2 * fixed bug when displaying titlescreen with size less than element tile
3 * fixed bug that caused elements with "change when digging <e>" event
4 to change for _every_ digged element, not only those specified in <e>
5 * fixed bug that caused impact style collision when dropping element one
6 tile over the player that can both fall down and smash players
7 * fixed bug that caused impact style collision when element changed to
8 falling/smashing element over the player immediately after movement
11 * fixed bug that allowed making engine snapshots from the level editor
14 * fixed bugs with player name and current level positions on main screen
17 * added configuration directives for control of title screens:
18 - "title.fade_delay" for fading time
19 - "title.post_delay" for pause between screens (when not crossfading)
20 - "title.auto_delay" to automatically continue after some time
21 these settings can each be overridden by specifying them with titles:
22 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
23 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
24 fading mode can also be specified:
25 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
26 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
27 default is using normal fading for menues and initial title screens,
28 while using cross-fading for level set title screens
29 * fixed bug with background not drawn in Hall of Fame after game was won
32 * added configuration directives for the remaining main menu items
35 * added additional configuration directives for info screen draw offset:
36 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
37 * added additional configuration directives for preview info text
38 * limited mouse wheel sensitive screen area to scrollable screen area
41 * added highlighted menu text entries to menu navigation when selected
44 * fixed bug that prevented player from correctly being created in the
45 top left corner by a custom element change in a level without player
46 * fixed bug that prevented player from being killed when indestructible,
47 non-walkable element is placed on player position by extended change
48 * added configurable menu button, text and input positions to main menu
51 * added page fading effects for remaining info sub-screens
52 * fixed small bug that caused some delays when answering door request
55 * added directives "border.draw_masked.*" for menu/playfield area and
56 door areas to display overlapping/masked borders from "global.border"
59 * fixed bug with CE with move speed "not moving" not being animated
60 * when changing player artwork by CE action, reset animation frame
63 * fixed bug with not unmapping main menu screen gadgets on other screens
64 * fixed bug with un-pausing a paused game by releasing still pressed key
65 * fixed bug with not redrawing screen when toggling to/from fullscreen
66 mode while fast reloading tape (without redrawing playfield contents)
67 * fixed bug with quick-saving tape snapshot despite answering with "no"
70 * version number set to 3.2.3
73 * version 3.2.2 released
76 * fixed bug with redrawing screen in fullscreen mode after quick tape
77 reloading when using the EMC game engine
78 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
81 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
84 * added engine snapshot functionality for instant tape reloading (this
85 only works for the last tape saved using "quick save", and does not
86 work across program restarts, because it completely works in memory)
89 * version number set to 3.2.2
92 * version 3.2.1 released
95 * fixed nasty bugs with handling error message file on Mac OS X systems
98 * general code cleanup (removing many annoying "#if 0" blocks etc.)
101 * fixed bug that caused broken tapes when manually appending to tapes
102 using the "pause before death" functionality, followed by recording
103 * added setup option to disable fading of screens for faster testing
106 * code cleanup of new fading functions
109 * changed behaviour after solved game -- do not immediately stop engine
110 * added some more smooth screen fadings (game start, hall of fame etc.)
113 * fixed bug with displaying pushed CE with value/score/delay anim_mode
116 * added configurable level preview position, tile size and dimensions
117 * added configurable game panel value positions (gems, time, score etc.)
120 * fixed small bug with time displayed incorrectly when collecting CEs
123 * fixed bug with bumpy scrolling with EM engine in double player mode
126 * added compatibility code to fix "Snake Bite" style levels that were
127 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
130 * fixed bug with scrollbars inside editor when using the Windows mouse
131 enhancement tool "True X-Mouse" (which injects key events to the event
132 queue to insert selected stuff into the Windows clipboard, which gets
133 confused with the "Insert" key for jumping to the last editor cascade
134 block in the element list)
135 * added Rocks'n'Diamonds icon for use as window icon to SDL version
136 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
139 * added selection of preferred fullscreen mode to setup / graphics menu
140 (useful if default mode 800 x 600 does not match screen aspect ratio)
143 * improved down-scaling of images for better editor and preview graphics
144 * changed user data directory for Mac OS X from Unix style to new place
147 * improved level number selection in main menu and player selection in
148 setup menu (input devices section) by using standard button gadgets
149 * added support for mouse scroll wheel (caused buggy behaviour before)
150 * added support for scrolling horizontal scrollbars with mouse wheel by
151 holding "Shift" key pressed while scrolling the wheel
152 * added support for single step mouse wheel scrolling by holding "Alt"
153 key pressed while scrolling the wheel (can be combined with "Shift")
154 * changed output file "stderr.txt" on Windows platform now always to be
155 created in the R'n'D sub-directory of the personal documents directory
156 * added Windows message box to direct to "stderr.txt" after error aborts
159 * improved general scrollbar handling (when jump-scrolling scrollbars)
162 * changed scrollbars to always show last line as first after scrolling
163 (that means jumping n - 1 screen lines instead of n screen lines)
166 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
167 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
168 * fixed special handling of vertically stacked acid becoming fake acid
171 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
172 affect multiple instances of the same CE, although this kind of
173 change condition usually only affects one single custom element
176 * version number set to 3.2.1
179 * version 3.2.0 released
182 * reorganized level editor element list a bit to match engines better
185 * fixed newly introduced bug with wrongly initializing clipboard element
188 * fixed bug with displaying visible/invisible level border in editor
191 * reorganized some elements in the level editor element list
