2 * added configuration directives for the remaining main menu items
5 * added additional configuration directives for info screen draw offset:
6 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
7 * added additional configuration directives for preview info text
8 * limited mouse wheel sensitive screen area to scrollable screen area
11 * added highlighted menu text entries to menu navigation when selected
14 * fixed bug that prevented player from correctly being created in the
15 top left corner by a custom element change in a level without player
16 * fixed bug that prevented player from being killed when indestructible,
17 non-walkable element is placed on player position by extended change
18 * added configurable menu button, text and input positions to main menu
21 * added page fading effects for remaining info sub-screens
22 * fixed small bug that caused some delays when answering door request
25 * added directives "border.draw_masked.*" for menu/playfield area and
26 door areas to display overlapping/masked borders from "global.border"
29 * fixed bug with CE with move speed "not moving" not being animated
30 * when changing player artwork by CE action, reset animation frame
33 * fixed bug with not unmapping main menu screen gadgets on other screens
34 * fixed bug with un-pausing a paused game by releasing still pressed key
35 * fixed bug with not redrawing screen when toggling to/from fullscreen
36 mode while fast reloading tape (without redrawing playfield contents)
37 * fixed bug with quick-saving tape snapshot despite answering with "no"
40 * version number set to 3.2.3
43 * version 3.2.2 released
46 * fixed bug with redrawing screen in fullscreen mode after quick tape
47 reloading when using the EMC game engine
48 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
51 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
54 * added engine snapshot functionality for instant tape reloading (this
55 only works for the last tape saved using "quick save", and does not
56 work across program restarts, because it completely works in memory)
59 * version number set to 3.2.2
62 * version 3.2.1 released
65 * fixed nasty bugs with handling error message file on Mac OS X systems
68 * general code cleanup (removing many annoying "#if 0" blocks etc.)
71 * fixed bug that caused broken tapes when manually appending to tapes
72 using the "pause before death" functionality, followed by recording
73 * added setup option to disable fading of screens for faster testing
76 * code cleanup of new fading functions
79 * changed behaviour after solved game -- do not immediately stop engine
80 * added some more smooth screen fadings (game start, hall of fame etc.)
83 * fixed bug with displaying pushed CE with value/score/delay anim_mode
86 * added configurable level preview position, tile size and dimensions
87 * added configurable game panel value positions (gems, time, score etc.)
90 * fixed small bug with time displayed incorrectly when collecting CEs
93 * fixed bug with bumpy scrolling with EM engine in double player mode
96 * added compatibility code to fix "Snake Bite" style levels that were
97 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
100 * fixed bug with scrollbars inside editor when using the Windows mouse
101 enhancement tool "True X-Mouse" (which injects key events to the event
102 queue to insert selected stuff into the Windows clipboard, which gets
103 confused with the "Insert" key for jumping to the last editor cascade
104 block in the element list)
105 * added Rocks'n'Diamonds icon for use as window icon to SDL version
106 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
109 * added selection of preferred fullscreen mode to setup / graphics menu
110 (useful if default mode 800 x 600 does not match screen aspect ratio)
113 * improved down-scaling of images for better editor and preview graphics
114 * changed user data directory for Mac OS X from Unix style to new place
117 * improved level number selection in main menu and player selection in
118 setup menu (input devices section) by using standard button gadgets
119 * added support for mouse scroll wheel (caused buggy behaviour before)
120 * added support for scrolling horizontal scrollbars with mouse wheel by
121 holding "Shift" key pressed while scrolling the wheel
122 * added support for single step mouse wheel scrolling by holding "Alt"
123 key pressed while scrolling the wheel (can be combined with "Shift")
124 * changed output file "stderr.txt" on Windows platform now always to be
125 created in the R'n'D sub-directory of the personal documents directory
126 * added Windows message box to direct to "stderr.txt" after error aborts
129 * improved general scrollbar handling (when jump-scrolling scrollbars)
132 * changed scrollbars to always show last line as first after scrolling
133 (that means jumping n - 1 screen lines instead of n screen lines)
136 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
137 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
138 * fixed special handling of vertically stacked acid becoming fake acid
141 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
142 affect multiple instances of the same CE, although this kind of
143 change condition usually only affects one single custom element
146 * version number set to 3.2.1
149 * version 3.2.0 released
152 * reorganized level editor element list a bit to match engines better
155 * fixed newly introduced bug with wrongly initializing clipboard element
158 * fixed bug with displaying visible/invisible level border in editor
161 * reorganized some elements in the level editor element list
164 * fixed bug with displaying any player as "yellow" when moving into acid
165 * fixed bug with displaying running player when player stopped at border
168 * fixed bug with player exploding when moving into acid
169 * fixed bug with level settings being reset in editor and when playing
170 (some compatibility settings being set not only after level loading)
171 * fixed crash bug when number of custom graphic frames was set to zero
172 * fixed bug with teleporting player on walkable tile not working anymore
173 * added partial compatibility support for pre-release-only "CONF" chunk
174 (to make Alan Bond's "color cycle" demo work again :-) )
177 * fixed some bugs when displaying title screens from info screen menu
178 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
181 * changed file major version to 3 to reflect level file format changes
182 * uploaded pre-release (test) version 3.2.0-8 binary and source code
185 * added new chunk "NAME" to level file format for level name settings
186 * added new chunk "NOTE" to level file format for envelope settings
187 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
188 * updated magic(5) file to recognize changed and new level file chunks
189 * removed change events "change when CE value/score changes" as unneeded
192 * changed gravity (which only affects the player) from level property
193 to player property (only makes a difference in multi-player levels)
194 * added change events "change when CE value/score changes"
195 * added change events "change when CE value/score changes of <element>"
198 * added new chunk "INFO" to level file format for global level settings
199 * added all element settings from "HEAD" chunk to "CONF" chunk
200 * added all global level settings from "HEAD" chunk to "INFO" chunk
203 * changed level file format by adding two new chunks "CUSX" (for custom
204 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
