784 * fixed bug with missing initialization of "modified" flag for GEs
787 * fixed bug that caused endless recursion loop when relocating player
788 * fixed tape recorder bug in "step mode" when using "pause before end"
789 * fixed tape recorder bug when changing from "warp forward" mode
792 * fixed bug with "when touching" for pushed elements at last position
795 * fixed bug that caused two activated toolbox buttons in level editor
796 * fixed bug with exploding dynabomb under player due to other explosion
799 * fixed bug with creating walkable custom element under player (again)
800 * fixed bug with not copying explosion type when copying CEs in editor
801 * fixed graphical bug when drawing player in setup menu (input devices)
802 * fixed graphical bug when the player is pushing an accessible element
803 * fixed bug with classic switchable elements triggering CE changes
804 * fixed bug with entering/leaving walkable element in RelocatePlayer()
805 * fixed crash bug when CE leaves behind the trigger player element
808 * fixed bug with broken tubes after placing/exploding dynamite in them
809 * fixed bug with exploding dynamite under player due to other explosion
810 * fixed bug with not resetting push delay under certain circumstances
813 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
814 * added network multiplayer code for Windows (thanks to Niko Böhm)
817 * added option "reachable despite gravity" for gravity movement
818 * changed gravity movement of most classic walkable and passable
819 elements back to "not reachable" (for compatibility reasons)
822 * fixed (removed) "indestructible" / "can explode" dependency in editor
823 * fixed (removed) "accessible inside" / "protected" dependency
824 * fixed (removed) "step mode" / "shield time" dependency
827 * fixed dynabombs exploding now into anything diggable
828 * fixed Supaplex style gravity movement into buggy base now impossible
829 * added pressing key "space" as valid action to select menu options
832 * added "replace when walkable" to relocate player to walkable element
833 * added "enter"/"leave" event for elements affected by relocation
834 * fixed "direct"/"indirect" change order also for "when change" event
835 * fixed graphical bug when pushing things from elements walkable inside
838 * fixed graphic bug when player is snapping while moving in old levels
839 * fixed bug when a moving custom element leaves a player element behind
840 * fixed bug with mole not disappearing when moving into acid pool
841 * fixed bug with incomplete path setting when using "--basepath" option
842 * moving CE can now leave walkable elements behind under the player
843 * when relocating, player can be set on walkable element now
844 * fixed another gravity movement bug
847 * uploaded pre-release (test) version 3.1.0-2 binary and source code
850 * added "collectible" and "removable" to extended replacement types
851 (where "removable" replaces "diggable" and "collectible" elements)
852 * added "collectible & throwable" (to throw element to the next field)
853 * fixed bug with CEs digging elements that are just about to explode
854 * changed mouse cursor now always being visible when game is paused
857 * added possibility to push/press accessible elements from a side that
859 * fixed bug with not setting actual date when appending to tape
862 * fixed bug with incorrectly initialized custom element editor graphics
865 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
866 - number of levels corrected from 18 to 17 in "levelinfo.conf"
869 * fixed bug with destroyed robot wheel still attracting robots forever
870 * fixed bug with time gate switch deactivating after robot wheel time
871 (while the time gate itself is not affected by this misbehaviour)
872 * changed behaviour of BD style amoeba to always get blocked by player
873 (before it was different when there were non-BD elements in level)
874 * fixed bug with player destroying indestructable elements with shield
877 * added option to make growing elements grow into anything diggable
878 (for the various amoeba types, biomaze and "game of life")
881 * fixed bug with movable elements not moving after left behind by CEs
882 * changed gravity movement to anything diggable, not only sand/base
883 * optionally allowing passing to walkable element, not only empty space
884 * added option "can pass to walkable element" for players
885 * finally fixed gravity movement (hopefully)
888 * fixed bug with movable elements not moving anymore after falling down
891 * fixed another bug with custom elements digging and leaving elements
892 * fixed bug with "along left/right side" and automatic start direction
893 * trigger elements now also displayed when "more custom" deactivated
894 * fixed bug with clipboard element initialized when loading new level
895 * added option "drop delay" to set delay before dropping next element
898 * uploaded pre-release (test) version 3.1.0-1 binary and source code
901 * added copy and paste functions for custom change pages
902 * enhanced graphical display and functionality of tape recorder
903 * fixed bug with custom elements digging and leaving elements
906 * added move speed faster than "very fast" for custom elements
907 * fixed bug with 3+3 style explosions and missing border content
908 * fixed little bug when copying custom elements in the editor
909 * enhanced custom element changes by more side trigger actions
912 * added option "no scrolling when relocating" for instant teleporting
913 * uploaded pre-release (test) version 3.1.0-0 binary and source code
916 * added trigger element and trigger player to use as target elements
917 * added copy and paste functions for custom and group elements
920 * fixed graphical bug when displaying explosion animations
921 * fixed bug when appending to tapes, resulting in broken tapes
922 * re-recorded a few tapes broken by fixing gravity checking bug
925 * "can move into acid" property now for all elements independently
926 * "can fall into acid" property for player stored in same bitfield now
927 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
928 * version number set to 3.1.0 (finally!)
