2 * fixed bugs with player name and current level positions on main screen
5 * added configuration directives for control of title screens:
6 - "title.fade_delay" for fading time
7 - "title.post_delay" for pause between screens (when not crossfading)
8 - "title.auto_delay" to automatically continue after some time
9 these settings can each be overridden by specifying them with titles:
10 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
11 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
12 fading mode can also be specified:
13 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
14 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
15 default is using normal fading for menues and initial title screens,
16 while using cross-fading for level set title screens
17 * fixed bug with background not drawn in Hall of Fame after game was won
20 * added configuration directives for the remaining main menu items
23 * added additional configuration directives for info screen draw offset:
24 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
25 * added additional configuration directives for preview info text
26 * limited mouse wheel sensitive screen area to scrollable screen area
29 * added highlighted menu text entries to menu navigation when selected
32 * fixed bug that prevented player from correctly being created in the
33 top left corner by a custom element change in a level without player
34 * fixed bug that prevented player from being killed when indestructible,
35 non-walkable element is placed on player position by extended change
36 * added configurable menu button, text and input positions to main menu
39 * added page fading effects for remaining info sub-screens
40 * fixed small bug that caused some delays when answering door request
43 * added directives "border.draw_masked.*" for menu/playfield area and
44 door areas to display overlapping/masked borders from "global.border"
47 * fixed bug with CE with move speed "not moving" not being animated
48 * when changing player artwork by CE action, reset animation frame
51 * fixed bug with not unmapping main menu screen gadgets on other screens
52 * fixed bug with un-pausing a paused game by releasing still pressed key
53 * fixed bug with not redrawing screen when toggling to/from fullscreen
54 mode while fast reloading tape (without redrawing playfield contents)
55 * fixed bug with quick-saving tape snapshot despite answering with "no"
58 * version number set to 3.2.3
61 * version 3.2.2 released
64 * fixed bug with redrawing screen in fullscreen mode after quick tape
65 reloading when using the EMC game engine
66 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
69 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
72 * added engine snapshot functionality for instant tape reloading (this
73 only works for the last tape saved using "quick save", and does not
74 work across program restarts, because it completely works in memory)
77 * version number set to 3.2.2
80 * version 3.2.1 released
83 * fixed nasty bugs with handling error message file on Mac OS X systems
86 * general code cleanup (removing many annoying "#if 0" blocks etc.)
89 * fixed bug that caused broken tapes when manually appending to tapes
90 using the "pause before death" functionality, followed by recording
91 * added setup option to disable fading of screens for faster testing
94 * code cleanup of new fading functions
97 * changed behaviour after solved game -- do not immediately stop engine
98 * added some more smooth screen fadings (game start, hall of fame etc.)
101 * fixed bug with displaying pushed CE with value/score/delay anim_mode
104 * added configurable level preview position, tile size and dimensions
105 * added configurable game panel value positions (gems, time, score etc.)
108 * fixed small bug with time displayed incorrectly when collecting CEs
111 * fixed bug with bumpy scrolling with EM engine in double player mode
114 * added compatibility code to fix "Snake Bite" style levels that were
115 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
118 * fixed bug with scrollbars inside editor when using the Windows mouse
119 enhancement tool "True X-Mouse" (which injects key events to the event
120 queue to insert selected stuff into the Windows clipboard, which gets
121 confused with the "Insert" key for jumping to the last editor cascade
122 block in the element list)
123 * added Rocks'n'Diamonds icon for use as window icon to SDL version
124 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
127 * added selection of preferred fullscreen mode to setup / graphics menu
128 (useful if default mode 800 x 600 does not match screen aspect ratio)
131 * improved down-scaling of images for better editor and preview graphics
132 * changed user data directory for Mac OS X from Unix style to new place
135 * improved level number selection in main menu and player selection in
136 setup menu (input devices section) by using standard button gadgets
137 * added support for mouse scroll wheel (caused buggy behaviour before)
138 * added support for scrolling horizontal scrollbars with mouse wheel by
139 holding "Shift" key pressed while scrolling the wheel
140 * added support for single step mouse wheel scrolling by holding "Alt"
141 key pressed while scrolling the wheel (can be combined with "Shift")
142 * changed output file "stderr.txt" on Windows platform now always to be
143 created in the R'n'D sub-directory of the personal documents directory
144 * added Windows message box to direct to "stderr.txt" after error aborts
147 * improved general scrollbar handling (when jump-scrolling scrollbars)
150 * changed scrollbars to always show last line as first after scrolling
151 (that means jumping n - 1 screen lines instead of n screen lines)
154 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
155 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
156 * fixed special handling of vertically stacked acid becoming fake acid
159 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
160 affect multiple instances of the same CE, although this kind of
161 change condition usually only affects one single custom element
164 * version number set to 3.2.1
167 * version 3.2.0 released
170 * reorganized level editor element list a bit to match engines better
173 * fixed newly introduced bug with wrongly initializing clipboard element
176 * fixed bug with displaying visible/invisible level border in editor
179 * reorganized some elements in the level editor element list
182 * fixed bug with displaying any player as "yellow" when moving into acid
183 * fixed bug with displaying running player when player stopped at border
186 * fixed bug with player exploding when moving into acid
187 * fixed bug with level settings being reset in editor and when playing
188 (some compatibility settings being set not only after level loading)
189 * fixed crash bug when number of custom graphic frames was set to zero
