2 * fixed bug when displaying titlescreen with size less than element tile
3 * fixed bug which caused elements with "change when digging <e>" event
4 to change for _every_ digged element, not only those specified in <e>
7 * fixed bug that allowed making engine snapshots from the level editor
10 * fixed bugs with player name and current level positions on main screen
13 * added configuration directives for control of title screens:
14 - "title.fade_delay" for fading time
15 - "title.post_delay" for pause between screens (when not crossfading)
16 - "title.auto_delay" to automatically continue after some time
17 these settings can each be overridden by specifying them with titles:
18 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
19 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
20 fading mode can also be specified:
21 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
22 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
23 default is using normal fading for menues and initial title screens,
24 while using cross-fading for level set title screens
25 * fixed bug with background not drawn in Hall of Fame after game was won
28 * added configuration directives for the remaining main menu items
31 * added additional configuration directives for info screen draw offset:
32 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
33 * added additional configuration directives for preview info text
34 * limited mouse wheel sensitive screen area to scrollable screen area
37 * added highlighted menu text entries to menu navigation when selected
40 * fixed bug that prevented player from correctly being created in the
41 top left corner by a custom element change in a level without player
42 * fixed bug that prevented player from being killed when indestructible,
43 non-walkable element is placed on player position by extended change
44 * added configurable menu button, text and input positions to main menu
47 * added page fading effects for remaining info sub-screens
48 * fixed small bug that caused some delays when answering door request
51 * added directives "border.draw_masked.*" for menu/playfield area and
52 door areas to display overlapping/masked borders from "global.border"
55 * fixed bug with CE with move speed "not moving" not being animated
56 * when changing player artwork by CE action, reset animation frame
59 * fixed bug with not unmapping main menu screen gadgets on other screens
60 * fixed bug with un-pausing a paused game by releasing still pressed key
61 * fixed bug with not redrawing screen when toggling to/from fullscreen
62 mode while fast reloading tape (without redrawing playfield contents)
63 * fixed bug with quick-saving tape snapshot despite answering with "no"
66 * version number set to 3.2.3
69 * version 3.2.2 released
72 * fixed bug with redrawing screen in fullscreen mode after quick tape
73 reloading when using the EMC game engine
74 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
77 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
80 * added engine snapshot functionality for instant tape reloading (this
81 only works for the last tape saved using "quick save", and does not
82 work across program restarts, because it completely works in memory)
85 * version number set to 3.2.2
88 * version 3.2.1 released
91 * fixed nasty bugs with handling error message file on Mac OS X systems
94 * general code cleanup (removing many annoying "#if 0" blocks etc.)
97 * fixed bug that caused broken tapes when manually appending to tapes
98 using the "pause before death" functionality, followed by recording
99 * added setup option to disable fading of screens for faster testing
102 * code cleanup of new fading functions
105 * changed behaviour after solved game -- do not immediately stop engine
106 * added some more smooth screen fadings (game start, hall of fame etc.)
109 * fixed bug with displaying pushed CE with value/score/delay anim_mode
112 * added configurable level preview position, tile size and dimensions
113 * added configurable game panel value positions (gems, time, score etc.)
116 * fixed small bug with time displayed incorrectly when collecting CEs
119 * fixed bug with bumpy scrolling with EM engine in double player mode
122 * added compatibility code to fix "Snake Bite" style levels that were
123 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
126 * fixed bug with scrollbars inside editor when using the Windows mouse
127 enhancement tool "True X-Mouse" (which injects key events to the event
128 queue to insert selected stuff into the Windows clipboard, which gets
129 confused with the "Insert" key for jumping to the last editor cascade
130 block in the element list)
131 * added Rocks'n'Diamonds icon for use as window icon to SDL version
132 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
135 * added selection of preferred fullscreen mode to setup / graphics menu
136 (useful if default mode 800 x 600 does not match screen aspect ratio)
139 * improved down-scaling of images for better editor and preview graphics
140 * changed user data directory for Mac OS X from Unix style to new place
143 * improved level number selection in main menu and player selection in
144 setup menu (input devices section) by using standard button gadgets
145 * added support for mouse scroll wheel (caused buggy behaviour before)
146 * added support for scrolling horizontal scrollbars with mouse wheel by
147 holding "Shift" key pressed while scrolling the wheel
148 * added support for single step mouse wheel scrolling by holding "Alt"
149 key pressed while scrolling the wheel (can be combined with "Shift")
150 * changed output file "stderr.txt" on Windows platform now always to be
151 created in the R'n'D sub-directory of the personal documents directory
152 * added Windows message box to direct to "stderr.txt" after error aborts
155 * improved general scrollbar handling (when jump-scrolling scrollbars)
158 * changed scrollbars to always show last line as first after scrolling
159 (that means jumping n - 1 screen lines instead of n screen lines)
162 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
163 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
164 * fixed special handling of vertically stacked acid becoming fake acid
167 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
168 affect multiple instances of the same CE, although this kind of
169 change condition usually only affects one single custom element
172 * version number set to 3.2.1
175 * version 3.2.0 released
178 * reorganized level editor element list a bit to match engines better
181 * fixed newly introduced bug with wrongly initializing clipboard element
184 * fixed bug with displaying visible/invisible level border in editor
187 * reorganized some elements in the level editor element list
190 * fixed bug with displaying any player as "yellow" when moving into acid
191 * fixed bug with displaying running player when player stopped at border
194 * fixed bug with player exploding when moving into acid
