2 * fixed bug that allowed making engine snapshots from the level editor
5 * fixed bugs with player name and current level positions on main screen
8 * added configuration directives for control of title screens:
9 - "title.fade_delay" for fading time
10 - "title.post_delay" for pause between screens (when not crossfading)
11 - "title.auto_delay" to automatically continue after some time
12 these settings can each be overridden by specifying them with titles:
13 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
14 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
15 fading mode can also be specified:
16 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
17 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
18 default is using normal fading for menues and initial title screens,
19 while using cross-fading for level set title screens
20 * fixed bug with background not drawn in Hall of Fame after game was won
23 * added configuration directives for the remaining main menu items
26 * added additional configuration directives for info screen draw offset:
27 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
28 * added additional configuration directives for preview info text
29 * limited mouse wheel sensitive screen area to scrollable screen area
32 * added highlighted menu text entries to menu navigation when selected
35 * fixed bug that prevented player from correctly being created in the
36 top left corner by a custom element change in a level without player
37 * fixed bug that prevented player from being killed when indestructible,
38 non-walkable element is placed on player position by extended change
39 * added configurable menu button, text and input positions to main menu
42 * added page fading effects for remaining info sub-screens
43 * fixed small bug that caused some delays when answering door request
46 * added directives "border.draw_masked.*" for menu/playfield area and
47 door areas to display overlapping/masked borders from "global.border"
50 * fixed bug with CE with move speed "not moving" not being animated
51 * when changing player artwork by CE action, reset animation frame
54 * fixed bug with not unmapping main menu screen gadgets on other screens
55 * fixed bug with un-pausing a paused game by releasing still pressed key
56 * fixed bug with not redrawing screen when toggling to/from fullscreen
57 mode while fast reloading tape (without redrawing playfield contents)
58 * fixed bug with quick-saving tape snapshot despite answering with "no"
61 * version number set to 3.2.3
64 * version 3.2.2 released
67 * fixed bug with redrawing screen in fullscreen mode after quick tape
68 reloading when using the EMC game engine
69 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
72 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
75 * added engine snapshot functionality for instant tape reloading (this
76 only works for the last tape saved using "quick save", and does not
77 work across program restarts, because it completely works in memory)
80 * version number set to 3.2.2
83 * version 3.2.1 released
86 * fixed nasty bugs with handling error message file on Mac OS X systems
89 * general code cleanup (removing many annoying "#if 0" blocks etc.)
92 * fixed bug that caused broken tapes when manually appending to tapes
93 using the "pause before death" functionality, followed by recording
94 * added setup option to disable fading of screens for faster testing
97 * code cleanup of new fading functions
100 * changed behaviour after solved game -- do not immediately stop engine
101 * added some more smooth screen fadings (game start, hall of fame etc.)
104 * fixed bug with displaying pushed CE with value/score/delay anim_mode
107 * added configurable level preview position, tile size and dimensions
108 * added configurable game panel value positions (gems, time, score etc.)
111 * fixed small bug with time displayed incorrectly when collecting CEs
114 * fixed bug with bumpy scrolling with EM engine in double player mode
117 * added compatibility code to fix "Snake Bite" style levels that were
118 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
121 * fixed bug with scrollbars inside editor when using the Windows mouse
122 enhancement tool "True X-Mouse" (which injects key events to the event
123 queue to insert selected stuff into the Windows clipboard, which gets
124 confused with the "Insert" key for jumping to the last editor cascade
125 block in the element list)
126 * added Rocks'n'Diamonds icon for use as window icon to SDL version
127 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
130 * added selection of preferred fullscreen mode to setup / graphics menu
131 (useful if default mode 800 x 600 does not match screen aspect ratio)
134 * improved down-scaling of images for better editor and preview graphics
135 * changed user data directory for Mac OS X from Unix style to new place
138 * improved level number selection in main menu and player selection in
139 setup menu (input devices section) by using standard button gadgets
140 * added support for mouse scroll wheel (caused buggy behaviour before)
141 * added support for scrolling horizontal scrollbars with mouse wheel by
142 holding "Shift" key pressed while scrolling the wheel
143 * added support for single step mouse wheel scrolling by holding "Alt"
144 key pressed while scrolling the wheel (can be combined with "Shift")
145 * changed output file "stderr.txt" on Windows platform now always to be
146 created in the R'n'D sub-directory of the personal documents directory
147 * added Windows message box to direct to "stderr.txt" after error aborts
150 * improved general scrollbar handling (when jump-scrolling scrollbars)
153 * changed scrollbars to always show last line as first after scrolling
154 (that means jumping n - 1 screen lines instead of n screen lines)
157 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
158 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
159 * fixed special handling of vertically stacked acid becoming fake acid
162 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
163 affect multiple instances of the same CE, although this kind of
164 change condition usually only affects one single custom element
167 * version number set to 3.2.1
170 * version 3.2.0 released
173 * reorganized level editor element list a bit to match engines better
176 * fixed newly introduced bug with wrongly initializing clipboard element
179 * fixed bug with displaying visible/invisible level border in editor
182 * reorganized some elements in the level editor element list
185 * fixed bug with displaying any player as "yellow" when moving into acid
186 * fixed bug with displaying running player when player stopped at border
189 * fixed bug with player exploding when moving into acid
190 * fixed bug with level settings being reset in editor and when playing
191 (some compatibility settings being set not only after level loading)
192 * fixed crash bug when number of custom graphic frames was set to zero