190 * fixed bug with teleporting player on walkable tile not working anymore
191 * added partial compatibility support for pre-release-only "CONF" chunk
192 (to make Alan Bond's "color cycle" demo work again :-) )
195 * fixed some bugs when displaying title screens from info screen menu
196 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
199 * changed file major version to 3 to reflect level file format changes
200 * uploaded pre-release (test) version 3.2.0-8 binary and source code
203 * added new chunk "NAME" to level file format for level name settings
204 * added new chunk "NOTE" to level file format for envelope settings
205 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
206 * updated magic(5) file to recognize changed and new level file chunks
207 * removed change events "change when CE value/score changes" as unneeded
210 * changed gravity (which only affects the player) from level property
211 to player property (only makes a difference in multi-player levels)
212 * added change events "change when CE value/score changes"
213 * added change events "change when CE value/score changes of <element>"
216 * added new chunk "INFO" to level file format for global level settings
217 * added all element settings from "HEAD" chunk to "CONF" chunk
218 * added all global level settings from "HEAD" chunk to "INFO" chunk
221 * changed level file format by adding two new chunks "CUSX" (for custom
222 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
223 elements, replacing the previous "GRP1" chunk); these new IFF style
224 chunks use the new and flexible "micro chunks inside chunks" technique
225 already used with the new "CONF" chunk (for normal element properties)
226 which makes it possible to easily extend the existing level format
227 (instead of using fixed-length chunks like before, which are either
228 too big due to reserved bytes for future use, or too small when those
229 reserved bytes have all been used and even more data should be stored,
230 requiring the replacement by new and larger chunks just like it went
231 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
234 * added credits pages to the "credits" section that were really missing
235 * added some missing element descriptions to the level editor
236 * added down position of switchgate switch to the level editor
237 and allowed the use of both switch positions at the same time
238 * changed use of "Insert" and "Delete" keys to navigate element list in
239 level editor to start of previous or next cascading block of elements
242 * added the possibility to view the title screen to the info screen menu
243 * fixed some minor bugs with viewing title screens
246 * fixed bug with title (cross)fading in/out when using fullscreen mode
249 * fixed bug that forced re-defining of menu settings in local graphics
250 config file which are already defined in existing base config file
251 * fixed small bug that caused door sounds playing when music is enabled
254 * added the possibility to define up to five title screens for each
255 level set that are displayed after loading using (cross)fading in/out
256 (this was added to display the various start images of the EMC sets)
259 * added "CE score gets zero [of]" to custom element trigger conditions
260 * added setup option to display element token name in level editor
263 * added compatibility code for Juergen Bonhagen's menu artwork settings
266 * fixed bug with displaying wrong animation frame 0 after CE changes
267 * fixed bug with creating invisible elements when light switch is on
270 * added selection between ECS and AGA graphics for EMC levels to setup
273 * adjusted font handling for various narrow EMC style fonts
276 * changed EM engine behaviour back to re-allow initial rolling springs
279 * fixed handling of over-large selectboxes (less error-prone now)
280 * fixed bug when creating GE with walkable element under the player
283 * added use of "Insert" and "Delete" keys to navigate element list in
284 level editor to start of custom elements or start of group elements
285 * added virtual elements to access CE value and CE score of elements:
286 - "CE value of triggering element"
287 - "CE score of triggering element"
288 - "CE value of current element"
289 - "CE score of current element"
292 * fixed "grass" to "sand" in older EM levels (up to file version V4)
295 * changed behaviour of network games with internal errors (because of
296 different client frame counters) from immediately terminating R'n'D
297 to displaying an error message requester and stopping only the game
298 (also to prevent impression of crashes under non command-line runs)
299 * fixed playing network games with the EMC engine (did not work before)
300 * fixed bug with not scrolling the screen in multi-player mode with the
301 focus on player 1 when all players are moving in different directions
302 * fixed bug with keeping pointer to gadget even after its deallocation
303 * fixed bug with allowing "focus on all players" in network games
304 * fixed bug with player focus when playing tapes from network games
307 * uploaded pre-release (test) version 3.2.0-7 binary and source code
310 * code cleanup for game action control for R'n'D and EMC game engine
313 * fixed bug in multi-player movement with focus on both players
314 * added option to control only the focussed player with all input
317 * added player focus switching to level tape recording and re-playing
320 * fixed some bugs in player focus switching in EMC and RND game engine
323 * added special Supaplex animations for Murphy digging and snapping
324 * added special Supaplex animations for Murphy being bored and sleeping
327 * added four new yam yams with explicit start direction for EMC engine
328 * fixed bug in src/libgame/text.c with printing text outside the window
331 * fixed small bug in EMC level loader (copyright sign in EM II levels)
334 * added delayed ignition of EM style dynamite when used in R'n'D engine
335 * added limited movement range to EMC engine when focus on all players
338 * fixed bug with missing (zero) score values for native Supaplex levels
341 * added "continuous snapping" (snapping many elements while holding the
342 snap key pressed, without releasing the snap key after each element)
343 as a new player setting for more compatibility with the classic games
346 * finished scrolling for "focus on all players" in EMC graphics engine
349 * level sets with "levels: 0" are ignored for levels, but not artwork
350 * fixed bug when scanning empty level group directories (endless loop)
353 * fixed bug with explosion graphic for player using "Murphy" graphic
354 * fixed bug with explosion graphic if player leaves explosion in time
355 * changed some descriptive text in setup menu to use medium-width font
356 * added key shortcut settings for switching player focus to setup menu
359 * fixed bug with random value initialization when recording tapes
360 * fixed bug with playing single player tapes when team mode activated
