2 * added additional configuration directives for info screen draw offset:
3 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
4 * added additional configuration directives for preview info text
5 * limited mouse wheel sensitive screen area to scrollable screen area
8 * added highlighted menu text entries to menu navigation when selected
11 * fixed bug that prevented player from correctly being created in the
12 top left corner by a custom element change in a level without player
13 * fixed bug that prevented player from being killed when indestructible,
14 non-walkable element is placed on player position by extended change
15 * added configurable menu button, text and input positions to main menu
18 * added page fading effects for remaining info sub-screens
19 * fixed small bug that caused some delays when answering door request
22 * added directives "border.draw_masked.*" for menu/playfield area and
23 door areas to display overlapping/masked borders from "global.border"
26 * fixed bug with CE with move speed "not moving" not being animated
27 * when changing player artwork by CE action, reset animation frame
30 * fixed bug with not unmapping main menu screen gadgets on other screens
31 * fixed bug with un-pausing a paused game by releasing still pressed key
32 * fixed bug with not redrawing screen when toggling to/from fullscreen
33 mode while fast reloading tape (without redrawing playfield contents)
34 * fixed bug with quick-saving tape snapshot despite answering with "no"
37 * version number set to 3.2.3
40 * version 3.2.2 released
43 * fixed bug with redrawing screen in fullscreen mode after quick tape
44 reloading when using the EMC game engine
45 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
48 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
51 * added engine snapshot functionality for instant tape reloading (this
52 only works for the last tape saved using "quick save", and does not
53 work across program restarts, because it completely works in memory)
56 * version number set to 3.2.2
59 * version 3.2.1 released
62 * fixed nasty bugs with handling error message file on Mac OS X systems
65 * general code cleanup (removing many annoying "#if 0" blocks etc.)
68 * fixed bug that caused broken tapes when manually appending to tapes
69 using the "pause before death" functionality, followed by recording
70 * added setup option to disable fading of screens for faster testing
73 * code cleanup of new fading functions
76 * changed behaviour after solved game -- do not immediately stop engine
77 * added some more smooth screen fadings (game start, hall of fame etc.)
80 * fixed bug with displaying pushed CE with value/score/delay anim_mode
83 * added configurable level preview position, tile size and dimensions
84 * added configurable game panel value positions (gems, time, score etc.)
87 * fixed small bug with time displayed incorrectly when collecting CEs
90 * fixed bug with bumpy scrolling with EM engine in double player mode
93 * added compatibility code to fix "Snake Bite" style levels that were
94 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
97 * fixed bug with scrollbars inside editor when using the Windows mouse
98 enhancement tool "True X-Mouse" (which injects key events to the event
99 queue to insert selected stuff into the Windows clipboard, which gets
100 confused with the "Insert" key for jumping to the last editor cascade
101 block in the element list)
102 * added Rocks'n'Diamonds icon for use as window icon to SDL version
103 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
106 * added selection of preferred fullscreen mode to setup / graphics menu
107 (useful if default mode 800 x 600 does not match screen aspect ratio)
110 * improved down-scaling of images for better editor and preview graphics
111 * changed user data directory for Mac OS X from Unix style to new place
114 * improved level number selection in main menu and player selection in
115 setup menu (input devices section) by using standard button gadgets
116 * added support for mouse scroll wheel (caused buggy behaviour before)
117 * added support for scrolling horizontal scrollbars with mouse wheel by
118 holding "Shift" key pressed while scrolling the wheel
119 * added support for single step mouse wheel scrolling by holding "Alt"
120 key pressed while scrolling the wheel (can be combined with "Shift")
121 * changed output file "stderr.txt" on Windows platform now always to be
122 created in the R'n'D sub-directory of the personal documents directory
123 * added Windows message box to direct to "stderr.txt" after error aborts
126 * improved general scrollbar handling (when jump-scrolling scrollbars)
129 * changed scrollbars to always show last line as first after scrolling
130 (that means jumping n - 1 screen lines instead of n screen lines)
133 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
134 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
135 * fixed special handling of vertically stacked acid becoming fake acid
138 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
139 affect multiple instances of the same CE, although this kind of
140 change condition usually only affects one single custom element
143 * version number set to 3.2.1
146 * version 3.2.0 released
149 * reorganized level editor element list a bit to match engines better
152 * fixed newly introduced bug with wrongly initializing clipboard element
155 * fixed bug with displaying visible/invisible level border in editor
158 * reorganized some elements in the level editor element list
161 * fixed bug with displaying any player as "yellow" when moving into acid
162 * fixed bug with displaying running player when player stopped at border
165 * fixed bug with player exploding when moving into acid
166 * fixed bug with level settings being reset in editor and when playing
167 (some compatibility settings being set not only after level loading)
168 * fixed crash bug when number of custom graphic frames was set to zero
169 * fixed bug with teleporting player on walkable tile not working anymore
170 * added partial compatibility support for pre-release-only "CONF" chunk
171 (to make Alan Bond's "color cycle" demo work again :-) )
174 * fixed some bugs when displaying title screens from info screen menu
175 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
178 * changed file major version to 3 to reflect level file format changes
179 * uploaded pre-release (test) version 3.2.0-8 binary and source code
182 * added new chunk "NAME" to level file format for level name settings
183 * added new chunk "NOTE" to level file format for envelope settings
184 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
185 * updated magic(5) file to recognize changed and new level file chunks
186 * removed change events "change when CE value/score changes" as unneeded
189 * changed gravity (which only affects the player) from level property
190 to player property (only makes a difference in multi-player levels)
191 * added change events "change when CE value/score changes"
192 * added change events "change when CE value/score changes of <element>"
195 * added new chunk "INFO" to level file format for global level settings
196 * added all element settings from "HEAD" chunk to "CONF" chunk
197 * added all global level settings from "HEAD" chunk to "INFO" chunk
200 * changed level file format by adding two new chunks "CUSX" (for custom
201 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
202 elements, replacing the previous "GRP1" chunk); these new IFF style
