2 * added highlighted menu text entries to menu navigation when selected
5 * fixed bug that prevented player from correctly being created in the
6 top left corner by a custom element change in a level without player
7 * fixed bug that prevented player from being killed when indestructible,
8 non-walkable element is placed on player position by extended change
9 * added configurable menu button, text and input positions to main menu
12 * added page fading effects for remaining info sub-screens
13 * fixed small bug that caused some delays when answering door request
16 * added directives "border.draw_masked.*" for menu/playfield area and
17 door areas to display overlapping/masked borders from "global.border"
20 * fixed bug with CE with move speed "not moving" not being animated
21 * when changing player artwork by CE action, reset animation frame
24 * fixed bug with not unmapping main menu screen gadgets on other screens
25 * fixed bug with un-pausing a paused game by releasing still pressed key
26 * fixed bug with not redrawing screen when toggling to/from fullscreen
27 mode while fast reloading tape (without redrawing playfield contents)
28 * fixed bug with quick-saving tape snapshot despite answering with "no"
31 * version number set to 3.2.3
34 * version 3.2.2 released
37 * fixed bug with redrawing screen in fullscreen mode after quick tape
38 reloading when using the EMC game engine
39 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
42 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
45 * added engine snapshot functionality for instant tape reloading (this
46 only works for the last tape saved using "quick save", and does not
47 work across program restarts, because it completely works in memory)
50 * version number set to 3.2.2
53 * version 3.2.1 released
56 * fixed nasty bugs with handling error message file on Mac OS X systems
59 * general code cleanup (removing many annoying "#if 0" blocks etc.)
62 * fixed bug that caused broken tapes when manually appending to tapes
63 using the "pause before death" functionality, followed by recording
64 * added setup option to disable fading of screens for faster testing
67 * code cleanup of new fading functions
70 * changed behaviour after solved game -- do not immediately stop engine
71 * added some more smooth screen fadings (game start, hall of fame etc.)
74 * fixed bug with displaying pushed CE with value/score/delay anim_mode
77 * added configurable level preview position, tile size and dimensions
78 * added configurable game panel value positions (gems, time, score etc.)
81 * fixed small bug with time displayed incorrectly when collecting CEs
84 * fixed bug with bumpy scrolling with EM engine in double player mode
87 * added compatibility code to fix "Snake Bite" style levels that were
88 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
91 * fixed bug with scrollbars inside editor when using the Windows mouse
92 enhancement tool "True X-Mouse" (which injects key events to the event
93 queue to insert selected stuff into the Windows clipboard, which gets
94 confused with the "Insert" key for jumping to the last editor cascade
95 block in the element list)
96 * added Rocks'n'Diamonds icon for use as window icon to SDL version
97 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
100 * added selection of preferred fullscreen mode to setup / graphics menu
101 (useful if default mode 800 x 600 does not match screen aspect ratio)
104 * improved down-scaling of images for better editor and preview graphics
105 * changed user data directory for Mac OS X from Unix style to new place
108 * improved level number selection in main menu and player selection in
109 setup menu (input devices section) by using standard button gadgets
110 * added support for mouse scroll wheel (caused buggy behaviour before)
111 * added support for scrolling horizontal scrollbars with mouse wheel by
112 holding "Shift" key pressed while scrolling the wheel
113 * added support for single step mouse wheel scrolling by holding "Alt"
114 key pressed while scrolling the wheel (can be combined with "Shift")
115 * changed output file "stderr.txt" on Windows platform now always to be
116 created in the R'n'D sub-directory of the personal documents directory
117 * added Windows message box to direct to "stderr.txt" after error aborts
120 * improved general scrollbar handling (when jump-scrolling scrollbars)
123 * changed scrollbars to always show last line as first after scrolling
124 (that means jumping n - 1 screen lines instead of n screen lines)
127 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
128 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
129 * fixed special handling of vertically stacked acid becoming fake acid
132 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
133 affect multiple instances of the same CE, although this kind of
134 change condition usually only affects one single custom element
137 * version number set to 3.2.1
140 * version 3.2.0 released
143 * reorganized level editor element list a bit to match engines better
146 * fixed newly introduced bug with wrongly initializing clipboard element
149 * fixed bug with displaying visible/invisible level border in editor
152 * reorganized some elements in the level editor element list
155 * fixed bug with displaying any player as "yellow" when moving into acid
156 * fixed bug with displaying running player when player stopped at border
159 * fixed bug with player exploding when moving into acid
160 * fixed bug with level settings being reset in editor and when playing
161 (some compatibility settings being set not only after level loading)
162 * fixed crash bug when number of custom graphic frames was set to zero
163 * fixed bug with teleporting player on walkable tile not working anymore
164 * added partial compatibility support for pre-release-only "CONF" chunk
165 (to make Alan Bond's "color cycle" demo work again :-) )
168 * fixed some bugs when displaying title screens from info screen menu
169 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
172 * changed file major version to 3 to reflect level file format changes
173 * uploaded pre-release (test) version 3.2.0-8 binary and source code
176 * added new chunk "NAME" to level file format for level name settings
177 * added new chunk "NOTE" to level file format for envelope settings
178 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
179 * updated magic(5) file to recognize changed and new level file chunks
180 * removed change events "change when CE value/score changes" as unneeded
183 * changed gravity (which only affects the player) from level property
184 to player property (only makes a difference in multi-player levels)
185 * added change events "change when CE value/score changes"
186 * added change events "change when CE value/score changes of <element>"
189 * added new chunk "INFO" to level file format for global level settings
190 * added all element settings from "HEAD" chunk to "CONF" chunk
191 * added all global level settings from "HEAD" chunk to "INFO" chunk
194 * changed level file format by adding two new chunks "CUSX" (for custom
195 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
196 elements, replacing the previous "GRP1" chunk); these new IFF style
197 chunks use the new and flexible "micro chunks inside chunks" technique
198 already used with the new "CONF" chunk (for normal element properties)
199 which makes it possible to easily extend the existing level format