363 * fixed little bug when trying to switch to player that does not exist
366 * added player switching (visual and quick) to R'n'D and EM game engine
367 * added setup option to select visual or quick in-game player switching
370 * added use of "Home" and "End" keys to handle element list in editor
373 * fixed bug with adding score when playing tape with EMC game engine
374 * added steel wall border for levels using EMC engine without border
375 * finally fixed delayed scrolling in EMC engine also for small levels
378 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
381 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
382 * fixed bug when displaying info element without action, but direction
385 * fixed minor graphical problems with springs smashing and slurping
386 (when using R'n'D style graphics instead of EMC style graphics)
389 * added scroll delay (as configured in setup) to EMC graphics engine
392 * improved screen redraw for EMC graphics engine (faster and smoother)
393 * when not scrolling, do not redraw the whole playfield if not needed
396 * added multi-player mode for EMC game engine (with up to four players)
399 * added android (can clone elements) from EMC engine to R'n'D engine
402 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
405 * added selectbox for initial player speed to player settings in editor
408 * version 3.1.2 created that is basically version 3.1.1, but with a
409 major bug fixed that prevented editing your own private levels
410 * version 3.1.2 released
413 * added magic ball (creates elements) from EMC engine to R'n'D engine
416 * uploaded fixed pre-release version 3.2.0-6 binary and source code
419 * fixed bug when using "CE can leave behind <trigger element>"
420 * added new change condition "(after/when) creation of <element>"
421 * added new change condition "(after/when) digging <element>"
422 * fixed bug accessing invalid gadget that caused crashes under Windows
423 * deactivated new possibility for multiple CE changes per frame
426 * uploaded pre-release (test) version 3.2.0-6 binary and source code
429 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
430 * fixed bug with not keeping CE value for moving CEs with only action
431 * changed CE action selectboxes in editor to be only reset when needed
434 * added option "use artwork from element" for custom player artwork
435 * added option "use explosion from element" for player explosions
438 * added cascaded element lists in the level editor
439 * added persistence for cascaded element lists by "editorcascade.conf"
440 * added dynamic element list with all elements used in current level
441 * added possibility for multiple CE changes per frame (experimental)
444 * uploaded pre-release (test) version 3.2.0-5 binary and source code
447 * changed "score for each 10 seconds/steps left" to "1 second/step"
448 * added own score for collecting "extra time" instead of sharing it
449 * added change events "switched by player" and "player switches <e>"
450 * added change events "snapped by player" and "player snaps <e>"
451 * added "set player artwork: <element choice>" to CE action options
452 * added change event "move of <element>"
455 * added "set player shield: off / normal / deadly" to CE action options
456 * added new player option "use level start element" in level editor
457 to set the correct focus at level start to elements from which the
458 player is created later (this did not work before for cascaded CE
459 changes resulting in creation of the player; it is now also possible
460 to create the player from a yam yam which is smashed at level start)
463 * added "set player speed: frozen (not moving)" to CE action options
464 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
467 * added new player option "block snap field" (enabled by default) to
468 make it possible to show a snapping animation like in Emerald Mine
471 * added dynamic selectboxes to custom element action settings in editor
472 * added "CE value" counter for custom elements (instead of "CE count")
473 * added option to use the last "CE value" after custom element change
474 * added option to use the "CE value" of other elements in CE actions
475 * fixed odd behaviour when pressing time orb in levels w/o time limit
476 * added checkbox "use time orb bug" for older levels that use this bug
479 * added missing configuration settings for the following elements:
480 - EL_TIMEGATE_SWITCH (time of open time gate)
481 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
482 - EL_SHIELD_NORMAL (time of shield duration)
483 - EL_SHIELD_DEADLY (time of shield duration)
484 - EL_EXTRA_TIME (time added to level time)
485 - EL_TIME_ORB_FULL (time added to level time)
488 * added "wind direction" as a movement pattern for custom elements
489 * added initial wind direction for balloon / custom elements to editor
490 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
493 * added parameters for "game of life" and "biomaze" elements to editor
496 * added level file chunk "CONF" for generic level and element settings
499 * uploaded pre-release (test) version 3.2.0-4 binary and source code
502 * skip empty level sets (with "levels: 0"; may be artwork base sets)
503 * added sound action ".page[1]" to ".page[32]" for each CE change page
506 * added image config suffix ".clone_from" to copy whole image settings
507 * fixed bug with invalid ("undefined") CE settings in old level files
510 * fixed graphical bug with smashing elements falling faster than player
513 * fixed major bug which prevented private levels from being edited
514 * fixed bug with precedence of general and special font definitions
517 * fixed graphical bug with player animation when player moves slowly
520 * uploaded pre-release (test) version 3.2.0-3 binary and source code
523 * fixed bug which prevented "global.num_toons: 0" from working
526 * major code cleanup (removed all these annoying "#if 0" blocks)
529 * added custom element actions for CE change page in level editor
532 * fixed music initialization bug in init.c (thanks to David Binderman)
533 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
534 (this bug must probably be fixed at other places, too)
537 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
538 (should be '#include <SDL.h>' instead)
541 * fixed bug which prevented "walkable from no direction" from working
542 (due to compatibility code overwriting this setting after loading)
545 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
548 * version number temporarily set to 3.1.1 (intermediate bugfix release)
549 * version 3.1.1 released
552 * changed some va_arg() arguments from 'long' to 'int', fixing problems
553 on 64-bit architecture systems with LP64 data model
556 * fixed bug with bombs not exploding when hitting the last level line
557 (introduced after the release of 3.1.0)
560 * added support for dumping small-sized level sketches from editor
563 * added recognition of "trigger element" for "change digged element to"