194 * fixed bug with displaying any player as "yellow" when moving into acid
195 * fixed bug with displaying running player when player stopped at border
198 * fixed bug with player exploding when moving into acid
199 * fixed bug with level settings being reset in editor and when playing
200 (some compatibility settings being set not only after level loading)
201 * fixed crash bug when number of custom graphic frames was set to zero
202 * fixed bug with teleporting player on walkable tile not working anymore
203 * added partial compatibility support for pre-release-only "CONF" chunk
204 (to make Alan Bond's "color cycle" demo work again :-) )
207 * fixed some bugs when displaying title screens from info screen menu
208 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
211 * changed file major version to 3 to reflect level file format changes
212 * uploaded pre-release (test) version 3.2.0-8 binary and source code
215 * added new chunk "NAME" to level file format for level name settings
216 * added new chunk "NOTE" to level file format for envelope settings
217 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
218 * updated magic(5) file to recognize changed and new level file chunks
219 * removed change events "change when CE value/score changes" as unneeded
222 * changed gravity (which only affects the player) from level property
223 to player property (only makes a difference in multi-player levels)
224 * added change events "change when CE value/score changes"
225 * added change events "change when CE value/score changes of <element>"
228 * added new chunk "INFO" to level file format for global level settings
229 * added all element settings from "HEAD" chunk to "CONF" chunk
230 * added all global level settings from "HEAD" chunk to "INFO" chunk
233 * changed level file format by adding two new chunks "CUSX" (for custom
234 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
235 elements, replacing the previous "GRP1" chunk); these new IFF style
236 chunks use the new and flexible "micro chunks inside chunks" technique
237 already used with the new "CONF" chunk (for normal element properties)
238 which makes it possible to easily extend the existing level format
239 (instead of using fixed-length chunks like before, which are either
240 too big due to reserved bytes for future use, or too small when those
241 reserved bytes have all been used and even more data should be stored,
242 requiring the replacement by new and larger chunks just like it went
243 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
246 * added credits pages to the "credits" section that were really missing
247 * added some missing element descriptions to the level editor
248 * added down position of switchgate switch to the level editor
249 and allowed the use of both switch positions at the same time
250 * changed use of "Insert" and "Delete" keys to navigate element list in
251 level editor to start of previous or next cascading block of elements
254 * added the possibility to view the title screen to the info screen menu
255 * fixed some minor bugs with viewing title screens
258 * fixed bug with title (cross)fading in/out when using fullscreen mode
261 * fixed bug that forced re-defining of menu settings in local graphics
262 config file which are already defined in existing base config file
263 * fixed small bug that caused door sounds playing when music is enabled
266 * added the possibility to define up to five title screens for each
267 level set that are displayed after loading using (cross)fading in/out
268 (this was added to display the various start images of the EMC sets)
271 * added "CE score gets zero [of]" to custom element trigger conditions
272 * added setup option to display element token name in level editor
275 * added compatibility code for Juergen Bonhagen's menu artwork settings
278 * fixed bug with displaying wrong animation frame 0 after CE changes
279 * fixed bug with creating invisible elements when light switch is on
282 * added selection between ECS and AGA graphics for EMC levels to setup
285 * adjusted font handling for various narrow EMC style fonts
288 * changed EM engine behaviour back to re-allow initial rolling springs
291 * fixed handling of over-large selectboxes (less error-prone now)
292 * fixed bug when creating GE with walkable element under the player
295 * added use of "Insert" and "Delete" keys to navigate element list in
296 level editor to start of custom elements or start of group elements
297 * added virtual elements to access CE value and CE score of elements:
298 - "CE value of triggering element"
299 - "CE score of triggering element"
300 - "CE value of current element"
301 - "CE score of current element"
304 * fixed "grass" to "sand" in older EM levels (up to file version V4)
307 * changed behaviour of network games with internal errors (because of
308 different client frame counters) from immediately terminating R'n'D
309 to displaying an error message requester and stopping only the game
310 (also to prevent impression of crashes under non command-line runs)
311 * fixed playing network games with the EMC engine (did not work before)
312 * fixed bug with not scrolling the screen in multi-player mode with the
313 focus on player 1 when all players are moving in different directions
314 * fixed bug with keeping pointer to gadget even after its deallocation
315 * fixed bug with allowing "focus on all players" in network games
316 * fixed bug with player focus when playing tapes from network games
319 * uploaded pre-release (test) version 3.2.0-7 binary and source code
322 * code cleanup for game action control for R'n'D and EMC game engine
325 * fixed bug in multi-player movement with focus on both players
326 * added option to control only the focussed player with all input
329 * added player focus switching to level tape recording and re-playing
332 * fixed some bugs in player focus switching in EMC and RND game engine
335 * added special Supaplex animations for Murphy digging and snapping
336 * added special Supaplex animations for Murphy being bored and sleeping
339 * added four new yam yams with explicit start direction for EMC engine
340 * fixed bug in src/libgame/text.c with printing text outside the window
343 * fixed small bug in EMC level loader (copyright sign in EM II levels)
346 * added delayed ignition of EM style dynamite when used in R'n'D engine
347 * added limited movement range to EMC engine when focus on all players
350 * fixed bug with missing (zero) score values for native Supaplex levels
353 * added "continuous snapping" (snapping many elements while holding the
354 snap key pressed, without releasing the snap key after each element)
355 as a new player setting for more compatibility with the classic games
358 * finished scrolling for "focus on all players" in EMC graphics engine
361 * level sets with "levels: 0" are ignored for levels, but not artwork
362 * fixed bug when scanning empty level group directories (endless loop)
365 * fixed bug with explosion graphic for player using "Murphy" graphic
366 * fixed bug with explosion graphic if player leaves explosion in time
