2 * fixed array allocation in native Supaplex engine to correctly handle
3 preceding scratch buffers (needed because of missing border checking)
4 * fixed playfield initialization to correctly add raw header bytes as
5 subsequent scratch buffer (needed because of missing border checking)
8 * most important parts of native Supaplex engine integration working:
9 - native Supaplex levels can be played in native Supaplex engine
10 - native Supaplex level/demo files ("*.sp" files) can be re-played
11 - all 111 classic original Supaplex levels automatically solvable
12 - native Supaplex engine can be selected and used from level editor
13 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
16 * fixed another translation problem from VisualBasic to C (where "int"
17 should be "short") causing unsolvable demos with bugs and terminals
18 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
21 * fixed bug when reading Supaplex single level files (preventing loader
22 from seeking to level position like in Supaplex level package files)
25 * first classic Supaplex level running and solved by solution/demo tape
28 * started with integration of native Supaplex engine, using source code
29 of Megaplex from Frank Schindler, based on original Supaplex engine
32 * version number set to 3.2.6.2
35 * version 3.2.6.1 released
38 * fixed bug with element_info[e].gfx_element not being initialized in
39 early game stage, causing native graphics in EMC level sets to be
40 mapped completely to EL_EMPTY (causing a blank screen when playing)
41 (this only happened when starting the program with an EMC set with
42 native graphics, but not when switching to such a set at runtime)
45 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
46 and using self-compiled, patched SDL.dll that solves this problem
47 (interim solution until release of SDL 1.2.14 that should fix this)
50 * extended backwards compatibility mode to allow already fixed bug with
51 change actions (see "2008-02-05") for existing levels (especially the
52 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
55 * reactivated workaround to prevent program crashes due to blitting to
56 the same SDL surface that apparently only occurs on Windows systems
57 (this is no final solution; this problem needs further investigation)
60 * version number set to 3.2.6.1
63 * version 3.2.6.0 released
66 * fixed behaviour of player option "no centering when relocating" which
67 was incorrect when disabled and relocation target inside visible area
68 and "no scrolling when relocating" enabled at the same time
71 * fixed problems with re-mapping players on playfield to input devices:
72 previously, players found on the level playfield were changed to the
73 players connected to input devices (for example, player 3 in the level
74 was changed to player 1 (using artwork of player 3, to be able to use
75 a player with a different color)); this had the disadvantage that CE
76 conditions using player elements did not work (because the players in
77 the level definition are different to those effectively used in-game);
78 the new system uses the same player elements as defined in the level
79 playfield and re-maps the input devices of connected players to the
80 corresponding player elements when playing the level (in the above
81 example, player 3 now really exists in the game and is moved using the
82 events from input device 1); level tapes still store the events from
83 input devices 1 to 4, which are then re-mapped to players accordingly
84 when re-playing the tape (just as it is done when playing the level)
87 * fixed bug with player relocation while the player switches an element
90 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
91 not walkable (and did not let the player enter) when in process of
92 opening, but not fully open yet (which can cause the player not being
93 able to enter the exit in EM/DC style levels in time)
96 * fixed some bugs regarding the new level/CE random seed reset options
99 * moved "level settings" and "editor settings" to two tabbed screens in
100 level editor to gain space for additional level property settings
101 * added level setting to start a level with always the same random seed
102 * added CE action "set random seed" to re-initialize random seed in game
103 (this is the only CE action that gets executed before the CE changes,
104 which is needed to use the newly set random seed during the CE change)
107 * fixed redraw problem of special editor door when playing from editor
110 * fixed initialization of gfx_element for level sketch image creation
113 * added switch for EM style dynamite "[ ] explodes with chain reaction"
114 (with default set to "on" for existing levels, but "off" for all new
115 levels), as EM style dynamite does not chain-explode in original EM
118 * added optional initial inventory for players (pre-collected elements)
119 * added change page actions "set player inventory" and "set CE artwork"
120 * added recognition of "player" parameter on change pages when player
121 actions are defined, but no trigger player in corresponding condition
122 (this resulted in actions that only affected the first player before)
123 * fixed bug with change actions being executed for newly created custom
124 elements resulting from custom element changes, when the intention was
125 only to check for change actions for the previous custom element
128 * changed design and size of element drawing area in level editor
129 * added "element used as action parameter" to element change actions
132 * added possibility to reanimate player immediately after his death
133 (for example, by "change to <player> when explosion of <player>")
136 * fixed bug with "gray" white door not being uncovered by magnifier
137 * added score for collecting (any) key to the white key config page
140 * added condition "deadly when <getting hit by>" for custom elements
141 that behaves a bit like the existing "deadly when <colliding with>",
142 but with the following differences:
143 - it only kills players or friends when it was moving before it hits
144 - it does not kill players or friends that try to run into it
147 * fixed the following change conditions where a player element is used
148 as the "element that is triggering the custom element change":
151 - explosion of <element>
153 (the last two conditions already worked partially, but only for the
154 first player, and not for the "Murphy" player when using "move of")
157 * fixed crash bug caused by accessing invalid element (with value -1)
158 in UpdateGameControlValues()
159 * fixed graphical bug when using two-tile movement animations with EMC
160 game engine without explicitly using native EMC graphics engine
163 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
164 try to push something (due to push delay) does not cause a dig action
167 * fixed bug with reference elements used as trigger elements on custom
168 element change pages not being recognized
169 * fixed bug with reference elements not being removed from the playfield
170 * added engine functionality that allows custom elements that "can dig"
171 other elements not only to do so when moving by themselves, but also
172 when being pushed by the player (therefore adding the functionality to
173 push one element over another element, replacing it with the new one)
176 * added command line function to write level sketch images to directory
179 * merged override and auto-override options into new override options
180 with a new data type than can take the values "no", "yes" and "auto"
183 * fixed growing steel wall to also leave behind steel wall instead of
184 normal, destructible wall
185 * fixed handling of rocks falling through stacks of quicksand with
186 different speed (before, the rocks just got stuck in the quicksand)
189 * fixed nasty bug with auto-override and normal override not working on
190 program startup (especially when current level set has custom artwork)
193 * version 3.2.5 released as special edition "R'n'D jue"
196 * fixed X11 crash bug when blitting masked title screens over background
199 * changed build system to support special editions (like "R'n'D jue")
200 * added (hardcoded) loading graphics for "R'n'D jue" special edition
201 * fixed X11 crash bug when scaling images with width/height less than 32
204 * added "background.PLAYING" (only visible as two-pixel border in game)
205 * added default level set for first start of special R'n'D version
206 * changed door animations for editor always behaving like "quick doors"
209 * added new custom artwork setup option "auto-override non-CE sets" for
210 automatic artwork override that is only used for level sets without
211 custom element artwork (as it does not make much sense to override
212 any artwork that redefines custom element artwork for sets using CEs)
213 * fixed default artwork for "special" R'n'D versions always using the
214 "classic" artwork as the base if base artwork is not explicitly
215 defined in "levelinfo.conf", regardless of different default artwork
216 used by the special R'n'D version -- this is needed because any such
217 custom artwork is designed using the "classic" artwork definitions as
218 the base (including menu definitions and screen positions etc., which
219 would otherwise be taken from the different special default artwork)
222 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
223 for both EMC and R'n'D graphics engine (heavy workarounds needed due
224 to massively broken handling of quicksand in R'n'D game engine)
225 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
226 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
229 * fixed small bug in toon drawing (introduced when fixing the crash bug)
232 * added graphics definition "game.panel.highscore" to display the
233 current levels current high score in the game panel
236 * version number set to 3.2.5
239 * version 3.2.4 released
242 * fixed crash bug in toon drawing functions for large step offset values
245 * fixed some problems with displaying game panel when quick-loading tape
248 * fixed (experimental only) redrawing of every tile per frame (even if
249 unneeded) for the extended (R'n'D based) EMC graphics engine
250 * added optimization to only calculate element count for panel display
251 if really needed (that is, if element count values defined on panel)
252 * fixed problem with special editor door redraw when entering main menu
255 * fixed bug with displaying background for title messages on info screen
256 * some code cleanup for the extended (R'n'D based) EMC graphics engine
259 * fixed bug with CE action "move player" always resulting in player 4
260 if there was a CE action with no trigger player (because the player
261 element was calculated by using log_2() from trigger player bits with
262 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
263 triggering player bit mask and handling all players in "move player"
264 * fixed bug when defined artwork cannot be found for artwork that has
265 default artwork cloned from other artwork (without default filename)
266 * added several fixes to the extended (R'n'D based) EMC graphics engine
269 * fixed broken editor copy and paste for custom elements between levels
272 * title messages are now also searched in graphics artwork directory;
273 those found in graphics directory have precendence over those found
274 in level directory -- this handles title messages stored in graphics
275 directories as part of the artwork set, just like title images; this
276 makes sense, as corresponding special font definitions for messages
277 are usually defined in the same graphics artwork directory, and also
278 because title images and title messages that are combined in a level
279 set introduction should usually not be separated when the level set
280 is used with a different artwork set (e.g. using "override graphics")
281 * fixed problem with door borders on main screen by first drawing doors
282 and then the corresponding border masks, but not vice versa
283 * fixed problem with artwork config entries using the value "[DEFAULT]";
284 this does not what one might expect, but sets the value to an invalid
285 value -- solution: simply ignore such entries, which results in this
286 value keeping its previous (real) default value (in general, entries
287 that should use their default value should just not be defined here)
288 * fixed problem with wrong fading area size from main menu to setup menu