200 (instead of using fixed-length chunks like before, which are either
201 too big due to reserved bytes for future use, or too small when those
202 reserved bytes have all been used and even more data should be stored,
203 requiring the replacement by new and larger chunks just like it went
204 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
207 * added credits pages to the "credits" section that were really missing
208 * added some missing element descriptions to the level editor
209 * added down position of switchgate switch to the level editor
210 and allowed the use of both switch positions at the same time
211 * changed use of "Insert" and "Delete" keys to navigate element list in
212 level editor to start of previous or next cascading block of elements
215 * added the possibility to view the title screen to the info screen menu
216 * fixed some minor bugs with viewing title screens
219 * fixed bug with title (cross)fading in/out when using fullscreen mode
222 * fixed bug that forced re-defining of menu settings in local graphics
223 config file which are already defined in existing base config file
224 * fixed small bug that caused door sounds playing when music is enabled
227 * added the possibility to define up to five title screens for each
228 level set that are displayed after loading using (cross)fading in/out
229 (this was added to display the various start images of the EMC sets)
232 * added "CE score gets zero [of]" to custom element trigger conditions
233 * added setup option to display element token name in level editor
236 * added compatibility code for Juergen Bonhagen's menu artwork settings
239 * fixed bug with displaying wrong animation frame 0 after CE changes
240 * fixed bug with creating invisible elements when light switch is on
243 * added selection between ECS and AGA graphics for EMC levels to setup
246 * adjusted font handling for various narrow EMC style fonts
249 * changed EM engine behaviour back to re-allow initial rolling springs
252 * fixed handling of over-large selectboxes (less error-prone now)
253 * fixed bug when creating GE with walkable element under the player
256 * added use of "Insert" and "Delete" keys to navigate element list in
257 level editor to start of custom elements or start of group elements
258 * added virtual elements to access CE value and CE score of elements:
259 - "CE value of triggering element"
260 - "CE score of triggering element"
261 - "CE value of current element"
262 - "CE score of current element"
265 * fixed "grass" to "sand" in older EM levels (up to file version V4)
268 * changed behaviour of network games with internal errors (because of
269 different client frame counters) from immediately terminating R'n'D
270 to displaying an error message requester and stopping only the game
271 (also to prevent impression of crashes under non command-line runs)
272 * fixed playing network games with the EMC engine (did not work before)
273 * fixed bug with not scrolling the screen in multi-player mode with the
274 focus on player 1 when all players are moving in different directions
275 * fixed bug with keeping pointer to gadget even after its deallocation
276 * fixed bug with allowing "focus on all players" in network games
277 * fixed bug with player focus when playing tapes from network games
280 * uploaded pre-release (test) version 3.2.0-7 binary and source code
283 * code cleanup for game action control for R'n'D and EMC game engine
286 * fixed bug in multi-player movement with focus on both players
287 * added option to control only the focussed player with all input
290 * added player focus switching to level tape recording and re-playing
293 * fixed some bugs in player focus switching in EMC and RND game engine
296 * added special Supaplex animations for Murphy digging and snapping
297 * added special Supaplex animations for Murphy being bored and sleeping
300 * added four new yam yams with explicit start direction for EMC engine
301 * fixed bug in src/libgame/text.c with printing text outside the window
304 * fixed small bug in EMC level loader (copyright sign in EM II levels)
307 * added delayed ignition of EM style dynamite when used in R'n'D engine
308 * added limited movement range to EMC engine when focus on all players
311 * fixed bug with missing (zero) score values for native Supaplex levels
314 * added "continuous snapping" (snapping many elements while holding the
315 snap key pressed, without releasing the snap key after each element)
316 as a new player setting for more compatibility with the classic games
319 * finished scrolling for "focus on all players" in EMC graphics engine
322 * level sets with "levels: 0" are ignored for levels, but not artwork
323 * fixed bug when scanning empty level group directories (endless loop)
326 * fixed bug with explosion graphic for player using "Murphy" graphic
327 * fixed bug with explosion graphic if player leaves explosion in time
328 * changed some descriptive text in setup menu to use medium-width font
329 * added key shortcut settings for switching player focus to setup menu
332 * fixed bug with random value initialization when recording tapes
333 * fixed bug with playing single player tapes when team mode activated
336 * fixed little bug when trying to switch to player that does not exist
339 * added player switching (visual and quick) to R'n'D and EM game engine
340 * added setup option to select visual or quick in-game player switching
343 * added use of "Home" and "End" keys to handle element list in editor
346 * fixed bug with adding score when playing tape with EMC game engine
347 * added steel wall border for levels using EMC engine without border
348 * finally fixed delayed scrolling in EMC engine also for small levels
351 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
354 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
355 * fixed bug when displaying info element without action, but direction
358 * fixed minor graphical problems with springs smashing and slurping
359 (when using R'n'D style graphics instead of EMC style graphics)
362 * added scroll delay (as configured in setup) to EMC graphics engine
365 * improved screen redraw for EMC graphics engine (faster and smoother)
366 * when not scrolling, do not redraw the whole playfield if not needed
369 * added multi-player mode for EMC game engine (with up to four players)
372 * added android (can clone elements) from EMC engine to R'n'D engine
375 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
378 * added selectbox for initial player speed to player settings in editor
381 * version 3.1.2 created that is basically version 3.1.1, but with a
382 major bug fixed that prevented editing your own private levels
383 * version 3.1.2 released
386 * added magic ball (creates elements) from EMC engine to R'n'D engine
389 * uploaded fixed pre-release version 3.2.0-6 binary and source code
392 * fixed bug when using "CE can leave behind <trigger element>"
393 * added new change condition "(after/when) creation of <element>"
394 * added new change condition "(after/when) digging <element>"
395 * fixed bug accessing invalid gadget that caused crashes under Windows
396 * deactivated new possibility for multiple CE changes per frame
399 * uploaded pre-release (test) version 3.2.0-6 binary and source code
402 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
403 * fixed bug with not keeping CE value for moving CEs with only action
404 * changed CE action selectboxes in editor to be only reset when needed