193 * fixed bug with teleporting player on walkable tile not working anymore
194 * added partial compatibility support for pre-release-only "CONF" chunk
195 (to make Alan Bond's "color cycle" demo work again :-) )
198 * fixed some bugs when displaying title screens from info screen menu
199 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
202 * changed file major version to 3 to reflect level file format changes
203 * uploaded pre-release (test) version 3.2.0-8 binary and source code
206 * added new chunk "NAME" to level file format for level name settings
207 * added new chunk "NOTE" to level file format for envelope settings
208 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
209 * updated magic(5) file to recognize changed and new level file chunks
210 * removed change events "change when CE value/score changes" as unneeded
213 * changed gravity (which only affects the player) from level property
214 to player property (only makes a difference in multi-player levels)
215 * added change events "change when CE value/score changes"
216 * added change events "change when CE value/score changes of <element>"
219 * added new chunk "INFO" to level file format for global level settings
220 * added all element settings from "HEAD" chunk to "CONF" chunk
221 * added all global level settings from "HEAD" chunk to "INFO" chunk
224 * changed level file format by adding two new chunks "CUSX" (for custom
225 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
226 elements, replacing the previous "GRP1" chunk); these new IFF style
227 chunks use the new and flexible "micro chunks inside chunks" technique
228 already used with the new "CONF" chunk (for normal element properties)
229 which makes it possible to easily extend the existing level format
230 (instead of using fixed-length chunks like before, which are either
231 too big due to reserved bytes for future use, or too small when those
232 reserved bytes have all been used and even more data should be stored,
233 requiring the replacement by new and larger chunks just like it went
234 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
237 * added credits pages to the "credits" section that were really missing
238 * added some missing element descriptions to the level editor
239 * added down position of switchgate switch to the level editor
240 and allowed the use of both switch positions at the same time
241 * changed use of "Insert" and "Delete" keys to navigate element list in
242 level editor to start of previous or next cascading block of elements
245 * added the possibility to view the title screen to the info screen menu
246 * fixed some minor bugs with viewing title screens
249 * fixed bug with title (cross)fading in/out when using fullscreen mode
252 * fixed bug that forced re-defining of menu settings in local graphics
253 config file which are already defined in existing base config file
254 * fixed small bug that caused door sounds playing when music is enabled
257 * added the possibility to define up to five title screens for each
258 level set that are displayed after loading using (cross)fading in/out
259 (this was added to display the various start images of the EMC sets)
262 * added "CE score gets zero [of]" to custom element trigger conditions
263 * added setup option to display element token name in level editor
266 * added compatibility code for Juergen Bonhagen's menu artwork settings
269 * fixed bug with displaying wrong animation frame 0 after CE changes
270 * fixed bug with creating invisible elements when light switch is on
273 * added selection between ECS and AGA graphics for EMC levels to setup
276 * adjusted font handling for various narrow EMC style fonts
279 * changed EM engine behaviour back to re-allow initial rolling springs
282 * fixed handling of over-large selectboxes (less error-prone now)
283 * fixed bug when creating GE with walkable element under the player
286 * added use of "Insert" and "Delete" keys to navigate element list in
287 level editor to start of custom elements or start of group elements
288 * added virtual elements to access CE value and CE score of elements:
289 - "CE value of triggering element"
290 - "CE score of triggering element"
291 - "CE value of current element"
292 - "CE score of current element"
295 * fixed "grass" to "sand" in older EM levels (up to file version V4)
298 * changed behaviour of network games with internal errors (because of
299 different client frame counters) from immediately terminating R'n'D
300 to displaying an error message requester and stopping only the game
301 (also to prevent impression of crashes under non command-line runs)
302 * fixed playing network games with the EMC engine (did not work before)
303 * fixed bug with not scrolling the screen in multi-player mode with the
304 focus on player 1 when all players are moving in different directions
305 * fixed bug with keeping pointer to gadget even after its deallocation
306 * fixed bug with allowing "focus on all players" in network games
307 * fixed bug with player focus when playing tapes from network games
310 * uploaded pre-release (test) version 3.2.0-7 binary and source code
313 * code cleanup for game action control for R'n'D and EMC game engine
316 * fixed bug in multi-player movement with focus on both players
317 * added option to control only the focussed player with all input
320 * added player focus switching to level tape recording and re-playing
323 * fixed some bugs in player focus switching in EMC and RND game engine
326 * added special Supaplex animations for Murphy digging and snapping
327 * added special Supaplex animations for Murphy being bored and sleeping
330 * added four new yam yams with explicit start direction for EMC engine
331 * fixed bug in src/libgame/text.c with printing text outside the window
334 * fixed small bug in EMC level loader (copyright sign in EM II levels)
337 * added delayed ignition of EM style dynamite when used in R'n'D engine
338 * added limited movement range to EMC engine when focus on all players
341 * fixed bug with missing (zero) score values for native Supaplex levels
344 * added "continuous snapping" (snapping many elements while holding the
345 snap key pressed, without releasing the snap key after each element)
346 as a new player setting for more compatibility with the classic games
349 * finished scrolling for "focus on all players" in EMC graphics engine
352 * level sets with "levels: 0" are ignored for levels, but not artwork
353 * fixed bug when scanning empty level group directories (endless loop)
356 * fixed bug with explosion graphic for player using "Murphy" graphic
357 * fixed bug with explosion graphic if player leaves explosion in time
358 * changed some descriptive text in setup menu to use medium-width font
359 * added key shortcut settings for switching player focus to setup menu
362 * fixed bug with random value initialization when recording tapes
363 * fixed bug with playing single player tapes when team mode activated