291 * fixed problem with broken crumbled graphics after level set changes
292 when using R'n'D custom artwork with level sets using the EMC engine
295 * fixed invisible "joysticks deactivated ..." text on setup input screen
298 * added use of hashes created from static lists (element tokens, image
299 config, font tokens) to speed up lookup of configuration parameters
300 * fixed bug where element and graphic config token lookup was mixed up
303 * added "busy" animation when initializing program and loading artwork
304 * added initialization profiling for program startup (debugging only)
307 * fixed(?) very strange bug apparently triggered by memset() when code
308 was cross-compiled with MinGW cross-compiler for Windows XP platform
309 (this only happened when using SDL.dll also self-compiled with MinGW)
312 * added graphics engine directive "border.draw_masked_when_fading" that
313 enables/disables drawing of border mask over screen that is just faded
316 * fixed small problem with separate fading definition for game screen
319 * added additional configuration directives for setup screen draw offset
320 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
321 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
322 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
323 used to define draw offset on custom artwork selection screens and
324 "CHOOSE_OTHER" is used on all other list style selection screens, like
325 choosing game speed or screen mode for fullscreen mode)
326 * added additional configuration directives to define main menu buttons:
327 - menu.button_name and menu.button_name.active
328 - menu.button_levels and menu.button_levels.active
329 - menu.button_scores and menu.button_scores.active
330 - menu.button_editor and menu.button_editor.active
331 - menu.button_info and menu.button_info.active
332 - menu.button_game and menu.button_game.active
333 - menu.button_setup and menu.button_setup.active
334 - menu.button_quit and menu.button_quit.active
335 * added eight pure decoration graphic definitions for the game panel
338 * added support for accessing native Diamond Caves II level packages
339 * fixed displaying of game panel values for Emerald Mine game engine
340 * fixed displaying end-of-level time and score values on new game panel
343 * added game panel control to display arbitrary elements on game panel
344 * added game panel control to display custom element score (globally
345 unique for identical custom elements) either as value or as element
346 * added ".draw_masked" and ".draw_order" to game panel control drawing
349 * fixed some general bugs with handling of ".active" elements and fonts
352 * cleanup of game panel elements (some elements were not really needed)
353 * added displaying of gravity state (on/off) as new game panel control
354 * added animation for game panel elements (similar to game elements)
357 * added new pseudo game mode "PANEL" to define panel fonts and graphics
358 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
359 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
360 (else graphics would have to use ".PLAYING", which would be confusing)
361 * fixed bug when fading out to game screen with border mask defined
364 * added attribute ".tile_size" for element style game panel controls
367 * added <space> key as additional valid key to use for confirm requester
370 * improved menu fading, adding separate fading definitions for entering
371 and leaving a "content" screen (in general), and optional definitions
372 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
375 * added (currently invisible) setup option to define scroll delay value
376 * fixed small bug in priority handling when auto-detecting level start
377 position in levels without player element (but player from CE etc.)
378 * added option "game.forced_scroll_delay_value" to override user choice
379 of scroll delay value for certain level sets with "graphicsinfo.conf"
380 * replaced setup option "scroll delay: on/off" by new setup option that
381 directly allows selecting the desired scroll delay value from 0 to 8
384 * added displaying of most game panel control elements (not animated)
387 * added new configuration directives to display additional game engine
388 values on the game control panel, like the following examples:
389 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
390 - game.panel.penguins - number of penguins to rescue
391 - game.panel.level_name - level name of current level
394 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
397 * added new player option "no centering when relocating" for "invisible"
398 teleportations to level areas that look exactly the same, giving the
399 illusion that the player did not relocate at all (this was the default
400 since 3.2.3, but caused visual problems with room creation in "Zelda")
401 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
404 * improved menu fading, adding separate fading definitions for entering
405 and leaving a menu and for fading between menu and "content" screens
406 * fixed small bug with recognizing also ".font_xyz" style definitions
409 * improved menu fading, adding separate fading definitions for fading
410 between menu screens and fading between menu and "destination" screens
413 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
414 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
415 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
416 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
418 * improved title fading, allowing fading animation types "none", "fade"
419 and "crossfade" (including cross-fading of last title to main menu)
422 * added configurability of graphics, sounds and music for title screens,
423 which are separated into initial title screens (only shown once at
424 program startup) and title screens shown for a given level set; these
425 title screens can be composed of up to five title images and up to
426 five title text messages (each drawn using an optional background
427 image), also using background music and/or sounds; aspects like
428 background images, sounds and music of title screens can either be
429 defined generally (valid for all title screens) or specifically (and
430 therefore differently for each title screen) using these directives:
432 to define a background image, sound or music file for all screens:
433 - background.TITLE_INITIAL (for all title screens for game startup)
434 - background.TITLE (for all title screens for level sets)
436 to define a background image, sound or music file for a single screen:
437 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
438 - background.titlescreen_x (with x in 1,2,3,4,5)
439 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
440 - background.titlemessage_x (with x in 1,2,3,4,5)
442 to define the title screen images:
443 - titlescreen_initial_x (with x in 1,2,3,4,5)
444 - titlescreen_x (with x in 1,2,3,4,5)
446 to define the title text messages, place text files into the level set
447 directory that have the following file names:
448 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
449 - titlemessage_x.txt (with x in 1,2,3,4,5)
451 to define the properties of the text messages, either use directives
452 that affect all text messages:
453 - [titlemessage_initial].<suffix>
454 - [titlemessage].<suffix>
455 or use directives that affect single text messages:
456 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
457 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
459 valid values for <suffix> are the same as for readme.<suffix> below;
460 use ".sort_priority" (default: 0) to define an arbitrary order for
461 title images and title messages (which can therefore be mixed)
464 * added full configurability of "readme.txt" screen appearance:
465 - readme.x: <left position used with alignment>
466 - readme.y: <top position>
467 - readme.width: <maximim text width in pixels>
468 - readme.height: <maximum text height in pixels>
469 - readme.chars: <maximum number of chars per line>
470 - readme.lines: <maximum number of lines displayed>
471 - readme.align: left,center,right (default: center)
472 - readme.top: top,middle,bottom (default: top)
473 - readme.font: font name
474 - readme.autowrap: true,false (default: true)
475 - readme.centered: true,false (default: false)
476 - readme.parse_comments: true,false (default: true)
477 - readme.sort_priority: (not used here, but only for title screens)
478 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
479 default), they are automatically determined from "readme.width" and
480 "readme.height" accordingly; when they are not "-1", they have
481 precedence over "readme.width" and "readme.height"
482 * added internal ad-hoc config settings for displaying text files like
483 title messages or "readme.txt" style level set info files:
484 - .font: font name (default: readme.font)
485 - .autowrap: true,false (default: readme.autowrap)
486 - .centered: true,false (default: readme.centered)
487 - .parse_comments: true,false (default: readme.parse_comments)
488 (the leading '.' and the separating ':' are mandatory here); to use
489 these ad-hoc settings, they have to be written inside a comment, like
490 "# .autowrap: false" or "# .centered: true"; these settings then
491 override the above global settings (they can even be used more than
492 once, like "# .centered: true", then some text that should be drawn
493 centered, then "# .centered: false" to go back to non-centered text;
494 important note: after using "# .parse_comments: false", or when using
495 "readme.parse_comments: false", detecting and parsing comments inside
496 the file is disabled and comments are just printed like normal text;
497 also be aware that all automatic text size calculations are done with
498 the font defined in "readme.font", while using different fonts using
499 "# .font: <font>" inside the text file may cause unexpected results
502 * changed some numerical limits in the level editor from 255 to 999
505 * added option "system.sdl_videodriver" to select SDL video driver
506 * added output of SDL video and audio driver to "version info" page
509 * added group element drawing to IntelliDraw drawing functions
510 * fixed animation resetting problem again (last try broke Snake Bite)
511 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
514 * added new (special) "include: <filename>" directive that works in all
515 configuration files (like "graphicsinfo.conf") and that has the same
516 effect as if that directive would be replaced with the content of the
517 specified file (this can be useful to split large configuration files
518 into several smaller ones and include them from one main file, or to
519 store configuration settings that always stay the same into a separate
520 file, while including it and only add those parts that really change)
523 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
526 * fixed bug in "InitMovingField()" where treating an integer array as
527 boolean caused wrong resetting of animations while elements are moving
528 * fixed problem with resetting animations when starting element change
531 * added sort priority for order of title screens and title messages
534 * changed end of game again: do not wait for the user to press a key
535 anymore, but directly ask/confirm tape saving and go to hall of fame
536 * re-enabled quitting of lost game by pressing space or return again
537 * added blanking of mouse pointer when displaying title screens
538 * added remaining menu draw offset definitions for info sub-screens
541 * added setup option to select game speed (from very slow to very fast)
542 * improved handling of title text messages (initial and for level set)
545 * added new options "auto-wrap" and "centered" for DC2 style envelopes
548 * fixed displaying and typing of player name when it is centered
549 * added special characters to be allowed for player name (not only A-Z)
552 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
553 (newer versions of the SDL library seem to not like this anymore)
556 * added code for configuration directives for control of game panel
559 * fixed small cosmetical bug with underlining property tabs in editor
562 * fixed small drawing bug in X11FadeRectangle
563 * added new elements for newly supported Diamond Caves II levels:
564 - EM/DC style exits that disappear after passing
565 - white key and gate (one white key needed for each white gate)
566 - fake gate (there is no key to open/pass this kind of gate!)