367 * changed some descriptive text in setup menu to use medium-width font
368 * added key shortcut settings for switching player focus to setup menu
371 * fixed bug with random value initialization when recording tapes
372 * fixed bug with playing single player tapes when team mode activated
375 * fixed little bug when trying to switch to player that does not exist
378 * added player switching (visual and quick) to R'n'D and EM game engine
379 * added setup option to select visual or quick in-game player switching
382 * added use of "Home" and "End" keys to handle element list in editor
385 * fixed bug with adding score when playing tape with EMC game engine
386 * added steel wall border for levels using EMC engine without border
387 * finally fixed delayed scrolling in EMC engine also for small levels
390 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
393 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
394 * fixed bug when displaying info element without action, but direction
397 * fixed minor graphical problems with springs smashing and slurping
398 (when using R'n'D style graphics instead of EMC style graphics)
401 * added scroll delay (as configured in setup) to EMC graphics engine
404 * improved screen redraw for EMC graphics engine (faster and smoother)
405 * when not scrolling, do not redraw the whole playfield if not needed
408 * added multi-player mode for EMC game engine (with up to four players)
411 * added android (can clone elements) from EMC engine to R'n'D engine
414 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
417 * added selectbox for initial player speed to player settings in editor
420 * version 3.1.2 created that is basically version 3.1.1, but with a
421 major bug fixed that prevented editing your own private levels
422 * version 3.1.2 released
425 * added magic ball (creates elements) from EMC engine to R'n'D engine
428 * uploaded fixed pre-release version 3.2.0-6 binary and source code
431 * fixed bug when using "CE can leave behind <trigger element>"
432 * added new change condition "(after/when) creation of <element>"
433 * added new change condition "(after/when) digging <element>"
434 * fixed bug accessing invalid gadget that caused crashes under Windows
435 * deactivated new possibility for multiple CE changes per frame
438 * uploaded pre-release (test) version 3.2.0-6 binary and source code
441 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
442 * fixed bug with not keeping CE value for moving CEs with only action
443 * changed CE action selectboxes in editor to be only reset when needed
446 * added option "use artwork from element" for custom player artwork
447 * added option "use explosion from element" for player explosions
450 * added cascaded element lists in the level editor
451 * added persistence for cascaded element lists by "editorcascade.conf"
452 * added dynamic element list with all elements used in current level
453 * added possibility for multiple CE changes per frame (experimental)
456 * uploaded pre-release (test) version 3.2.0-5 binary and source code
459 * changed "score for each 10 seconds/steps left" to "1 second/step"
460 * added own score for collecting "extra time" instead of sharing it
461 * added change events "switched by player" and "player switches <e>"
462 * added change events "snapped by player" and "player snaps <e>"
463 * added "set player artwork: <element choice>" to CE action options
464 * added change event "move of <element>"
467 * added "set player shield: off / normal / deadly" to CE action options
468 * added new player option "use level start element" in level editor
469 to set the correct focus at level start to elements from which the
470 player is created later (this did not work before for cascaded CE
471 changes resulting in creation of the player; it is now also possible
472 to create the player from a yam yam which is smashed at level start)
475 * added "set player speed: frozen (not moving)" to CE action options
476 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
479 * added new player option "block snap field" (enabled by default) to
480 make it possible to show a snapping animation like in Emerald Mine
483 * added dynamic selectboxes to custom element action settings in editor
484 * added "CE value" counter for custom elements (instead of "CE count")
485 * added option to use the last "CE value" after custom element change
486 * added option to use the "CE value" of other elements in CE actions
487 * fixed odd behaviour when pressing time orb in levels w/o time limit
488 * added checkbox "use time orb bug" for older levels that use this bug
491 * added missing configuration settings for the following elements:
492 - EL_TIMEGATE_SWITCH (time of open time gate)
493 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
494 - EL_SHIELD_NORMAL (time of shield duration)
495 - EL_SHIELD_DEADLY (time of shield duration)
496 - EL_EXTRA_TIME (time added to level time)
497 - EL_TIME_ORB_FULL (time added to level time)
500 * added "wind direction" as a movement pattern for custom elements
501 * added initial wind direction for balloon / custom elements to editor
502 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
505 * added parameters for "game of life" and "biomaze" elements to editor
508 * added level file chunk "CONF" for generic level and element settings
511 * uploaded pre-release (test) version 3.2.0-4 binary and source code
514 * skip empty level sets (with "levels: 0"; may be artwork base sets)
515 * added sound action ".page[1]" to ".page[32]" for each CE change page
518 * added image config suffix ".clone_from" to copy whole image settings
519 * fixed bug with invalid ("undefined") CE settings in old level files
522 * fixed graphical bug with smashing elements falling faster than player
525 * fixed major bug which prevented private levels from being edited
526 * fixed bug with precedence of general and special font definitions
529 * fixed graphical bug with player animation when player moves slowly
532 * uploaded pre-release (test) version 3.2.0-3 binary and source code
535 * fixed bug which prevented "global.num_toons: 0" from working
538 * major code cleanup (removed all these annoying "#if 0" blocks)
541 * added custom element actions for CE change page in level editor
544 * fixed music initialization bug in init.c (thanks to David Binderman)
545 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
546 (this bug must probably be fixed at other places, too)
549 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
550 (should be '#include <SDL.h>' instead)
553 * fixed bug which prevented "walkable from no direction" from working
554 (due to compatibility code overwriting this setting after loading)
557 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
560 * version number temporarily set to 3.1.1 (intermediate bugfix release)
561 * version 3.1.1 released
564 * changed some va_arg() arguments from 'long' to 'int', fixing problems
565 on 64-bit architecture systems with LP64 data model
568 * fixed bug with bombs not exploding when hitting the last level line
569 (introduced after the release of 3.1.0)
