2 * added configuration directives for control of title screens:
3 - "title.fade_delay" for fading time
4 - "title.post_delay" for pause between screens (when not crossfading)
5 - "title.auto_delay" to automatically continue after some time
6 these settings can each be overridden by specifying them with titles:
7 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
8 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
9 fading mode can also be specified:
10 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
11 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
12 default is using normal fading for menues and initial title screens,
13 while using cross-fading for level set title screens
14 * fixed bug with background not drawn in Hall of Fame after game was won
17 * added configuration directives for the remaining main menu items
20 * added additional configuration directives for info screen draw offset:
21 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
22 * added additional configuration directives for preview info text
23 * limited mouse wheel sensitive screen area to scrollable screen area
26 * added highlighted menu text entries to menu navigation when selected
29 * fixed bug that prevented player from correctly being created in the
30 top left corner by a custom element change in a level without player
31 * fixed bug that prevented player from being killed when indestructible,
32 non-walkable element is placed on player position by extended change
33 * added configurable menu button, text and input positions to main menu
36 * added page fading effects for remaining info sub-screens
37 * fixed small bug that caused some delays when answering door request
40 * added directives "border.draw_masked.*" for menu/playfield area and
41 door areas to display overlapping/masked borders from "global.border"
44 * fixed bug with CE with move speed "not moving" not being animated
45 * when changing player artwork by CE action, reset animation frame
48 * fixed bug with not unmapping main menu screen gadgets on other screens
49 * fixed bug with un-pausing a paused game by releasing still pressed key
50 * fixed bug with not redrawing screen when toggling to/from fullscreen
51 mode while fast reloading tape (without redrawing playfield contents)
52 * fixed bug with quick-saving tape snapshot despite answering with "no"
55 * version number set to 3.2.3
58 * version 3.2.2 released
61 * fixed bug with redrawing screen in fullscreen mode after quick tape
62 reloading when using the EMC game engine
63 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
66 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
69 * added engine snapshot functionality for instant tape reloading (this
70 only works for the last tape saved using "quick save", and does not
71 work across program restarts, because it completely works in memory)
74 * version number set to 3.2.2
77 * version 3.2.1 released
80 * fixed nasty bugs with handling error message file on Mac OS X systems
83 * general code cleanup (removing many annoying "#if 0" blocks etc.)
86 * fixed bug that caused broken tapes when manually appending to tapes
87 using the "pause before death" functionality, followed by recording
88 * added setup option to disable fading of screens for faster testing
91 * code cleanup of new fading functions
94 * changed behaviour after solved game -- do not immediately stop engine
95 * added some more smooth screen fadings (game start, hall of fame etc.)
98 * fixed bug with displaying pushed CE with value/score/delay anim_mode
101 * added configurable level preview position, tile size and dimensions
102 * added configurable game panel value positions (gems, time, score etc.)
105 * fixed small bug with time displayed incorrectly when collecting CEs
108 * fixed bug with bumpy scrolling with EM engine in double player mode
111 * added compatibility code to fix "Snake Bite" style levels that were
112 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
115 * fixed bug with scrollbars inside editor when using the Windows mouse
116 enhancement tool "True X-Mouse" (which injects key events to the event
117 queue to insert selected stuff into the Windows clipboard, which gets
118 confused with the "Insert" key for jumping to the last editor cascade
119 block in the element list)
120 * added Rocks'n'Diamonds icon for use as window icon to SDL version
121 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
124 * added selection of preferred fullscreen mode to setup / graphics menu
125 (useful if default mode 800 x 600 does not match screen aspect ratio)
128 * improved down-scaling of images for better editor and preview graphics
129 * changed user data directory for Mac OS X from Unix style to new place
132 * improved level number selection in main menu and player selection in
133 setup menu (input devices section) by using standard button gadgets
134 * added support for mouse scroll wheel (caused buggy behaviour before)
135 * added support for scrolling horizontal scrollbars with mouse wheel by
136 holding "Shift" key pressed while scrolling the wheel
137 * added support for single step mouse wheel scrolling by holding "Alt"
138 key pressed while scrolling the wheel (can be combined with "Shift")
139 * changed output file "stderr.txt" on Windows platform now always to be
140 created in the R'n'D sub-directory of the personal documents directory
141 * added Windows message box to direct to "stderr.txt" after error aborts
144 * improved general scrollbar handling (when jump-scrolling scrollbars)
147 * changed scrollbars to always show last line as first after scrolling
148 (that means jumping n - 1 screen lines instead of n screen lines)
151 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
152 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
153 * fixed special handling of vertically stacked acid becoming fake acid
156 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
157 affect multiple instances of the same CE, although this kind of
158 change condition usually only affects one single custom element
161 * version number set to 3.2.1
164 * version 3.2.0 released
167 * reorganized level editor element list a bit to match engines better
170 * fixed newly introduced bug with wrongly initializing clipboard element
173 * fixed bug with displaying visible/invisible level border in editor
176 * reorganized some elements in the level editor element list
179 * fixed bug with displaying any player as "yellow" when moving into acid
180 * fixed bug with displaying running player when player stopped at border
183 * fixed bug with player exploding when moving into acid
184 * fixed bug with level settings being reset in editor and when playing
185 (some compatibility settings being set not only after level loading)
186 * fixed crash bug when number of custom graphic frames was set to zero
187 * fixed bug with teleporting player on walkable tile not working anymore