567 - extended magic wall which also handles pearls and crystals
571 * changed maximum value for endless loop detection to a higher value
572 (some levels really used very deep recursion without being endless)
575 * added new elements for newly supported Diamond Caves II levels:
576 - growing steel walls
577 - snappable land mine
580 * added new elements for newly supported Diamond Caves II levels:
581 - steel text elements
584 * added level file loader for native Diamond Caves II levels
587 * version number set to 3.2.4
590 * version 3.2.3 released
593 * fixed malloc/free bug when updating EMC artwork entries in level list
594 * added workaround (warning and request to quit the current game) when
595 changing elements cause endless recursion loop (which would otherwise
596 freeze the game, causing a crash-like program exit on some systems)
599 * fixed nasty string overflow bug when entering too long envelope text
602 * added feedback sounds for menu navigation "menu.item.activating" and
603 "menu.item.selecting" (for highlighting and executing menu entries)
606 * improved "no scrolling when relocating" to also consider scroll delay
607 (meaning that the player is not automatically centered in this case;
608 this makes it possible to "invisibly" relocate the player to a region
609 of the level playfield which looks the same as the old level region)
610 * fixed bug with not recognizing "main.input.name.align" when active
613 * fixed bug with displaying masked borders over title screens when
614 screen fading is disabled
617 * fixed infinite loop / crash bug when killing the player while having
618 a CE with the setting "kill player X when explosion of <player X>"
619 * added special editor graphic for "char_space" to distinguish it from
620 "empty_space" when editing a level (in-game graphics still the same)
623 * fixed nasty bug with initialization only done for the first player
626 * small change to handle loading empty element/content list micro chunks
629 * uploaded pre-release (test) version 3.2.3-0 binary and source code
632 * some optimizations on startup speed by reducing initial text output
635 * added caching of custom artwork information for faster startup times
638 * fixed graphical bug when using fewer menu entries on level selection
639 screen than usual (with "menu.list_size.LEVELS" directive)
640 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
641 the backbuffer to the backbuffer by error (with identical rectangle)
644 * fixed bug when displaying titlescreen with size less than element tile
645 * fixed bug that caused elements with "change when digging <e>" event
646 to change for _every_ digged element, not only those specified in <e>
647 * fixed bug that caused impact style collision when dropping element one
648 tile over the player that can both fall down and smash players
649 * fixed bug that caused impact style collision when element changed to
650 falling/smashing element over the player immediately after movement
653 * fixed bug that allowed making engine snapshots from the level editor
656 * fixed bugs with player name and current level positions on main screen
659 * added configuration directives for control of title screens:
660 - "title.fade_delay" for fading time
661 - "title.post_delay" for pause between screens (when not crossfading)
662 - "title.auto_delay" to automatically continue after some time
663 these settings can each be overridden by specifying them with titles:
664 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
665 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
666 fading mode can also be specified:
667 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
668 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
669 default is using normal fading for menues and initial title screens,
670 while using cross-fading for level set title screens
671 * fixed bug with background not drawn in Hall of Fame after game was won
674 * added configuration directives for the remaining main menu items
677 * added additional configuration directives for info screen draw offset:
678 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
679 * added additional configuration directives for preview info text
680 * limited mouse wheel sensitive screen area to scrollable screen area
683 * added highlighted menu text entries to menu navigation when selected
686 * fixed bug that prevented player from correctly being created in the
687 top left corner by a custom element change in a level without player
688 * fixed bug that prevented player from being killed when indestructible,
689 non-walkable element is placed on player position by extended change
690 * added configurable menu button, text and input positions to main menu
693 * added page fading effects for remaining info sub-screens
694 * fixed small bug that caused some delays when answering door request
697 * added directives "border.draw_masked.*" for menu/playfield area and
698 door areas to display overlapping/masked borders from "global.border"
701 * fixed bug with CE with move speed "not moving" not being animated
702 * when changing player artwork by CE action, reset animation frame
705 * fixed bug with not unmapping main menu screen gadgets on other screens
706 * fixed bug with un-pausing a paused game by releasing still pressed key
707 * fixed bug with not redrawing screen when toggling to/from fullscreen
708 mode while fast reloading tape (without redrawing playfield contents)
709 * fixed bug with quick-saving tape snapshot despite answering with "no"
712 * version number set to 3.2.3
715 * version 3.2.2 released
718 * fixed bug with redrawing screen in fullscreen mode after quick tape
719 reloading when using the EMC game engine
720 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
723 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
726 * added engine snapshot functionality for instant tape reloading (this
727 only works for the last tape saved using "quick save", and does not
728 work across program restarts, because it completely works in memory)
731 * version number set to 3.2.2
734 * version 3.2.1 released
737 * fixed nasty bugs with handling error message file on Mac OS X systems
740 * general code cleanup (removing many annoying "#if 0" blocks etc.)
743 * fixed bug that caused broken tapes when manually appending to tapes
744 using the "pause before death" functionality, followed by recording
745 * added setup option to disable fading of screens for faster testing
748 * code cleanup of new fading functions
751 * changed behaviour after solved game -- do not immediately stop engine
752 * added some more smooth screen fadings (game start, hall of fame etc.)
755 * fixed bug with displaying pushed CE with value/score/delay anim_mode
758 * added configurable level preview position, tile size and dimensions
759 * added configurable game panel value positions (gems, time, score etc.)
