2 * fixed bug with missing initialization of "modified" flag for GEs
5 * fixed bug that caused endless recursion loop when relocating player
6 * fixed tape recorder bug in "step mode" when using "pause before end"
7 * fixed tape recorder bug when changing from "warp forward" mode
10 * fixed bug with "when touching" for pushed elements at last position
13 * fixed bug that caused two activated toolbox buttons in level editor
14 * fixed bug with exploding dynabomb under player due to other explosion
17 * fixed bug with creating walkable custom element under player (again)
18 * fixed bug with not copying explosion type when copying CEs in editor
19 * fixed graphical bug when drawing player in setup menu (input devices)
20 * fixed graphical bug when the player is pushing an accessible element
21 * fixed bug with classic switchable elements triggering CE changes
22 * fixed bug with entering/leaving walkable element in RelocatePlayer()
23 * fixed crash bug when CE leaves behind the trigger player element
26 * fixed bug with broken tubes after placing/exploding dynamite in them
27 * fixed bug with exploding dynamite under player due to other explosion
28 * fixed bug with not resetting push delay under certain circumstances
31 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
32 * added network multiplayer code for Windows (thanks to Niko Böhm)
35 * added option "reachable despite gravity" for gravity movement
36 * changed gravity movement of most classic walkable and passable
37 elements back to "not reachable" (for compatibility reasons)
40 * fixed (removed) "indestructible" / "can explode" dependency in editor
41 * fixed (removed) "accessible inside" / "protected" dependency
42 * fixed (removed) "step mode" / "shield time" dependency
45 * fixed dynabombs exploding now into anything diggable
46 * fixed Supaplex style gravity movement into buggy base now impossible
47 * added pressing key "space" as valid action to select menu options
50 * added "replace when walkable" to relocate player to walkable element
51 * added "enter"/"leave" event for elements affected by relocation
52 * fixed "direct"/"indirect" change order also for "when change" event
53 * fixed graphical bug when pushing things from elements walkable inside
56 * fixed graphic bug when player is snapping while moving in old levels
57 * fixed bug when a moving custom element leaves a player element behind
58 * fixed bug with mole not disappearing when moving into acid pool
59 * fixed bug with incomplete path setting when using "--basepath" option
60 * moving CE can now leave walkable elements behind under the player
61 * when relocating, player can be set on walkable element now
62 * fixed another gravity movement bug
65 * uploaded pre-release (test) version 3.1.0-2 binary and source code
68 * added "collectible" and "removable" to extended replacement types
69 (where "removable" replaces "diggable" and "collectible" elements)
70 * added "collectible & throwable" (to throw element to the next field)
71 * fixed bug with CEs digging elements that are just about to explode
72 * changed mouse cursor now always being visible when game is paused
75 * added possibility to push/press accessible elements from a side that
77 * fixed bug with not setting actual date when appending to tape
80 * fixed bug with incorrectly initialized custom element editor graphics
83 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
84 - number of levels corrected from 18 to 17 in "levelinfo.conf"
87 * fixed bug with destroyed robot wheel still attracting robots forever
88 * fixed bug with time gate switch deactivating after robot wheel time
89 (while the time gate itself is not affected by this misbehaviour)
90 * changed behaviour of BD style amoeba to always get blocked by player
91 (before it was different when there were non-BD elements in level)
92 * fixed bug with player destroying indestructable elements with shield
95 * added option to make growing elements grow into anything diggable
96 (for the various amoeba types, biomaze and "game of life")
99 * fixed bug with movable elements not moving after left behind by CEs
100 * changed gravity movement to anything diggable, not only sand/base
101 * optionally allowing passing to walkable element, not only empty space
102 * added option "can pass to walkable element" for players
103 * finally fixed gravity movement (hopefully)
106 * fixed bug with movable elements not moving anymore after falling down
109 * fixed another bug with custom elements digging and leaving elements
110 * fixed bug with "along left/right side" and automatic start direction
111 * trigger elements now also displayed when "more custom" deactivated
112 * fixed bug with clipboard element initialized when loading new level
113 * added option "drop delay" to set delay before dropping next element
116 * uploaded pre-release (test) version 3.1.0-1 binary and source code
119 * added copy and paste functions for custom change pages
120 * enhanced graphical display and functionality of tape recorder
121 * fixed bug with custom elements digging and leaving elements
124 * added move speed faster than "very fast" for custom elements
125 * fixed bug with 3+3 style explosions and missing border content
126 * fixed little bug when copying custom elements in the editor
127 * enhanced custom element changes by more side trigger actions
130 * added option "no scrolling when relocating" for instant teleporting
131 * uploaded pre-release (test) version 3.1.0-0 binary and source code
134 * added trigger element and trigger player to use as target elements
135 * added copy and paste functions for custom and group elements
138 * fixed graphical bug when displaying explosion animations
139 * fixed bug when appending to tapes, resulting in broken tapes
140 * re-recorded a few tapes broken by fixing gravity checking bug
143 * "can move into acid" property now for all elements independently
144 * "can fall into acid" property for player stored in same bitfield now
145 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
146 * version number set to 3.1.0 (finally!)