366 * fixed little bug when trying to switch to player that does not exist
369 * added player switching (visual and quick) to R'n'D and EM game engine
370 * added setup option to select visual or quick in-game player switching
373 * added use of "Home" and "End" keys to handle element list in editor
376 * fixed bug with adding score when playing tape with EMC game engine
377 * added steel wall border for levels using EMC engine without border
378 * finally fixed delayed scrolling in EMC engine also for small levels
381 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
384 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
385 * fixed bug when displaying info element without action, but direction
388 * fixed minor graphical problems with springs smashing and slurping
389 (when using R'n'D style graphics instead of EMC style graphics)
392 * added scroll delay (as configured in setup) to EMC graphics engine
395 * improved screen redraw for EMC graphics engine (faster and smoother)
396 * when not scrolling, do not redraw the whole playfield if not needed
399 * added multi-player mode for EMC game engine (with up to four players)
402 * added android (can clone elements) from EMC engine to R'n'D engine
405 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
408 * added selectbox for initial player speed to player settings in editor
411 * version 3.1.2 created that is basically version 3.1.1, but with a
412 major bug fixed that prevented editing your own private levels
413 * version 3.1.2 released
416 * added magic ball (creates elements) from EMC engine to R'n'D engine
419 * uploaded fixed pre-release version 3.2.0-6 binary and source code
422 * fixed bug when using "CE can leave behind <trigger element>"
423 * added new change condition "(after/when) creation of <element>"
424 * added new change condition "(after/when) digging <element>"
425 * fixed bug accessing invalid gadget that caused crashes under Windows
426 * deactivated new possibility for multiple CE changes per frame
429 * uploaded pre-release (test) version 3.2.0-6 binary and source code
432 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
433 * fixed bug with not keeping CE value for moving CEs with only action
434 * changed CE action selectboxes in editor to be only reset when needed
437 * added option "use artwork from element" for custom player artwork
438 * added option "use explosion from element" for player explosions
441 * added cascaded element lists in the level editor
442 * added persistence for cascaded element lists by "editorcascade.conf"
443 * added dynamic element list with all elements used in current level
444 * added possibility for multiple CE changes per frame (experimental)
447 * uploaded pre-release (test) version 3.2.0-5 binary and source code
450 * changed "score for each 10 seconds/steps left" to "1 second/step"
451 * added own score for collecting "extra time" instead of sharing it
452 * added change events "switched by player" and "player switches <e>"
453 * added change events "snapped by player" and "player snaps <e>"
454 * added "set player artwork: <element choice>" to CE action options
455 * added change event "move of <element>"
458 * added "set player shield: off / normal / deadly" to CE action options
459 * added new player option "use level start element" in level editor
460 to set the correct focus at level start to elements from which the
461 player is created later (this did not work before for cascaded CE
462 changes resulting in creation of the player; it is now also possible
463 to create the player from a yam yam which is smashed at level start)
466 * added "set player speed: frozen (not moving)" to CE action options
467 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
470 * added new player option "block snap field" (enabled by default) to
471 make it possible to show a snapping animation like in Emerald Mine
474 * added dynamic selectboxes to custom element action settings in editor
475 * added "CE value" counter for custom elements (instead of "CE count")
476 * added option to use the last "CE value" after custom element change
477 * added option to use the "CE value" of other elements in CE actions
478 * fixed odd behaviour when pressing time orb in levels w/o time limit
479 * added checkbox "use time orb bug" for older levels that use this bug
482 * added missing configuration settings for the following elements:
483 - EL_TIMEGATE_SWITCH (time of open time gate)
484 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
485 - EL_SHIELD_NORMAL (time of shield duration)
486 - EL_SHIELD_DEADLY (time of shield duration)
487 - EL_EXTRA_TIME (time added to level time)
488 - EL_TIME_ORB_FULL (time added to level time)
491 * added "wind direction" as a movement pattern for custom elements
492 * added initial wind direction for balloon / custom elements to editor
493 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
496 * added parameters for "game of life" and "biomaze" elements to editor
499 * added level file chunk "CONF" for generic level and element settings
502 * uploaded pre-release (test) version 3.2.0-4 binary and source code
505 * skip empty level sets (with "levels: 0"; may be artwork base sets)
506 * added sound action ".page[1]" to ".page[32]" for each CE change page
509 * added image config suffix ".clone_from" to copy whole image settings
510 * fixed bug with invalid ("undefined") CE settings in old level files
513 * fixed graphical bug with smashing elements falling faster than player
516 * fixed major bug which prevented private levels from being edited
517 * fixed bug with precedence of general and special font definitions
520 * fixed graphical bug with player animation when player moves slowly
523 * uploaded pre-release (test) version 3.2.0-3 binary and source code
526 * fixed bug which prevented "global.num_toons: 0" from working
529 * major code cleanup (removed all these annoying "#if 0" blocks)
532 * added custom element actions for CE change page in level editor
535 * fixed music initialization bug in init.c (thanks to David Binderman)
536 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
537 (this bug must probably be fixed at other places, too)
540 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
541 (should be '#include <SDL.h>' instead)
544 * fixed bug which prevented "walkable from no direction" from working
545 (due to compatibility code overwriting this setting after loading)
548 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
551 * version number temporarily set to 3.1.1 (intermediate bugfix release)
552 * version 3.1.1 released
555 * changed some va_arg() arguments from 'long' to 'int', fixing problems
556 on 64-bit architecture systems with LP64 data model
559 * fixed bug with bombs not exploding when hitting the last level line
560 (introduced after the release of 3.1.0)
563 * added support for dumping small-sized level sketches from editor
566 * added recognition of "trigger element" for "change digged element to"