564 (this is not really what the "trigger element" was made for, but its
565 use may seem obvious for leaving back digged elements unchanged)
568 * fixed multiple warnings about failed joystick device initialization
571 * fixed bug with dynamite dropped on top of just dropped custom element
572 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
573 dynamite can still be dropped, but drop key must be released before
576 * fixed bug with wrong start directory when started from file browser
577 (due to this bug, R'n'D could not be started from KDE's Konqueror)
580 * fixed bug causing "change when impact" on player not working
581 * fixed wrong priority of "hitting something" over "hitting <element>"
582 * fixed wrong priority of "hit by something" over "hit by <element>"
585 * fixed graphical bug which caused the player (being Murphy) to show
586 collecting animations although the element was collected by penguin
589 * fixed two bugs causing wrong door background graphics in system.c
590 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
593 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
594 * added "no direction" to "walkable/passable from" selectbox options
597 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
598 * in tape autoplay, not only report broken, but also missing tapes
601 * uploaded pre-release (test) version 3.2.0-2 binary and source code
604 * fixed small bug with "linear" animation not working for active lamp
607 * fixed bug with moving up despite gravity due to "block last field"
608 * fixed small bug with wrong draw offset when typing name in main menu
609 * when reading user names from "passwd", ignore data after first comma
610 * when creating new "levelinfo.conf", only write some selected entries
613 * fixed displaying "imported from/by" on preview with empty string
614 * fixed ignoring draw offset for fonts used for level preview texts
617 * fixed a delay problem with SDL and too many mouse motion events
618 * added setup option "skip levels" and level skipping functionality
621 * added move speed "not moving" for non-moving CEs, but with direction
624 * fixed mapping of obsolete element token names in "editorsetup.conf"
625 * fixed bug with sound "acid.splashing" treated as a loop sound
626 * fixed some little sound bugs in native EM engine
629 * fixed small bug when dragging scrollbars to end positions
632 * added editor element descriptions written by Aaron Davidson
635 * improved fallback handling when configured artwork is not available
636 (now using default artwork instead of exiting when files not found)
639 * fixed bug on level selection screen when dragging scrollbar
642 * fixed bug which caused broken tapes when appending to EM engine tapes
645 * uploaded pre-release (test) version 3.2.0-1 binary and source code
648 * added code to replace changed artwork config tokens with other tokens
649 (needed for backwards compatibility, so that older tokens still work)
652 * added native R'n'D graphics for some new EMC elements in EM engine
655 * fixed some bugs in the EM engine integration code
656 * changed EM engine code to allow diagonal movement
657 * changed EM engine code to allow use of separate snap and drop keys
660 * fixed some redraw bugs when using EM engine
663 * fixed bug with not converting RND levels which are set to use native
664 engine to native level structure when loading
667 * uploaded pre-release (test) version 3.2.0-0 binary and source code
670 * version number set to 3.2.0
673 * level data now reset to defaults after attempt to load invalid file
676 * added use of "editorsetup.conf" for different level sets
679 * added auto-detection for various types of Emerald Mine level files
682 * fixed bug with scrollbars getting too small when list is very large
685 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
688 * added most level editor configuration gadgets for new EMC elements
691 * added more element and graphic definitions for new EMC elements
694 * modified native EM engine to use integrated R'n'D sound system
697 * added SDL support to graphics functions in native EM engine
698 (by always using generic libgame interface functions)
701 * fixed bug in frame synchronization in native EM engine
704 * added code to convert levels between R'n'D and native EM engine
707 * new Emerald Mine engine can now play levels selected in main menu
710 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
711 (which creates scaled down graphics for level editor and preview);
712 there's still a memory leak somewhere in the artwork handling code
713 * added "scale image up" functionality to X11 version of zoom function
716 * first attempts to integrate new, native Emerald Mine Club engine
719 * fixed bug in gadget code which caused reset of CEs in level editor
720 (example: pressing 'b' [grab brush] on CE config page erased values)
721 (solution: check if gadgets in ClickOnGadget() are really mapped)
722 * improved level change detection in editor (settings now also checked)
723 * fixed bug with "can move into acid" and "don't collide with" state
726 * fixed maze runner style CEs to use the configured move delay value
729 * added Aaron Davidson's tutorial level set to the "Tutorials" section
732 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
733 * fixed the above fix because it broke level set "machine" (*sigh*)
734 * fixed random element placement in level editor to work as expected
735 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
738 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
741 * fixed bug (missing array boundary check) which caused broken tapes
742 * fixed bug (when loading level template) which caused broken levels
743 * fixed bug with new block last field code when using non-yellow player
746 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
747 * internal change of how the player blocks the last field when moving
748 * fixed blocking delay of last field for EM and SP style block delay
749 * fixed bug where the player had to wait for the usual move delay after
750 unsuccessfully trying to move, when he directly could move after that
751 * the last two changes should make original Supaplex level 93 solvable
752 * improved use of random number generator to make it less predictable
753 * fixed behaviour of slippery SP elements to let slip left, then right
756 * fixed bug with wrong door state after trying to quickload empty tape
757 * fixed waste of static memory usage of the binary, making it smaller
758 * fixed very little graphical bug in Supaplex explosion
761 * version number set to 3.1.1
764 * version 3.1.0 released
767 * fixed bug with crash when writing user levelinfo.conf the first time
770 * added option "convert LEVELDIR [NR]" to command line batch commands
771 * re-converted Supaplex levels to apply latest engine fixes
772 * changed "use graphic/sound of element" to "use graphic of element"
773 due to compatibility problems with some levels ("bug machine" etc.)
