NOTE: From now on, new changes appear at the top of this file.

May 23, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added patch to avoid skipping turns when
	violent death is on.
	-- Adjusted final score layout.



May 6, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Introduced browsing option for saved games.
	-- Completed "select saved game to continue" feature.
	-- Fixed bug where a team would get credit for winning
	when all tanks were destroyed.
	-- Added kill/died ratio to end game stats.
	-- Fixed bug in detecting which player/team wins.


April 15, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Graphics should display properly if the
	game needs to recover graphic settings.
	-- When the player dies, the game will not skip
	ahead to the end of the round until violent deaths
	are finished.
	(Thanks to Scott for providing this patch.)
	-- Updated Portuguese language files to use latin1
	encoding. Should display better than old files.
	-- Fixed floating point calculation bug in the
	interpolate() function. Thanks to pyeatt for providing
	this fix.


March 25, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Re-implemented fog. Made fog smoother, where
	tanks disappear and re-appear.
	-- Fixed medium napalm so it drops napalm, not
	tremors.
	-- The fog option no longer shows up as incomplete.
	-- Massive code clean up. Removed old versions of save/load,
	took out old aiming code. Breaks backward compatiblity with
	versions of Atanks prior to 2.4.
	-- Made the satellite slightly less violent.
	-- Tanks should no longer waste lasers trying to fire below
	their level.
	-- Updated gloat, revenge and suicide remarks.


=============== Atanks-2.9 released ======================

March 18, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added text to buying screen to indicate arrows can
	be used to scroll through items.
	-- Re-wrote AI aiming. Target tanks, rather than areas.
	-- AI no longer shoots at steel walls.
	-- Added levels of violent tank deaths.
	-- Added dirt that randomly falls from the sky, similar to meteors.
	   Option is in the Weather menu.
	-- Removed old satellite system
	-- Created new satellite object.
	-- Satellite now fires lasers.
	-- AI controlled tanks no longer adjust power for items. 
	   Saves time.


March 2, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added command line option "--noconfig" which
	avoids loading game settings, but still loads
	players, to allow game settings to be reset.
	-- If no tanks fire a shot, natruals are paused until
	someone fires. This fixes two problems:
	A) If you leave the keyboard and come back 5 minutes
	   later, there is still some dirt left.
	B) It is not possible to simply buy a lot of parachuts
	   and armour and wait for enemy tanks to die from naturals.
	-- Added Physics option "Violent Death" which causes tanks to
	die in violent explosions when turned on. Is left off by default.
	-- Added Land Slide option called "Tank Only", which causes tanks
	to fall, but dirt hover in the air.
	-- Reworked loading players to make it more flexible.
	-- Attempted fix for start-up screen size.
	-- Added item called Armour Piercing. Makes a very small explosion
	   but does a fairly large amount of damage.



February 19, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Fixed spelling error on desktop file.
	Thanks to Keilaron for pointing this out.
	-- Added French language files, menu option.
	Thanks to Olivier for providing the translation.
	-- Added command line option "-c" to specify
	where the config file should be created/used.
	-- Removed weapons.h from source tree.
	-- Avoid memory fault in moving config file.


========== Atanks-2.8 released ========================

February 11, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Changed MIRV settings to cause wider spread of sub missiles.
	-- AI returns to regular difficulty level after each game when
	in campaign mode.
	-- Added land type None, which plays rounds with no land at all.
	Using Random land will not cause None to be used.


January, 29, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- When a neutral player wins the same number of rounds
	   as a team, the game is a draw.


January 18, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Weapon, naturals and items are now stored in
	a text file (weapons.txt). The data in weapons.h
	is no longer used.
	   A) Created function to read in weapon/item data.
	   B) Commented out weapons.h
	   C) Implemented weapons.txt -- provided by action9000
	   D) Replaced named constants in weapons.txt
	   E) Weapon, items and naturals declared in globals.h
	-- Re-wrote AI weapon selection system, hopefully this will be
	   less CPU intensive.
	-- The icon for the current weapon is displayed on the
	   top bar during rounds.
	-- If the AI does not have a fun weapon to use, it may
	   select an item.
	-- AI does not select self-destructive items or teleports
	   unless parachutes are in inventory.
	-- Created small MIRV missile. A device that releases payload
	   while still above the ground.
	-- Created MIRV images.


January 7, 2008
	Jesse (jessefrgsmith@yahoo.ca)
	-- Introduced Campaign mode, which causes the AI
	to get progressively smarter each round.
	-- Removed liquid.cc from source tree.
	-- Removed list.cc and list.h from source tree.
	-- AI players randomly select weapons rather than
	   using an item until they run out.