195 * fixed bug with level settings being reset in editor and when playing
196 (some compatibility settings being set not only after level loading)
197 * fixed crash bug when number of custom graphic frames was set to zero
198 * fixed bug with teleporting player on walkable tile not working anymore
199 * added partial compatibility support for pre-release-only "CONF" chunk
200 (to make Alan Bond's "color cycle" demo work again :-) )
203 * fixed some bugs when displaying title screens from info screen menu
204 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
207 * changed file major version to 3 to reflect level file format changes
208 * uploaded pre-release (test) version 3.2.0-8 binary and source code
211 * added new chunk "NAME" to level file format for level name settings
212 * added new chunk "NOTE" to level file format for envelope settings
213 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
214 * updated magic(5) file to recognize changed and new level file chunks
215 * removed change events "change when CE value/score changes" as unneeded
218 * changed gravity (which only affects the player) from level property
219 to player property (only makes a difference in multi-player levels)
220 * added change events "change when CE value/score changes"
221 * added change events "change when CE value/score changes of <element>"
224 * added new chunk "INFO" to level file format for global level settings
225 * added all element settings from "HEAD" chunk to "CONF" chunk
226 * added all global level settings from "HEAD" chunk to "INFO" chunk
229 * changed level file format by adding two new chunks "CUSX" (for custom
230 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
231 elements, replacing the previous "GRP1" chunk); these new IFF style
232 chunks use the new and flexible "micro chunks inside chunks" technique
233 already used with the new "CONF" chunk (for normal element properties)
234 which makes it possible to easily extend the existing level format
235 (instead of using fixed-length chunks like before, which are either
236 too big due to reserved bytes for future use, or too small when those
237 reserved bytes have all been used and even more data should be stored,
238 requiring the replacement by new and larger chunks just like it went
239 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
242 * added credits pages to the "credits" section that were really missing
243 * added some missing element descriptions to the level editor
244 * added down position of switchgate switch to the level editor
245 and allowed the use of both switch positions at the same time
246 * changed use of "Insert" and "Delete" keys to navigate element list in
247 level editor to start of previous or next cascading block of elements
250 * added the possibility to view the title screen to the info screen menu
251 * fixed some minor bugs with viewing title screens
254 * fixed bug with title (cross)fading in/out when using fullscreen mode
257 * fixed bug that forced re-defining of menu settings in local graphics
258 config file which are already defined in existing base config file
259 * fixed small bug that caused door sounds playing when music is enabled
262 * added the possibility to define up to five title screens for each
263 level set that are displayed after loading using (cross)fading in/out
264 (this was added to display the various start images of the EMC sets)
267 * added "CE score gets zero [of]" to custom element trigger conditions
268 * added setup option to display element token name in level editor
271 * added compatibility code for Juergen Bonhagen's menu artwork settings
274 * fixed bug with displaying wrong animation frame 0 after CE changes
275 * fixed bug with creating invisible elements when light switch is on
278 * added selection between ECS and AGA graphics for EMC levels to setup
281 * adjusted font handling for various narrow EMC style fonts
284 * changed EM engine behaviour back to re-allow initial rolling springs
287 * fixed handling of over-large selectboxes (less error-prone now)
288 * fixed bug when creating GE with walkable element under the player
291 * added use of "Insert" and "Delete" keys to navigate element list in
292 level editor to start of custom elements or start of group elements
293 * added virtual elements to access CE value and CE score of elements:
294 - "CE value of triggering element"
295 - "CE score of triggering element"
296 - "CE value of current element"
297 - "CE score of current element"
300 * fixed "grass" to "sand" in older EM levels (up to file version V4)
303 * changed behaviour of network games with internal errors (because of
304 different client frame counters) from immediately terminating R'n'D
305 to displaying an error message requester and stopping only the game
306 (also to prevent impression of crashes under non command-line runs)
307 * fixed playing network games with the EMC engine (did not work before)
308 * fixed bug with not scrolling the screen in multi-player mode with the
309 focus on player 1 when all players are moving in different directions
310 * fixed bug with keeping pointer to gadget even after its deallocation
311 * fixed bug with allowing "focus on all players" in network games
312 * fixed bug with player focus when playing tapes from network games
315 * uploaded pre-release (test) version 3.2.0-7 binary and source code
318 * code cleanup for game action control for R'n'D and EMC game engine
321 * fixed bug in multi-player movement with focus on both players
322 * added option to control only the focussed player with all input
325 * added player focus switching to level tape recording and re-playing
328 * fixed some bugs in player focus switching in EMC and RND game engine
331 * added special Supaplex animations for Murphy digging and snapping
332 * added special Supaplex animations for Murphy being bored and sleeping
335 * added four new yam yams with explicit start direction for EMC engine
336 * fixed bug in src/libgame/text.c with printing text outside the window
339 * fixed small bug in EMC level loader (copyright sign in EM II levels)
342 * added delayed ignition of EM style dynamite when used in R'n'D engine
343 * added limited movement range to EMC engine when focus on all players
346 * fixed bug with missing (zero) score values for native Supaplex levels
349 * added "continuous snapping" (snapping many elements while holding the
350 snap key pressed, without releasing the snap key after each element)
351 as a new player setting for more compatibility with the classic games
354 * finished scrolling for "focus on all players" in EMC graphics engine
357 * level sets with "levels: 0" are ignored for levels, but not artwork
358 * fixed bug when scanning empty level group directories (endless loop)
361 * fixed bug with explosion graphic for player using "Murphy" graphic
362 * fixed bug with explosion graphic if player leaves explosion in time
363 * changed some descriptive text in setup menu to use medium-width font
364 * added key shortcut settings for switching player focus to setup menu