567 (this is not really what the "trigger element" was made for, but its
568 use may seem obvious for leaving back digged elements unchanged)
571 * fixed multiple warnings about failed joystick device initialization
574 * fixed bug with dynamite dropped on top of just dropped custom element
575 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
576 dynamite can still be dropped, but drop key must be released before
579 * fixed bug with wrong start directory when started from file browser
580 (due to this bug, R'n'D could not be started from KDE's Konqueror)
583 * fixed bug causing "change when impact" on player not working
584 * fixed wrong priority of "hitting something" over "hitting <element>"
585 * fixed wrong priority of "hit by something" over "hit by <element>"
588 * fixed graphical bug which caused the player (being Murphy) to show
589 collecting animations although the element was collected by penguin
592 * fixed two bugs causing wrong door background graphics in system.c
593 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
596 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
597 * added "no direction" to "walkable/passable from" selectbox options
600 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
601 * in tape autoplay, not only report broken, but also missing tapes
604 * uploaded pre-release (test) version 3.2.0-2 binary and source code
607 * fixed small bug with "linear" animation not working for active lamp
610 * fixed bug with moving up despite gravity due to "block last field"
611 * fixed small bug with wrong draw offset when typing name in main menu
612 * when reading user names from "passwd", ignore data after first comma
613 * when creating new "levelinfo.conf", only write some selected entries
616 * fixed displaying "imported from/by" on preview with empty string
617 * fixed ignoring draw offset for fonts used for level preview texts
620 * fixed a delay problem with SDL and too many mouse motion events
621 * added setup option "skip levels" and level skipping functionality
624 * added move speed "not moving" for non-moving CEs, but with direction
627 * fixed mapping of obsolete element token names in "editorsetup.conf"
628 * fixed bug with sound "acid.splashing" treated as a loop sound
629 * fixed some little sound bugs in native EM engine
632 * fixed small bug when dragging scrollbars to end positions
635 * added editor element descriptions written by Aaron Davidson
638 * improved fallback handling when configured artwork is not available
639 (now using default artwork instead of exiting when files not found)
642 * fixed bug on level selection screen when dragging scrollbar
645 * fixed bug which caused broken tapes when appending to EM engine tapes
648 * uploaded pre-release (test) version 3.2.0-1 binary and source code
651 * added code to replace changed artwork config tokens with other tokens
652 (needed for backwards compatibility, so that older tokens still work)
655 * added native R'n'D graphics for some new EMC elements in EM engine
658 * fixed some bugs in the EM engine integration code
659 * changed EM engine code to allow diagonal movement
660 * changed EM engine code to allow use of separate snap and drop keys
663 * fixed some redraw bugs when using EM engine
666 * fixed bug with not converting RND levels which are set to use native
667 engine to native level structure when loading
670 * uploaded pre-release (test) version 3.2.0-0 binary and source code
673 * version number set to 3.2.0
676 * level data now reset to defaults after attempt to load invalid file
679 * added use of "editorsetup.conf" for different level sets
682 * added auto-detection for various types of Emerald Mine level files
685 * fixed bug with scrollbars getting too small when list is very large
688 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
691 * added most level editor configuration gadgets for new EMC elements
694 * added more element and graphic definitions for new EMC elements
697 * modified native EM engine to use integrated R'n'D sound system
700 * added SDL support to graphics functions in native EM engine
701 (by always using generic libgame interface functions)
704 * fixed bug in frame synchronization in native EM engine
707 * added code to convert levels between R'n'D and native EM engine
710 * new Emerald Mine engine can now play levels selected in main menu
713 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
714 (which creates scaled down graphics for level editor and preview);
715 there's still a memory leak somewhere in the artwork handling code
716 * added "scale image up" functionality to X11 version of zoom function
719 * first attempts to integrate new, native Emerald Mine Club engine
722 * fixed bug in gadget code which caused reset of CEs in level editor
723 (example: pressing 'b' [grab brush] on CE config page erased values)
724 (solution: check if gadgets in ClickOnGadget() are really mapped)
725 * improved level change detection in editor (settings now also checked)
726 * fixed bug with "can move into acid" and "don't collide with" state
729 * fixed maze runner style CEs to use the configured move delay value
732 * added Aaron Davidson's tutorial level set to the "Tutorials" section
735 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
736 * fixed the above fix because it broke level set "machine" (*sigh*)
737 * fixed random element placement in level editor to work as expected
738 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
741 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
744 * fixed bug (missing array boundary check) which caused broken tapes
745 * fixed bug (when loading level template) which caused broken levels
746 * fixed bug with new block last field code when using non-yellow player
749 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
750 * internal change of how the player blocks the last field when moving
751 * fixed blocking delay of last field for EM and SP style block delay
752 * fixed bug where the player had to wait for the usual move delay after
753 unsuccessfully trying to move, when he directly could move after that
754 * the last two changes should make original Supaplex level 93 solvable
755 * improved use of random number generator to make it less predictable
756 * fixed behaviour of slippery SP elements to let slip left, then right
759 * fixed bug with wrong door state after trying to quickload empty tape
760 * fixed waste of static memory usage of the binary, making it smaller
761 * fixed very little graphical bug in Supaplex explosion
764 * version number set to 3.1.1
767 * version 3.1.0 released
770 * fixed bug with crash when writing user levelinfo.conf the first time
773 * added option "convert LEVELDIR [NR]" to command line batch commands
774 * re-converted Supaplex levels to apply latest engine fixes
775 * changed "use graphic/sound of element" to "use graphic of element"
776 due to compatibility problems with some levels ("bug machine" etc.)