	
December 28, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Firing a chian missile no longer fires another
	shot, such as a death head.
	-- Dirt balls that explode above the screen
	no longer produce endless stream of dirt.
	-- Program should no longer crash when
	creating a new player.
	-- Fixed lightning sound.
	-- Created menu option for Laser Satellite.
	-- Added laser-armed satellite that randomly fires
	on the battle field.


December 23, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Put fan item picture back to fan. Had been
	accidently changed to fuel image.
	-- Fixed mkdir call for Windows.



=============== Atanks-2.7 Released ======================


December 15, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Fixed bug where the game would crash if two players on the
	same team have a duel.
	-- Added a new type of weapon, the Chain Missile. This weapon
	fires small missiles in vollies of three.
	-- Fixed bug that prevents the config file to be saved
	on systems without a previous version of Atanks installed.


December 9, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added a .desktop file for atanks (atanks.desktop).
	-- Wrap around walls are now displayed using the colour yellow.

November 29, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Fixed bug where, if a tank shoots itself and falls
	and the money penalty for self-damage drops the player's money 
	below $0, then the money is "corrected" to $1,000,000,000.
	Thanks to Andy for pointing this out.
	-- If both teams have the same number of wins, then
	the game is a draw.
	-- Game settings are saved along with the saved game.
	Settings are saved in the same directory as the saved game
	as a .txt (plain text) file. Replacing your atanks-config.txt
	file with this will give you the same game settings as you had
	while playing the original game.
	-- Display directions for saving game on buying screen.
	-- Added fuel item, which allows the player's tank to
	move using the < and > keys (or period and comma).
	-- Amount of fuel the tank has is displayed on the top bar.


November 18, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added different settings on the Options menu
	for tech levels. One relating to weapons and the
	other for items.
	-- Keilaron added code for setting the window's
	title (caption) under Winodws.
	-- Added wrap-around walls. When missiles reach the side
	of the screen, they wrap around to the other side.
	-- Wind Strength is now saved in the settings file.
	-- Increased buffer size for options to avoid over-flow.

	
November 15, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Corrected timing bug that causes freeze on
	the buying screen.
	-- Games that are not given a name are given the
	default name of "unamed".
	-- Changed name of player type from "Range Finder"
	to "Ranger" to make it fit in the text box.
	-- Windows version now saves settings and saved games
	under user's AppData folder, rather than current working
	directory.
	-- Atanks will attempt to create a sub-directory in the user's
	HOME directory called .atanks. The config file will be
	copied there, if it exists. If the file does not yet exist,
	future config files will be saved there.
	Note: The game does not attempt to copy saved game files.
	-- Saved games are now saved and loaded from the player's
	HOME/.atanks/ directory.


============== Atanks-2.6 released ====================


November 3, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added Load Game option to the new game menu.
	-- Games can be loaded from the Select Players screen.
	-- Corrected minor load bugs and removed testing output.

October 24, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Player can now create a name for the
	game about to begin on the Select Players screen.
	-- Moved a few functions out of atanks.cc and
	into files.cc
	-- Moved some headers into files.h
	-- Games can now be saved from the buying screen
	by pressing F10.
	-- Tanks that have hit another tank now gloat
	when the target dies only. Tanks do not
	gloat for near-deaths.


October 14, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Game speed is now adjustable through the Graphics
	option menu.
	Adjusting the game speed may help avoid errors where
	the game would lockup before.
	-- Rollers now hit Steel walls and fall normally instead
	of instantly appearing at the bottom of the screen.
	-- When the player pressed a key in the range of 0-9
	the tank's team name is displayed along with the health status.

October 9, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added variable land slide option. Player
	can now control the delay in cartoon gravity.
	-- Tanks delay falling the same way land does
	on cartoon gravity.
	-- Added Portuguese text to menus.
	Many thanks to Fred Maranhão for the translation.

September 29, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added more tank text (English)
	-- Which team a tank is on is now shown on the top menu bar.
	-- Changed default player names to ones more historical.
	-- Intelligent AI players now buy parachutes when
	gravity exists.
	-- When there is no gravity, tanks no longer fall.
	-- Introduced variable gravity delay for Cartoony gravity.

August 17, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added Portuguese language files to the Makefile.


============== Atanks-2.5 released ====================
August 11, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- The Floattext class no longer frees up text passed to
	its constructor. Text is now allocated and freed outside of
	the class for easier debugging.

	-- Players now try to avoid shooting fellow team mates.
	Neutral players are not considered members of a team.

	-- When only the members of one team are alive, the round
	is over. Neutral players are not considered a team.

	-- At the end of the game, teams are credited with wins.

	-- Minor Makefile typo corrections.