149 * changed tape recording to only record input, not programmed actions
152 * fixed totally broken (every 8th frame skipped) step-by-step recording
153 * fixed bug with requester not displayed when quick-loading interrupted
154 * added option "can fall into acid (with gravity)" for players
155 * fixed bug with player not falling when snapping down with gravity
158 * fixed bug which messed up key config when using keypad number keys
161 * fixed bug which allowed moving upwards even when gravity was active
162 * fixed bug with missing error handling when dumping levels or tapes
165 * added different colored editor graphics for Supaplex gravity tubes
168 * fixed bug that allowed solvable tapes for unsolvable levels
171 * use unlimited number of droppable elements when "count" set to zero
172 * added option to use step limit instead of time limit for level
175 * added player and change page as trigger for custom element change
178 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
181 * fixed bug with dark yamyam changing to acid when moving over acid
182 * fixed handling of levels with more than 999 seconds level time
183 (example: level 76 of "Denmine")
186 * "spring push bug" reintroduced as configurable element property
187 * fixed bug with missing properties for "mole"
188 * fixed bug that showed up when fixing the above "mole" properties bug
189 * added option "can move into acid" for all movable elements
190 * fixed graphical bug for elements moving into acid
191 * changed event handling to handle all pending events before going on
194 * fixed bug which caused all CE change pages to be ignored which had
195 the same change event, but used a different element side
196 (reported by Simon Forsberg)
198 * fixed bug which caused elements that can move and fall and that are
199 transported by a conveyor belt to continue moving into that direction
200 after leaving the conveyor belt, regardless of their own movement
201 type; only elements which can not move are transported now
202 (reported by Simon Forsberg)
204 * fixed bug which could cause an array overflow in RelocatePlayer()
205 (reported by Niko Böhm)
207 * changed Emerald Mine style "passable / over" elements to "protected"
208 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
210 * added new option to select from which side a "walkable/passable"
211 element can be entered
214 * added explosion and ignition delay for elements that can explode
217 * fixed bug which caused player not being protected against enemies
218 when a CE was "walkable / inside" and was not "indestructible"
219 * added "walkable/passable" fields to be "protected/unprotected"
220 against enemies, even if not accessible "inside" but "over/under"
223 * corrected move pattern to 32 bit and initial move direction to 8 bit
226 * added second custom element base configuration page
229 * added some special EMC mappings to Emerald Mine level loader
230 (also covering previously unknown element in level 0 of "Bondmine 8")
233 * added option to block last field when player is moving (for Supaplex)
234 * adjusted push delay of Supaplex elements
235 * removed delays for envelopes etc. when replaying with maximum speed
236 * fixed bug when dropping element on a field that just changed to empty
239 * fixed bug: infotrons can now smash yellow disks
240 * fixed bug: when gravity active, port above player can now be entered
241 * removed "one white dot" mouse pointer which irritated some people
244 * added "choice type" for group element selection
247 * fixed bug with initial invulnerability of non-yellow player
250 * added level loader for loading native Supaplex packed levels
251 (including multi-part levels like the "splvls99" levels)
254 * fixed bug which allowed creating emeralds by escaping explosions
257 * custom elements can change (limited) or leave (unlimited) elements
258 * finally added multiple matches using group elements
259 * added shortcut to dump brush (type ":DB" in editor) for use in forum
262 * added new start movement type "previous" for continued CE movement
263 * added new start movement type "random" for random CE movement start
266 * added new element "sokoban_field_player" needed for Sokoban levels
267 (thanks to Ed Booker for pointing this out!)
