2 * added additional configuration directives for info screen draw offset:
3 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
6 * added highlighted menu text entries to menu navigation when selected
9 * fixed bug that prevented player from correctly being created in the
10 top left corner by a custom element change in a level without player
11 * fixed bug that prevented player from being killed when indestructible,
12 non-walkable element is placed on player position by extended change
13 * added configurable menu button, text and input positions to main menu
16 * added page fading effects for remaining info sub-screens
17 * fixed small bug that caused some delays when answering door request
20 * added directives "border.draw_masked.*" for menu/playfield area and
21 door areas to display overlapping/masked borders from "global.border"
24 * fixed bug with CE with move speed "not moving" not being animated
25 * when changing player artwork by CE action, reset animation frame
28 * fixed bug with not unmapping main menu screen gadgets on other screens
29 * fixed bug with un-pausing a paused game by releasing still pressed key
30 * fixed bug with not redrawing screen when toggling to/from fullscreen
31 mode while fast reloading tape (without redrawing playfield contents)
32 * fixed bug with quick-saving tape snapshot despite answering with "no"
35 * version number set to 3.2.3
38 * version 3.2.2 released
41 * fixed bug with redrawing screen in fullscreen mode after quick tape
42 reloading when using the EMC game engine
43 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
46 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
49 * added engine snapshot functionality for instant tape reloading (this
50 only works for the last tape saved using "quick save", and does not
51 work across program restarts, because it completely works in memory)
54 * version number set to 3.2.2
57 * version 3.2.1 released
60 * fixed nasty bugs with handling error message file on Mac OS X systems
63 * general code cleanup (removing many annoying "#if 0" blocks etc.)
66 * fixed bug that caused broken tapes when manually appending to tapes
67 using the "pause before death" functionality, followed by recording
68 * added setup option to disable fading of screens for faster testing
71 * code cleanup of new fading functions
74 * changed behaviour after solved game -- do not immediately stop engine
75 * added some more smooth screen fadings (game start, hall of fame etc.)
78 * fixed bug with displaying pushed CE with value/score/delay anim_mode
81 * added configurable level preview position, tile size and dimensions
82 * added configurable game panel value positions (gems, time, score etc.)
85 * fixed small bug with time displayed incorrectly when collecting CEs
88 * fixed bug with bumpy scrolling with EM engine in double player mode
91 * added compatibility code to fix "Snake Bite" style levels that were
92 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
95 * fixed bug with scrollbars inside editor when using the Windows mouse
96 enhancement tool "True X-Mouse" (which injects key events to the event
97 queue to insert selected stuff into the Windows clipboard, which gets
98 confused with the "Insert" key for jumping to the last editor cascade
99 block in the element list)
100 * added Rocks'n'Diamonds icon for use as window icon to SDL version
101 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
104 * added selection of preferred fullscreen mode to setup / graphics menu
105 (useful if default mode 800 x 600 does not match screen aspect ratio)
108 * improved down-scaling of images for better editor and preview graphics
109 * changed user data directory for Mac OS X from Unix style to new place
112 * improved level number selection in main menu and player selection in
113 setup menu (input devices section) by using standard button gadgets
114 * added support for mouse scroll wheel (caused buggy behaviour before)
115 * added support for scrolling horizontal scrollbars with mouse wheel by
116 holding "Shift" key pressed while scrolling the wheel
117 * added support for single step mouse wheel scrolling by holding "Alt"
118 key pressed while scrolling the wheel (can be combined with "Shift")
119 * changed output file "stderr.txt" on Windows platform now always to be
120 created in the R'n'D sub-directory of the personal documents directory
121 * added Windows message box to direct to "stderr.txt" after error aborts
124 * improved general scrollbar handling (when jump-scrolling scrollbars)
127 * changed scrollbars to always show last line as first after scrolling
128 (that means jumping n - 1 screen lines instead of n screen lines)
131 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
132 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
133 * fixed special handling of vertically stacked acid becoming fake acid
136 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
137 affect multiple instances of the same CE, although this kind of
138 change condition usually only affects one single custom element
141 * version number set to 3.2.1
144 * version 3.2.0 released
147 * reorganized level editor element list a bit to match engines better
150 * fixed newly introduced bug with wrongly initializing clipboard element
153 * fixed bug with displaying visible/invisible level border in editor
156 * reorganized some elements in the level editor element list
159 * fixed bug with displaying any player as "yellow" when moving into acid
160 * fixed bug with displaying running player when player stopped at border
163 * fixed bug with player exploding when moving into acid
164 * fixed bug with level settings being reset in editor and when playing
165 (some compatibility settings being set not only after level loading)
166 * fixed crash bug when number of custom graphic frames was set to zero
167 * fixed bug with teleporting player on walkable tile not working anymore
168 * added partial compatibility support for pre-release-only "CONF" chunk
169 (to make Alan Bond's "color cycle" demo work again :-) )
172 * fixed some bugs when displaying title screens from info screen menu
173 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
176 * changed file major version to 3 to reflect level file format changes
177 * uploaded pre-release (test) version 3.2.0-8 binary and source code
180 * added new chunk "NAME" to level file format for level name settings
181 * added new chunk "NOTE" to level file format for envelope settings
182 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
183 * updated magic(5) file to recognize changed and new level file chunks
184 * removed change events "change when CE value/score changes" as unneeded
187 * changed gravity (which only affects the player) from level property
188 to player property (only makes a difference in multi-player levels)
189 * added change events "change when CE value/score changes"
190 * added change events "change when CE value/score changes of <element>"
193 * added new chunk "INFO" to level file format for global level settings
194 * added all element settings from "HEAD" chunk to "CONF" chunk
195 * added all global level settings from "HEAD" chunk to "INFO" chunk
198 * changed level file format by adding two new chunks "CUSX" (for custom
199 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
200 elements, replacing the previous "GRP1" chunk); these new IFF style
201 chunks use the new and flexible "micro chunks inside chunks" technique
202 already used with the new "CONF" chunk (for normal element properties)