367 * fixed bug with random value initialization when recording tapes
368 * fixed bug with playing single player tapes when team mode activated
371 * fixed little bug when trying to switch to player that does not exist
374 * added player switching (visual and quick) to R'n'D and EM game engine
375 * added setup option to select visual or quick in-game player switching
378 * added use of "Home" and "End" keys to handle element list in editor
381 * fixed bug with adding score when playing tape with EMC game engine
382 * added steel wall border for levels using EMC engine without border
383 * finally fixed delayed scrolling in EMC engine also for small levels
386 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
389 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
390 * fixed bug when displaying info element without action, but direction
393 * fixed minor graphical problems with springs smashing and slurping
394 (when using R'n'D style graphics instead of EMC style graphics)
397 * added scroll delay (as configured in setup) to EMC graphics engine
400 * improved screen redraw for EMC graphics engine (faster and smoother)
401 * when not scrolling, do not redraw the whole playfield if not needed
404 * added multi-player mode for EMC game engine (with up to four players)
407 * added android (can clone elements) from EMC engine to R'n'D engine
410 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
413 * added selectbox for initial player speed to player settings in editor
416 * version 3.1.2 created that is basically version 3.1.1, but with a
417 major bug fixed that prevented editing your own private levels
418 * version 3.1.2 released
421 * added magic ball (creates elements) from EMC engine to R'n'D engine
424 * uploaded fixed pre-release version 3.2.0-6 binary and source code
427 * fixed bug when using "CE can leave behind <trigger element>"
428 * added new change condition "(after/when) creation of <element>"
429 * added new change condition "(after/when) digging <element>"
430 * fixed bug accessing invalid gadget that caused crashes under Windows
431 * deactivated new possibility for multiple CE changes per frame
434 * uploaded pre-release (test) version 3.2.0-6 binary and source code
437 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
438 * fixed bug with not keeping CE value for moving CEs with only action
439 * changed CE action selectboxes in editor to be only reset when needed
442 * added option "use artwork from element" for custom player artwork
443 * added option "use explosion from element" for player explosions
446 * added cascaded element lists in the level editor
447 * added persistence for cascaded element lists by "editorcascade.conf"
448 * added dynamic element list with all elements used in current level
449 * added possibility for multiple CE changes per frame (experimental)
452 * uploaded pre-release (test) version 3.2.0-5 binary and source code
455 * changed "score for each 10 seconds/steps left" to "1 second/step"
456 * added own score for collecting "extra time" instead of sharing it
457 * added change events "switched by player" and "player switches <e>"
458 * added change events "snapped by player" and "player snaps <e>"
459 * added "set player artwork: <element choice>" to CE action options
460 * added change event "move of <element>"
463 * added "set player shield: off / normal / deadly" to CE action options
464 * added new player option "use level start element" in level editor
465 to set the correct focus at level start to elements from which the
466 player is created later (this did not work before for cascaded CE
467 changes resulting in creation of the player; it is now also possible
468 to create the player from a yam yam which is smashed at level start)
471 * added "set player speed: frozen (not moving)" to CE action options
472 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
475 * added new player option "block snap field" (enabled by default) to
476 make it possible to show a snapping animation like in Emerald Mine
479 * added dynamic selectboxes to custom element action settings in editor
480 * added "CE value" counter for custom elements (instead of "CE count")
481 * added option to use the last "CE value" after custom element change
482 * added option to use the "CE value" of other elements in CE actions
483 * fixed odd behaviour when pressing time orb in levels w/o time limit
484 * added checkbox "use time orb bug" for older levels that use this bug
487 * added missing configuration settings for the following elements:
488 - EL_TIMEGATE_SWITCH (time of open time gate)
489 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
490 - EL_SHIELD_NORMAL (time of shield duration)
491 - EL_SHIELD_DEADLY (time of shield duration)
492 - EL_EXTRA_TIME (time added to level time)
493 - EL_TIME_ORB_FULL (time added to level time)
496 * added "wind direction" as a movement pattern for custom elements
497 * added initial wind direction for balloon / custom elements to editor
498 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
501 * added parameters for "game of life" and "biomaze" elements to editor
504 * added level file chunk "CONF" for generic level and element settings
507 * uploaded pre-release (test) version 3.2.0-4 binary and source code
510 * skip empty level sets (with "levels: 0"; may be artwork base sets)
511 * added sound action ".page[1]" to ".page[32]" for each CE change page
514 * added image config suffix ".clone_from" to copy whole image settings
515 * fixed bug with invalid ("undefined") CE settings in old level files
518 * fixed graphical bug with smashing elements falling faster than player
521 * fixed major bug which prevented private levels from being edited
522 * fixed bug with precedence of general and special font definitions
525 * fixed graphical bug with player animation when player moves slowly
528 * uploaded pre-release (test) version 3.2.0-3 binary and source code
531 * fixed bug which prevented "global.num_toons: 0" from working
534 * major code cleanup (removed all these annoying "#if 0" blocks)
537 * added custom element actions for CE change page in level editor
540 * fixed music initialization bug in init.c (thanks to David Binderman)
541 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
542 (this bug must probably be fixed at other places, too)
545 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
546 (should be '#include <SDL.h>' instead)
549 * fixed bug which prevented "walkable from no direction" from working
550 (due to compatibility code overwriting this setting after loading)
553 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
556 * version number temporarily set to 3.1.1 (intermediate bugfix release)
557 * version 3.1.1 released
560 * changed some va_arg() arguments from 'long' to 'int', fixing problems
561 on 64-bit architecture systems with LP64 data model
564 * fixed bug with bombs not exploding when hitting the last level line
565 (introduced after the release of 3.1.0)
568 * added support for dumping small-sized level sketches from editor