270 * added elements that can be digged or left behind by custom elements
273 * added group elements for multiple matches and random element creation
276 * fixed some graphical errors displayed in old levels
279 * fixed wrong double speed movement after passing closing gates
282 * added level loader for loading native Emerald Mine levels
285 * changes for "shooting" style CE movement
288 * Happy New Year! ;-)
291 * changed default snap/drop keys from left/right Shift to Control keys
294 * fixed bug with dead player getting reanimated from custom element
297 * fixed bug with wrong penguin graphics (when entering exit)
300 * fixed bug with wrong "Murphy" graphics (when digging etc.)
303 * version number set to 3.0.9
306 * version 3.0.8 released
309 * added function checked_free()
312 * fixed bug with double nut cracking sound
313 (by eliminating "default element action sound" assignment in init.c)
316 * fixed crash when no music info files are available
319 * fixed boring and sleeping sounds
322 * added "maze runner" and "maze hunter" movement types
323 * added extended collision conditions for custom elements
326 * added warnings for undefined token values in artwork config files
329 * added menu entry for level set information to the info screen
332 * fixed bug with wrong default impact sound for colored emeralds
335 * added several sub-screens for the info screen
336 * menu text now also clickable (not only blue/red sphere left of it)
339 * added configurable "bored" and "sleeping" animations for the player
340 * added "awakening" sound for player when waking up after sleeping
343 * added "copy" and "exchange" functions for custom elements to editor
346 * added configurable element animations for info screen
349 * added configurable music credits for info screen
352 * finally fixed tape recording when player is created from CE change
355 * added "editorsetup.conf" for editor element list configuration
358 * added "musicinfo.conf" for menu and level music configuration
361 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
362 (that only showed up on Linux, but not on Windows systems)
365 * fixed turning movement of butterflies and fireflies (no frame reset)
366 * enhanced sniksnak turning movement (two steps instead of only one)
369 * version number set to 3.0.8
372 * version 3.0.7 released
375 * fixed reset of player animation frame when, for example,
376 walking, digging or collecting share the same animation
377 * fixed CE with "deadly when touching" exploding when touching amoeba
380 * fixed tape recording when player is created from CE element change
383 * introduced "turning..." action graphic for elements with move delay
384 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
385 * added turning animations for bug, spaceship and sniksnak
388 * prevent "extended" changed elements from delay change in same frame
391 * fixed bug when pushing element that can move away to the side
392 (like pushing falling elements, but now with moving elements)
395 * finally fixed serious bug in code for delayed element pushing (again)
398 * unavailable setup options now marked as "n/a" instead of "off"
399 * new boolean directive "latest_engine" for "levelinfo.conf": when set
400 to "true", levels are always played with the latest game engine,
401 which is desired for levels that are imported from other games; all
402 other levels are played with the engine version stored in level file
403 (which is normally the engine version the level was created with)
406 * fixed serious bug in code for delayed element pushing
407 * fixed little bug in animation frame selection for pushed elements
408 * speed-up of reading config file for verbose output
411 * added configuration option for opening and closing Supaplex exit
412 * added configuration option for moving up/down animation for Murphy
413 * fixed incorrectly displayed animation for attacking dragon
414 * fixed bug with not setting initial gravity for each new game
415 * fixed bug with teleportation of player by custom element change
416 * fixed bug with player not getting smashed by rock sometimes
419 * version number set to 3.0.7
422 * version 3.0.6 released
425 * added support for MP3 music for SDL version through SMPEG library
428 * fixed bug when initializing font graphic structure
429 * fixed bug with animation mode "pingpong" when using only 1 frame
430 * fixed bug with extended change target introduced in 3.0.5
431 * fixed bug where passing over moving element doubles player speed
432 * fixed bug with elements continuing to move into push direction
433 * fixed bug with duplicated player when dropping bomb with shield on
434 * added "switching" event for custom elements ("pressing" only once)
435 * fixed switching bug (resetting flag when not switching but not idle)
438 * fixed element tokens for certain file elements with ".active" etc.