572 * added support for dumping small-sized level sketches from editor
575 * added recognition of "trigger element" for "change digged element to"
576 (this is not really what the "trigger element" was made for, but its
577 use may seem obvious for leaving back digged elements unchanged)
580 * fixed multiple warnings about failed joystick device initialization
583 * fixed bug with dynamite dropped on top of just dropped custom element
584 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
585 dynamite can still be dropped, but drop key must be released before
588 * fixed bug with wrong start directory when started from file browser
589 (due to this bug, R'n'D could not be started from KDE's Konqueror)
592 * fixed bug causing "change when impact" on player not working
593 * fixed wrong priority of "hitting something" over "hitting <element>"
594 * fixed wrong priority of "hit by something" over "hit by <element>"
597 * fixed graphical bug which caused the player (being Murphy) to show
598 collecting animations although the element was collected by penguin
601 * fixed two bugs causing wrong door background graphics in system.c
602 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
605 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
606 * added "no direction" to "walkable/passable from" selectbox options
609 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
610 * in tape autoplay, not only report broken, but also missing tapes
613 * uploaded pre-release (test) version 3.2.0-2 binary and source code
616 * fixed small bug with "linear" animation not working for active lamp
619 * fixed bug with moving up despite gravity due to "block last field"
620 * fixed small bug with wrong draw offset when typing name in main menu
621 * when reading user names from "passwd", ignore data after first comma
622 * when creating new "levelinfo.conf", only write some selected entries
625 * fixed displaying "imported from/by" on preview with empty string
626 * fixed ignoring draw offset for fonts used for level preview texts
629 * fixed a delay problem with SDL and too many mouse motion events
630 * added setup option "skip levels" and level skipping functionality
633 * added move speed "not moving" for non-moving CEs, but with direction
636 * fixed mapping of obsolete element token names in "editorsetup.conf"
637 * fixed bug with sound "acid.splashing" treated as a loop sound
638 * fixed some little sound bugs in native EM engine
641 * fixed small bug when dragging scrollbars to end positions
644 * added editor element descriptions written by Aaron Davidson
647 * improved fallback handling when configured artwork is not available
648 (now using default artwork instead of exiting when files not found)
651 * fixed bug on level selection screen when dragging scrollbar
654 * fixed bug which caused broken tapes when appending to EM engine tapes
657 * uploaded pre-release (test) version 3.2.0-1 binary and source code
660 * added code to replace changed artwork config tokens with other tokens
661 (needed for backwards compatibility, so that older tokens still work)
664 * added native R'n'D graphics for some new EMC elements in EM engine
667 * fixed some bugs in the EM engine integration code
668 * changed EM engine code to allow diagonal movement
669 * changed EM engine code to allow use of separate snap and drop keys
672 * fixed some redraw bugs when using EM engine
675 * fixed bug with not converting RND levels which are set to use native
676 engine to native level structure when loading
679 * uploaded pre-release (test) version 3.2.0-0 binary and source code
682 * version number set to 3.2.0
685 * level data now reset to defaults after attempt to load invalid file
688 * added use of "editorsetup.conf" for different level sets
691 * added auto-detection for various types of Emerald Mine level files
694 * fixed bug with scrollbars getting too small when list is very large
697 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
700 * added most level editor configuration gadgets for new EMC elements
703 * added more element and graphic definitions for new EMC elements
706 * modified native EM engine to use integrated R'n'D sound system
709 * added SDL support to graphics functions in native EM engine
710 (by always using generic libgame interface functions)
713 * fixed bug in frame synchronization in native EM engine
716 * added code to convert levels between R'n'D and native EM engine
719 * new Emerald Mine engine can now play levels selected in main menu
722 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
723 (which creates scaled down graphics for level editor and preview);
724 there's still a memory leak somewhere in the artwork handling code
725 * added "scale image up" functionality to X11 version of zoom function
728 * first attempts to integrate new, native Emerald Mine Club engine
731 * fixed bug in gadget code which caused reset of CEs in level editor
732 (example: pressing 'b' [grab brush] on CE config page erased values)
733 (solution: check if gadgets in ClickOnGadget() are really mapped)
734 * improved level change detection in editor (settings now also checked)
735 * fixed bug with "can move into acid" and "don't collide with" state
738 * fixed maze runner style CEs to use the configured move delay value
741 * added Aaron Davidson's tutorial level set to the "Tutorials" section
744 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
745 * fixed the above fix because it broke level set "machine" (*sigh*)
746 * fixed random element placement in level editor to work as expected
747 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
750 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
753 * fixed bug (missing array boundary check) which caused broken tapes
754 * fixed bug (when loading level template) which caused broken levels
755 * fixed bug with new block last field code when using non-yellow player
758 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
759 * internal change of how the player blocks the last field when moving
760 * fixed blocking delay of last field for EM and SP style block delay
761 * fixed bug where the player had to wait for the usual move delay after
762 unsuccessfully trying to move, when he directly could move after that
763 * the last two changes should make original Supaplex level 93 solvable
764 * improved use of random number generator to make it less predictable
765 * fixed behaviour of slippery SP elements to let slip left, then right
768 * fixed bug with wrong door state after trying to quickload empty tape
769 * fixed waste of static memory usage of the binary, making it smaller
770 * fixed very little graphical bug in Supaplex explosion
773 * version number set to 3.1.1
776 * version 3.1.0 released
779 * fixed bug with crash when writing user levelinfo.conf the first time
782 * added option "convert LEVELDIR [NR]" to command line batch commands
783 * re-converted Supaplex levels to apply latest engine fixes
784 * changed "use graphic/sound of element" to "use graphic of element"
785 due to compatibility problems with some levels ("bug machine" etc.)