203 which makes it possible to easily extend the existing level format
204 (instead of using fixed-length chunks like before, which are either
205 too big due to reserved bytes for future use, or too small when those
206 reserved bytes have all been used and even more data should be stored,
207 requiring the replacement by new and larger chunks just like it went
208 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
211 * added credits pages to the "credits" section that were really missing
212 * added some missing element descriptions to the level editor
213 * added down position of switchgate switch to the level editor
214 and allowed the use of both switch positions at the same time
215 * changed use of "Insert" and "Delete" keys to navigate element list in
216 level editor to start of previous or next cascading block of elements
219 * added the possibility to view the title screen to the info screen menu
220 * fixed some minor bugs with viewing title screens
223 * fixed bug with title (cross)fading in/out when using fullscreen mode
226 * fixed bug that forced re-defining of menu settings in local graphics
227 config file which are already defined in existing base config file
228 * fixed small bug that caused door sounds playing when music is enabled
231 * added the possibility to define up to five title screens for each
232 level set that are displayed after loading using (cross)fading in/out
233 (this was added to display the various start images of the EMC sets)
236 * added "CE score gets zero [of]" to custom element trigger conditions
237 * added setup option to display element token name in level editor
240 * added compatibility code for Juergen Bonhagen's menu artwork settings
243 * fixed bug with displaying wrong animation frame 0 after CE changes
244 * fixed bug with creating invisible elements when light switch is on
247 * added selection between ECS and AGA graphics for EMC levels to setup
250 * adjusted font handling for various narrow EMC style fonts
253 * changed EM engine behaviour back to re-allow initial rolling springs
256 * fixed handling of over-large selectboxes (less error-prone now)
257 * fixed bug when creating GE with walkable element under the player
260 * added use of "Insert" and "Delete" keys to navigate element list in
261 level editor to start of custom elements or start of group elements
262 * added virtual elements to access CE value and CE score of elements:
263 - "CE value of triggering element"
264 - "CE score of triggering element"
265 - "CE value of current element"
266 - "CE score of current element"
269 * fixed "grass" to "sand" in older EM levels (up to file version V4)
272 * changed behaviour of network games with internal errors (because of
273 different client frame counters) from immediately terminating R'n'D
274 to displaying an error message requester and stopping only the game
275 (also to prevent impression of crashes under non command-line runs)
276 * fixed playing network games with the EMC engine (did not work before)
277 * fixed bug with not scrolling the screen in multi-player mode with the
278 focus on player 1 when all players are moving in different directions
279 * fixed bug with keeping pointer to gadget even after its deallocation
280 * fixed bug with allowing "focus on all players" in network games
281 * fixed bug with player focus when playing tapes from network games
284 * uploaded pre-release (test) version 3.2.0-7 binary and source code
287 * code cleanup for game action control for R'n'D and EMC game engine
290 * fixed bug in multi-player movement with focus on both players
291 * added option to control only the focussed player with all input
294 * added player focus switching to level tape recording and re-playing
297 * fixed some bugs in player focus switching in EMC and RND game engine
300 * added special Supaplex animations for Murphy digging and snapping
301 * added special Supaplex animations for Murphy being bored and sleeping
304 * added four new yam yams with explicit start direction for EMC engine
305 * fixed bug in src/libgame/text.c with printing text outside the window
308 * fixed small bug in EMC level loader (copyright sign in EM II levels)
311 * added delayed ignition of EM style dynamite when used in R'n'D engine
312 * added limited movement range to EMC engine when focus on all players
315 * fixed bug with missing (zero) score values for native Supaplex levels
318 * added "continuous snapping" (snapping many elements while holding the
319 snap key pressed, without releasing the snap key after each element)
320 as a new player setting for more compatibility with the classic games
323 * finished scrolling for "focus on all players" in EMC graphics engine
326 * level sets with "levels: 0" are ignored for levels, but not artwork
327 * fixed bug when scanning empty level group directories (endless loop)
330 * fixed bug with explosion graphic for player using "Murphy" graphic
331 * fixed bug with explosion graphic if player leaves explosion in time
332 * changed some descriptive text in setup menu to use medium-width font
333 * added key shortcut settings for switching player focus to setup menu
336 * fixed bug with random value initialization when recording tapes
337 * fixed bug with playing single player tapes when team mode activated
340 * fixed little bug when trying to switch to player that does not exist
343 * added player switching (visual and quick) to R'n'D and EM game engine
344 * added setup option to select visual or quick in-game player switching
347 * added use of "Home" and "End" keys to handle element list in editor
350 * fixed bug with adding score when playing tape with EMC game engine
351 * added steel wall border for levels using EMC engine without border
352 * finally fixed delayed scrolling in EMC engine also for small levels
355 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
358 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
359 * fixed bug when displaying info element without action, but direction
362 * fixed minor graphical problems with springs smashing and slurping
363 (when using R'n'D style graphics instead of EMC style graphics)
366 * added scroll delay (as configured in setup) to EMC graphics engine
369 * improved screen redraw for EMC graphics engine (faster and smoother)
370 * when not scrolling, do not redraw the whole playfield if not needed
373 * added multi-player mode for EMC game engine (with up to four players)
376 * added android (can clone elements) from EMC engine to R'n'D engine
379 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
382 * added selectbox for initial player speed to player settings in editor
385 * version 3.1.2 created that is basically version 3.1.1, but with a
386 major bug fixed that prevented editing your own private levels
387 * version 3.1.2 released
390 * added magic ball (creates elements) from EMC engine to R'n'D engine
393 * uploaded fixed pre-release version 3.2.0-6 binary and source code
396 * fixed bug when using "CE can leave behind <trigger element>"
397 * added new change condition "(after/when) creation of <element>"
398 * added new change condition "(after/when) digging <element>"
399 * fixed bug accessing invalid gadget that caused crashes under Windows
400 * deactivated new possibility for multiple CE changes per frame
403 * uploaded pre-release (test) version 3.2.0-6 binary and source code
406 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
407 * fixed bug with not keeping CE value for moving CEs with only action