203 chunks use the new and flexible "micro chunks inside chunks" technique
204 already used with the new "CONF" chunk (for normal element properties)
205 which makes it possible to easily extend the existing level format
206 (instead of using fixed-length chunks like before, which are either
207 too big due to reserved bytes for future use, or too small when those
208 reserved bytes have all been used and even more data should be stored,
209 requiring the replacement by new and larger chunks just like it went
210 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
213 * added credits pages to the "credits" section that were really missing
214 * added some missing element descriptions to the level editor
215 * added down position of switchgate switch to the level editor
216 and allowed the use of both switch positions at the same time
217 * changed use of "Insert" and "Delete" keys to navigate element list in
218 level editor to start of previous or next cascading block of elements
221 * added the possibility to view the title screen to the info screen menu
222 * fixed some minor bugs with viewing title screens
225 * fixed bug with title (cross)fading in/out when using fullscreen mode
228 * fixed bug that forced re-defining of menu settings in local graphics
229 config file which are already defined in existing base config file
230 * fixed small bug that caused door sounds playing when music is enabled
233 * added the possibility to define up to five title screens for each
234 level set that are displayed after loading using (cross)fading in/out
235 (this was added to display the various start images of the EMC sets)
238 * added "CE score gets zero [of]" to custom element trigger conditions
239 * added setup option to display element token name in level editor
242 * added compatibility code for Juergen Bonhagen's menu artwork settings
245 * fixed bug with displaying wrong animation frame 0 after CE changes
246 * fixed bug with creating invisible elements when light switch is on
249 * added selection between ECS and AGA graphics for EMC levels to setup
252 * adjusted font handling for various narrow EMC style fonts
255 * changed EM engine behaviour back to re-allow initial rolling springs
258 * fixed handling of over-large selectboxes (less error-prone now)
259 * fixed bug when creating GE with walkable element under the player
262 * added use of "Insert" and "Delete" keys to navigate element list in
263 level editor to start of custom elements or start of group elements
264 * added virtual elements to access CE value and CE score of elements:
265 - "CE value of triggering element"
266 - "CE score of triggering element"
267 - "CE value of current element"
268 - "CE score of current element"
271 * fixed "grass" to "sand" in older EM levels (up to file version V4)
274 * changed behaviour of network games with internal errors (because of
275 different client frame counters) from immediately terminating R'n'D
276 to displaying an error message requester and stopping only the game
277 (also to prevent impression of crashes under non command-line runs)
278 * fixed playing network games with the EMC engine (did not work before)
279 * fixed bug with not scrolling the screen in multi-player mode with the
280 focus on player 1 when all players are moving in different directions
281 * fixed bug with keeping pointer to gadget even after its deallocation
282 * fixed bug with allowing "focus on all players" in network games
283 * fixed bug with player focus when playing tapes from network games
286 * uploaded pre-release (test) version 3.2.0-7 binary and source code
289 * code cleanup for game action control for R'n'D and EMC game engine
292 * fixed bug in multi-player movement with focus on both players
293 * added option to control only the focussed player with all input
296 * added player focus switching to level tape recording and re-playing
299 * fixed some bugs in player focus switching in EMC and RND game engine
302 * added special Supaplex animations for Murphy digging and snapping
303 * added special Supaplex animations for Murphy being bored and sleeping
306 * added four new yam yams with explicit start direction for EMC engine
307 * fixed bug in src/libgame/text.c with printing text outside the window
310 * fixed small bug in EMC level loader (copyright sign in EM II levels)
313 * added delayed ignition of EM style dynamite when used in R'n'D engine
314 * added limited movement range to EMC engine when focus on all players
317 * fixed bug with missing (zero) score values for native Supaplex levels
320 * added "continuous snapping" (snapping many elements while holding the
321 snap key pressed, without releasing the snap key after each element)
322 as a new player setting for more compatibility with the classic games
325 * finished scrolling for "focus on all players" in EMC graphics engine
328 * level sets with "levels: 0" are ignored for levels, but not artwork
329 * fixed bug when scanning empty level group directories (endless loop)
332 * fixed bug with explosion graphic for player using "Murphy" graphic
333 * fixed bug with explosion graphic if player leaves explosion in time
334 * changed some descriptive text in setup menu to use medium-width font
335 * added key shortcut settings for switching player focus to setup menu
338 * fixed bug with random value initialization when recording tapes
339 * fixed bug with playing single player tapes when team mode activated
342 * fixed little bug when trying to switch to player that does not exist
345 * added player switching (visual and quick) to R'n'D and EM game engine
346 * added setup option to select visual or quick in-game player switching
349 * added use of "Home" and "End" keys to handle element list in editor
352 * fixed bug with adding score when playing tape with EMC game engine
353 * added steel wall border for levels using EMC engine without border
354 * finally fixed delayed scrolling in EMC engine also for small levels
357 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
360 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
361 * fixed bug when displaying info element without action, but direction
364 * fixed minor graphical problems with springs smashing and slurping
365 (when using R'n'D style graphics instead of EMC style graphics)
368 * added scroll delay (as configured in setup) to EMC graphics engine
371 * improved screen redraw for EMC graphics engine (faster and smoother)
372 * when not scrolling, do not redraw the whole playfield if not needed
375 * added multi-player mode for EMC game engine (with up to four players)
378 * added android (can clone elements) from EMC engine to R'n'D engine
381 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
384 * added selectbox for initial player speed to player settings in editor
387 * version 3.1.2 created that is basically version 3.1.1, but with a
388 major bug fixed that prevented editing your own private levels
389 * version 3.1.2 released
392 * added magic ball (creates elements) from EMC engine to R'n'D engine
395 * uploaded fixed pre-release version 3.2.0-6 binary and source code
398 * fixed bug when using "CE can leave behind <trigger element>"
399 * added new change condition "(after/when) creation of <element>"
400 * added new change condition "(after/when) digging <element>"
401 * fixed bug accessing invalid gadget that caused crashes under Windows
402 * deactivated new possibility for multiple CE changes per frame
405 * uploaded pre-release (test) version 3.2.0-6 binary and source code
408 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