205 elements, replacing the previous "GRP1" chunk); these new IFF style
206 chunks use the new and flexible "micro chunks inside chunks" technique
207 already used with the new "CONF" chunk (for normal element properties)
208 which makes it possible to easily extend the existing level format
209 (instead of using fixed-length chunks like before, which are either
210 too big due to reserved bytes for future use, or too small when those
211 reserved bytes have all been used and even more data should be stored,
212 requiring the replacement by new and larger chunks just like it went
213 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
216 * added credits pages to the "credits" section that were really missing
217 * added some missing element descriptions to the level editor
218 * added down position of switchgate switch to the level editor
219 and allowed the use of both switch positions at the same time
220 * changed use of "Insert" and "Delete" keys to navigate element list in
221 level editor to start of previous or next cascading block of elements
224 * added the possibility to view the title screen to the info screen menu
225 * fixed some minor bugs with viewing title screens
228 * fixed bug with title (cross)fading in/out when using fullscreen mode
231 * fixed bug that forced re-defining of menu settings in local graphics
232 config file which are already defined in existing base config file
233 * fixed small bug that caused door sounds playing when music is enabled
236 * added the possibility to define up to five title screens for each
237 level set that are displayed after loading using (cross)fading in/out
238 (this was added to display the various start images of the EMC sets)
241 * added "CE score gets zero [of]" to custom element trigger conditions
242 * added setup option to display element token name in level editor
245 * added compatibility code for Juergen Bonhagen's menu artwork settings
248 * fixed bug with displaying wrong animation frame 0 after CE changes
249 * fixed bug with creating invisible elements when light switch is on
252 * added selection between ECS and AGA graphics for EMC levels to setup
255 * adjusted font handling for various narrow EMC style fonts
258 * changed EM engine behaviour back to re-allow initial rolling springs
261 * fixed handling of over-large selectboxes (less error-prone now)
262 * fixed bug when creating GE with walkable element under the player
265 * added use of "Insert" and "Delete" keys to navigate element list in
266 level editor to start of custom elements or start of group elements
267 * added virtual elements to access CE value and CE score of elements:
268 - "CE value of triggering element"
269 - "CE score of triggering element"
270 - "CE value of current element"
271 - "CE score of current element"
274 * fixed "grass" to "sand" in older EM levels (up to file version V4)
277 * changed behaviour of network games with internal errors (because of
278 different client frame counters) from immediately terminating R'n'D
279 to displaying an error message requester and stopping only the game
280 (also to prevent impression of crashes under non command-line runs)
281 * fixed playing network games with the EMC engine (did not work before)
282 * fixed bug with not scrolling the screen in multi-player mode with the
283 focus on player 1 when all players are moving in different directions
284 * fixed bug with keeping pointer to gadget even after its deallocation
285 * fixed bug with allowing "focus on all players" in network games
286 * fixed bug with player focus when playing tapes from network games
289 * uploaded pre-release (test) version 3.2.0-7 binary and source code
292 * code cleanup for game action control for R'n'D and EMC game engine
295 * fixed bug in multi-player movement with focus on both players
296 * added option to control only the focussed player with all input
299 * added player focus switching to level tape recording and re-playing
302 * fixed some bugs in player focus switching in EMC and RND game engine
305 * added special Supaplex animations for Murphy digging and snapping
306 * added special Supaplex animations for Murphy being bored and sleeping
309 * added four new yam yams with explicit start direction for EMC engine
310 * fixed bug in src/libgame/text.c with printing text outside the window
313 * fixed small bug in EMC level loader (copyright sign in EM II levels)
316 * added delayed ignition of EM style dynamite when used in R'n'D engine
317 * added limited movement range to EMC engine when focus on all players
320 * fixed bug with missing (zero) score values for native Supaplex levels
323 * added "continuous snapping" (snapping many elements while holding the
324 snap key pressed, without releasing the snap key after each element)
325 as a new player setting for more compatibility with the classic games
328 * finished scrolling for "focus on all players" in EMC graphics engine
331 * level sets with "levels: 0" are ignored for levels, but not artwork
332 * fixed bug when scanning empty level group directories (endless loop)
335 * fixed bug with explosion graphic for player using "Murphy" graphic
336 * fixed bug with explosion graphic if player leaves explosion in time
337 * changed some descriptive text in setup menu to use medium-width font
338 * added key shortcut settings for switching player focus to setup menu
341 * fixed bug with random value initialization when recording tapes
342 * fixed bug with playing single player tapes when team mode activated
345 * fixed little bug when trying to switch to player that does not exist
348 * added player switching (visual and quick) to R'n'D and EM game engine
349 * added setup option to select visual or quick in-game player switching
352 * added use of "Home" and "End" keys to handle element list in editor
355 * fixed bug with adding score when playing tape with EMC game engine
356 * added steel wall border for levels using EMC engine without border
357 * finally fixed delayed scrolling in EMC engine also for small levels
360 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
363 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
364 * fixed bug when displaying info element without action, but direction
367 * fixed minor graphical problems with springs smashing and slurping
368 (when using R'n'D style graphics instead of EMC style graphics)
371 * added scroll delay (as configured in setup) to EMC graphics engine
374 * improved screen redraw for EMC graphics engine (faster and smoother)
375 * when not scrolling, do not redraw the whole playfield if not needed
378 * added multi-player mode for EMC game engine (with up to four players)
381 * added android (can clone elements) from EMC engine to R'n'D engine
384 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
387 * added selectbox for initial player speed to player settings in editor
390 * version 3.1.2 created that is basically version 3.1.1, but with a
391 major bug fixed that prevented editing your own private levels
392 * version 3.1.2 released
395 * added magic ball (creates elements) from EMC engine to R'n'D engine
398 * uploaded fixed pre-release version 3.2.0-6 binary and source code
401 * fixed bug when using "CE can leave behind <trigger element>"
402 * added new change condition "(after/when) creation of <element>"
403 * added new change condition "(after/when) digging <element>"
404 * fixed bug accessing invalid gadget that caused crashes under Windows
405 * deactivated new possibility for multiple CE changes per frame
408 * uploaded pre-release (test) version 3.2.0-6 binary and source code