441 * version number set to 3.0.6
444 * version 3.0.5 released
447 * now four envelope elements available
448 * font, background, animation and sound for envelope now configurable
449 * main menu doors opening/closing animation type now configurable
452 * active/inactive sides configurable for custom element changes
453 * new movement type "move when pushed" available for custom elements
456 * fixed bug in multiple config pages loader code that caused crashes
459 * enhanced (remaining low-resolution) Supaplex graphics
462 * version number set to 3.0.5
465 * version 3.0.4 released
467 2003-09-12 src/tools.c
468 * fixed bug in custom definition of crumbled element graphics
470 2003-09-11 src/files.c
471 * fixed bug in multiple config pages code that caused crashes
474 * version number set to 3.0.4
477 * version 3.0.3 released
480 * added music to Supaplex classic level set
482 2003-09-07 src/libgame/misc.c
483 * added support for loading various music formats through SDL_mixer
485 2003-09-06 (various source files)
486 * fixed several nasty bugs that may have caused crashes on some systems
487 * added envelope content which gets displayed when collecting envelope
488 * added multiple change event pages for custom elements
490 2003-08-24 src/game.c
491 * fixed problem with player animation when snapping and moving
493 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
494 * fixed problem with flickering when drawing toon animations
496 2003-08-23 src/libgame/sdl.c
497 * fixed problem with setting mouse cursor in SDL version in fullscreen
499 2003-08-23 src/game.c
500 * fixed bug (missing array boundary check) which could crash the game
503 * version number set to 3.0.3
506 * version 3.0.2 released
508 2003-08-21 src/game.c
509 * fixed bug with creating inaccessible elements at player position
511 2003-08-20 src/init.c
512 * fixed bug with not finding current level artwork directory
514 2003-08-20 src/files.c
515 * fixed bug with choosing wrong engine version when playing tapes
516 * fixed bug with messing up custom element properties in 3.0.0 levels
519 * version number set to 3.0.2
522 * version 3.0.1 released
524 2003-08-17 (no source files affected)
525 * changed all "classic" PCX image files with 16 colors or less to
526 256 color (8 bit) storage format, because the Allegro game library
527 cannot handle PCX files with less than 256 colors (contributed
528 graphics are not affected and might look wrong in the DOS version)
530 2003-08-16 src/init.c
531 * fixed bug which (for example) crashed the level editor when defining
532 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
533 (only set to default) -- invalid graphics now set to default graphic
535 2003-08-16 src/init.c
536 * fixed graphical bug of player digging/collecting/snapping element
537 when no corresponding graphic/animation is defined for this action,
538 resulting in player being drawn as EL_EMPTY (which should only be
539 done to elements being collected, but not to the player)
541 2003-08-16 src/game.c
542 * fixed small graphical bug of player not totally moving into exit
544 2003-08-16 src/libgame/setup.c
545 * fixed bug with wrong MS-DOS 8.3 filename conversion
547 2003-08-16 src/tools.c
548 * fixed bug with invisible mouse cursor when pressing ESC while playing
550 2003-08-16 (various source files)
551 * added another 128 custom elements (disabled in editor by default)
553 2003-08-16 src/editor.c
554 * fixed NULL string bug causing Solaris to crash in sprintf()
556 2003-08-16 src/screen.c
557 * fixed drawing over scrollbar on level selection with custom fonts
559 2003-08-15 src/game.c
560 * cleanup of simple sounds / loop sounds / music settings
562 2003-08-08 (various source files)
563 * added custom element property for dropping collected elements
565 2003-08-08 src/conf_gfx.c
566 * fixed bug with missing graphic for active red disk bomb
568 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
569 * extended variable "level.gravity" to "level.initial_gravity" and
570 "game.current_gravity" to prevent level setting from being changed
571 by playing the level (keeping the runtime value after playing)
573 * fixed graphics bug when digging element that has 'crumbled' graphic
574 definition, but not 'diggable' graphic definition
577 * version number set to 3.0.1
580 * version 3.0.0 released
583 * various bug fixes; among others:
584 - fixed bug with pushing spring over empty space
585 - fixed bug with leaving tube while placing dynamite
586 - fixed bug with explosion of smashed penguins
587 - allow Murphy player graphic in levels with non-Supaplex elements
591 * I have forgotten to document changes for some time
594 * pre-release version 2.2.0rc1 released
597 * version number set to 2.1.2
600 * version 2.1.1 released
603 * version number set to 2.1.1
606 * version 2.1.0 released
609 * version number set to 2.1.0
611 2002-04-03 to 2002-05-19 (various source files)
612 * graphics, sounds and music now fully configurable
613 * bug fixed that prevented walking through tubes when gravity on
615 2002-04-02 src/events.c, src/editor.c
616 * Make Escape key less aggressive when playing or when editing level.