409 * fixed bug with not keeping CE value for moving CEs with only action
410 * changed CE action selectboxes in editor to be only reset when needed
413 * added option "use artwork from element" for custom player artwork
414 * added option "use explosion from element" for player explosions
417 * added cascaded element lists in the level editor
418 * added persistence for cascaded element lists by "editorcascade.conf"
419 * added dynamic element list with all elements used in current level
420 * added possibility for multiple CE changes per frame (experimental)
423 * uploaded pre-release (test) version 3.2.0-5 binary and source code
426 * changed "score for each 10 seconds/steps left" to "1 second/step"
427 * added own score for collecting "extra time" instead of sharing it
428 * added change events "switched by player" and "player switches <e>"
429 * added change events "snapped by player" and "player snaps <e>"
430 * added "set player artwork: <element choice>" to CE action options
431 * added change event "move of <element>"
434 * added "set player shield: off / normal / deadly" to CE action options
435 * added new player option "use level start element" in level editor
436 to set the correct focus at level start to elements from which the
437 player is created later (this did not work before for cascaded CE
438 changes resulting in creation of the player; it is now also possible
439 to create the player from a yam yam which is smashed at level start)
442 * added "set player speed: frozen (not moving)" to CE action options
443 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
446 * added new player option "block snap field" (enabled by default) to
447 make it possible to show a snapping animation like in Emerald Mine
450 * added dynamic selectboxes to custom element action settings in editor
451 * added "CE value" counter for custom elements (instead of "CE count")
452 * added option to use the last "CE value" after custom element change
453 * added option to use the "CE value" of other elements in CE actions
454 * fixed odd behaviour when pressing time orb in levels w/o time limit
455 * added checkbox "use time orb bug" for older levels that use this bug
458 * added missing configuration settings for the following elements:
459 - EL_TIMEGATE_SWITCH (time of open time gate)
460 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
461 - EL_SHIELD_NORMAL (time of shield duration)
462 - EL_SHIELD_DEADLY (time of shield duration)
463 - EL_EXTRA_TIME (time added to level time)
464 - EL_TIME_ORB_FULL (time added to level time)
467 * added "wind direction" as a movement pattern for custom elements
468 * added initial wind direction for balloon / custom elements to editor
469 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
472 * added parameters for "game of life" and "biomaze" elements to editor
475 * added level file chunk "CONF" for generic level and element settings
478 * uploaded pre-release (test) version 3.2.0-4 binary and source code
481 * skip empty level sets (with "levels: 0"; may be artwork base sets)
482 * added sound action ".page[1]" to ".page[32]" for each CE change page
485 * added image config suffix ".clone_from" to copy whole image settings
486 * fixed bug with invalid ("undefined") CE settings in old level files
489 * fixed graphical bug with smashing elements falling faster than player
492 * fixed major bug which prevented private levels from being edited
493 * fixed bug with precedence of general and special font definitions
496 * fixed graphical bug with player animation when player moves slowly
499 * uploaded pre-release (test) version 3.2.0-3 binary and source code
502 * fixed bug which prevented "global.num_toons: 0" from working
505 * major code cleanup (removed all these annoying "#if 0" blocks)
508 * added custom element actions for CE change page in level editor
511 * fixed music initialization bug in init.c (thanks to David Binderman)
512 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
513 (this bug must probably be fixed at other places, too)
516 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
517 (should be '#include <SDL.h>' instead)
520 * fixed bug which prevented "walkable from no direction" from working
521 (due to compatibility code overwriting this setting after loading)
524 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
527 * version number temporarily set to 3.1.1 (intermediate bugfix release)
528 * version 3.1.1 released
531 * changed some va_arg() arguments from 'long' to 'int', fixing problems
532 on 64-bit architecture systems with LP64 data model
535 * fixed bug with bombs not exploding when hitting the last level line
536 (introduced after the release of 3.1.0)
539 * added support for dumping small-sized level sketches from editor
542 * added recognition of "trigger element" for "change digged element to"
543 (this is not really what the "trigger element" was made for, but its
544 use may seem obvious for leaving back digged elements unchanged)
547 * fixed multiple warnings about failed joystick device initialization
550 * fixed bug with dynamite dropped on top of just dropped custom element
551 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
552 dynamite can still be dropped, but drop key must be released before
555 * fixed bug with wrong start directory when started from file browser
556 (due to this bug, R'n'D could not be started from KDE's Konqueror)
559 * fixed bug causing "change when impact" on player not working
560 * fixed wrong priority of "hitting something" over "hitting <element>"
561 * fixed wrong priority of "hit by something" over "hit by <element>"
564 * fixed graphical bug which caused the player (being Murphy) to show
565 collecting animations although the element was collected by penguin
568 * fixed two bugs causing wrong door background graphics in system.c
569 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
572 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
573 * added "no direction" to "walkable/passable from" selectbox options
576 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
577 * in tape autoplay, not only report broken, but also missing tapes
580 * uploaded pre-release (test) version 3.2.0-2 binary and source code
583 * fixed small bug with "linear" animation not working for active lamp
586 * fixed bug with moving up despite gravity due to "block last field"
587 * fixed small bug with wrong draw offset when typing name in main menu
588 * when reading user names from "passwd", ignore data after first comma
589 * when creating new "levelinfo.conf", only write some selected entries
592 * fixed displaying "imported from/by" on preview with empty string
593 * fixed ignoring draw offset for fonts used for level preview texts
596 * fixed a delay problem with SDL and too many mouse motion events
597 * added setup option "skip levels" and level skipping functionality
600 * added move speed "not moving" for non-moving CEs, but with direction
603 * fixed mapping of obsolete element token names in "editorsetup.conf"
604 * fixed bug with sound "acid.splashing" treated as a loop sound
605 * fixed some little sound bugs in native EM engine
608 * fixed small bug when dragging scrollbars to end positions
611 * added editor element descriptions written by Aaron Davidson
614 * improved fallback handling when configured artwork is not available
615 (now using default artwork instead of exiting when files not found)
618 * fixed bug on level selection screen when dragging scrollbar