407 * added option "use artwork from element" for custom player artwork
408 * added option "use explosion from element" for player explosions
411 * added cascaded element lists in the level editor
412 * added persistence for cascaded element lists by "editorcascade.conf"
413 * added dynamic element list with all elements used in current level
414 * added possibility for multiple CE changes per frame (experimental)
417 * uploaded pre-release (test) version 3.2.0-5 binary and source code
420 * changed "score for each 10 seconds/steps left" to "1 second/step"
421 * added own score for collecting "extra time" instead of sharing it
422 * added change events "switched by player" and "player switches <e>"
423 * added change events "snapped by player" and "player snaps <e>"
424 * added "set player artwork: <element choice>" to CE action options
425 * added change event "move of <element>"
428 * added "set player shield: off / normal / deadly" to CE action options
429 * added new player option "use level start element" in level editor
430 to set the correct focus at level start to elements from which the
431 player is created later (this did not work before for cascaded CE
432 changes resulting in creation of the player; it is now also possible
433 to create the player from a yam yam which is smashed at level start)
436 * added "set player speed: frozen (not moving)" to CE action options
437 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
440 * added new player option "block snap field" (enabled by default) to
441 make it possible to show a snapping animation like in Emerald Mine
444 * added dynamic selectboxes to custom element action settings in editor
445 * added "CE value" counter for custom elements (instead of "CE count")
446 * added option to use the last "CE value" after custom element change
447 * added option to use the "CE value" of other elements in CE actions
448 * fixed odd behaviour when pressing time orb in levels w/o time limit
449 * added checkbox "use time orb bug" for older levels that use this bug
452 * added missing configuration settings for the following elements:
453 - EL_TIMEGATE_SWITCH (time of open time gate)
454 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
455 - EL_SHIELD_NORMAL (time of shield duration)
456 - EL_SHIELD_DEADLY (time of shield duration)
457 - EL_EXTRA_TIME (time added to level time)
458 - EL_TIME_ORB_FULL (time added to level time)
461 * added "wind direction" as a movement pattern for custom elements
462 * added initial wind direction for balloon / custom elements to editor
463 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
466 * added parameters for "game of life" and "biomaze" elements to editor
469 * added level file chunk "CONF" for generic level and element settings
472 * uploaded pre-release (test) version 3.2.0-4 binary and source code
475 * skip empty level sets (with "levels: 0"; may be artwork base sets)
476 * added sound action ".page[1]" to ".page[32]" for each CE change page
479 * added image config suffix ".clone_from" to copy whole image settings
480 * fixed bug with invalid ("undefined") CE settings in old level files
483 * fixed graphical bug with smashing elements falling faster than player
486 * fixed major bug which prevented private levels from being edited
487 * fixed bug with precedence of general and special font definitions
490 * fixed graphical bug with player animation when player moves slowly
493 * uploaded pre-release (test) version 3.2.0-3 binary and source code
496 * fixed bug which prevented "global.num_toons: 0" from working
499 * major code cleanup (removed all these annoying "#if 0" blocks)
502 * added custom element actions for CE change page in level editor
505 * fixed music initialization bug in init.c (thanks to David Binderman)
506 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
507 (this bug must probably be fixed at other places, too)
510 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
511 (should be '#include <SDL.h>' instead)
514 * fixed bug which prevented "walkable from no direction" from working
515 (due to compatibility code overwriting this setting after loading)
518 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
521 * version number temporarily set to 3.1.1 (intermediate bugfix release)
522 * version 3.1.1 released
525 * changed some va_arg() arguments from 'long' to 'int', fixing problems
526 on 64-bit architecture systems with LP64 data model
529 * fixed bug with bombs not exploding when hitting the last level line
530 (introduced after the release of 3.1.0)
533 * added support for dumping small-sized level sketches from editor
536 * added recognition of "trigger element" for "change digged element to"
537 (this is not really what the "trigger element" was made for, but its
538 use may seem obvious for leaving back digged elements unchanged)
541 * fixed multiple warnings about failed joystick device initialization
544 * fixed bug with dynamite dropped on top of just dropped custom element
545 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
546 dynamite can still be dropped, but drop key must be released before
549 * fixed bug with wrong start directory when started from file browser
550 (due to this bug, R'n'D could not be started from KDE's Konqueror)
553 * fixed bug causing "change when impact" on player not working
554 * fixed wrong priority of "hitting something" over "hitting <element>"
555 * fixed wrong priority of "hit by something" over "hit by <element>"
558 * fixed graphical bug which caused the player (being Murphy) to show
559 collecting animations although the element was collected by penguin
562 * fixed two bugs causing wrong door background graphics in system.c
563 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
566 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
567 * added "no direction" to "walkable/passable from" selectbox options
570 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
571 * in tape autoplay, not only report broken, but also missing tapes
574 * uploaded pre-release (test) version 3.2.0-2 binary and source code
577 * fixed small bug with "linear" animation not working for active lamp
580 * fixed bug with moving up despite gravity due to "block last field"
581 * fixed small bug with wrong draw offset when typing name in main menu
582 * when reading user names from "passwd", ignore data after first comma
583 * when creating new "levelinfo.conf", only write some selected entries
586 * fixed displaying "imported from/by" on preview with empty string
587 * fixed ignoring draw offset for fonts used for level preview texts
590 * fixed a delay problem with SDL and too many mouse motion events
591 * added setup option "skip levels" and level skipping functionality
594 * added move speed "not moving" for non-moving CEs, but with direction
597 * fixed mapping of obsolete element token names in "editorsetup.conf"
598 * fixed bug with sound "acid.splashing" treated as a loop sound
599 * fixed some little sound bugs in native EM engine
602 * fixed small bug when dragging scrollbars to end positions
605 * added editor element descriptions written by Aaron Davidson
608 * improved fallback handling when configured artwork is not available
609 (now using default artwork instead of exiting when files not found)
612 * fixed bug on level selection screen when dragging scrollbar
615 * fixed bug which caused broken tapes when appending to EM engine tapes
618 * uploaded pre-release (test) version 3.2.0-1 binary and source code