617 This can be configured as an option in the setup menu. (Default is
618 "less aggressive" which means "ask user if something can be lost"
619 when pressing the Escape key.)
621 2002-04-02 src/screen.c
622 * Added "graphics setup" screen.
624 2002-04-01 src/screen.c
625 * Changed "choose level" setup screen stuff to be more generic (to
626 make it easier to add more "choose from generic tree" setup screens).
628 2002-04-01 src/config.c, src/timestamp.h
629 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
630 automatically gets created by "src/Makefile" and contains an actual
631 compile-time timestamp to identify development versions of the game).
633 2002-03-31 src/tape.c, src/events.c
634 * Added quick game/tape save/load functions to tape stuff which can be
635 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
636 loads previously recorded tape and directly goes into recording mode
637 from the end of the tape (therefore appending to the tape).
639 2002-03-31 src/tape.c
640 * Added "index mark" function to tape recorder. When playing or
641 recording, "eject" button changes to "index" button. Setting index
642 mark is not yet implemented, but pressing index button when playing
643 allows very quick advancing to end of tape (when normal playing),
644 very fast forward mode (when playing with normal fast forward) or
645 very fast reaching of "pause before end of tape" (when playing with
646 "pause before end" playing mode).
648 2002-03-30 src/cartoons.c
649 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
651 2002-03-29 src/screen.c
652 * Changed setup screen stuff to be more generic (to make it easier
653 to add more setup screens).
655 2002-03-23 src/main.c, src/main.h
656 * Various changes due to the introduction of the new libgame files
657 "setup.c" and "joystick.c".
659 2002-03-23 src/files.c
660 * Generic parts of "src/files.c" (mainly setup and level directory
661 stuff) moved to new libgame file "src/libgame/setup.c".
663 2002-03-23 src/joystick.c
664 * File "src/joystick.c" moved to libgame source tree, with
665 correspondig changes.
667 2002-03-22 src/screens.c
668 * "HandleChooseLevel()": Another bug in level series navigation fixed.
669 (Wrong level series information displayed when entering main group.)
671 2002-03-22 src/editor.c
672 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
674 2002-03-22 src/editor.c
675 * Changed behaviour of "Escape" key in level editor to be more
676 intuitive: When in "Element Properties" or "Level Info" mode,
677 return to "Drawing Mode" instead of leaving the level editor.
679 2002-03-21 src/game.c, src/editor.c, src/files.c
680 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
681 gems (emeralds, diamonds, ...) slipping down from normal wall,
682 steel wall and growing wall (as in E.M.C. style levels). Although
683 the behaviour of contributed and private levels wasn't changed (due
684 to the use of "level.game_version"; see previous entry), editing
685 those levels will (of course) change the behaviour accordingly.
687 This change seems a bit too hard after thinking about it, because
688 the EM style behaviour is not the "expected" behaviour (gems would
689 normally only slip down from "rounded" walls). Therefore this was
690 now changed to an element property for gem style elements, with the
691 default setting "off" (which means: no special EM style behaviour).
692 To fix older converted levels, this flag is set to "on" for pre-2.0
693 levels that are neither contributed nor private levels.
695 2002-03-20 src/files.h
696 * Corrected settings for "level.game_version" depending of level type.