411 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
412 * fixed bug with not keeping CE value for moving CEs with only action
413 * changed CE action selectboxes in editor to be only reset when needed
416 * added option "use artwork from element" for custom player artwork
417 * added option "use explosion from element" for player explosions
420 * added cascaded element lists in the level editor
421 * added persistence for cascaded element lists by "editorcascade.conf"
422 * added dynamic element list with all elements used in current level
423 * added possibility for multiple CE changes per frame (experimental)
426 * uploaded pre-release (test) version 3.2.0-5 binary and source code
429 * changed "score for each 10 seconds/steps left" to "1 second/step"
430 * added own score for collecting "extra time" instead of sharing it
431 * added change events "switched by player" and "player switches <e>"
432 * added change events "snapped by player" and "player snaps <e>"
433 * added "set player artwork: <element choice>" to CE action options
434 * added change event "move of <element>"
437 * added "set player shield: off / normal / deadly" to CE action options
438 * added new player option "use level start element" in level editor
439 to set the correct focus at level start to elements from which the
440 player is created later (this did not work before for cascaded CE
441 changes resulting in creation of the player; it is now also possible
442 to create the player from a yam yam which is smashed at level start)
445 * added "set player speed: frozen (not moving)" to CE action options
446 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
449 * added new player option "block snap field" (enabled by default) to
450 make it possible to show a snapping animation like in Emerald Mine
453 * added dynamic selectboxes to custom element action settings in editor
454 * added "CE value" counter for custom elements (instead of "CE count")
455 * added option to use the last "CE value" after custom element change
456 * added option to use the "CE value" of other elements in CE actions
457 * fixed odd behaviour when pressing time orb in levels w/o time limit
458 * added checkbox "use time orb bug" for older levels that use this bug
461 * added missing configuration settings for the following elements:
462 - EL_TIMEGATE_SWITCH (time of open time gate)
463 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
464 - EL_SHIELD_NORMAL (time of shield duration)
465 - EL_SHIELD_DEADLY (time of shield duration)
466 - EL_EXTRA_TIME (time added to level time)
467 - EL_TIME_ORB_FULL (time added to level time)
470 * added "wind direction" as a movement pattern for custom elements
471 * added initial wind direction for balloon / custom elements to editor
472 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
475 * added parameters for "game of life" and "biomaze" elements to editor
478 * added level file chunk "CONF" for generic level and element settings
481 * uploaded pre-release (test) version 3.2.0-4 binary and source code
484 * skip empty level sets (with "levels: 0"; may be artwork base sets)
485 * added sound action ".page[1]" to ".page[32]" for each CE change page
488 * added image config suffix ".clone_from" to copy whole image settings
489 * fixed bug with invalid ("undefined") CE settings in old level files
492 * fixed graphical bug with smashing elements falling faster than player
495 * fixed major bug which prevented private levels from being edited
496 * fixed bug with precedence of general and special font definitions
499 * fixed graphical bug with player animation when player moves slowly
502 * uploaded pre-release (test) version 3.2.0-3 binary and source code
505 * fixed bug which prevented "global.num_toons: 0" from working
508 * major code cleanup (removed all these annoying "#if 0" blocks)
511 * added custom element actions for CE change page in level editor
514 * fixed music initialization bug in init.c (thanks to David Binderman)
515 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
516 (this bug must probably be fixed at other places, too)
519 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
520 (should be '#include <SDL.h>' instead)
523 * fixed bug which prevented "walkable from no direction" from working
524 (due to compatibility code overwriting this setting after loading)
527 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
530 * version number temporarily set to 3.1.1 (intermediate bugfix release)
531 * version 3.1.1 released
534 * changed some va_arg() arguments from 'long' to 'int', fixing problems
535 on 64-bit architecture systems with LP64 data model
538 * fixed bug with bombs not exploding when hitting the last level line
539 (introduced after the release of 3.1.0)
542 * added support for dumping small-sized level sketches from editor
545 * added recognition of "trigger element" for "change digged element to"
546 (this is not really what the "trigger element" was made for, but its
547 use may seem obvious for leaving back digged elements unchanged)
550 * fixed multiple warnings about failed joystick device initialization
553 * fixed bug with dynamite dropped on top of just dropped custom element
554 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
555 dynamite can still be dropped, but drop key must be released before
558 * fixed bug with wrong start directory when started from file browser
559 (due to this bug, R'n'D could not be started from KDE's Konqueror)
562 * fixed bug causing "change when impact" on player not working
563 * fixed wrong priority of "hitting something" over "hitting <element>"
564 * fixed wrong priority of "hit by something" over "hit by <element>"
567 * fixed graphical bug which caused the player (being Murphy) to show
568 collecting animations although the element was collected by penguin
571 * fixed two bugs causing wrong door background graphics in system.c
572 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
575 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
576 * added "no direction" to "walkable/passable from" selectbox options
579 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
580 * in tape autoplay, not only report broken, but also missing tapes
583 * uploaded pre-release (test) version 3.2.0-2 binary and source code
586 * fixed small bug with "linear" animation not working for active lamp
589 * fixed bug with moving up despite gravity due to "block last field"
590 * fixed small bug with wrong draw offset when typing name in main menu
591 * when reading user names from "passwd", ignore data after first comma
592 * when creating new "levelinfo.conf", only write some selected entries
595 * fixed displaying "imported from/by" on preview with empty string
596 * fixed ignoring draw offset for fonts used for level preview texts
599 * fixed a delay problem with SDL and too many mouse motion events
600 * added setup option "skip levels" and level skipping functionality
603 * added move speed "not moving" for non-moving CEs, but with direction
606 * fixed mapping of obsolete element token names in "editorsetup.conf"
607 * fixed bug with sound "acid.splashing" treated as a loop sound
608 * fixed some little sound bugs in native EM engine
611 * fixed small bug when dragging scrollbars to end positions
614 * added editor element descriptions written by Aaron Davidson
617 * improved fallback handling when configured artwork is not available
618 (now using default artwork instead of exiting when files not found)
621 * fixed bug on level selection screen when dragging scrollbar