188 * added partial compatibility support for pre-release-only "CONF" chunk
189 (to make Alan Bond's "color cycle" demo work again :-) )
192 * fixed some bugs when displaying title screens from info screen menu
193 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
196 * changed file major version to 3 to reflect level file format changes
197 * uploaded pre-release (test) version 3.2.0-8 binary and source code
200 * added new chunk "NAME" to level file format for level name settings
201 * added new chunk "NOTE" to level file format for envelope settings
202 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
203 * updated magic(5) file to recognize changed and new level file chunks
204 * removed change events "change when CE value/score changes" as unneeded
207 * changed gravity (which only affects the player) from level property
208 to player property (only makes a difference in multi-player levels)
209 * added change events "change when CE value/score changes"
210 * added change events "change when CE value/score changes of <element>"
213 * added new chunk "INFO" to level file format for global level settings
214 * added all element settings from "HEAD" chunk to "CONF" chunk
215 * added all global level settings from "HEAD" chunk to "INFO" chunk
218 * changed level file format by adding two new chunks "CUSX" (for custom
219 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
220 elements, replacing the previous "GRP1" chunk); these new IFF style
221 chunks use the new and flexible "micro chunks inside chunks" technique
222 already used with the new "CONF" chunk (for normal element properties)
223 which makes it possible to easily extend the existing level format
224 (instead of using fixed-length chunks like before, which are either
225 too big due to reserved bytes for future use, or too small when those
226 reserved bytes have all been used and even more data should be stored,
227 requiring the replacement by new and larger chunks just like it went
228 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
231 * added credits pages to the "credits" section that were really missing
232 * added some missing element descriptions to the level editor
233 * added down position of switchgate switch to the level editor
234 and allowed the use of both switch positions at the same time
235 * changed use of "Insert" and "Delete" keys to navigate element list in
236 level editor to start of previous or next cascading block of elements
239 * added the possibility to view the title screen to the info screen menu
240 * fixed some minor bugs with viewing title screens
243 * fixed bug with title (cross)fading in/out when using fullscreen mode
246 * fixed bug that forced re-defining of menu settings in local graphics
247 config file which are already defined in existing base config file
248 * fixed small bug that caused door sounds playing when music is enabled
251 * added the possibility to define up to five title screens for each
252 level set that are displayed after loading using (cross)fading in/out
253 (this was added to display the various start images of the EMC sets)
256 * added "CE score gets zero [of]" to custom element trigger conditions
257 * added setup option to display element token name in level editor
260 * added compatibility code for Juergen Bonhagen's menu artwork settings
263 * fixed bug with displaying wrong animation frame 0 after CE changes
264 * fixed bug with creating invisible elements when light switch is on
267 * added selection between ECS and AGA graphics for EMC levels to setup
270 * adjusted font handling for various narrow EMC style fonts
273 * changed EM engine behaviour back to re-allow initial rolling springs
276 * fixed handling of over-large selectboxes (less error-prone now)
277 * fixed bug when creating GE with walkable element under the player
280 * added use of "Insert" and "Delete" keys to navigate element list in
281 level editor to start of custom elements or start of group elements
282 * added virtual elements to access CE value and CE score of elements:
283 - "CE value of triggering element"
284 - "CE score of triggering element"
285 - "CE value of current element"
286 - "CE score of current element"
289 * fixed "grass" to "sand" in older EM levels (up to file version V4)
292 * changed behaviour of network games with internal errors (because of
293 different client frame counters) from immediately terminating R'n'D
294 to displaying an error message requester and stopping only the game
295 (also to prevent impression of crashes under non command-line runs)
296 * fixed playing network games with the EMC engine (did not work before)
297 * fixed bug with not scrolling the screen in multi-player mode with the
298 focus on player 1 when all players are moving in different directions
299 * fixed bug with keeping pointer to gadget even after its deallocation
300 * fixed bug with allowing "focus on all players" in network games
301 * fixed bug with player focus when playing tapes from network games
304 * uploaded pre-release (test) version 3.2.0-7 binary and source code
307 * code cleanup for game action control for R'n'D and EMC game engine
310 * fixed bug in multi-player movement with focus on both players
311 * added option to control only the focussed player with all input
314 * added player focus switching to level tape recording and re-playing
317 * fixed some bugs in player focus switching in EMC and RND game engine
320 * added special Supaplex animations for Murphy digging and snapping
321 * added special Supaplex animations for Murphy being bored and sleeping
324 * added four new yam yams with explicit start direction for EMC engine
325 * fixed bug in src/libgame/text.c with printing text outside the window
328 * fixed small bug in EMC level loader (copyright sign in EM II levels)
331 * added delayed ignition of EM style dynamite when used in R'n'D engine
332 * added limited movement range to EMC engine when focus on all players
335 * fixed bug with missing (zero) score values for native Supaplex levels
338 * added "continuous snapping" (snapping many elements while holding the
339 snap key pressed, without releasing the snap key after each element)
340 as a new player setting for more compatibility with the classic games
343 * finished scrolling for "focus on all players" in EMC graphics engine
346 * level sets with "levels: 0" are ignored for levels, but not artwork
347 * fixed bug when scanning empty level group directories (endless loop)
350 * fixed bug with explosion graphic for player using "Murphy" graphic
351 * fixed bug with explosion graphic if player leaves explosion in time
352 * changed some descriptive text in setup menu to use medium-width font
353 * added key shortcut settings for switching player focus to setup menu
356 * fixed bug with random value initialization when recording tapes
357 * fixed bug with playing single player tapes when team mode activated
360 * fixed little bug when trying to switch to player that does not exist