571 * added recognition of "trigger element" for "change digged element to"
572 (this is not really what the "trigger element" was made for, but its
573 use may seem obvious for leaving back digged elements unchanged)
576 * fixed multiple warnings about failed joystick device initialization
579 * fixed bug with dynamite dropped on top of just dropped custom element
580 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
581 dynamite can still be dropped, but drop key must be released before
584 * fixed bug with wrong start directory when started from file browser
585 (due to this bug, R'n'D could not be started from KDE's Konqueror)
588 * fixed bug causing "change when impact" on player not working
589 * fixed wrong priority of "hitting something" over "hitting <element>"
590 * fixed wrong priority of "hit by something" over "hit by <element>"
593 * fixed graphical bug which caused the player (being Murphy) to show
594 collecting animations although the element was collected by penguin
597 * fixed two bugs causing wrong door background graphics in system.c
598 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
601 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
602 * added "no direction" to "walkable/passable from" selectbox options
605 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
606 * in tape autoplay, not only report broken, but also missing tapes
609 * uploaded pre-release (test) version 3.2.0-2 binary and source code
612 * fixed small bug with "linear" animation not working for active lamp
615 * fixed bug with moving up despite gravity due to "block last field"
616 * fixed small bug with wrong draw offset when typing name in main menu
617 * when reading user names from "passwd", ignore data after first comma
618 * when creating new "levelinfo.conf", only write some selected entries
621 * fixed displaying "imported from/by" on preview with empty string
622 * fixed ignoring draw offset for fonts used for level preview texts
625 * fixed a delay problem with SDL and too many mouse motion events
626 * added setup option "skip levels" and level skipping functionality
629 * added move speed "not moving" for non-moving CEs, but with direction
632 * fixed mapping of obsolete element token names in "editorsetup.conf"
633 * fixed bug with sound "acid.splashing" treated as a loop sound
634 * fixed some little sound bugs in native EM engine
637 * fixed small bug when dragging scrollbars to end positions
640 * added editor element descriptions written by Aaron Davidson
643 * improved fallback handling when configured artwork is not available
644 (now using default artwork instead of exiting when files not found)
647 * fixed bug on level selection screen when dragging scrollbar
650 * fixed bug which caused broken tapes when appending to EM engine tapes
653 * uploaded pre-release (test) version 3.2.0-1 binary and source code
656 * added code to replace changed artwork config tokens with other tokens
657 (needed for backwards compatibility, so that older tokens still work)
660 * added native R'n'D graphics for some new EMC elements in EM engine
663 * fixed some bugs in the EM engine integration code
664 * changed EM engine code to allow diagonal movement
665 * changed EM engine code to allow use of separate snap and drop keys
668 * fixed some redraw bugs when using EM engine
671 * fixed bug with not converting RND levels which are set to use native
672 engine to native level structure when loading
675 * uploaded pre-release (test) version 3.2.0-0 binary and source code
678 * version number set to 3.2.0
681 * level data now reset to defaults after attempt to load invalid file
684 * added use of "editorsetup.conf" for different level sets
687 * added auto-detection for various types of Emerald Mine level files
690 * fixed bug with scrollbars getting too small when list is very large
693 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
696 * added most level editor configuration gadgets for new EMC elements
699 * added more element and graphic definitions for new EMC elements
702 * modified native EM engine to use integrated R'n'D sound system
705 * added SDL support to graphics functions in native EM engine
706 (by always using generic libgame interface functions)
709 * fixed bug in frame synchronization in native EM engine
712 * added code to convert levels between R'n'D and native EM engine
715 * new Emerald Mine engine can now play levels selected in main menu
718 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
719 (which creates scaled down graphics for level editor and preview);
720 there's still a memory leak somewhere in the artwork handling code
721 * added "scale image up" functionality to X11 version of zoom function
724 * first attempts to integrate new, native Emerald Mine Club engine
727 * fixed bug in gadget code which caused reset of CEs in level editor
728 (example: pressing 'b' [grab brush] on CE config page erased values)
729 (solution: check if gadgets in ClickOnGadget() are really mapped)
730 * improved level change detection in editor (settings now also checked)
731 * fixed bug with "can move into acid" and "don't collide with" state
734 * fixed maze runner style CEs to use the configured move delay value
737 * added Aaron Davidson's tutorial level set to the "Tutorials" section
740 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
741 * fixed the above fix because it broke level set "machine" (*sigh*)
742 * fixed random element placement in level editor to work as expected
743 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
746 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
749 * fixed bug (missing array boundary check) which caused broken tapes
750 * fixed bug (when loading level template) which caused broken levels
751 * fixed bug with new block last field code when using non-yellow player
754 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
755 * internal change of how the player blocks the last field when moving
756 * fixed blocking delay of last field for EM and SP style block delay
757 * fixed bug where the player had to wait for the usual move delay after
758 unsuccessfully trying to move, when he directly could move after that
759 * the last two changes should make original Supaplex level 93 solvable
760 * improved use of random number generator to make it less predictable
761 * fixed behaviour of slippery SP elements to let slip left, then right
764 * fixed bug with wrong door state after trying to quickload empty tape
765 * fixed waste of static memory usage of the binary, making it smaller
766 * fixed very little graphical bug in Supaplex explosion
769 * version number set to 3.1.1
772 * version 3.1.0 released
775 * fixed bug with crash when writing user levelinfo.conf the first time
778 * added option "convert LEVELDIR [NR]" to command line batch commands
779 * re-converted Supaplex levels to apply latest engine fixes
780 * changed "use graphic/sound of element" to "use graphic of element"
781 due to compatibility problems with some levels ("bug machine" etc.)