762 * fixed small bug with time displayed incorrectly when collecting CEs
765 * fixed bug with bumpy scrolling with EM engine in double player mode
768 * added compatibility code to fix "Snake Bite" style levels that were
769 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
772 * fixed bug with scrollbars inside editor when using the Windows mouse
773 enhancement tool "True X-Mouse" (which injects key events to the event
774 queue to insert selected stuff into the Windows clipboard, which gets
775 confused with the "Insert" key for jumping to the last editor cascade
776 block in the element list)
777 * added Rocks'n'Diamonds icon for use as window icon to SDL version
778 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
781 * added selection of preferred fullscreen mode to setup / graphics menu
782 (useful if default mode 800 x 600 does not match screen aspect ratio)
785 * improved down-scaling of images for better editor and preview graphics
786 * changed user data directory for Mac OS X from Unix style to new place
789 * improved level number selection in main menu and player selection in
790 setup menu (input devices section) by using standard button gadgets
791 * added support for mouse scroll wheel (caused buggy behaviour before)
792 * added support for scrolling horizontal scrollbars with mouse wheel by
793 holding "Shift" key pressed while scrolling the wheel
794 * added support for single step mouse wheel scrolling by holding "Alt"
795 key pressed while scrolling the wheel (can be combined with "Shift")
796 * changed output file "stderr.txt" on Windows platform now always to be
797 created in the R'n'D sub-directory of the personal documents directory
798 * added Windows message box to direct to "stderr.txt" after error aborts
801 * improved general scrollbar handling (when jump-scrolling scrollbars)
804 * changed scrollbars to always show last line as first after scrolling
805 (that means jumping n - 1 screen lines instead of n screen lines)
808 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
809 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
810 * fixed special handling of vertically stacked acid becoming fake acid
813 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
814 affect multiple instances of the same CE, although this kind of
815 change condition usually only affects one single custom element
818 * version number set to 3.2.1
821 * version 3.2.0 released
824 * reorganized level editor element list a bit to match engines better
827 * fixed newly introduced bug with wrongly initializing clipboard element
830 * fixed bug with displaying visible/invisible level border in editor
833 * reorganized some elements in the level editor element list
836 * fixed bug with displaying any player as "yellow" when moving into acid
837 * fixed bug with displaying running player when player stopped at border
840 * fixed bug with player exploding when moving into acid
841 * fixed bug with level settings being reset in editor and when playing
842 (some compatibility settings being set not only after level loading)
843 * fixed crash bug when number of custom graphic frames was set to zero
844 * fixed bug with teleporting player on walkable tile not working anymore
845 * added partial compatibility support for pre-release-only "CONF" chunk
846 (to make Alan Bond's "color cycle" demo work again :-) )
849 * fixed some bugs when displaying title screens from info screen menu
850 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
853 * changed file major version to 3 to reflect level file format changes
854 * uploaded pre-release (test) version 3.2.0-8 binary and source code
857 * added new chunk "NAME" to level file format for level name settings
858 * added new chunk "NOTE" to level file format for envelope settings
859 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
860 * updated magic(5) file to recognize changed and new level file chunks
861 * removed change events "change when CE value/score changes" as unneeded
864 * changed gravity (which only affects the player) from level property
865 to player property (only makes a difference in multi-player levels)
866 * added change events "change when CE value/score changes"
867 * added change events "change when CE value/score changes of <element>"
870 * added new chunk "INFO" to level file format for global level settings
871 * added all element settings from "HEAD" chunk to "CONF" chunk
872 * added all global level settings from "HEAD" chunk to "INFO" chunk
875 * changed level file format by adding two new chunks "CUSX" (for custom
876 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
877 elements, replacing the previous "GRP1" chunk); these new IFF style
878 chunks use the new and flexible "micro chunks inside chunks" technique
879 already used with the new "CONF" chunk (for normal element properties)
880 which makes it possible to easily extend the existing level format
881 (instead of using fixed-length chunks like before, which are either
882 too big due to reserved bytes for future use, or too small when those
883 reserved bytes have all been used and even more data should be stored,
884 requiring the replacement by new and larger chunks just like it went
885 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
888 * added credits pages to the "credits" section that were really missing
889 * added some missing element descriptions to the level editor
890 * added down position of switchgate switch to the level editor
891 and allowed the use of both switch positions at the same time
892 * changed use of "Insert" and "Delete" keys to navigate element list in
893 level editor to start of previous or next cascading block of elements
896 * added the possibility to view the title screen to the info screen menu
897 * fixed some minor bugs with viewing title screens
900 * fixed bug with title (cross)fading in/out when using fullscreen mode
903 * fixed bug that forced re-defining of menu settings in local graphics
904 config file which are already defined in existing base config file
905 * fixed small bug that caused door sounds playing when music is enabled
908 * added the possibility to define up to five title screens for each
909 level set that are displayed after loading using (cross)fading in/out
910 (this was added to display the various start images of the EMC sets)
913 * added "CE score gets zero [of]" to custom element trigger conditions
914 * added setup option to display element token name in level editor
917 * added compatibility code for Juergen Bonhagen's menu artwork settings
920 * fixed bug with displaying wrong animation frame 0 after CE changes
921 * fixed bug with creating invisible elements when light switch is on
924 * added selection between ECS and AGA graphics for EMC levels to setup
927 * adjusted font handling for various narrow EMC style fonts
930 * changed EM engine behaviour back to re-allow initial rolling springs
933 * fixed handling of over-large selectboxes (less error-prone now)
934 * fixed bug when creating GE with walkable element under the player
937 * added use of "Insert" and "Delete" keys to navigate element list in
938 level editor to start of custom elements or start of group elements
939 * added virtual elements to access CE value and CE score of elements:
940 - "CE value of triggering element"
941 - "CE score of triggering element"
942 - "CE value of current element"
943 - "CE score of current element"
946 * fixed "grass" to "sand" in older EM levels (up to file version V4)
949 * changed behaviour of network games with internal errors (because of
950 different client frame counters) from immediately terminating R'n'D
951 to displaying an error message requester and stopping only the game
952 (also to prevent impression of crashes under non command-line runs)
953 * fixed playing network games with the EMC engine (did not work before)
954 * fixed bug with not scrolling the screen in multi-player mode with the
955 focus on player 1 when all players are moving in different directions
956 * fixed bug with keeping pointer to gadget even after its deallocation
957 * fixed bug with allowing "focus on all players" in network games
958 * fixed bug with player focus when playing tapes from network games
961 * uploaded pre-release (test) version 3.2.0-7 binary and source code
964 * code cleanup for game action control for R'n'D and EMC game engine
967 * fixed bug in multi-player movement with focus on both players
968 * added option to control only the focussed player with all input
971 * added player focus switching to level tape recording and re-playing
974 * fixed some bugs in player focus switching in EMC and RND game engine
977 * added special Supaplex animations for Murphy digging and snapping
978 * added special Supaplex animations for Murphy being bored and sleeping
981 * added four new yam yams with explicit start direction for EMC engine
982 * fixed bug in src/libgame/text.c with printing text outside the window
985 * fixed small bug in EMC level loader (copyright sign in EM II levels)
988 * added delayed ignition of EM style dynamite when used in R'n'D engine
989 * added limited movement range to EMC engine when focus on all players
992 * fixed bug with missing (zero) score values for native Supaplex levels
995 * added "continuous snapping" (snapping many elements while holding the
996 snap key pressed, without releasing the snap key after each element)
997 as a new player setting for more compatibility with the classic games
1000 * finished scrolling for "focus on all players" in EMC graphics engine
1003 * level sets with "levels: 0" are ignored for levels, but not artwork
1004 * fixed bug when scanning empty level group directories (endless loop)
1007 * fixed bug with explosion graphic for player using "Murphy" graphic
1008 * fixed bug with explosion graphic if player leaves explosion in time
1009 * changed some descriptive text in setup menu to use medium-width font
1010 * added key shortcut settings for switching player focus to setup menu
1013 * fixed bug with random value initialization when recording tapes
1014 * fixed bug with playing single player tapes when team mode activated
1017 * fixed little bug when trying to switch to player that does not exist
1020 * added player switching (visual and quick) to R'n'D and EM game engine
1021 * added setup option to select visual or quick in-game player switching
1024 * added use of "Home" and "End" keys to handle element list in editor
1027 * fixed bug with adding score when playing tape with EMC game engine
1028 * added steel wall border for levels using EMC engine without border
1029 * finally fixed delayed scrolling in EMC engine also for small levels
1032 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1035 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1036 * fixed bug when displaying info element without action, but direction
1039 * fixed minor graphical problems with springs smashing and slurping
1040 (when using R'n'D style graphics instead of EMC style graphics)
1043 * added scroll delay (as configured in setup) to EMC graphics engine
1046 * improved screen redraw for EMC graphics engine (faster and smoother)
1047 * when not scrolling, do not redraw the whole playfield if not needed
1050 * added multi-player mode for EMC game engine (with up to four players)
1053 * added android (can clone elements) from EMC engine to R'n'D engine
1056 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1059 * added selectbox for initial player speed to player settings in editor
1062 * version 3.1.2 created that is basically version 3.1.1, but with a
1063 major bug fixed that prevented editing your own private levels
1064 * version 3.1.2 released
1067 * added magic ball (creates elements) from EMC engine to R'n'D engine
1070 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1073 * fixed bug when using "CE can leave behind <trigger element>"
1074 * added new change condition "(after/when) creation of <element>"
1075 * added new change condition "(after/when) digging <element>"