408 * changed CE action selectboxes in editor to be only reset when needed
411 * added option "use artwork from element" for custom player artwork
412 * added option "use explosion from element" for player explosions
415 * added cascaded element lists in the level editor
416 * added persistence for cascaded element lists by "editorcascade.conf"
417 * added dynamic element list with all elements used in current level
418 * added possibility for multiple CE changes per frame (experimental)
421 * uploaded pre-release (test) version 3.2.0-5 binary and source code
424 * changed "score for each 10 seconds/steps left" to "1 second/step"
425 * added own score for collecting "extra time" instead of sharing it
426 * added change events "switched by player" and "player switches <e>"
427 * added change events "snapped by player" and "player snaps <e>"
428 * added "set player artwork: <element choice>" to CE action options
429 * added change event "move of <element>"
432 * added "set player shield: off / normal / deadly" to CE action options
433 * added new player option "use level start element" in level editor
434 to set the correct focus at level start to elements from which the
435 player is created later (this did not work before for cascaded CE
436 changes resulting in creation of the player; it is now also possible
437 to create the player from a yam yam which is smashed at level start)
440 * added "set player speed: frozen (not moving)" to CE action options
441 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
444 * added new player option "block snap field" (enabled by default) to
445 make it possible to show a snapping animation like in Emerald Mine
448 * added dynamic selectboxes to custom element action settings in editor
449 * added "CE value" counter for custom elements (instead of "CE count")
450 * added option to use the last "CE value" after custom element change
451 * added option to use the "CE value" of other elements in CE actions
452 * fixed odd behaviour when pressing time orb in levels w/o time limit
453 * added checkbox "use time orb bug" for older levels that use this bug
456 * added missing configuration settings for the following elements:
457 - EL_TIMEGATE_SWITCH (time of open time gate)
458 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
459 - EL_SHIELD_NORMAL (time of shield duration)
460 - EL_SHIELD_DEADLY (time of shield duration)
461 - EL_EXTRA_TIME (time added to level time)
462 - EL_TIME_ORB_FULL (time added to level time)
465 * added "wind direction" as a movement pattern for custom elements
466 * added initial wind direction for balloon / custom elements to editor
467 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
470 * added parameters for "game of life" and "biomaze" elements to editor
473 * added level file chunk "CONF" for generic level and element settings
476 * uploaded pre-release (test) version 3.2.0-4 binary and source code
479 * skip empty level sets (with "levels: 0"; may be artwork base sets)
480 * added sound action ".page[1]" to ".page[32]" for each CE change page
483 * added image config suffix ".clone_from" to copy whole image settings
484 * fixed bug with invalid ("undefined") CE settings in old level files
487 * fixed graphical bug with smashing elements falling faster than player
490 * fixed major bug which prevented private levels from being edited
491 * fixed bug with precedence of general and special font definitions
494 * fixed graphical bug with player animation when player moves slowly
497 * uploaded pre-release (test) version 3.2.0-3 binary and source code
500 * fixed bug which prevented "global.num_toons: 0" from working
503 * major code cleanup (removed all these annoying "#if 0" blocks)
506 * added custom element actions for CE change page in level editor
509 * fixed music initialization bug in init.c (thanks to David Binderman)
510 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
511 (this bug must probably be fixed at other places, too)
514 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
515 (should be '#include <SDL.h>' instead)
518 * fixed bug which prevented "walkable from no direction" from working
519 (due to compatibility code overwriting this setting after loading)
522 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
525 * version number temporarily set to 3.1.1 (intermediate bugfix release)
526 * version 3.1.1 released
529 * changed some va_arg() arguments from 'long' to 'int', fixing problems
530 on 64-bit architecture systems with LP64 data model
533 * fixed bug with bombs not exploding when hitting the last level line
534 (introduced after the release of 3.1.0)
537 * added support for dumping small-sized level sketches from editor
540 * added recognition of "trigger element" for "change digged element to"
541 (this is not really what the "trigger element" was made for, but its
542 use may seem obvious for leaving back digged elements unchanged)
545 * fixed multiple warnings about failed joystick device initialization
548 * fixed bug with dynamite dropped on top of just dropped custom element
549 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
550 dynamite can still be dropped, but drop key must be released before
553 * fixed bug with wrong start directory when started from file browser
554 (due to this bug, R'n'D could not be started from KDE's Konqueror)
557 * fixed bug causing "change when impact" on player not working
558 * fixed wrong priority of "hitting something" over "hitting <element>"
559 * fixed wrong priority of "hit by something" over "hit by <element>"
562 * fixed graphical bug which caused the player (being Murphy) to show
563 collecting animations although the element was collected by penguin
566 * fixed two bugs causing wrong door background graphics in system.c
567 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
570 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
571 * added "no direction" to "walkable/passable from" selectbox options
574 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
575 * in tape autoplay, not only report broken, but also missing tapes
578 * uploaded pre-release (test) version 3.2.0-2 binary and source code
581 * fixed small bug with "linear" animation not working for active lamp
584 * fixed bug with moving up despite gravity due to "block last field"
585 * fixed small bug with wrong draw offset when typing name in main menu
586 * when reading user names from "passwd", ignore data after first comma
587 * when creating new "levelinfo.conf", only write some selected entries
590 * fixed displaying "imported from/by" on preview with empty string
591 * fixed ignoring draw offset for fonts used for level preview texts
594 * fixed a delay problem with SDL and too many mouse motion events
595 * added setup option "skip levels" and level skipping functionality
598 * added move speed "not moving" for non-moving CEs, but with direction
601 * fixed mapping of obsolete element token names in "editorsetup.conf"
602 * fixed bug with sound "acid.splashing" treated as a loop sound
603 * fixed some little sound bugs in native EM engine
606 * fixed small bug when dragging scrollbars to end positions
609 * added editor element descriptions written by Aaron Davidson
612 * improved fallback handling when configured artwork is not available
613 (now using default artwork instead of exiting when files not found)
616 * fixed bug on level selection screen when dragging scrollbar
619 * fixed bug which caused broken tapes when appending to EM engine tapes