931 * changed tape recording to only record input, not programmed actions
934 * fixed totally broken (every 8th frame skipped) step-by-step recording
935 * fixed bug with requester not displayed when quick-loading interrupted
936 * added option "can fall into acid (with gravity)" for players
937 * fixed bug with player not falling when snapping down with gravity
940 * fixed bug which messed up key config when using keypad number keys
943 * fixed bug which allowed moving upwards even when gravity was active
944 * fixed bug with missing error handling when dumping levels or tapes
947 * added different colored editor graphics for Supaplex gravity tubes
950 * fixed bug that allowed solvable tapes for unsolvable levels
953 * use unlimited number of droppable elements when "count" set to zero
954 * added option to use step limit instead of time limit for level
957 * added player and change page as trigger for custom element change
960 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
963 * fixed bug with dark yamyam changing to acid when moving over acid
964 * fixed handling of levels with more than 999 seconds level time
965 (example: level 76 of "Denmine")
968 * "spring push bug" reintroduced as configurable element property
969 * fixed bug with missing properties for "mole"
970 * fixed bug that showed up when fixing the above "mole" properties bug
971 * added option "can move into acid" for all movable elements
972 * fixed graphical bug for elements moving into acid
973 * changed event handling to handle all pending events before going on
976 * fixed bug which caused all CE change pages to be ignored which had
977 the same change event, but used a different element side
978 (reported by Simon Forsberg)
980 * fixed bug which caused elements that can move and fall and that are
981 transported by a conveyor belt to continue moving into that direction
982 after leaving the conveyor belt, regardless of their own movement
983 type; only elements which can not move are transported now
984 (reported by Simon Forsberg)
986 * fixed bug which could cause an array overflow in RelocatePlayer()
987 (reported by Niko Böhm)
989 * changed Emerald Mine style "passable / over" elements to "protected"
990 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
992 * added new option to select from which side a "walkable/passable"
993 element can be entered
996 * added explosion and ignition delay for elements that can explode
999 * fixed bug which caused player not being protected against enemies
1000 when a CE was "walkable / inside" and was not "indestructible"
1001 * added "walkable/passable" fields to be "protected/unprotected"
1002 against enemies, even if not accessible "inside" but "over/under"
1005 * corrected move pattern to 32 bit and initial move direction to 8 bit
1008 * added second custom element base configuration page
1011 * added some special EMC mappings to Emerald Mine level loader
1012 (also covering previously unknown element in level 0 of "Bondmine 8")
1015 * added option to block last field when player is moving (for Supaplex)
1016 * adjusted push delay of Supaplex elements
1017 * removed delays for envelopes etc. when replaying with maximum speed
1018 * fixed bug when dropping element on a field that just changed to empty
1021 * fixed bug: infotrons can now smash yellow disks
1022 * fixed bug: when gravity active, port above player can now be entered
1023 * removed "one white dot" mouse pointer which irritated some people
1026 * added "choice type" for group element selection
1029 * fixed bug with initial invulnerability of non-yellow player
1032 * added level loader for loading native Supaplex packed levels
1033 (including multi-part levels like the "splvls99" levels)
1036 * fixed bug which allowed creating emeralds by escaping explosions
1039 * custom elements can change (limited) or leave (unlimited) elements
1040 * finally added multiple matches using group elements
1041 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1044 * added new start movement type "previous" for continued CE movement
1045 * added new start movement type "random" for random CE movement start
1048 * added new element "sokoban_field_player" needed for Sokoban levels
1049 (thanks to Ed Booker for pointing this out!)