788 * fixed bug with CE change replacing player with same or other player
791 * fixed bug with opaque font in envelope with background graphic when
792 background graphic is not transparent itself
795 * added "gravity on" and "gravity off" ports for Supaplex compatibility
796 * corrected original Supaplex level loading code to use these new ports
797 * also corrected Supaplex loader to auto-count infotrons if set to zero
800 * fixed bug with missing initialization of "modified" flag for GEs
803 * fixed bug that caused endless recursion loop when relocating player
804 * fixed tape recorder bug in "step mode" when using "pause before end"
805 * fixed tape recorder bug when changing from "warp forward" mode
808 * fixed bug with "when touching" for pushed elements at last position
811 * fixed bug that caused two activated toolbox buttons in level editor
812 * fixed bug with exploding dynabomb under player due to other explosion
815 * fixed bug with creating walkable custom element under player (again)
816 * fixed bug with not copying explosion type when copying CEs in editor
817 * fixed graphical bug when drawing player in setup menu (input devices)
818 * fixed graphical bug when the player is pushing an accessible element
819 * fixed bug with classic switchable elements triggering CE changes
820 * fixed bug with entering/leaving walkable element in RelocatePlayer()
821 * fixed crash bug when CE leaves behind the trigger player element
824 * fixed bug with broken tubes after placing/exploding dynamite in them
825 * fixed bug with exploding dynamite under player due to other explosion
826 * fixed bug with not resetting push delay under certain circumstances
829 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
830 * added network multiplayer code for Windows (thanks to Niko Böhm)
833 * added option "reachable despite gravity" for gravity movement
834 * changed gravity movement of most classic walkable and passable
835 elements back to "not reachable" (for compatibility reasons)
838 * fixed (removed) "indestructible" / "can explode" dependency in editor
839 * fixed (removed) "accessible inside" / "protected" dependency
840 * fixed (removed) "step mode" / "shield time" dependency
843 * fixed dynabombs exploding now into anything diggable
844 * fixed Supaplex style gravity movement into buggy base now impossible
845 * added pressing key "space" as valid action to select menu options
848 * added "replace when walkable" to relocate player to walkable element
849 * added "enter"/"leave" event for elements affected by relocation
850 * fixed "direct"/"indirect" change order also for "when change" event
851 * fixed graphical bug when pushing things from elements walkable inside
854 * fixed graphic bug when player is snapping while moving in old levels
855 * fixed bug when a moving custom element leaves a player element behind
856 * fixed bug with mole not disappearing when moving into acid pool
857 * fixed bug with incomplete path setting when using "--basepath" option
858 * moving CE can now leave walkable elements behind under the player
859 * when relocating, player can be set on walkable element now
860 * fixed another gravity movement bug
863 * uploaded pre-release (test) version 3.1.0-2 binary and source code
866 * added "collectible" and "removable" to extended replacement types
867 (where "removable" replaces "diggable" and "collectible" elements)
868 * added "collectible & throwable" (to throw element to the next field)
869 * fixed bug with CEs digging elements that are just about to explode
870 * changed mouse cursor now always being visible when game is paused
873 * added possibility to push/press accessible elements from a side that
875 * fixed bug with not setting actual date when appending to tape
878 * fixed bug with incorrectly initialized custom element editor graphics
881 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
882 - number of levels corrected from 18 to 17 in "levelinfo.conf"
885 * fixed bug with destroyed robot wheel still attracting robots forever
886 * fixed bug with time gate switch deactivating after robot wheel time
887 (while the time gate itself is not affected by this misbehaviour)
888 * changed behaviour of BD style amoeba to always get blocked by player
889 (before it was different when there were non-BD elements in level)
890 * fixed bug with player destroying indestructable elements with shield
893 * added option to make growing elements grow into anything diggable
894 (for the various amoeba types, biomaze and "game of life")
897 * fixed bug with movable elements not moving after left behind by CEs
898 * changed gravity movement to anything diggable, not only sand/base
899 * optionally allowing passing to walkable element, not only empty space
900 * added option "can pass to walkable element" for players
901 * finally fixed gravity movement (hopefully)
904 * fixed bug with movable elements not moving anymore after falling down
907 * fixed another bug with custom elements digging and leaving elements
908 * fixed bug with "along left/right side" and automatic start direction
909 * trigger elements now also displayed when "more custom" deactivated
910 * fixed bug with clipboard element initialized when loading new level
911 * added option "drop delay" to set delay before dropping next element
914 * uploaded pre-release (test) version 3.1.0-1 binary and source code
917 * added copy and paste functions for custom change pages
918 * enhanced graphical display and functionality of tape recorder
919 * fixed bug with custom elements digging and leaving elements
922 * added move speed faster than "very fast" for custom elements
923 * fixed bug with 3+3 style explosions and missing border content
924 * fixed little bug when copying custom elements in the editor
925 * enhanced custom element changes by more side trigger actions
928 * added option "no scrolling when relocating" for instant teleporting
929 * uploaded pre-release (test) version 3.1.0-0 binary and source code
932 * added trigger element and trigger player to use as target elements
933 * added copy and paste functions for custom and group elements
936 * fixed graphical bug when displaying explosion animations
937 * fixed bug when appending to tapes, resulting in broken tapes
938 * re-recorded a few tapes broken by fixing gravity checking bug
941 * "can move into acid" property now for all elements independently
942 * "can fall into acid" property for player stored in same bitfield now
943 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
944 * version number set to 3.1.0 (finally!)
947 * changed tape recording to only record input, not programmed actions
950 * fixed totally broken (every 8th frame skipped) step-by-step recording
951 * fixed bug with requester not displayed when quick-loading interrupted
952 * added option "can fall into acid (with gravity)" for players
953 * fixed bug with player not falling when snapping down with gravity
956 * fixed bug which messed up key config when using keypad number keys
959 * fixed bug which allowed moving upwards even when gravity was active
960 * fixed bug with missing error handling when dumping levels or tapes
963 * added different colored editor graphics for Supaplex gravity tubes
966 * fixed bug that allowed solvable tapes for unsolvable levels
969 * use unlimited number of droppable elements when "count" set to zero
970 * added option to use step limit instead of time limit for level
973 * added player and change page as trigger for custom element change
976 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
979 * fixed bug with dark yamyam changing to acid when moving over acid
980 * fixed handling of levels with more than 999 seconds level time
981 (example: level 76 of "Denmine")
984 * "spring push bug" reintroduced as configurable element property
985 * fixed bug with missing properties for "mole"
986 * fixed bug that showed up when fixing the above "mole" properties bug
987 * added option "can move into acid" for all movable elements
988 * fixed graphical bug for elements moving into acid
989 * changed event handling to handle all pending events before going on
992 * fixed bug which caused all CE change pages to be ignored which had
993 the same change event, but used a different element side
994 (reported by Simon Forsberg)
996 * fixed bug which caused elements that can move and fall and that are
997 transported by a conveyor belt to continue moving into that direction
998 after leaving the conveyor belt, regardless of their own movement
999 type; only elements which can not move are transported now
1000 (reported by Simon Forsberg)
1002 * fixed bug which could cause an array overflow in RelocatePlayer()
1003 (reported by Niko Böhm)
1005 * changed Emerald Mine style "passable / over" elements to "protected"
1006 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1008 * added new option to select from which side a "walkable/passable"
1009 element can be entered
1012 * added explosion and ignition delay for elements that can explode
1015 * fixed bug which caused player not being protected against enemies
1016 when a CE was "walkable / inside" and was not "indestructible"
1017 * added "walkable/passable" fields to be "protected/unprotected"
1018 against enemies, even if not accessible "inside" but "over/under"
1021 * corrected move pattern to 32 bit and initial move direction to 8 bit
1024 * added second custom element base configuration page
1027 * added some special EMC mappings to Emerald Mine level loader
1028 (also covering previously unknown element in level 0 of "Bondmine 8")
1031 * added option to block last field when player is moving (for Supaplex)
1032 * adjusted push delay of Supaplex elements
1033 * removed delays for envelopes etc. when replaying with maximum speed
1034 * fixed bug when dropping element on a field that just changed to empty
1037 * fixed bug: infotrons can now smash yellow disks
1038 * fixed bug: when gravity active, port above player can now be entered
1039 * removed "one white dot" mouse pointer which irritated some people
1042 * added "choice type" for group element selection
1045 * fixed bug with initial invulnerability of non-yellow player
1048 * added level loader for loading native Supaplex packed levels
1049 (including multi-part levels like the "splvls99" levels)
1052 * fixed bug which allowed creating emeralds by escaping explosions
1055 * custom elements can change (limited) or leave (unlimited) elements
1056 * finally added multiple matches using group elements
1057 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1060 * added new start movement type "previous" for continued CE movement
1061 * added new start movement type "random" for random CE movement start
1064 * added new element "sokoban_field_player" needed for Sokoban levels
1065 (thanks to Ed Booker for pointing this out!)