621 * added code to replace changed artwork config tokens with other tokens
622 (needed for backwards compatibility, so that older tokens still work)
625 * added native R'n'D graphics for some new EMC elements in EM engine
628 * fixed some bugs in the EM engine integration code
629 * changed EM engine code to allow diagonal movement
630 * changed EM engine code to allow use of separate snap and drop keys
633 * fixed some redraw bugs when using EM engine
636 * fixed bug with not converting RND levels which are set to use native
637 engine to native level structure when loading
640 * uploaded pre-release (test) version 3.2.0-0 binary and source code
643 * version number set to 3.2.0
646 * level data now reset to defaults after attempt to load invalid file
649 * added use of "editorsetup.conf" for different level sets
652 * added auto-detection for various types of Emerald Mine level files
655 * fixed bug with scrollbars getting too small when list is very large
658 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
661 * added most level editor configuration gadgets for new EMC elements
664 * added more element and graphic definitions for new EMC elements
667 * modified native EM engine to use integrated R'n'D sound system
670 * added SDL support to graphics functions in native EM engine
671 (by always using generic libgame interface functions)
674 * fixed bug in frame synchronization in native EM engine
677 * added code to convert levels between R'n'D and native EM engine
680 * new Emerald Mine engine can now play levels selected in main menu
683 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
684 (which creates scaled down graphics for level editor and preview);
685 there's still a memory leak somewhere in the artwork handling code
686 * added "scale image up" functionality to X11 version of zoom function
689 * first attempts to integrate new, native Emerald Mine Club engine
692 * fixed bug in gadget code which caused reset of CEs in level editor
693 (example: pressing 'b' [grab brush] on CE config page erased values)
694 (solution: check if gadgets in ClickOnGadget() are really mapped)
695 * improved level change detection in editor (settings now also checked)
696 * fixed bug with "can move into acid" and "don't collide with" state
699 * fixed maze runner style CEs to use the configured move delay value
702 * added Aaron Davidson's tutorial level set to the "Tutorials" section
705 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
706 * fixed the above fix because it broke level set "machine" (*sigh*)
707 * fixed random element placement in level editor to work as expected
708 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
711 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
714 * fixed bug (missing array boundary check) which caused broken tapes
715 * fixed bug (when loading level template) which caused broken levels
716 * fixed bug with new block last field code when using non-yellow player
719 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
720 * internal change of how the player blocks the last field when moving
721 * fixed blocking delay of last field for EM and SP style block delay
722 * fixed bug where the player had to wait for the usual move delay after
723 unsuccessfully trying to move, when he directly could move after that
724 * the last two changes should make original Supaplex level 93 solvable
725 * improved use of random number generator to make it less predictable
726 * fixed behaviour of slippery SP elements to let slip left, then right
729 * fixed bug with wrong door state after trying to quickload empty tape
730 * fixed waste of static memory usage of the binary, making it smaller
731 * fixed very little graphical bug in Supaplex explosion
734 * version number set to 3.1.1
737 * version 3.1.0 released
740 * fixed bug with crash when writing user levelinfo.conf the first time
743 * added option "convert LEVELDIR [NR]" to command line batch commands
744 * re-converted Supaplex levels to apply latest engine fixes
745 * changed "use graphic/sound of element" to "use graphic of element"
746 due to compatibility problems with some levels ("bug machine" etc.)
749 * fixed bug with CE change replacing player with same or other player
752 * fixed bug with opaque font in envelope with background graphic when
753 background graphic is not transparent itself
756 * added "gravity on" and "gravity off" ports for Supaplex compatibility
757 * corrected original Supaplex level loading code to use these new ports
758 * also corrected Supaplex loader to auto-count infotrons if set to zero
761 * fixed bug with missing initialization of "modified" flag for GEs
764 * fixed bug that caused endless recursion loop when relocating player
765 * fixed tape recorder bug in "step mode" when using "pause before end"
766 * fixed tape recorder bug when changing from "warp forward" mode
769 * fixed bug with "when touching" for pushed elements at last position
772 * fixed bug that caused two activated toolbox buttons in level editor
773 * fixed bug with exploding dynabomb under player due to other explosion
776 * fixed bug with creating walkable custom element under player (again)
777 * fixed bug with not copying explosion type when copying CEs in editor
778 * fixed graphical bug when drawing player in setup menu (input devices)
779 * fixed graphical bug when the player is pushing an accessible element
780 * fixed bug with classic switchable elements triggering CE changes
781 * fixed bug with entering/leaving walkable element in RelocatePlayer()
782 * fixed crash bug when CE leaves behind the trigger player element
785 * fixed bug with broken tubes after placing/exploding dynamite in them
786 * fixed bug with exploding dynamite under player due to other explosion
787 * fixed bug with not resetting push delay under certain circumstances
790 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
791 * added network multiplayer code for Windows (thanks to Niko Böhm)
794 * added option "reachable despite gravity" for gravity movement
795 * changed gravity movement of most classic walkable and passable
796 elements back to "not reachable" (for compatibility reasons)
799 * fixed (removed) "indestructible" / "can explode" dependency in editor
800 * fixed (removed) "accessible inside" / "protected" dependency
801 * fixed (removed) "step mode" / "shield time" dependency
804 * fixed dynabombs exploding now into anything diggable
805 * fixed Supaplex style gravity movement into buggy base now impossible
806 * added pressing key "space" as valid action to select menu options
809 * added "replace when walkable" to relocate player to walkable element
810 * added "enter"/"leave" event for elements affected by relocation
811 * fixed "direct"/"indirect" change order also for "when change" event
812 * fixed graphical bug when pushing things from elements walkable inside
815 * fixed graphic bug when player is snapping while moving in old levels
816 * fixed bug when a moving custom element leaves a player element behind
817 * fixed bug with mole not disappearing when moving into acid pool
818 * fixed bug with incomplete path setting when using "--basepath" option
819 * moving CE can now leave walkable elements behind under the player
820 * when relocating, player can be set on walkable element now
821 * fixed another gravity movement bug
824 * uploaded pre-release (test) version 3.1.0-2 binary and source code
827 * added "collectible" and "removable" to extended replacement types