August 4, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- When tanks talk, the text is selected using
	Random_Line (new function) rather than the
	previously used LINESEQ for increased flexibility.

	-- Player can now switch languages without re-starting
	the game.

	-- Added new colour theme, provided by Jim of the FreeDOS
	project. The colour theme can be changed in the Graphics
	menu. The options are "Regular" for the original theme and
	"Crispy" for the new theme.
	Note: Sky and landscape change colour when the theme is
	changed. To see different explosions currently requires
	a game restart.

	-- Added Team option to the Player menu. Possible teams
	are Sith, Neutral and Jedi.
	Note: Teams do not have any effect on the game, yet.

	-- Updated the Help.txt file. Thanks to Fred for pointing
	out the incorrect text.

	-- Removed AutoPlay option from the main Options menu
	under Auto-Skip as it seems to be redundant.

	-- Fixed Cartoon gravity to make it more cartoony.

	-- When buying items, the AI now understands repair kits
	have cumlitive effect.


July 29, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added a new gravity type (Cartoon) which causes
	the landscape to hover for a variable amount of time.

	-- Tanks now hover for a few seconds when using
	Cartoon gravity.

	-- Reduced CPU usage when displaying the main menu.

	-- Added Portuguese language files for gloat, revenge,
	suicide and Help. Added menu option called Languages
	to allow the player to switch between English and
	Portuguese. Thanks to Fred for the translations.


July 25, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- When you drop a burrower or penterator onto
	a Steel floor, the game no longer hangs.

	-- Players can now buy and sell items in bulk by
	holding the CONTROL key while clicking on an item
	in the buying screen. Items are bought/sold in
	bulk 10 times their normal amount.

	-- Fixed bug that prevented most tanks from buying
	parachutes.

	-- Fixed bug in loading preferences from a text file.

	-- When starting the game in full screen mode,
	previous width and height settings are ignored.
	Fixes a weird display issue.

	-- Try to avoid pausing the game when user switches
	to a different window. (Windows only.)

	-- Fixed screen centring on higher resolution settings.

	-- Worked on text scrolling to make it more efficent.

	-- Money no longer over-flows to become negative.


================ Released Atomic Tanks 2.4 ========================

June 22, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Fixed typo in Makefiles.
	-- Created spec file for Red Hat/Fedora
	Linux distros.
	-- Created .rpm file for Fedora (Linux distro).
	-- Fixed saving screen width and height.

June 18, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- When turning the sound ON or OFF in the Options menu,
	the game no longer requires a restart for the setting
	to take effect.
	-- When switching between Default OS mouse cursor and
	the Custom Atanks cursor, the change no longer
	requires a game restart.
	-- If the constant "DOS" is defined, the background
	should not be cached. This should fix weird menu issue on DOS.
	-- When Steel walls are in effect, the computer usually
	avoids shooting them.
	-- When a new player is created, their default colour is
	a high contrast to avoid blending.
	-- Max missile age has been changed from 60 seconds to
	20 seconds to speed up game play.

June 10, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- In rest points, Linux uses usleep() and Windows
	now uses native Sleep() call to avoid high CPU usage.
	-- If there are no tanks alive at the end of a round
	the game annouces a "Draw" and no one gets credit for
	a win.
	-- Try to avoid sub-index in tank::draw function.
	-- Draw tank base _after_ the shield to avoid dis-colouration.

June 6, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Removed Windows version of LINUX_SLEEP to avoid
	very slow response from the game.
	-- Put set_display_switch_mode() call in init_game_settings()
	for Windows to avoid pausing the game when the window
	loses focus.
	-- Wall type indicator no longer appears across the top of the
	screen. On the walls and floor only, where wall type
	actually matters.

June 2, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Config settings are now stored in a text file
	called .atanks-config.txt
	The old config files can still be read for backward
	compatibility.
	-- A new wall type (random) has been added, which causes the
	type of wall to change each round.
	-- The side of the screen now shows a thin band of colour which
	indicates which wall type is being used. Red for Steel, Green
	for Rubber and Blue for Spring.

May 14, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Windows build now uses rest() calls where Linux uses usleep
	in the hope of reducing CPU usage on Win32 systems.
	-- Pressing the 0-9 keys will display the coresponding tank's
	name, health and shield status. This information is removed
	from the top bar when a weapon is fired.

May 4, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Created files.h to hold common file defines and data.
	-- Increased the delay in LINUX_SLEEP to 10000 (on Linux)
	to reduce CPU usage.
	-- When printing Credits and Help, we now use the Allegro
	rest() function to reduce CPU usage. Estimated 3x easier
	on CPU usage.