1052 * added elements that can be digged or left behind by custom elements
1055 * added group elements for multiple matches and random element creation
1058 * fixed some graphical errors displayed in old levels
1061 * fixed wrong double speed movement after passing closing gates
1064 * added level loader for loading native Emerald Mine levels
1067 * changes for "shooting" style CE movement
1070 * Happy New Year! ;-)
1073 * changed default snap/drop keys from left/right Shift to Control keys
1076 * fixed bug with dead player getting reanimated from custom element
1079 * fixed bug with wrong penguin graphics (when entering exit)
1082 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1085 * version number set to 3.0.9
1088 * version 3.0.8 released
1091 * added function checked_free()
1094 * fixed bug with double nut cracking sound
1095 (by eliminating "default element action sound" assignment in init.c)
1098 * fixed crash when no music info files are available
1101 * fixed boring and sleeping sounds
1104 * added "maze runner" and "maze hunter" movement types
1105 * added extended collision conditions for custom elements
1108 * added warnings for undefined token values in artwork config files
1111 * added menu entry for level set information to the info screen
1114 * fixed bug with wrong default impact sound for colored emeralds
1117 * added several sub-screens for the info screen
1118 * menu text now also clickable (not only blue/red sphere left of it)
1121 * added configurable "bored" and "sleeping" animations for the player
1122 * added "awakening" sound for player when waking up after sleeping
1125 * added "copy" and "exchange" functions for custom elements to editor
1128 * added configurable element animations for info screen
1131 * added configurable music credits for info screen
1134 * finally fixed tape recording when player is created from CE change
1137 * added "editorsetup.conf" for editor element list configuration
1140 * added "musicinfo.conf" for menu and level music configuration
1143 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1144 (that only showed up on Linux, but not on Windows systems)
1147 * fixed turning movement of butterflies and fireflies (no frame reset)
1148 * enhanced sniksnak turning movement (two steps instead of only one)
1151 * version number set to 3.0.8
1154 * version 3.0.7 released
1157 * fixed reset of player animation frame when, for example,
1158 walking, digging or collecting share the same animation
1159 * fixed CE with "deadly when touching" exploding when touching amoeba
1162 * fixed tape recording when player is created from CE element change
1165 * introduced "turning..." action graphic for elements with move delay
1166 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1167 * added turning animations for bug, spaceship and sniksnak
1170 * prevent "extended" changed elements from delay change in same frame
1173 * fixed bug when pushing element that can move away to the side
1174 (like pushing falling elements, but now with moving elements)
1177 * finally fixed serious bug in code for delayed element pushing (again)
1180 * unavailable setup options now marked as "n/a" instead of "off"
1181 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1182 to "true", levels are always played with the latest game engine,
1183 which is desired for levels that are imported from other games; all
1184 other levels are played with the engine version stored in level file
1185 (which is normally the engine version the level was created with)
1188 * fixed serious bug in code for delayed element pushing
1189 * fixed little bug in animation frame selection for pushed elements
1190 * speed-up of reading config file for verbose output
1193 * added configuration option for opening and closing Supaplex exit
1194 * added configuration option for moving up/down animation for Murphy
1195 * fixed incorrectly displayed animation for attacking dragon
1196 * fixed bug with not setting initial gravity for each new game
1197 * fixed bug with teleportation of player by custom element change
1198 * fixed bug with player not getting smashed by rock sometimes
1201 * version number set to 3.0.7
1204 * version 3.0.6 released
1207 * added support for MP3 music for SDL version through SMPEG library
1210 * fixed bug when initializing font graphic structure
1211 * fixed bug with animation mode "pingpong" when using only 1 frame
1212 * fixed bug with extended change target introduced in 3.0.5
1213 * fixed bug where passing over moving element doubles player speed
1214 * fixed bug with elements continuing to move into push direction
1215 * fixed bug with duplicated player when dropping bomb with shield on
1216 * added "switching" event for custom elements ("pressing" only once)
1217 * fixed switching bug (resetting flag when not switching but not idle)
1220 * fixed element tokens for certain file elements with ".active" etc.