1076 * fixed bug accessing invalid gadget that caused crashes under Windows
1077 * deactivated new possibility for multiple CE changes per frame
1080 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1083 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1084 * fixed bug with not keeping CE value for moving CEs with only action
1085 * changed CE action selectboxes in editor to be only reset when needed
1088 * added option "use artwork from element" for custom player artwork
1089 * added option "use explosion from element" for player explosions
1092 * added cascaded element lists in the level editor
1093 * added persistence for cascaded element lists by "editorcascade.conf"
1094 * added dynamic element list with all elements used in current level
1095 * added possibility for multiple CE changes per frame (experimental)
1098 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1101 * changed "score for each 10 seconds/steps left" to "1 second/step"
1102 * added own score for collecting "extra time" instead of sharing it
1103 * added change events "switched by player" and "player switches <e>"
1104 * added change events "snapped by player" and "player snaps <e>"
1105 * added "set player artwork: <element choice>" to CE action options
1106 * added change event "move of <element>"
1109 * added "set player shield: off / normal / deadly" to CE action options
1110 * added new player option "use level start element" in level editor
1111 to set the correct focus at level start to elements from which the
1112 player is created later (this did not work before for cascaded CE
1113 changes resulting in creation of the player; it is now also possible
1114 to create the player from a yam yam which is smashed at level start)
1117 * added "set player speed: frozen (not moving)" to CE action options
1118 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1121 * added new player option "block snap field" (enabled by default) to
1122 make it possible to show a snapping animation like in Emerald Mine
1125 * added dynamic selectboxes to custom element action settings in editor
1126 * added "CE value" counter for custom elements (instead of "CE count")
1127 * added option to use the last "CE value" after custom element change
1128 * added option to use the "CE value" of other elements in CE actions
1129 * fixed odd behaviour when pressing time orb in levels w/o time limit
1130 * added checkbox "use time orb bug" for older levels that use this bug
1133 * added missing configuration settings for the following elements:
1134 - EL_TIMEGATE_SWITCH (time of open time gate)
1135 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1136 - EL_SHIELD_NORMAL (time of shield duration)
1137 - EL_SHIELD_DEADLY (time of shield duration)
1138 - EL_EXTRA_TIME (time added to level time)
1139 - EL_TIME_ORB_FULL (time added to level time)
1142 * added "wind direction" as a movement pattern for custom elements
1143 * added initial wind direction for balloon / custom elements to editor
1144 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1147 * added parameters for "game of life" and "biomaze" elements to editor
1150 * added level file chunk "CONF" for generic level and element settings
1153 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1156 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1157 * added sound action ".page[1]" to ".page[32]" for each CE change page
1160 * added image config suffix ".clone_from" to copy whole image settings
1161 * fixed bug with invalid ("undefined") CE settings in old level files
1164 * fixed graphical bug with smashing elements falling faster than player
1167 * fixed major bug which prevented private levels from being edited
1168 * fixed bug with precedence of general and special font definitions
1171 * fixed graphical bug with player animation when player moves slowly
1174 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1177 * fixed bug which prevented "global.num_toons: 0" from working
1180 * major code cleanup (removed all these annoying "#if 0" blocks)
1183 * added custom element actions for CE change page in level editor
1186 * fixed music initialization bug in init.c (thanks to David Binderman)
1187 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1188 (this bug must probably be fixed at other places, too)
1191 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1192 (should be '#include <SDL.h>' instead)
1195 * fixed bug which prevented "walkable from no direction" from working
1196 (due to compatibility code overwriting this setting after loading)
1199 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1202 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1203 * version 3.1.1 released
1206 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1207 on 64-bit architecture systems with LP64 data model
1210 * fixed bug with bombs not exploding when hitting the last level line
1211 (introduced after the release of 3.1.0)
1214 * added support for dumping small-sized level sketches from editor
1217 * added recognition of "trigger element" for "change digged element to"
1218 (this is not really what the "trigger element" was made for, but its
1219 use may seem obvious for leaving back digged elements unchanged)
1222 * fixed multiple warnings about failed joystick device initialization
1225 * fixed bug with dynamite dropped on top of just dropped custom element
1226 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1227 dynamite can still be dropped, but drop key must be released before
1230 * fixed bug with wrong start directory when started from file browser
1231 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1234 * fixed bug causing "change when impact" on player not working
1235 * fixed wrong priority of "hitting something" over "hitting <element>"
1236 * fixed wrong priority of "hit by something" over "hit by <element>"
1239 * fixed graphical bug which caused the player (being Murphy) to show
1240 collecting animations although the element was collected by penguin
1243 * fixed two bugs causing wrong door background graphics in system.c
1244 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1247 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1248 * added "no direction" to "walkable/passable from" selectbox options
1251 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1252 * in tape autoplay, not only report broken, but also missing tapes
1255 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1258 * fixed small bug with "linear" animation not working for active lamp
1261 * fixed bug with moving up despite gravity due to "block last field"
1262 * fixed small bug with wrong draw offset when typing name in main menu
1263 * when reading user names from "passwd", ignore data after first comma
1264 * when creating new "levelinfo.conf", only write some selected entries
1267 * fixed displaying "imported from/by" on preview with empty string
1268 * fixed ignoring draw offset for fonts used for level preview texts
1271 * fixed a delay problem with SDL and too many mouse motion events
1272 * added setup option "skip levels" and level skipping functionality
1275 * added move speed "not moving" for non-moving CEs, but with direction
1278 * fixed mapping of obsolete element token names in "editorsetup.conf"
1279 * fixed bug with sound "acid.splashing" treated as a loop sound
1280 * fixed some little sound bugs in native EM engine
1283 * fixed small bug when dragging scrollbars to end positions
1286 * added editor element descriptions written by Aaron Davidson
1289 * improved fallback handling when configured artwork is not available
1290 (now using default artwork instead of exiting when files not found)
1293 * fixed bug on level selection screen when dragging scrollbar
1296 * fixed bug which caused broken tapes when appending to EM engine tapes
1299 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1302 * added code to replace changed artwork config tokens with other tokens
1303 (needed for backwards compatibility, so that older tokens still work)
1306 * added native R'n'D graphics for some new EMC elements in EM engine
1309 * fixed some bugs in the EM engine integration code
1310 * changed EM engine code to allow diagonal movement
1311 * changed EM engine code to allow use of separate snap and drop keys
1314 * fixed some redraw bugs when using EM engine
1317 * fixed bug with not converting RND levels which are set to use native
1318 engine to native level structure when loading
1321 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1324 * version number set to 3.2.0
1327 * level data now reset to defaults after attempt to load invalid file
1330 * added use of "editorsetup.conf" for different level sets
1333 * added auto-detection for various types of Emerald Mine level files
1336 * fixed bug with scrollbars getting too small when list is very large
1339 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1342 * added most level editor configuration gadgets for new EMC elements
1345 * added more element and graphic definitions for new EMC elements
1348 * modified native EM engine to use integrated R'n'D sound system
1351 * added SDL support to graphics functions in native EM engine
1352 (by always using generic libgame interface functions)
1355 * fixed bug in frame synchronization in native EM engine
1358 * added code to convert levels between R'n'D and native EM engine
1361 * new Emerald Mine engine can now play levels selected in main menu
1364 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1365 (which creates scaled down graphics for level editor and preview);
1366 there's still a memory leak somewhere in the artwork handling code
1367 * added "scale image up" functionality to X11 version of zoom function
1370 * first attempts to integrate new, native Emerald Mine Club engine
1373 * fixed bug in gadget code which caused reset of CEs in level editor
1374 (example: pressing 'b' [grab brush] on CE config page erased values)
1375 (solution: check if gadgets in ClickOnGadget() are really mapped)
1376 * improved level change detection in editor (settings now also checked)
1377 * fixed bug with "can move into acid" and "don't collide with" state
1380 * fixed maze runner style CEs to use the configured move delay value
1383 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1386 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1387 * fixed the above fix because it broke level set "machine" (*sigh*)
1388 * fixed random element placement in level editor to work as expected
1389 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1392 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1395 * fixed bug (missing array boundary check) which caused broken tapes
1396 * fixed bug (when loading level template) which caused broken levels
1397 * fixed bug with new block last field code when using non-yellow player
1400 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1401 * internal change of how the player blocks the last field when moving
1402 * fixed blocking delay of last field for EM and SP style block delay
1403 * fixed bug where the player had to wait for the usual move delay after
1404 unsuccessfully trying to move, when he directly could move after that
1405 * the last two changes should make original Supaplex level 93 solvable
1406 * improved use of random number generator to make it less predictable
1407 * fixed behaviour of slippery SP elements to let slip left, then right
1410 * fixed bug with wrong door state after trying to quickload empty tape
1411 * fixed waste of static memory usage of the binary, making it smaller
1412 * fixed very little graphical bug in Supaplex explosion
1415 * version number set to 3.1.1
1418 * version 3.1.0 released
1421 * fixed bug with crash when writing user levelinfo.conf the first time
1424 * added option "convert LEVELDIR [NR]" to command line batch commands
1425 * re-converted Supaplex levels to apply latest engine fixes
1426 * changed "use graphic/sound of element" to "use graphic of element"
1427 due to compatibility problems with some levels ("bug machine" etc.)