779 * fixed bug with CE change replacing player with same or other player
782 * fixed bug with opaque font in envelope with background graphic when
783 background graphic is not transparent itself
786 * added "gravity on" and "gravity off" ports for Supaplex compatibility
787 * corrected original Supaplex level loading code to use these new ports
788 * also corrected Supaplex loader to auto-count infotrons if set to zero
791 * fixed bug with missing initialization of "modified" flag for GEs
794 * fixed bug that caused endless recursion loop when relocating player
795 * fixed tape recorder bug in "step mode" when using "pause before end"
796 * fixed tape recorder bug when changing from "warp forward" mode
799 * fixed bug with "when touching" for pushed elements at last position
802 * fixed bug that caused two activated toolbox buttons in level editor
803 * fixed bug with exploding dynabomb under player due to other explosion
806 * fixed bug with creating walkable custom element under player (again)
807 * fixed bug with not copying explosion type when copying CEs in editor
808 * fixed graphical bug when drawing player in setup menu (input devices)
809 * fixed graphical bug when the player is pushing an accessible element
810 * fixed bug with classic switchable elements triggering CE changes
811 * fixed bug with entering/leaving walkable element in RelocatePlayer()
812 * fixed crash bug when CE leaves behind the trigger player element
815 * fixed bug with broken tubes after placing/exploding dynamite in them
816 * fixed bug with exploding dynamite under player due to other explosion
817 * fixed bug with not resetting push delay under certain circumstances
820 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
821 * added network multiplayer code for Windows (thanks to Niko Böhm)
824 * added option "reachable despite gravity" for gravity movement
825 * changed gravity movement of most classic walkable and passable
826 elements back to "not reachable" (for compatibility reasons)
829 * fixed (removed) "indestructible" / "can explode" dependency in editor
830 * fixed (removed) "accessible inside" / "protected" dependency
831 * fixed (removed) "step mode" / "shield time" dependency
834 * fixed dynabombs exploding now into anything diggable
835 * fixed Supaplex style gravity movement into buggy base now impossible
836 * added pressing key "space" as valid action to select menu options
839 * added "replace when walkable" to relocate player to walkable element
840 * added "enter"/"leave" event for elements affected by relocation
841 * fixed "direct"/"indirect" change order also for "when change" event
842 * fixed graphical bug when pushing things from elements walkable inside
845 * fixed graphic bug when player is snapping while moving in old levels
846 * fixed bug when a moving custom element leaves a player element behind
847 * fixed bug with mole not disappearing when moving into acid pool
848 * fixed bug with incomplete path setting when using "--basepath" option
849 * moving CE can now leave walkable elements behind under the player
850 * when relocating, player can be set on walkable element now
851 * fixed another gravity movement bug
854 * uploaded pre-release (test) version 3.1.0-2 binary and source code
857 * added "collectible" and "removable" to extended replacement types
858 (where "removable" replaces "diggable" and "collectible" elements)
859 * added "collectible & throwable" (to throw element to the next field)
860 * fixed bug with CEs digging elements that are just about to explode
861 * changed mouse cursor now always being visible when game is paused
864 * added possibility to push/press accessible elements from a side that
866 * fixed bug with not setting actual date when appending to tape
869 * fixed bug with incorrectly initialized custom element editor graphics
872 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
873 - number of levels corrected from 18 to 17 in "levelinfo.conf"
876 * fixed bug with destroyed robot wheel still attracting robots forever
877 * fixed bug with time gate switch deactivating after robot wheel time
878 (while the time gate itself is not affected by this misbehaviour)
879 * changed behaviour of BD style amoeba to always get blocked by player
880 (before it was different when there were non-BD elements in level)
881 * fixed bug with player destroying indestructable elements with shield
884 * added option to make growing elements grow into anything diggable
885 (for the various amoeba types, biomaze and "game of life")
888 * fixed bug with movable elements not moving after left behind by CEs
889 * changed gravity movement to anything diggable, not only sand/base
890 * optionally allowing passing to walkable element, not only empty space
891 * added option "can pass to walkable element" for players
892 * finally fixed gravity movement (hopefully)
895 * fixed bug with movable elements not moving anymore after falling down
898 * fixed another bug with custom elements digging and leaving elements
899 * fixed bug with "along left/right side" and automatic start direction
900 * trigger elements now also displayed when "more custom" deactivated
901 * fixed bug with clipboard element initialized when loading new level
902 * added option "drop delay" to set delay before dropping next element
905 * uploaded pre-release (test) version 3.1.0-1 binary and source code
908 * added copy and paste functions for custom change pages
909 * enhanced graphical display and functionality of tape recorder
910 * fixed bug with custom elements digging and leaving elements
913 * added move speed faster than "very fast" for custom elements
914 * fixed bug with 3+3 style explosions and missing border content
915 * fixed little bug when copying custom elements in the editor
916 * enhanced custom element changes by more side trigger actions
919 * added option "no scrolling when relocating" for instant teleporting
920 * uploaded pre-release (test) version 3.1.0-0 binary and source code
923 * added trigger element and trigger player to use as target elements
924 * added copy and paste functions for custom and group elements
927 * fixed graphical bug when displaying explosion animations
928 * fixed bug when appending to tapes, resulting in broken tapes
929 * re-recorded a few tapes broken by fixing gravity checking bug
932 * "can move into acid" property now for all elements independently
933 * "can fall into acid" property for player stored in same bitfield now
934 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
935 * version number set to 3.1.0 (finally!)
938 * changed tape recording to only record input, not programmed actions
941 * fixed totally broken (every 8th frame skipped) step-by-step recording
942 * fixed bug with requester not displayed when quick-loading interrupted
943 * added option "can fall into acid (with gravity)" for players
944 * fixed bug with player not falling when snapping down with gravity
947 * fixed bug which messed up key config when using keypad number keys
950 * fixed bug which allowed moving upwards even when gravity was active
951 * fixed bug with missing error handling when dumping levels or tapes
954 * added different colored editor graphics for Supaplex gravity tubes
957 * fixed bug that allowed solvable tapes for unsolvable levels
960 * use unlimited number of droppable elements when "count" set to zero
961 * added option to use step limit instead of time limit for level
964 * added player and change page as trigger for custom element change
967 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
970 * fixed bug with dark yamyam changing to acid when moving over acid
971 * fixed handling of levels with more than 999 seconds level time
972 (example: level 76 of "Denmine")
975 * "spring push bug" reintroduced as configurable element property
976 * fixed bug with missing properties for "mole"
977 * fixed bug that showed up when fixing the above "mole" properties bug
978 * added option "can move into acid" for all movable elements
979 * fixed graphical bug for elements moving into acid
980 * changed event handling to handle all pending events before going on
983 * fixed bug which caused all CE change pages to be ignored which had
984 the same change event, but used a different element side
985 (reported by Simon Forsberg)
987 * fixed bug which caused elements that can move and fall and that are
988 transported by a conveyor belt to continue moving into that direction
989 after leaving the conveyor belt, regardless of their own movement
990 type; only elements which can not move are transported now
991 (reported by Simon Forsberg)
993 * fixed bug which could cause an array overflow in RelocatePlayer()
994 (reported by Niko Böhm)
996 * changed Emerald Mine style "passable / over" elements to "protected"
997 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
999 * added new option to select from which side a "walkable/passable"
1000 element can be entered
1003 * added explosion and ignition delay for elements that can explode
1006 * fixed bug which caused player not being protected against enemies
1007 when a CE was "walkable / inside" and was not "indestructible"
1008 * added "walkable/passable" fields to be "protected/unprotected"
1009 against enemies, even if not accessible "inside" but "over/under"
1012 * corrected move pattern to 32 bit and initial move direction to 8 bit
1015 * added second custom element base configuration page
1018 * added some special EMC mappings to Emerald Mine level loader
1019 (also covering previously unknown element in level 0 of "Bondmine 8")
1022 * added option to block last field when player is moving (for Supaplex)
1023 * adjusted push delay of Supaplex elements
1024 * removed delays for envelopes etc. when replaying with maximum speed
1025 * fixed bug when dropping element on a field that just changed to empty
1028 * fixed bug: infotrons can now smash yellow disks
1029 * fixed bug: when gravity active, port above player can now be entered
1030 * removed "one white dot" mouse pointer which irritated some people
1033 * added "choice type" for group element selection
1036 * fixed bug with initial invulnerability of non-yellow player
1039 * added level loader for loading native Supaplex packed levels
1040 (including multi-part levels like the "splvls99" levels)
1043 * fixed bug which allowed creating emeralds by escaping explosions
1046 * custom elements can change (limited) or leave (unlimited) elements
1047 * finally added multiple matches using group elements
1048 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1051 * added new start movement type "previous" for continued CE movement
1052 * added new start movement type "random" for random CE movement start
1055 * added new element "sokoban_field_player" needed for Sokoban levels
1056 (thanks to Ed Booker for pointing this out!)