622 * uploaded pre-release (test) version 3.2.0-1 binary and source code
625 * added code to replace changed artwork config tokens with other tokens
626 (needed for backwards compatibility, so that older tokens still work)
629 * added native R'n'D graphics for some new EMC elements in EM engine
632 * fixed some bugs in the EM engine integration code
633 * changed EM engine code to allow diagonal movement
634 * changed EM engine code to allow use of separate snap and drop keys
637 * fixed some redraw bugs when using EM engine
640 * fixed bug with not converting RND levels which are set to use native
641 engine to native level structure when loading
644 * uploaded pre-release (test) version 3.2.0-0 binary and source code
647 * version number set to 3.2.0
650 * level data now reset to defaults after attempt to load invalid file
653 * added use of "editorsetup.conf" for different level sets
656 * added auto-detection for various types of Emerald Mine level files
659 * fixed bug with scrollbars getting too small when list is very large
662 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
665 * added most level editor configuration gadgets for new EMC elements
668 * added more element and graphic definitions for new EMC elements
671 * modified native EM engine to use integrated R'n'D sound system
674 * added SDL support to graphics functions in native EM engine
675 (by always using generic libgame interface functions)
678 * fixed bug in frame synchronization in native EM engine
681 * added code to convert levels between R'n'D and native EM engine
684 * new Emerald Mine engine can now play levels selected in main menu
687 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
688 (which creates scaled down graphics for level editor and preview);
689 there's still a memory leak somewhere in the artwork handling code
690 * added "scale image up" functionality to X11 version of zoom function
693 * first attempts to integrate new, native Emerald Mine Club engine
696 * fixed bug in gadget code which caused reset of CEs in level editor
697 (example: pressing 'b' [grab brush] on CE config page erased values)
698 (solution: check if gadgets in ClickOnGadget() are really mapped)
699 * improved level change detection in editor (settings now also checked)
700 * fixed bug with "can move into acid" and "don't collide with" state
703 * fixed maze runner style CEs to use the configured move delay value
706 * added Aaron Davidson's tutorial level set to the "Tutorials" section
709 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
710 * fixed the above fix because it broke level set "machine" (*sigh*)
711 * fixed random element placement in level editor to work as expected
712 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
715 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
718 * fixed bug (missing array boundary check) which caused broken tapes
719 * fixed bug (when loading level template) which caused broken levels
720 * fixed bug with new block last field code when using non-yellow player
723 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
724 * internal change of how the player blocks the last field when moving
725 * fixed blocking delay of last field for EM and SP style block delay
726 * fixed bug where the player had to wait for the usual move delay after
727 unsuccessfully trying to move, when he directly could move after that
728 * the last two changes should make original Supaplex level 93 solvable
729 * improved use of random number generator to make it less predictable
730 * fixed behaviour of slippery SP elements to let slip left, then right
733 * fixed bug with wrong door state after trying to quickload empty tape
734 * fixed waste of static memory usage of the binary, making it smaller
735 * fixed very little graphical bug in Supaplex explosion
738 * version number set to 3.1.1
741 * version 3.1.0 released
744 * fixed bug with crash when writing user levelinfo.conf the first time
747 * added option "convert LEVELDIR [NR]" to command line batch commands
748 * re-converted Supaplex levels to apply latest engine fixes
749 * changed "use graphic/sound of element" to "use graphic of element"
750 due to compatibility problems with some levels ("bug machine" etc.)
753 * fixed bug with CE change replacing player with same or other player
756 * fixed bug with opaque font in envelope with background graphic when
757 background graphic is not transparent itself
760 * added "gravity on" and "gravity off" ports for Supaplex compatibility
761 * corrected original Supaplex level loading code to use these new ports
762 * also corrected Supaplex loader to auto-count infotrons if set to zero
765 * fixed bug with missing initialization of "modified" flag for GEs
768 * fixed bug that caused endless recursion loop when relocating player
769 * fixed tape recorder bug in "step mode" when using "pause before end"
770 * fixed tape recorder bug when changing from "warp forward" mode
773 * fixed bug with "when touching" for pushed elements at last position
776 * fixed bug that caused two activated toolbox buttons in level editor
777 * fixed bug with exploding dynabomb under player due to other explosion
780 * fixed bug with creating walkable custom element under player (again)
781 * fixed bug with not copying explosion type when copying CEs in editor
782 * fixed graphical bug when drawing player in setup menu (input devices)
783 * fixed graphical bug when the player is pushing an accessible element
784 * fixed bug with classic switchable elements triggering CE changes
785 * fixed bug with entering/leaving walkable element in RelocatePlayer()
786 * fixed crash bug when CE leaves behind the trigger player element
789 * fixed bug with broken tubes after placing/exploding dynamite in them
790 * fixed bug with exploding dynamite under player due to other explosion
791 * fixed bug with not resetting push delay under certain circumstances
794 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
795 * added network multiplayer code for Windows (thanks to Niko Böhm)
798 * added option "reachable despite gravity" for gravity movement
799 * changed gravity movement of most classic walkable and passable
800 elements back to "not reachable" (for compatibility reasons)
803 * fixed (removed) "indestructible" / "can explode" dependency in editor
804 * fixed (removed) "accessible inside" / "protected" dependency
805 * fixed (removed) "step mode" / "shield time" dependency
808 * fixed dynabombs exploding now into anything diggable
809 * fixed Supaplex style gravity movement into buggy base now impossible
810 * added pressing key "space" as valid action to select menu options
813 * added "replace when walkable" to relocate player to walkable element
814 * added "enter"/"leave" event for elements affected by relocation
815 * fixed "direct"/"indirect" change order also for "when change" event
816 * fixed graphical bug when pushing things from elements walkable inside
819 * fixed graphic bug when player is snapping while moving in old levels
820 * fixed bug when a moving custom element leaves a player element behind
821 * fixed bug with mole not disappearing when moving into acid pool
822 * fixed bug with incomplete path setting when using "--basepath" option
823 * moving CE can now leave walkable elements behind under the player
824 * when relocating, player can be set on walkable element now
825 * fixed another gravity movement bug
828 * uploaded pre-release (test) version 3.1.0-2 binary and source code
831 * added "collectible" and "removable" to extended replacement types
