2008-03-12  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.9.

	* Fixed disambiguation problem with "go to the <location>".  If a
	location was both, say, "south" and "out", "go to the <location>" would
	previously be reported as ambiguous.
	* Ignore attempts to move player to "hidden".  Possible where a task
	moves the player to same location as an NPC and that NPC is hidden.
	Reported by ElliotM, with bug triage by Mark J. Tilford.
	* Eliminated some memcpy calls and memory shuffling, leading to a
	slight increase in performance.
	* Added a new SCARE-specific system variable, %scare_version%, that
	allows a game to query the version of SCARE.  This variable overrides
	any user-defined variable of the same name, provided that variable's
	value is zero.
	* Switched to a more efficient exponentiation implementation, based on
	the Russian Peasant algorithm.
	* Changes to NPC walks to try to better replicate Adrift's somewhat
	inscrutable actions in this area.
	* Fixed a couple of bugs found by gcc's Mudflap, including a rather
	nasty one involving object accessors called on building a gamestate.
	* Changed from platform ctype functions (isspace, toupper, etc) to
	specialized internal ones for codepage 1252 or codepage 1251, depending
	on the game locale.  Again, a slight performance gain here.
	* Added codepage 1252 to iso 8859-1 conversion to the Glk interface for
	status lines; until now, only main window text had been converted.
	* Improved codepage 1252 conversions for characters not supported by a
	Glk library, and added codepage 850 conversions for courier and
	terminal fonts.
	* Added Unicode output for Glk libraries that support it.  This should
	help to further hide the differences between Windows codepages and
	Glk output, especially codepage 850 output.
	* Added codepage 1251 and 866 Cyrillic codepage support to the Glk
	interface for Russian games, automatically selected if SCARE detects a
	Russian language game on starting the Glk interface.
	* Added cancellation of <wait x.x> tags in the Glk interface; pressing
	space or return cancels the delay.
	* Assorted code tidy up and style changes.

2007-09-14  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.8.

	* Fixed a bug with "Also here is the" message and plural objects.
	Thanks to Nick Rogers for the bug report.
	* Added error handling for unterminated quoted strings in expressions.
	* Implemented printfilter escaping, so that player input that is routed
	to %text% and then subsequently displayed does not trigger <> tags,
	& entities, or variable substitions.
	* Added static_unmoved to the field comparisons in the debugger.
	* Reworked room name and description code so that it correctly uses
	alternate description strings when required by game states.  Added a
	new testcase for these features.  Thanks to Sam Trenholme for the
	report and bug triage.
	* Assorted small code tidy up and style changes.

2007-06-26  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.7.

	* Corrected a printfilter bug that could let &gt; and other characters
	through into game ouput untranslated under certain circumstances.
	* Fixed a bug that could cause incorrect object descriptions to appear
	for objects moved by anything other than the player, and another that
	failed to ignore "stale" task reverse commands.  Thanks once more to
	Nick Rogers for the reports and test cases.
	* Added the ability to take objects from named NPCs to the parser.
	* Implemented "get off" as a way to move the player from on supporter
	object to on the ground.
	* Added "go to room_name" as a way to move to a named adjacent room.
	* Assorted relatively wide-ranging changes to standard system messages
	and a couple of new standard commands, to align more closely with the
	Runner.  No prizes for guessing who reported the differences.
	* Added several new test cases to handle new commands, updated system
	messages, and some test cases missed in prior releases.
	* Some code tidy up and style changes.

2007-01-28  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.6.

	* Removed "move" as a synonym for "go".  Having this extra command may
	confuse games that otherwise expect to override all movement.
	* Fixed a small object disambiguation bug.
	* Corrected a problem that occurred when listing objects that would not
	fit in a container when using multiple object targets.
	* Improved object disambiguation.  The parser should now allow, for
	example, "drop book" to cope with two books, one held but the other
	not.  Also, tightened "all" object generators to ignore static objects
	moved to player inventory by events.  Thanks to Nick Rogers for the
	suggestions.
	* Changed (again) the way game tasks with failing restrictions and
	library commands interact.  It seems that Adrift treats "take" in a
	special way that doesn't always let a game override, and some games
	appear to require this.
	* Added "+percent+" as a '%' character entity.  This appears to be an
	undocumented Runner feature.
	* Fixed a tricky bug with complex task commands.  Yet again, thanks to
	Nick Rogers for the report and test case.
	* Minor tidy up and performance improvements.