1059 * added elements that can be digged or left behind by custom elements
1062 * added group elements for multiple matches and random element creation
1065 * fixed some graphical errors displayed in old levels
1068 * fixed wrong double speed movement after passing closing gates
1071 * added level loader for loading native Emerald Mine levels
1074 * changes for "shooting" style CE movement
1077 * Happy New Year! ;-)
1080 * changed default snap/drop keys from left/right Shift to Control keys
1083 * fixed bug with dead player getting reanimated from custom element
1086 * fixed bug with wrong penguin graphics (when entering exit)
1089 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1092 * version number set to 3.0.9
1095 * version 3.0.8 released
1098 * added function checked_free()
1101 * fixed bug with double nut cracking sound
1102 (by eliminating "default element action sound" assignment in init.c)
1105 * fixed crash when no music info files are available
1108 * fixed boring and sleeping sounds
1111 * added "maze runner" and "maze hunter" movement types
1112 * added extended collision conditions for custom elements
1115 * added warnings for undefined token values in artwork config files
1118 * added menu entry for level set information to the info screen
1121 * fixed bug with wrong default impact sound for colored emeralds
1124 * added several sub-screens for the info screen
1125 * menu text now also clickable (not only blue/red sphere left of it)
1128 * added configurable "bored" and "sleeping" animations for the player
1129 * added "awakening" sound for player when waking up after sleeping
1132 * added "copy" and "exchange" functions for custom elements to editor
1135 * added configurable element animations for info screen
1138 * added configurable music credits for info screen
1141 * finally fixed tape recording when player is created from CE change
1144 * added "editorsetup.conf" for editor element list configuration
1147 * added "musicinfo.conf" for menu and level music configuration
1150 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1151 (that only showed up on Linux, but not on Windows systems)
1154 * fixed turning movement of butterflies and fireflies (no frame reset)
1155 * enhanced sniksnak turning movement (two steps instead of only one)
1158 * version number set to 3.0.8
1161 * version 3.0.7 released
1164 * fixed reset of player animation frame when, for example,
1165 walking, digging or collecting share the same animation
1166 * fixed CE with "deadly when touching" exploding when touching amoeba
1169 * fixed tape recording when player is created from CE element change
1172 * introduced "turning..." action graphic for elements with move delay
1173 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1174 * added turning animations for bug, spaceship and sniksnak
1177 * prevent "extended" changed elements from delay change in same frame
1180 * fixed bug when pushing element that can move away to the side
1181 (like pushing falling elements, but now with moving elements)
1184 * finally fixed serious bug in code for delayed element pushing (again)
1187 * unavailable setup options now marked as "n/a" instead of "off"
1188 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1189 to "true", levels are always played with the latest game engine,
1190 which is desired for levels that are imported from other games; all
1191 other levels are played with the engine version stored in level file
1192 (which is normally the engine version the level was created with)
1195 * fixed serious bug in code for delayed element pushing
1196 * fixed little bug in animation frame selection for pushed elements
1197 * speed-up of reading config file for verbose output
1200 * added configuration option for opening and closing Supaplex exit
1201 * added configuration option for moving up/down animation for Murphy
1202 * fixed incorrectly displayed animation for attacking dragon
1203 * fixed bug with not setting initial gravity for each new game
1204 * fixed bug with teleportation of player by custom element change
1205 * fixed bug with player not getting smashed by rock sometimes
1208 * version number set to 3.0.7
1211 * version 3.0.6 released
1214 * added support for MP3 music for SDL version through SMPEG library
1217 * fixed bug when initializing font graphic structure
1218 * fixed bug with animation mode "pingpong" when using only 1 frame
1219 * fixed bug with extended change target introduced in 3.0.5
1220 * fixed bug where passing over moving element doubles player speed
1221 * fixed bug with elements continuing to move into push direction
1222 * fixed bug with duplicated player when dropping bomb with shield on
1223 * added "switching" event for custom elements ("pressing" only once)
1224 * fixed switching bug (resetting flag when not switching but not idle)
1227 * fixed element tokens for certain file elements with ".active" etc.