363 * added player switching (visual and quick) to R'n'D and EM game engine
364 * added setup option to select visual or quick in-game player switching
367 * added use of "Home" and "End" keys to handle element list in editor
370 * fixed bug with adding score when playing tape with EMC game engine
371 * added steel wall border for levels using EMC engine without border
372 * finally fixed delayed scrolling in EMC engine also for small levels
375 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
378 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
379 * fixed bug when displaying info element without action, but direction
382 * fixed minor graphical problems with springs smashing and slurping
383 (when using R'n'D style graphics instead of EMC style graphics)
386 * added scroll delay (as configured in setup) to EMC graphics engine
389 * improved screen redraw for EMC graphics engine (faster and smoother)
390 * when not scrolling, do not redraw the whole playfield if not needed
393 * added multi-player mode for EMC game engine (with up to four players)
396 * added android (can clone elements) from EMC engine to R'n'D engine
399 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
402 * added selectbox for initial player speed to player settings in editor
405 * version 3.1.2 created that is basically version 3.1.1, but with a
406 major bug fixed that prevented editing your own private levels
407 * version 3.1.2 released
410 * added magic ball (creates elements) from EMC engine to R'n'D engine
413 * uploaded fixed pre-release version 3.2.0-6 binary and source code
416 * fixed bug when using "CE can leave behind <trigger element>"
417 * added new change condition "(after/when) creation of <element>"
418 * added new change condition "(after/when) digging <element>"
419 * fixed bug accessing invalid gadget that caused crashes under Windows
420 * deactivated new possibility for multiple CE changes per frame
423 * uploaded pre-release (test) version 3.2.0-6 binary and source code
426 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
427 * fixed bug with not keeping CE value for moving CEs with only action
428 * changed CE action selectboxes in editor to be only reset when needed
431 * added option "use artwork from element" for custom player artwork
432 * added option "use explosion from element" for player explosions
435 * added cascaded element lists in the level editor
436 * added persistence for cascaded element lists by "editorcascade.conf"
437 * added dynamic element list with all elements used in current level
438 * added possibility for multiple CE changes per frame (experimental)
441 * uploaded pre-release (test) version 3.2.0-5 binary and source code
444 * changed "score for each 10 seconds/steps left" to "1 second/step"
445 * added own score for collecting "extra time" instead of sharing it
446 * added change events "switched by player" and "player switches <e>"
447 * added change events "snapped by player" and "player snaps <e>"
448 * added "set player artwork: <element choice>" to CE action options
449 * added change event "move of <element>"
452 * added "set player shield: off / normal / deadly" to CE action options
453 * added new player option "use level start element" in level editor
454 to set the correct focus at level start to elements from which the
455 player is created later (this did not work before for cascaded CE
456 changes resulting in creation of the player; it is now also possible
457 to create the player from a yam yam which is smashed at level start)
460 * added "set player speed: frozen (not moving)" to CE action options
461 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
464 * added new player option "block snap field" (enabled by default) to
465 make it possible to show a snapping animation like in Emerald Mine
468 * added dynamic selectboxes to custom element action settings in editor
469 * added "CE value" counter for custom elements (instead of "CE count")
470 * added option to use the last "CE value" after custom element change
471 * added option to use the "CE value" of other elements in CE actions
472 * fixed odd behaviour when pressing time orb in levels w/o time limit
473 * added checkbox "use time orb bug" for older levels that use this bug
476 * added missing configuration settings for the following elements:
477 - EL_TIMEGATE_SWITCH (time of open time gate)
478 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
479 - EL_SHIELD_NORMAL (time of shield duration)
480 - EL_SHIELD_DEADLY (time of shield duration)
481 - EL_EXTRA_TIME (time added to level time)
482 - EL_TIME_ORB_FULL (time added to level time)
485 * added "wind direction" as a movement pattern for custom elements
486 * added initial wind direction for balloon / custom elements to editor
487 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
490 * added parameters for "game of life" and "biomaze" elements to editor
493 * added level file chunk "CONF" for generic level and element settings
496 * uploaded pre-release (test) version 3.2.0-4 binary and source code
499 * skip empty level sets (with "levels: 0"; may be artwork base sets)
500 * added sound action ".page[1]" to ".page[32]" for each CE change page
503 * added image config suffix ".clone_from" to copy whole image settings
504 * fixed bug with invalid ("undefined") CE settings in old level files
507 * fixed graphical bug with smashing elements falling faster than player
510 * fixed major bug which prevented private levels from being edited
511 * fixed bug with precedence of general and special font definitions
514 * fixed graphical bug with player animation when player moves slowly
517 * uploaded pre-release (test) version 3.2.0-3 binary and source code
520 * fixed bug which prevented "global.num_toons: 0" from working
523 * major code cleanup (removed all these annoying "#if 0" blocks)
526 * added custom element actions for CE change page in level editor
529 * fixed music initialization bug in init.c (thanks to David Binderman)
530 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
531 (this bug must probably be fixed at other places, too)
534 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
535 (should be '#include <SDL.h>' instead)
538 * fixed bug which prevented "walkable from no direction" from working
539 (due to compatibility code overwriting this setting after loading)
542 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
545 * version number temporarily set to 3.1.1 (intermediate bugfix release)
546 * version 3.1.1 released
549 * changed some va_arg() arguments from 'long' to 'int', fixing problems
550 on 64-bit architecture systems with LP64 data model
553 * fixed bug with bombs not exploding when hitting the last level line
554 (introduced after the release of 3.1.0)
557 * added support for dumping small-sized level sketches from editor
560 * added recognition of "trigger element" for "change digged element to"