832 (where "removable" replaces "diggable" and "collectible" elements)
833 * added "collectible & throwable" (to throw element to the next field)
834 * fixed bug with CEs digging elements that are just about to explode
835 * changed mouse cursor now always being visible when game is paused
838 * added possibility to push/press accessible elements from a side that
840 * fixed bug with not setting actual date when appending to tape
843 * fixed bug with incorrectly initialized custom element editor graphics
846 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
847 - number of levels corrected from 18 to 17 in "levelinfo.conf"
850 * fixed bug with destroyed robot wheel still attracting robots forever
851 * fixed bug with time gate switch deactivating after robot wheel time
852 (while the time gate itself is not affected by this misbehaviour)
853 * changed behaviour of BD style amoeba to always get blocked by player
854 (before it was different when there were non-BD elements in level)
855 * fixed bug with player destroying indestructable elements with shield
858 * added option to make growing elements grow into anything diggable
859 (for the various amoeba types, biomaze and "game of life")
862 * fixed bug with movable elements not moving after left behind by CEs
863 * changed gravity movement to anything diggable, not only sand/base
864 * optionally allowing passing to walkable element, not only empty space
865 * added option "can pass to walkable element" for players
866 * finally fixed gravity movement (hopefully)
869 * fixed bug with movable elements not moving anymore after falling down
872 * fixed another bug with custom elements digging and leaving elements
873 * fixed bug with "along left/right side" and automatic start direction
874 * trigger elements now also displayed when "more custom" deactivated
875 * fixed bug with clipboard element initialized when loading new level
876 * added option "drop delay" to set delay before dropping next element
879 * uploaded pre-release (test) version 3.1.0-1 binary and source code
882 * added copy and paste functions for custom change pages
883 * enhanced graphical display and functionality of tape recorder
884 * fixed bug with custom elements digging and leaving elements
887 * added move speed faster than "very fast" for custom elements
888 * fixed bug with 3+3 style explosions and missing border content
889 * fixed little bug when copying custom elements in the editor
890 * enhanced custom element changes by more side trigger actions
893 * added option "no scrolling when relocating" for instant teleporting
894 * uploaded pre-release (test) version 3.1.0-0 binary and source code
897 * added trigger element and trigger player to use as target elements
898 * added copy and paste functions for custom and group elements
901 * fixed graphical bug when displaying explosion animations
902 * fixed bug when appending to tapes, resulting in broken tapes
903 * re-recorded a few tapes broken by fixing gravity checking bug
906 * "can move into acid" property now for all elements independently
907 * "can fall into acid" property for player stored in same bitfield now
908 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
909 * version number set to 3.1.0 (finally!)
912 * changed tape recording to only record input, not programmed actions
915 * fixed totally broken (every 8th frame skipped) step-by-step recording
916 * fixed bug with requester not displayed when quick-loading interrupted
917 * added option "can fall into acid (with gravity)" for players
918 * fixed bug with player not falling when snapping down with gravity
921 * fixed bug which messed up key config when using keypad number keys
924 * fixed bug which allowed moving upwards even when gravity was active
925 * fixed bug with missing error handling when dumping levels or tapes
928 * added different colored editor graphics for Supaplex gravity tubes
931 * fixed bug that allowed solvable tapes for unsolvable levels
934 * use unlimited number of droppable elements when "count" set to zero
935 * added option to use step limit instead of time limit for level
938 * added player and change page as trigger for custom element change
941 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
944 * fixed bug with dark yamyam changing to acid when moving over acid
945 * fixed handling of levels with more than 999 seconds level time
946 (example: level 76 of "Denmine")
949 * "spring push bug" reintroduced as configurable element property
950 * fixed bug with missing properties for "mole"
951 * fixed bug that showed up when fixing the above "mole" properties bug
952 * added option "can move into acid" for all movable elements
953 * fixed graphical bug for elements moving into acid
954 * changed event handling to handle all pending events before going on
957 * fixed bug which caused all CE change pages to be ignored which had
958 the same change event, but used a different element side
959 (reported by Simon Forsberg)
961 * fixed bug which caused elements that can move and fall and that are
962 transported by a conveyor belt to continue moving into that direction
963 after leaving the conveyor belt, regardless of their own movement
964 type; only elements which can not move are transported now
965 (reported by Simon Forsberg)
967 * fixed bug which could cause an array overflow in RelocatePlayer()
968 (reported by Niko Böhm)
970 * changed Emerald Mine style "passable / over" elements to "protected"
971 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
973 * added new option to select from which side a "walkable/passable"
974 element can be entered
977 * added explosion and ignition delay for elements that can explode
980 * fixed bug which caused player not being protected against enemies
981 when a CE was "walkable / inside" and was not "indestructible"
982 * added "walkable/passable" fields to be "protected/unprotected"
983 against enemies, even if not accessible "inside" but "over/under"
986 * corrected move pattern to 32 bit and initial move direction to 8 bit
989 * added second custom element base configuration page
992 * added some special EMC mappings to Emerald Mine level loader
993 (also covering previously unknown element in level 0 of "Bondmine 8")
996 * added option to block last field when player is moving (for Supaplex)
997 * adjusted push delay of Supaplex elements
998 * removed delays for envelopes etc. when replaying with maximum speed
999 * fixed bug when dropping element on a field that just changed to empty
1002 * fixed bug: infotrons can now smash yellow disks
1003 * fixed bug: when gravity active, port above player can now be entered
1004 * removed "one white dot" mouse pointer which irritated some people
1007 * added "choice type" for group element selection
1010 * fixed bug with initial invulnerability of non-yellow player
1013 * added level loader for loading native Supaplex packed levels
1014 (including multi-part levels like the "splvls99" levels)
1017 * fixed bug which allowed creating emeralds by escaping explosions
1020 * custom elements can change (limited) or leave (unlimited) elements
1021 * finally added multiple matches using group elements
1022 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1025 * added new start movement type "previous" for continued CE movement
1026 * added new start movement type "random" for random CE movement start
1029 * added new element "sokoban_field_player" needed for Sokoban levels
1030 (thanks to Ed Booker for pointing this out!)