828 (where "removable" replaces "diggable" and "collectible" elements)
829 * added "collectible & throwable" (to throw element to the next field)
830 * fixed bug with CEs digging elements that are just about to explode
831 * changed mouse cursor now always being visible when game is paused
834 * added possibility to push/press accessible elements from a side that
836 * fixed bug with not setting actual date when appending to tape
839 * fixed bug with incorrectly initialized custom element editor graphics
842 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
843 - number of levels corrected from 18 to 17 in "levelinfo.conf"
846 * fixed bug with destroyed robot wheel still attracting robots forever
847 * fixed bug with time gate switch deactivating after robot wheel time
848 (while the time gate itself is not affected by this misbehaviour)
849 * changed behaviour of BD style amoeba to always get blocked by player
850 (before it was different when there were non-BD elements in level)
851 * fixed bug with player destroying indestructable elements with shield
854 * added option to make growing elements grow into anything diggable
855 (for the various amoeba types, biomaze and "game of life")
858 * fixed bug with movable elements not moving after left behind by CEs
859 * changed gravity movement to anything diggable, not only sand/base
860 * optionally allowing passing to walkable element, not only empty space
861 * added option "can pass to walkable element" for players
862 * finally fixed gravity movement (hopefully)
865 * fixed bug with movable elements not moving anymore after falling down
868 * fixed another bug with custom elements digging and leaving elements
869 * fixed bug with "along left/right side" and automatic start direction
870 * trigger elements now also displayed when "more custom" deactivated
871 * fixed bug with clipboard element initialized when loading new level
872 * added option "drop delay" to set delay before dropping next element
875 * uploaded pre-release (test) version 3.1.0-1 binary and source code
878 * added copy and paste functions for custom change pages
879 * enhanced graphical display and functionality of tape recorder
880 * fixed bug with custom elements digging and leaving elements
883 * added move speed faster than "very fast" for custom elements
884 * fixed bug with 3+3 style explosions and missing border content
885 * fixed little bug when copying custom elements in the editor
886 * enhanced custom element changes by more side trigger actions
889 * added option "no scrolling when relocating" for instant teleporting
890 * uploaded pre-release (test) version 3.1.0-0 binary and source code
893 * added trigger element and trigger player to use as target elements
894 * added copy and paste functions for custom and group elements
897 * fixed graphical bug when displaying explosion animations
898 * fixed bug when appending to tapes, resulting in broken tapes
899 * re-recorded a few tapes broken by fixing gravity checking bug
902 * "can move into acid" property now for all elements independently
903 * "can fall into acid" property for player stored in same bitfield now
904 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
905 * version number set to 3.1.0 (finally!)
908 * changed tape recording to only record input, not programmed actions
911 * fixed totally broken (every 8th frame skipped) step-by-step recording
912 * fixed bug with requester not displayed when quick-loading interrupted
913 * added option "can fall into acid (with gravity)" for players
914 * fixed bug with player not falling when snapping down with gravity
917 * fixed bug which messed up key config when using keypad number keys
920 * fixed bug which allowed moving upwards even when gravity was active
921 * fixed bug with missing error handling when dumping levels or tapes
924 * added different colored editor graphics for Supaplex gravity tubes
927 * fixed bug that allowed solvable tapes for unsolvable levels
930 * use unlimited number of droppable elements when "count" set to zero
931 * added option to use step limit instead of time limit for level
934 * added player and change page as trigger for custom element change
937 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
940 * fixed bug with dark yamyam changing to acid when moving over acid
941 * fixed handling of levels with more than 999 seconds level time
942 (example: level 76 of "Denmine")
945 * "spring push bug" reintroduced as configurable element property
946 * fixed bug with missing properties for "mole"
947 * fixed bug that showed up when fixing the above "mole" properties bug
948 * added option "can move into acid" for all movable elements
949 * fixed graphical bug for elements moving into acid
950 * changed event handling to handle all pending events before going on
953 * fixed bug which caused all CE change pages to be ignored which had
954 the same change event, but used a different element side
955 (reported by Simon Forsberg)
957 * fixed bug which caused elements that can move and fall and that are
958 transported by a conveyor belt to continue moving into that direction
959 after leaving the conveyor belt, regardless of their own movement
960 type; only elements which can not move are transported now
961 (reported by Simon Forsberg)
963 * fixed bug which could cause an array overflow in RelocatePlayer()
964 (reported by Niko Böhm)
966 * changed Emerald Mine style "passable / over" elements to "protected"
967 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
969 * added new option to select from which side a "walkable/passable"
970 element can be entered
973 * added explosion and ignition delay for elements that can explode
976 * fixed bug which caused player not being protected against enemies
977 when a CE was "walkable / inside" and was not "indestructible"
978 * added "walkable/passable" fields to be "protected/unprotected"
979 against enemies, even if not accessible "inside" but "over/under"
982 * corrected move pattern to 32 bit and initial move direction to 8 bit
985 * added second custom element base configuration page
988 * added some special EMC mappings to Emerald Mine level loader
989 (also covering previously unknown element in level 0 of "Bondmine 8")
992 * added option to block last field when player is moving (for Supaplex)
993 * adjusted push delay of Supaplex elements
994 * removed delays for envelopes etc. when replaying with maximum speed
995 * fixed bug when dropping element on a field that just changed to empty
998 * fixed bug: infotrons can now smash yellow disks
999 * fixed bug: when gravity active, port above player can now be entered
1000 * removed "one white dot" mouse pointer which irritated some people
1003 * added "choice type" for group element selection
1006 * fixed bug with initial invulnerability of non-yellow player
1009 * added level loader for loading native Supaplex packed levels
1010 (including multi-part levels like the "splvls99" levels)
1013 * fixed bug which allowed creating emeralds by escaping explosions
1016 * custom elements can change (limited) or leave (unlimited) elements
1017 * finally added multiple matches using group elements
1018 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1021 * added new start movement type "previous" for continued CE movement
1022 * added new start movement type "random" for random CE movement start
1025 * added new element "sokoban_field_player" needed for Sokoban levels
1026 (thanks to Ed Booker for pointing this out!)