561 (this is not really what the "trigger element" was made for, but its
562 use may seem obvious for leaving back digged elements unchanged)
565 * fixed multiple warnings about failed joystick device initialization
568 * fixed bug with dynamite dropped on top of just dropped custom element
569 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
570 dynamite can still be dropped, but drop key must be released before
573 * fixed bug with wrong start directory when started from file browser
574 (due to this bug, R'n'D could not be started from KDE's Konqueror)
577 * fixed bug causing "change when impact" on player not working
578 * fixed wrong priority of "hitting something" over "hitting <element>"
579 * fixed wrong priority of "hit by something" over "hit by <element>"
582 * fixed graphical bug which caused the player (being Murphy) to show
583 collecting animations although the element was collected by penguin
586 * fixed two bugs causing wrong door background graphics in system.c
587 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
590 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
591 * added "no direction" to "walkable/passable from" selectbox options
594 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
595 * in tape autoplay, not only report broken, but also missing tapes
598 * uploaded pre-release (test) version 3.2.0-2 binary and source code
601 * fixed small bug with "linear" animation not working for active lamp
604 * fixed bug with moving up despite gravity due to "block last field"
605 * fixed small bug with wrong draw offset when typing name in main menu
606 * when reading user names from "passwd", ignore data after first comma
607 * when creating new "levelinfo.conf", only write some selected entries
610 * fixed displaying "imported from/by" on preview with empty string
611 * fixed ignoring draw offset for fonts used for level preview texts
614 * fixed a delay problem with SDL and too many mouse motion events
615 * added setup option "skip levels" and level skipping functionality
618 * added move speed "not moving" for non-moving CEs, but with direction
621 * fixed mapping of obsolete element token names in "editorsetup.conf"
622 * fixed bug with sound "acid.splashing" treated as a loop sound
623 * fixed some little sound bugs in native EM engine
626 * fixed small bug when dragging scrollbars to end positions
629 * added editor element descriptions written by Aaron Davidson
632 * improved fallback handling when configured artwork is not available
633 (now using default artwork instead of exiting when files not found)
636 * fixed bug on level selection screen when dragging scrollbar
639 * fixed bug which caused broken tapes when appending to EM engine tapes
642 * uploaded pre-release (test) version 3.2.0-1 binary and source code
645 * added code to replace changed artwork config tokens with other tokens
646 (needed for backwards compatibility, so that older tokens still work)
649 * added native R'n'D graphics for some new EMC elements in EM engine
652 * fixed some bugs in the EM engine integration code
653 * changed EM engine code to allow diagonal movement
654 * changed EM engine code to allow use of separate snap and drop keys
657 * fixed some redraw bugs when using EM engine
660 * fixed bug with not converting RND levels which are set to use native
661 engine to native level structure when loading
664 * uploaded pre-release (test) version 3.2.0-0 binary and source code
667 * version number set to 3.2.0
670 * level data now reset to defaults after attempt to load invalid file
673 * added use of "editorsetup.conf" for different level sets
676 * added auto-detection for various types of Emerald Mine level files
679 * fixed bug with scrollbars getting too small when list is very large
682 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
685 * added most level editor configuration gadgets for new EMC elements
688 * added more element and graphic definitions for new EMC elements
691 * modified native EM engine to use integrated R'n'D sound system
694 * added SDL support to graphics functions in native EM engine
695 (by always using generic libgame interface functions)
698 * fixed bug in frame synchronization in native EM engine
701 * added code to convert levels between R'n'D and native EM engine
704 * new Emerald Mine engine can now play levels selected in main menu
707 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
708 (which creates scaled down graphics for level editor and preview);
709 there's still a memory leak somewhere in the artwork handling code
710 * added "scale image up" functionality to X11 version of zoom function
713 * first attempts to integrate new, native Emerald Mine Club engine
716 * fixed bug in gadget code which caused reset of CEs in level editor
717 (example: pressing 'b' [grab brush] on CE config page erased values)
718 (solution: check if gadgets in ClickOnGadget() are really mapped)
719 * improved level change detection in editor (settings now also checked)
720 * fixed bug with "can move into acid" and "don't collide with" state
723 * fixed maze runner style CEs to use the configured move delay value
726 * added Aaron Davidson's tutorial level set to the "Tutorials" section
729 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
730 * fixed the above fix because it broke level set "machine" (*sigh*)
731 * fixed random element placement in level editor to work as expected
732 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
735 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
738 * fixed bug (missing array boundary check) which caused broken tapes
739 * fixed bug (when loading level template) which caused broken levels
740 * fixed bug with new block last field code when using non-yellow player
743 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
744 * internal change of how the player blocks the last field when moving
745 * fixed blocking delay of last field for EM and SP style block delay
746 * fixed bug where the player had to wait for the usual move delay after
747 unsuccessfully trying to move, when he directly could move after that
748 * the last two changes should make original Supaplex level 93 solvable
749 * improved use of random number generator to make it less predictable
750 * fixed behaviour of slippery SP elements to let slip left, then right
753 * fixed bug with wrong door state after trying to quickload empty tape
754 * fixed waste of static memory usage of the binary, making it smaller
755 * fixed very little graphical bug in Supaplex explosion
758 * version number set to 3.1.1
761 * version 3.1.0 released
764 * fixed bug with crash when writing user levelinfo.conf the first time
767 * added option "convert LEVELDIR [NR]" to command line batch commands
768 * re-converted Supaplex levels to apply latest engine fixes
769 * changed "use graphic/sound of element" to "use graphic of element"
770 due to compatibility problems with some levels ("bug machine" etc.)
