:::::1988 Fixes::::: 88 fixes deleted, see the 4.88 sources :::::1989 Fixes::::: --------------------- 2/26 all files: merged the umoria and PC-Moria sources creature.c: get_moves(), 12 numbers were wrong for monster movement wizard.c: a few more int to bigint_t changes needed in wizard mode commands files.c: fix columns in monster dictionary so that everything lines up misc2.c, moria2.c: line up columns for print_new_spells() and examine_book() 8 files: replace == with = in comments and strings magic.c, misc1.c, misc2.c, moria2.c, signals.c: missing/misplaced breaks monsters.c: 2 grey snakes, renamed one to green misc1.c: compact_objects, stmt which decrements cur_dis in wrong place spells.c: disarm_all should not set traps to zero, should just clear trap bits moria2.c: in jamdoor() i_ptr->p1 should be t_ptr->p1 moria2.c: in place_trap(), covered pits should transform to open pits moria2.c: mon_take_hit(), int i should be bigint_t i io.c: more prompt will now accept space/escape/return/linefeed io.c: EOF code did not work on machine with unsigned characters ------------------------ 2/27 save.c: missing controlz calls on error returns creature.c: don't let non-moving creature move if glyph prevented it from attacking creature.c: give monsters a chance to recover from Bash, depends on square of monster level moria2.c: give monsters a chance to ignore bash, function of hitpoints and level spells.c: fixed restore_level, needed while loop moria2.c: monster_multiply(), i=18 statement in wrong place, would not always multiply monster when it should --------------------- 3/2 moria1.c: get_panel(), add one to y and x on lines 945/950, prevent scrolling while inside rooms --------------------- 3/9 wizard.c: tmp_val = -999; for gold changed to tmp_lval signals.c: added SIGXCPU to list of signals that cause panic save spells.c: call monster_name before mon_take_hit in fire_bolt() moria2.c: move_char (), stop before attacking a creature dungeon.c: added move_char (5) to see_infra and see_invis setting and clearing --------------------- 3/10 creature.c: added take_hit (0, ddesc) line to every monster spell, ensure that player leaves resting/find/search modes potions.c: remove chp += mhp code from gain const potion, now chp = mhp moria2.c: change monster_death(), summon_object 4d2 instead of 4d3 so that comments match code creature.c: make_move(), prevent monster from moving again after opening a door, also, make chance of opening locked door dependant on monster level monsters.c: giant red ant lion, not hurt by fire, move&attack normally --------------------- 5/5 generate.c: fixed error in generation of type 3 (subtype 3) rooms misc2.c, config.c: added alternate wizard code/definitions treasur1.c: restore mana potion made more valuable (35 -> 350) staff of speed value increased (800 -> 1000) ring of sustain charisma level changed (7 -> 44) ring of stupidity level decreased (20 -> 7) potion of gain strength value increased (200 -> 300) variable.c: halfling clan elder had 0% chance gave warrior higher base to hit chance than paladin store1.c: digging tools must be identified before price is adjusted misc1.c: do not adjust cost of digging tools based on value of p1 change all mods to fields toac/todam/tohit to be += or -= several items (mostly cursed items) needed %P1 added to name for digging tools, inc p1 instead of replacing it, so that tools will still have same minimum values as specified in treasur1.c monsters.c: Forest Wight should be able to open doors. Grey Wraith should not drain mana moria1.c: fix stealth so that it uses the value of p1 treasur2.c: change 'a's to '&'s for doors spells.c: word of destruction should not put wall over character Could not use wand of drain life at a distance moria2.c: when in find mode, attack if run into creature only if can't see it -------------------------5/7 moria1.c,moria2.c: remove heavy weapon message from test_hit and put it in py_attack instead spells.c: teleport_away now calls unlite_spot if necessary, fixes bug that I thought had been fixed 3/28/88 save.c: for MSDOS: when restore save file, must search object list for secret doors/traps, and convert the '#/.' char to wallsym/floorsym, when save file, must do the reverse translation spells.c: unlight_area() was really messed up, is much shorter now, will always print "darkness" message now if it should misc1.c: cleaned up prt_map(), probably much faster now moria1.c: cleaned up light_room(), draw_block(), sub2_move_light(), they are probably much faster now all: changed print(char *, int, int) to print(char, int, int) in io.c misc1.c: crown of the magi, now has RL instead of see invisible ---------------------- 5/8 all: checked uses of fm/pl/tl for consistency,eliminate extra parens/tests/etc death.c: changed call to exit(1) to exit_game instead, io.c, dungeon.c: new function move_cursor_relative to position cursor on map --------------------- 5/13 Moria.doc: added changes to bring it up-to-date, ran through Spell again --------------------- 5/18 spells.c: polymorph monster spell incorrect, missing an else flag = TRUE line moria2.c: fix setting of reset_flag in find mode in move_char() routine Moria.doc: created MacWrite version for Macintosh, plus some more editing corrections --------------------- 5/29 death.c, externs.h, files.c, io.c, misc2.c, moria2.c: eliminated the function pad, replaced most calls with printf %-30s formats death.c: rewrote fill_str and renamed it to center_string, previously was returning pointer to local variable death.c: eliminated dprint, replaced it with calls to put_buffer signals.c: suspend handler now saves/restore special local chars (^R, ^W, etc) generate.c: rewrote blank_cave, should be a bit faster now externs.h, io.c, misc1.c, variable.c: eliminate used_line array, no longer call erase_line in prt_map in misc1.c misc2.c, moria1.c, store2.c: make sure cursor is always in the right place after an inkey call create.c, misc2.c: rewrite put_character and associated routines, line up columns, eliminate strcat/strcpy calls files.c: rewrote file_character so that it matches put_character, etc. io.c: fixed put_buffer so that it won't print past right edge of screen files.c, misc1.c, moria1.c, ms_misc1.c: loc_symbol rewritten, now checks values of pl/tl/fm, did not correctly handle monsters which were visible, but were not in a lighted spot moria1.c, io.c: rest() only erases MSG_LINE now if original 'hit ... to quit' message displayed, new function in io.c erase_non_msg does this misc1.c: magic_treasure(), fixed helms which had wrong else level of cursed items, added cursed rings of searching, set p1 value for amulet of magi ---------------------- 5/30 treasure1.c, treasure2.c: three axes changed from type 21 to 22, this prevents the Priest shop from buying these weapons --------------------- 6/2 creature.c, moria1.c, moria2.c, spells.c, types.h: massive reorganization of the way that visible monsters are handled, now ml is set if and only if the creature is visible on screen creature.c, externs.h, moria2.c: procedure check_mon_lite removed, calls to it replaced by calls to update_mon () misc1.c: delete unused code creature.c, moria2.c: two places needed to test fm in addition to pl and tl spells.c: need to set fm/tl/pl before call to lite_spot/change_trap, eliminate some unncessary calls to lite_spot, eliminate unneccsary clearing of fm ------------------------- 6/8 dungeon.c, moria1.c, moria2.c: allow searching while blind, decrease chance of successs if blind or have no light moria1.c, moria2.c, store2.c: change prt("", x, y) to erase_line (x, y) misc2.c: replace all "\0" with just "" io.c, moria2.c, scrolls.c, store2.c: add '.' to end of sentences dungeon.c, misc2.c, moria2.c, scrolls.c, store2.c: add msg_flag = FALSE after lots of msg_prints, to make sure never get " -more" message line creature.c, dungeon.c, spells.c, staff.c: don't print 'light' message if blind moria2.c: disarm_trap(), make no_light and blind same penalty, increase blind/no_light and confused penalties moria1.c: rewrote area_affect, delete redundant code, don't stop at doorway if no_light and it is unlit generate.c: fixed error in build_tunnel, stack points could overrun stack ------------------------ 6/9 moria1.c: change test_hit so that always miss 1/20, and always hit 1/20 moria1.c, moria2.c, spells.c: changed fval incorrectly when manipulating doors, only change to corr_floor2 if next_to4 a room space creature.c: in get_moves, change 1.732 to 2, makes it faster, also can no longer circle monsters by moving in a diamond shape death.c, io.c, files.c, main.c: for MSDOS, don't leave the highscore_fd file open permanently save.c: save value of total_winner, in case of a forced call to save_char() all, types.h: deleted MSDOS ifdefs, the bytlint/byteint/wordint/worlint type definitions were confusing, so changed all to int8/int8u/int16u/int16 generate.c: rewrote loops to try to speed up level generation ---------------- 6/12 misc1.c: for items with duplicates in treasure1.c, set level of all equal to that of lowest treasur2.c: several items did not match same item in treasure1.c ----------------- 6/13 treasur2.c: wands/staffs in store now have same level as those in dungeon dungeon.c, misc2.c, moria1.c, ms_misc.c, store2.c: removed some ASCII dependencies ------------------ 6/16 externs.h, constants.c, generate.c, misc1.c: fixes to make level generation faster, rearrange order build_tunnel makes comparisons, call correct_dir directly instead of through rand_dir, rewrite loops, rewrite next_to4, rewrite next_to8 externs.h, files.c, misc1.c, moria1.c, ms_misc.c: loc_symbol returns char == the following are due to CJS (Bruce Moria) create.c: in get_money(), charisma was subtracted and added, now only add desc.c: unquote() did not work at all, rewrote the whole thing in identify, string[0] == 'T' should be string[1] moria1.c: area_affect, for direction 1, the 3 should be a 2 misc2.c, moria2.c, scrolls.c, spells.c, store2.c: change msg_print(" ") to "" store2.c: eliminate erase_line/display_commands at end of purchase_haggle config.h: for defined(Pyramid), define ultrix eat.c: py.stats.intel to s_ptr->intel creature.c: in make_move(), set m_ptr at begining of function, in mon_move(), set m_ptr at begining of function, test cmove before calling randint in mon_move() change if (randint(10) > py.misc.stl) to && (randint(...)) dungeon.c: move random teleport outside innermost loop, put with other checks == end CJS fixes == creature.c: collapse a large number of if (...) if (...) constructions to if (... && ...) constant.h, desc.c, externs.h, generate.c, misc1.c, rnd.c, save.c,variables.c: all versions now use rnd(), rnd does not use SYSV calling conventions anymore BSD random() states eliminated generate.c: added code to build_tunnel to prevent infinite loops --------------- 6/19 *.c: collapse a large number of if (...) if (...) constructions to if (... && ...), delete unneeded braces ---------------- 6/21 creature.c, spells.c: build_wall and earthquake, now kill monster if it can not move through walls, and it can not move out of the way of the new wall, also, does more damage to those that escape, in creature.c, if in wall, must escape to empty space ----------------- 7/17 main.c: added a setbuf call, for buffered output ------------------ 8/4 merging changes due to Christopher J Stuart...zillions of changes stat structure changed externs.h: move functions definitions for lint to here create.c: help functions sorta' added, money now more dependent on stats, really good/bad characters eliminated, etc... ------------------ 8/8 creature.c: new function disturb used, stop attacks if player dead, add message for two attacks which had no message, confuse-monster only works if monster actually hits, door bashing different and noisy too!, creatures only eat lower level creatures, monster drawing changed, monster memory added, etc... ------------------ 8/9 desc.c: eliminate lots of unnecessary strcpy/strlen/etc calls, can inscribe objects, store/dungeon objects will be merged in the inventory when objects are identified, if curse a special object it loses its special ability, %d code for damage, %a code for armor, etc... eat.c: misc changes... ----------------- 8/11 help.c: moved help text into files, added monster recall info, etc... ----------------- 8/14 Moria.doc: editing changes, removed lots of unnecessary hyphens io.c: rebuilt it (accidentally deleted current version) death.c: scoring procedures moved elsewhere, print_tomb more efficient and uses far less stack, final char display different, upon_death changed to exit_game, etc... generate.c: added STATIC and void magic.c: reduce indentation, increase spell damage, 7 dam/mana for Magic Missle, 4 d/m for balls, 5 d/m for bolts, etc... misc1.c: crowns higher chance of magic, monster dist changed to increase chance of higher level monsters, unnecessary uid/eid calls deleted, m_level changed to include level[0] monsters, highlighting for ores, disappear percentages for objects in compact_obj() modified, '!' char added to magic descriptions, damage added to bows ------------------- 8/15 misc2.c: print message if gold/object created under player, stat handling completely changed, new func title_strings, search/rest/paralysis/count message print changed, new func prt_speed(), new stat functions, can hide stat changes if unknown, get_name uses loginname if none