624 * fixed bug which caused broken tapes when appending to EM engine tapes
627 * uploaded pre-release (test) version 3.2.0-1 binary and source code
630 * added code to replace changed artwork config tokens with other tokens
631 (needed for backwards compatibility, so that older tokens still work)
634 * added native R'n'D graphics for some new EMC elements in EM engine
637 * fixed some bugs in the EM engine integration code
638 * changed EM engine code to allow diagonal movement
639 * changed EM engine code to allow use of separate snap and drop keys
642 * fixed some redraw bugs when using EM engine
645 * fixed bug with not converting RND levels which are set to use native
646 engine to native level structure when loading
649 * uploaded pre-release (test) version 3.2.0-0 binary and source code
652 * version number set to 3.2.0
655 * level data now reset to defaults after attempt to load invalid file
658 * added use of "editorsetup.conf" for different level sets
661 * added auto-detection for various types of Emerald Mine level files
664 * fixed bug with scrollbars getting too small when list is very large
667 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
670 * added most level editor configuration gadgets for new EMC elements
673 * added more element and graphic definitions for new EMC elements
676 * modified native EM engine to use integrated R'n'D sound system
679 * added SDL support to graphics functions in native EM engine
680 (by always using generic libgame interface functions)
683 * fixed bug in frame synchronization in native EM engine
686 * added code to convert levels between R'n'D and native EM engine
689 * new Emerald Mine engine can now play levels selected in main menu
692 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
693 (which creates scaled down graphics for level editor and preview);
694 there's still a memory leak somewhere in the artwork handling code
695 * added "scale image up" functionality to X11 version of zoom function
698 * first attempts to integrate new, native Emerald Mine Club engine
701 * fixed bug in gadget code which caused reset of CEs in level editor
702 (example: pressing 'b' [grab brush] on CE config page erased values)
703 (solution: check if gadgets in ClickOnGadget() are really mapped)
704 * improved level change detection in editor (settings now also checked)
705 * fixed bug with "can move into acid" and "don't collide with" state
708 * fixed maze runner style CEs to use the configured move delay value
711 * added Aaron Davidson's tutorial level set to the "Tutorials" section
714 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
715 * fixed the above fix because it broke level set "machine" (*sigh*)
716 * fixed random element placement in level editor to work as expected
717 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
720 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
723 * fixed bug (missing array boundary check) which caused broken tapes
724 * fixed bug (when loading level template) which caused broken levels
725 * fixed bug with new block last field code when using non-yellow player
728 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
729 * internal change of how the player blocks the last field when moving
730 * fixed blocking delay of last field for EM and SP style block delay
731 * fixed bug where the player had to wait for the usual move delay after
732 unsuccessfully trying to move, when he directly could move after that
733 * the last two changes should make original Supaplex level 93 solvable
734 * improved use of random number generator to make it less predictable
735 * fixed behaviour of slippery SP elements to let slip left, then right
738 * fixed bug with wrong door state after trying to quickload empty tape
739 * fixed waste of static memory usage of the binary, making it smaller
740 * fixed very little graphical bug in Supaplex explosion
743 * version number set to 3.1.1
746 * version 3.1.0 released
749 * fixed bug with crash when writing user levelinfo.conf the first time
752 * added option "convert LEVELDIR [NR]" to command line batch commands
753 * re-converted Supaplex levels to apply latest engine fixes
754 * changed "use graphic/sound of element" to "use graphic of element"
755 due to compatibility problems with some levels ("bug machine" etc.)
758 * fixed bug with CE change replacing player with same or other player
761 * fixed bug with opaque font in envelope with background graphic when
762 background graphic is not transparent itself
765 * added "gravity on" and "gravity off" ports for Supaplex compatibility
766 * corrected original Supaplex level loading code to use these new ports
767 * also corrected Supaplex loader to auto-count infotrons if set to zero
770 * fixed bug with missing initialization of "modified" flag for GEs
773 * fixed bug that caused endless recursion loop when relocating player
774 * fixed tape recorder bug in "step mode" when using "pause before end"
775 * fixed tape recorder bug when changing from "warp forward" mode
778 * fixed bug with "when touching" for pushed elements at last position
781 * fixed bug that caused two activated toolbox buttons in level editor
782 * fixed bug with exploding dynabomb under player due to other explosion
785 * fixed bug with creating walkable custom element under player (again)
786 * fixed bug with not copying explosion type when copying CEs in editor
787 * fixed graphical bug when drawing player in setup menu (input devices)
788 * fixed graphical bug when the player is pushing an accessible element
789 * fixed bug with classic switchable elements triggering CE changes
790 * fixed bug with entering/leaving walkable element in RelocatePlayer()
791 * fixed crash bug when CE leaves behind the trigger player element
794 * fixed bug with broken tubes after placing/exploding dynamite in them
795 * fixed bug with exploding dynamite under player due to other explosion
796 * fixed bug with not resetting push delay under certain circumstances
799 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
800 * added network multiplayer code for Windows (thanks to Niko Böhm)
803 * added option "reachable despite gravity" for gravity movement
804 * changed gravity movement of most classic walkable and passable
805 elements back to "not reachable" (for compatibility reasons)
808 * fixed (removed) "indestructible" / "can explode" dependency in editor
809 * fixed (removed) "accessible inside" / "protected" dependency
810 * fixed (removed) "step mode" / "shield time" dependency
813 * fixed dynabombs exploding now into anything diggable
814 * fixed Supaplex style gravity movement into buggy base now impossible
815 * added pressing key "space" as valid action to select menu options
818 * added "replace when walkable" to relocate player to walkable element
819 * added "enter"/"leave" event for elements affected by relocation
820 * fixed "direct"/"indirect" change order also for "when change" event
821 * fixed graphical bug when pushing things from elements walkable inside
824 * fixed graphic bug when player is snapping while moving in old levels
825 * fixed bug when a moving custom element leaves a player element behind
826 * fixed bug with mole not disappearing when moving into acid pool
827 * fixed bug with incomplete path setting when using "--basepath" option
828 * moving CE can now leave walkable elements behind under the player
829 * when relocating, player can be set on walkable element now
830 * fixed another gravity movement bug
833 * uploaded pre-release (test) version 3.1.0-2 binary and source code