773 * fixed bug with CE change replacing player with same or other player
776 * fixed bug with opaque font in envelope with background graphic when
777 background graphic is not transparent itself
780 * added "gravity on" and "gravity off" ports for Supaplex compatibility
781 * corrected original Supaplex level loading code to use these new ports
782 * also corrected Supaplex loader to auto-count infotrons if set to zero
785 * fixed bug with missing initialization of "modified" flag for GEs
788 * fixed bug that caused endless recursion loop when relocating player
789 * fixed tape recorder bug in "step mode" when using "pause before end"
790 * fixed tape recorder bug when changing from "warp forward" mode
793 * fixed bug with "when touching" for pushed elements at last position
796 * fixed bug that caused two activated toolbox buttons in level editor
797 * fixed bug with exploding dynabomb under player due to other explosion
800 * fixed bug with creating walkable custom element under player (again)
801 * fixed bug with not copying explosion type when copying CEs in editor
802 * fixed graphical bug when drawing player in setup menu (input devices)
803 * fixed graphical bug when the player is pushing an accessible element
804 * fixed bug with classic switchable elements triggering CE changes
805 * fixed bug with entering/leaving walkable element in RelocatePlayer()
806 * fixed crash bug when CE leaves behind the trigger player element
809 * fixed bug with broken tubes after placing/exploding dynamite in them
810 * fixed bug with exploding dynamite under player due to other explosion
811 * fixed bug with not resetting push delay under certain circumstances
814 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
815 * added network multiplayer code for Windows (thanks to Niko Böhm)
818 * added option "reachable despite gravity" for gravity movement
819 * changed gravity movement of most classic walkable and passable
820 elements back to "not reachable" (for compatibility reasons)
823 * fixed (removed) "indestructible" / "can explode" dependency in editor
824 * fixed (removed) "accessible inside" / "protected" dependency
825 * fixed (removed) "step mode" / "shield time" dependency
828 * fixed dynabombs exploding now into anything diggable
829 * fixed Supaplex style gravity movement into buggy base now impossible
830 * added pressing key "space" as valid action to select menu options
833 * added "replace when walkable" to relocate player to walkable element
834 * added "enter"/"leave" event for elements affected by relocation
835 * fixed "direct"/"indirect" change order also for "when change" event
836 * fixed graphical bug when pushing things from elements walkable inside
839 * fixed graphic bug when player is snapping while moving in old levels
840 * fixed bug when a moving custom element leaves a player element behind
841 * fixed bug with mole not disappearing when moving into acid pool
842 * fixed bug with incomplete path setting when using "--basepath" option
843 * moving CE can now leave walkable elements behind under the player
844 * when relocating, player can be set on walkable element now
845 * fixed another gravity movement bug
848 * uploaded pre-release (test) version 3.1.0-2 binary and source code
851 * added "collectible" and "removable" to extended replacement types
852 (where "removable" replaces "diggable" and "collectible" elements)
853 * added "collectible & throwable" (to throw element to the next field)
854 * fixed bug with CEs digging elements that are just about to explode
855 * changed mouse cursor now always being visible when game is paused
858 * added possibility to push/press accessible elements from a side that
860 * fixed bug with not setting actual date when appending to tape
863 * fixed bug with incorrectly initialized custom element editor graphics
866 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
867 - number of levels corrected from 18 to 17 in "levelinfo.conf"
870 * fixed bug with destroyed robot wheel still attracting robots forever
871 * fixed bug with time gate switch deactivating after robot wheel time
872 (while the time gate itself is not affected by this misbehaviour)
873 * changed behaviour of BD style amoeba to always get blocked by player
874 (before it was different when there were non-BD elements in level)
875 * fixed bug with player destroying indestructable elements with shield
878 * added option to make growing elements grow into anything diggable
879 (for the various amoeba types, biomaze and "game of life")
882 * fixed bug with movable elements not moving after left behind by CEs
883 * changed gravity movement to anything diggable, not only sand/base
884 * optionally allowing passing to walkable element, not only empty space
885 * added option "can pass to walkable element" for players
886 * finally fixed gravity movement (hopefully)
889 * fixed bug with movable elements not moving anymore after falling down
892 * fixed another bug with custom elements digging and leaving elements
893 * fixed bug with "along left/right side" and automatic start direction
894 * trigger elements now also displayed when "more custom" deactivated
895 * fixed bug with clipboard element initialized when loading new level
896 * added option "drop delay" to set delay before dropping next element
899 * uploaded pre-release (test) version 3.1.0-1 binary and source code
902 * added copy and paste functions for custom change pages
903 * enhanced graphical display and functionality of tape recorder
904 * fixed bug with custom elements digging and leaving elements
907 * added move speed faster than "very fast" for custom elements
908 * fixed bug with 3+3 style explosions and missing border content
909 * fixed little bug when copying custom elements in the editor
910 * enhanced custom element changes by more side trigger actions
913 * added option "no scrolling when relocating" for instant teleporting
914 * uploaded pre-release (test) version 3.1.0-0 binary and source code
917 * added trigger element and trigger player to use as target elements
918 * added copy and paste functions for custom and group elements
921 * fixed graphical bug when displaying explosion animations
922 * fixed bug when appending to tapes, resulting in broken tapes
923 * re-recorded a few tapes broken by fixing gravity checking bug
926 * "can move into acid" property now for all elements independently
927 * "can fall into acid" property for player stored in same bitfield now
928 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
929 * version number set to 3.1.0 (finally!)
932 * changed tape recording to only record input, not programmed actions
935 * fixed totally broken (every 8th frame skipped) step-by-step recording
936 * fixed bug with requester not displayed when quick-loading interrupted
937 * added option "can fall into acid (with gravity)" for players
938 * fixed bug with player not falling when snapping down with gravity
941 * fixed bug which messed up key config when using keypad number keys
944 * fixed bug which allowed moving upwards even when gravity was active
945 * fixed bug with missing error handling when dumping levels or tapes
948 * added different colored editor graphics for Supaplex gravity tubes
951 * fixed bug that allowed solvable tapes for unsolvable levels
954 * use unlimited number of droppable elements when "count" set to zero
955 * added option to use step limit instead of time limit for level
958 * added player and change page as trigger for custom element change
961 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
964 * fixed bug with dark yamyam changing to acid when moving over acid
965 * fixed handling of levels with more than 999 seconds level time
966 (example: level 76 of "Denmine")
969 * "spring push bug" reintroduced as configurable element property
970 * fixed bug with missing properties for "mole"
971 * fixed bug that showed up when fixing the above "mole" properties bug
972 * added option "can move into acid" for all movable elements
973 * fixed graphical bug for elements moving into acid
974 * changed event handling to handle all pending events before going on
977 * fixed bug which caused all CE change pages to be ignored which had
978 the same change event, but used a different element side
979 (reported by Simon Forsberg)
981 * fixed bug which caused elements that can move and fall and that are
982 transported by a conveyor belt to continue moving into that direction
983 after leaving the conveyor belt, regardless of their own movement
984 type; only elements which can not move are transported now
985 (reported by Simon Forsberg)
987 * fixed bug which could cause an array overflow in RelocatePlayer()
988 (reported by Niko Böhm)
990 * changed Emerald Mine style "passable / over" elements to "protected"
991 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
993 * added new option to select from which side a "walkable/passable"
994 element can be entered
997 * added explosion and ignition delay for elements that can explode
1000 * fixed bug which caused player not being protected against enemies
1001 when a CE was "walkable / inside" and was not "indestructible"
1002 * added "walkable/passable" fields to be "protected/unprotected"
1003 against enemies, even if not accessible "inside" but "over/under"
1006 * corrected move pattern to 32 bit and initial move direction to 8 bit
1009 * added second custom element base configuration page
1012 * added some special EMC mappings to Emerald Mine level loader
1013 (also covering previously unknown element in level 0 of "Bondmine 8")
1016 * added option to block last field when player is moving (for Supaplex)
1017 * adjusted push delay of Supaplex elements
1018 * removed delays for envelopes etc. when replaying with maximum speed
1019 * fixed bug when dropping element on a field that just changed to empty
1022 * fixed bug: infotrons can now smash yellow disks
1023 * fixed bug: when gravity active, port above player can now be entered
1024 * removed "one white dot" mouse pointer which irritated some people
1027 * added "choice type" for group element selection
1030 * fixed bug with initial invulnerability of non-yellow player
1033 * added level loader for loading native Supaplex packed levels
1034 (including multi-part levels like the "splvls99" levels)
1037 * fixed bug which allowed creating emeralds by escaping explosions
1040 * custom elements can change (limited) or leave (unlimited) elements
1041 * finally added multiple matches using group elements
1042 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1045 * added new start movement type "previous" for continued CE movement
1046 * added new start movement type "random" for random CE movement start
1049 * added new element "sokoban_field_player" needed for Sokoban levels
1050 (thanks to Ed Booker for pointing this out!)