621 * fixed bug which caused broken tapes when appending to EM engine tapes
624 * uploaded pre-release (test) version 3.2.0-1 binary and source code
627 * added code to replace changed artwork config tokens with other tokens
628 (needed for backwards compatibility, so that older tokens still work)
631 * added native R'n'D graphics for some new EMC elements in EM engine
634 * fixed some bugs in the EM engine integration code
635 * changed EM engine code to allow diagonal movement
636 * changed EM engine code to allow use of separate snap and drop keys
639 * fixed some redraw bugs when using EM engine
642 * fixed bug with not converting RND levels which are set to use native
643 engine to native level structure when loading
646 * uploaded pre-release (test) version 3.2.0-0 binary and source code
649 * version number set to 3.2.0
652 * level data now reset to defaults after attempt to load invalid file
655 * added use of "editorsetup.conf" for different level sets
658 * added auto-detection for various types of Emerald Mine level files
661 * fixed bug with scrollbars getting too small when list is very large
664 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
667 * added most level editor configuration gadgets for new EMC elements
670 * added more element and graphic definitions for new EMC elements
673 * modified native EM engine to use integrated R'n'D sound system
676 * added SDL support to graphics functions in native EM engine
677 (by always using generic libgame interface functions)
680 * fixed bug in frame synchronization in native EM engine
683 * added code to convert levels between R'n'D and native EM engine
686 * new Emerald Mine engine can now play levels selected in main menu
689 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
690 (which creates scaled down graphics for level editor and preview);
691 there's still a memory leak somewhere in the artwork handling code
692 * added "scale image up" functionality to X11 version of zoom function
695 * first attempts to integrate new, native Emerald Mine Club engine
698 * fixed bug in gadget code which caused reset of CEs in level editor
699 (example: pressing 'b' [grab brush] on CE config page erased values)
700 (solution: check if gadgets in ClickOnGadget() are really mapped)
701 * improved level change detection in editor (settings now also checked)
702 * fixed bug with "can move into acid" and "don't collide with" state
705 * fixed maze runner style CEs to use the configured move delay value
708 * added Aaron Davidson's tutorial level set to the "Tutorials" section
711 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
712 * fixed the above fix because it broke level set "machine" (*sigh*)
713 * fixed random element placement in level editor to work as expected
714 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
717 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
720 * fixed bug (missing array boundary check) which caused broken tapes
721 * fixed bug (when loading level template) which caused broken levels
722 * fixed bug with new block last field code when using non-yellow player
725 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
726 * internal change of how the player blocks the last field when moving
727 * fixed blocking delay of last field for EM and SP style block delay
728 * fixed bug where the player had to wait for the usual move delay after
729 unsuccessfully trying to move, when he directly could move after that
730 * the last two changes should make original Supaplex level 93 solvable
731 * improved use of random number generator to make it less predictable
732 * fixed behaviour of slippery SP elements to let slip left, then right
735 * fixed bug with wrong door state after trying to quickload empty tape
736 * fixed waste of static memory usage of the binary, making it smaller
737 * fixed very little graphical bug in Supaplex explosion
740 * version number set to 3.1.1
743 * version 3.1.0 released
746 * fixed bug with crash when writing user levelinfo.conf the first time
749 * added option "convert LEVELDIR [NR]" to command line batch commands
750 * re-converted Supaplex levels to apply latest engine fixes
751 * changed "use graphic/sound of element" to "use graphic of element"
752 due to compatibility problems with some levels ("bug machine" etc.)
755 * fixed bug with CE change replacing player with same or other player
758 * fixed bug with opaque font in envelope with background graphic when
759 background graphic is not transparent itself
762 * added "gravity on" and "gravity off" ports for Supaplex compatibility
763 * corrected original Supaplex level loading code to use these new ports
764 * also corrected Supaplex loader to auto-count infotrons if set to zero
767 * fixed bug with missing initialization of "modified" flag for GEs
770 * fixed bug that caused endless recursion loop when relocating player
771 * fixed tape recorder bug in "step mode" when using "pause before end"
772 * fixed tape recorder bug when changing from "warp forward" mode
775 * fixed bug with "when touching" for pushed elements at last position
778 * fixed bug that caused two activated toolbox buttons in level editor
779 * fixed bug with exploding dynabomb under player due to other explosion
782 * fixed bug with creating walkable custom element under player (again)
783 * fixed bug with not copying explosion type when copying CEs in editor
784 * fixed graphical bug when drawing player in setup menu (input devices)
785 * fixed graphical bug when the player is pushing an accessible element
786 * fixed bug with classic switchable elements triggering CE changes
787 * fixed bug with entering/leaving walkable element in RelocatePlayer()
788 * fixed crash bug when CE leaves behind the trigger player element
791 * fixed bug with broken tubes after placing/exploding dynamite in them
792 * fixed bug with exploding dynamite under player due to other explosion
793 * fixed bug with not resetting push delay under certain circumstances
796 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
797 * added network multiplayer code for Windows (thanks to Niko Böhm)
800 * added option "reachable despite gravity" for gravity movement
801 * changed gravity movement of most classic walkable and passable
802 elements back to "not reachable" (for compatibility reasons)
805 * fixed (removed) "indestructible" / "can explode" dependency in editor
806 * fixed (removed) "accessible inside" / "protected" dependency
807 * fixed (removed) "step mode" / "shield time" dependency
810 * fixed dynabombs exploding now into anything diggable
811 * fixed Supaplex style gravity movement into buggy base now impossible
812 * added pressing key "space" as valid action to select menu options
815 * added "replace when walkable" to relocate player to walkable element
816 * added "enter"/"leave" event for elements affected by relocation
817 * fixed "direct"/"indirect" change order also for "when change" event
818 * fixed graphical bug when pushing things from elements walkable inside
821 * fixed graphic bug when player is snapping while moving in old levels
822 * fixed bug when a moving custom element leaves a player element behind
823 * fixed bug with mole not disappearing when moving into acid pool
824 * fixed bug with incomplete path setting when using "--basepath" option
825 * moving CE can now leave walkable elements behind under the player
826 * when relocating, player can be set on walkable element now
827 * fixed another gravity movement bug
830 * uploaded pre-release (test) version 3.1.0-2 binary and source code