2006-12-16  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.5.

	* Fixed a crash caused by using referenced text in task restrictions on
	the very first game turn (before any referenced text set).  Thanks to
	Mark J. Tilford for the diagnosis.
	* Fixed an embarrassing crash that showed up when entering a line that
	contained two or more spaces and no other text, and another caused by
	failure to trap division by zero adequately.
	* Updated to Zlib 1.2.3.
	* Reworked game task handling to match the current understanding of how
	the Adrift Runner selects between multiple tasks that match player
	input.  Thanks (yet again) to Mark J. Tilford for the analysis and
	reverse engineering work.
	* Fixed a text formatting problem that showed up when examining an NPC
	that is both wearing and holding objects.  Thanks to Richard Otter.
	* Changes to score notifications to match the Runner a little better,
	and generally behave more usefully.
	* Implemented Adrift's "count" (alias "num") command, for querying the
	status of weight and size limitations for carried objects.
	* Fixed NPC task restriction off-by-one error in the version 3.8 to
	version 4.0 game conversions done on parsing a TAF file, an object
	worn task restriction error, and a win/lose game endian problem.
	* Improved the way tasks are run when NPCs encounter objects and other
	NPCs on walks, trying for closer agreement with the Adrift runner,
	and a walk bug that made NPCs move more often than they should in
	roomgroup walks.  Thanks to Todd Watson for the report.
	* Fixed an alternate room description problem, an event timing problem,
	a task override failure, and a task action ordering issue.  Thanks to
	Nick Rogers for the reports.
	* Corrected the way static objects moved to hidden by events behave.
	* Fixed a status line display ordering bug that showed up on game end
	with non-windowing Glk libraries.
	* Removed the generally useless os_flush() function from the interface.
	* Fixed a parser bug that prevented optional "{...}" words and wildcards
	from working correctly if placed last on a list.
	* Added period to the existing comma to period for characters used to
	separate elements on a multi-command input line.  This improves the
	match with the Adrift Runner.
	* Added lower-level game saving and loading functions, to allow
	interpreters such as Gargoyle to save and load game states directly to
	files or callbacks.  Added "-r FILE" to glkscare to restore a saved
	game directly the interpreter starts up.
	* Added a built-in random number generator that will produce a stable
	and repeatable sequence on all platforms.  Useful for scripted game
	testing, it may be selected in place of the platform's rand().
	* Improved memory allocations in the parser for better performance, and
	generally reduced strlen() calls on constant strings throughout.
	* Improved the printfilter, adding paths without allocate-and-copy for
	strings that don't use tags or other HTML-like formatting.
	* Updated event restarting to correctly reproduce Adrift's handling of
	this situation in version 3.9 and 3.8 Runners (bug compatibility?),
	and added other general event handling compatibility fixes.
	* Altered expression handling to accurately reproduce Adrift's rounded
	division, and also its apparently sequential and/or comparison.
	* Assorted refactoring and code format and style cleanups, including an
	effort at NPC accessors and mutators, removal of int16 types,
	rationalization of use of unsigned variables, and byte instead of
	short for boolean types.
	* Made code 64-bit clean (specifically, LP64, but probably also ILP64).
	* Added a control to allow the player to override the count of turns
	consumed by 'wait'.  This helps with games that set one value but
	assume another.  Several Runner releases are broken and always add one
	to turns on 'wait', no matter what the game requests.
	* Increased undo from a single turn to 17 total.  Added a command
	history, addressable with '!' (somewhat like the c-shell).
	* Improvements to 'it', 'him', and 'her' handling to try to better match
	the Adrift Runner.  Also, added an attempt at guessing whether objects
	are plural or singular, for correct "...is" and "...are" messages.
	Thanks to David Whyld for the report and test case.
	* Improved the parser, adding "...object {and object...}" and "...all
	except object {and object}..." to take, drop, and wear and remove.
	Rationalized assorted other commands, making "everything" synonymous
	with "all" and "apart from" synonymous with "[except/but] {for}".
	* Added a parser extension to logically interpolate %...% variables
	into task command patterns before matching them to user input.
	* Fixed getdynfromroom() for task command functions so that it works
	believably with 'Humbug'.
	* Added an automated test program, and a suite of test scripts aimed at
	verifying core interpreter features and regression testing games by
	comparing against transcripts created by the genuine Runner.