1053 * added elements that can be digged or left behind by custom elements
1056 * added group elements for multiple matches and random element creation
1059 * fixed some graphical errors displayed in old levels
1062 * fixed wrong double speed movement after passing closing gates
1065 * added level loader for loading native Emerald Mine levels
1068 * changes for "shooting" style CE movement
1071 * Happy New Year! ;-)
1074 * changed default snap/drop keys from left/right Shift to Control keys
1077 * fixed bug with dead player getting reanimated from custom element
1080 * fixed bug with wrong penguin graphics (when entering exit)
1083 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1086 * version number set to 3.0.9
1089 * version 3.0.8 released
1092 * added function checked_free()
1095 * fixed bug with double nut cracking sound
1096 (by eliminating "default element action sound" assignment in init.c)
1099 * fixed crash when no music info files are available
1102 * fixed boring and sleeping sounds
1105 * added "maze runner" and "maze hunter" movement types
1106 * added extended collision conditions for custom elements
1109 * added warnings for undefined token values in artwork config files
1112 * added menu entry for level set information to the info screen
1115 * fixed bug with wrong default impact sound for colored emeralds
1118 * added several sub-screens for the info screen
1119 * menu text now also clickable (not only blue/red sphere left of it)
1122 * added configurable "bored" and "sleeping" animations for the player
1123 * added "awakening" sound for player when waking up after sleeping
1126 * added "copy" and "exchange" functions for custom elements to editor
1129 * added configurable element animations for info screen
1132 * added configurable music credits for info screen
1135 * finally fixed tape recording when player is created from CE change
1138 * added "editorsetup.conf" for editor element list configuration
1141 * added "musicinfo.conf" for menu and level music configuration
1144 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1145 (that only showed up on Linux, but not on Windows systems)
1148 * fixed turning movement of butterflies and fireflies (no frame reset)
1149 * enhanced sniksnak turning movement (two steps instead of only one)
1152 * version number set to 3.0.8
1155 * version 3.0.7 released
1158 * fixed reset of player animation frame when, for example,
1159 walking, digging or collecting share the same animation
1160 * fixed CE with "deadly when touching" exploding when touching amoeba
1163 * fixed tape recording when player is created from CE element change
1166 * introduced "turning..." action graphic for elements with move delay
1167 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1168 * added turning animations for bug, spaceship and sniksnak
1171 * prevent "extended" changed elements from delay change in same frame
1174 * fixed bug when pushing element that can move away to the side
1175 (like pushing falling elements, but now with moving elements)
1178 * finally fixed serious bug in code for delayed element pushing (again)
1181 * unavailable setup options now marked as "n/a" instead of "off"
1182 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1183 to "true", levels are always played with the latest game engine,
1184 which is desired for levels that are imported from other games; all
1185 other levels are played with the engine version stored in level file
1186 (which is normally the engine version the level was created with)
1189 * fixed serious bug in code for delayed element pushing
1190 * fixed little bug in animation frame selection for pushed elements
1191 * speed-up of reading config file for verbose output
1194 * added configuration option for opening and closing Supaplex exit
1195 * added configuration option for moving up/down animation for Murphy
1196 * fixed incorrectly displayed animation for attacking dragon
1197 * fixed bug with not setting initial gravity for each new game
1198 * fixed bug with teleportation of player by custom element change
1199 * fixed bug with player not getting smashed by rock sometimes
1202 * version number set to 3.0.7
1205 * version 3.0.6 released
1208 * added support for MP3 music for SDL version through SMPEG library
1211 * fixed bug when initializing font graphic structure
1212 * fixed bug with animation mode "pingpong" when using only 1 frame
1213 * fixed bug with extended change target introduced in 3.0.5
1214 * fixed bug where passing over moving element doubles player speed
1215 * fixed bug with elements continuing to move into push direction
1216 * fixed bug with duplicated player when dropping bomb with shield on
1217 * added "switching" event for custom elements ("pressing" only once)
1218 * fixed switching bug (resetting flag when not switching but not idle)
1221 * fixed element tokens for certain file elements with ".active" etc.