1223 * version number set to 3.0.6
1226 * version 3.0.5 released
1229 * now four envelope elements available
1230 * font, background, animation and sound for envelope now configurable
1231 * main menu doors opening/closing animation type now configurable
1234 * active/inactive sides configurable for custom element changes
1235 * new movement type "move when pushed" available for custom elements
1238 * fixed bug in multiple config pages loader code that caused crashes
1241 * enhanced (remaining low-resolution) Supaplex graphics
1244 * version number set to 3.0.5
1247 * version 3.0.4 released
1249 2003-09-12 src/tools.c
1250 * fixed bug in custom definition of crumbled element graphics
1252 2003-09-11 src/files.c
1253 * fixed bug in multiple config pages code that caused crashes
1256 * version number set to 3.0.4
1259 * version 3.0.3 released
1262 * added music to Supaplex classic level set
1264 2003-09-07 src/libgame/misc.c
1265 * added support for loading various music formats through SDL_mixer
1267 2003-09-06 (various source files)
1268 * fixed several nasty bugs that may have caused crashes on some systems
1269 * added envelope content which gets displayed when collecting envelope
1270 * added multiple change event pages for custom elements
1272 2003-08-24 src/game.c
1273 * fixed problem with player animation when snapping and moving
1275 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1276 * fixed problem with flickering when drawing toon animations
1278 2003-08-23 src/libgame/sdl.c
1279 * fixed problem with setting mouse cursor in SDL version in fullscreen
1281 2003-08-23 src/game.c
1282 * fixed bug (missing array boundary check) which could crash the game
1285 * version number set to 3.0.3
1288 * version 3.0.2 released
1290 2003-08-21 src/game.c
1291 * fixed bug with creating inaccessible elements at player position
1293 2003-08-20 src/init.c
1294 * fixed bug with not finding current level artwork directory
1296 2003-08-20 src/files.c
1297 * fixed bug with choosing wrong engine version when playing tapes
1298 * fixed bug with messing up custom element properties in 3.0.0 levels
1301 * version number set to 3.0.2
1304 * version 3.0.1 released
1306 2003-08-17 (no source files affected)
1307 * changed all "classic" PCX image files with 16 colors or less to
1308 256 color (8 bit) storage format, because the Allegro game library
1309 cannot handle PCX files with less than 256 colors (contributed
1310 graphics are not affected and might look wrong in the DOS version)
1312 2003-08-16 src/init.c
1313 * fixed bug which (for example) crashed the level editor when defining
1314 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1315 (only set to default) -- invalid graphics now set to default graphic
1317 2003-08-16 src/init.c
1318 * fixed graphical bug of player digging/collecting/snapping element
1319 when no corresponding graphic/animation is defined for this action,
1320 resulting in player being drawn as EL_EMPTY (which should only be
1321 done to elements being collected, but not to the player)
1323 2003-08-16 src/game.c
1324 * fixed small graphical bug of player not totally moving into exit
1326 2003-08-16 src/libgame/setup.c
1327 * fixed bug with wrong MS-DOS 8.3 filename conversion
1329 2003-08-16 src/tools.c
1330 * fixed bug with invisible mouse cursor when pressing ESC while playing
1332 2003-08-16 (various source files)
1333 * added another 128 custom elements (disabled in editor by default)
1335 2003-08-16 src/editor.c
1336 * fixed NULL string bug causing Solaris to crash in sprintf()
1338 2003-08-16 src/screen.c
1339 * fixed drawing over scrollbar on level selection with custom fonts
1341 2003-08-15 src/game.c
1342 * cleanup of simple sounds / loop sounds / music settings
1344 2003-08-08 (various source files)
1345 * added custom element property for dropping collected elements
1347 2003-08-08 src/conf_gfx.c
1348 * fixed bug with missing graphic for active red disk bomb
1350 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1351 * extended variable "level.gravity" to "level.initial_gravity" and
1352 "game.current_gravity" to prevent level setting from being changed
1353 by playing the level (keeping the runtime value after playing)
1355 * fixed graphics bug when digging element that has 'crumbled' graphic
1356 definition, but not 'diggable' graphic definition
1359 * version number set to 3.0.1
1362 * version 3.0.0 released
1365 * various bug fixes; among others:
1366 - fixed bug with pushing spring over empty space
1367 - fixed bug with leaving tube while placing dynamite
1368 - fixed bug with explosion of smashed penguins
1369 - allow Murphy player graphic in levels with non-Supaplex elements
1373 * I have forgotten to document changes for some time
1376 * pre-release version 2.2.0rc1 released
1379 * version number set to 2.1.2
1382 * version 2.1.1 released
1385 * version number set to 2.1.1
1388 * version 2.1.0 released
1391 * version number set to 2.1.0
1393 2002-04-03 to 2002-05-19 (various source files)
1394 * graphics, sounds and music now fully configurable
1395 * bug fixed that prevented walking through tubes when gravity on
1397 2002-04-02 src/events.c, src/editor.c
1398 * Make Escape key less aggressive when playing or when editing level.