1068 * added elements that can be digged or left behind by custom elements
1071 * added group elements for multiple matches and random element creation
1074 * fixed some graphical errors displayed in old levels
1077 * fixed wrong double speed movement after passing closing gates
1080 * added level loader for loading native Emerald Mine levels
1083 * changes for "shooting" style CE movement
1086 * Happy New Year! ;-)
1089 * changed default snap/drop keys from left/right Shift to Control keys
1092 * fixed bug with dead player getting reanimated from custom element
1095 * fixed bug with wrong penguin graphics (when entering exit)
1098 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1101 * version number set to 3.0.9
1104 * version 3.0.8 released
1107 * added function checked_free()
1110 * fixed bug with double nut cracking sound
1111 (by eliminating "default element action sound" assignment in init.c)
1114 * fixed crash when no music info files are available
1117 * fixed boring and sleeping sounds
1120 * added "maze runner" and "maze hunter" movement types
1121 * added extended collision conditions for custom elements
1124 * added warnings for undefined token values in artwork config files
1127 * added menu entry for level set information to the info screen
1130 * fixed bug with wrong default impact sound for colored emeralds
1133 * added several sub-screens for the info screen
1134 * menu text now also clickable (not only blue/red sphere left of it)
1137 * added configurable "bored" and "sleeping" animations for the player
1138 * added "awakening" sound for player when waking up after sleeping
1141 * added "copy" and "exchange" functions for custom elements to editor
1144 * added configurable element animations for info screen
1147 * added configurable music credits for info screen
1150 * finally fixed tape recording when player is created from CE change
1153 * added "editorsetup.conf" for editor element list configuration
1156 * added "musicinfo.conf" for menu and level music configuration
1159 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1160 (that only showed up on Linux, but not on Windows systems)
1163 * fixed turning movement of butterflies and fireflies (no frame reset)
1164 * enhanced sniksnak turning movement (two steps instead of only one)
1167 * version number set to 3.0.8
1170 * version 3.0.7 released
1173 * fixed reset of player animation frame when, for example,
1174 walking, digging or collecting share the same animation
1175 * fixed CE with "deadly when touching" exploding when touching amoeba
1178 * fixed tape recording when player is created from CE element change
1181 * introduced "turning..." action graphic for elements with move delay
1182 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1183 * added turning animations for bug, spaceship and sniksnak
1186 * prevent "extended" changed elements from delay change in same frame
1189 * fixed bug when pushing element that can move away to the side
1190 (like pushing falling elements, but now with moving elements)
1193 * finally fixed serious bug in code for delayed element pushing (again)
1196 * unavailable setup options now marked as "n/a" instead of "off"
1197 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1198 to "true", levels are always played with the latest game engine,
1199 which is desired for levels that are imported from other games; all
1200 other levels are played with the engine version stored in level file
1201 (which is normally the engine version the level was created with)
1204 * fixed serious bug in code for delayed element pushing
1205 * fixed little bug in animation frame selection for pushed elements
1206 * speed-up of reading config file for verbose output
1209 * added configuration option for opening and closing Supaplex exit
1210 * added configuration option for moving up/down animation for Murphy
1211 * fixed incorrectly displayed animation for attacking dragon
1212 * fixed bug with not setting initial gravity for each new game
1213 * fixed bug with teleportation of player by custom element change
1214 * fixed bug with player not getting smashed by rock sometimes
1217 * version number set to 3.0.7
1220 * version 3.0.6 released
1223 * added support for MP3 music for SDL version through SMPEG library
1226 * fixed bug when initializing font graphic structure
1227 * fixed bug with animation mode "pingpong" when using only 1 frame
1228 * fixed bug with extended change target introduced in 3.0.5
1229 * fixed bug where passing over moving element doubles player speed
1230 * fixed bug with elements continuing to move into push direction
1231 * fixed bug with duplicated player when dropping bomb with shield on
1232 * added "switching" event for custom elements ("pressing" only once)
1233 * fixed switching bug (resetting flag when not switching but not idle)
1236 * fixed element tokens for certain file elements with ".active" etc.