entered, change_name can print to file, inven drop/carry/etc changed to be a little simpler, new func join_names, spell_chance/learn_spell/etc chnaged to be a little simpler, get_spell with capital letter verifies choice, etc... ---------------------- 8/16 monsters.c: no change treasure1.c: %d added to weapons, %a added to armor, plus to dam added to bows, mage's guide should be mages' guide?? appostrophe removed ---------------------- 8/17 treasure2.c: change & in traps to a/an, scroll/potion subvals changed to 200 plus value in treasure1.c, etc... potions.c: every potion prints message, ident true only if something noticable happens, greatly reduce indentation, stat handling different, etc... prayer.c: reduce indentation greatly, use up mana if prayer fails, etc... scrolls.c: reduce indentation, only ident if something noticable happens, for identify must search for new location of scroll, etc... sets.c: ifdef out unused functions dungeon.c: add command counts, use new func disturb(), double regen if searching, damage if really hungry, messages for protevil resist_heat and resist_cold, new code for quiting rest mode, move teleport code outside inner loop, add code to check strength/weight, find mode done differently now, allow ^char for control characters, all command chars translated to rogue_like chars, new commands = (options) { (inscribe) V (view scores) M deleted but W improved : (map area) rogue-like summon ^S -> &, etc... ---------------------- 8/24 files.c: init_scorefile deleted, intro->read_times, don't modify argv, new func helpfile, print_map deleted, print_monsters deleted, file_character now takes filename as argument, etc... io.c: lint defs, new suspend function, much better curses handling, new func moriaterm and restore_term, inkey does refresh on ^R, flush should work now, new funct get_check, save_screen, restore_screen, etc... constant.h: add defs for STATIC, ESCAPE, stats, increase treasure in streamers, change store min and turnaround amount, MAX_MON_NATTACK, MAX_EXP wands.c: inscribe wand if empty, reduce indentation, etc... staffs.c: inscribe staff if empty, reduce indentation, etc... spells.c: identify- update stats if affected, allow ident of equip items; better light_line messages; when set pl false, must set fm false also; misc, etc... ------------------- 8/29 moria1.c: new function enchanted(), part of py_bonuses split into calc_bonuses, cur_char1/2 deleted, complete rewrite of inven_command routines, new functions check_weight/verify, can display weights, get_item can show either inven or equip, options added, run code completely rewritten, misc, etc... --------------- 8/30 store1.c: item_value has *item->number removed, many routines changed to pass item pointer, identify removed from store_carry, known1/2 put in store_create, store_maint alg changed, etc... store2.c: clean up handling of msg_flag, incremental haggling in get_haggle(), display_command moved from purchase/sell_haggle to store_purchase/sell, enter_store code cleaned up, etc... config.h: misc... externs.h: add new variables, delete old variables, rearrange stuff, etc... types.h: added logging structure and recall structure, etc... variables.c: add new variables, delete old variables, rearrange stuff, remove learn from spell structure, change titles so none shared between classes, etc... -------------- 8/31 moria2.c: weight bug fixed, py_attack did not decrement inven_weight when inven_wield was a missile, and the player was carrying more than one of them -------------- 9/1 moria2.c: carry has pickup option, new functions for inscribing objects, summon_objects returns type/number of objects created, ditto monster death, new function check_view, add todam for using bow/arrow, bashing changes, new sub py_bash extracted from old bash code, jamdoor p1 values changed successive spikes have smaller effect, etc... ------------- 9/2 main.c: add bruce moria comment, new options, read environment variables, etc. wizard.c: wizard can change weight and speed of character, etc... unix.c: new file, contains UNIX specific code for user_name, check_input, and system() signals.c: completely rewritten to be much nicer, same functionality recall.c: new file, for printing out monster memory info save.c: completely rewritten, same functionality, I think ------------- 9/7 lint on mips machine ------------- 9/8 lint on AIX (SYS V) ------------- 9/9 lint on ultrix ------------- 9/11 fix anonymous errors in order to get the program to compile... io.c, ms_misc.c: put screen_map in io.c, and made it a default feature signals.c, main.c, io.c: on EOF, the program now returns ESCAPE char until exits dungeon(), then saves with no penalty ------------ 9/12 externs.h, desc.c, variables.c, types.h: mushrooms/colors/rocks/etc changed to char pointers instead of char arrays, saves space, make random init faster, change player title to char pointers also moria1.c, potions.c, misc2.c, eat.c, dungeon.c, creature.c: cleanup handling of chp and cmana, call prt_c* only once every time they change dungeon.c: set pointers only once at start of procedure eat.c: reduce indentation io.c, dungeon.c: remove msg_flag = FALSE line from inkey and put it in dungeon.c where get command ------------ 9/14 creature.c: change put_qio calls to just setting screen_change to true dungeon.c: remove superfluous erase_line and put_qio calls many: make character numbers more clear, 'a' for 97, DELETE for 127, etc... desc.c: objdes() bug with ins_buf handling, now clear ins_buf if none many, moria1.c: made "Which dir?" default for get_dir() -------------- 9/15 misc1.c, monsters.c, treasur[12].c, many others: changed all hit ponts from strings to a char array of size two, changed damroll to take two characters instead of a string, this eliminates most all scanf calls -------------- 9/18 monsters.c, creature.c, types.h: replaced strings containing monster attacks with 4 byte array containing index into a monster attack table, this eliminates the rest of the scanf calls, and saves space creature.c: many duplicate damroll calls in make_attack collapsed into a single damroll call moria2.c: in chest_trap(), moved exploding chest trap to end to avoid dangling pointer problem; in twall, only light spot if c_ptr->tl is true; wizard.c, recall.c, desc.c, files.c: changes to fix handling of new damage types for monsters and weapons ---------------- 9/19 many files: eliminated redundant trap_lista, fixed place_trap so that it no longer takes a typ parameter, change_type no longer calls place_trap, negative level values for traps all made positive and diasrm_object() changed appropriately externs.h, dungeon.c, misc2.c, moria1.c, variables.c: eliminated print_stat variable since it was not used very much ---------------- 9/21 create.c, externs.h, variable.c: eliminated bit_array variable variable.c: eliminated names of unused Rogue class spells many files...: changed the floor/wall definitions from variables to constants, changed the values to make tests easier, all fval comparisons now use manifest constants, door type floors eliminated since new find/run code made them unnecessary constant.h, misc2.c, externs.h, variable.c: changed var stat_column to constant, eliminated password variables many files: changed moria_flag to new_level_flag, and reset_flag to free_turn_flag ------------- 9/23 merged Xenix diffs and Atari ST diffs treasure1.c: potion of sleep no longer cures blindness wands.c: wand of wonder was wrong had 2 << randint() instead of 1 << randint() eat.c, potions.c, scrolls.c, staffs.c, treasur2.c, wands.c: added store bought flag 0x80000000 to all food/potion/scroll/staff/wand objects in treasure2.c, modifed the code so that these objects do not give experience when used all files: removed all floating point code except for randnor() and los() many files: hp_player(-damage,"") calls did not work, change them all to direct calls to take_hit(damage), hp_player string parameter removed since no longer used ------------- 9/25 constant.h, config.h, externs.h, variable.c, misc1.c, misc2.c, potions.c: floating point randnor code replaced by integer on that uses a table, definition of MAXINT removed so there are now no differences between 16 bit and 32 bit versions of moria, MAXSHORT and MAXLONG defined Makefile, misc1.c, externs.h: calls to floor removed, math library no longer used!!, DONT_DEFINE_CLASS def for SUN4 no longer needed ------------- 9/27 misc1.c: replaced los code with an integer arithmetic version by jnh (Joseph Hall), moria now uses no floating point numbers dungeon.c, files.c, moria1.c, store2.c, wizard.c: removed all sscanf calls except for those in ms_misc.c, and one "%lx" in wizard.c ------------ 9/28 treasure1.c, treasure2.c, types.h: change subval and number to 8 bit integers, move flags after name, move number before weight, save 12 bytes per constants.h, etc: INVEN_MAX definition removed, INVEN_ARRAY_SIZE 1 smaller variable.c: store_choice now array of 8 bit integers monsters.c, treasure2.c: change t_level and m_level to array of 16 bit ints many: interpretation of subval changed to fit it into byte, new range uses p1 to decide whether stacking permitted, torches can now stack create.c, types.h: changed size of history from 400 to 240 characters, also print as lines of 60 instead of lines of 70 variable.c, misc2.c, types.h: changed definition of spell_type from 12 to 6 bytes, new array spell_names to prevent duplicate strings, no longer have entry for warriors variable.c, types.h: human female too light, made 150 from 120, also changed every base/mod field from 16 bits to 8 bits types.h, variable.c: in background_type, change next and bonus fields to 8 bit integers, added 50 to bonus to make it positive ----------------- 9/29 monsters.c: massive changes to monster file to fix inconsistencies ----------------- 9/30 set.c: make flasks of oil vulnerable to frost and fire, like potions moria2.c: if set off a trap, temp set confused to zero to ensure that player will move onto the trap instead of in random direction io.c, externs.h: confirm() no longer used, deleted treasur1.c, treasur2.c: give non overlapping subvals to potions/scrolls, duplicate ones caused problems for giving random names desc.c, treasur1.c: %M for mushrooms changed to %m recall.c: fix printing of monster hit points, two numbers instead of a string moria2.c: new look code from bruce moria, look in arcs so that can see anything on the screen, allows access to monster memories generate.c, misc2.c, moria1.c, moria2.c: various fixes to reduce code size, increase speed, etc... misc1.c, etc...: popm and popt no longer take a pointer, instead return int, pusht takes an int8u now instead of an int as a parameter ---------------- 10/1 all: added copyright notice to every *.[ch] file --------------- 10/3 config.h, creature.c, recall.c, save.c: fixed a few bugs picked up by the ultrix compiler dungeon.c: disabled the save command -------------- 10/6 create.c, files.c, dungeon.c, main.c, save.c: wrote helpfile function, changed calling sequence so that caller does not have to do anything constant.h, desc.c, variables.c: eliminated lots of excess colors/rocks/etc. eliminated all duplicates except between potions and mushrooms types.h: fixed _frac problem with exp and chp, had to be unsigned shorts misc1.c: made traps invisible again moria1.c, moria2.c, store2.c: replaced strcpy(string, "constant") code with p = "constant" where possible treasure1.c, treasure2.c: changed subvals for wands/staffs/amulets so that they start at zero, and don't have any missing numbers spells.c: teleport_away() must clear m_ptr->ml before calling update_mon() moria1.c, spells.c: check lite_spot() calls, eliminate unnecessary ones death.c, misc2.c, wizard.c: eliminated lots of unnecessary blanks in string constants --------------- 10/7 misc1.c, moria2.c, treasure1.c, treasure2.c: fixed lamp/torch subvals, again can not let torches have subval >= 64, the torch wield code will not work store1.c: don't let items with subval >= 192 stack in stores, they are always handled as a group anyways spells.c: fire_bolt and fire_ball fixed in regards creature lighting variable.c: store_choice for temple wrong because broad aze renumbered earlier, changed 13-15 to 12-14 constant.h, dungeon.c, moria1.c: added print ac flag to status field, calc_bonus sets flag, prevent printing AC while in store create.c: dis_ac must have dis_tac added to it spells.c: detect_monster evil and insivible now set m_ptr->ml when print monster on screen, then creature() will correctly erase them --------------------- 10/8 types.h: fixed _frac problem with cmana, had to be unsigned short moria1.c: in inven_command wear code, print 'too heavy' message after print wielding message store1.c: item_value, must multiply value by item->number before returning store1.c: sell_price return zero if item should not be put into store monsters.c: disenchanter bat sleep set from 0 to 1 all: eliminated all unnecessary elipses constants.h, creature.c, dungeon.c, eat.c: new defines for the creature move, spell, and defense fields, eliminated all hex constants from the 3 c files ------------ 10/9 moria2.c: fixed falling rock trap in move_char(), step back so that player is not under the rubble variable.c: put copyright message in string, so that it appears in executable spells.c: create_trap modified to light up trap, in case it is an open pit all:replace prt