1399 This can be configured as an option in the setup menu. (Default is
1400 "less aggressive" which means "ask user if something can be lost"
1401 when pressing the Escape key.)
1403 2002-04-02 src/screen.c
1404 * Added "graphics setup" screen.
1406 2002-04-01 src/screen.c
1407 * Changed "choose level" setup screen stuff to be more generic (to
1408 make it easier to add more "choose from generic tree" setup screens).
1410 2002-04-01 src/config.c, src/timestamp.h
1411 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1412 automatically gets created by "src/Makefile" and contains an actual
1413 compile-time timestamp to identify development versions of the game).
1415 2002-03-31 src/tape.c, src/events.c
1416 * Added quick game/tape save/load functions to tape stuff which can be
1417 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1418 loads previously recorded tape and directly goes into recording mode
1419 from the end of the tape (therefore appending to the tape).
1421 2002-03-31 src/tape.c
1422 * Added "index mark" function to tape recorder. When playing or
1423 recording, "eject" button changes to "index" button. Setting index
1424 mark is not yet implemented, but pressing index button when playing
1425 allows very quick advancing to end of tape (when normal playing),
1426 very fast forward mode (when playing with normal fast forward) or
1427 very fast reaching of "pause before end of tape" (when playing with
1428 "pause before end" playing mode).
1430 2002-03-30 src/cartoons.c
1431 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1433 2002-03-29 src/screen.c
1434 * Changed setup screen stuff to be more generic (to make it easier
1435 to add more setup screens).
1437 2002-03-23 src/main.c, src/main.h
1438 * Various changes due to the introduction of the new libgame files
1439 "setup.c" and "joystick.c".
1441 2002-03-23 src/files.c
1442 * Generic parts of "src/files.c" (mainly setup and level directory
1443 stuff) moved to new libgame file "src/libgame/setup.c".
1445 2002-03-23 src/joystick.c
1446 * File "src/joystick.c" moved to libgame source tree, with
1447 correspondig changes.
1449 2002-03-22 src/screens.c
1450 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1451 (Wrong level series information displayed when entering main group.)
1453 2002-03-22 src/editor.c
1454 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1456 2002-03-22 src/editor.c
1457 * Changed behaviour of "Escape" key in level editor to be more
1458 intuitive: When in "Element Properties" or "Level Info" mode,
1459 return to "Drawing Mode" instead of leaving the level editor.
1461 2002-03-21 src/game.c, src/editor.c, src/files.c
1462 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1463 gems (emeralds, diamonds, ...) slipping down from normal wall,
1464 steel wall and growing wall (as in E.M.C. style levels). Although
1465 the behaviour of contributed and private levels wasn't changed (due
1466 to the use of "level.game_version"; see previous entry), editing
1467 those levels will (of course) change the behaviour accordingly.
1469 This change seems a bit too hard after thinking about it, because
1470 the EM style behaviour is not the "expected" behaviour (gems would
1471 normally only slip down from "rounded" walls). Therefore this was
1472 now changed to an element property for gem style elements, with the
1473 default setting "off" (which means: no special EM style behaviour).
1474 To fix older converted levels, this flag is set to "on" for pre-2.0
1475 levels that are neither contributed nor private levels.