1033 * added elements that can be digged or left behind by custom elements
1036 * added group elements for multiple matches and random element creation
1039 * fixed some graphical errors displayed in old levels
1042 * fixed wrong double speed movement after passing closing gates
1045 * added level loader for loading native Emerald Mine levels
1048 * changes for "shooting" style CE movement
1051 * Happy New Year! ;-)
1054 * changed default snap/drop keys from left/right Shift to Control keys
1057 * fixed bug with dead player getting reanimated from custom element
1060 * fixed bug with wrong penguin graphics (when entering exit)
1063 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1066 * version number set to 3.0.9
1069 * version 3.0.8 released
1072 * added function checked_free()
1075 * fixed bug with double nut cracking sound
1076 (by eliminating "default element action sound" assignment in init.c)
1079 * fixed crash when no music info files are available
1082 * fixed boring and sleeping sounds
1085 * added "maze runner" and "maze hunter" movement types
1086 * added extended collision conditions for custom elements
1089 * added warnings for undefined token values in artwork config files
1092 * added menu entry for level set information to the info screen
1095 * fixed bug with wrong default impact sound for colored emeralds
1098 * added several sub-screens for the info screen
1099 * menu text now also clickable (not only blue/red sphere left of it)
1102 * added configurable "bored" and "sleeping" animations for the player
1103 * added "awakening" sound for player when waking up after sleeping
1106 * added "copy" and "exchange" functions for custom elements to editor
1109 * added configurable element animations for info screen
1112 * added configurable music credits for info screen
1115 * finally fixed tape recording when player is created from CE change
1118 * added "editorsetup.conf" for editor element list configuration
1121 * added "musicinfo.conf" for menu and level music configuration
1124 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1125 (that only showed up on Linux, but not on Windows systems)
1128 * fixed turning movement of butterflies and fireflies (no frame reset)
1129 * enhanced sniksnak turning movement (two steps instead of only one)
1132 * version number set to 3.0.8
1135 * version 3.0.7 released
1138 * fixed reset of player animation frame when, for example,
1139 walking, digging or collecting share the same animation
1140 * fixed CE with "deadly when touching" exploding when touching amoeba
1143 * fixed tape recording when player is created from CE element change
1146 * introduced "turning..." action graphic for elements with move delay
1147 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1148 * added turning animations for bug, spaceship and sniksnak
1151 * prevent "extended" changed elements from delay change in same frame
1154 * fixed bug when pushing element that can move away to the side
1155 (like pushing falling elements, but now with moving elements)
1158 * finally fixed serious bug in code for delayed element pushing (again)
1161 * unavailable setup options now marked as "n/a" instead of "off"
1162 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1163 to "true", levels are always played with the latest game engine,
1164 which is desired for levels that are imported from other games; all
1165 other levels are played with the engine version stored in level file
1166 (which is normally the engine version the level was created with)
1169 * fixed serious bug in code for delayed element pushing
1170 * fixed little bug in animation frame selection for pushed elements
1171 * speed-up of reading config file for verbose output
1174 * added configuration option for opening and closing Supaplex exit
1175 * added configuration option for moving up/down animation for Murphy
1176 * fixed incorrectly displayed animation for attacking dragon
1177 * fixed bug with not setting initial gravity for each new game
1178 * fixed bug with teleportation of player by custom element change
1179 * fixed bug with player not getting smashed by rock sometimes
1182 * version number set to 3.0.7
1185 * version 3.0.6 released
1188 * added support for MP3 music for SDL version through SMPEG library
1191 * fixed bug when initializing font graphic structure
1192 * fixed bug with animation mode "pingpong" when using only 1 frame
1193 * fixed bug with extended change target introduced in 3.0.5
1194 * fixed bug where passing over moving element doubles player speed
1195 * fixed bug with elements continuing to move into push direction
1196 * fixed bug with duplicated player when dropping bomb with shield on
1197 * added "switching" event for custom elements ("pressing" only once)
1198 * fixed switching bug (resetting flag when not switching but not idle)
1201 * fixed element tokens for certain file elements with ".active" etc.