776 * fixed bug with CE change replacing player with same or other player
779 * fixed bug with opaque font in envelope with background graphic when
780 background graphic is not transparent itself
783 * added "gravity on" and "gravity off" ports for Supaplex compatibility
784 * corrected original Supaplex level loading code to use these new ports
785 * also corrected Supaplex loader to auto-count infotrons if set to zero
788 * fixed bug with missing initialization of "modified" flag for GEs
791 * fixed bug that caused endless recursion loop when relocating player
792 * fixed tape recorder bug in "step mode" when using "pause before end"
793 * fixed tape recorder bug when changing from "warp forward" mode
796 * fixed bug with "when touching" for pushed elements at last position
799 * fixed bug that caused two activated toolbox buttons in level editor
800 * fixed bug with exploding dynabomb under player due to other explosion
803 * fixed bug with creating walkable custom element under player (again)
804 * fixed bug with not copying explosion type when copying CEs in editor
805 * fixed graphical bug when drawing player in setup menu (input devices)
806 * fixed graphical bug when the player is pushing an accessible element
807 * fixed bug with classic switchable elements triggering CE changes
808 * fixed bug with entering/leaving walkable element in RelocatePlayer()
809 * fixed crash bug when CE leaves behind the trigger player element
812 * fixed bug with broken tubes after placing/exploding dynamite in them
813 * fixed bug with exploding dynamite under player due to other explosion
814 * fixed bug with not resetting push delay under certain circumstances
817 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
818 * added network multiplayer code for Windows (thanks to Niko Böhm)
821 * added option "reachable despite gravity" for gravity movement
822 * changed gravity movement of most classic walkable and passable
823 elements back to "not reachable" (for compatibility reasons)
826 * fixed (removed) "indestructible" / "can explode" dependency in editor
827 * fixed (removed) "accessible inside" / "protected" dependency
828 * fixed (removed) "step mode" / "shield time" dependency
831 * fixed dynabombs exploding now into anything diggable
832 * fixed Supaplex style gravity movement into buggy base now impossible
833 * added pressing key "space" as valid action to select menu options
836 * added "replace when walkable" to relocate player to walkable element
837 * added "enter"/"leave" event for elements affected by relocation
838 * fixed "direct"/"indirect" change order also for "when change" event
839 * fixed graphical bug when pushing things from elements walkable inside
842 * fixed graphic bug when player is snapping while moving in old levels
843 * fixed bug when a moving custom element leaves a player element behind
844 * fixed bug with mole not disappearing when moving into acid pool
845 * fixed bug with incomplete path setting when using "--basepath" option
846 * moving CE can now leave walkable elements behind under the player
847 * when relocating, player can be set on walkable element now
848 * fixed another gravity movement bug
851 * uploaded pre-release (test) version 3.1.0-2 binary and source code
854 * added "collectible" and "removable" to extended replacement types
855 (where "removable" replaces "diggable" and "collectible" elements)
856 * added "collectible & throwable" (to throw element to the next field)
857 * fixed bug with CEs digging elements that are just about to explode
858 * changed mouse cursor now always being visible when game is paused
861 * added possibility to push/press accessible elements from a side that
863 * fixed bug with not setting actual date when appending to tape
866 * fixed bug with incorrectly initialized custom element editor graphics
869 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
870 - number of levels corrected from 18 to 17 in "levelinfo.conf"
873 * fixed bug with destroyed robot wheel still attracting robots forever
874 * fixed bug with time gate switch deactivating after robot wheel time
875 (while the time gate itself is not affected by this misbehaviour)
876 * changed behaviour of BD style amoeba to always get blocked by player
877 (before it was different when there were non-BD elements in level)
878 * fixed bug with player destroying indestructable elements with shield
881 * added option to make growing elements grow into anything diggable
882 (for the various amoeba types, biomaze and "game of life")
885 * fixed bug with movable elements not moving after left behind by CEs
886 * changed gravity movement to anything diggable, not only sand/base
887 * optionally allowing passing to walkable element, not only empty space
888 * added option "can pass to walkable element" for players
889 * finally fixed gravity movement (hopefully)
892 * fixed bug with movable elements not moving anymore after falling down
895 * fixed another bug with custom elements digging and leaving elements
896 * fixed bug with "along left/right side" and automatic start direction
897 * trigger elements now also displayed when "more custom" deactivated
898 * fixed bug with clipboard element initialized when loading new level
899 * added option "drop delay" to set delay before dropping next element
902 * uploaded pre-release (test) version 3.1.0-1 binary and source code
905 * added copy and paste functions for custom change pages
906 * enhanced graphical display and functionality of tape recorder
907 * fixed bug with custom elements digging and leaving elements
910 * added move speed faster than "very fast" for custom elements
911 * fixed bug with 3+3 style explosions and missing border content
912 * fixed little bug when copying custom elements in the editor
913 * enhanced custom element changes by more side trigger actions
916 * added option "no scrolling when relocating" for instant teleporting
917 * uploaded pre-release (test) version 3.1.0-0 binary and source code
920 * added trigger element and trigger player to use as target elements
921 * added copy and paste functions for custom and group elements
924 * fixed graphical bug when displaying explosion animations
925 * fixed bug when appending to tapes, resulting in broken tapes
926 * re-recorded a few tapes broken by fixing gravity checking bug
929 * "can move into acid" property now for all elements independently
930 * "can fall into acid" property for player stored in same bitfield now
931 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
932 * version number set to 3.1.0 (finally!)
935 * changed tape recording to only record input, not programmed actions
938 * fixed totally broken (every 8th frame skipped) step-by-step recording
939 * fixed bug with requester not displayed when quick-loading interrupted
940 * added option "can fall into acid (with gravity)" for players
941 * fixed bug with player not falling when snapping down with gravity
944 * fixed bug which messed up key config when using keypad number keys
947 * fixed bug which allowed moving upwards even when gravity was active
948 * fixed bug with missing error handling when dumping levels or tapes
951 * added different colored editor graphics for Supaplex gravity tubes
954 * fixed bug that allowed solvable tapes for unsolvable levels
957 * use unlimited number of droppable elements when "count" set to zero
958 * added option to use step limit instead of time limit for level
961 * added player and change page as trigger for custom element change
964 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
967 * fixed bug with dark yamyam changing to acid when moving over acid
968 * fixed handling of levels with more than 999 seconds level time
969 (example: level 76 of "Denmine")
972 * "spring push bug" reintroduced as configurable element property
973 * fixed bug with missing properties for "mole"
974 * fixed bug that showed up when fixing the above "mole" properties bug
975 * added option "can move into acid" for all movable elements
976 * fixed graphical bug for elements moving into acid
977 * changed event handling to handle all pending events before going on
980 * fixed bug which caused all CE change pages to be ignored which had
981 the same change event, but used a different element side
982 (reported by Simon Forsberg)
984 * fixed bug which caused elements that can move and fall and that are
985 transported by a conveyor belt to continue moving into that direction
986 after leaving the conveyor belt, regardless of their own movement
987 type; only elements which can not move are transported now
988 (reported by Simon Forsberg)
990 * fixed bug which could cause an array overflow in RelocatePlayer()
991 (reported by Niko Böhm)
993 * changed Emerald Mine style "passable / over" elements to "protected"
994 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
996 * added new option to select from which side a "walkable/passable"
997 element can be entered
1000 * added explosion and ignition delay for elements that can explode
1003 * fixed bug which caused player not being protected against enemies
1004 when a CE was "walkable / inside" and was not "indestructible"
1005 * added "walkable/passable" fields to be "protected/unprotected"
1006 against enemies, even if not accessible "inside" but "over/under"
1009 * corrected move pattern to 32 bit and initial move direction to 8 bit
1012 * added second custom element base configuration page
1015 * added some special EMC mappings to Emerald Mine level loader
1016 (also covering previously unknown element in level 0 of "Bondmine 8")
1019 * added option to block last field when player is moving (for Supaplex)
1020 * adjusted push delay of Supaplex elements
1021 * removed delays for envelopes etc. when replaying with maximum speed
1022 * fixed bug when dropping element on a field that just changed to empty
1025 * fixed bug: infotrons can now smash yellow disks
1026 * fixed bug: when gravity active, port above player can now be entered
1027 * removed "one white dot" mouse pointer which irritated some people
1030 * added "choice type" for group element selection
1033 * fixed bug with initial invulnerability of non-yellow player
1036 * added level loader for loading native Supaplex packed levels
1037 (including multi-part levels like the "splvls99" levels)
1040 * fixed bug which allowed creating emeralds by escaping explosions
1043 * custom elements can change (limited) or leave (unlimited) elements
1044 * finally added multiple matches using group elements
1045 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1048 * added new start movement type "previous" for continued CE movement
1049 * added new start movement type "random" for random CE movement start
1052 * added new element "sokoban_field_player" needed for Sokoban levels
1053 (thanks to Ed Booker for pointing this out!)