1430 * fixed bug with CE change replacing player with same or other player
1433 * fixed bug with opaque font in envelope with background graphic when
1434 background graphic is not transparent itself
1437 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1438 * corrected original Supaplex level loading code to use these new ports
1439 * also corrected Supaplex loader to auto-count infotrons if set to zero
1442 * fixed bug with missing initialization of "modified" flag for GEs
1445 * fixed bug that caused endless recursion loop when relocating player
1446 * fixed tape recorder bug in "step mode" when using "pause before end"
1447 * fixed tape recorder bug when changing from "warp forward" mode
1450 * fixed bug with "when touching" for pushed elements at last position
1453 * fixed bug that caused two activated toolbox buttons in level editor
1454 * fixed bug with exploding dynabomb under player due to other explosion
1457 * fixed bug with creating walkable custom element under player (again)
1458 * fixed bug with not copying explosion type when copying CEs in editor
1459 * fixed graphical bug when drawing player in setup menu (input devices)
1460 * fixed graphical bug when the player is pushing an accessible element
1461 * fixed bug with classic switchable elements triggering CE changes
1462 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1463 * fixed crash bug when CE leaves behind the trigger player element
1466 * fixed bug with broken tubes after placing/exploding dynamite in them
1467 * fixed bug with exploding dynamite under player due to other explosion
1468 * fixed bug with not resetting push delay under certain circumstances
1471 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1472 * added network multiplayer code for Windows (thanks to Niko Böhm)
1475 * added option "reachable despite gravity" for gravity movement
1476 * changed gravity movement of most classic walkable and passable
1477 elements back to "not reachable" (for compatibility reasons)
1480 * fixed (removed) "indestructible" / "can explode" dependency in editor
1481 * fixed (removed) "accessible inside" / "protected" dependency
1482 * fixed (removed) "step mode" / "shield time" dependency
1485 * fixed dynabombs exploding now into anything diggable
1486 * fixed Supaplex style gravity movement into buggy base now impossible
1487 * added pressing key "space" as valid action to select menu options
1490 * added "replace when walkable" to relocate player to walkable element
1491 * added "enter"/"leave" event for elements affected by relocation
1492 * fixed "direct"/"indirect" change order also for "when change" event
1493 * fixed graphical bug when pushing things from elements walkable inside
1496 * fixed graphic bug when player is snapping while moving in old levels
1497 * fixed bug when a moving custom element leaves a player element behind
1498 * fixed bug with mole not disappearing when moving into acid pool
1499 * fixed bug with incomplete path setting when using "--basepath" option
1500 * moving CE can now leave walkable elements behind under the player
1501 * when relocating, player can be set on walkable element now
1502 * fixed another gravity movement bug
1505 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1508 * added "collectible" and "removable" to extended replacement types
1509 (where "removable" replaces "diggable" and "collectible" elements)
1510 * added "collectible & throwable" (to throw element to the next field)
1511 * fixed bug with CEs digging elements that are just about to explode
1512 * changed mouse cursor now always being visible when game is paused
1515 * added possibility to push/press accessible elements from a side that
1517 * fixed bug with not setting actual date when appending to tape
1520 * fixed bug with incorrectly initialized custom element editor graphics
1523 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1524 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1527 * fixed bug with destroyed robot wheel still attracting robots forever
1528 * fixed bug with time gate switch deactivating after robot wheel time
1529 (while the time gate itself is not affected by this misbehaviour)
1530 * changed behaviour of BD style amoeba to always get blocked by player
1531 (before it was different when there were non-BD elements in level)
1532 * fixed bug with player destroying indestructable elements with shield
1535 * added option to make growing elements grow into anything diggable
1536 (for the various amoeba types, biomaze and "game of life")
1539 * fixed bug with movable elements not moving after left behind by CEs
1540 * changed gravity movement to anything diggable, not only sand/base
1541 * optionally allowing passing to walkable element, not only empty space
1542 * added option "can pass to walkable element" for players
1543 * finally fixed gravity movement (hopefully)
1546 * fixed bug with movable elements not moving anymore after falling down
1549 * fixed another bug with custom elements digging and leaving elements
1550 * fixed bug with "along left/right side" and automatic start direction
1551 * trigger elements now also displayed when "more custom" deactivated
1552 * fixed bug with clipboard element initialized when loading new level
1553 * added option "drop delay" to set delay before dropping next element
1556 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1559 * added copy and paste functions for custom change pages
1560 * enhanced graphical display and functionality of tape recorder
1561 * fixed bug with custom elements digging and leaving elements
1564 * added move speed faster than "very fast" for custom elements
1565 * fixed bug with 3+3 style explosions and missing border content
1566 * fixed little bug when copying custom elements in the editor
1567 * enhanced custom element changes by more side trigger actions
1570 * added option "no scrolling when relocating" for instant teleporting
1571 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1574 * added trigger element and trigger player to use as target elements
1575 * added copy and paste functions for custom and group elements
1578 * fixed graphical bug when displaying explosion animations
1579 * fixed bug when appending to tapes, resulting in broken tapes
1580 * re-recorded a few tapes broken by fixing gravity checking bug
1583 * "can move into acid" property now for all elements independently
1584 * "can fall into acid" property for player stored in same bitfield now
1585 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1586 * version number set to 3.1.0 (finally!)
1589 * changed tape recording to only record input, not programmed actions
1592 * fixed totally broken (every 8th frame skipped) step-by-step recording
1593 * fixed bug with requester not displayed when quick-loading interrupted
1594 * added option "can fall into acid (with gravity)" for players
1595 * fixed bug with player not falling when snapping down with gravity
1598 * fixed bug which messed up key config when using keypad number keys
1601 * fixed bug which allowed moving upwards even when gravity was active
1602 * fixed bug with missing error handling when dumping levels or tapes
1605 * added different colored editor graphics for Supaplex gravity tubes
1608 * fixed bug that allowed solvable tapes for unsolvable levels
1611 * use unlimited number of droppable elements when "count" set to zero
1612 * added option to use step limit instead of time limit for level
1615 * added player and change page as trigger for custom element change
1618 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1621 * fixed bug with dark yamyam changing to acid when moving over acid
1622 * fixed handling of levels with more than 999 seconds level time
1623 (example: level 76 of "Denmine")
1626 * "spring push bug" reintroduced as configurable element property
1627 * fixed bug with missing properties for "mole"
1628 * fixed bug that showed up when fixing the above "mole" properties bug
1629 * added option "can move into acid" for all movable elements
1630 * fixed graphical bug for elements moving into acid
1631 * changed event handling to handle all pending events before going on
1634 * fixed bug which caused all CE change pages to be ignored which had
1635 the same change event, but used a different element side
1636 (reported by Simon Forsberg)
1638 * fixed bug which caused elements that can move and fall and that are
1639 transported by a conveyor belt to continue moving into that direction
1640 after leaving the conveyor belt, regardless of their own movement
1641 type; only elements which can not move are transported now
1642 (reported by Simon Forsberg)
1644 * fixed bug which could cause an array overflow in RelocatePlayer()
1645 (reported by Niko Böhm)
1647 * changed Emerald Mine style "passable / over" elements to "protected"
1648 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1650 * added new option to select from which side a "walkable/passable"
1651 element can be entered
1654 * added explosion and ignition delay for elements that can explode
1657 * fixed bug which caused player not being protected against enemies
1658 when a CE was "walkable / inside" and was not "indestructible"
1659 * added "walkable/passable" fields to be "protected/unprotected"
1660 against enemies, even if not accessible "inside" but "over/under"
1663 * corrected move pattern to 32 bit and initial move direction to 8 bit
1666 * added second custom element base configuration page
1669 * added some special EMC mappings to Emerald Mine level loader
1670 (also covering previously unknown element in level 0 of "Bondmine 8")
1673 * added option to block last field when player is moving (for Supaplex)
1674 * adjusted push delay of Supaplex elements
1675 * removed delays for envelopes etc. when replaying with maximum speed
1676 * fixed bug when dropping element on a field that just changed to empty
1679 * fixed bug: infotrons can now smash yellow disks
1680 * fixed bug: when gravity active, port above player can now be entered
1681 * removed "one white dot" mouse pointer which irritated some people
1684 * added "choice type" for group element selection
1687 * fixed bug with initial invulnerability of non-yellow player
1690 * added level loader for loading native Supaplex packed levels
1691 (including multi-part levels like the "splvls99" levels)
1694 * fixed bug which allowed creating emeralds by escaping explosions
1697 * custom elements can change (limited) or leave (unlimited) elements
1698 * finally added multiple matches using group elements
1699 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1702 * added new start movement type "previous" for continued CE movement
1703 * added new start movement type "random" for random CE movement start
1706 * added new element "sokoban_field_player" needed for Sokoban levels
1707 (thanks to Ed Booker for pointing this out!)