784 * fixed bug with CE change replacing player with same or other player
787 * fixed bug with opaque font in envelope with background graphic when
788 background graphic is not transparent itself
791 * added "gravity on" and "gravity off" ports for Supaplex compatibility
792 * corrected original Supaplex level loading code to use these new ports
793 * also corrected Supaplex loader to auto-count infotrons if set to zero
796 * fixed bug with missing initialization of "modified" flag for GEs
799 * fixed bug that caused endless recursion loop when relocating player
800 * fixed tape recorder bug in "step mode" when using "pause before end"
801 * fixed tape recorder bug when changing from "warp forward" mode
804 * fixed bug with "when touching" for pushed elements at last position
807 * fixed bug that caused two activated toolbox buttons in level editor
808 * fixed bug with exploding dynabomb under player due to other explosion
811 * fixed bug with creating walkable custom element under player (again)
812 * fixed bug with not copying explosion type when copying CEs in editor
813 * fixed graphical bug when drawing player in setup menu (input devices)
814 * fixed graphical bug when the player is pushing an accessible element
815 * fixed bug with classic switchable elements triggering CE changes
816 * fixed bug with entering/leaving walkable element in RelocatePlayer()
817 * fixed crash bug when CE leaves behind the trigger player element
820 * fixed bug with broken tubes after placing/exploding dynamite in them
821 * fixed bug with exploding dynamite under player due to other explosion
822 * fixed bug with not resetting push delay under certain circumstances
825 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
826 * added network multiplayer code for Windows (thanks to Niko Böhm)
829 * added option "reachable despite gravity" for gravity movement
830 * changed gravity movement of most classic walkable and passable
831 elements back to "not reachable" (for compatibility reasons)
834 * fixed (removed) "indestructible" / "can explode" dependency in editor
835 * fixed (removed) "accessible inside" / "protected" dependency
836 * fixed (removed) "step mode" / "shield time" dependency
839 * fixed dynabombs exploding now into anything diggable
840 * fixed Supaplex style gravity movement into buggy base now impossible
841 * added pressing key "space" as valid action to select menu options
844 * added "replace when walkable" to relocate player to walkable element
845 * added "enter"/"leave" event for elements affected by relocation
846 * fixed "direct"/"indirect" change order also for "when change" event
847 * fixed graphical bug when pushing things from elements walkable inside
850 * fixed graphic bug when player is snapping while moving in old levels
851 * fixed bug when a moving custom element leaves a player element behind
852 * fixed bug with mole not disappearing when moving into acid pool
853 * fixed bug with incomplete path setting when using "--basepath" option
854 * moving CE can now leave walkable elements behind under the player
855 * when relocating, player can be set on walkable element now
856 * fixed another gravity movement bug
859 * uploaded pre-release (test) version 3.1.0-2 binary and source code
862 * added "collectible" and "removable" to extended replacement types
863 (where "removable" replaces "diggable" and "collectible" elements)
864 * added "collectible & throwable" (to throw element to the next field)
865 * fixed bug with CEs digging elements that are just about to explode
866 * changed mouse cursor now always being visible when game is paused
869 * added possibility to push/press accessible elements from a side that
871 * fixed bug with not setting actual date when appending to tape
874 * fixed bug with incorrectly initialized custom element editor graphics
877 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
878 - number of levels corrected from 18 to 17 in "levelinfo.conf"
881 * fixed bug with destroyed robot wheel still attracting robots forever
882 * fixed bug with time gate switch deactivating after robot wheel time
883 (while the time gate itself is not affected by this misbehaviour)
884 * changed behaviour of BD style amoeba to always get blocked by player
885 (before it was different when there were non-BD elements in level)
886 * fixed bug with player destroying indestructable elements with shield
889 * added option to make growing elements grow into anything diggable
890 (for the various amoeba types, biomaze and "game of life")
893 * fixed bug with movable elements not moving after left behind by CEs
894 * changed gravity movement to anything diggable, not only sand/base
895 * optionally allowing passing to walkable element, not only empty space
896 * added option "can pass to walkable element" for players
897 * finally fixed gravity movement (hopefully)
900 * fixed bug with movable elements not moving anymore after falling down
903 * fixed another bug with custom elements digging and leaving elements
904 * fixed bug with "along left/right side" and automatic start direction
905 * trigger elements now also displayed when "more custom" deactivated
906 * fixed bug with clipboard element initialized when loading new level
907 * added option "drop delay" to set delay before dropping next element
910 * uploaded pre-release (test) version 3.1.0-1 binary and source code
913 * added copy and paste functions for custom change pages
914 * enhanced graphical display and functionality of tape recorder
915 * fixed bug with custom elements digging and leaving elements
918 * added move speed faster than "very fast" for custom elements
919 * fixed bug with 3+3 style explosions and missing border content
920 * fixed little bug when copying custom elements in the editor
921 * enhanced custom element changes by more side trigger actions
924 * added option "no scrolling when relocating" for instant teleporting
925 * uploaded pre-release (test) version 3.1.0-0 binary and source code
928 * added trigger element and trigger player to use as target elements
929 * added copy and paste functions for custom and group elements
932 * fixed graphical bug when displaying explosion animations
933 * fixed bug when appending to tapes, resulting in broken tapes
934 * re-recorded a few tapes broken by fixing gravity checking bug
937 * "can move into acid" property now for all elements independently
938 * "can fall into acid" property for player stored in same bitfield now
939 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
940 * version number set to 3.1.0 (finally!)
943 * changed tape recording to only record input, not programmed actions
946 * fixed totally broken (every 8th frame skipped) step-by-step recording
947 * fixed bug with requester not displayed when quick-loading interrupted
948 * added option "can fall into acid (with gravity)" for players
949 * fixed bug with player not falling when snapping down with gravity
952 * fixed bug which messed up key config when using keypad number keys
955 * fixed bug which allowed moving upwards even when gravity was active
956 * fixed bug with missing error handling when dumping levels or tapes
959 * added different colored editor graphics for Supaplex gravity tubes
962 * fixed bug that allowed solvable tapes for unsolvable levels
965 * use unlimited number of droppable elements when "count" set to zero
966 * added option to use step limit instead of time limit for level
969 * added player and change page as trigger for custom element change
972 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
975 * fixed bug with dark yamyam changing to acid when moving over acid
976 * fixed handling of levels with more than 999 seconds level time
977 (example: level 76 of "Denmine")
980 * "spring push bug" reintroduced as configurable element property
981 * fixed bug with missing properties for "mole"
982 * fixed bug that showed up when fixing the above "mole" properties bug
983 * added option "can move into acid" for all movable elements
984 * fixed graphical bug for elements moving into acid
985 * changed event handling to handle all pending events before going on
988 * fixed bug which caused all CE change pages to be ignored which had
989 the same change event, but used a different element side
990 (reported by Simon Forsberg)
992 * fixed bug which caused elements that can move and fall and that are
993 transported by a conveyor belt to continue moving into that direction
994 after leaving the conveyor belt, regardless of their own movement
995 type; only elements which can not move are transported now
996 (reported by Simon Forsberg)
998 * fixed bug which could cause an array overflow in RelocatePlayer()
999 (reported by Niko Böhm)
1001 * changed Emerald Mine style "passable / over" elements to "protected"
1002 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1004 * added new option to select from which side a "walkable/passable"
1005 element can be entered
1008 * added explosion and ignition delay for elements that can explode
1011 * fixed bug which caused player not being protected against enemies
1012 when a CE was "walkable / inside" and was not "indestructible"
1013 * added "walkable/passable" fields to be "protected/unprotected"
1014 against enemies, even if not accessible "inside" but "over/under"
1017 * corrected move pattern to 32 bit and initial move direction to 8 bit
1020 * added second custom element base configuration page
1023 * added some special EMC mappings to Emerald Mine level loader
1024 (also covering previously unknown element in level 0 of "Bondmine 8")
1027 * added option to block last field when player is moving (for Supaplex)
1028 * adjusted push delay of Supaplex elements
1029 * removed delays for envelopes etc. when replaying with maximum speed
1030 * fixed bug when dropping element on a field that just changed to empty
1033 * fixed bug: infotrons can now smash yellow disks
1034 * fixed bug: when gravity active, port above player can now be entered
1035 * removed "one white dot" mouse pointer which irritated some people
1038 * added "choice type" for group element selection
1041 * fixed bug with initial invulnerability of non-yellow player
1044 * added level loader for loading native Supaplex packed levels
1045 (including multi-part levels like the "splvls99" levels)
1048 * fixed bug which allowed creating emeralds by escaping explosions
1051 * custom elements can change (limited) or leave (unlimited) elements
1052 * finally added multiple matches using group elements
1053 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1056 * added new start movement type "previous" for continued CE movement
1057 * added new start movement type "random" for random CE movement start
1060 * added new element "sokoban_field_player" needed for Sokoban levels
1061 (thanks to Ed Booker for pointing this out!)