1029 * added elements that can be digged or left behind by custom elements
1032 * added group elements for multiple matches and random element creation
1035 * fixed some graphical errors displayed in old levels
1038 * fixed wrong double speed movement after passing closing gates
1041 * added level loader for loading native Emerald Mine levels
1044 * changes for "shooting" style CE movement
1047 * Happy New Year! ;-)
1050 * changed default snap/drop keys from left/right Shift to Control keys
1053 * fixed bug with dead player getting reanimated from custom element
1056 * fixed bug with wrong penguin graphics (when entering exit)
1059 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1062 * version number set to 3.0.9
1065 * version 3.0.8 released
1068 * added function checked_free()
1071 * fixed bug with double nut cracking sound
1072 (by eliminating "default element action sound" assignment in init.c)
1075 * fixed crash when no music info files are available
1078 * fixed boring and sleeping sounds
1081 * added "maze runner" and "maze hunter" movement types
1082 * added extended collision conditions for custom elements
1085 * added warnings for undefined token values in artwork config files
1088 * added menu entry for level set information to the info screen
1091 * fixed bug with wrong default impact sound for colored emeralds
1094 * added several sub-screens for the info screen
1095 * menu text now also clickable (not only blue/red sphere left of it)
1098 * added configurable "bored" and "sleeping" animations for the player
1099 * added "awakening" sound for player when waking up after sleeping
1102 * added "copy" and "exchange" functions for custom elements to editor
1105 * added configurable element animations for info screen
1108 * added configurable music credits for info screen
1111 * finally fixed tape recording when player is created from CE change
1114 * added "editorsetup.conf" for editor element list configuration
1117 * added "musicinfo.conf" for menu and level music configuration
1120 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1121 (that only showed up on Linux, but not on Windows systems)
1124 * fixed turning movement of butterflies and fireflies (no frame reset)
1125 * enhanced sniksnak turning movement (two steps instead of only one)
1128 * version number set to 3.0.8
1131 * version 3.0.7 released
1134 * fixed reset of player animation frame when, for example,
1135 walking, digging or collecting share the same animation
1136 * fixed CE with "deadly when touching" exploding when touching amoeba
1139 * fixed tape recording when player is created from CE element change
1142 * introduced "turning..." action graphic for elements with move delay
1143 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1144 * added turning animations for bug, spaceship and sniksnak
1147 * prevent "extended" changed elements from delay change in same frame
1150 * fixed bug when pushing element that can move away to the side
1151 (like pushing falling elements, but now with moving elements)
1154 * finally fixed serious bug in code for delayed element pushing (again)
1157 * unavailable setup options now marked as "n/a" instead of "off"
1158 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1159 to "true", levels are always played with the latest game engine,
1160 which is desired for levels that are imported from other games; all
1161 other levels are played with the engine version stored in level file
1162 (which is normally the engine version the level was created with)
1165 * fixed serious bug in code for delayed element pushing
1166 * fixed little bug in animation frame selection for pushed elements
1167 * speed-up of reading config file for verbose output
1170 * added configuration option for opening and closing Supaplex exit
1171 * added configuration option for moving up/down animation for Murphy
1172 * fixed incorrectly displayed animation for attacking dragon
1173 * fixed bug with not setting initial gravity for each new game
1174 * fixed bug with teleportation of player by custom element change
1175 * fixed bug with player not getting smashed by rock sometimes
1178 * version number set to 3.0.7
1181 * version 3.0.6 released
1184 * added support for MP3 music for SDL version through SMPEG library
1187 * fixed bug when initializing font graphic structure
1188 * fixed bug with animation mode "pingpong" when using only 1 frame
1189 * fixed bug with extended change target introduced in 3.0.5
1190 * fixed bug where passing over moving element doubles player speed
1191 * fixed bug with elements continuing to move into push direction
1192 * fixed bug with duplicated player when dropping bomb with shield on
1193 * added "switching" event for custom elements ("pressing" only once)
1194 * fixed switching bug (resetting flag when not switching but not idle)
1197 * fixed element tokens for certain file elements with ".active" etc.