1056 * added elements that can be digged or left behind by custom elements
1059 * added group elements for multiple matches and random element creation
1062 * fixed some graphical errors displayed in old levels
1065 * fixed wrong double speed movement after passing closing gates
1068 * added level loader for loading native Emerald Mine levels
1071 * changes for "shooting" style CE movement
1074 * Happy New Year! ;-)
1077 * changed default snap/drop keys from left/right Shift to Control keys
1080 * fixed bug with dead player getting reanimated from custom element
1083 * fixed bug with wrong penguin graphics (when entering exit)
1086 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1089 * version number set to 3.0.9
1092 * version 3.0.8 released
1095 * added function checked_free()
1098 * fixed bug with double nut cracking sound
1099 (by eliminating "default element action sound" assignment in init.c)
1102 * fixed crash when no music info files are available
1105 * fixed boring and sleeping sounds
1108 * added "maze runner" and "maze hunter" movement types
1109 * added extended collision conditions for custom elements
1112 * added warnings for undefined token values in artwork config files
1115 * added menu entry for level set information to the info screen
1118 * fixed bug with wrong default impact sound for colored emeralds
1121 * added several sub-screens for the info screen
1122 * menu text now also clickable (not only blue/red sphere left of it)
1125 * added configurable "bored" and "sleeping" animations for the player
1126 * added "awakening" sound for player when waking up after sleeping
1129 * added "copy" and "exchange" functions for custom elements to editor
1132 * added configurable element animations for info screen
1135 * added configurable music credits for info screen
1138 * finally fixed tape recording when player is created from CE change
1141 * added "editorsetup.conf" for editor element list configuration
1144 * added "musicinfo.conf" for menu and level music configuration
1147 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1148 (that only showed up on Linux, but not on Windows systems)
1151 * fixed turning movement of butterflies and fireflies (no frame reset)
1152 * enhanced sniksnak turning movement (two steps instead of only one)
1155 * version number set to 3.0.8
1158 * version 3.0.7 released
1161 * fixed reset of player animation frame when, for example,
1162 walking, digging or collecting share the same animation
1163 * fixed CE with "deadly when touching" exploding when touching amoeba
1166 * fixed tape recording when player is created from CE element change
1169 * introduced "turning..." action graphic for elements with move delay
1170 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1171 * added turning animations for bug, spaceship and sniksnak
1174 * prevent "extended" changed elements from delay change in same frame
1177 * fixed bug when pushing element that can move away to the side
1178 (like pushing falling elements, but now with moving elements)
1181 * finally fixed serious bug in code for delayed element pushing (again)
1184 * unavailable setup options now marked as "n/a" instead of "off"
1185 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1186 to "true", levels are always played with the latest game engine,
1187 which is desired for levels that are imported from other games; all
1188 other levels are played with the engine version stored in level file
1189 (which is normally the engine version the level was created with)
1192 * fixed serious bug in code for delayed element pushing
1193 * fixed little bug in animation frame selection for pushed elements
1194 * speed-up of reading config file for verbose output
1197 * added configuration option for opening and closing Supaplex exit
1198 * added configuration option for moving up/down animation for Murphy
1199 * fixed incorrectly displayed animation for attacking dragon
1200 * fixed bug with not setting initial gravity for each new game
1201 * fixed bug with teleportation of player by custom element change
1202 * fixed bug with player not getting smashed by rock sometimes
1205 * version number set to 3.0.7
1208 * version 3.0.6 released
1211 * added support for MP3 music for SDL version through SMPEG library
1214 * fixed bug when initializing font graphic structure
1215 * fixed bug with animation mode "pingpong" when using only 1 frame
1216 * fixed bug with extended change target introduced in 3.0.5
1217 * fixed bug where passing over moving element doubles player speed
1218 * fixed bug with elements continuing to move into push direction
1219 * fixed bug with duplicated player when dropping bomb with shield on
1220 * added "switching" event for custom elements ("pressing" only once)
1221 * fixed switching bug (resetting flag when not switching but not idle)
1224 * fixed element tokens for certain file elements with ".active" etc.