1064 * added elements that can be digged or left behind by custom elements
1067 * added group elements for multiple matches and random element creation
1070 * fixed some graphical errors displayed in old levels
1073 * fixed wrong double speed movement after passing closing gates
1076 * added level loader for loading native Emerald Mine levels
1079 * changes for "shooting" style CE movement
1082 * Happy New Year! ;-)
1085 * changed default snap/drop keys from left/right Shift to Control keys
1088 * fixed bug with dead player getting reanimated from custom element
1091 * fixed bug with wrong penguin graphics (when entering exit)
1094 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1097 * version number set to 3.0.9
1100 * version 3.0.8 released
1103 * added function checked_free()
1106 * fixed bug with double nut cracking sound
1107 (by eliminating "default element action sound" assignment in init.c)
1110 * fixed crash when no music info files are available
1113 * fixed boring and sleeping sounds
1116 * added "maze runner" and "maze hunter" movement types
1117 * added extended collision conditions for custom elements
1120 * added warnings for undefined token values in artwork config files
1123 * added menu entry for level set information to the info screen
1126 * fixed bug with wrong default impact sound for colored emeralds
1129 * added several sub-screens for the info screen
1130 * menu text now also clickable (not only blue/red sphere left of it)
1133 * added configurable "bored" and "sleeping" animations for the player
1134 * added "awakening" sound for player when waking up after sleeping
1137 * added "copy" and "exchange" functions for custom elements to editor
1140 * added configurable element animations for info screen
1143 * added configurable music credits for info screen
1146 * finally fixed tape recording when player is created from CE change
1149 * added "editorsetup.conf" for editor element list configuration
1152 * added "musicinfo.conf" for menu and level music configuration
1155 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1156 (that only showed up on Linux, but not on Windows systems)
1159 * fixed turning movement of butterflies and fireflies (no frame reset)
1160 * enhanced sniksnak turning movement (two steps instead of only one)
1163 * version number set to 3.0.8
1166 * version 3.0.7 released
1169 * fixed reset of player animation frame when, for example,
1170 walking, digging or collecting share the same animation
1171 * fixed CE with "deadly when touching" exploding when touching amoeba
1174 * fixed tape recording when player is created from CE element change
1177 * introduced "turning..." action graphic for elements with move delay
1178 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1179 * added turning animations for bug, spaceship and sniksnak
1182 * prevent "extended" changed elements from delay change in same frame
1185 * fixed bug when pushing element that can move away to the side
1186 (like pushing falling elements, but now with moving elements)
1189 * finally fixed serious bug in code for delayed element pushing (again)
1192 * unavailable setup options now marked as "n/a" instead of "off"
1193 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1194 to "true", levels are always played with the latest game engine,
1195 which is desired for levels that are imported from other games; all
1196 other levels are played with the engine version stored in level file
1197 (which is normally the engine version the level was created with)
1200 * fixed serious bug in code for delayed element pushing
1201 * fixed little bug in animation frame selection for pushed elements
1202 * speed-up of reading config file for verbose output
1205 * added configuration option for opening and closing Supaplex exit
1206 * added configuration option for moving up/down animation for Murphy
1207 * fixed incorrectly displayed animation for attacking dragon
1208 * fixed bug with not setting initial gravity for each new game
1209 * fixed bug with teleportation of player by custom element change
1210 * fixed bug with player not getting smashed by rock sometimes
1213 * version number set to 3.0.7
1216 * version 3.0.6 released
1219 * added support for MP3 music for SDL version through SMPEG library
1222 * fixed bug when initializing font graphic structure
1223 * fixed bug with animation mode "pingpong" when using only 1 frame
1224 * fixed bug with extended change target introduced in 3.0.5
1225 * fixed bug where passing over moving element doubles player speed
1226 * fixed bug with elements continuing to move into push direction
1227 * fixed bug with duplicated player when dropping bomb with shield on
1228 * added "switching" event for custom elements ("pressing" only once)
1229 * fixed switching bug (resetting flag when not switching but not idle)
1232 * fixed element tokens for certain file elements with ".active" etc.