697 (Contributed and private levels always get played with game engine
698 version they were created with, while converted levels always get
699 played with the most recent version of the game engine, to let new
700 corrections of the emulation behaviour take effect.)
702 2002-03-20 src/main.h
703 * Added "#include <time.h>". This seems to be needed by "tape.c" for
704 compiling the SDL version on some systems.
705 Thanks to the several people who pointed this out.
708 * Version number set to 2.0.2.
711 * Version 2.0.1 released.
713 2002-03-18 src/screens.c
714 * "HandleChooseLevel()": Small bug in level series navigation fixed.
716 2002-03-18 src/files.c [src/libgame/misc.c]
717 * Moved some common functions from src/files.c to src/libgame/misc.c.
719 2002-03-18 src/files.c [src/libgame/misc.c]
720 * Changed permissions for new directories and saved files (especially
721 score files) according to suggestions of Debian users and mantainers.
722 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
724 2002-03-17 src/files.c
725 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
726 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
727 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
728 for levels and "TAPE" for tapes). Old "cookie" style format is
729 still supported for reading. New level and tape files are written
732 * New IFF chunk "VERS" contains version numbers for file and game
733 (where "game version" is the version of the program that wrote the
734 file, and "file version" is a version number to distinguish files
735 with different format, for example after adding new features).
737 2002-03-15 src/screen.c
738 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
739 (Before, you heard a mixture of the in-game music and the
742 2002-03-14 src/events.c
743 * Function "DumpTape()" (files.c) now available by pressing 't' from
744 main menu (when in DEBUG mode).
746 2002-03-14 src/game.c
747 * "GameWon()": When game was won playing a tape, now there is no delay
748 raising the score and no corresponding sound is played.
750 2002-03-14 src/files.c
751 * Changed "LoadTape()" for real chunk support and also adjusted
752 "SaveTape()" accordingly.
754 2002-03-14 src/game.c, src/tape.c, src/files.c
755 * Important changes to tape format: The old tape format stored all
756 actions with a real effect with a corresponding delay between the
757 stored actions. This had some major disadvantages (for example,
758 push delays had to be ignored, pressing a button for some seconds
759 mutated to several single button presses because of the non-action
760 delays between two action frames etc.). The new tape format just
761 stupidly records all device actions and replays them later. I really
762 don't know why I haven't solved it that way before?! Old-style tapes
763 (with tape file version less than 2.0) get converted to the new
764 format on-the-fly when loading and can therefore still be played;
765 only some minor parts of the old-style tape handling code was needed.
766 (A perfect conversion is not possible, because there is information
767 missing about the device actions between two action frames.)
769 2002-03-14 src/files.c
770 * New function "DumpTape()" to dump the contents of the current tape
771 in a human readable format.
773 2002-03-14 src/game.c
774 * Small tape bug fixed: When automatically advancing to next level
775 after a game was won, the tape from the previous level still was
776 loaded as a tape for the new level.
778 2002-03-14 src/tape.c
779 * Small graphical bug fixed: When pressing ""Record" or "Play" on
780 tape, cartoons did not get completely removed because
781 StopAnimation() was not called.
783 2002-03-13 src/files.c
784 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
785 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
786 size even when using 16-bit elements). Added new chunk "CNT2" for
787 16-bit amoeba content (previously written in 8-bit field in "HEAD"
788 chunk even when content was 16-bit element). "CNT2" should now be
789 able to store content for arbitrary elements (up to eight blocks of
790 3 x 3 element arrays). All "CNT2" elements will always be stored as
791 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
793 2002-03-13 src/files.c
794 * Changed "LoadLevel()" for real chunk support.
796 2002-03-12 src/game.c
797 * Fixed problem (introduced after 2.0.0 release) with penguins
798 not getting killed by enemies
800 2002-02-24 src/game.c, src/main.h
801 * Added "player->is_moving"; now "player->last_move_dir" does
802 not contain any information if the player is just moving at
804 Before, "player->last_move_dir" was misused for this purpose
805 for the robot stuff (robots don't kill players when they are
806 moving). But setting "player->last_move_dir" to MV_NO_MOVING
807 broke tapes when walking through pipes!
808 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
809 in a continuous movement. This fact is ignored for friends and