1227 * version number set to 3.0.6
1230 * version 3.0.5 released
1233 * now four envelope elements available
1234 * font, background, animation and sound for envelope now configurable
1235 * main menu doors opening/closing animation type now configurable
1238 * active/inactive sides configurable for custom element changes
1239 * new movement type "move when pushed" available for custom elements
1242 * fixed bug in multiple config pages loader code that caused crashes
1245 * enhanced (remaining low-resolution) Supaplex graphics
1248 * version number set to 3.0.5
1251 * version 3.0.4 released
1253 2003-09-12 src/tools.c
1254 * fixed bug in custom definition of crumbled element graphics
1256 2003-09-11 src/files.c
1257 * fixed bug in multiple config pages code that caused crashes
1260 * version number set to 3.0.4
1263 * version 3.0.3 released
1266 * added music to Supaplex classic level set
1268 2003-09-07 src/libgame/misc.c
1269 * added support for loading various music formats through SDL_mixer
1271 2003-09-06 (various source files)
1272 * fixed several nasty bugs that may have caused crashes on some systems
1273 * added envelope content which gets displayed when collecting envelope
1274 * added multiple change event pages for custom elements
1276 2003-08-24 src/game.c
1277 * fixed problem with player animation when snapping and moving
1279 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1280 * fixed problem with flickering when drawing toon animations
1282 2003-08-23 src/libgame/sdl.c
1283 * fixed problem with setting mouse cursor in SDL version in fullscreen
1285 2003-08-23 src/game.c
1286 * fixed bug (missing array boundary check) which could crash the game
1289 * version number set to 3.0.3
1292 * version 3.0.2 released
1294 2003-08-21 src/game.c
1295 * fixed bug with creating inaccessible elements at player position
1297 2003-08-20 src/init.c
1298 * fixed bug with not finding current level artwork directory
1300 2003-08-20 src/files.c
1301 * fixed bug with choosing wrong engine version when playing tapes
1302 * fixed bug with messing up custom element properties in 3.0.0 levels
1305 * version number set to 3.0.2
1308 * version 3.0.1 released
1310 2003-08-17 (no source files affected)
1311 * changed all "classic" PCX image files with 16 colors or less to
1312 256 color (8 bit) storage format, because the Allegro game library
1313 cannot handle PCX files with less than 256 colors (contributed
1314 graphics are not affected and might look wrong in the DOS version)
1316 2003-08-16 src/init.c
1317 * fixed bug which (for example) crashed the level editor when defining
1318 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1319 (only set to default) -- invalid graphics now set to default graphic
1321 2003-08-16 src/init.c
1322 * fixed graphical bug of player digging/collecting/snapping element
1323 when no corresponding graphic/animation is defined for this action,
1324 resulting in player being drawn as EL_EMPTY (which should only be
1325 done to elements being collected, but not to the player)
1327 2003-08-16 src/game.c
1328 * fixed small graphical bug of player not totally moving into exit
1330 2003-08-16 src/libgame/setup.c
1331 * fixed bug with wrong MS-DOS 8.3 filename conversion
1333 2003-08-16 src/tools.c
1334 * fixed bug with invisible mouse cursor when pressing ESC while playing
1336 2003-08-16 (various source files)
1337 * added another 128 custom elements (disabled in editor by default)
1339 2003-08-16 src/editor.c
1340 * fixed NULL string bug causing Solaris to crash in sprintf()
1342 2003-08-16 src/screen.c
1343 * fixed drawing over scrollbar on level selection with custom fonts
1345 2003-08-15 src/game.c
1346 * cleanup of simple sounds / loop sounds / music settings
1348 2003-08-08 (various source files)
1349 * added custom element property for dropping collected elements
1351 2003-08-08 src/conf_gfx.c
1352 * fixed bug with missing graphic for active red disk bomb
1354 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1355 * extended variable "level.gravity" to "level.initial_gravity" and
1356 "game.current_gravity" to prevent level setting from being changed
1357 by playing the level (keeping the runtime value after playing)
1359 * fixed graphics bug when digging element that has 'crumbled' graphic
1360 definition, but not 'diggable' graphic definition
1363 * version number set to 3.0.1
1366 * version 3.0.0 released
1369 * various bug fixes; among others:
1370 - fixed bug with pushing spring over empty space
1371 - fixed bug with leaving tube while placing dynamite
1372 - fixed bug with explosion of smashed penguins
1373 - allow Murphy player graphic in levels with non-Supaplex elements
1377 * I have forgotten to document changes for some time
1380 * pre-release version 2.2.0rc1 released
1383 * version number set to 2.1.2
1386 * version 2.1.1 released
1389 * version number set to 2.1.1
1392 * version 2.1.0 released
1395 * version number set to 2.1.0
1397 2002-04-03 to 2002-05-19 (various source files)
1398 * graphics, sounds and music now fully configurable
1399 * bug fixed that prevented walking through tubes when gravity on
1401 2002-04-02 src/events.c, src/editor.c
1402 * Make Escape key less aggressive when playing or when editing level.
1403 This can be configured as an option in the setup menu. (Default is
1404 "less aggressive" which means "ask user if something can be lost"
1405 when pressing the Escape key.)
1407 2002-04-02 src/screen.c
1408 * Added "graphics setup" screen.
1410 2002-04-01 src/screen.c
1411 * Changed "choose level" setup screen stuff to be more generic (to
1412 make it easier to add more "choose from generic tree" setup screens).
1414 2002-04-01 src/config.c, src/timestamp.h
1415 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1416 automatically gets created by "src/Makefile" and contains an actual
1417 compile-time timestamp to identify development versions of the game).
1419 2002-03-31 src/tape.c, src/events.c
1420 * Added quick game/tape save/load functions to tape stuff which can be
1421 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1422 loads previously recorded tape and directly goes into recording mode
1423 from the end of the tape (therefore appending to the tape).
1425 2002-03-31 src/tape.c
1426 * Added "index mark" function to tape recorder. When playing or
1427 recording, "eject" button changes to "index" button. Setting index
1428 mark is not yet implemented, but pressing index button when playing
1429 allows very quick advancing to end of tape (when normal playing),
1430 very fast forward mode (when playing with normal fast forward) or
1431 very fast reaching of "pause before end of tape" (when playing with
1432 "pause before end" playing mode).
1434 2002-03-30 src/cartoons.c
1435 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1437 2002-03-29 src/screen.c
1438 * Changed setup screen stuff to be more generic (to make it easier
1439 to add more setup screens).