1235 * version number set to 3.0.6
1238 * version 3.0.5 released
1241 * now four envelope elements available
1242 * font, background, animation and sound for envelope now configurable
1243 * main menu doors opening/closing animation type now configurable
1246 * active/inactive sides configurable for custom element changes
1247 * new movement type "move when pushed" available for custom elements
1250 * fixed bug in multiple config pages loader code that caused crashes
1253 * enhanced (remaining low-resolution) Supaplex graphics
1256 * version number set to 3.0.5
1259 * version 3.0.4 released
1261 2003-09-12 src/tools.c
1262 * fixed bug in custom definition of crumbled element graphics
1264 2003-09-11 src/files.c
1265 * fixed bug in multiple config pages code that caused crashes
1268 * version number set to 3.0.4
1271 * version 3.0.3 released
1274 * added music to Supaplex classic level set
1276 2003-09-07 src/libgame/misc.c
1277 * added support for loading various music formats through SDL_mixer
1279 2003-09-06 (various source files)
1280 * fixed several nasty bugs that may have caused crashes on some systems
1281 * added envelope content which gets displayed when collecting envelope
1282 * added multiple change event pages for custom elements
1284 2003-08-24 src/game.c
1285 * fixed problem with player animation when snapping and moving
1287 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1288 * fixed problem with flickering when drawing toon animations
1290 2003-08-23 src/libgame/sdl.c
1291 * fixed problem with setting mouse cursor in SDL version in fullscreen
1293 2003-08-23 src/game.c
1294 * fixed bug (missing array boundary check) which could crash the game
1297 * version number set to 3.0.3
1300 * version 3.0.2 released
1302 2003-08-21 src/game.c
1303 * fixed bug with creating inaccessible elements at player position
1305 2003-08-20 src/init.c
1306 * fixed bug with not finding current level artwork directory
1308 2003-08-20 src/files.c
1309 * fixed bug with choosing wrong engine version when playing tapes
1310 * fixed bug with messing up custom element properties in 3.0.0 levels
1313 * version number set to 3.0.2
1316 * version 3.0.1 released
1318 2003-08-17 (no source files affected)
1319 * changed all "classic" PCX image files with 16 colors or less to
1320 256 color (8 bit) storage format, because the Allegro game library
1321 cannot handle PCX files with less than 256 colors (contributed
1322 graphics are not affected and might look wrong in the DOS version)
1324 2003-08-16 src/init.c
1325 * fixed bug which (for example) crashed the level editor when defining
1326 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1327 (only set to default) -- invalid graphics now set to default graphic
1329 2003-08-16 src/init.c
1330 * fixed graphical bug of player digging/collecting/snapping element
1331 when no corresponding graphic/animation is defined for this action,
1332 resulting in player being drawn as EL_EMPTY (which should only be
1333 done to elements being collected, but not to the player)
1335 2003-08-16 src/game.c
1336 * fixed small graphical bug of player not totally moving into exit
1338 2003-08-16 src/libgame/setup.c
1339 * fixed bug with wrong MS-DOS 8.3 filename conversion
1341 2003-08-16 src/tools.c
1342 * fixed bug with invisible mouse cursor when pressing ESC while playing
1344 2003-08-16 (various source files)
1345 * added another 128 custom elements (disabled in editor by default)
1347 2003-08-16 src/editor.c
1348 * fixed NULL string bug causing Solaris to crash in sprintf()
1350 2003-08-16 src/screen.c
1351 * fixed drawing over scrollbar on level selection with custom fonts
1353 2003-08-15 src/game.c
1354 * cleanup of simple sounds / loop sounds / music settings
1356 2003-08-08 (various source files)
1357 * added custom element property for dropping collected elements
1359 2003-08-08 src/conf_gfx.c
1360 * fixed bug with missing graphic for active red disk bomb
1362 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1363 * extended variable "level.gravity" to "level.initial_gravity" and
1364 "game.current_gravity" to prevent level setting from being changed
1365 by playing the level (keeping the runtime value after playing)
1367 * fixed graphics bug when digging element that has 'crumbled' graphic
1368 definition, but not 'diggable' graphic definition
1371 * version number set to 3.0.1
1374 * version 3.0.0 released
1377 * various bug fixes; among others:
1378 - fixed bug with pushing spring over empty space
1379 - fixed bug with leaving tube while placing dynamite
1380 - fixed bug with explosion of smashed penguins
1381 - allow Murphy player graphic in levels with non-Supaplex elements
1385 * I have forgotten to document changes for some time
1388 * pre-release version 2.2.0rc1 released
1391 * version number set to 2.1.2
1394 * version 2.1.1 released
1397 * version number set to 2.1.1
1400 * version 2.1.0 released
1403 * version number set to 2.1.0
1405 2002-04-03 to 2002-05-19 (various source files)
1406 * graphics, sounds and music now fully configurable
1407 * bug fixed that prevented walking through tubes when gravity on
1409 2002-04-02 src/events.c, src/editor.c
1410 * Make Escape key less aggressive when playing or when editing level.
1411 This can be configured as an option in the setup menu. (Default is
1412 "less aggressive" which means "ask user if something can be lost"
1413 when pressing the Escape key.)
1415 2002-04-02 src/screen.c
1416 * Added "graphics setup" screen.
1418 2002-04-01 src/screen.c
1419 * Changed "choose level" setup screen stuff to be more generic (to
1420 make it easier to add more "choose from generic tree" setup screens).
1422 2002-04-01 src/config.c, src/timestamp.h
1423 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1424 automatically gets created by "src/Makefile" and contains an actual
1425 compile-time timestamp to identify development versions of the game).
1427 2002-03-31 src/tape.c, src/events.c
1428 * Added quick game/tape save/load functions to tape stuff which can be
1429 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1430 loads previously recorded tape and directly goes into recording mode
1431 from the end of the tape (therefore appending to the tape).
1433 2002-03-31 src/tape.c
1434 * Added "index mark" function to tape recorder. When playing or
1435 recording, "eject" button changes to "index" button. Setting index
1436 mark is not yet implemented, but pressing index button when playing
1437 allows very quick advancing to end of tape (when normal playing),
1438 very fast forward mode (when playing with normal fast forward) or
1439 very fast reaching of "pause before end of tape" (when playing with
1440 "pause before end" playing mode).