calls with put_buffer where ever possible, because it's faster externs.h, io.c, signals.c: put ignore/default/restore_signal code back in wizard.c: rewrote the version info dungeon.c, moria2.c, signals.c: modified to use get_check() for consistency ------------ 10/10 several spelling errors in CJS code misc1.c: forgot to change magic_treasure code when changed subvals a couple of days ago for wands/staffs/amulets/rings externs.h, files.c, misc2.c, types.h: wrote new stat code, all stat bugs fixed now, 6 stat values now, get_dis_stat() eliminated, new function modify_stat(), misc2.c: get_obj_num changed, to increase probability of getting higher level objects misc1.c, treasur1.c: had to change gain stat bits, the low 6 order bits of treasure flags, because changed the order earlier ---------------- 10/11 all: changed all 4 or less case switch statements except for one large one in generate.c to nested if statements, this is smaller and faster ---------------- 10/12 dungeon.c, generate.c, moria1.c: new_spot moved from dungeon to generate because alloc_mon and place_win_mon use character position, fixed minor new_spot bug constants.c, misc2.c, dungeon.c: bst_stat() can not call prt_stat, changed to set py.flags.status, new stat change flags defined, and stat print code added to dungeon.c creature.c: many duplicate disturb/strcat/msg_print brought outside the switch statement in mon_cast_spell all: changed all unlite_spot() calls to lite_spot() calls, changed 'if (test_light()) lite_spot()' code to just call lite_spot, this fixes many subtle bugs, mostly dealing with mon vis to infravision, unlite_spot code deleted files.c, misc2.c: added stat_adj(A_INT) to srh which was wrong misc2.c, spells.c, moria1.c, types.h: id_stat() and hid_stat[] eliminated no more hidden stat values, display arg dropped from bst_stat() files.c, misc2.c: hex values replaced with constants ----------------- 10/14 constants.h, store1.c: increased store turn around from 4 (avg 2.5) to 9 (avg 5), changed store_main() to always call store create/destroy regardless of bounds, lowered values of bounds MIN and MAX --------------- 10/18 moria2.c: when open chest, clear TR_CURSED flag, which just also happens to be monster win flag, to prevent easy wins constants.h, misc1.c->wizard.c: replaced remaining hex magic numbers with manifest constants dungeon.c: added code that gives a player a chance of noticing that items in inventory/equipment list are magical, the chance is much higher for warriors than for magi --------------- 10/19 dungeon.c: ^P^P did not clear the line with the pause_line message misc2.c: prt_state() did not clear all 3 digits of repeat counts all: moved lots of procedures around to increase number of static fuctions, also made sure every C file less than 60K create.c, extern.h, misc2.c, spells.c, variables.c: change way that mhp are calculated, new function calc_hitpoints(), new array player_hp[] which contains player mhp for each level extern.h, main.c, misc2.c, potions.c, spells.c: change way that cmana are calculated, new function calc_mana(), called whenever gain level, lose level, or learn/forget spells extern.h, main.c, misc2.c, spells.c: change the way that spells are learned and lost, learn_spell/learn_prayer deleted, new function calc_spells, new spell type state forgotten, new var spell_forgotten, etc. -------------------- 10/20 monsters.c: made spirit troll into 'G', made invisible, pickup, carrys obj, added drain wisdom attack, added drain intelligence attack to green glutton ghost all: moved all msg_print(NULL) calls into io.c, specifically, clear_screen(), erase_line() and prt() moria2.c, spells.c: two places that called test_light to see if monster or moving object lit were wrong, changed to eliminate check of fm creature.c: update_mon() failed when hallucinating, changed print(cchar,...) to lite_spot() call variables.c: adjusted call stat adjustments, mainly to make priest harder, gave priest negative str adjust, inc expfact from 10% to 20% misc2.c: new funcs prt_int() and prt_long(), same as prt_num/prt_lnum() except no string argument, ": " moved into prt_num/prt_lnum string spells.c: all wands now have limits on range monsters.c: doubled Balrog eye sight from 20->40, evil iggy from 20->30 eat.c: increase hp gain for 22/23/24, increase hp loss for 27 constant.c, eat.c, potions.c, scrolls.c, staffs.c, treasur2.c wands.c: eliminate store bought flag, only gain exp when use an item if the use identifies the item ----------------- 10/23 magic.c, wands.c: spell/wand damage did not match creature.c: monster stuck door bashing got sign of i_ptr->p1 wrong recall.c: change corrosive gases to poison gases externs.h, moria1.c: draw_block(), minmax(), maxmin() deleted, minmax and maxmin calls were unnecessary, draw_block only called from one place, sub2_move_light combined with sub1_move_light, sub4_move_light combined with sub3_move_light, creature.c: fix mon_move() so that creatures that never move increment their r_attack[0] when standing next to the player, for Quylthulgs spells.c: detect object and detect treasure set tl, which could also light up monsters, they now set fm ----------------- 10/24 spells.c: can not gain exp by disarming traps created by a scroll types.h, magic.c, prayer.c, variable.c, misc2.c, constant.h: removed sname from spell_type since it was a trivial value, changed sexp from 16 bits to 8 by dividing value by 4, saves about 310 bytes many files: eliminated long stretches of blanks in strings, remove repeated chars from strings, typically " : ", saves over 1K of data size --------------- 10/25 spells.c: aiming a ball type wand/spell at a 1-thick wall resulted in damage to creatures on the other side of the wall, now it doesn't misc2.c: inc_stat changed so that player gains 1/6 to 1/3 of the distance from the max 18/100 stat, 0 to 100 takes 13 gain stat potions, dec_stat changed so that player loses 1/4 to 1/2 of the distance from the max 18/100 stat, 100 to 0 takes 13 lose stat potions misc2.c: print_spells() modified so that spell are always listed with the same letter, i.e. the letter does not depend on whether or not you know the spells that precede it --------------- 10/26 death.c: day string was size 11 should be 12 dungeon.c: make 'magik' detect same chance for each class, need to set i_ptr = &inventory[INVEN_LIGHT] before testing player_light, this could cause the light to go off permanently misc2.c: calc_mana and calc_spells use p_prt->lev - class[].first_spell_lev-1 instead of just the player lev types.h, variable.c: add new field to class info, first level in which the player can learn a spell, used immediately above variable.c: green glutton ghost no longer drains int misc2.c: print 'welcome to level message' before learning spells --------------- 10/28 config.h, externs.h, dungeon.c, wizard.c: version info put in a help file, game_version() function deleted files.c: removed obsolete print_map() and print_monster() code treasur1.c: made ring of WOE decrease wisdom, to balance ring of stupidity, removed trailing ^ secret symbols which made no sense, changed constant values from known2 to known1, such as ring of lordly protect armor class values store1.c, store2.c, externs.h, types.h: add storenice feature by Dan Berstein, if (good bargain > 3 * bad bagains + 20) then always get final price in that store, two new functions, noneedtobargain() and updatebargain() moria1.c: fixed wear command so that it prints inven letter of item removed, and equip letter of item worn, added extra param to remove() generate.c, moria1.c, moria2.c, types.h: added an 'lr' flag to cave_type, this is set for every space in or next to a room, lr is true for lit rooms, and false for dark rooms, find_light() function deleted as it was no longer necessary, twall lights spots that have lr set moria1.c, moria2.c: decrease search chances if hallucinating, decrease disarm chances if hallucinating, look fails completely eat.c: print message "You feel drugged." for mushroom of hallucination moria1.c: eliminate unnecessary in_bounds() calls io.c: check to make sure tabs are all 8 character apart treasur2.c: made object_ident array bss misc2.c, moria1.c: fix calc_bonuses() so that it when wielding heavy bonuses, it subtracts the weight penalty from dis_th (display to hit), check_strength() modified to call calc_bonuses() misc1.c: fixed compact_objects() and compact_monster() so that they update screen when deleting objects/monsters creature.c, spells.c: put message in aggravate_monster(), took out redundant mesasge in creature.c moria2.c: modify py_attack(), inven_throw() and py_bash() to make it more difficult to hit monsters which are not lit ---------------- 10/31 moria1.c: sub3_move_light() modified so that it does not print @ when in find mode recall.c: had an 'i == 11 | i == 18' which should have been a || printed out 11st,12nd,13rd levels incorrectly, now uses 'th' moria1.c: fix see_wall, it assumed walls are # which is not true for PC/Atari spells.c: breath() could do damage on the other side of walls, added an los() call to prevent this moria1.c: area_affect treated 'potential corner' and 'branching side corridor' identically, which is wrong, added see_nothing() so that these could be handled separately ---------------------- 11/1 moria1.c: when wearing object and must remove current object, fix code to use inven_check_num to see it is possible; in wear code, when remove old object check to see if inven_ctr increases before actually increasing wear_high constants.h, misc2.c, moria1.c, store1.c, store2.c, treasure1.c, treasure2.c: change definition of subval 192 so it can be used for torches, it only stacks with others if have same p1 value, but it is always treated as a single object, change ITEM_* definitions in constant.h to match new definition, fix all code fragments that test subvals desc.c: change to use new ITEM_ definition moria1.c: fixed the potential corner/corridor intersection bug in the find code again, except this time it works better than the original code ------------------------------ 11/3 variables.c: decrease priestly HP bonus from 3 to 2 moria1.c: fixed wear code bug, called inven_check_num() with item not slot ----------------- 11/4 moria2.c: in tunnel(), print message if player tries to dig with hands moria2.c: several places where object/treasure picked up did not clear c_ptr->fm, this is necessary since it might be set by detect spell --------------- 11/7 moria1.c: fixed find_init so that moves straight into a corner would correctly run around the corner moria1.c: changed the examine potential corner code in area_affect(), it would run into rooms if corridor entrance next to a wall, at least it doesn't do that for lighted rooms anymore ----------------- 11/8 prayer.c: in remove curse spell, only clear flag for items that are wielded or worn io.c: truncate strings at col 79 instead of 80 if BUGGY_CURSES defined moria1.c: print weights in show_inven and show_equip at col 71 not 72 io.c, misc1.c, moria1.c: change highlight mode for walls to display '%' instead, this is much more portable that original code that used standout mode and the high character bit, changed print(),loc_symbol(), and see_wall() help.c: change help documentation for % character wizard.c: modify wizard_create and change_character functions, add whitespace, exit if get_string fails (i.e. typing ESCAPE exits), modify get_string limits to more reasonable values, remove switch for setting tchar moria_wiz_help, moria_owiz_help: correct errors in command list death.c: add msg_print(NULL) after show_inven() in print_tomb() so that inventory can't accidentally scroll of screen before exiting creature.c, moria2.c, spells.c: can't call prt_experience() in mon_take_hit() as this gives "new level" message before "killed monster", move prt_exp calls to after msg_print at everyplace that calls mon_take_hit() dungeon.c: modified repeat count code so that can edit the number entered leave cursor on msg line while entering repeat count moria2.c: change summon_object() so that it will only create objects within los of point where monster dies --------------- 11/9 store1.c: stacking code in store_check_num() and store_carry() did not handle torches correctly, changed to be the same as inven_check_num code in moria2.c wizard.c: fixed mistake in change_character(), put *tmp_str != '\0' test in inside if statement, not outside one externs.h, misc2.c, moria2.c: fix printing of spell characters from get_spell, print_spells changed consec TRUE to nonconsec == -1 for consecutive case, otherwise spells start with nonconsec=='a', added new arg to get_spells() first_spell which becomes nonconsec when call print_spell wizard.c: move 'gold' from end of change_character to right after 'mana' since it is more frequently used than the rest misc2.c: alloc_object(), fix it so that objects are not created underneath the player, this was a problem for rubble and traps misc1.c: allow sling ammo to be enchanted in magic_treasure() store1.c: fix search_list() call for ammo in item_value(), was passing 1 ?!? instead of correct subval treasur2.c: subval for spike wrong, change from 192 to 193 misc1.c: remove see invisible from slay monster arrows, since it doesn't make sense variable.c: change blows_table entry for STR/W .5-.7 and DEX 10-18 from one to two, the value of one made things too difficult for low level mages monsters.c: for all monsters which used to be sleep value of 1 (old style), change their new style sleep values from 0 to 1 recall.c: stupid typo, change CM_CARRY_OBJ|CM_CARRY_OBJ to ..OBJ|CM_CARRY_GOLD ---------------- 11/10 moria2.c: disarm() had signs switched for trap chances, "tot - 100 + level" changed to "tot + 100 - level" variable.c: change "tin plated" to "tin-plated" and etc. ----------------- 11/13 save.c: changes to get the save code working again moria2.c: when move onto a trap, instead of restoring confused count, should increment it by the old value, since the trap may have set it generate.c: for type 2 rooms, make them dark below level 25, not 30 moria2.c: when close a door, print "Something" instead of monster name if the monster blocking the door is invisible moria2.c: in tunnel(), make the digging chance for non digging weapons equal to their max damage + tohit bonus instead of proportional to weight, the old code made lances better for digging than shovels moria2.c: change py_bash() chance, make it a function of monster hp + monsters average max hp instead of level --------------- 11/15 save.c, undef.c: restore_stats function eliminated, replaced by call to read py.stats from file, other fixes to get restore code working creature.c: if creature never moves, kill it if it happens to be in a wall instead of moving it out of the wall generate.c: everywhere that TMP1_WALL is used, must also set fopen FALSE so that place_object(), vault_monster() etc will work correctly prayer.c: removed cure_blindness() and cure_confusion() from Holy Word spell, since could not pray while blind/confused signals.c, io.c, externs.h: eliminate redundant definition of signal() in signals.c, also eliminate suspend_handler and assignment to it from signal(), make suspend() non-static moria2.c: in look(), put blind and image tests before get_alldir() moria2.c: in look() change [y to recall] to [(r)ecall] creature.c, externs.h, generate.c, misc1.c, monsters.c, moria1.c, moria2.c, save.c, spells.c, types.h, constant.h: change m_list from linked list to a linear list, muptr deleted, monster_type nptr field deleted, function pushm deleted, now all scans of m_list go from mfptr (which always points at last element) to MON_MINIX == 2 misc1.c: compact_monster no longer calls prt_map(), which is unnecessary --------------- 11/16 eat.c: fixed restore charisma mushroom, print 'stops' instead of 'starts' moria2.c: fix calculation of avg_max_hp in py_bash(), didn't check CD_MAX_HP monsters.c: spirit troll too hard to hit when can't be seen, lower AC 56->40 treasure2.c: fixed scare_monster trap, the subtype value was wrong 63->99, and the level needed 100 added to it misc2.: fix get_spells(), must add first_spell to *sn instead of subtracting from spell[i] creature.c: in mon_move, return immediately if creature is killed because it is in rock ---------- 11/17 externs.h, spells.c, scrolls.c, prayer.c, staffs.c: change dispell_creature() to dispel_creature() spells.c: dispel_creature uses m_ptr->ml after calling mon_take_hit() which is wrong, now save value before calling mon_take_hit() moria2.c: turn find_flag into a counter, when it reaches 100, exit find mode with message "You stop running to catch your breath.", prevents infinite loop generate.c: fixes to help prevent isolated rooms, in build_tunnel() make sure tunnel has gone at least 10 spaces from start before stop it, in cave_gen(), copy [yx]loc[0] to [yx]loc[k] so that can build tunnel from last room to first spells.c: light_line() called lower_monster_name() which is wrong, change to monster_name() call externs.h, creature.c, moria2.c, spells.c: removed seen argument from mon_take_hit, as it was used inconsistently, only get credit for a kill if monster is visible when killed save.c, dungeon.c: call disturb in save_char() to turn off searching and resting, remove search_off call in dungeon.c as is no longer needed variable.c: remove initialized data for py and old_msg since were (mostly) zero, set f_ptr->food and f_ptr->food_digested in main.c constant.h: delete some unused constants, rearrange the order of a few others ------------ 11/18 variables.c, externs.h, monsters.c, treasure2.c, save.c: every variable written to save file needs definate size, can not be just 'int', also spell_forgotten now read/written -------------- 11/20 spells.c: sleep_monsters1() did not set NO_SLEEP info for monster memory externs.h, moria1.c: changed new_spot to accept short pointers since char_row and char_col are now shorts creatures.c, spells.c: multiply_monster(), removed slp parameter since it was always FALSE, added monptr, to fix the m_list bug creatures.c: new m_list code fails when call delete monster from within creatures(), fixed it by changing some calls to delete_monster() to call delete_monster() only if the dead monster is between the current monster and mfptr, otherwise, call fix1_delete_monster() externs.h, creatures.c, spells.c: breath() has new argument monptr, to fix the m_list bug externs.h, creatures.c, spells.c: two new functions, fix1_delete_monster() and fix2_delete_monster() which together equal delete_monster, these are called from within creatures() when a monster is killed many: eliminate the fopen field since I had 5 bitfields in the cave structure, and it is much easier to only save 4, added a BLOCKED_CORR case for secret/closed/locked/stuck doors and rubble, all code that used to test fopen now tests fval, most code that used to set fopen is now gone since it was redundant with fval setting code moria2.c: fixed disarm() so that if there is a valid trap to disarm, it will print "Something/monster_name is in the way!" just like close door." generate.c: place_stairs() could place them on the boundary, make sure that x/y can never be 0 or cur_xx-1, also, in town_gen(), call place_ boundary() before place_stairs(), looks better, though not necessary moria2.c: fixed openobject() so that if there is something to open, it will print an message just like closeobject if there is a monster in the way save.c: fix another save file problem, noscorefile defined as int in get_char, just eliminated it and use noscore instead --------------------------- 11/22 moria2.c: fix1_delete_monster() has to set m_ptr->hp to -1 creature.c: monster eating code checked monster exp wrong, was using cptr to index into the c_list creature.c: in creatures(), call fix2_delete_monster if hp < 0 moria2.c, spells.c: dragon breath, wand bolts, wand balls, and thrown objects were visible even when blind, added checks, only print them if can see moria2.c: tunnel(), print message "* is in the way" if there is a monster in the spot where the player is trying to tunnel -------------- 11/23 save.c: player_hp was not saved/restored, total_winner and panic_save were not restored ------------- 11/27 moria2.c: in tunnel, add the weapon damage to its digging ability create.c: get_history(), clear the history strings before writing them with new values, to get rid of old strings variable.c: for background strings, change "1st child" to "first child" store2.c: add parameter to get_haggle() last_offer, in sell_haggle and purchase_haggle must set new_offer to 0, in get_haggle only allow incremental bid if new_offer == last_offer, i.e. at least one previous bid has been made dungeon.c: in main loop, call creatures(FALSE) to light/unlight creatures when ever player_light value changes ---------- 11/28 save.c: new save code, to reduce size of save file, and to make the savefiles portable constant.h, desc.c, generate.c, misc1.c, misc2.c, moria2.c, save.c: changed the t_list from a linked list into a linear array of entries, just like the previous m_list change, new constant MIN_TRIX, all pusht calls changed to delete_object where ever appropriate, etc. ---------- 11/29 misc1.c: increase p1 value for crowns of seeing by multiplying by 5 ----------- 12/4 creatures.c: change stealth code, instead of randint(10) < stl, it now cubes randint(64) and compares against 1 << (17 - stl), the result is that a change of one in stl always decreases monster notice chance by 80%, and perfect stealth is impossible wizard.c: allow wizard to enter any stealth between -1 and 17 save.c: extensive changes to save code competed, save files are now xor encrypted, and are supposedly portable, all savefile protection code is gone ---------- 12/5 save.c, undef.c, misc1.c: fix a few lint errors changed version number to 5.0.8 and release the sources creature.c: changed stealth code, amount monster woken by from 100 to 125 (used to be 75 before 12/4) -------- 12/6 spells.c, creature.c: changed the way wall building wands work again, kill creature if it never moves, otherwise do a little damage, if creature can not move out of rock in mon_move, then do more damage and remove the wall ontop of the creature various: check use of "?", especially in get_check() and verify() prompts, verify changed to replace the period with a question mark spells.c, creature.c, misc1.c: breath(), update_mon(), and loc_symbol() changed to use blind status bit instead of blind counter, this helps make the display look better, i.e. nothing disappears until blindness takes affect in dungeon.c monsters.c: more monster fixes from DJG monsters.c, misc1.c, moria2.c, treasur1.c: change (SM) to (SA), slay monster to slay animal monsters.c: set the new 'animal' bit correctly for all monsters recall.c: change 'unnatural creature' to 'natural creature', change a few constants to defines save.c: add error exits to every loop/array index in the get_char() routine to prevent crashes due to bad save files store1.c: in item_value, set value to zero if known cursed, this prevents store from buying known cursed items ------------ 12/7 store2.c: remove switches in prt_comment*() functions, replace with table look up to get proper string, saves much code space creature.c: changed stealth code again, if resting/paralyzed monster has a chance of noticing once every 50 turns instead of never like before, change 64 to 1024, and 17 to 29 for a better distribution constant.h, save.c: read noscore variable from savefile of dead character, now only read/write noscore for live characters, changed patch_level to 9 so that old savefiles can still be read save.c: in get_char(), the loop error prevention code was missing two gotos store2.c: get_haggle(), when check for valid first use of incremental haggle, ignore leading spaces in the string moria2.c: add_food() should increment slow value, not just set it when bloated save.c: when can't create savefile, test for from_savefile before giving wizard message "Overwrite old?", when exit in wizard mode do the "readable to all?" check after closing the file save.c: from_savefile set wrong, should always be set if have read from a file not just when a complete character is read moria2.c: bash(), do not put character off balance if bash is successful misc2.c: get_spell(), instead of beeping for unknown spell, print a message recall.c: for monsters with sleep value of 0, could never learn that fact, change it so that this will be known if have killed 10 of them -----12/9 dungeon.c: call disturb when player takes poison damage, or starvation damage variable.c: change the three doors from 'a ...' to '& ...', needed because of wall-to-mud wand wizard.c: create_object wrong, was calling popt() then delete_object() then setting c_ptr->tptr, this fails because the delete objects will move the location (in t_list) of the just created object will change treasur2.c: change 'nothing' item to be stackable, so that it can be safely picked up save.c: was calling store_maint before objects were reidentified, this caused stores to end up with multple entries for stackable identified items externs.h, misc2.c: new function inven_check_weight(), check toosee whether picking up an object will change the players speed moria2.c: carry(), if picking up an object would slow you down, prompt with question "Exceed your weight limit?" to give player a choice moria2.c, misc1.c: only show rock types in look() if highlight_seams option is set, also change option text from "highlight" to "HL and notice" spells.c: in fire_bolt() and fire_ball(), set recall info if monster takes extra damage because of weakness or reduced damage because of breath, in dispel_creature() set EVIL/UNDEAD flag if creature hurt, in turn_undead() set UNDEAD if creature hurt, in drain_life() set CD_UNDEAD if creature not hurt recall.c: "may carry one or two treasures" needs the plural, but the others remain singular/collective ------------- 12/11 creature.c: stealth value changed again from 125 to 100 wizard.c, variable.c: change rogue base stealth from 4 to 5, let wizard set stealth to 18 monster.c: white worm mass sleep value from 10 to 1, crystal ooze 60 -> 1 creature.c: in drain mana spell, if r1 greater than cmana, then set r1 equal to cmana to limit creature's hp gain recall.c: when print out creature attacks, exit loop if i >= 4, caused problems for umber hulk, etc. which have 4 attacks store1.c: instead of destroying all single stackable objects, only destroy one half on average (randint(number)), makes store 1 and 5 inventories look better, oil is much more common, identify a little more common treasure2.c: accidentally change blank_treasure tval earlier, set tval back to 0, and set subval to 64 store1.c: change store_carry(), for group items, must update scost; for any stackable