1200 * version number set to 3.0.6
1203 * version 3.0.5 released
1206 * now four envelope elements available
1207 * font, background, animation and sound for envelope now configurable
1208 * main menu doors opening/closing animation type now configurable
1211 * active/inactive sides configurable for custom element changes
1212 * new movement type "move when pushed" available for custom elements
1215 * fixed bug in multiple config pages loader code that caused crashes
1218 * enhanced (remaining low-resolution) Supaplex graphics
1221 * version number set to 3.0.5
1224 * version 3.0.4 released
1226 2003-09-12 src/tools.c
1227 * fixed bug in custom definition of crumbled element graphics
1229 2003-09-11 src/files.c
1230 * fixed bug in multiple config pages code that caused crashes
1233 * version number set to 3.0.4
1236 * version 3.0.3 released
1239 * added music to Supaplex classic level set
1241 2003-09-07 src/libgame/misc.c
1242 * added support for loading various music formats through SDL_mixer
1244 2003-09-06 (various source files)
1245 * fixed several nasty bugs that may have caused crashes on some systems
1246 * added envelope content which gets displayed when collecting envelope
1247 * added multiple change event pages for custom elements
1249 2003-08-24 src/game.c
1250 * fixed problem with player animation when snapping and moving
1252 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1253 * fixed problem with flickering when drawing toon animations
1255 2003-08-23 src/libgame/sdl.c
1256 * fixed problem with setting mouse cursor in SDL version in fullscreen
1258 2003-08-23 src/game.c
1259 * fixed bug (missing array boundary check) which could crash the game
1262 * version number set to 3.0.3
1265 * version 3.0.2 released
1267 2003-08-21 src/game.c
1268 * fixed bug with creating inaccessible elements at player position
1270 2003-08-20 src/init.c
1271 * fixed bug with not finding current level artwork directory
1273 2003-08-20 src/files.c
1274 * fixed bug with choosing wrong engine version when playing tapes
1275 * fixed bug with messing up custom element properties in 3.0.0 levels
1278 * version number set to 3.0.2
1281 * version 3.0.1 released
1283 2003-08-17 (no source files affected)
1284 * changed all "classic" PCX image files with 16 colors or less to
1285 256 color (8 bit) storage format, because the Allegro game library
1286 cannot handle PCX files with less than 256 colors (contributed
1287 graphics are not affected and might look wrong in the DOS version)
1289 2003-08-16 src/init.c
1290 * fixed bug which (for example) crashed the level editor when defining
1291 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1292 (only set to default) -- invalid graphics now set to default graphic
1294 2003-08-16 src/init.c
1295 * fixed graphical bug of player digging/collecting/snapping element
1296 when no corresponding graphic/animation is defined for this action,
1297 resulting in player being drawn as EL_EMPTY (which should only be
1298 done to elements being collected, but not to the player)
1300 2003-08-16 src/game.c
1301 * fixed small graphical bug of player not totally moving into exit
1303 2003-08-16 src/libgame/setup.c
1304 * fixed bug with wrong MS-DOS 8.3 filename conversion
1306 2003-08-16 src/tools.c
1307 * fixed bug with invisible mouse cursor when pressing ESC while playing
1309 2003-08-16 (various source files)
1310 * added another 128 custom elements (disabled in editor by default)
1312 2003-08-16 src/editor.c
1313 * fixed NULL string bug causing Solaris to crash in sprintf()
1315 2003-08-16 src/screen.c
1316 * fixed drawing over scrollbar on level selection with custom fonts
1318 2003-08-15 src/game.c
1319 * cleanup of simple sounds / loop sounds / music settings
1321 2003-08-08 (various source files)
1322 * added custom element property for dropping collected elements
1324 2003-08-08 src/conf_gfx.c
1325 * fixed bug with missing graphic for active red disk bomb
1327 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1328 * extended variable "level.gravity" to "level.initial_gravity" and
1329 "game.current_gravity" to prevent level setting from being changed
1330 by playing the level (keeping the runtime value after playing)
1332 * fixed graphics bug when digging element that has 'crumbled' graphic
1333 definition, but not 'diggable' graphic definition
1336 * version number set to 3.0.1
1339 * version 3.0.0 released
1342 * various bug fixes; among others:
1343 - fixed bug with pushing spring over empty space
1344 - fixed bug with leaving tube while placing dynamite
1345 - fixed bug with explosion of smashed penguins
1346 - allow Murphy player graphic in levels with non-Supaplex elements
1350 * I have forgotten to document changes for some time
1353 * pre-release version 2.2.0rc1 released
1356 * version number set to 2.1.2
1359 * version 2.1.1 released
1362 * version number set to 2.1.1
1365 * version 2.1.0 released
1368 * version number set to 2.1.0
1370 2002-04-03 to 2002-05-19 (various source files)
1371 * graphics, sounds and music now fully configurable
1372 * bug fixed that prevented walking through tubes when gravity on
1374 2002-04-02 src/events.c, src/editor.c
1375 * Make Escape key less aggressive when playing or when editing level.
1376 This can be configured as an option in the setup menu. (Default is
1377 "less aggressive" which means "ask user if something can be lost"
1378 when pressing the Escape key.)
1380 2002-04-02 src/screen.c
1381 * Added "graphics setup" screen.
1383 2002-04-01 src/screen.c
1384 * Changed "choose level" setup screen stuff to be more generic (to
1385 make it easier to add more "choose from generic tree" setup screens).
1387 2002-04-01 src/config.c, src/timestamp.h
1388 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1389 automatically gets created by "src/Makefile" and contains an actual
1390 compile-time timestamp to identify development versions of the game).
1392 2002-03-31 src/tape.c, src/events.c
1393 * Added quick game/tape save/load functions to tape stuff which can be
1394 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1395 loads previously recorded tape and directly goes into recording mode
1396 from the end of the tape (therefore appending to the tape).
1398 2002-03-31 src/tape.c
1399 * Added "index mark" function to tape recorder. When playing or
1400 recording, "eject" button changes to "index" button. Setting index
1401 mark is not yet implemented, but pressing index button when playing
1402 allows very quick advancing to end of tape (when normal playing),
1403 very fast forward mode (when playing with normal fast forward) or
1404 very fast reaching of "pause before end of tape" (when playing with
1405 "pause before end" playing mode).
1407 2002-03-30 src/cartoons.c
1408 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1410 2002-03-29 src/screen.c
1411 * Changed setup screen stuff to be more generic (to make it easier
1412 to add more setup screens).