833 * added "collectible" and "removable" to extended replacement types
834 (where "removable" replaces "diggable" and "collectible" elements)
835 * added "collectible & throwable" (to throw element to the next field)
836 * fixed bug with CEs digging elements that are just about to explode
837 * changed mouse cursor now always being visible when game is paused
840 * added possibility to push/press accessible elements from a side that
842 * fixed bug with not setting actual date when appending to tape
845 * fixed bug with incorrectly initialized custom element editor graphics
848 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
849 - number of levels corrected from 18 to 17 in "levelinfo.conf"
852 * fixed bug with destroyed robot wheel still attracting robots forever
853 * fixed bug with time gate switch deactivating after robot wheel time
854 (while the time gate itself is not affected by this misbehaviour)
855 * changed behaviour of BD style amoeba to always get blocked by player
856 (before it was different when there were non-BD elements in level)
857 * fixed bug with player destroying indestructable elements with shield
860 * added option to make growing elements grow into anything diggable
861 (for the various amoeba types, biomaze and "game of life")
864 * fixed bug with movable elements not moving after left behind by CEs
865 * changed gravity movement to anything diggable, not only sand/base
866 * optionally allowing passing to walkable element, not only empty space
867 * added option "can pass to walkable element" for players
868 * finally fixed gravity movement (hopefully)
871 * fixed bug with movable elements not moving anymore after falling down
874 * fixed another bug with custom elements digging and leaving elements
875 * fixed bug with "along left/right side" and automatic start direction
876 * trigger elements now also displayed when "more custom" deactivated
877 * fixed bug with clipboard element initialized when loading new level
878 * added option "drop delay" to set delay before dropping next element
881 * uploaded pre-release (test) version 3.1.0-1 binary and source code
884 * added copy and paste functions for custom change pages
885 * enhanced graphical display and functionality of tape recorder
886 * fixed bug with custom elements digging and leaving elements
889 * added move speed faster than "very fast" for custom elements
890 * fixed bug with 3+3 style explosions and missing border content
891 * fixed little bug when copying custom elements in the editor
892 * enhanced custom element changes by more side trigger actions
895 * added option "no scrolling when relocating" for instant teleporting
896 * uploaded pre-release (test) version 3.1.0-0 binary and source code
899 * added trigger element and trigger player to use as target elements
900 * added copy and paste functions for custom and group elements
903 * fixed graphical bug when displaying explosion animations
904 * fixed bug when appending to tapes, resulting in broken tapes
905 * re-recorded a few tapes broken by fixing gravity checking bug
908 * "can move into acid" property now for all elements independently
909 * "can fall into acid" property for player stored in same bitfield now
910 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
911 * version number set to 3.1.0 (finally!)
914 * changed tape recording to only record input, not programmed actions
917 * fixed totally broken (every 8th frame skipped) step-by-step recording
918 * fixed bug with requester not displayed when quick-loading interrupted
919 * added option "can fall into acid (with gravity)" for players
920 * fixed bug with player not falling when snapping down with gravity
923 * fixed bug which messed up key config when using keypad number keys
926 * fixed bug which allowed moving upwards even when gravity was active
927 * fixed bug with missing error handling when dumping levels or tapes
930 * added different colored editor graphics for Supaplex gravity tubes
933 * fixed bug that allowed solvable tapes for unsolvable levels
936 * use unlimited number of droppable elements when "count" set to zero
937 * added option to use step limit instead of time limit for level
940 * added player and change page as trigger for custom element change
943 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
946 * fixed bug with dark yamyam changing to acid when moving over acid
947 * fixed handling of levels with more than 999 seconds level time
948 (example: level 76 of "Denmine")
951 * "spring push bug" reintroduced as configurable element property
952 * fixed bug with missing properties for "mole"
953 * fixed bug that showed up when fixing the above "mole" properties bug
954 * added option "can move into acid" for all movable elements
955 * fixed graphical bug for elements moving into acid
956 * changed event handling to handle all pending events before going on
959 * fixed bug which caused all CE change pages to be ignored which had
960 the same change event, but used a different element side
961 (reported by Simon Forsberg)
963 * fixed bug which caused elements that can move and fall and that are
964 transported by a conveyor belt to continue moving into that direction
965 after leaving the conveyor belt, regardless of their own movement
966 type; only elements which can not move are transported now
967 (reported by Simon Forsberg)
969 * fixed bug which could cause an array overflow in RelocatePlayer()
970 (reported by Niko Böhm)
972 * changed Emerald Mine style "passable / over" elements to "protected"
973 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
975 * added new option to select from which side a "walkable/passable"
976 element can be entered
979 * added explosion and ignition delay for elements that can explode
982 * fixed bug which caused player not being protected against enemies
983 when a CE was "walkable / inside" and was not "indestructible"
984 * added "walkable/passable" fields to be "protected/unprotected"
985 against enemies, even if not accessible "inside" but "over/under"
988 * corrected move pattern to 32 bit and initial move direction to 8 bit
991 * added second custom element base configuration page
994 * added some special EMC mappings to Emerald Mine level loader
995 (also covering previously unknown element in level 0 of "Bondmine 8")
998 * added option to block last field when player is moving (for Supaplex)
999 * adjusted push delay of Supaplex elements
1000 * removed delays for envelopes etc. when replaying with maximum speed
1001 * fixed bug when dropping element on a field that just changed to empty
1004 * fixed bug: infotrons can now smash yellow disks
1005 * fixed bug: when gravity active, port above player can now be entered
1006 * removed "one white dot" mouse pointer which irritated some people
1009 * added "choice type" for group element selection
1012 * fixed bug with initial invulnerability of non-yellow player
1015 * added level loader for loading native Supaplex packed levels
1016 (including multi-part levels like the "splvls99" levels)
1019 * fixed bug which allowed creating emeralds by escaping explosions
1022 * custom elements can change (limited) or leave (unlimited) elements
1023 * finally added multiple matches using group elements
1024 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1027 * added new start movement type "previous" for continued CE movement
1028 * added new start movement type "random" for random CE movement start
1031 * added new element "sokoban_field_player" needed for Sokoban levels
1032 (thanks to Ed Booker for pointing this out!)