1204 * version number set to 3.0.6
1207 * version 3.0.5 released
1210 * now four envelope elements available
1211 * font, background, animation and sound for envelope now configurable
1212 * main menu doors opening/closing animation type now configurable
1215 * active/inactive sides configurable for custom element changes
1216 * new movement type "move when pushed" available for custom elements
1219 * fixed bug in multiple config pages loader code that caused crashes
1222 * enhanced (remaining low-resolution) Supaplex graphics
1225 * version number set to 3.0.5
1228 * version 3.0.4 released
1230 2003-09-12 src/tools.c
1231 * fixed bug in custom definition of crumbled element graphics
1233 2003-09-11 src/files.c
1234 * fixed bug in multiple config pages code that caused crashes
1237 * version number set to 3.0.4
1240 * version 3.0.3 released
1243 * added music to Supaplex classic level set
1245 2003-09-07 src/libgame/misc.c
1246 * added support for loading various music formats through SDL_mixer
1248 2003-09-06 (various source files)
1249 * fixed several nasty bugs that may have caused crashes on some systems
1250 * added envelope content which gets displayed when collecting envelope
1251 * added multiple change event pages for custom elements
1253 2003-08-24 src/game.c
1254 * fixed problem with player animation when snapping and moving
1256 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1257 * fixed problem with flickering when drawing toon animations
1259 2003-08-23 src/libgame/sdl.c
1260 * fixed problem with setting mouse cursor in SDL version in fullscreen
1262 2003-08-23 src/game.c
1263 * fixed bug (missing array boundary check) which could crash the game
1266 * version number set to 3.0.3
1269 * version 3.0.2 released
1271 2003-08-21 src/game.c
1272 * fixed bug with creating inaccessible elements at player position
1274 2003-08-20 src/init.c
1275 * fixed bug with not finding current level artwork directory
1277 2003-08-20 src/files.c
1278 * fixed bug with choosing wrong engine version when playing tapes
1279 * fixed bug with messing up custom element properties in 3.0.0 levels
1282 * version number set to 3.0.2
1285 * version 3.0.1 released
1287 2003-08-17 (no source files affected)
1288 * changed all "classic" PCX image files with 16 colors or less to
1289 256 color (8 bit) storage format, because the Allegro game library
1290 cannot handle PCX files with less than 256 colors (contributed
1291 graphics are not affected and might look wrong in the DOS version)
1293 2003-08-16 src/init.c
1294 * fixed bug which (for example) crashed the level editor when defining
1295 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1296 (only set to default) -- invalid graphics now set to default graphic
1298 2003-08-16 src/init.c
1299 * fixed graphical bug of player digging/collecting/snapping element
1300 when no corresponding graphic/animation is defined for this action,
1301 resulting in player being drawn as EL_EMPTY (which should only be
1302 done to elements being collected, but not to the player)
1304 2003-08-16 src/game.c
1305 * fixed small graphical bug of player not totally moving into exit
1307 2003-08-16 src/libgame/setup.c
1308 * fixed bug with wrong MS-DOS 8.3 filename conversion
1310 2003-08-16 src/tools.c
1311 * fixed bug with invisible mouse cursor when pressing ESC while playing
1313 2003-08-16 (various source files)
1314 * added another 128 custom elements (disabled in editor by default)
1316 2003-08-16 src/editor.c
1317 * fixed NULL string bug causing Solaris to crash in sprintf()
1319 2003-08-16 src/screen.c
1320 * fixed drawing over scrollbar on level selection with custom fonts
1322 2003-08-15 src/game.c
1323 * cleanup of simple sounds / loop sounds / music settings
1325 2003-08-08 (various source files)
1326 * added custom element property for dropping collected elements
1328 2003-08-08 src/conf_gfx.c
1329 * fixed bug with missing graphic for active red disk bomb
1331 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1332 * extended variable "level.gravity" to "level.initial_gravity" and
1333 "game.current_gravity" to prevent level setting from being changed
1334 by playing the level (keeping the runtime value after playing)
1336 * fixed graphics bug when digging element that has 'crumbled' graphic
1337 definition, but not 'diggable' graphic definition
1340 * version number set to 3.0.1
1343 * version 3.0.0 released
1346 * various bug fixes; among others:
1347 - fixed bug with pushing spring over empty space
1348 - fixed bug with leaving tube while placing dynamite
1349 - fixed bug with explosion of smashed penguins
1350 - allow Murphy player graphic in levels with non-Supaplex elements
1354 * I have forgotten to document changes for some time
1357 * pre-release version 2.2.0rc1 released
1360 * version number set to 2.1.2
1363 * version 2.1.1 released
1366 * version number set to 2.1.1
1369 * version 2.1.0 released
1372 * version number set to 2.1.0
1374 2002-04-03 to 2002-05-19 (various source files)
1375 * graphics, sounds and music now fully configurable
1376 * bug fixed that prevented walking through tubes when gravity on
1378 2002-04-02 src/events.c, src/editor.c
1379 * Make Escape key less aggressive when playing or when editing level.
1380 This can be configured as an option in the setup menu. (Default is
1381 "less aggressive" which means "ask user if something can be lost"
1382 when pressing the Escape key.)
1384 2002-04-02 src/screen.c
1385 * Added "graphics setup" screen.
1387 2002-04-01 src/screen.c
1388 * Changed "choose level" setup screen stuff to be more generic (to
1389 make it easier to add more "choose from generic tree" setup screens).
1391 2002-04-01 src/config.c, src/timestamp.h
1392 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1393 automatically gets created by "src/Makefile" and contains an actual
1394 compile-time timestamp to identify development versions of the game).
1396 2002-03-31 src/tape.c, src/events.c
1397 * Added quick game/tape save/load functions to tape stuff which can be
1398 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1399 loads previously recorded tape and directly goes into recording mode
1400 from the end of the tape (therefore appending to the tape).
1402 2002-03-31 src/tape.c
1403 * Added "index mark" function to tape recorder. When playing or
1404 recording, "eject" button changes to "index" button. Setting index
1405 mark is not yet implemented, but pressing index button when playing
1406 allows very quick advancing to end of tape (when normal playing),
1407 very fast forward mode (when playing with normal fast forward) or
1408 very fast reaching of "pause before end of tape" (when playing with
1409 "pause before end" playing mode).
1411 2002-03-30 src/cartoons.c
1412 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1414 2002-03-29 src/screen.c
1415 * Changed setup screen stuff to be more generic (to make it easier
1416 to add more setup screens).