1710 * added elements that can be digged or left behind by custom elements
1713 * added group elements for multiple matches and random element creation
1716 * fixed some graphical errors displayed in old levels
1719 * fixed wrong double speed movement after passing closing gates
1722 * added level loader for loading native Emerald Mine levels
1725 * changes for "shooting" style CE movement
1728 * Happy New Year! ;-)
1731 * changed default snap/drop keys from left/right Shift to Control keys
1734 * fixed bug with dead player getting reanimated from custom element
1737 * fixed bug with wrong penguin graphics (when entering exit)
1740 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1743 * version number set to 3.0.9
1746 * version 3.0.8 released
1749 * added function checked_free()
1752 * fixed bug with double nut cracking sound
1753 (by eliminating "default element action sound" assignment in init.c)
1756 * fixed crash when no music info files are available
1759 * fixed boring and sleeping sounds
1762 * added "maze runner" and "maze hunter" movement types
1763 * added extended collision conditions for custom elements
1766 * added warnings for undefined token values in artwork config files
1769 * added menu entry for level set information to the info screen
1772 * fixed bug with wrong default impact sound for colored emeralds
1775 * added several sub-screens for the info screen
1776 * menu text now also clickable (not only blue/red sphere left of it)
1779 * added configurable "bored" and "sleeping" animations for the player
1780 * added "awakening" sound for player when waking up after sleeping
1783 * added "copy" and "exchange" functions for custom elements to editor
1786 * added configurable element animations for info screen
1789 * added configurable music credits for info screen
1792 * finally fixed tape recording when player is created from CE change
1795 * added "editorsetup.conf" for editor element list configuration
1798 * added "musicinfo.conf" for menu and level music configuration
1801 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1802 (that only showed up on Linux, but not on Windows systems)
1805 * fixed turning movement of butterflies and fireflies (no frame reset)
1806 * enhanced sniksnak turning movement (two steps instead of only one)
1809 * version number set to 3.0.8
1812 * version 3.0.7 released
1815 * fixed reset of player animation frame when, for example,
1816 walking, digging or collecting share the same animation
1817 * fixed CE with "deadly when touching" exploding when touching amoeba
1820 * fixed tape recording when player is created from CE element change
1823 * introduced "turning..." action graphic for elements with move delay
1824 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1825 * added turning animations for bug, spaceship and sniksnak
1828 * prevent "extended" changed elements from delay change in same frame
1831 * fixed bug when pushing element that can move away to the side
1832 (like pushing falling elements, but now with moving elements)
1835 * finally fixed serious bug in code for delayed element pushing (again)
1838 * unavailable setup options now marked as "n/a" instead of "off"
1839 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1840 to "true", levels are always played with the latest game engine,
1841 which is desired for levels that are imported from other games; all
1842 other levels are played with the engine version stored in level file
1843 (which is normally the engine version the level was created with)
1846 * fixed serious bug in code for delayed element pushing
1847 * fixed little bug in animation frame selection for pushed elements
1848 * speed-up of reading config file for verbose output
1851 * added configuration option for opening and closing Supaplex exit
1852 * added configuration option for moving up/down animation for Murphy
1853 * fixed incorrectly displayed animation for attacking dragon
1854 * fixed bug with not setting initial gravity for each new game
1855 * fixed bug with teleportation of player by custom element change
1856 * fixed bug with player not getting smashed by rock sometimes
1859 * version number set to 3.0.7
1862 * version 3.0.6 released
1865 * added support for MP3 music for SDL version through SMPEG library
1868 * fixed bug when initializing font graphic structure
1869 * fixed bug with animation mode "pingpong" when using only 1 frame
1870 * fixed bug with extended change target introduced in 3.0.5
1871 * fixed bug where passing over moving element doubles player speed
1872 * fixed bug with elements continuing to move into push direction
1873 * fixed bug with duplicated player when dropping bomb with shield on
1874 * added "switching" event for custom elements ("pressing" only once)
1875 * fixed switching bug (resetting flag when not switching but not idle)
1878 * fixed element tokens for certain file elements with ".active" etc.
1881 * version number set to 3.0.6
1884 * version 3.0.5 released
1887 * now four envelope elements available
1888 * font, background, animation and sound for envelope now configurable
1889 * main menu doors opening/closing animation type now configurable
1892 * active/inactive sides configurable for custom element changes
1893 * new movement type "move when pushed" available for custom elements
1896 * fixed bug in multiple config pages loader code that caused crashes
1899 * enhanced (remaining low-resolution) Supaplex graphics
1902 * version number set to 3.0.5
1905 * version 3.0.4 released
1907 2003-09-12 src/tools.c
1908 * fixed bug in custom definition of crumbled element graphics
1910 2003-09-11 src/files.c
1911 * fixed bug in multiple config pages code that caused crashes
1914 * version number set to 3.0.4
1917 * version 3.0.3 released
1920 * added music to Supaplex classic level set
1922 2003-09-07 src/libgame/misc.c
1923 * added support for loading various music formats through SDL_mixer
1925 2003-09-06 (various source files)
1926 * fixed several nasty bugs that may have caused crashes on some systems
1927 * added envelope content which gets displayed when collecting envelope
1928 * added multiple change event pages for custom elements
1930 2003-08-24 src/game.c
1931 * fixed problem with player animation when snapping and moving
1933 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1934 * fixed problem with flickering when drawing toon animations
1936 2003-08-23 src/libgame/sdl.c
1937 * fixed problem with setting mouse cursor in SDL version in fullscreen
1939 2003-08-23 src/game.c
1940 * fixed bug (missing array boundary check) which could crash the game
1943 * version number set to 3.0.3
1946 * version 3.0.2 released
1948 2003-08-21 src/game.c
1949 * fixed bug with creating inaccessible elements at player position
1951 2003-08-20 src/init.c
1952 * fixed bug with not finding current level artwork directory
1954 2003-08-20 src/files.c
1955 * fixed bug with choosing wrong engine version when playing tapes
1956 * fixed bug with messing up custom element properties in 3.0.0 levels
1959 * version number set to 3.0.2
1962 * version 3.0.1 released
1964 2003-08-17 (no source files affected)
1965 * changed all "classic" PCX image files with 16 colors or less to
1966 256 color (8 bit) storage format, because the Allegro game library
1967 cannot handle PCX files with less than 256 colors (contributed
1968 graphics are not affected and might look wrong in the DOS version)
1970 2003-08-16 src/init.c
1971 * fixed bug which (for example) crashed the level editor when defining
1972 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1973 (only set to default) -- invalid graphics now set to default graphic
1975 2003-08-16 src/init.c
1976 * fixed graphical bug of player digging/collecting/snapping element
1977 when no corresponding graphic/animation is defined for this action,
1978 resulting in player being drawn as EL_EMPTY (which should only be
1979 done to elements being collected, but not to the player)
1981 2003-08-16 src/game.c
1982 * fixed small graphical bug of player not totally moving into exit
1984 2003-08-16 src/libgame/setup.c
1985 * fixed bug with wrong MS-DOS 8.3 filename conversion
1987 2003-08-16 src/tools.c
1988 * fixed bug with invisible mouse cursor when pressing ESC while playing
1990 2003-08-16 (various source files)
1991 * added another 128 custom elements (disabled in editor by default)
1993 2003-08-16 src/editor.c
1994 * fixed NULL string bug causing Solaris to crash in sprintf()
1996 2003-08-16 src/screen.c
1997 * fixed drawing over scrollbar on level selection with custom fonts
1999 2003-08-15 src/game.c
2000 * cleanup of simple sounds / loop sounds / music settings
2002 2003-08-08 (various source files)
2003 * added custom element property for dropping collected elements
2005 2003-08-08 src/conf_gfx.c
2006 * fixed bug with missing graphic for active red disk bomb
2008 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2009 * extended variable "level.gravity" to "level.initial_gravity" and
2010 "game.current_gravity" to prevent level setting from being changed
2011 by playing the level (keeping the runtime value after playing)
2013 * fixed graphics bug when digging element that has 'crumbled' graphic
2014 definition, but not 'diggable' graphic definition
2017 * version number set to 3.0.1
2020 * version 3.0.0 released
2023 * various bug fixes; among others:
2024 - fixed bug with pushing spring over empty space
2025 - fixed bug with leaving tube while placing dynamite
2026 - fixed bug with explosion of smashed penguins
2027 - allow Murphy player graphic in levels with non-Supaplex elements
2031 * I have forgotten to document changes for some time
2034 * pre-release version 2.2.0rc1 released
2037 * version number set to 2.1.2
2040 * version 2.1.1 released
2043 * version number set to 2.1.1
2046 * version 2.1.0 released
2049 * version number set to 2.1.0
2051 2002-04-03 to 2002-05-19 (various source files)
2052 * graphics, sounds and music now fully configurable
2053 * bug fixed that prevented walking through tubes when gravity on
2055 2002-04-02 src/events.c, src/editor.c
2056 * Make Escape key less aggressive when playing or when editing level.