1239 * version number set to 3.0.6
1242 * version 3.0.5 released
1245 * now four envelope elements available
1246 * font, background, animation and sound for envelope now configurable
1247 * main menu doors opening/closing animation type now configurable
1250 * active/inactive sides configurable for custom element changes
1251 * new movement type "move when pushed" available for custom elements
1254 * fixed bug in multiple config pages loader code that caused crashes
1257 * enhanced (remaining low-resolution) Supaplex graphics
1260 * version number set to 3.0.5
1263 * version 3.0.4 released
1265 2003-09-12 src/tools.c
1266 * fixed bug in custom definition of crumbled element graphics
1268 2003-09-11 src/files.c
1269 * fixed bug in multiple config pages code that caused crashes
1272 * version number set to 3.0.4
1275 * version 3.0.3 released
1278 * added music to Supaplex classic level set
1280 2003-09-07 src/libgame/misc.c
1281 * added support for loading various music formats through SDL_mixer
1283 2003-09-06 (various source files)
1284 * fixed several nasty bugs that may have caused crashes on some systems
1285 * added envelope content which gets displayed when collecting envelope
1286 * added multiple change event pages for custom elements
1288 2003-08-24 src/game.c
1289 * fixed problem with player animation when snapping and moving
1291 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1292 * fixed problem with flickering when drawing toon animations
1294 2003-08-23 src/libgame/sdl.c
1295 * fixed problem with setting mouse cursor in SDL version in fullscreen
1297 2003-08-23 src/game.c
1298 * fixed bug (missing array boundary check) which could crash the game
1301 * version number set to 3.0.3
1304 * version 3.0.2 released
1306 2003-08-21 src/game.c
1307 * fixed bug with creating inaccessible elements at player position
1309 2003-08-20 src/init.c
1310 * fixed bug with not finding current level artwork directory
1312 2003-08-20 src/files.c
1313 * fixed bug with choosing wrong engine version when playing tapes
1314 * fixed bug with messing up custom element properties in 3.0.0 levels
1317 * version number set to 3.0.2
1320 * version 3.0.1 released
1322 2003-08-17 (no source files affected)
1323 * changed all "classic" PCX image files with 16 colors or less to
1324 256 color (8 bit) storage format, because the Allegro game library
1325 cannot handle PCX files with less than 256 colors (contributed
1326 graphics are not affected and might look wrong in the DOS version)
1328 2003-08-16 src/init.c
1329 * fixed bug which (for example) crashed the level editor when defining
1330 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1331 (only set to default) -- invalid graphics now set to default graphic
1333 2003-08-16 src/init.c
1334 * fixed graphical bug of player digging/collecting/snapping element
1335 when no corresponding graphic/animation is defined for this action,
1336 resulting in player being drawn as EL_EMPTY (which should only be
1337 done to elements being collected, but not to the player)
1339 2003-08-16 src/game.c
1340 * fixed small graphical bug of player not totally moving into exit
1342 2003-08-16 src/libgame/setup.c
1343 * fixed bug with wrong MS-DOS 8.3 filename conversion
1345 2003-08-16 src/tools.c
1346 * fixed bug with invisible mouse cursor when pressing ESC while playing
1348 2003-08-16 (various source files)
1349 * added another 128 custom elements (disabled in editor by default)
1351 2003-08-16 src/editor.c
1352 * fixed NULL string bug causing Solaris to crash in sprintf()
1354 2003-08-16 src/screen.c
1355 * fixed drawing over scrollbar on level selection with custom fonts
1357 2003-08-15 src/game.c
1358 * cleanup of simple sounds / loop sounds / music settings
1360 2003-08-08 (various source files)
1361 * added custom element property for dropping collected elements
1363 2003-08-08 src/conf_gfx.c
1364 * fixed bug with missing graphic for active red disk bomb
1366 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1367 * extended variable "level.gravity" to "level.initial_gravity" and
1368 "game.current_gravity" to prevent level setting from being changed
1369 by playing the level (keeping the runtime value after playing)
1371 * fixed graphics bug when digging element that has 'crumbled' graphic
1372 definition, but not 'diggable' graphic definition
1375 * version number set to 3.0.1
1378 * version 3.0.0 released
1381 * various bug fixes; among others:
1382 - fixed bug with pushing spring over empty space
1383 - fixed bug with leaving tube while placing dynamite
1384 - fixed bug with explosion of smashed penguins
1385 - allow Murphy player graphic in levels with non-Supaplex elements
1389 * I have forgotten to document changes for some time
1392 * pre-release version 2.2.0rc1 released
1395 * version number set to 2.1.2
1398 * version 2.1.1 released
1401 * version number set to 2.1.1
1404 * version 2.1.0 released
1407 * version number set to 2.1.0
1409 2002-04-03 to 2002-05-19 (various source files)
1410 * graphics, sounds and music now fully configurable
1411 * bug fixed that prevented walking through tubes when gravity on
1413 2002-04-02 src/events.c, src/editor.c
1414 * Make Escape key less aggressive when playing or when editing level.
1415 This can be configured as an option in the setup menu. (Default is
1416 "less aggressive" which means "ask user if something can be lost"
1417 when pressing the Escape key.)
1419 2002-04-02 src/screen.c
1420 * Added "graphics setup" screen.
1422 2002-04-01 src/screen.c
1423 * Changed "choose level" setup screen stuff to be more generic (to
1424 make it easier to add more "choose from generic tree" setup screens).
1426 2002-04-01 src/config.c, src/timestamp.h
1427 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1428 automatically gets created by "src/Makefile" and contains an actual
1429 compile-time timestamp to identify development versions of the game).
1431 2002-03-31 src/tape.c, src/events.c
1432 * Added quick game/tape save/load functions to tape stuff which can be
1433 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1434 loads previously recorded tape and directly goes into recording mode
1435 from the end of the tape (therefore appending to the tape).
1437 2002-03-31 src/tape.c
1438 * Added "index mark" function to tape recorder. When playing or
1439 recording, "eject" button changes to "index" button. Setting index
1440 mark is not yet implemented, but pressing index button when playing
1441 allows very quick advancing to end of tape (when normal playing),
1442 very fast forward mode (when playing with normal fast forward) or
1443 very fast reaching of "pause before end of tape" (when playing with
1444 "pause before end" playing mode).