1230 * version number set to 3.0.6
1233 * version 3.0.5 released
1236 * now four envelope elements available
1237 * font, background, animation and sound for envelope now configurable
1238 * main menu doors opening/closing animation type now configurable
1241 * active/inactive sides configurable for custom element changes
1242 * new movement type "move when pushed" available for custom elements
1245 * fixed bug in multiple config pages loader code that caused crashes
1248 * enhanced (remaining low-resolution) Supaplex graphics
1251 * version number set to 3.0.5
1254 * version 3.0.4 released
1256 2003-09-12 src/tools.c
1257 * fixed bug in custom definition of crumbled element graphics
1259 2003-09-11 src/files.c
1260 * fixed bug in multiple config pages code that caused crashes
1263 * version number set to 3.0.4
1266 * version 3.0.3 released
1269 * added music to Supaplex classic level set
1271 2003-09-07 src/libgame/misc.c
1272 * added support for loading various music formats through SDL_mixer
1274 2003-09-06 (various source files)
1275 * fixed several nasty bugs that may have caused crashes on some systems
1276 * added envelope content which gets displayed when collecting envelope
1277 * added multiple change event pages for custom elements
1279 2003-08-24 src/game.c
1280 * fixed problem with player animation when snapping and moving
1282 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1283 * fixed problem with flickering when drawing toon animations
1285 2003-08-23 src/libgame/sdl.c
1286 * fixed problem with setting mouse cursor in SDL version in fullscreen
1288 2003-08-23 src/game.c
1289 * fixed bug (missing array boundary check) which could crash the game
1292 * version number set to 3.0.3
1295 * version 3.0.2 released
1297 2003-08-21 src/game.c
1298 * fixed bug with creating inaccessible elements at player position
1300 2003-08-20 src/init.c
1301 * fixed bug with not finding current level artwork directory
1303 2003-08-20 src/files.c
1304 * fixed bug with choosing wrong engine version when playing tapes
1305 * fixed bug with messing up custom element properties in 3.0.0 levels
1308 * version number set to 3.0.2
1311 * version 3.0.1 released
1313 2003-08-17 (no source files affected)
1314 * changed all "classic" PCX image files with 16 colors or less to
1315 256 color (8 bit) storage format, because the Allegro game library
1316 cannot handle PCX files with less than 256 colors (contributed
1317 graphics are not affected and might look wrong in the DOS version)
1319 2003-08-16 src/init.c
1320 * fixed bug which (for example) crashed the level editor when defining
1321 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1322 (only set to default) -- invalid graphics now set to default graphic
1324 2003-08-16 src/init.c
1325 * fixed graphical bug of player digging/collecting/snapping element
1326 when no corresponding graphic/animation is defined for this action,
1327 resulting in player being drawn as EL_EMPTY (which should only be
1328 done to elements being collected, but not to the player)
1330 2003-08-16 src/game.c
1331 * fixed small graphical bug of player not totally moving into exit
1333 2003-08-16 src/libgame/setup.c
1334 * fixed bug with wrong MS-DOS 8.3 filename conversion
1336 2003-08-16 src/tools.c
1337 * fixed bug with invisible mouse cursor when pressing ESC while playing
1339 2003-08-16 (various source files)
1340 * added another 128 custom elements (disabled in editor by default)
1342 2003-08-16 src/editor.c
1343 * fixed NULL string bug causing Solaris to crash in sprintf()
1345 2003-08-16 src/screen.c
1346 * fixed drawing over scrollbar on level selection with custom fonts
1348 2003-08-15 src/game.c
1349 * cleanup of simple sounds / loop sounds / music settings
1351 2003-08-08 (various source files)
1352 * added custom element property for dropping collected elements
1354 2003-08-08 src/conf_gfx.c
1355 * fixed bug with missing graphic for active red disk bomb
1357 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1358 * extended variable "level.gravity" to "level.initial_gravity" and
1359 "game.current_gravity" to prevent level setting from being changed
1360 by playing the level (keeping the runtime value after playing)
1362 * fixed graphics bug when digging element that has 'crumbled' graphic
1363 definition, but not 'diggable' graphic definition
1366 * version number set to 3.0.1
1369 * version 3.0.0 released
1372 * various bug fixes; among others:
1373 - fixed bug with pushing spring over empty space
1374 - fixed bug with leaving tube while placing dynamite
1375 - fixed bug with explosion of smashed penguins
1376 - allow Murphy player graphic in levels with non-Supaplex elements
1380 * I have forgotten to document changes for some time
1383 * pre-release version 2.2.0rc1 released
1386 * version number set to 2.1.2
1389 * version 2.1.1 released
1392 * version number set to 2.1.1
1395 * version 2.1.0 released
1398 * version number set to 2.1.0
1400 2002-04-03 to 2002-05-19 (various source files)
1401 * graphics, sounds and music now fully configurable
1402 * bug fixed that prevented walking through tubes when gravity on
1404 2002-04-02 src/events.c, src/editor.c
1405 * Make Escape key less aggressive when playing or when editing level.
1406 This can be configured as an option in the setup menu. (Default is
1407 "less aggressive" which means "ask user if something can be lost"
1408 when pressing the Escape key.)
1410 2002-04-02 src/screen.c
1411 * Added "graphics setup" screen.
1413 2002-04-01 src/screen.c
1414 * Changed "choose level" setup screen stuff to be more generic (to
1415 make it easier to add more "choose from generic tree" setup screens).
1417 2002-04-01 src/config.c, src/timestamp.h
1418 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1419 automatically gets created by "src/Makefile" and contains an actual
1420 compile-time timestamp to identify development versions of the game).
1422 2002-03-31 src/tape.c, src/events.c
1423 * Added quick game/tape save/load functions to tape stuff which can be
1424 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1425 loads previously recorded tape and directly goes into recording mode
1426 from the end of the tape (therefore appending to the tape).
1428 2002-03-31 src/tape.c
1429 * Added "index mark" function to tape recorder. When playing or
1430 recording, "eject" button changes to "index" button. Setting index
1431 mark is not yet implemented, but pressing index button when playing
1432 allows very quick advancing to end of tape (when normal playing),
1433 very fast forward mode (when playing with normal fast forward) or
1434 very fast reaching of "pause before end of tape" (when playing with
1435 "pause before end" playing mode).
1437 2002-03-30 src/cartoons.c
1438 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1440 2002-03-29 src/screen.c
1441 * Changed setup screen stuff to be more generic (to make it easier
1442 to add more setup screens).