item, set ipos so that inventory will scroll to show it; let group items (except torches) stack over 24 since each group is created with a set number to begin with; ipos must be set to -1 at start not 0; store2.c: store_sell(), pass a pointer to cur_top instead of just its value, if sold object not on the page shown, scroll to show the object ------------ 12/13 recall.c: only print out known attacks, i.e. check r_attack, change i to count from 0 to 3, fixes bug with knowdamage(), add variable j to count attacks actually printed out save.c: put limit on number of times store inventory changed in get_char() store2.c: rewrite incremental haggle code again, add new parameter 'num_offer' to receive_offer, change get_offer parm last_offer to num_offer, only allow inc haggle if num_offer != 0; must reset new_offer after rejected offer in recieve_offer and sell/purchase_haggle ------------ 12/14 misc2.c, lots: change way spell learning works, new command 'G'ain magic spells, new function gain_spells() in misc2.c formerly part of calc_spells(), new status flag PY_STUDY controls printing of 'Study' in status line, new field py.flags.new_spells number of spells can learn origcmds.hlp, roglcmds.hlp: document the 'M'ap and 'G'ain magic commands variables.c, potions.c: remove potion of learning as it is no longer useful ::::::: 1990 :::::::: ------------ 1/1 creatures.c: in mon_cast_spell(), must update_mon() to light monsters before they cast a spell ------------- 1/2 moria1.c: inven_command(), could not wear item which replaced equip item if inven full, only fail if inven_check_num fails for torches misc2.c: change spacing for stats on change_character page, was printing in last column for max stat moria2.c: tunnel(), if no shovel/pick, divide total tabil chance by two monsters.c: change eye-sight and sleep values for consistency, as noted by djgrabin help.c: change the monster recall so that it lists high level monsters first creature.c: when monster bashes down a door, call disturb() to halt resting io.c: fix msg_print() so that -more- is always printed on screen, fix put_buffer() so that does not fail if col argument greater than 79/80 misc1.c: change chance for ego weapons/missiles to 3*special/2 instead of just special, needed because treasure distribution change has made ego weapons not as common as before --------- 1/11 monsters.c: let nether wraith phase, set Black/Red/Multi ancient dragons to a sleep value of 700 creature.c: increase r_attacks if either notice true or r_attacks is nonzero (i.e. it has been noticed before) moria2.c: move_char(), when step back after setting off a falling rock trap, check to see if have stepped back onto another trap moria1.c: inven_command(), when restart it after taking off an item, don't print the 'have to drop something' message because that is confusing misc2.c: modify_stat(), could overflow 118 when increasing stats, add extra case to enforce max of 118 --------- 1/12 all: apply william setzer's objdes() diffs, 500K patch file, change version number to 5.0.10 and distribute desc.c, misc2.c, store1.c: remove several obsolete uses of index(), insert_num() no longer used anywhere constant.h, desc.c: change ID_TRIED,ID_KNOWN1 to OD_TRIED,OD_KNOWN1 desc.c: eliminate titles[], rename title_space[] to titles[] all: fixed lint errors all: make sure that all objdes() strings are bigvtype desc.c: fix printing of bows/arrows/picks, needed new p1_use define, and rearrange code in objdes() switch statement treasur1.c, treasur2.c: remove -100 tohit from books, was being printed, and is silly anyways constant.h, externs.h, save.c, treasur2.c: change object_ident[] from MAX_OBJECTS to OBJECT_IDENT_SIZE = 7*64, see object_offset() in desc.c to see why this is necessary ---------- 1/13 externs.h, misc2.c, store1.c: deleted obsolete references to treasure_type desc.c: always print toac field if known2 and non-negative config.h, io.c, misc1.c: eliminated BUGGY_CURSES define, caused too much trouble, just assume that can never print in last column of screen constant.h, desc.c, misc1.c, moria2.c, spells.c, treasur1.c, types.h: created special_names table to hold all possible name2 strings, name2 changed to an int8u which holds index to special_names table externs.h, main.c, treasure1.c: sort_objects() function deleted, sorting now done by init_t_level using O(n) bin sort, into sorted_objects[] array files.c, misc2.c: object_list[] references that assumed it was sorted now indirect through sorted_objects[] array main.c, variable.c: player_init indexes now point into object_list instead of inventory_init ------- 1/14 constant.h, externs.h, main.c, store1.c, treasur1.c, treasur2.c, variable.c: deleted inventory_init array, stores objects now in object_list, MAX_OBJECT adjusted, MAX_DUNGEON_OBJ defined, store_choice[] fixed all: put all objects in object_list, trap_list, door_list, store_door, gold_list, up_stair, down_stair, rubble, much, blank_treasure, scare_monster are not separate variables anymore all: invcopy now takes an object_list index as second parameter, name field deleted from inven_type and fields rearranged ----------- 1/15 store1.c: search_list() deleted, use i_ptr->index instead to get raw item cost save.c: obsolete treasure_type references deleted, save files work again creature.c, magic.c, misc2.c, prayer.c, save.c, wands.c: fixed long/short problems with shift, mostly change (1 << i) to (1L << i) all: add new register declaration, check indentation, fix 32/16bit int problems constant.h: change version number to 5.0.11 ------------- 1/17 spells.c: aggravate was not initiallized in aggravate_monster() monsters.c: novice rogue now evil like other rogues misc2.c: 2 "... learn ... new spells ..." messages changed to print prayers instead for priests moria2.c: drop_throw(), "The %s hits %s" changed to "The %s hits the %s." many: fixed problems with setting of free_turn_flag ----------- 1/19 misc2.c: fix inven_carry(), to stack store/dungeon items properly desc.c: objdes(), set p1_use = IGNORED for food and potions, changed is_a_vowel(tmp_val[1]) to [2] moria2.c: "exceed weight limit?" message now prints item name also desc.c, spells.c, staffs.c, wands.c: empty wands are not incribed empty if known2, empty removed when wands are recharged desc.c: put spaces between inscribed words dungeon.c: always inscribe majik when character notices this, not just for inventory items as that helps priests more than fighters store1.c: sell_price(), succeed only if both item->cost and item_value() are positive creature.c: don't increase a number of attacks when monster repelled in make_attack(), i.e. no damage done so shouldn't learn about damage moria1.c: regenhp and regenmana, could get chp/cmana equal to max and _frac non-zero, change c > max test to c >= max test constant.h, dungeon.c, misc2.c: hp and mana were printed while in store/inv, fix calc_hitpoints() and calc_mana() to set flags instead of printing, in dungeon.c, checks flags and print values ---------- 1/20 store2.c: redisplay store prices if charisma changes during the inven_command calls (actually just redraw everything) moria2.c: monster_death(), dump must be set to 0 is number is 0 constant.h, moria2.c, recall.c, spells.c: recall printing of treasure changed, instead of setting CM_ bits, store largest number of treasure ever generated in those 5 CM_TREASURE bits, changed monster_death() to set the bits the new way, changed uses of monster_death() to replace old treasure bits with new ones, the vague print out treasure amounts replace with printout of precise number of treasures generated externs.h, moria2.c: monster_death() changed to int32 monster_death() moria1.c: new_spot() contained line of code "i = randint(10)" that did not belong there, was formerly testing code desc.c: objdes(), force zero charges to always print, also, always print digging plusses even if zero main.c: items that initialize players inventory are marked store_bought(), this is needed so that dagger/armor bonuses will be shown for them desc.c: objdes(), fixed printing of doors, known1() clear the tried flag, magic_init() don't let scroll names end with a blank misc2.c: gain_spells(), call calc_mana() if py.misc.mana == 0, this is for characters who did not know any spells before the 'G' command, can't gain spells if blind/no light/confused moria1.c: infinite loop entered with 'id' and screen_change, also, 'n' to the continuing with inventory prompt did not work, must clear doing_inven before returning from inven_command() in these cases desc.c: identify(), don't merge items in equip list, only merge items that are single stackable misc2.c: inven_carry(), inven_check_num(), fix item stacking, items can only stack if they are both identified or both unknown (store items are always identified) constant.h: change version number to 5.0.12 and distribute ------------ 1/21 desc.c: objdes() bug, change p1_use = IGNORED to p1_use == IGNORED moria2.c: move_char(), moving into a wall is no longer a free turn misc2.c: gain_spells(), priests no longer need book before can learn spells from it, mages still need the books, calc_spells() delete unused var spells[], remove limit of 23 from number of new spells dungeon.c: made scribe_object() a free turn again recall.c: only print monster speed if at least one movement flag known unix.c: missing */ after Gakk!! -CJS-. desc.c: stacking did not work right, fixed known1_p() to return OD_KNOWN1 instead of TRUE for store items, so that known1_p() == known1_p() will work consistently monsters.c: creeping coins hit instead of bite, and touch instead of breath variable.c: fixed problems with temple/alchemist store inventories desc.c, store1.c: fixed food prices, only check unknown if subval puts it among the molds/mushrooms ------------- 1/24 misc2.c, types.h: change inscrip back to char *, fix inscribe() to malloc space for string, and then copy inscription into the malloced space, save.c: fixed (compatibly) to write/read new inscriptions desc.c: free malloced inscription space in invcopy death.c, misc1.c: delete max tcptr code constant.h, desc.c, misc1.c: define new const ID_SHOW_TOHIT, in magic_treasure set this bit for every weapon,digging tool,missile,bow, in objdes() print out tohit/todam if this bit set and object identified, this makes it easy to tell ident weapons from unident weapons main.c: char_inven_init() must set ID_SHOW_TOHIT flag for initial weapon death.c, constant.h, misc1.c: change MAX_TALLOC from 225 to 150, delete temporary code which printed out max tcptr values misc2.c: allow inscriptions of up to 24 characters constant.h: change version number to 5.0.13 and distribute -------------- 1/26 wizard.c: wizard_create(), initialize the name2 and inscrip fields to 0, init the ident field to known2 and storebought constant.h: changed MAX_TITLES from 60 to 45 desc.c: magic_init(), wrote to a char *tmp; modified to write to a vtype string recall.c: change printing of treasure again, only print 'sometimes' is 60% is only bit set, otherwise always print 'often' if only one object, for two objects, print 'often' only if 60% and 90% are only bits set scrolls.c: recharge scrolls not used up when read, fixed setting of used_up spells.c: res = TRUE; moved out of if-stmt so only needed once treasure.c: change wiz obj name from "& wizard object" to "{wizard object}" ---------- 1/29 moria2.c: tunnel(), give player attack on creature if it is in the way misc2.c: gain_spell(), remove limit of 22 on learning spells, fix print_spells so that it will only show the first 22 spells constant.h, desc.c, misc1.c: change ID_SHOW_TOHIT to ID_SHOW_HITDAM, set this bit for gauntlet/rings of slaying, and irritation/enveloping cloaks, fix objdes() so that it only prints both tohit/todam if this bit is set otherwise, only prints one number, if either of tohit/todam nonzero desc.c, treasure.c: remove "the entrance to the " from store doors and put in objdes() in desc.c misc2.c: put_misc2(), add "Exp to Adv." to character display constant.h, desc.c, misc1.c: added defines for ID_NOSHOW_P1 and ID_SHOW_P1 to improve printing of object names, objdes() always prints p1 if ID_SHOW_P1 set, and never prints it if NOSHOW set, these override the default p1_use setting, NOSHOW added to sustain stat rings, SHOW added to clumsy/weak gloves, boots of speed/stealth/slowness, helms of int/wis/infra/might/lordliness/magi/beauty/seeing/ stupid/dull/weak/ugly, cloaks of stealth creature.c: increase effect of aggravate_monster attack from range of 5 to 20 spells.c: dispel_creature(), prt_exp() was only called when visible creatures died, now always called when creature dies misc1.c: added messages to compact_objects() and compact_monsters() so that can tell if they are ever called store1.c: rings/amulets which are not known2 now have base value from object list instead of real value moria2.c, staffs.c, wands.c: cast level to int, so that calculations will be done with signed arithmetic, in openobject() change chance of opening a chest, instead of -2*level use -level, this help eliminate chests which are impossible to open --------- 1/30 recall.c: print ' at normal speed' for monsters with mspeed = 1 --------- 2/10 spells.c: turn_undead, speed_monsters, sleep_monsters2, and dispel_creature modified so that they only affect creatures in los of player externs.h, misc2.c, variable.c: new array spell_order[], holds order in which spells are learned, in