1446 2002-03-30 src/cartoons.c
1447 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1449 2002-03-29 src/screen.c
1450 * Changed setup screen stuff to be more generic (to make it easier
1451 to add more setup screens).
1453 2002-03-23 src/main.c, src/main.h
1454 * Various changes due to the introduction of the new libgame files
1455 "setup.c" and "joystick.c".
1457 2002-03-23 src/files.c
1458 * Generic parts of "src/files.c" (mainly setup and level directory
1459 stuff) moved to new libgame file "src/libgame/setup.c".
1461 2002-03-23 src/joystick.c
1462 * File "src/joystick.c" moved to libgame source tree, with
1463 correspondig changes.
1465 2002-03-22 src/screens.c
1466 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1467 (Wrong level series information displayed when entering main group.)
1469 2002-03-22 src/editor.c
1470 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1472 2002-03-22 src/editor.c
1473 * Changed behaviour of "Escape" key in level editor to be more
1474 intuitive: When in "Element Properties" or "Level Info" mode,
1475 return to "Drawing Mode" instead of leaving the level editor.
1477 2002-03-21 src/game.c, src/editor.c, src/files.c
1478 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1479 gems (emeralds, diamonds, ...) slipping down from normal wall,
1480 steel wall and growing wall (as in E.M.C. style levels). Although
1481 the behaviour of contributed and private levels wasn't changed (due
1482 to the use of "level.game_version"; see previous entry), editing
1483 those levels will (of course) change the behaviour accordingly.
1485 This change seems a bit too hard after thinking about it, because
1486 the EM style behaviour is not the "expected" behaviour (gems would
1487 normally only slip down from "rounded" walls). Therefore this was
1488 now changed to an element property for gem style elements, with the
1489 default setting "off" (which means: no special EM style behaviour).
1490 To fix older converted levels, this flag is set to "on" for pre-2.0
1491 levels that are neither contributed nor private levels.
1493 2002-03-20 src/files.h
1494 * Corrected settings for "level.game_version" depending of level type.
1495 (Contributed and private levels always get played with game engine
1496 version they were created with, while converted levels always get
1497 played with the most recent version of the game engine, to let new
1498 corrections of the emulation behaviour take effect.)
1500 2002-03-20 src/main.h
1501 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1502 compiling the SDL version on some systems.
1503 Thanks to the several people who pointed this out.
1506 * Version number set to 2.0.2.
1509 * Version 2.0.1 released.
1511 2002-03-18 src/screens.c
1512 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1514 2002-03-18 src/files.c [src/libgame/misc.c]
1515 * Moved some common functions from src/files.c to src/libgame/misc.c.
1517 2002-03-18 src/files.c [src/libgame/misc.c]
1518 * Changed permissions for new directories and saved files (especially
1519 score files) according to suggestions of Debian users and mantainers.
1520 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1522 2002-03-17 src/files.c
1523 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1524 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1525 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1526 for levels and "TAPE" for tapes). Old "cookie" style format is
1527 still supported for reading. New level and tape files are written
1530 * New IFF chunk "VERS" contains version numbers for file and game
1531 (where "game version" is the version of the program that wrote the
1532 file, and "file version" is a version number to distinguish files
1533 with different format, for example after adding new features).
1535 2002-03-15 src/screen.c
1536 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1537 (Before, you heard a mixture of the in-game music and the
1538 hall-of-fame music.)
1540 2002-03-14 src/events.c
1541 * Function "DumpTape()" (files.c) now available by pressing 't' from
1542 main menu (when in DEBUG mode).
1544 2002-03-14 src/game.c
1545 * "GameWon()": When game was won playing a tape, now there is no delay
1546 raising the score and no corresponding sound is played.
1548 2002-03-14 src/files.c
1549 * Changed "LoadTape()" for real chunk support and also adjusted
1550 "SaveTape()" accordingly.
1552 2002-03-14 src/game.c, src/tape.c, src/files.c
1553 * Important changes to tape format: The old tape format stored all
1554 actions with a real effect with a corresponding delay between the
1555 stored actions. This had some major disadvantages (for example,
1556 push delays had to be ignored, pressing a button for some seconds
1557 mutated to several single button presses because of the non-action
1558 delays between two action frames etc.). The new tape format just
1559 stupidly records all device actions and replays them later. I really
1560 don't know why I haven't solved it that way before?! Old-style tapes
1561 (with tape file version less than 2.0) get converted to the new
1562 format on-the-fly when loading and can therefore still be played;
1563 only some minor parts of the old-style tape handling code was needed.
1564 (A perfect conversion is not possible, because there is information
1565 missing about the device actions between two action frames.)
1567 2002-03-14 src/files.c
1568 * New function "DumpTape()" to dump the contents of the current tape
1569 in a human readable format.
1571 2002-03-14 src/game.c
1572 * Small tape bug fixed: When automatically advancing to next level
1573 after a game was won, the tape from the previous level still was
1574 loaded as a tape for the new level.
1576 2002-03-14 src/tape.c
1577 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1578 tape, cartoons did not get completely removed because
1579 StopAnimation() was not called.
1581 2002-03-13 src/files.c
1582 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1583 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1584 size even when using 16-bit elements). Added new chunk "CNT2" for
1585 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1586 chunk even when content was 16-bit element). "CNT2" should now be
1587 able to store content for arbitrary elements (up to eight blocks of
1588 3 x 3 element arrays). All "CNT2" elements will always be stored as
1589 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1591 2002-03-13 src/files.c
1592 * Changed "LoadLevel()" for real chunk support.
1594 2002-03-12 src/game.c
1595 * Fixed problem (introduced after 2.0.0 release) with penguins
1596 not getting killed by enemies
1598 2002-02-24 src/game.c, src/main.h
1599 * Added "player->is_moving"; now "player->last_move_dir" does
1600 not contain any information if the player is just moving at
1602 Before, "player->last_move_dir" was misused for this purpose
1603 for the robot stuff (robots don't kill players when they are
1604 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1605 broke tapes when walking through pipes!
1606 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1607 in a continuous movement. This fact is ignored for friends and