1414 2002-03-23 src/main.c, src/main.h
1415 * Various changes due to the introduction of the new libgame files
1416 "setup.c" and "joystick.c".
1418 2002-03-23 src/files.c
1419 * Generic parts of "src/files.c" (mainly setup and level directory
1420 stuff) moved to new libgame file "src/libgame/setup.c".
1422 2002-03-23 src/joystick.c
1423 * File "src/joystick.c" moved to libgame source tree, with
1424 correspondig changes.
1426 2002-03-22 src/screens.c
1427 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1428 (Wrong level series information displayed when entering main group.)
1430 2002-03-22 src/editor.c
1431 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1433 2002-03-22 src/editor.c
1434 * Changed behaviour of "Escape" key in level editor to be more
1435 intuitive: When in "Element Properties" or "Level Info" mode,
1436 return to "Drawing Mode" instead of leaving the level editor.
1438 2002-03-21 src/game.c, src/editor.c, src/files.c
1439 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1440 gems (emeralds, diamonds, ...) slipping down from normal wall,
1441 steel wall and growing wall (as in E.M.C. style levels). Although
1442 the behaviour of contributed and private levels wasn't changed (due
1443 to the use of "level.game_version"; see previous entry), editing
1444 those levels will (of course) change the behaviour accordingly.
1446 This change seems a bit too hard after thinking about it, because
1447 the EM style behaviour is not the "expected" behaviour (gems would
1448 normally only slip down from "rounded" walls). Therefore this was
1449 now changed to an element property for gem style elements, with the
1450 default setting "off" (which means: no special EM style behaviour).
1451 To fix older converted levels, this flag is set to "on" for pre-2.0
1452 levels that are neither contributed nor private levels.
1454 2002-03-20 src/files.h
1455 * Corrected settings for "level.game_version" depending of level type.
1456 (Contributed and private levels always get played with game engine
1457 version they were created with, while converted levels always get
1458 played with the most recent version of the game engine, to let new
1459 corrections of the emulation behaviour take effect.)
1461 2002-03-20 src/main.h
1462 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1463 compiling the SDL version on some systems.
1464 Thanks to the several people who pointed this out.
1467 * Version number set to 2.0.2.
1470 * Version 2.0.1 released.
1472 2002-03-18 src/screens.c
1473 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1475 2002-03-18 src/files.c [src/libgame/misc.c]
1476 * Moved some common functions from src/files.c to src/libgame/misc.c.
1478 2002-03-18 src/files.c [src/libgame/misc.c]
1479 * Changed permissions for new directories and saved files (especially
1480 score files) according to suggestions of Debian users and mantainers.
1481 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1483 2002-03-17 src/files.c
1484 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1485 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1486 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1487 for levels and "TAPE" for tapes). Old "cookie" style format is
1488 still supported for reading. New level and tape files are written
1491 * New IFF chunk "VERS" contains version numbers for file and game
1492 (where "game version" is the version of the program that wrote the
1493 file, and "file version" is a version number to distinguish files
1494 with different format, for example after adding new features).
1496 2002-03-15 src/screen.c
1497 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1498 (Before, you heard a mixture of the in-game music and the
1499 hall-of-fame music.)
1501 2002-03-14 src/events.c
1502 * Function "DumpTape()" (files.c) now available by pressing 't' from
1503 main menu (when in DEBUG mode).
1505 2002-03-14 src/game.c
1506 * "GameWon()": When game was won playing a tape, now there is no delay
1507 raising the score and no corresponding sound is played.
1509 2002-03-14 src/files.c
1510 * Changed "LoadTape()" for real chunk support and also adjusted
1511 "SaveTape()" accordingly.
1513 2002-03-14 src/game.c, src/tape.c, src/files.c
1514 * Important changes to tape format: The old tape format stored all
1515 actions with a real effect with a corresponding delay between the
1516 stored actions. This had some major disadvantages (for example,
1517 push delays had to be ignored, pressing a button for some seconds
1518 mutated to several single button presses because of the non-action
1519 delays between two action frames etc.). The new tape format just
1520 stupidly records all device actions and replays them later. I really
1521 don't know why I haven't solved it that way before?! Old-style tapes
1522 (with tape file version less than 2.0) get converted to the new
1523 format on-the-fly when loading and can therefore still be played;
1524 only some minor parts of the old-style tape handling code was needed.
1525 (A perfect conversion is not possible, because there is information
1526 missing about the device actions between two action frames.)
1528 2002-03-14 src/files.c
1529 * New function "DumpTape()" to dump the contents of the current tape
1530 in a human readable format.
1532 2002-03-14 src/game.c
1533 * Small tape bug fixed: When automatically advancing to next level
1534 after a game was won, the tape from the previous level still was
1535 loaded as a tape for the new level.
1537 2002-03-14 src/tape.c
1538 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1539 tape, cartoons did not get completely removed because
1540 StopAnimation() was not called.
1542 2002-03-13 src/files.c
1543 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1544 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1545 size even when using 16-bit elements). Added new chunk "CNT2" for
1546 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1547 chunk even when content was 16-bit element). "CNT2" should now be
1548 able to store content for arbitrary elements (up to eight blocks of
1549 3 x 3 element arrays). All "CNT2" elements will always be stored as
1550 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1552 2002-03-13 src/files.c
1553 * Changed "LoadLevel()" for real chunk support.
1555 2002-03-12 src/game.c
1556 * Fixed problem (introduced after 2.0.0 release) with penguins
1557 not getting killed by enemies
1559 2002-02-24 src/game.c, src/main.h
1560 * Added "player->is_moving"; now "player->last_move_dir" does
1561 not contain any information if the player is just moving at
1563 Before, "player->last_move_dir" was misused for this purpose
1564 for the robot stuff (robots don't kill players when they are
1565 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1566 broke tapes when walking through pipes!
1567 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1568 in a continuous movement. This fact is ignored for friends and