2057 This can be configured as an option in the setup menu. (Default is
2058 "less aggressive" which means "ask user if something can be lost"
2059 when pressing the Escape key.)
2061 2002-04-02 src/screen.c
2062 * Added "graphics setup" screen.
2064 2002-04-01 src/screen.c
2065 * Changed "choose level" setup screen stuff to be more generic (to
2066 make it easier to add more "choose from generic tree" setup screens).
2068 2002-04-01 src/config.c, src/timestamp.h
2069 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2070 automatically gets created by "src/Makefile" and contains an actual
2071 compile-time timestamp to identify development versions of the game).
2073 2002-03-31 src/tape.c, src/events.c
2074 * Added quick game/tape save/load functions to tape stuff which can be
2075 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2076 loads previously recorded tape and directly goes into recording mode
2077 from the end of the tape (therefore appending to the tape).
2079 2002-03-31 src/tape.c
2080 * Added "index mark" function to tape recorder. When playing or
2081 recording, "eject" button changes to "index" button. Setting index
2082 mark is not yet implemented, but pressing index button when playing
2083 allows very quick advancing to end of tape (when normal playing),
2084 very fast forward mode (when playing with normal fast forward) or
2085 very fast reaching of "pause before end of tape" (when playing with
2086 "pause before end" playing mode).
2088 2002-03-30 src/cartoons.c
2089 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2091 2002-03-29 src/screen.c
2092 * Changed setup screen stuff to be more generic (to make it easier
2093 to add more setup screens).
2095 2002-03-23 src/main.c, src/main.h
2096 * Various changes due to the introduction of the new libgame files
2097 "setup.c" and "joystick.c".
2099 2002-03-23 src/files.c
2100 * Generic parts of "src/files.c" (mainly setup and level directory
2101 stuff) moved to new libgame file "src/libgame/setup.c".
2103 2002-03-23 src/joystick.c
2104 * File "src/joystick.c" moved to libgame source tree, with
2105 correspondig changes.
2107 2002-03-22 src/screens.c
2108 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2109 (Wrong level series information displayed when entering main group.)
2111 2002-03-22 src/editor.c
2112 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2114 2002-03-22 src/editor.c
2115 * Changed behaviour of "Escape" key in level editor to be more
2116 intuitive: When in "Element Properties" or "Level Info" mode,
2117 return to "Drawing Mode" instead of leaving the level editor.
2119 2002-03-21 src/game.c, src/editor.c, src/files.c
2120 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2121 gems (emeralds, diamonds, ...) slipping down from normal wall,
2122 steel wall and growing wall (as in E.M.C. style levels). Although
2123 the behaviour of contributed and private levels wasn't changed (due
2124 to the use of "level.game_version"; see previous entry), editing
2125 those levels will (of course) change the behaviour accordingly.
2127 This change seems a bit too hard after thinking about it, because
2128 the EM style behaviour is not the "expected" behaviour (gems would
2129 normally only slip down from "rounded" walls). Therefore this was
2130 now changed to an element property for gem style elements, with the
2131 default setting "off" (which means: no special EM style behaviour).
2132 To fix older converted levels, this flag is set to "on" for pre-2.0
2133 levels that are neither contributed nor private levels.
2135 2002-03-20 src/files.h
2136 * Corrected settings for "level.game_version" depending of level type.
2137 (Contributed and private levels always get played with game engine
2138 version they were created with, while converted levels always get
2139 played with the most recent version of the game engine, to let new
2140 corrections of the emulation behaviour take effect.)
2142 2002-03-20 src/main.h
2143 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2144 compiling the SDL version on some systems.
2145 Thanks to the several people who pointed this out.
2148 * Version number set to 2.0.2.
2151 * Version 2.0.1 released.
2153 2002-03-18 src/screens.c
2154 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2156 2002-03-18 src/files.c [src/libgame/misc.c]
2157 * Moved some common functions from src/files.c to src/libgame/misc.c.
2159 2002-03-18 src/files.c [src/libgame/misc.c]
2160 * Changed permissions for new directories and saved files (especially
2161 score files) according to suggestions of Debian users and mantainers.
2162 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2164 2002-03-17 src/files.c
2165 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2166 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2167 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2168 for levels and "TAPE" for tapes). Old "cookie" style format is
2169 still supported for reading. New level and tape files are written
2172 * New IFF chunk "VERS" contains version numbers for file and game
2173 (where "game version" is the version of the program that wrote the
2174 file, and "file version" is a version number to distinguish files
2175 with different format, for example after adding new features).
2177 2002-03-15 src/screen.c
2178 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2179 (Before, you heard a mixture of the in-game music and the
2180 hall-of-fame music.)
2182 2002-03-14 src/events.c
2183 * Function "DumpTape()" (files.c) now available by pressing 't' from
2184 main menu (when in DEBUG mode).
2186 2002-03-14 src/game.c
2187 * "GameWon()": When game was won playing a tape, now there is no delay
2188 raising the score and no corresponding sound is played.
2190 2002-03-14 src/files.c
2191 * Changed "LoadTape()" for real chunk support and also adjusted
2192 "SaveTape()" accordingly.
2194 2002-03-14 src/game.c, src/tape.c, src/files.c
2195 * Important changes to tape format: The old tape format stored all
2196 actions with a real effect with a corresponding delay between the
2197 stored actions. This had some major disadvantages (for example,
2198 push delays had to be ignored, pressing a button for some seconds
2199 mutated to several single button presses because of the non-action
2200 delays between two action frames etc.). The new tape format just
2201 stupidly records all device actions and replays them later. I really
2202 don't know why I haven't solved it that way before?! Old-style tapes
2203 (with tape file version less than 2.0) get converted to the new
2204 format on-the-fly when loading and can therefore still be played;
2205 only some minor parts of the old-style tape handling code was needed.
2206 (A perfect conversion is not possible, because there is information
2207 missing about the device actions between two action frames.)
2209 2002-03-14 src/files.c
2210 * New function "DumpTape()" to dump the contents of the current tape
2211 in a human readable format.
2213 2002-03-14 src/game.c
2214 * Small tape bug fixed: When automatically advancing to next level
2215 after a game was won, the tape from the previous level still was
2216 loaded as a tape for the new level.
2218 2002-03-14 src/tape.c
2219 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2220 tape, cartoons did not get completely removed because
2221 StopAnimation() was not called.
2223 2002-03-13 src/files.c
2224 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2225 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2226 size even when using 16-bit elements). Added new chunk "CNT2" for
2227 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2228 chunk even when content was 16-bit element). "CNT2" should now be
2229 able to store content for arbitrary elements (up to eight blocks of
2230 3 x 3 element arrays). All "CNT2" elements will always be stored as
2231 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2233 2002-03-13 src/files.c
2234 * Changed "LoadLevel()" for real chunk support.
2236 2002-03-12 src/game.c
2237 * Fixed problem (introduced after 2.0.0 release) with penguins
2238 not getting killed by enemies
2240 2002-02-24 src/game.c, src/main.h
2241 * Added "player->is_moving"; now "player->last_move_dir" does
2242 not contain any information if the player is just moving at
2244 Before, "player->last_move_dir" was misused for this purpose
2245 for the robot stuff (robots don't kill players when they are
2246 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2247 broke tapes when walking through pipes!
2248 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2249 in a continuous movement. This fact is ignored for friends and