April 22, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Moved BUTTON code out of atanks.cc into its
	own source file (button.cc).
	-- Added checks at the top of header files weapons.h,
	player.h and menucontent.h to avoid duplicate defines.
	-- Removed extra calls of srand() from atanks.cc
	-- Tanks now make comments when they kill themselves.

April 18, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Moved VERSION definition to main.h from the Makefiles
	-- Fixed typo in Makefiles which caused Windows compile error.


================== Atanks-2.3 Released ========================

April 3, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Changed title screen. Art provided by Keilaron.
	-- Settings are saved as soon as the player leaves the
	Option screen. This avoids losing settings if the game
	crashes or exits unexpectedly.


March 27, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Changed the Auto-repair kit from tech level 4
	to tech level 2.


March 21, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- The player can now select to use either the custom
	Atomic Tanks mouse cursor or the default OS cursor.
	Note: The OS cursor is probably faster. 
	The option is located under the Graphics menu and 
	may require the game be restarted to take effect.
	-- The ENTER key on the number pad can now be used
	to indicate you are done entering text on Options
	and Player editing screens.


March 18, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- When the player presses TAB or BACKSPACE to change
	weapons, the weapon text no longer flickers. The text
	no longer flickers at the begining of new rounds.
	-- The CTRL key now works to more finely tune PGUP and
	PGDW commands. Of course, this still causes the power to
	vary a lot (100 points per tap).
	-- Created new device called "Fan" which changes the direction
	and strength of the wind. The change in wind depends on the
	direction of the player's turret and the power behind the "shot".
	This only really works well in high-wind environments.


March 15, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Changed drawing code so that different tank
	styles can have the turrent in different positions.
	See tank::draw()
	-- When exiting the game to the main menu, the next game no
	longer speeds up dramatically.
	-- Fixed bug on Windows where exiting the game
	causes all tanks to fire their weapons.
	See tank::activateSelection()

	
March 12, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- The spelling of "lazer" has been changed to "laser".
	-- Items that are not weapons are no longer displayed
	left-aligned on the top bar. they are right-aligned like
	the other items.
	-- The Page Up and Page Down keys now cause the player's
	power to go up or down dramatically (100 points instead of 5).
	-- Players can now choose to make their tanks 
	appear differently. The options are Normal or Classic.
	This is changed in the Players menu.
	-- Tank style preferences are now saved in the config file.


March 6, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Human players can now be put under temporary
	computer control (highest AI setting). This can
	be done during the player's turn by pressing F10.

	-- Repair kit's name changed to Auto-repair kit
	to reflect its ability to repair without user intervention.

	-- Text colour in Help and Credits changed to white from
	black to increase contrast.

	-- If a player is saved as a part time bot, then they
	are re-loaded as a human player.


================== Atanks-2.2 released ===========================

Feb 27, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- We now save the Wind Strength option properly from
	the Weather menu.
	-- Avoid segfault when displaying gloating messages.
	-- Meteors only live for 5 seconds. This is to prevent loops
	where lots of meteors appear and don't self destruct, causing
	an endless loop.
	-- Meteors no longer fall while players are aiming in SIMUL turn
	mode. They will fall at any time in other turn modes. Meteors will
	also fall in SIMUL turn mode while weapons are in the air.
	Note: Lightning remains the same as before.


Feb 24, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Cleared up some compiler warnings we were getting from
	the Windows compiler. Shouldn't effect game play at all,
	but makes the build process nicer.
	-- Added a device called Swapper, which will cause the
	player's tank to switch places with another tank. The
	other tank is picked at random.
	-- Added a new wall type, Spring. The spring wall type 
	causes missiles to bounce off the walls and floor
	with more speed (x1.25) than they had before.
	-- When one player kills another, the attacker gloats.
	Only one gloat message is displayed if multiple tanks
	are destroyed.


Feb 21, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Disabled window closing in Windows to prevent hangs.
	-- Added item: repair kit. A device which will slowly
	repair the player's tank each turn.
	-- The number of rounds of play remaining 
	can be adjusted on the buying screen.
	This is performed using the "-" and "+" signs on the keyboard.
	Note, the "=" will also act like a "+" to add rounds.
	-- Clear key buffer before accepting input from each player
	to prevent accidently fireing a weapon.


Feb 19, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Expanded final score box to prevent
	money from running on to the background.
	-- The mouse wheel can now be used to scroll through
	items on the buying screen. Makes navigator quicker.
	-- Game now clears keybaord buffer at the end of each turn.
	Avoids weapons being un-intentionally activated.

Feb 13, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Permissions on title.dat changed to 644. Corrects
	bug where a system-wide install would run for root only.