836 * added "collectible" and "removable" to extended replacement types
837 (where "removable" replaces "diggable" and "collectible" elements)
838 * added "collectible & throwable" (to throw element to the next field)
839 * fixed bug with CEs digging elements that are just about to explode
840 * changed mouse cursor now always being visible when game is paused
843 * added possibility to push/press accessible elements from a side that
845 * fixed bug with not setting actual date when appending to tape
848 * fixed bug with incorrectly initialized custom element editor graphics
851 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
852 - number of levels corrected from 18 to 17 in "levelinfo.conf"
855 * fixed bug with destroyed robot wheel still attracting robots forever
856 * fixed bug with time gate switch deactivating after robot wheel time
857 (while the time gate itself is not affected by this misbehaviour)
858 * changed behaviour of BD style amoeba to always get blocked by player
859 (before it was different when there were non-BD elements in level)
860 * fixed bug with player destroying indestructable elements with shield
863 * added option to make growing elements grow into anything diggable
864 (for the various amoeba types, biomaze and "game of life")
867 * fixed bug with movable elements not moving after left behind by CEs
868 * changed gravity movement to anything diggable, not only sand/base
869 * optionally allowing passing to walkable element, not only empty space
870 * added option "can pass to walkable element" for players
871 * finally fixed gravity movement (hopefully)
874 * fixed bug with movable elements not moving anymore after falling down
877 * fixed another bug with custom elements digging and leaving elements
878 * fixed bug with "along left/right side" and automatic start direction
879 * trigger elements now also displayed when "more custom" deactivated
880 * fixed bug with clipboard element initialized when loading new level
881 * added option "drop delay" to set delay before dropping next element
884 * uploaded pre-release (test) version 3.1.0-1 binary and source code
887 * added copy and paste functions for custom change pages
888 * enhanced graphical display and functionality of tape recorder
889 * fixed bug with custom elements digging and leaving elements
892 * added move speed faster than "very fast" for custom elements
893 * fixed bug with 3+3 style explosions and missing border content
894 * fixed little bug when copying custom elements in the editor
895 * enhanced custom element changes by more side trigger actions
898 * added option "no scrolling when relocating" for instant teleporting
899 * uploaded pre-release (test) version 3.1.0-0 binary and source code
902 * added trigger element and trigger player to use as target elements
903 * added copy and paste functions for custom and group elements
906 * fixed graphical bug when displaying explosion animations
907 * fixed bug when appending to tapes, resulting in broken tapes
908 * re-recorded a few tapes broken by fixing gravity checking bug
911 * "can move into acid" property now for all elements independently
912 * "can fall into acid" property for player stored in same bitfield now
913 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
914 * version number set to 3.1.0 (finally!)
917 * changed tape recording to only record input, not programmed actions
920 * fixed totally broken (every 8th frame skipped) step-by-step recording
921 * fixed bug with requester not displayed when quick-loading interrupted
922 * added option "can fall into acid (with gravity)" for players
923 * fixed bug with player not falling when snapping down with gravity
926 * fixed bug which messed up key config when using keypad number keys
929 * fixed bug which allowed moving upwards even when gravity was active
930 * fixed bug with missing error handling when dumping levels or tapes
933 * added different colored editor graphics for Supaplex gravity tubes
936 * fixed bug that allowed solvable tapes for unsolvable levels
939 * use unlimited number of droppable elements when "count" set to zero
940 * added option to use step limit instead of time limit for level
943 * added player and change page as trigger for custom element change
946 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
949 * fixed bug with dark yamyam changing to acid when moving over acid
950 * fixed handling of levels with more than 999 seconds level time
951 (example: level 76 of "Denmine")
954 * "spring push bug" reintroduced as configurable element property
955 * fixed bug with missing properties for "mole"
956 * fixed bug that showed up when fixing the above "mole" properties bug
957 * added option "can move into acid" for all movable elements
958 * fixed graphical bug for elements moving into acid
959 * changed event handling to handle all pending events before going on
962 * fixed bug which caused all CE change pages to be ignored which had
963 the same change event, but used a different element side
964 (reported by Simon Forsberg)
966 * fixed bug which caused elements that can move and fall and that are
967 transported by a conveyor belt to continue moving into that direction
968 after leaving the conveyor belt, regardless of their own movement
969 type; only elements which can not move are transported now
970 (reported by Simon Forsberg)
972 * fixed bug which could cause an array overflow in RelocatePlayer()
973 (reported by Niko Böhm)
975 * changed Emerald Mine style "passable / over" elements to "protected"
976 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
978 * added new option to select from which side a "walkable/passable"
979 element can be entered
982 * added explosion and ignition delay for elements that can explode
985 * fixed bug which caused player not being protected against enemies
986 when a CE was "walkable / inside" and was not "indestructible"
987 * added "walkable/passable" fields to be "protected/unprotected"
988 against enemies, even if not accessible "inside" but "over/under"
991 * corrected move pattern to 32 bit and initial move direction to 8 bit
994 * added second custom element base configuration page
997 * added some special EMC mappings to Emerald Mine level loader
998 (also covering previously unknown element in level 0 of "Bondmine 8")
1001 * added option to block last field when player is moving (for Supaplex)
1002 * adjusted push delay of Supaplex elements
1003 * removed delays for envelopes etc. when replaying with maximum speed
1004 * fixed bug when dropping element on a field that just changed to empty
1007 * fixed bug: infotrons can now smash yellow disks
1008 * fixed bug: when gravity active, port above player can now be entered
1009 * removed "one white dot" mouse pointer which irritated some people
1012 * added "choice type" for group element selection
1015 * fixed bug with initial invulnerability of non-yellow player
1018 * added level loader for loading native Supaplex packed levels
1019 (including multi-part levels like the "splvls99" levels)
1022 * fixed bug which allowed creating emeralds by escaping explosions
1025 * custom elements can change (limited) or leave (unlimited) elements
1026 * finally added multiple matches using group elements
1027 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1030 * added new start movement type "previous" for continued CE movement
1031 * added new start movement type "random" for random CE movement start
1034 * added new element "sokoban_field_player" needed for Sokoban levels
1035 (thanks to Ed Booker for pointing this out!)