1418 2002-03-23 src/main.c, src/main.h
1419 * Various changes due to the introduction of the new libgame files
1420 "setup.c" and "joystick.c".
1422 2002-03-23 src/files.c
1423 * Generic parts of "src/files.c" (mainly setup and level directory
1424 stuff) moved to new libgame file "src/libgame/setup.c".
1426 2002-03-23 src/joystick.c
1427 * File "src/joystick.c" moved to libgame source tree, with
1428 correspondig changes.
1430 2002-03-22 src/screens.c
1431 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1432 (Wrong level series information displayed when entering main group.)
1434 2002-03-22 src/editor.c
1435 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1437 2002-03-22 src/editor.c
1438 * Changed behaviour of "Escape" key in level editor to be more
1439 intuitive: When in "Element Properties" or "Level Info" mode,
1440 return to "Drawing Mode" instead of leaving the level editor.
1442 2002-03-21 src/game.c, src/editor.c, src/files.c
1443 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1444 gems (emeralds, diamonds, ...) slipping down from normal wall,
1445 steel wall and growing wall (as in E.M.C. style levels). Although
1446 the behaviour of contributed and private levels wasn't changed (due
1447 to the use of "level.game_version"; see previous entry), editing
1448 those levels will (of course) change the behaviour accordingly.
1450 This change seems a bit too hard after thinking about it, because
1451 the EM style behaviour is not the "expected" behaviour (gems would
1452 normally only slip down from "rounded" walls). Therefore this was
1453 now changed to an element property for gem style elements, with the
1454 default setting "off" (which means: no special EM style behaviour).
1455 To fix older converted levels, this flag is set to "on" for pre-2.0
1456 levels that are neither contributed nor private levels.
1458 2002-03-20 src/files.h
1459 * Corrected settings for "level.game_version" depending of level type.
1460 (Contributed and private levels always get played with game engine
1461 version they were created with, while converted levels always get
1462 played with the most recent version of the game engine, to let new
1463 corrections of the emulation behaviour take effect.)
1465 2002-03-20 src/main.h
1466 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1467 compiling the SDL version on some systems.
1468 Thanks to the several people who pointed this out.
1471 * Version number set to 2.0.2.
1474 * Version 2.0.1 released.
1476 2002-03-18 src/screens.c
1477 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1479 2002-03-18 src/files.c [src/libgame/misc.c]
1480 * Moved some common functions from src/files.c to src/libgame/misc.c.
1482 2002-03-18 src/files.c [src/libgame/misc.c]
1483 * Changed permissions for new directories and saved files (especially
1484 score files) according to suggestions of Debian users and mantainers.
1485 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1487 2002-03-17 src/files.c
1488 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1489 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1490 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1491 for levels and "TAPE" for tapes). Old "cookie" style format is
1492 still supported for reading. New level and tape files are written
1495 * New IFF chunk "VERS" contains version numbers for file and game
1496 (where "game version" is the version of the program that wrote the
1497 file, and "file version" is a version number to distinguish files
1498 with different format, for example after adding new features).
1500 2002-03-15 src/screen.c
1501 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1502 (Before, you heard a mixture of the in-game music and the
1503 hall-of-fame music.)
1505 2002-03-14 src/events.c
1506 * Function "DumpTape()" (files.c) now available by pressing 't' from
1507 main menu (when in DEBUG mode).
1509 2002-03-14 src/game.c
1510 * "GameWon()": When game was won playing a tape, now there is no delay
1511 raising the score and no corresponding sound is played.
1513 2002-03-14 src/files.c
1514 * Changed "LoadTape()" for real chunk support and also adjusted
1515 "SaveTape()" accordingly.
1517 2002-03-14 src/game.c, src/tape.c, src/files.c
1518 * Important changes to tape format: The old tape format stored all
1519 actions with a real effect with a corresponding delay between the
1520 stored actions. This had some major disadvantages (for example,
1521 push delays had to be ignored, pressing a button for some seconds
1522 mutated to several single button presses because of the non-action
1523 delays between two action frames etc.). The new tape format just
1524 stupidly records all device actions and replays them later. I really
1525 don't know why I haven't solved it that way before?! Old-style tapes
1526 (with tape file version less than 2.0) get converted to the new
1527 format on-the-fly when loading and can therefore still be played;
1528 only some minor parts of the old-style tape handling code was needed.
1529 (A perfect conversion is not possible, because there is information
1530 missing about the device actions between two action frames.)
1532 2002-03-14 src/files.c
1533 * New function "DumpTape()" to dump the contents of the current tape
1534 in a human readable format.
1536 2002-03-14 src/game.c
1537 * Small tape bug fixed: When automatically advancing to next level
1538 after a game was won, the tape from the previous level still was
1539 loaded as a tape for the new level.
1541 2002-03-14 src/tape.c
1542 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1543 tape, cartoons did not get completely removed because
1544 StopAnimation() was not called.
1546 2002-03-13 src/files.c
1547 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1548 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1549 size even when using 16-bit elements). Added new chunk "CNT2" for
1550 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1551 chunk even when content was 16-bit element). "CNT2" should now be
1552 able to store content for arbitrary elements (up to eight blocks of
1553 3 x 3 element arrays). All "CNT2" elements will always be stored as
1554 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1556 2002-03-13 src/files.c
1557 * Changed "LoadLevel()" for real chunk support.
1559 2002-03-12 src/game.c
1560 * Fixed problem (introduced after 2.0.0 release) with penguins
1561 not getting killed by enemies
1563 2002-02-24 src/game.c, src/main.h
1564 * Added "player->is_moving"; now "player->last_move_dir" does
1565 not contain any information if the player is just moving at
1567 Before, "player->last_move_dir" was misused for this purpose
1568 for the robot stuff (robots don't kill players when they are
1569 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1570 broke tapes when walking through pipes!
1571 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1572 in a continuous movement. This fact is ignored for friends and