1224 * version number set to 3.0.6
1227 * version 3.0.5 released
1230 * now four envelope elements available
1231 * font, background, animation and sound for envelope now configurable
1232 * main menu doors opening/closing animation type now configurable
1235 * active/inactive sides configurable for custom element changes
1236 * new movement type "move when pushed" available for custom elements
1239 * fixed bug in multiple config pages loader code that caused crashes
1242 * enhanced (remaining low-resolution) Supaplex graphics
1245 * version number set to 3.0.5
1248 * version 3.0.4 released
1250 2003-09-12 src/tools.c
1251 * fixed bug in custom definition of crumbled element graphics
1253 2003-09-11 src/files.c
1254 * fixed bug in multiple config pages code that caused crashes
1257 * version number set to 3.0.4
1260 * version 3.0.3 released
1263 * added music to Supaplex classic level set
1265 2003-09-07 src/libgame/misc.c
1266 * added support for loading various music formats through SDL_mixer
1268 2003-09-06 (various source files)
1269 * fixed several nasty bugs that may have caused crashes on some systems
1270 * added envelope content which gets displayed when collecting envelope
1271 * added multiple change event pages for custom elements
1273 2003-08-24 src/game.c
1274 * fixed problem with player animation when snapping and moving
1276 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1277 * fixed problem with flickering when drawing toon animations
1279 2003-08-23 src/libgame/sdl.c
1280 * fixed problem with setting mouse cursor in SDL version in fullscreen
1282 2003-08-23 src/game.c
1283 * fixed bug (missing array boundary check) which could crash the game
1286 * version number set to 3.0.3
1289 * version 3.0.2 released
1291 2003-08-21 src/game.c
1292 * fixed bug with creating inaccessible elements at player position
1294 2003-08-20 src/init.c
1295 * fixed bug with not finding current level artwork directory
1297 2003-08-20 src/files.c
1298 * fixed bug with choosing wrong engine version when playing tapes
1299 * fixed bug with messing up custom element properties in 3.0.0 levels
1302 * version number set to 3.0.2
1305 * version 3.0.1 released
1307 2003-08-17 (no source files affected)
1308 * changed all "classic" PCX image files with 16 colors or less to
1309 256 color (8 bit) storage format, because the Allegro game library
1310 cannot handle PCX files with less than 256 colors (contributed
1311 graphics are not affected and might look wrong in the DOS version)
1313 2003-08-16 src/init.c
1314 * fixed bug which (for example) crashed the level editor when defining
1315 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1316 (only set to default) -- invalid graphics now set to default graphic
1318 2003-08-16 src/init.c
1319 * fixed graphical bug of player digging/collecting/snapping element
1320 when no corresponding graphic/animation is defined for this action,
1321 resulting in player being drawn as EL_EMPTY (which should only be
1322 done to elements being collected, but not to the player)
1324 2003-08-16 src/game.c
1325 * fixed small graphical bug of player not totally moving into exit
1327 2003-08-16 src/libgame/setup.c
1328 * fixed bug with wrong MS-DOS 8.3 filename conversion
1330 2003-08-16 src/tools.c
1331 * fixed bug with invisible mouse cursor when pressing ESC while playing
1333 2003-08-16 (various source files)
1334 * added another 128 custom elements (disabled in editor by default)
1336 2003-08-16 src/editor.c
1337 * fixed NULL string bug causing Solaris to crash in sprintf()
1339 2003-08-16 src/screen.c
1340 * fixed drawing over scrollbar on level selection with custom fonts
1342 2003-08-15 src/game.c
1343 * cleanup of simple sounds / loop sounds / music settings
1345 2003-08-08 (various source files)
1346 * added custom element property for dropping collected elements
1348 2003-08-08 src/conf_gfx.c
1349 * fixed bug with missing graphic for active red disk bomb
1351 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1352 * extended variable "level.gravity" to "level.initial_gravity" and
1353 "game.current_gravity" to prevent level setting from being changed
1354 by playing the level (keeping the runtime value after playing)
1356 * fixed graphics bug when digging element that has 'crumbled' graphic
1357 definition, but not 'diggable' graphic definition
1360 * version number set to 3.0.1
1363 * version 3.0.0 released
1366 * various bug fixes; among others:
1367 - fixed bug with pushing spring over empty space
1368 - fixed bug with leaving tube while placing dynamite
1369 - fixed bug with explosion of smashed penguins
1370 - allow Murphy player graphic in levels with non-Supaplex elements
1374 * I have forgotten to document changes for some time
1377 * pre-release version 2.2.0rc1 released
1380 * version number set to 2.1.2
1383 * version 2.1.1 released
1386 * version number set to 2.1.1
1389 * version 2.1.0 released
1392 * version number set to 2.1.0
1394 2002-04-03 to 2002-05-19 (various source files)
1395 * graphics, sounds and music now fully configurable
1396 * bug fixed that prevented walking through tubes when gravity on
1398 2002-04-02 src/events.c, src/editor.c
1399 * Make Escape key less aggressive when playing or when editing level.
1400 This can be configured as an option in the setup menu. (Default is
1401 "less aggressive" which means "ask user if something can be lost"
1402 when pressing the Escape key.)
1404 2002-04-02 src/screen.c
1405 * Added "graphics setup" screen.
1407 2002-04-01 src/screen.c
1408 * Changed "choose level" setup screen stuff to be more generic (to
1409 make it easier to add more "choose from generic tree" setup screens).
1411 2002-04-01 src/config.c, src/timestamp.h
1412 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1413 automatically gets created by "src/Makefile" and contains an actual
1414 compile-time timestamp to identify development versions of the game).
1416 2002-03-31 src/tape.c, src/events.c
1417 * Added quick game/tape save/load functions to tape stuff which can be
1418 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1419 loads previously recorded tape and directly goes into recording mode
1420 from the end of the tape (therefore appending to the tape).
1422 2002-03-31 src/tape.c
1423 * Added "index mark" function to tape recorder. When playing or
1424 recording, "eject" button changes to "index" button. Setting index
1425 mark is not yet implemented, but pressing index button when playing
1426 allows very quick advancing to end of tape (when normal playing),
1427 very fast forward mode (when playing with normal fast forward) or
1428 very fast reaching of "pause before end of tape" (when playing with
1429 "pause before end" playing mode).
1431 2002-03-30 src/cartoons.c
1432 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1434 2002-03-29 src/screen.c
1435 * Changed setup screen stuff to be more generic (to make it easier
1436 to add more setup screens).