2007-07-12  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.4.

	* Updated the Glk interface to match improvements made to the Glk
	interfaces of other IFP interpreters.
	* Fixed errors in quit jump buffer handling across game restore that
	could cause sc_quit_game() to crash.
	* Added a "quit" command to the debugger.
	* Suppressed inflate() error message when trying to restore a file that
	is not a valid saved game.
	* Slightly improved sc_str{n}casecmp() efficiency.
	* Added end-of-file handling to os_ansi.c, so that it's now useful in
	pipelines and for scripted game testing.
	* Readability and code style update for the core interpreter, but very
	few functional changes.  (Translation: if you're not using the Glk
	interface, there is little reason to update from version 1.3.3).

2005-01-21  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.3.

	* Fixed a game crash with version 3.8 games when trying to lock an
	openable object with "lock <object>".
	* Avoided a possible (theoretical) crash where large negative numbers
	are used in Adrift expressions.
	* Now silently ignores empty HTML-like tags, "<>".  Prior versions
	would issue a warning.
	* Use monospaced output in Glk when the game uses either 'courier' or
	'terminal' fonts.  Originally only 'courier' was recognized.  This
	improves performance with 'Humbug'.
	* Set %text% to the player input line before printing game command
	error ("dontunderstand") messages, again for 'Humbug'.
	* Fixed a hang on loading 'The Cat in the Tree' and 'Ice Cream';
	thanks to David Kinder for the error report.
	* Minor fix to kiss NPC message, and corrected "north_west" to be
	"north-west" in movement command.
	* Fixed an abort when an NPC with a walk is initialized to "hidden";
	thanks to Richard Otter for uncovering the error.
	* Minor cleanup of input parser error handling, and change in
	debugger to stop debug refusal from consuming a game turn.
	* Changed function sc_game_hint_iterate() to sc_iterate_game_hints()
	for better naming symmetry with other interface functions.
	* Performance optimizations to scprops.c, giving a 20-30% improvement.
	* Added error trap for pathological games that define no rooms.
	* Added %room% variable, accidentally omitted from earlier releases.
	* Implemented raise-to-power (^) operator in expressions, and fixed a
	pair of subtle bugs with unary minus and plus operators (incorrect
	associations, and missing comparisons in unary minus and plus
	determinations).
	* Added "lay" as a synonym for "lie", and fixed NPC entry/exit
	message where NPC enters or exits from above or below.
	* Fixed %version% to contain values that correctly indicate the level
	of Adrift runner emulation.
	* Corrected NPC walk tasks for meeting player, object, and other NPCS;
	thanks to Robert Goodwin for the error report.
	* Documented battle system TAF file fields in sctafpar.c, in case the
	occasion ever arises to implement the battle system.
	* Minor structure tweaks to save memory via better field alignments.
	* Fixed a silly bug that failed to enable trace/debugger for Windows.
	* Fixed a bug that prevented player positions from being set up
	correctly on game loads.  Thanks to Eric Mayer for the report.
	* Added "ex" and "exam" as additional synonyms for "examine".
	* Corrected handling of argumentless <wait> tags, and made a few small
	performance improvements (strlen elimination).
	* Upgraded handling of "get", "drop", "get all" and "drop all" command
	handlers to check for game overrides for each object.
	* Added a couple of casts to correct gcc 3.3.4 compilation warnings.
	* Minor tidy up of Glk style resetting in os_glk.c.
	* Fixed a failure to load Unfortunately.taf.  Thanks to David Kinder
	for the report.
	* Added Glk interface functions to print a status line even if the Glk
	library in use lacks windowing capabilities (cheapglk).
	* Added a workround for Xglk resizing problems.  It should have no
	effect on Glk libraries that don't have Xglk's deficiencies.

2004-05-06  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.2.