1038 * added elements that can be digged or left behind by custom elements
1041 * added group elements for multiple matches and random element creation
1044 * fixed some graphical errors displayed in old levels
1047 * fixed wrong double speed movement after passing closing gates
1050 * added level loader for loading native Emerald Mine levels
1053 * changes for "shooting" style CE movement
1056 * Happy New Year! ;-)
1059 * changed default snap/drop keys from left/right Shift to Control keys
1062 * fixed bug with dead player getting reanimated from custom element
1065 * fixed bug with wrong penguin graphics (when entering exit)
1068 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1071 * version number set to 3.0.9
1074 * version 3.0.8 released
1077 * added function checked_free()
1080 * fixed bug with double nut cracking sound
1081 (by eliminating "default element action sound" assignment in init.c)
1084 * fixed crash when no music info files are available
1087 * fixed boring and sleeping sounds
1090 * added "maze runner" and "maze hunter" movement types
1091 * added extended collision conditions for custom elements
1094 * added warnings for undefined token values in artwork config files
1097 * added menu entry for level set information to the info screen
1100 * fixed bug with wrong default impact sound for colored emeralds
1103 * added several sub-screens for the info screen
1104 * menu text now also clickable (not only blue/red sphere left of it)
1107 * added configurable "bored" and "sleeping" animations for the player
1108 * added "awakening" sound for player when waking up after sleeping
1111 * added "copy" and "exchange" functions for custom elements to editor
1114 * added configurable element animations for info screen
1117 * added configurable music credits for info screen
1120 * finally fixed tape recording when player is created from CE change
1123 * added "editorsetup.conf" for editor element list configuration
1126 * added "musicinfo.conf" for menu and level music configuration
1129 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1130 (that only showed up on Linux, but not on Windows systems)
1133 * fixed turning movement of butterflies and fireflies (no frame reset)
1134 * enhanced sniksnak turning movement (two steps instead of only one)
1137 * version number set to 3.0.8
1140 * version 3.0.7 released
1143 * fixed reset of player animation frame when, for example,
1144 walking, digging or collecting share the same animation
1145 * fixed CE with "deadly when touching" exploding when touching amoeba
1148 * fixed tape recording when player is created from CE element change
1151 * introduced "turning..." action graphic for elements with move delay
1152 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1153 * added turning animations for bug, spaceship and sniksnak
1156 * prevent "extended" changed elements from delay change in same frame
1159 * fixed bug when pushing element that can move away to the side
1160 (like pushing falling elements, but now with moving elements)
1163 * finally fixed serious bug in code for delayed element pushing (again)
1166 * unavailable setup options now marked as "n/a" instead of "off"
1167 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1168 to "true", levels are always played with the latest game engine,
1169 which is desired for levels that are imported from other games; all
1170 other levels are played with the engine version stored in level file
1171 (which is normally the engine version the level was created with)
1174 * fixed serious bug in code for delayed element pushing
1175 * fixed little bug in animation frame selection for pushed elements
1176 * speed-up of reading config file for verbose output
1179 * added configuration option for opening and closing Supaplex exit
1180 * added configuration option for moving up/down animation for Murphy
1181 * fixed incorrectly displayed animation for attacking dragon
1182 * fixed bug with not setting initial gravity for each new game
1183 * fixed bug with teleportation of player by custom element change
1184 * fixed bug with player not getting smashed by rock sometimes
1187 * version number set to 3.0.7
1190 * version 3.0.6 released
1193 * added support for MP3 music for SDL version through SMPEG library
1196 * fixed bug when initializing font graphic structure
1197 * fixed bug with animation mode "pingpong" when using only 1 frame
1198 * fixed bug with extended change target introduced in 3.0.5
1199 * fixed bug where passing over moving element doubles player speed
1200 * fixed bug with elements continuing to move into push direction
1201 * fixed bug with duplicated player when dropping bomb with shield on
1202 * added "switching" event for custom elements ("pressing" only once)
1203 * fixed switching bug (resetting flag when not switching but not idle)
1206 * fixed element tokens for certain file elements with ".active" etc.