1444 2002-03-23 src/main.c, src/main.h
1445 * Various changes due to the introduction of the new libgame files
1446 "setup.c" and "joystick.c".
1448 2002-03-23 src/files.c
1449 * Generic parts of "src/files.c" (mainly setup and level directory
1450 stuff) moved to new libgame file "src/libgame/setup.c".
1452 2002-03-23 src/joystick.c
1453 * File "src/joystick.c" moved to libgame source tree, with
1454 correspondig changes.
1456 2002-03-22 src/screens.c
1457 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1458 (Wrong level series information displayed when entering main group.)
1460 2002-03-22 src/editor.c
1461 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1463 2002-03-22 src/editor.c
1464 * Changed behaviour of "Escape" key in level editor to be more
1465 intuitive: When in "Element Properties" or "Level Info" mode,
1466 return to "Drawing Mode" instead of leaving the level editor.
1468 2002-03-21 src/game.c, src/editor.c, src/files.c
1469 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1470 gems (emeralds, diamonds, ...) slipping down from normal wall,
1471 steel wall and growing wall (as in E.M.C. style levels). Although
1472 the behaviour of contributed and private levels wasn't changed (due
1473 to the use of "level.game_version"; see previous entry), editing
1474 those levels will (of course) change the behaviour accordingly.
1476 This change seems a bit too hard after thinking about it, because
1477 the EM style behaviour is not the "expected" behaviour (gems would
1478 normally only slip down from "rounded" walls). Therefore this was
1479 now changed to an element property for gem style elements, with the
1480 default setting "off" (which means: no special EM style behaviour).
1481 To fix older converted levels, this flag is set to "on" for pre-2.0
1482 levels that are neither contributed nor private levels.
1484 2002-03-20 src/files.h
1485 * Corrected settings for "level.game_version" depending of level type.
1486 (Contributed and private levels always get played with game engine
1487 version they were created with, while converted levels always get
1488 played with the most recent version of the game engine, to let new
1489 corrections of the emulation behaviour take effect.)
1491 2002-03-20 src/main.h
1492 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1493 compiling the SDL version on some systems.
1494 Thanks to the several people who pointed this out.
1497 * Version number set to 2.0.2.
1500 * Version 2.0.1 released.
1502 2002-03-18 src/screens.c
1503 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1505 2002-03-18 src/files.c [src/libgame/misc.c]
1506 * Moved some common functions from src/files.c to src/libgame/misc.c.
1508 2002-03-18 src/files.c [src/libgame/misc.c]
1509 * Changed permissions for new directories and saved files (especially
1510 score files) according to suggestions of Debian users and mantainers.
1511 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1513 2002-03-17 src/files.c
1514 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1515 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1516 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1517 for levels and "TAPE" for tapes). Old "cookie" style format is
1518 still supported for reading. New level and tape files are written
1521 * New IFF chunk "VERS" contains version numbers for file and game
1522 (where "game version" is the version of the program that wrote the
1523 file, and "file version" is a version number to distinguish files
1524 with different format, for example after adding new features).
1526 2002-03-15 src/screen.c
1527 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1528 (Before, you heard a mixture of the in-game music and the
1529 hall-of-fame music.)
1531 2002-03-14 src/events.c
1532 * Function "DumpTape()" (files.c) now available by pressing 't' from
1533 main menu (when in DEBUG mode).
1535 2002-03-14 src/game.c
1536 * "GameWon()": When game was won playing a tape, now there is no delay
1537 raising the score and no corresponding sound is played.
1539 2002-03-14 src/files.c
1540 * Changed "LoadTape()" for real chunk support and also adjusted
1541 "SaveTape()" accordingly.
1543 2002-03-14 src/game.c, src/tape.c, src/files.c
1544 * Important changes to tape format: The old tape format stored all
1545 actions with a real effect with a corresponding delay between the
1546 stored actions. This had some major disadvantages (for example,
1547 push delays had to be ignored, pressing a button for some seconds
1548 mutated to several single button presses because of the non-action
1549 delays between two action frames etc.). The new tape format just
1550 stupidly records all device actions and replays them later. I really
1551 don't know why I haven't solved it that way before?! Old-style tapes
1552 (with tape file version less than 2.0) get converted to the new
1553 format on-the-fly when loading and can therefore still be played;
1554 only some minor parts of the old-style tape handling code was needed.
1555 (A perfect conversion is not possible, because there is information
1556 missing about the device actions between two action frames.)
1558 2002-03-14 src/files.c
1559 * New function "DumpTape()" to dump the contents of the current tape
1560 in a human readable format.
1562 2002-03-14 src/game.c
1563 * Small tape bug fixed: When automatically advancing to next level
1564 after a game was won, the tape from the previous level still was
1565 loaded as a tape for the new level.
1567 2002-03-14 src/tape.c
1568 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1569 tape, cartoons did not get completely removed because
1570 StopAnimation() was not called.
1572 2002-03-13 src/files.c
1573 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1574 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1575 size even when using 16-bit elements). Added new chunk "CNT2" for
1576 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1577 chunk even when content was 16-bit element). "CNT2" should now be
1578 able to store content for arbitrary elements (up to eight blocks of
1579 3 x 3 element arrays). All "CNT2" elements will always be stored as
1580 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1582 2002-03-13 src/files.c
1583 * Changed "LoadLevel()" for real chunk support.
1585 2002-03-12 src/game.c
1586 * Fixed problem (introduced after 2.0.0 release) with penguins
1587 not getting killed by enemies
1589 2002-02-24 src/game.c, src/main.h
1590 * Added "player->is_moving"; now "player->last_move_dir" does
1591 not contain any information if the player is just moving at
1593 Before, "player->last_move_dir" was misused for this purpose
1594 for the robot stuff (robots don't kill players when they are
1595 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1596 broke tapes when walking through pipes!
1597 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1598 in a continuous movement. This fact is ignored for friends and