	* Fixed a reverse engineering bug that prevented 'Doomed Xycanthus' from
	running in SCARE.
	* Added the ability to run Adrift 3.8 games.
	* Integrated David Kinder's Windows Glk code into the main Glk
	interface.
	* Updated game title and author query functions to avoid ALR clashes.
	* Minor updates to library output to avoid clashes with game ALRs.
	* Fixed an object and NPC referencing problem that caused SCARE to fail
	to distinguish between things such as "table leg" and "table".
	* Updated the way room lists are stored in properties to reduce heap
	memory requirement and improve game load performance, a 25% to 35%
	improvement on average games, and 50% on some.
	* Fixed a bug that caused SCARE to crash when trying to lock a container
	that has no key (not lockable).
	* Fixed an omission that caused object alternate descriptions requested
	where a task is not completed to show the wrong description.
	* Added score change notifications, and commands and interface functions
	to control notification messages.
	* Corrected an omission where SCARE failed to use changed descriptions
	for NPCs on character walks, and a bug that noted meetings between
	NPCs on walks and objects or other NPCs too often.
	* Fixed a bug in task handling, one that shows up with the rubber ball
	in 'The Woods are Dark'.  Thanks to Emily Short for finding and
	reporting this.
	* Corrected a bug that prevented the version 3.9 game 'The Caves of
	Morpheus' from loading, and another that caused 'The Test' to
	virtually hang (caused by its use of repeated wildcards).
	* Fixed a bug with version 3.9 openable objects.  Those initially open
	were being reported by SCARE as instead being locked.
	* Added a function to retrieve any preferred default font from the game.

2004-03-30  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.3.1.

	* Added the ability to run Adrift 3.9 games as well as 4.0 ones.
	* Added code and interface functions to provide the interface with a
	game's use of sound and/or graphics resources.  See PORTING for
	sc_does_game_use_sound(), sc_does_game_use_graphics(), and for the
	os_play_sound(), os_stop_sound(), and os_show_graphic() functions.
	* Many and drastic output message changes in an attempt to align with
	the Adrift runner for ALR matching (damn you, ALRs).
	* Implemented player size and weight checks, and container size and
	contained object count checks.
	* Added standard responses to game actions such as "jump", "dance",
	and profanity, giving ALRs something to chew on.
	* Created "score" and "turn" verbs, "kiss", "smell", "push", "pull",
	and assorted others.
	* Added automatic listing of objects in a container when opened.
	* Implemented listing of NPC objects worn and held on "examine <npc>".
	* Added first person responses for games that request this mode.
	* Updated to Zlib 1.2.1, which offers somewhat faster operation.  It's
	distributed in .zip format, so the SCARE Makefile no longer needs to
	maintain extracted Zlib sources, as it did with the gzipped tar
	distribution of Zlib 1.1.4.
	* Fixed a bug in run_player_input() that left unused input line data
	buffered across game end undo.
	* Corrected game tidy up after calls to sc_quit_game().
	* Corrected checks on object get to reject "get <object>" where the
	object is either held or worn by a NPC.
	* Removed TAF line pushback functionality from the TAF file module,
	and implemented it locally inside the TAF file parser.
	* Mapped 'font face="courier"' in os_glk.c, os_print_tag(), to Glk
	preformatted text style.
	* Improved os_glk.c so that it copes with "buggy" games that do not
	correctly nest markup tags (for example "<i><font ...>mumble
	</i></font").
	* Refactored os_glk.c slightly to facilitate non-UNIX Glk builds.
	* End of game delay os_glk.c now happens only on 'restart' selection.
	* Fixed a bug in run_main_loop() that caused waits to consume one
	turn too many.
	* Included a required second variable interpolation pass to pf_filter(),
	which needs to replace %...% both before and after ALRs, and a second
	ALR pass after the second variable interpolation, with flags to let
	each ALR fire only once.
	* Added printfilter function to indicate a new sentence, provoking
	uppercasing of the next buffered character.
	* Modified object name printing in lib_print_object_np() to include
	any significant parts of the object prefix, and to switch "a" or "an"
	for "the" when (apparently) appropriate.
	* Added interface functions to obtain a game's hints.  See PORTING for
	sc_game_hint_iterate(), sc_get_game_hint_question(),
	sc_get_game_subtle_hint(), sc_get_game_unsubtle_hint(), and
	os_display_hints().  Added SC_CONF_VIEW_HINTS.
	* Added a %version% variable.
	* Substantial improvements to expression handling.  SCARE now fully
	handles all 4.0.42 expression formulae correctly, including the
	freedom to mix string and integer expression elements.  All
	expression handling is now in scexpr.c, and scstrexp.c is dead and
	buried.
	* Fixed a minor bug in conversation topic matching.  The older code
	would match substrings (for example "hat" before "hatchet").
	* Improved "it", "him" and "her" handling so that they now work with
	game commands that use %object% and %character% references.
	* Fixed a program crash seen when trying to wear a static object.
	* Added a reasonably useful game (and SCARE) debugger, accessible, when
	enabled, using the "debug" command.
	* Fixed the NPC listing loop for the "look" command, which was printing
	NPCs in an odd fashion.
	* Altered the ordering of output for "examine", to print object state
	before, rather than after, container and surface content.
	* Fixed an ugly bug in game saving, present since the dawn of time but
	substantially worsened with a change made in 1.1e.
	* Aligned the %theobject%, %on_, %in_, and %onin_ variables with the
	formats printed by the library.
	* Added getdynfromroom() handling for so-called task command functions.
	* Moved trace output produced by SC_TRACE_FLAGS from stdout to stderr.
	* Fixed an NPC bug that prevented NPCs from moving about if they don't
	wait for a start task.  This one should have been fixed long, long
	ago, as Thomas Payerle had the right extra code in SCARE 1.2.1
	(thanks, Thomas).
	* Changed version naming convention, by popular request.