1035 * added elements that can be digged or left behind by custom elements
1038 * added group elements for multiple matches and random element creation
1041 * fixed some graphical errors displayed in old levels
1044 * fixed wrong double speed movement after passing closing gates
1047 * added level loader for loading native Emerald Mine levels
1050 * changes for "shooting" style CE movement
1053 * Happy New Year! ;-)
1056 * changed default snap/drop keys from left/right Shift to Control keys
1059 * fixed bug with dead player getting reanimated from custom element
1062 * fixed bug with wrong penguin graphics (when entering exit)
1065 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1068 * version number set to 3.0.9
1071 * version 3.0.8 released
1074 * added function checked_free()
1077 * fixed bug with double nut cracking sound
1078 (by eliminating "default element action sound" assignment in init.c)
1081 * fixed crash when no music info files are available
1084 * fixed boring and sleeping sounds
1087 * added "maze runner" and "maze hunter" movement types
1088 * added extended collision conditions for custom elements
1091 * added warnings for undefined token values in artwork config files
1094 * added menu entry for level set information to the info screen
1097 * fixed bug with wrong default impact sound for colored emeralds
1100 * added several sub-screens for the info screen
1101 * menu text now also clickable (not only blue/red sphere left of it)
1104 * added configurable "bored" and "sleeping" animations for the player
1105 * added "awakening" sound for player when waking up after sleeping
1108 * added "copy" and "exchange" functions for custom elements to editor
1111 * added configurable element animations for info screen
1114 * added configurable music credits for info screen
1117 * finally fixed tape recording when player is created from CE change
1120 * added "editorsetup.conf" for editor element list configuration
1123 * added "musicinfo.conf" for menu and level music configuration
1126 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1127 (that only showed up on Linux, but not on Windows systems)
1130 * fixed turning movement of butterflies and fireflies (no frame reset)
1131 * enhanced sniksnak turning movement (two steps instead of only one)
1134 * version number set to 3.0.8
1137 * version 3.0.7 released
1140 * fixed reset of player animation frame when, for example,
1141 walking, digging or collecting share the same animation
1142 * fixed CE with "deadly when touching" exploding when touching amoeba
1145 * fixed tape recording when player is created from CE element change
1148 * introduced "turning..." action graphic for elements with move delay
1149 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1150 * added turning animations for bug, spaceship and sniksnak
1153 * prevent "extended" changed elements from delay change in same frame
1156 * fixed bug when pushing element that can move away to the side
1157 (like pushing falling elements, but now with moving elements)
1160 * finally fixed serious bug in code for delayed element pushing (again)
1163 * unavailable setup options now marked as "n/a" instead of "off"
1164 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1165 to "true", levels are always played with the latest game engine,
1166 which is desired for levels that are imported from other games; all
1167 other levels are played with the engine version stored in level file
1168 (which is normally the engine version the level was created with)
1171 * fixed serious bug in code for delayed element pushing
1172 * fixed little bug in animation frame selection for pushed elements
1173 * speed-up of reading config file for verbose output
1176 * added configuration option for opening and closing Supaplex exit
1177 * added configuration option for moving up/down animation for Murphy
1178 * fixed incorrectly displayed animation for attacking dragon
1179 * fixed bug with not setting initial gravity for each new game
1180 * fixed bug with teleportation of player by custom element change
1181 * fixed bug with player not getting smashed by rock sometimes
1184 * version number set to 3.0.7
1187 * version 3.0.6 released
1190 * added support for MP3 music for SDL version through SMPEG library
1193 * fixed bug when initializing font graphic structure
1194 * fixed bug with animation mode "pingpong" when using only 1 frame
1195 * fixed bug with extended change target introduced in 3.0.5
1196 * fixed bug where passing over moving element doubles player speed
1197 * fixed bug with elements continuing to move into push direction
1198 * fixed bug with duplicated player when dropping bomb with shield on
1199 * added "switching" event for custom elements ("pressing" only once)
1200 * fixed switching bug (resetting flag when not switching but not idle)
1203 * fixed element tokens for certain file elements with ".active" etc.