1209 * version number set to 3.0.6
1212 * version 3.0.5 released
1215 * now four envelope elements available
1216 * font, background, animation and sound for envelope now configurable
1217 * main menu doors opening/closing animation type now configurable
1220 * active/inactive sides configurable for custom element changes
1221 * new movement type "move when pushed" available for custom elements
1224 * fixed bug in multiple config pages loader code that caused crashes
1227 * enhanced (remaining low-resolution) Supaplex graphics
1230 * version number set to 3.0.5
1233 * version 3.0.4 released
1235 2003-09-12 src/tools.c
1236 * fixed bug in custom definition of crumbled element graphics
1238 2003-09-11 src/files.c
1239 * fixed bug in multiple config pages code that caused crashes
1242 * version number set to 3.0.4
1245 * version 3.0.3 released
1248 * added music to Supaplex classic level set
1250 2003-09-07 src/libgame/misc.c
1251 * added support for loading various music formats through SDL_mixer
1253 2003-09-06 (various source files)
1254 * fixed several nasty bugs that may have caused crashes on some systems
1255 * added envelope content which gets displayed when collecting envelope
1256 * added multiple change event pages for custom elements
1258 2003-08-24 src/game.c
1259 * fixed problem with player animation when snapping and moving
1261 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1262 * fixed problem with flickering when drawing toon animations
1264 2003-08-23 src/libgame/sdl.c
1265 * fixed problem with setting mouse cursor in SDL version in fullscreen
1267 2003-08-23 src/game.c
1268 * fixed bug (missing array boundary check) which could crash the game
1271 * version number set to 3.0.3
1274 * version 3.0.2 released
1276 2003-08-21 src/game.c
1277 * fixed bug with creating inaccessible elements at player position
1279 2003-08-20 src/init.c
1280 * fixed bug with not finding current level artwork directory
1282 2003-08-20 src/files.c
1283 * fixed bug with choosing wrong engine version when playing tapes
1284 * fixed bug with messing up custom element properties in 3.0.0 levels
1287 * version number set to 3.0.2
1290 * version 3.0.1 released
1292 2003-08-17 (no source files affected)
1293 * changed all "classic" PCX image files with 16 colors or less to
1294 256 color (8 bit) storage format, because the Allegro game library
1295 cannot handle PCX files with less than 256 colors (contributed
1296 graphics are not affected and might look wrong in the DOS version)
1298 2003-08-16 src/init.c
1299 * fixed bug which (for example) crashed the level editor when defining
1300 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1301 (only set to default) -- invalid graphics now set to default graphic
1303 2003-08-16 src/init.c
1304 * fixed graphical bug of player digging/collecting/snapping element
1305 when no corresponding graphic/animation is defined for this action,
1306 resulting in player being drawn as EL_EMPTY (which should only be
1307 done to elements being collected, but not to the player)
1309 2003-08-16 src/game.c
1310 * fixed small graphical bug of player not totally moving into exit
1312 2003-08-16 src/libgame/setup.c
1313 * fixed bug with wrong MS-DOS 8.3 filename conversion
1315 2003-08-16 src/tools.c
1316 * fixed bug with invisible mouse cursor when pressing ESC while playing
1318 2003-08-16 (various source files)
1319 * added another 128 custom elements (disabled in editor by default)
1321 2003-08-16 src/editor.c
1322 * fixed NULL string bug causing Solaris to crash in sprintf()
1324 2003-08-16 src/screen.c
1325 * fixed drawing over scrollbar on level selection with custom fonts
1327 2003-08-15 src/game.c
1328 * cleanup of simple sounds / loop sounds / music settings
1330 2003-08-08 (various source files)
1331 * added custom element property for dropping collected elements
1333 2003-08-08 src/conf_gfx.c
1334 * fixed bug with missing graphic for active red disk bomb
1336 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1337 * extended variable "level.gravity" to "level.initial_gravity" and
1338 "game.current_gravity" to prevent level setting from being changed
1339 by playing the level (keeping the runtime value after playing)
1341 * fixed graphics bug when digging element that has 'crumbled' graphic
1342 definition, but not 'diggable' graphic definition
1345 * version number set to 3.0.1
1348 * version 3.0.0 released
1351 * various bug fixes; among others:
1352 - fixed bug with pushing spring over empty space
1353 - fixed bug with leaving tube while placing dynamite
1354 - fixed bug with explosion of smashed penguins
1355 - allow Murphy player graphic in levels with non-Supaplex elements
1359 * I have forgotten to document changes for some time
1362 * pre-release version 2.2.0rc1 released
1365 * version number set to 2.1.2
1368 * version 2.1.1 released
1371 * version number set to 2.1.1
1374 * version 2.1.0 released
1377 * version number set to 2.1.0
1379 2002-04-03 to 2002-05-19 (various source files)
1380 * graphics, sounds and music now fully configurable
1381 * bug fixed that prevented walking through tubes when gravity on
1383 2002-04-02 src/events.c, src/editor.c
1384 * Make Escape key less aggressive when playing or when editing level.
1385 This can be configured as an option in the setup menu. (Default is
1386 "less aggressive" which means "ask user if something can be lost"
1387 when pressing the Escape key.)
1389 2002-04-02 src/screen.c
1390 * Added "graphics setup" screen.
1392 2002-04-01 src/screen.c
1393 * Changed "choose level" setup screen stuff to be more generic (to
1394 make it easier to add more "choose from generic tree" setup screens).
1396 2002-04-01 src/config.c, src/timestamp.h
1397 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1398 automatically gets created by "src/Makefile" and contains an actual
1399 compile-time timestamp to identify development versions of the game).
1401 2002-03-31 src/tape.c, src/events.c
1402 * Added quick game/tape save/load functions to tape stuff which can be
1403 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1404 loads previously recorded tape and directly goes into recording mode
1405 from the end of the tape (therefore appending to the tape).
1407 2002-03-31 src/tape.c
1408 * Added "index mark" function to tape recorder. When playing or
1409 recording, "eject" button changes to "index" button. Setting index
1410 mark is not yet implemented, but pressing index button when playing
1411 allows very quick advancing to end of tape (when normal playing),
1412 very fast forward mode (when playing with normal fast forward) or
1413 very fast reaching of "pause before end of tape" (when playing with
1414 "pause before end" playing mode).
1416 2002-03-30 src/cartoons.c
1417 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1419 2002-03-29 src/screen.c
1420 * Changed setup screen stuff to be more generic (to make it easier
1421 to add more setup screens).