1438 2002-03-23 src/main.c, src/main.h
1439 * Various changes due to the introduction of the new libgame files
1440 "setup.c" and "joystick.c".
1442 2002-03-23 src/files.c
1443 * Generic parts of "src/files.c" (mainly setup and level directory
1444 stuff) moved to new libgame file "src/libgame/setup.c".
1446 2002-03-23 src/joystick.c
1447 * File "src/joystick.c" moved to libgame source tree, with
1448 correspondig changes.
1450 2002-03-22 src/screens.c
1451 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1452 (Wrong level series information displayed when entering main group.)
1454 2002-03-22 src/editor.c
1455 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1457 2002-03-22 src/editor.c
1458 * Changed behaviour of "Escape" key in level editor to be more
1459 intuitive: When in "Element Properties" or "Level Info" mode,
1460 return to "Drawing Mode" instead of leaving the level editor.
1462 2002-03-21 src/game.c, src/editor.c, src/files.c
1463 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1464 gems (emeralds, diamonds, ...) slipping down from normal wall,
1465 steel wall and growing wall (as in E.M.C. style levels). Although
1466 the behaviour of contributed and private levels wasn't changed (due
1467 to the use of "level.game_version"; see previous entry), editing
1468 those levels will (of course) change the behaviour accordingly.
1470 This change seems a bit too hard after thinking about it, because
1471 the EM style behaviour is not the "expected" behaviour (gems would
1472 normally only slip down from "rounded" walls). Therefore this was
1473 now changed to an element property for gem style elements, with the
1474 default setting "off" (which means: no special EM style behaviour).
1475 To fix older converted levels, this flag is set to "on" for pre-2.0
1476 levels that are neither contributed nor private levels.
1478 2002-03-20 src/files.h
1479 * Corrected settings for "level.game_version" depending of level type.
1480 (Contributed and private levels always get played with game engine
1481 version they were created with, while converted levels always get
1482 played with the most recent version of the game engine, to let new
1483 corrections of the emulation behaviour take effect.)
1485 2002-03-20 src/main.h
1486 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1487 compiling the SDL version on some systems.
1488 Thanks to the several people who pointed this out.
1491 * Version number set to 2.0.2.
1494 * Version 2.0.1 released.
1496 2002-03-18 src/screens.c
1497 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1499 2002-03-18 src/files.c [src/libgame/misc.c]
1500 * Moved some common functions from src/files.c to src/libgame/misc.c.
1502 2002-03-18 src/files.c [src/libgame/misc.c]
1503 * Changed permissions for new directories and saved files (especially
1504 score files) according to suggestions of Debian users and mantainers.
1505 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1507 2002-03-17 src/files.c
1508 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1509 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1510 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1511 for levels and "TAPE" for tapes). Old "cookie" style format is
1512 still supported for reading. New level and tape files are written
1515 * New IFF chunk "VERS" contains version numbers for file and game
1516 (where "game version" is the version of the program that wrote the
1517 file, and "file version" is a version number to distinguish files
1518 with different format, for example after adding new features).
1520 2002-03-15 src/screen.c
1521 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1522 (Before, you heard a mixture of the in-game music and the
1523 hall-of-fame music.)
1525 2002-03-14 src/events.c
1526 * Function "DumpTape()" (files.c) now available by pressing 't' from
1527 main menu (when in DEBUG mode).
1529 2002-03-14 src/game.c
1530 * "GameWon()": When game was won playing a tape, now there is no delay
1531 raising the score and no corresponding sound is played.
1533 2002-03-14 src/files.c
1534 * Changed "LoadTape()" for real chunk support and also adjusted
1535 "SaveTape()" accordingly.
1537 2002-03-14 src/game.c, src/tape.c, src/files.c
1538 * Important changes to tape format: The old tape format stored all
1539 actions with a real effect with a corresponding delay between the
1540 stored actions. This had some major disadvantages (for example,
1541 push delays had to be ignored, pressing a button for some seconds
1542 mutated to several single button presses because of the non-action
1543 delays between two action frames etc.). The new tape format just
1544 stupidly records all device actions and replays them later. I really
1545 don't know why I haven't solved it that way before?! Old-style tapes
1546 (with tape file version less than 2.0) get converted to the new
1547 format on-the-fly when loading and can therefore still be played;
1548 only some minor parts of the old-style tape handling code was needed.
1549 (A perfect conversion is not possible, because there is information
1550 missing about the device actions between two action frames.)
1552 2002-03-14 src/files.c
1553 * New function "DumpTape()" to dump the contents of the current tape
1554 in a human readable format.
1556 2002-03-14 src/game.c
1557 * Small tape bug fixed: When automatically advancing to next level
1558 after a game was won, the tape from the previous level still was
1559 loaded as a tape for the new level.
1561 2002-03-14 src/tape.c
1562 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1563 tape, cartoons did not get completely removed because
1564 StopAnimation() was not called.
1566 2002-03-13 src/files.c
1567 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1568 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1569 size even when using 16-bit elements). Added new chunk "CNT2" for
1570 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1571 chunk even when content was 16-bit element). "CNT2" should now be
1572 able to store content for arbitrary elements (up to eight blocks of
1573 3 x 3 element arrays). All "CNT2" elements will always be stored as
1574 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1576 2002-03-13 src/files.c
1577 * Changed "LoadLevel()" for real chunk support.
1579 2002-03-12 src/game.c
1580 * Fixed problem (introduced after 2.0.0 release) with penguins
1581 not getting killed by enemies
1583 2002-02-24 src/game.c, src/main.h
1584 * Added "player->is_moving"; now "player->last_move_dir" does
1585 not contain any information if the player is just moving at
1587 Before, "player->last_move_dir" was misused for this purpose
1588 for the robot stuff (robots don't kill players when they are
1589 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1590 broke tapes when walking through pipes!
1591 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1592 in a continuous movement. This fact is ignored for friends and