1206 * version number set to 3.0.6
1209 * version 3.0.5 released
1212 * now four envelope elements available
1213 * font, background, animation and sound for envelope now configurable
1214 * main menu doors opening/closing animation type now configurable
1217 * active/inactive sides configurable for custom element changes
1218 * new movement type "move when pushed" available for custom elements
1221 * fixed bug in multiple config pages loader code that caused crashes
1224 * enhanced (remaining low-resolution) Supaplex graphics
1227 * version number set to 3.0.5
1230 * version 3.0.4 released
1232 2003-09-12 src/tools.c
1233 * fixed bug in custom definition of crumbled element graphics
1235 2003-09-11 src/files.c
1236 * fixed bug in multiple config pages code that caused crashes
1239 * version number set to 3.0.4
1242 * version 3.0.3 released
1245 * added music to Supaplex classic level set
1247 2003-09-07 src/libgame/misc.c
1248 * added support for loading various music formats through SDL_mixer
1250 2003-09-06 (various source files)
1251 * fixed several nasty bugs that may have caused crashes on some systems
1252 * added envelope content which gets displayed when collecting envelope
1253 * added multiple change event pages for custom elements
1255 2003-08-24 src/game.c
1256 * fixed problem with player animation when snapping and moving
1258 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1259 * fixed problem with flickering when drawing toon animations
1261 2003-08-23 src/libgame/sdl.c
1262 * fixed problem with setting mouse cursor in SDL version in fullscreen
1264 2003-08-23 src/game.c
1265 * fixed bug (missing array boundary check) which could crash the game
1268 * version number set to 3.0.3
1271 * version 3.0.2 released
1273 2003-08-21 src/game.c
1274 * fixed bug with creating inaccessible elements at player position
1276 2003-08-20 src/init.c
1277 * fixed bug with not finding current level artwork directory
1279 2003-08-20 src/files.c
1280 * fixed bug with choosing wrong engine version when playing tapes
1281 * fixed bug with messing up custom element properties in 3.0.0 levels
1284 * version number set to 3.0.2
1287 * version 3.0.1 released
1289 2003-08-17 (no source files affected)
1290 * changed all "classic" PCX image files with 16 colors or less to
1291 256 color (8 bit) storage format, because the Allegro game library
1292 cannot handle PCX files with less than 256 colors (contributed
1293 graphics are not affected and might look wrong in the DOS version)
1295 2003-08-16 src/init.c
1296 * fixed bug which (for example) crashed the level editor when defining
1297 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1298 (only set to default) -- invalid graphics now set to default graphic
1300 2003-08-16 src/init.c
1301 * fixed graphical bug of player digging/collecting/snapping element
1302 when no corresponding graphic/animation is defined for this action,
1303 resulting in player being drawn as EL_EMPTY (which should only be
1304 done to elements being collected, but not to the player)
1306 2003-08-16 src/game.c
1307 * fixed small graphical bug of player not totally moving into exit
1309 2003-08-16 src/libgame/setup.c
1310 * fixed bug with wrong MS-DOS 8.3 filename conversion
1312 2003-08-16 src/tools.c
1313 * fixed bug with invisible mouse cursor when pressing ESC while playing
1315 2003-08-16 (various source files)
1316 * added another 128 custom elements (disabled in editor by default)
1318 2003-08-16 src/editor.c
1319 * fixed NULL string bug causing Solaris to crash in sprintf()
1321 2003-08-16 src/screen.c
1322 * fixed drawing over scrollbar on level selection with custom fonts
1324 2003-08-15 src/game.c
1325 * cleanup of simple sounds / loop sounds / music settings
1327 2003-08-08 (various source files)
1328 * added custom element property for dropping collected elements
1330 2003-08-08 src/conf_gfx.c
1331 * fixed bug with missing graphic for active red disk bomb
1333 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1334 * extended variable "level.gravity" to "level.initial_gravity" and
1335 "game.current_gravity" to prevent level setting from being changed
1336 by playing the level (keeping the runtime value after playing)
1338 * fixed graphics bug when digging element that has 'crumbled' graphic
1339 definition, but not 'diggable' graphic definition
1342 * version number set to 3.0.1
1345 * version 3.0.0 released
1348 * various bug fixes; among others:
1349 - fixed bug with pushing spring over empty space
1350 - fixed bug with leaving tube while placing dynamite
1351 - fixed bug with explosion of smashed penguins
1352 - allow Murphy player graphic in levels with non-Supaplex elements
1356 * I have forgotten to document changes for some time
1359 * pre-release version 2.2.0rc1 released
1362 * version number set to 2.1.2
1365 * version 2.1.1 released
1368 * version number set to 2.1.1
1371 * version 2.1.0 released
1374 * version number set to 2.1.0
1376 2002-04-03 to 2002-05-19 (various source files)
1377 * graphics, sounds and music now fully configurable
1378 * bug fixed that prevented walking through tubes when gravity on
1380 2002-04-02 src/events.c, src/editor.c
1381 * Make Escape key less aggressive when playing or when editing level.
1382 This can be configured as an option in the setup menu. (Default is
1383 "less aggressive" which means "ask user if something can be lost"
1384 when pressing the Escape key.)
1386 2002-04-02 src/screen.c
1387 * Added "graphics setup" screen.
1389 2002-04-01 src/screen.c
1390 * Changed "choose level" setup screen stuff to be more generic (to
1391 make it easier to add more "choose from generic tree" setup screens).
1393 2002-04-01 src/config.c, src/timestamp.h
1394 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1395 automatically gets created by "src/Makefile" and contains an actual
1396 compile-time timestamp to identify development versions of the game).
1398 2002-03-31 src/tape.c, src/events.c
1399 * Added quick game/tape save/load functions to tape stuff which can be
1400 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1401 loads previously recorded tape and directly goes into recording mode
1402 from the end of the tape (therefore appending to the tape).
1404 2002-03-31 src/tape.c
1405 * Added "index mark" function to tape recorder. When playing or
1406 recording, "eject" button changes to "index" button. Setting index
1407 mark is not yet implemented, but pressing index button when playing
1408 allows very quick advancing to end of tape (when normal playing),
1409 very fast forward mode (when playing with normal fast forward) or
1410 very fast reaching of "pause before end of tape" (when playing with
1411 "pause before end" playing mode).
1413 2002-03-30 src/cartoons.c
1414 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1416 2002-03-29 src/screen.c
1417 * Changed setup screen stuff to be more generic (to make it easier
1418 to add more setup screens).