==================== Atanks-2.1 released ==========================

Feb 11, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Added an option under the optins->Physics menu
	to change the type of wall being used during the game.
	The types are Rubber and Steel. Rubber acts as before,
	allowing missiles to bounce off the walls and bottom of
	the screen. The steel walls cause missiles to detonate on
	impact.
	-- Added the wall type option to the config file to
	allow the setting to be saved.
	-- When pressing the BACKSPACE key during the game, players
	can cycle backward through their weapon selections.
	-- Changed computer's targeting AI so the computer understands
	the difference between rubber walls and steel walls. This prevents
	the computer from shooting at steel walls repeatedly.


Feb 9, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Option to enable or disable sound is now on
	the main Options menu. At this time, changing the
	sound on/off will not take effect until the game
	is re-started.
	-- Changed config file to save the sound option.
	-- Made sure the command line option "--nosound"
	over-rides the sound setting in the config file.
	-- The width and height of the Atanks window can now be 
	changed from the Options menu, under Graphics. Changes
	take effect after the game is exited and re-started.
	-- Added screen width and height to the config file.
	-- Made sure the command line given width or height
	takes priority over the width and height settings from
	the config file.
	-- Tank health is now printed in the same colour as the
	player's tank.


Feb 5, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Corrected bug where missles would not die from old
	age. Missles should now properly detonate after 60
	seconds (MAX_MISSLE_AGE) whether they hit anything.
	This is to avoid infinate loops where missles bouce
	forever.
	-- Corrected problem with text lingering from the end
	of one round and showing up in the next. Insults should
	no longer carry over into the new round.


Jan 31, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- The player's name now appears over their tank. Text
	colour matches the tank's colour.
	-- Changed money to signed int. Cleared up some
	type problems. Put in check to keep money from
	over-flowing. See Player::newRound()
	-- Command-line option "--noname" added to allow the
	player name above tank feature to be disabled.


Jan 27, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Allow player names to be more than 10 characters. Names 
	should now be able to expand to 23. Changed some output
	code to allow for longer names without over-writing other
	text on the screen. Changed file format to allow longer names
	and backward compatibility.

Jan 25, 2007
	 Mike (CaptainNeeda+atanks@gmail.com)
	-- Added feature to allow all tanks to fire at the same time.
	This is accessible by selecting "Simul" under Turn Order
	in the options menu.


Jan 21, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Floating text no longer carries over to the next round.
	   Added newRound() function to FLOATTEXT object.
	-- When the window's "X" or close button is clicked, the game 
	   will exit immediately.

=============== Atanks-2.0 Released ===========================

Jan 10, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Fixed serious bug which causes game to crash
	when there are more than two players.

Jan 9, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Corrected serious bug where tanks did not take damage
	when they free-fall.

Jan 7, 2007
	Jesse (jessefrgsmith@yahoo.ca)
	-- Removed custom my_abs() function. Replaced it
	with built-in fabs().
	-- Where a char variable is used as a boolean, change the
	type to int or bool to avoid compiler warnings.
	-- Created a Debian spefic Makefile (Makefile.debian)
	to make Atanks more compatible with Debian's package.


Dec 19, 2006
	Jesse (jessefrgsmith@yahoo.ca)
	-- Version information is now displayed on the
	command line properly at start up. This should
	clear up some confusion about what version we have
	during debuging.
	Note: Version number is stored in Makefile
	-- Fixed command line option for height. "-h" was
	already being used for "help". Height can now be
	given using "-t" or "--tall".
	-- When one tank falls on another, the falling tank
	now rests on top of the other, rather than over-lapping
	on the screen.
	-- Added command line option "--nosound" to disable
	game sounds.
	-- Updated command line help.
	-- Re-wrote README file to be more up-to-date and
	organized.
	-- Updated Makefiles. Create new Makefile.windows for
	people compiling on Win32 systems.
	Use "make Makefile.windows" to compile.


Dec 4, 2006
	Jesse (jessefrgsmith@yahoo.ca)
	-- When a player runs out of ammo, the game switches
	to a different type of ammo. The new ammo is displayed
	in flashing RED instead of BLACK to warn the player.

Nov 27, 2006
	Jesse (jessefrgsmith@yahoo.ca)
	-- Made code compatible with gcc 4.1
	-- Updated code to use current Allegro 4.2 API
	   text output functions, set_clip and text_mode
	-- Made player money unsigned to avoid negative funds.
	-- When player runs out of a type of ammo, game automatically
	   switches to a new ammo type.
	

================= Atanks-1.1.0 released ===================================

4. 9. 2002

	Juraj Michalek (georgik@host.sk -- http://kota543.host.sk):
	-- added wind
	-- added indication bars
	-- added pay off functions
	-- added menu control by keyboard arrows
6. 9. 2002

	-- I rewrite all code to C++ -> hard work
	there were a lot of bugs in type definition,
	it's mirracle that game worked!