1477 2002-03-20 src/files.h
1478 * Corrected settings for "level.game_version" depending of level type.
1479 (Contributed and private levels always get played with game engine
1480 version they were created with, while converted levels always get
1481 played with the most recent version of the game engine, to let new
1482 corrections of the emulation behaviour take effect.)
1484 2002-03-20 src/main.h
1485 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1486 compiling the SDL version on some systems.
1487 Thanks to the several people who pointed this out.
1490 * Version number set to 2.0.2.
1493 * Version 2.0.1 released.
1495 2002-03-18 src/screens.c
1496 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1498 2002-03-18 src/files.c [src/libgame/misc.c]
1499 * Moved some common functions from src/files.c to src/libgame/misc.c.
1501 2002-03-18 src/files.c [src/libgame/misc.c]
1502 * Changed permissions for new directories and saved files (especially
1503 score files) according to suggestions of Debian users and mantainers.
1504 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1506 2002-03-17 src/files.c
1507 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1508 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1509 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1510 for levels and "TAPE" for tapes). Old "cookie" style format is
1511 still supported for reading. New level and tape files are written
1514 * New IFF chunk "VERS" contains version numbers for file and game
1515 (where "game version" is the version of the program that wrote the
1516 file, and "file version" is a version number to distinguish files
1517 with different format, for example after adding new features).
1519 2002-03-15 src/screen.c
1520 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1521 (Before, you heard a mixture of the in-game music and the
1522 hall-of-fame music.)
1524 2002-03-14 src/events.c
1525 * Function "DumpTape()" (files.c) now available by pressing 't' from
1526 main menu (when in DEBUG mode).
1528 2002-03-14 src/game.c
1529 * "GameWon()": When game was won playing a tape, now there is no delay
1530 raising the score and no corresponding sound is played.
1532 2002-03-14 src/files.c
1533 * Changed "LoadTape()" for real chunk support and also adjusted
1534 "SaveTape()" accordingly.
1536 2002-03-14 src/game.c, src/tape.c, src/files.c
1537 * Important changes to tape format: The old tape format stored all
1538 actions with a real effect with a corresponding delay between the
1539 stored actions. This had some major disadvantages (for example,
1540 push delays had to be ignored, pressing a button for some seconds
1541 mutated to several single button presses because of the non-action
1542 delays between two action frames etc.). The new tape format just
1543 stupidly records all device actions and replays them later. I really
1544 don't know why I haven't solved it that way before?! Old-style tapes
1545 (with tape file version less than 2.0) get converted to the new
1546 format on-the-fly when loading and can therefore still be played;
1547 only some minor parts of the old-style tape handling code was needed.
1548 (A perfect conversion is not possible, because there is information
1549 missing about the device actions between two action frames.)
1551 2002-03-14 src/files.c
1552 * New function "DumpTape()" to dump the contents of the current tape
1553 in a human readable format.
1555 2002-03-14 src/game.c
1556 * Small tape bug fixed: When automatically advancing to next level
1557 after a game was won, the tape from the previous level still was
1558 loaded as a tape for the new level.
1560 2002-03-14 src/tape.c
1561 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1562 tape, cartoons did not get completely removed because
1563 StopAnimation() was not called.
1565 2002-03-13 src/files.c
1566 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1567 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1568 size even when using 16-bit elements). Added new chunk "CNT2" for
1569 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1570 chunk even when content was 16-bit element). "CNT2" should now be
1571 able to store content for arbitrary elements (up to eight blocks of
1572 3 x 3 element arrays). All "CNT2" elements will always be stored as
1573 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1575 2002-03-13 src/files.c
1576 * Changed "LoadLevel()" for real chunk support.
1578 2002-03-12 src/game.c
1579 * Fixed problem (introduced after 2.0.0 release) with penguins
1580 not getting killed by enemies
1582 2002-02-24 src/game.c, src/main.h
1583 * Added "player->is_moving"; now "player->last_move_dir" does
1584 not contain any information if the player is just moving at
1586 Before, "player->last_move_dir" was misused for this purpose
1587 for the robot stuff (robots don't kill players when they are
1588 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1589 broke tapes when walking through pipes!
1590 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1591 in a continuous movement. This fact is ignored for friends and