2004-02-03  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.1e.

	* Fixed minuscule memory leak in gs_destroy().
	* Fixed incorrect condition ordering in taf_append().
	* Added tag stripping for game author and title, to neaten the title
	line first displayed for 'To Hell in a Hamper'.
	* Fixed bug in pf_strip_tags() that caused it to miss consecutive tags.
	* Added sc_get_game_max_score() interface query function.
	* Changed return type of os_read_line() from void to sc_bool.  Return
	of TRUE indicates data buffered, FALSE ignore and re-call.
	* Fixed a bug in run_player_input() that caused it to try to use old
	input or stack junk when an input line ended with a comma.
	* Substantial rewrite of os_glk.c to handle Microsoft codepage 1252
	characters, and provide transcripts, reading input from a file, and
	player input logs.
	* Improved alignment with newer jAsea code (objects worn by player/NPC
	on startup, turn based unmoved flag updates, game won text).
	* Fixed bug in uip_parse_list() that caused input pattern matches to
	fail against task commands where patterns had consecutive
	'[...]' or '{...}' elements without intervening spaces.  This shows
	up with 'To Hell in a Hamper'.
	* Relaxed running requirements for sc_undo_game_turn(), sc_load_game(),
	sc_save_game(), and sc_restart_game().
	* Adding RUNNING text file, with notes on running SCARE.

20003-12-10  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.1d.

	* Fixed an endian problem that prevented correct builds on big endian
	systems.  Thanks to Jan-Erik Karlsson for isolating and reporting
	this problem, along with its fix.
	* Redesigned TAF file decompression to place far less stress on malloc
	and free functions.  The old TAF file decompression module caused
	significant performance problems with AmigaOS malloc.  Again, thanks
	to Jan-Erik Karlsson for this problem report.
	* Fixed omission in sc_free_game(), which used to fail to free memory
	allocated to holding raw TAF data.
	* Fixed omission in prop_destroy_node() which used to fail to free
	memory allocated to the child list.
	* Added preallocation of properties nodes, in pools, to scprops.c,
	further greatly reducing stress on malloc.  With this change and the
	redesigned TAF compression, 'The PK Girl' becomes fully playable with
	SCARE through IFP.  IFP's garbage collection now adds only around 6%
	to game load time.
	* Added handling for stateful objects and alternate room descriptions,
	combined with a few small tweaks to accommodate them.

2003-06-26  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.1c.

	* Fixed decompression problem exposed by the post-comp02 release of
	Robert Goodwin's 'The PK Girl'.
	* Added undo functionality; "Undo" verb, sc_undo_game_turn() function,
	and sc_is_undo_available() query function.
	* Fixed minor memory leak with status line and current room name in
	gs_copy().

0000-00-00  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.1a,b.

	* Additional verbs to complete major functional areas.

0000-00-00  Simon Baldwin <simon_baldwin@yahoo.com>

	* Release 1.1.  First public release