1442 2002-03-30 src/cartoons.c
1443 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1445 2002-03-29 src/screen.c
1446 * Changed setup screen stuff to be more generic (to make it easier
1447 to add more setup screens).
1449 2002-03-23 src/main.c, src/main.h
1450 * Various changes due to the introduction of the new libgame files
1451 "setup.c" and "joystick.c".
1453 2002-03-23 src/files.c
1454 * Generic parts of "src/files.c" (mainly setup and level directory
1455 stuff) moved to new libgame file "src/libgame/setup.c".
1457 2002-03-23 src/joystick.c
1458 * File "src/joystick.c" moved to libgame source tree, with
1459 correspondig changes.
1461 2002-03-22 src/screens.c
1462 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1463 (Wrong level series information displayed when entering main group.)
1465 2002-03-22 src/editor.c
1466 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1468 2002-03-22 src/editor.c
1469 * Changed behaviour of "Escape" key in level editor to be more
1470 intuitive: When in "Element Properties" or "Level Info" mode,
1471 return to "Drawing Mode" instead of leaving the level editor.
1473 2002-03-21 src/game.c, src/editor.c, src/files.c
1474 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1475 gems (emeralds, diamonds, ...) slipping down from normal wall,
1476 steel wall and growing wall (as in E.M.C. style levels). Although
1477 the behaviour of contributed and private levels wasn't changed (due
1478 to the use of "level.game_version"; see previous entry), editing
1479 those levels will (of course) change the behaviour accordingly.
1481 This change seems a bit too hard after thinking about it, because
1482 the EM style behaviour is not the "expected" behaviour (gems would
1483 normally only slip down from "rounded" walls). Therefore this was
1484 now changed to an element property for gem style elements, with the
1485 default setting "off" (which means: no special EM style behaviour).
1486 To fix older converted levels, this flag is set to "on" for pre-2.0
1487 levels that are neither contributed nor private levels.
1489 2002-03-20 src/files.h
1490 * Corrected settings for "level.game_version" depending of level type.
1491 (Contributed and private levels always get played with game engine
1492 version they were created with, while converted levels always get
1493 played with the most recent version of the game engine, to let new
1494 corrections of the emulation behaviour take effect.)
1496 2002-03-20 src/main.h
1497 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1498 compiling the SDL version on some systems.
1499 Thanks to the several people who pointed this out.
1502 * Version number set to 2.0.2.
1505 * Version 2.0.1 released.
1507 2002-03-18 src/screens.c
1508 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1510 2002-03-18 src/files.c [src/libgame/misc.c]
1511 * Moved some common functions from src/files.c to src/libgame/misc.c.
1513 2002-03-18 src/files.c [src/libgame/misc.c]
1514 * Changed permissions for new directories and saved files (especially
1515 score files) according to suggestions of Debian users and mantainers.
1516 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1518 2002-03-17 src/files.c
1519 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1520 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1521 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1522 for levels and "TAPE" for tapes). Old "cookie" style format is
1523 still supported for reading. New level and tape files are written
1526 * New IFF chunk "VERS" contains version numbers for file and game
1527 (where "game version" is the version of the program that wrote the
1528 file, and "file version" is a version number to distinguish files
1529 with different format, for example after adding new features).
1531 2002-03-15 src/screen.c
1532 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1533 (Before, you heard a mixture of the in-game music and the
1534 hall-of-fame music.)
1536 2002-03-14 src/events.c
1537 * Function "DumpTape()" (files.c) now available by pressing 't' from
1538 main menu (when in DEBUG mode).
1540 2002-03-14 src/game.c
1541 * "GameWon()": When game was won playing a tape, now there is no delay
1542 raising the score and no corresponding sound is played.
1544 2002-03-14 src/files.c
1545 * Changed "LoadTape()" for real chunk support and also adjusted
1546 "SaveTape()" accordingly.
1548 2002-03-14 src/game.c, src/tape.c, src/files.c
1549 * Important changes to tape format: The old tape format stored all
1550 actions with a real effect with a corresponding delay between the
1551 stored actions. This had some major disadvantages (for example,
1552 push delays had to be ignored, pressing a button for some seconds
1553 mutated to several single button presses because of the non-action
1554 delays between two action frames etc.). The new tape format just
1555 stupidly records all device actions and replays them later. I really
1556 don't know why I haven't solved it that way before?! Old-style tapes
1557 (with tape file version less than 2.0) get converted to the new
1558 format on-the-fly when loading and can therefore still be played;
1559 only some minor parts of the old-style tape handling code was needed.
1560 (A perfect conversion is not possible, because there is information
1561 missing about the device actions between two action frames.)
1563 2002-03-14 src/files.c
1564 * New function "DumpTape()" to dump the contents of the current tape
1565 in a human readable format.
1567 2002-03-14 src/game.c
1568 * Small tape bug fixed: When automatically advancing to next level
1569 after a game was won, the tape from the previous level still was
1570 loaded as a tape for the new level.
1572 2002-03-14 src/tape.c
1573 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1574 tape, cartoons did not get completely removed because
1575 StopAnimation() was not called.
1577 2002-03-13 src/files.c
1578 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1579 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1580 size even when using 16-bit elements). Added new chunk "CNT2" for
1581 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1582 chunk even when content was 16-bit element). "CNT2" should now be
1583 able to store content for arbitrary elements (up to eight blocks of
1584 3 x 3 element arrays). All "CNT2" elements will always be stored as
1585 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1587 2002-03-13 src/files.c
1588 * Changed "LoadLevel()" for real chunk support.
1590 2002-03-12 src/game.c
1591 * Fixed problem (introduced after 2.0.0 release) with penguins
1592 not getting killed by enemies
1594 2002-02-24 src/game.c, src/main.h
1595 * Added "player->is_moving"; now "player->last_move_dir" does
1596 not contain any information if the player is just moving at
1598 Before, "player->last_move_dir" was misused for this purpose
1599 for the robot stuff (robots don't kill players when they are
1600 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1601 broke tapes when walking through pipes!
1602 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1603 in a continuous movement. This fact is ignored for friends and