calc_spell() spells are now remembered in the order that they were learned, and forgotten in the reverse order learned, in gain_spell() must modify spell_order when spell learned main.c: spell_order initialized in inven_char_init to all 99s save.c: save/restore spell_order, for patch_level <= 13 savefiles create a reasonable spell_order on the fly misc2.c: was erasing wrong line in gain_spells, change `j+2' to `j+1' all: change file names to be 8.3 characters long constant.h: change version number to 5.0.14 and release ---------- 2/10 dungeon.c: change rogue-like wiz help key from ^? to \ all: merged in Mac sources, all initialized variables are now in variable.c, rearranged directory structure ---------- 2/11 all: merged in VMS sources changed to 5.0.15 and distribute --------- 2/13 moria2.c: carry(), printed 'worth of emeralds..' removed '.' from string desc.c: crowns did not print out AC because it is zero, add special case to objdes() so that tval == 33 (crowns) always have AC printed out, change (+5 charges) to (5 charges) ----------- 2/14 moria2.c: inven_throw() created second copy of pointer to malloced inscription, it now creates new inscription for new object moria1.c: inven_command(), wear option copied malloced inscription, create new inscription for new object misc2.c: inven_destroy(), free inscription of just deleted object, clear inscrip pointer of last objects previous location, so that it will not be freed, inven_drop(), create new inscription for new item, inven_carry() create new inscription for new item, scribe_object() free space for old insription since it is deleted config.h, externs.h, misc2.c, moria1.c: rename remove() to takeoff() to avoid naming conflict with library routines externs.h, misc2.c, store1.c: deleted join_names(), no longer doing anything useful, and was wrongly creating duplicate pointers to malloc blocks moria2.c: make moving into walls a free turn again, but player can not attack invisible creatures in walls by moving into wall (hence preventing him from using 6 free turns to search for invis creature), must tunnel into wall instead, which always takes a turn dungeon.c, externs.h, moria2.c: pass direction to tunnel() instead of point digging to, eliminates a lot of duplicate code, tunnel() now checks confusion, and tries to tunnel in random direction if confused treasure.c: clone monster wands changed from level 2 to level 15, makes them recharge less, max 6 new charges instead of max 18 new charges files/version.hlp: add Dan Bernstein's name to credits magic.c, variable.c, wands.c: change stinking cloud from 16 to 12 damage as it was too close to lightning bolt at 18, reduce mana for mage/ranger from 4/6 to 3/5 moria1.c: show_inven() and show_equip(), don't print first two spaces when col is zero, since will blank the whole screen anyways moria2.c: py_attack(), only cleared confuse_monster flag if monster survived attack, now always clear this flag and try to confuse monster -------------- 2/16 all: add in diffs to get MSDOS version working again, add files from binary PC-Moria distribution types.h: for PC, use 'unsigned char var : 1' to reduce sizeof cave_type from 5 to 4 desc.c, misc1.c, misc2.c, moria1.c, moria2.c, save.c, wizard.c, types.h: change inven_type inscrip field from pointer to an 13 char array, mallocing storage for inscriptions does not work, results in dangling pointers when inven_types are copied save.c: add 'time' to savefiles, use this to calculate age of savefile instead of using stat, much more portable, and prevents cheating, if time is newer than current time, set age to 0, when save file check to see if current time greater than start time, if not, then save start time plus one day in save file mac.c: delete getfileage since no longer used recall.c: change knowdamage(), add damage parameter so that higher damage attacks take longer to learn than lower damage attacks monsters.c: jellies and molds no longer have treasure save.c: two places have (*str != NULL), changed to (*str != '\0') save.c: remove support for pre 5.0.13 versions, rd_item() no longer needs patch_level monsters.c: move crystal ooze from level 31 to level 40, to make raising crystal oozes for treasure much more dangerous --------------- 2/19 all: added defines for tvals, and substituted every where in program ---------- 2/21 ms_misc.c, io.c: remove all uses of mvprintw() for ibmpc port, since PC curses also pulls in the fp library if mvprintw is used dungeon.c: in the recover from blindness code, the disturb() call must be before the creatures(FALSE) call getch.c, io.c, Makefile: more fixes for the VMS port of umoria, new getch.c file, and new copy of (4.87) io.c file ---------- 2/22 all: check again for numbers that should be constants constant.h: change version number to 5.0.17 externs.h, main.c, moria2.c, signals.c, treasure.c: compile with gcc -Wall and fix all reported errors --------- 2/26 prayer.c: change (!class[].spell == PRIEST) to (class[].spell != PRIEST) store2.c: for good bargaining, use final_ask not min_buy in sell_haggle() dungeon.c: change "Sorry.." to "Sorry." misc1.c: for gloves/gauntlets, p1 and ID_SHOW_P1 set in wrong place creature.c: make_attack(), creature could be visible at start of attack but invisible at end due to a teleport, set notice/visible appropriately before monster attacks, and don't use m_ptr->ml afterwards monsters.c: creeping coins always carry gold now, 1d2 for copper, 1d2+60 for silver, and 1d2+90 for gold treasure.c, wizard.c: change name of wizard items to empty string, and inscribe them with "wizard item" desc.c: problem with rubble/stone-to-mud, change rubble case from like stairs to be like doors moria1.c: show_equip(), change non-weight limit from 57 to 60, change weight limit from 49 to 52 chars, for show_inven(), change limits from 66/74 to 68/76 characters creature.c, magic.c, prayer.c, spells.c, wands.c: fix get_flags(), fire_ball(), fire_bolt() and breath() to use defined constants for attack types moria1.c: show_inven(), show_equip(), make sure that col never less than zero all: merged in Atari ST diffs from Stephen A. Jacobs --------------- 2/27 creature.c: fixed bug with doors, always open/light door instead of only opening/lighting them when in los of player moria2.c: when bash open door, only break it 50% of the time to be consistent with code in creature.c all: delete some obsolete files, annotate a few others, put README files in the subdirectories to explain what is present save.c: fix old savefile compatibility code to work with new version numbers constants.h: change version number to 5.1.0 and publicly announce ---------- 2/28 recall.c: creature is worth... sprintf() call used %ld instead of %d moria2.c: look_ray(), every place GRADF multiplied by y, cast it to long to prevent overflow of 16 bit ints ms_misc.c: were still two refs to 'byteint', changed to 'int8u' MLINK.LNK: updated for umoria5.0, add undef and recall, change treasur[12] to treasure create.c: delete sleep(1) call in character rerolling code death.c: put "#ifndef L_SET" around the #define L_SET io.c: ifdef out suspend code, for USG systems with BSDisms that have SIGTSTP defined but don't actually implement it io.c: change name of variable 'border' to 'screen_border' to avoid naming conflict on SGI/SYS V machine INSTALL: moved from doc subdirectory to root directory, and brought up to date ---------------- 3/1 misc2.c: two places where (1L << j) occurred, and j could be 99 (unknown spell from spell_order[]), this is an undefined operation, fixed source to not shift if j == 99 ------------------- 3/3 misc1.c: set_options(), typing '-' on line 0 gave error, change i=max to i=max-1 store1.c: item_value(), calculating digging tool values wrong, subtract off objects initial p1 plusses before multiplying p1 by 100 dungeon.c: for paralysed/resting, move cursor to player before refresh call creature.c: disenchanter bat attacks could put tohit/todam/toac below zero, fixed so that they can not go below zero moria1.c: if have MAX_SHORT hp/mana, then could get overflow in regenhp/mana routines, added checks for overflow dungeon.c, io.c: save on EOF code did not work, in inkey(), remove casts to char in eof test, remove call to feof(), in dungeon(), add !eof_flag to innermost while loop to ensure it exits on error save.c: in sv_write(), clear death flag if eof_flag or panic_save set, so player can restart game to see tombstone main.c: set death flag if hit points are negative, can happen if a HANGUP savefile or panic savefile is restored save.c: if get_char(), don't overwrite died_from string if player is dead main.c: if specify -r or -o, force rogue_like to appropriate value after read the savefile, since get_char() will modify rogue_like_commands moria1.c: search(), "have found a trap.." fixed, removed extra period monsters.c: added CD_NO_SLEEP flag to jellies, oozes, elementals and the gelatinous cube dungeon.c: fix "which level" wizard prompt, limited to level 99 max ----------- 3/4 all: merged in more Mac diffs, Mac version should compile now wizard.c: stealth max 87 should be 18 in printed string desc.c: identify(), if cursed incscribe with ID_DAMD, unsample(), do not clear the ID_DAMD flag, since an unsampled item is still cursed config: change version number to 5.1.1 and release ------------ 3/5 monsters.c: added CD_NO_SLEEP flag to creeping coins recall.c: recharge(), change chance of failure from randint((num+40)/10)=1 to randint((num+40-i_ptr->p1-i_ptr->level)/10)=1 to make it harder to recharge high level and highlly charged wands recall.c: change j from int to int32u, since it is used with flag fields, change two %d uses of it to %ld desc.c: objdes(), don't print ID_TRIED value for store bought items moria2.c: a slow dart trap now has no effect if have free action io.c: must ifdef out the tbuf.c_cc code, since this causes the program to fail for some reason --------------- 3/13 signals.c: add void to USG signal_hander definition externs, ms_misc.c: move fopen declaration from externs.h to ms_misc.c, and make static, and make FILE * not struct _iobuf ms_ansi.c: include stdio.h generate.c: change #if DEBUG to #ifdef DEBUG config.h, generate.c, types.h: added ifdefs for IBMPC_TURBO_C --------- 3/16 moria1.c: inven_command() "Wear" prompt changed to "Wear/Wield" monsters.c: earth elementals/spirits can now move through walls spells.c: wall_build(), for earth elementals, increase their hit points files.c: helpfile(), can ESC out now spells.c: cloning a monster will wake it up now dungeon.c: allow two-char control character sequences to be used with repeated commands (deleted else from "else if (command == '^')") roglcmds.hlp: document how to avoid problem with repeated dig left command, i.e. '13^H' doesn't work, type ^ then H, or type SPACE then ^H --------- 3/19 unix.c: initialize num_chars to zero in check_input(), in case FIONREAD absent ---------- 3/21 all: fix most SYS_V lint errors ----------- 3/23 dungeon.c, io.c: calling inkey() when check_input true is wrong since it traps ^R and does other stuff, instead call new function raw_inkey(), which only calls getch io.c: flush(), occasionally caused loss of output, instead of using fancy ioctls, drain input by using check_input/raw_inkey --------- 3/25 dungeon.c, io.c, unix.c, atarist.c: AIX can't check to see if input is pending, but can do non-blocking read, so check_input changed so that it consumes input when called constant.h: change version number to 5.1.2 and distribute -------- 3/26 save.c: when resurrect, clear poisoned flag and food flag to prevent character from immediately dying again main.c, misc2.c, unix.c, save.c: fix some BSD lint errors moria1.c: remove unnecessary flush() call from take_hit() creatures.c, misc1.c, externs.h, variable.c: fixed problem with calls to compact_monster() within creatures() by adding a horrible hack, new variable hack_monptr defined to hold current creature() monptr ---------- 3/27 variable.c: add infra 3/2 for elf/half-elf, were both previously 0, increase gnome infra from 3 to 4 config.h, death.c, dungeon.c, externs.h, main.c, misc2.c, signals.c: modify wizard mode code, no longer need password or correct UID to enter, prints disclaimer then asks for confirmation atarist.c, death.c, misc2.c, ms_misc.c, save.c, signals.c: eliminate all getuid() etc. code, only place these are still used is in main.c and unix.c all: merge wizard/god mode, god mode nolonger exists io.c, unix.c: problems with flush() on EOF, don't call check_input if EOF, also, check_input returns zero if got an error on the read, also inkey() clears msg_flag on EOF to prevent infinite loops exit_game/ msg_print/inkey/exit_game/etc... moria2.c: monster_death(), increase tries from 10 to 20 so that treasure will be created more often constant.h: increase MAX_MALLOC from 101 to 125 to reduce compacting monsters messages, increase MAX_TALLOC from 150 to 175 because it is possible to get compacting objects message during level generation constant.h: BTH_HIT deleted, no longer used ----------- 3/28 moria2.c: facts(), multiply damage for missile by 2/3/4 instead of adding when use proper weapons, makes missiles much more useful save.c: write store info and time into save file even if dead, so that can be restored on a resurrection constant.h: change version to 5.1.3 -------- 3/30 constant.h, externs.h, files.c, misc2.c, moria1.c, moria2.c, staffs.c, wands.c, variable.c: modify how misc abilities vary with level, new variable class_level_adj, which holds the new adjustment values, bth, bthb, device, disarm and save affected externs.h, misc2.c, moria2.c: critical_hits() has fourth paramter, that indicates whether to use CLA_BTH or CLA_BTHB class level adj moria2.c: penalty for attacking invisible creatures modified, was minus lev * BTH_LEV_ADJ-1, now minus lev * BTH_LEV_ADJ/2, hence warriors have less penalty than mages/priests creature.c, externs.h, misc2.c, moria2.c: test_hit has a fifth paramter, that indicates whether to use CLA_BTH or CLA_BTHB (or even CLA_SAVE) io.c: add abort() calls to move_cursor_relative(), print(), and put_buffer() to help find bugs in the code save.c: eliminate support for versions 5.0.11 to 5.0.13 misc2.c: get_spell(), only say 'unknown spell' if it is actually an alphabetic character typed treasure.c: delete one ring of adornment and one amulet of adornment, add arrows at level 15, and bolts at level 25 --------- 3/31 store1.c: change missile cost to 5*pluses instead of 10*pluses, since missiles appear in groups of 20 or so, this is comparable to normal weapons which are 100*pluses distribute 5.1.3 sources ---------- 4/3 externs.h: ifdef out definition of errno for MSDOS io.c: moved process.h include for MSDOS from middle of file to start io.c: in print(), put_buffer(), and move_cursor_relative(), clear msg_flag before printing error message, prevents problems with '-more-' prompt recall.c: roff_recall(), don't set normal movement bit near beginning, also delete code that prints 'never moves' if all move bits clear spells.c: teleport monster will wake it up scrolls.c: reading a second word of recall scroll does not reset timer spells.c: wall building now heals Xorns in addition to earth elementals spells.c: drain life damage increased from 50 to 75, to match other 50th level wand damages constant.h, creature.c, moria2.c, variable.c: defined new class level adj CLA_MISC_HIT and replace all test_hit uses of CLA_SAVE with this, document that this is identical to save, and assumes all values same treasure.c: two potions named poison, change first to weakness (lose str) ---------- 4/4 save.c: add some __GNUC__ ifdefs so that the UNIX style code will be used, not the code for the broken atari st MWC libraries ---------- 4/6 unix.c: two include files, sys/time.h and sys/resource.h are actually BSD specific, put #ifndef USG around them ---------- 4/9 desc.c: remove all uses of "%+d", because AtariST/MWC and convex and probably others do not support it spells.c: replace_spot(), clear lr flag, so that after destruction scroll, destroyed areas will not be lit by a light scroll in a room creature.c: let monsters eat other monsters of equal exp, helps prevent using oozes as treasure factories moria2.c: mon_take_hit(), if kill Balrog, always update recall info even if Balrog invisible, since will always know it was the Balrog (winner!) recall.c: sleep values too hard to learn, change test from r_wake > sleep to (r_wake*r_wake)>sleep -------- 4/13 creature.c, moria2.c: mon_take_hit() was called within creatures() when monsters were trapped inside a wall, bracket call in creature.c with code to set hack_monptr, and add code to mon_take_hit() to check it creature.c: add code at end of creatures() loop to fix2_delete_monster() in case monster died during movement (maybe it was in a wall?) externs.h: add DGUX to USG ifdef for the 'extern int sprintf()' declaration io.c: added code to save/restore local mode word of tty driver, i.e. TIOCLSET and TIOCLGET ioctl calls save.c: for atarist && __GNUC__, call fopen with "rb" and "wb" for binary mode io.c, unix.c: for atarist && __GNUC__, don't include <sys/wait.h> externs.h: define sprintf as int (), if defined(atarist) ------------ 4/14 externs.h, unix.c: three new functions tilde(), topen(), and tfopen() which perform ~ expansion for file names, in externs.h, define open to topen and fopen to tfopen for unix machines config.h, dungeon.c, main.c, save.c, unix.c: add support for ANDREW distributed file system, SECURE define in config.h, disallows inferior shells, also instead of giving up setuid priviledges at start, calls ANDREW library functions bePlayer(), beGame(), and Authenticate() unix.c: add ifdefs to use select() when compiling for xenix ------------- 4/15 creature.c, externs.h, files.c, io.c, main.c, misc1.c, moria2.c, recall.c, save.c, treasure.c: more Atari ST MWC fixes, eliminate fdopen(), make loc_symbol() return unsigned char, all (var & long_const) constructs assign long const to temp var first, ------------ 4/16 Makefile: fixed problems with 'make install' ----------- 4/19 atarist.c: add #include <stdio.h> at start, and #endif at end misc2.c: tohit_adj() toac_adj() todis_adj() todam_adj() all used cur_stat instead of use_stat like they should have ---------- 4/20 moria2.c: mon_take_hit code of 4/13 wrong, use monptr instead of i at end misc2.c: remembering code wrong, add (i < 32) to stop it at end of spell list moria1.c: when inven full and take off object, check for object under player before allowing/asking her to drop object save.c: for atarist MWC port, ifdef out all of the open() calls, and only leave the fopen() stuff in misc1.c: compact_monsters(), don't set delete_any if fix1_delete_monster() is called, because it does not decrement mfptr, call abort() if cur_dis goes below zero (i.e. can't delete any monsters) all: run lint on 4.3BSD and SYS V constant.h: change version number to 5.1.4 and distribute ----------- 4/27 dungeon.c: add prt_map() at top after creatures(FALSE) call for ATARIST_MWC, fixes display problems for some reason ---------- 5/1 moria1.c: inven_command(), clear msg line is ESC typed at "Drop all?" prompt ---------- 5/3 all: eliminated upd_log(), and plog variable doc/*: update all documentation, except moria.ms ---------- 5/4 all: visit every subdirectory, create README or ERRORS files as needed, make everything as up to do as possible, split files greater than 60K so that they can be posted to comp.sources.games easily all: deleted all tmp.* files externs.h, moria1.c, moria2.c, et al: moved functions out of moria1.c and moria2.c to reduce their size to less than 60K, many functions not moved were made static dungeon.c, externs.h, main.c, misc2.c, save.c, variable.c: new variable to_be_wizard, allows resurrect without entering wizard mode, resurrect sets noscore = 0x1, wizard mode sets noscore = 0x2, prt_winner prints "Is/Was wizard" or "Resurrect" is noscore set ----------- 5/5 misc1.c: moved see invisible from slay animal to slay undead weapons doc/moria.ms: updated documentation to reflect changes from 4.873 to 5.1, added section which explains crowns, added some sections from Chris J Stuart's BRUCE Moria's documentation --------- 5/7 monsters.c: ogre mage is now evil files.c: added extern int error for MSDOS moria.ms: proof read it again misc1.c: reduce plus to dam for slay dragon arrows from +10 to +3, no longer need such high damages because ptodam is multiplied now when used with right weapon Makefile: test and fix 'make install' ibmpc/ms_ansi.c: change two escape characters to \033 mac/moria.r: change many control characters to \xxx, update version info strings to 5.1.5 constant.h: change the version number to 5.1.5 and distribute --------- 5/9 constant.h, mac/moria.r: change the version number to 5.2.0 save.c: fix support code for 5.0 savefiles, because of minor version number change, update compatibility code for 5.1 and 5.2 savefiles save.c: save/restore value of died_from string ------- 5/10 scrnmgr.r, scrntest.r: these files had control characters also, changed '...' to \311 resource.hqx: recompiled the mac resource files macscore.c, mac.c: changed control characters '...' to \311 all: distribute version 5.2.0 ----------- 5/14 death.c, externs.h, io.c, ms_misc.c: Turbo C changes, void sleep() instead of unsigned sleep(), don't call reset_term() before exiting, ifdef out definition of sleep() in ms_misc.c, declare signal handler as void not int generate.c, types.h: change IBMPC_TURBO_C defines to the proper TURBOC define io.c: shell_out(), MSDOS code parameter to inkey() call deleted externs.h: count_msg_print() changed from (int) to (char *) io.c: get_check(), add code to use 'y' if LINT_ARGS defined, pause_exit() add code to use 'delay' for MSDOS machines ms_misc.c: clear_screen(0,0) changed to clear_screen() main.c: set stack size for TURBOC by declaring the _stksize variable misc2.c: player_saves(), split expression up because MPW C couldn't handle it save.c: include time.h for for the Mac, delete var 'i' in save_char (unused), get_char() add code for MAC to return FALSE if savefile doesn't exist mac.c: add call to initsavedefaults() in main() mac/ERRORS: document problem with mac Makefile -------- 5/15 externs.h: remove decl of py_bash(), which is in moria2.c and static --------- 5/17 dungeon.c: move search_off() call after check_view(), as panel_* variables must be valid before search_off() is called -------- 5/18 all: 7 files did not end with newlines, 5 hqx files, and origcmds.hlp, misc/README also did not end with a newline -------- 5/21 constant.h, version.hlp, moria.r: change version number to 5.2.1 ScrnMgr.doc: split all lines greater than 80 characters, to make the file more portable --------- 5/22 death.c: in mac sources, there was a 'true' instead of a 'TRUE' ms_misc.c: Turbo C sscanf() incorrectly reads a newline from a blank line, add check for newline to code that reads configuration file spells.c: door_creation(), called popt() before calling delete_object() which could then invalidate the value returned by popt, moved popt() call after the delete_object() call ----------- 5/25 creature.c: fix the invincible/invisible monster bug, multiply_monster() was creating children on top of the parent, thus killing the parent for carnivorous monsters death.c, externs.h, generate.c, io.c, main.c, ms_misc.c, signals.c, types.h: change all TURBOC defines to __TURBOC__ util/printit: new version of the printit program by Carl Hommel, fixed up to be somewhat more portable and to use only moria defined constants -------- 5/27 player.c, tables.c, variable.c: Turbo C can not accept any file with more than 64K global variables, so variable.c split into three parts, also updated all makefiles to refer to all three files mac files: all three mac Makefiles modified to delete obsolete references to CInterface.o and CRuntime.o, scrnmgr Makefile modified to automatically combine the two ScrnMgr.c parts, README updated to document a problem with the Makefile not appending resources and text files sometimes ---------- 5/31 all: released umoria 5.2.1 ibmpc/ms_misc.c: corrected warn() function to use va_list, the old function was not strictly correct ---------- 6/4 misc2.c: prt_stat_block() must also call prt_study() misc2.c: random_object() could create objects outside of map boudaries, added an in_bounds() call to fix ------------- 6/6 main.c: changed 'if (p = getenv(...))' to 'if ((p = getenv(...)) != NULL)' to avoid compiler warnings moria1.c: rest_on(), add check to make sure rest_num fits in short ibmpc/umoria.prj: new file, a project file for Turbo C 2.0 ------------- 6/9 io.c: HP-UX does not have VEOL2, added #ifdef VEOL2 around its use dungeon.c: clear message line after change_character(), since as ESCAPE exit does not moria1.c: for 'x' and 'w' commands, clear heavy_weapon flag before calling check_strength, so that always get heavy message when wielding heavy weapon, and never get light message when wielding light weapon scrolls.c: identify scroll can move arbitrarily far after ident_spell(), replace simple 'moved one down' check with loop to search until found main.c: fixed starup code so that don't get 'savefile doesn't exist' message anymore when starting a new game all: apply fix to all uses of long constant with & | << operators to avoid a Mark Williams C bug on the Atari ST externs.h, files.c: removed MSDOS declaration of errno from files.c, and remove ifndef MSDOS from errno decl in externs.h misc1.c: changed name of variable 'clock' to 'clock_var' to avoid problem with a mac compiler (not sure which one) io.c: every io.c file, remove '\0' as alias for ESCAPE from get_com() and get_comdir() (MAC only function) moria1.c: light_dam() calls inven_damage(set_lightning_destroy, 3) which gives it a small chance of destroying objects in player's pack, this makes it just like the other *_dam() functions spells.c: teleport_to(), add call to in_bound() to make sure player will be teleported to somewhere inside the dungeon ------------- 6/10 config.h: add note about using GCC on an Atari ST main.c, save.c, undef.c: eliminated the unused _new_log() function death.c, dungeon.c, externs.h, save.c, undef.c, variable.c: eliminated the mostly unused log_index variable, the few uses of it were replaced with references to character_saved externs.h, files.c, io.c, undef.c: init_scorefile() implemented, same as in umoria 4.87 main.c, undef.c: eliminate unused function init_files() constant.h, moria.r, version.hlp: change version number to 5.2.2 ----------- 6/11 ibmpc/ms_misc.c: added space to GRAPHICS scanf, to try to eliminate problem with Turco C death.c, externs.h, files.c, save.c, variable.c: extensive changes to implement the scorefile, total_points(), highscores(), display_ scores(), set_fileptr(), rd_highscore(), and wr_highscore() defined