7. 9. 2002

	-- new structure of weapon record
	-- eek, many and many type mistakes
	-- added usleep for schedule optimization in Linux

8. 9. 2002

	-- changed structure of ITEM
	-- added TANK method for boosting up shield
	-- automatic shield boost
	-- fixed buystuff algorithm
	-- fixed colors and information in credits
	-- speed up redrawing algorith
	-- new title screen
	-- new top-bar in game
	
15. 9. 2002

	-- fixed bug with game engine (this bug came with
	conversion to C++ :()

2. 11. 2002

	-- fixed some minor bugs
	-- code indent fix
	-- added command line functions
	-- implicit select of windowed mode

3. 11. 2002

	-- back button in Option menu
	-- icons of weapons
	-- upgrade graphics
	-- release of 0.5
	
5. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- Modified code to allow resizing of screen (currently only
	at compile time, positions now scale)

8. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- some previously static graphics are now generated (scalable)
	-- modified way wind changes from turn to turn
	-- added wind options to options screen

12. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- changed dirtfall routines
	-- missiles no longer have to pause while explosion happens
	-- combine nearby make_updates (one blit instead of n)

14. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bug, t[z].ni is ITEMS long but
		zero'd up to t[z].ni[WEAPONS] in newgame()
	-- topbar now generated to fit screen

15. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed another bug, setting t[z] variables in
		z < MAX_MISSILES for-loop
	-- Added FLOATTEXT class
	-- Added permanent display of health and shields over tanks

22. 01. 2003 - Tom Hudson (tom@singular.org.uk):
	-- Modified missiles, more OO than before
	-- Modified funky-bomb delivery (slower delivery, needs tweaking)
	-- Added dirt-bombs

24. 01. 2003 - Juraj Michalek (georgik@host.sk):
	-- dirt ball explosion don't cover terrain
	-- changed some weapon's costs

26. 01 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Missiles once again bounce off the bottom of the screen.
	-- Arrow no longer used to indicate current player,
		uses bouncing health text instead

28. 01 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Replaced unneeded images in .dat files,
		reducing total download by 250k

29. 01 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Explosion images are now generated at runtime,
		saves 1Mb of download
	-- Explosions now 'disperse' for 10 frames after initial explosion

31. 01 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Change nature of land-slide to improve efficiency,
		reduces changes/frame, smoother.
	-- Fixed a bug in explosions (incomplete dispersal due to
		land-slide finishing first).

02. 02 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added earthquake range of weapons (tremor, shock-wave,
		tectonic-shift)
	-- Improved update method for explosions and land-slides.

06. 02 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added new screen fades
	-- Fixed bug in landslides where slide was calculated several times
		per frame, once per active missile
	-- Reorganised code, making it more OO, added VIRTUAL_OBJECT,
		PHYSICAL_OBJECT above MISSILE and TANK and FLOATTEXT

09. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Further large-scale reorganisation
	-- Landfall accelerates with gravity
	-- Improved graphics 'engine' (more efficient scheduling etc.)
	-- Hierarchical menu system
	-- Weather options (Meteor showers)
	-- Physics options
	-- Basic AI added
	-- Improved credit attribution for damage done
	-- EXPLOSION object added (explosions no longer part of missile)
	-- tech level added to restrict availability of weapons
	-- Added shaped-charge range of weapons
	-- Added repulsion shields
	-- Improved shield drawing routine
	-- Player colours randomly generated (needs refining)
	-- Bomblets for funky and cluster now separate weapons
	-- Weapon buying now displays a description of each weapon
		in a panel on the left of the screen

11. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bugs in AI that made the AI really useless.
	-- Added riot bomb and heavy riot bomb
	-- Added riot charge and riot blast
	-- Modified AI to choose riot gear if buried
	-- Added Page Up and Page Down functionality to buying screen

12. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bug where repulsion shields would continue to repulse
		if shield was reduced to exactly 0
	-- Fixed bug where angle of drawn object set to 0

13. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added teleport
	-- Added functionality to allow items to be selected and used
	-- Fixed bug where game would crash if everyone was dead
		at the end of a round
	-- Fixed bug where player would be incorrectly marked as COMPUTER_PLAYER
	-- Added self/auto-destruct items (vengeance, dying wrath, fatal fury)
	-- Added tech levels to items
	-- Modified AI to mostly avoid selecting self/auto-destruct items

14. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Changed landscape generation algorithm to use perlin noise

15. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added new landscape-type option to menu

17. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Modifications to AI targetting
	-- Fix to self-destruct

18. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented AI device preferences
	-- Improved AI purchasing routines
	-- AI now no longer uses teleport recreationally unless has parachute
	-- Improved AI device-selection routine

19. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added landSlideType option to physics menu
	-- Separated floating text from tank, the better to display damage with

20. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added permanent armour upgrades
	-- Added drag-reduction items
	-- Increased max number of each item to 999 from 99

21. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Animated shields
	-- Tidied in-game stats bar
	-- Fixed bug in Funky Death due to incorrect settings in weapons.h
	-- Modified AI item preference selection code to not favour the higher numbered items
	-- Balance changes, effectiveness of Vengeance decreased, prices of some items changed

26. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added nicer/more complex looking landscape rendering
	-- Added nicer/more complex looking sky rendering
	-- Added graphics options to turn on nicer rendering
		as it's a lot slower to render
	-- Added moon to sky
	-- Fixed bug where ingamemenu wasn't being cleared from screen
		on return
	-- Fixed colorDistance () algorithm, should now have
		meaningful results
	-- Modified options menu to not need bitmap anymore,
		still not great (e.g. tiny title) but getting there

27. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added config file (.atanks-config) which records settings

28. 04 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented Versioning system in config file

14. 06 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented player persistence between games
	-- Improvements to BUTTON class and usage on front menu
	-- Teleport sound-effect + visual effect
	-- Player selection before game
	-- a variety of other things

25. 06 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented new DECOR class (decorative)
	-- Implemented smoke trails on missiles
	-- Implemented new TELEPORT class

10. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented new BEAM class
	-- Implemented new weather (lightning)
	-- Implemented new Lazer weapon

14. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bug with damage text displaying even if damage rounds to 0

15. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented 3 difficulty levels for computer players
	-- Fixed TOGGLE options bounce-effect (select, deselect, select
		rapidly)

18. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Implemented numerical display of angle and power
		(suggested by krajzega, allegro.cc)
	-- Animated lightning a little
	-- AI will now not attempt to use a lazer on a target lower than
		itself

22. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bug due to number of weapons changing between versions

25. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Modified credits screen, broke it down into several functions
		to make it re-usable.

30. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added instructions screen from new button on main menu

31. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Fixed bug where explosion constantly checked if it was causing
		fall damage. This would cause money to often not be awarded
		to the player that fired the weapon.
	-- Changed the money model slightly, now a player should not be able
		to go below 0 money.

31. 07 .2003 - Tom Hudson (tom@singular.org.uk):
	-- When entering text (such as the Name field when editing a player)
		the mouse now continues to be visible, also the typing
		cursor flashes.

01. 08 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Added usleep under linux to try and prevent 100% cpu on
		instruction and credits screens.
	-- Modified Guesser, should now be slightly more random. Previously
		it would consistently overshoot (guaranteed to miss, rather
		than just unlikely to hit).
	-- If a config file doesn't already exist, 10 players are created.
	-- Also, it will create a new (human) player and have you edit it when
		you run it.

02. 08 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Changes for easier packaging (thanks to Michael Sterrett) including
		-DDATA_DIR option to modify the built-in path to the data
		files.
	-- Checks on various initialisation return-codes to see if they were
		successful, and returning errors if not. Previously these were
		ignored.

03. 08 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Initialisation of previously uninitialized variables (as reported
		by 'gcc -O2 -Wall').

04. 08 .2003 - Tom Hudson (tom@singular.org.uk):
	-- Moved up/down arrows on buying screen to more logical location
	-- Added Fast up/down arrows to buying screen to provide GUI
		equivalent of existing page-up/page-down functionality
	-- Added new arrow images for above purpose
	-- Added Napalm weapons

07. 08 .2003 - Kalle Toivonen (kato@korpikuu.fi)
	-- Found and fixed bug with backspace in text entry fields

11. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Added new Burrower and Penetrator subterranean weapons

12. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Any remaining shields are now recharged at the end of a round.
	-- Fixed a bug where it didn't pick up on failure to open title.dat
		then went ahead and tried to use it anyway (bug #787283).
	-- Money is now no longer lost when you damage yourself.
		This is the default behaviour.
	-- Bonus money now awarded to the tank which wins the round.
	-- Added options for financial side of things (bounty, bonuses,
		penalties for self damage and interest rate).
	-- Rewrote High/Low player ordering routine (turn order).
		Previously I'm not sure it ever worked.

13. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Made 'action' options on menus possible to implement

14. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Player Deletion now possible
	-- Moved number of rounds selector to player selection screen

17. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Fixed 'pause' bug, it really does now.
	-- When all human players are out of the game and only computer
		players remain, goes into Accelerated AI mode (Doesn't draw
		anything, speeds up the game and ends the round quicker,
		less sitting around waiting).
	-- Added option for Accelerated AI
	-- Added incremental stepping of angle and power via ctrl being
		held down (Patrick Bogen's suggestion)

18. 08 .2003 - Patrick Bogen
	-- Fixed divide by zero bug in wind variation routine which would
		happen if windvariation == 0;

20. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Added display of AI difficulty on selection screen and player menu.
	-- Fixed bug in win32 version causing config to screw up, it was
		due to file read and write being non-binary.
		This was already fixed in an earlier version but apparently
		overwritten before it made it to CVS.

22. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Added checks for memory allocation failures and handle them
		more gracefully (print an error and exit).

23. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Added FRAMES_PER_SECOND define
	-- 15 second time limit on missiles before they just detonate
	-- Maximum altitude (-65535) on missiles before they just detonate

24. 08 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Last words added, along with revenge memory (AI more likely to
		fire on last player to do significant damage to them).
	-- Dropped FRAMES_PER_SECOND to 60 from 100
	-- Modified various things to cope with FRAMES_PER_SECOND changes

01. 09 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Fixed AI targetting bug resulting from FRAME_RATE changes (thanks
		to vossman77)

02. 09 .2003 - Justin Ronco (jronco@umich.edu)
	-- Removed z, zz, zzz, z4, z5, z6 globals.
	-- fade.cc & lineseq.h should be complete

02. 09 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Fixed bug in drawFracture which would cause a hang
		(Eugeni Andreechtchev)

06. 09 .2003 - Justin Ronco (jronco@umich.edu)
	-- Relocated Tom's Perlin Noise code to "perlin.cc".  Documented.

07. 09 .2003 - Justin Ronco (jronco@umich.edu)
	-- Relocated Sky rendering code to sky.cc.  Documented.
	-- Modified moon drawing system;  some cleanup, some additions.
	-- Made global gradients constant.  Changed functions appropriately.
	-- Changed interface to generate_sky, removed all other functions
		from external view
	-- set_level_settings modified to call new sky functionality

07. 09 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Fixed tremor-freeze bug (I thought this was already fixed?)

08. 09 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Bugfix (workaround) for objects carrying through from the end of
		one round to the beginning of the next. This is temporary
		until a better fix can be made.

09. 09 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Added detect_digi_driver before install_sound to see if sound is
		possible

20. 11 .2003 - Eden (eden99_99@users.sourceforge.net)
	-- Fixed bug with funky bomblet leaving the top of the screen.
	-- Fixed problem with not frequent-enough position sampling for
		collision detection.

01. 12 .2003 - Eden (eden99_99@users.sourceforge.net)
	-- Fixed bug with burrower leaving the top of the screen.
	-- AI improved to buy more parachutes along with a new player option
		to change when CPU players generate their weapon
		preferences.

11. 12 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Fixed bug introduced in earlier version which printed 'advice' type
		errors ("You must have at least 2 players") to the console,
		rather than the screen.

15. 12 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Improvement to AI, targetting now based on optimum positioning for
		maximum damage, with weighting for revenge, avoiding damaging
		self and several other factors.

16. 12 .2003 - Tom Hudson (tom@singular.org.uk)
	-- Further improvement to AI, added wind factoring into targetting
		for 2 stage weapons, which should make cluster bombs etc.
		used more effectively.
	-- Added 'shopping trolley', allowing items to be put back.

04. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Improved shopping trolley to allow sell-back of previously bought
		items at a loss (adjustable via money menu).
	-- Changed money from int to long int as int is apparently too small

06. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Changes to missile-specific code, allowing a wide variety
		of definitions and tweaks via weapons.h and simplifying
		certain sections.

08. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Further improvements to AI to allow better targetting
	-- Changes to calculation of weapon damage

20. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Added new items Intensity Amplifier and Violent Force which
		increase the damage done by the player's explosive weapons.

28. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Fixed bug where failure to set_gfx_mode would report semi-random
		and unrelated system errors ("directory not found").
	-- Attempted fix to lazer-only-sometimes-doing-damage bug by
		adding lazer radius to cause-damage area.

31. 01. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Added command-line options to set screen/window width and height
	-- Added command-line option to set gfx depth (16 or 32)
	-- Added Valleys terrain type

02. 02. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Changed AI purchasing algorithm to increase chances of purchasing
		'cumulative' items. This is done by decreasing the chances
		of purchasing a given item in proportion to the number of
		items already purchased, unless it's a cumulative item.
	-- Right mouse-button for larger increase/decrease in values in
		menus.
	-- Added --datadir switch for specifying an alternative data directory

03. 02. 2004 - Tom Hudson (tom@singular.org.uk)
	-- Fixed lazer only sometimes causing damage bug