1420 2002-03-23 src/main.c, src/main.h
1421 * Various changes due to the introduction of the new libgame files
1422 "setup.c" and "joystick.c".
1424 2002-03-23 src/files.c
1425 * Generic parts of "src/files.c" (mainly setup and level directory
1426 stuff) moved to new libgame file "src/libgame/setup.c".
1428 2002-03-23 src/joystick.c
1429 * File "src/joystick.c" moved to libgame source tree, with
1430 correspondig changes.
1432 2002-03-22 src/screens.c
1433 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1434 (Wrong level series information displayed when entering main group.)
1436 2002-03-22 src/editor.c
1437 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1439 2002-03-22 src/editor.c
1440 * Changed behaviour of "Escape" key in level editor to be more
1441 intuitive: When in "Element Properties" or "Level Info" mode,
1442 return to "Drawing Mode" instead of leaving the level editor.
1444 2002-03-21 src/game.c, src/editor.c, src/files.c
1445 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1446 gems (emeralds, diamonds, ...) slipping down from normal wall,
1447 steel wall and growing wall (as in E.M.C. style levels). Although
1448 the behaviour of contributed and private levels wasn't changed (due
1449 to the use of "level.game_version"; see previous entry), editing
1450 those levels will (of course) change the behaviour accordingly.
1452 This change seems a bit too hard after thinking about it, because
1453 the EM style behaviour is not the "expected" behaviour (gems would
1454 normally only slip down from "rounded" walls). Therefore this was
1455 now changed to an element property for gem style elements, with the
1456 default setting "off" (which means: no special EM style behaviour).
1457 To fix older converted levels, this flag is set to "on" for pre-2.0
1458 levels that are neither contributed nor private levels.
1460 2002-03-20 src/files.h
1461 * Corrected settings for "level.game_version" depending of level type.
1462 (Contributed and private levels always get played with game engine
1463 version they were created with, while converted levels always get
1464 played with the most recent version of the game engine, to let new
1465 corrections of the emulation behaviour take effect.)
1467 2002-03-20 src/main.h
1468 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1469 compiling the SDL version on some systems.
1470 Thanks to the several people who pointed this out.
1473 * Version number set to 2.0.2.
1476 * Version 2.0.1 released.
1478 2002-03-18 src/screens.c
1479 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1481 2002-03-18 src/files.c [src/libgame/misc.c]
1482 * Moved some common functions from src/files.c to src/libgame/misc.c.
1484 2002-03-18 src/files.c [src/libgame/misc.c]
1485 * Changed permissions for new directories and saved files (especially
1486 score files) according to suggestions of Debian users and mantainers.
1487 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1489 2002-03-17 src/files.c
1490 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1491 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1492 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1493 for levels and "TAPE" for tapes). Old "cookie" style format is
1494 still supported for reading. New level and tape files are written
1497 * New IFF chunk "VERS" contains version numbers for file and game
1498 (where "game version" is the version of the program that wrote the
1499 file, and "file version" is a version number to distinguish files
1500 with different format, for example after adding new features).
1502 2002-03-15 src/screen.c
1503 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1504 (Before, you heard a mixture of the in-game music and the
1505 hall-of-fame music.)
1507 2002-03-14 src/events.c
1508 * Function "DumpTape()" (files.c) now available by pressing 't' from
1509 main menu (when in DEBUG mode).
1511 2002-03-14 src/game.c
1512 * "GameWon()": When game was won playing a tape, now there is no delay
1513 raising the score and no corresponding sound is played.
1515 2002-03-14 src/files.c
1516 * Changed "LoadTape()" for real chunk support and also adjusted
1517 "SaveTape()" accordingly.
1519 2002-03-14 src/game.c, src/tape.c, src/files.c
1520 * Important changes to tape format: The old tape format stored all
1521 actions with a real effect with a corresponding delay between the
1522 stored actions. This had some major disadvantages (for example,
1523 push delays had to be ignored, pressing a button for some seconds
1524 mutated to several single button presses because of the non-action
1525 delays between two action frames etc.). The new tape format just
1526 stupidly records all device actions and replays them later. I really
1527 don't know why I haven't solved it that way before?! Old-style tapes
1528 (with tape file version less than 2.0) get converted to the new
1529 format on-the-fly when loading and can therefore still be played;
1530 only some minor parts of the old-style tape handling code was needed.
1531 (A perfect conversion is not possible, because there is information
1532 missing about the device actions between two action frames.)
1534 2002-03-14 src/files.c
1535 * New function "DumpTape()" to dump the contents of the current tape
1536 in a human readable format.
1538 2002-03-14 src/game.c
1539 * Small tape bug fixed: When automatically advancing to next level
1540 after a game was won, the tape from the previous level still was
1541 loaded as a tape for the new level.
1543 2002-03-14 src/tape.c
1544 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1545 tape, cartoons did not get completely removed because
1546 StopAnimation() was not called.
1548 2002-03-13 src/files.c
1549 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1550 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1551 size even when using 16-bit elements). Added new chunk "CNT2" for
1552 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1553 chunk even when content was 16-bit element). "CNT2" should now be
1554 able to store content for arbitrary elements (up to eight blocks of
1555 3 x 3 element arrays). All "CNT2" elements will always be stored as
1556 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1558 2002-03-13 src/files.c
1559 * Changed "LoadLevel()" for real chunk support.
1561 2002-03-12 src/game.c
1562 * Fixed problem (introduced after 2.0.0 release) with penguins
1563 not getting killed by enemies
1565 2002-02-24 src/game.c, src/main.h
1566 * Added "player->is_moving"; now "player->last_move_dir" does
1567 not contain any information if the player is just moving at
1569 Before, "player->last_move_dir" was misused for this purpose
1570 for the robot stuff (robots don't kill players when they are
1571 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1572 broke tapes when walking through pipes!
1573 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1574 in a continuous movement. This fact is ignored for friends and