1423 2002-03-23 src/main.c, src/main.h
1424 * Various changes due to the introduction of the new libgame files
1425 "setup.c" and "joystick.c".
1427 2002-03-23 src/files.c
1428 * Generic parts of "src/files.c" (mainly setup and level directory
1429 stuff) moved to new libgame file "src/libgame/setup.c".
1431 2002-03-23 src/joystick.c
1432 * File "src/joystick.c" moved to libgame source tree, with
1433 correspondig changes.
1435 2002-03-22 src/screens.c
1436 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1437 (Wrong level series information displayed when entering main group.)
1439 2002-03-22 src/editor.c
1440 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1442 2002-03-22 src/editor.c
1443 * Changed behaviour of "Escape" key in level editor to be more
1444 intuitive: When in "Element Properties" or "Level Info" mode,
1445 return to "Drawing Mode" instead of leaving the level editor.
1447 2002-03-21 src/game.c, src/editor.c, src/files.c
1448 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1449 gems (emeralds, diamonds, ...) slipping down from normal wall,
1450 steel wall and growing wall (as in E.M.C. style levels). Although
1451 the behaviour of contributed and private levels wasn't changed (due
1452 to the use of "level.game_version"; see previous entry), editing
1453 those levels will (of course) change the behaviour accordingly.
1455 This change seems a bit too hard after thinking about it, because
1456 the EM style behaviour is not the "expected" behaviour (gems would
1457 normally only slip down from "rounded" walls). Therefore this was
1458 now changed to an element property for gem style elements, with the
1459 default setting "off" (which means: no special EM style behaviour).
1460 To fix older converted levels, this flag is set to "on" for pre-2.0
1461 levels that are neither contributed nor private levels.
1463 2002-03-20 src/files.h
1464 * Corrected settings for "level.game_version" depending of level type.
1465 (Contributed and private levels always get played with game engine
1466 version they were created with, while converted levels always get
1467 played with the most recent version of the game engine, to let new
1468 corrections of the emulation behaviour take effect.)
1470 2002-03-20 src/main.h
1471 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1472 compiling the SDL version on some systems.
1473 Thanks to the several people who pointed this out.
1476 * Version number set to 2.0.2.
1479 * Version 2.0.1 released.
1481 2002-03-18 src/screens.c
1482 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1484 2002-03-18 src/files.c [src/libgame/misc.c]
1485 * Moved some common functions from src/files.c to src/libgame/misc.c.
1487 2002-03-18 src/files.c [src/libgame/misc.c]
1488 * Changed permissions for new directories and saved files (especially
1489 score files) according to suggestions of Debian users and mantainers.
1490 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1492 2002-03-17 src/files.c
1493 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1494 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1495 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1496 for levels and "TAPE" for tapes). Old "cookie" style format is
1497 still supported for reading. New level and tape files are written
1500 * New IFF chunk "VERS" contains version numbers for file and game
1501 (where "game version" is the version of the program that wrote the
1502 file, and "file version" is a version number to distinguish files
1503 with different format, for example after adding new features).
1505 2002-03-15 src/screen.c
1506 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1507 (Before, you heard a mixture of the in-game music and the
1508 hall-of-fame music.)
1510 2002-03-14 src/events.c
1511 * Function "DumpTape()" (files.c) now available by pressing 't' from
1512 main menu (when in DEBUG mode).
1514 2002-03-14 src/game.c
1515 * "GameWon()": When game was won playing a tape, now there is no delay
1516 raising the score and no corresponding sound is played.
1518 2002-03-14 src/files.c
1519 * Changed "LoadTape()" for real chunk support and also adjusted
1520 "SaveTape()" accordingly.
1522 2002-03-14 src/game.c, src/tape.c, src/files.c
1523 * Important changes to tape format: The old tape format stored all
1524 actions with a real effect with a corresponding delay between the
1525 stored actions. This had some major disadvantages (for example,
1526 push delays had to be ignored, pressing a button for some seconds
1527 mutated to several single button presses because of the non-action
1528 delays between two action frames etc.). The new tape format just
1529 stupidly records all device actions and replays them later. I really
1530 don't know why I haven't solved it that way before?! Old-style tapes
1531 (with tape file version less than 2.0) get converted to the new
1532 format on-the-fly when loading and can therefore still be played;
1533 only some minor parts of the old-style tape handling code was needed.
1534 (A perfect conversion is not possible, because there is information
1535 missing about the device actions between two action frames.)
1537 2002-03-14 src/files.c
1538 * New function "DumpTape()" to dump the contents of the current tape
1539 in a human readable format.
1541 2002-03-14 src/game.c
1542 * Small tape bug fixed: When automatically advancing to next level
1543 after a game was won, the tape from the previous level still was
1544 loaded as a tape for the new level.
1546 2002-03-14 src/tape.c
1547 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1548 tape, cartoons did not get completely removed because
1549 StopAnimation() was not called.
1551 2002-03-13 src/files.c
1552 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1553 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1554 size even when using 16-bit elements). Added new chunk "CNT2" for
1555 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1556 chunk even when content was 16-bit element). "CNT2" should now be
1557 able to store content for arbitrary elements (up to eight blocks of
1558 3 x 3 element arrays). All "CNT2" elements will always be stored as
1559 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1561 2002-03-13 src/files.c
1562 * Changed "LoadLevel()" for real chunk support.
1564 2002-03-12 src/game.c
1565 * Fixed problem (introduced after 2.0.0 release) with penguins
1566 not getting killed by enemies
1568 2002-02-24 src/game.c, src/main.h
1569 * Added "player->is_moving"; now "player->last_move_dir" does
1570 not contain any information if the player is just moving at
1572 Before, "player->last_move_dir" was misused for this purpose
1573 for the robot stuff (robots don't kill players when they are
1574 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1575 broke tapes when walking through pipes!
1576 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1577 in a continuous movement. This fact is ignored for friends and