1441 2002-03-23 src/main.c, src/main.h
1442 * Various changes due to the introduction of the new libgame files
1443 "setup.c" and "joystick.c".
1445 2002-03-23 src/files.c
1446 * Generic parts of "src/files.c" (mainly setup and level directory
1447 stuff) moved to new libgame file "src/libgame/setup.c".
1449 2002-03-23 src/joystick.c
1450 * File "src/joystick.c" moved to libgame source tree, with
1451 correspondig changes.
1453 2002-03-22 src/screens.c
1454 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1455 (Wrong level series information displayed when entering main group.)
1457 2002-03-22 src/editor.c
1458 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1460 2002-03-22 src/editor.c
1461 * Changed behaviour of "Escape" key in level editor to be more
1462 intuitive: When in "Element Properties" or "Level Info" mode,
1463 return to "Drawing Mode" instead of leaving the level editor.
1465 2002-03-21 src/game.c, src/editor.c, src/files.c
1466 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1467 gems (emeralds, diamonds, ...) slipping down from normal wall,
1468 steel wall and growing wall (as in E.M.C. style levels). Although
1469 the behaviour of contributed and private levels wasn't changed (due
1470 to the use of "level.game_version"; see previous entry), editing
1471 those levels will (of course) change the behaviour accordingly.
1473 This change seems a bit too hard after thinking about it, because
1474 the EM style behaviour is not the "expected" behaviour (gems would
1475 normally only slip down from "rounded" walls). Therefore this was
1476 now changed to an element property for gem style elements, with the
1477 default setting "off" (which means: no special EM style behaviour).
1478 To fix older converted levels, this flag is set to "on" for pre-2.0
1479 levels that are neither contributed nor private levels.
1481 2002-03-20 src/files.h
1482 * Corrected settings for "level.game_version" depending of level type.
1483 (Contributed and private levels always get played with game engine
1484 version they were created with, while converted levels always get
1485 played with the most recent version of the game engine, to let new
1486 corrections of the emulation behaviour take effect.)
1488 2002-03-20 src/main.h
1489 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1490 compiling the SDL version on some systems.
1491 Thanks to the several people who pointed this out.
1494 * Version number set to 2.0.2.
1497 * Version 2.0.1 released.
1499 2002-03-18 src/screens.c
1500 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1502 2002-03-18 src/files.c [src/libgame/misc.c]
1503 * Moved some common functions from src/files.c to src/libgame/misc.c.
1505 2002-03-18 src/files.c [src/libgame/misc.c]
1506 * Changed permissions for new directories and saved files (especially
1507 score files) according to suggestions of Debian users and mantainers.
1508 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1510 2002-03-17 src/files.c
1511 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1512 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1513 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1514 for levels and "TAPE" for tapes). Old "cookie" style format is
1515 still supported for reading. New level and tape files are written
1518 * New IFF chunk "VERS" contains version numbers for file and game
1519 (where "game version" is the version of the program that wrote the
1520 file, and "file version" is a version number to distinguish files
1521 with different format, for example after adding new features).
1523 2002-03-15 src/screen.c
1524 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1525 (Before, you heard a mixture of the in-game music and the
1526 hall-of-fame music.)
1528 2002-03-14 src/events.c
1529 * Function "DumpTape()" (files.c) now available by pressing 't' from
1530 main menu (when in DEBUG mode).
1532 2002-03-14 src/game.c
1533 * "GameWon()": When game was won playing a tape, now there is no delay
1534 raising the score and no corresponding sound is played.
1536 2002-03-14 src/files.c
1537 * Changed "LoadTape()" for real chunk support and also adjusted
1538 "SaveTape()" accordingly.
1540 2002-03-14 src/game.c, src/tape.c, src/files.c
1541 * Important changes to tape format: The old tape format stored all
1542 actions with a real effect with a corresponding delay between the
1543 stored actions. This had some major disadvantages (for example,
1544 push delays had to be ignored, pressing a button for some seconds
1545 mutated to several single button presses because of the non-action
1546 delays between two action frames etc.). The new tape format just
1547 stupidly records all device actions and replays them later. I really
1548 don't know why I haven't solved it that way before?! Old-style tapes
1549 (with tape file version less than 2.0) get converted to the new
1550 format on-the-fly when loading and can therefore still be played;
1551 only some minor parts of the old-style tape handling code was needed.
1552 (A perfect conversion is not possible, because there is information
1553 missing about the device actions between two action frames.)
1555 2002-03-14 src/files.c
1556 * New function "DumpTape()" to dump the contents of the current tape
1557 in a human readable format.
1559 2002-03-14 src/game.c
1560 * Small tape bug fixed: When automatically advancing to next level
1561 after a game was won, the tape from the previous level still was
1562 loaded as a tape for the new level.
1564 2002-03-14 src/tape.c
1565 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1566 tape, cartoons did not get completely removed because
1567 StopAnimation() was not called.
1569 2002-03-13 src/files.c
1570 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1571 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1572 size even when using 16-bit elements). Added new chunk "CNT2" for
1573 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1574 chunk even when content was 16-bit element). "CNT2" should now be
1575 able to store content for arbitrary elements (up to eight blocks of
1576 3 x 3 element arrays). All "CNT2" elements will always be stored as
1577 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1579 2002-03-13 src/files.c
1580 * Changed "LoadLevel()" for real chunk support.
1582 2002-03-12 src/game.c
1583 * Fixed problem (introduced after 2.0.0 release) with penguins
1584 not getting killed by enemies
1586 2002-02-24 src/game.c, src/main.h
1587 * Added "player->is_moving"; now "player->last_move_dir" does
1588 not contain any information if the player is just moving at
1590 Before, "player->last_move_dir" was misused for this purpose
1591 for the robot stuff (robots don't kill players when they are
1592 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1593 broke tapes when walking through pipes!
1594 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1595 in a continuous movement. This fact is ignored for friends and