scorefile holds 1000 entries max, has one sex/race/class entry per non-zero uid, has live characters also unix/Makefile: fix the treatment of score file, don't copy over old one, just use touch to create one if it doesn't exist undef.c: finally eliminated ---------- 6/13 all: lint under 4.3 BSD and AIX 2.2.1 (SYS V) scores: readd scores file, since it makes micro distributions much easier death.c: modify savefile for single user machine, so that it tries to prevent a single character from appearing multiple times in the savefile, checks for identical names, and killed by = (saved) player.c: eliminated the unused dsp_race[] array death.c: added code to implement flock() for systems which don't have it, based on code written by CJS for BRUCE Moria ---------- 6/17 all: fixes for VMS, define USG for VMS, merge in fixes from Todd Pierzina ---------- 6/23 scrolls.c: for curse weapon, call py_bonuses(-1) before clear flags so that attributes will be turned off moria1.c: calc_bonuses(), handle AC just like everything else, previously did not add in AC bonus if armor was cursed creature.c, moria2.c: doors weren't being broken when bashed, change "randint(2) - 1" to "1 - randint(2)" ----------- 7/14 all: merge in some changes indiciated by warnings/prototypes generated by MSC 5.x recall.c: compute monster kill exp in long, to avoid overflow of int all: added AMIGA support amiga/: new directory to hold support files for the amiga main.c: variable result was not initialized to false ------------- 7/15 all: merge in more VMS patches death.c, dungeon.c: fixed display_scores() and 'V' command problems creature.c, dungeon.c, misc2.c, moria1.c: new feature '*' rest until reach max mana and hp, print error message for illegal rest count all: removed improper define of NULL, new define CNIL for (char *)0, used instead of NULL where appropriate, eliminate strange include orders that the previous NULL define required io.c: ifdefed out the include for termio.h, as this caused it to be included twice on some systems (curses.h includes it also) causing problems macrsrc.h: changed MAX_RESTART from 37 to 36 --------- 7/21 ms_misc.c: fixed reading of empty lines from config file for Turbo C -------- 7/22 io.c: fix Amiga code for flush() types.h: reduce size of cave_type structure for Amiga/Aztec C 5.0 death.c: fix display_scores(), so that it only shows entries belonging to current player when show_player is true --------- 8/29 misc2.c: deleted some redundant code in gain_spells() where it calculates which spells a player can learn spells.c: recharge(), could call randint() with 0 or negative numbers, check for these cases before calling randint() --------- 9/8 moria1.c: inven_command(), when drop/remove object and inven/equip are both empty, set inven weight to zero, just to be safe dungeon.c: jamdoor(), when jam a door, decrement inven_weight by weight of one spike moria1.c: inven_command(), make spikes wieldable objects, fight with them like missile weapons, i.e. they disappear after use desc.c: objdes(), add damage multiplier of bows to their name externs.h, io.c, misc1.c, save.c variable.c: new option sound_beep_flag, so that players can turn off bad character beep if desired desc.c, misc2.c: modify known1_p() to return TRUE for objects which never have a color, modify objdes() to work with the new convention, modify inven_carry() so that objects are added to the inventory sorted by subval if they are known1_p() ---------- 9/9 misc1.c: add_food(), fix so that does not use f_ptr->slow to set f_ptr->food value, this makes it much less likely to overflow the food level misc2.c: inven_carry(), yesterday's insert in order fix does not work for items which can be unknown1p, only insert items ordered by subval if they are always known1p, i.e. object_offset() returns -1 externs.h, misc1.c, misc2.c, save.c variable.c: new option display rest/repeat counts, since these counts make resting at 1200 baud or less unbearably slow, people need to be able to turn them off store2.c: get_haggle(), let RET default to the last inc/dec amount when haggling misc1.c: compact_monsters(), return FALSE if could not delete any monsters instead of aborting, popm() return -1 if could not allocate monster (i.e. compact_monsters() failed), place_win_monster() abort if popm() fails which should never happen, place_monster() externs.h: place_monster() now int type not void, creature.c, misc1.c, spells.c: fix users of place_monster() to check result, and fail if place_monster() failed, really only necessary for the calls in creature.c, these fixes fix the monster list overflow bug dungeon.c, externs.h, misc1.c: change compact_monsters() from static to extern, call it from within main loop in dungeon.c if there are less than 10 spaces left in the monster list, compact_monsters() is much more likely to be successful when called here than when called from creatures() ----------- 9/11 signals.c: delete extra definition of error_sig for ATARIST_MWC atari_st/README: update with GCC and Turbo C info files.c: fix typo, filname1 -> filename1 --------------- 9/18 mac.c, ScrnMgr1.c: replace uses of KeyMapLM with GetKeys() call ------------- 9/19 misc1.c: m_bonus(), could overflow on 16 bit machines when level >= 263 when calculating stand_dev death.c, externs.h, save.c: store the encryption byte for each savefile record immediately before it in the scorefile, makes the scorefile more robust in the face of a system crash, rd_highscore(), wr_highscore() no longer pass the encryption byte death.c: added version numbers to the savefile death.c, externs.h, save.c, variable.c: add max_score to savefile, which is the maximum score the character has reached so far, total_points() modified to use the larger of the computed score, and the value of max_score, this prevents a "(saved)" message on the score file for a dead character, which died having fewer points than when it was last saved ----------- 9/26 death.c, externs.h, main.c, save.c, types.h, variable.c: new global variable birth_date, set to time when character created, saved in save files and scorefile, when loading character check to see if the a character in the scorefile has the same race/sex/class/uid/birth_date and its died_from is not "(saved)", in which case this character will not be scored misc2.c: print "Duplicate" on screen for such duplicate characters all: update all documentation, README, and other misc descriptive files all: add fixes for Atari ST/Turbo C 2.0 all: lint on Sun3/uVAX/MIPS/RT_PC recall.c: when printing out depth of monster, print Balrog as 50 not 100 ----------- 10/3 all: fix all problems reported by maniscan/cshar, except for control-L characters on a line by themselves ----------- 10/7 creature.c: mon_move(), cast m_ptr->fy-1 to int, so that negative values will correctly compare to it, in the wall building code spoilers: new file, lists spell damages misc2.c: prt_experience(), always check whether exp is greater than max_exp, previously did not when player was at level 40 creature.c: mon_move(), set the recall CM_ATTACK_ONLY bit when a monster should have moved but did not, instead of the old method of setting it when a non-moving monster attacked store2.c: get_haggle(), fix bugs in the automatic increment code, also, when reach final offer, set the automatic increment to the required diff, so that player need only hit return to bid the final amount moria2.c: tunnel(), before checking for tunneling into a invisible monster, check to make sure player is tunneling somewhere which has an effect, otherwise, player can use this to 'detect' invisible monsters in open spaces by trying to tunnel there moria1.c: calc_bonuses(), base AC should always be visible, as long as the item is not cursed ------- 10/8 spells.c: td_destroy2(), should not destroy chests, not disarms and unlocks them instead misc2.c: put_misc3(), clear_from(14) not 13, was clearing the gold value files.c: file_character(), add the "Max Exp" and "Exp to Adv" fields to the info written to a file, to match the on screen display files.c: file_character(), set fd to -1, not NULL, code was closing stdin (== 0 == NULL) when could not open file death.c: exit_game(), clear character_saved before calling highscores(), prevents inkey() from recursively calling exit_game() when eof on stdin has been detected all: released 5.2.2 sources ----------- 10/23 death.c: highscores(), must do fseek() after reaching EOF before changing read/write mode, previously only did this for VMS, now do this for all systems ----------- 10/26 config.h, death.c, io.c: fix VMS errors, declare 'string' in death.c duplicate_character(), fix typos in other files dungeon.c: for VMS, after calling kbhit(), must consume one character vms/Makefile: fixed, mostly change constants.h to constant.h ------------ 10/30 death.c, externs.h, files.c, save.c: define STDIO_LOADED after including stdio.h, then use it to control declarations in externs.h constant.h, death.c: define SCOREFILE_SIZE as 1000, and use it in death.c moria2.c: cast_spell(), when don't have enough mana, use 'gods may think you presumptuous' message instead of 'summon your limited strength' ----------- 11/4 ibmpc/moria.cnf: add ^M, since otherwise MSDOS moria can't read file properly io.c: include stdio.h explicitly, and define STDIO_LOADED, so savefile can be closed when shelling out store2.c: get_haggle(), clear increment when invalid increment entered store2.c, variables.c: last_store_inc contradictory declarations, changed both to int16 externs, misc2.c, sets.c, spells.c: set_*_destroy changed to take inven_type pointer instead of tval, modified so that (Rx) items won't be destroyed by attacks of type x death.c: for single user systems, use birth_date instead of name when looking for matching characters in savefile death.c: MSDOS setmode() needs file descriptor, not FILE pointer files/*: removed all TABS, since some systems do not handle them properly, specifically, Turbo C on the Atari ST and IBM-PC misc1.c: rings of searching cost was 100*p1, amulet of searching cost 20*p1, change both to 50*p1 mac/macio.c, ibmpc/tcio.c: modify beep() so that it uses the new option flag desc.c: changed the (*2) string for bows to (x2) spells.c: slow monster and confuse monster modified to wake up monster if the attacks fails spells.c: wall_to_mud() and dispel_creature(), print messages even if monster not visible since the effects are visible/audible moria2.c: for fire/acid/gas traps, print the trap message first, and then damage an item treasure.c: change name of lose memories potion to lose experience, so it won't be confused with monster memories spells.c: trap_creation(), don't create a trap under the player, to prevent strange occurances such as ending up under a falling rock moria2.c: tunnel(), when wielding heavy weapon, make tunneling more difficult ----------- 11/6 vms/getch.c: New code for kb_hit(), which was tested and works under VMS 5.2 the old code did not work for VMS 5.2 ----------- 11/9 misc1.c: compact_monsters(), distance test was backwards!, now delete monsters farther away first, allow a final pass with distance of 0, never delete the Balrog during compaction ---------- 11/21 doc/history: rewrote history file to bring it up-to-date misc2.c: gain_spells(), don't need to be able to read spell books if learning priestly spells, don't fail if blind or no light death.c: fix #ifdef typo around <time.h> include ----------- 12/1 store2.c: when good bargainer, change string to "final offer", and allow return to accept final offer player.c: change rogue start inv from Soft Armor to Cloak, so that it is the same as the other non-Warrior classes dungeon.c: decrement command count after do_command() instead of before, so that all counted commands will work right, this fixes 3^P --------- 12/5 death.c: display_scores(), fix VMS bug, truncate uid to a short before comparing against the uid in the score file record, also move the uid computation outside the loop to speedup the procedure io.c: put_buffer (), for Atari ST, was printing the untruncated out_str instead of tmp_str --------- 12/14 atari_st/curscomp/curses.[ch], death.c, files.c, io.c, signals.c: add Atari ST TC fixes for the new (in 5.2.2) code ::::::: 1991 :::::::: ---------- 1/4 spells.c: light_area(), always light area immediately next to player even if in a room, could be standing on the edge of a room monsters.c: Grave Wight, no longer has confusion spell, no other wight/wraith has it misc2.c: get_spell(), when enter invalid character, print "You don't know that prayer." instead of "spell" for priests/etc. creature.c: make_attack(), creatures which are repelled should not be confused because they did not hit the player death.c: exit_game(), delete #ifndef TURBOC around the restore_term() call io.c: restore_term(), delete the call to clear() in the MSDOS code, it was trying to use curses after curses had been exited ---------- 1/22 files.c: call pause_line(23) after printing hours file constant.h, config.h: constant.h should always be included before config.h, because some systems redefine constants in config.h rnd.c: include config.h after constant.h main.c, misc2.c, save.c, signals.c: include constants.h before config.h misc2.c, vms/getch.c: new function user_name() for VMS, fix get_name() in misc2.c to call it ------- 1/30 moria2.c: hit_trap(), add msg_print(CNIL) for the trap door case -------- 2/4 io.c: for ATARIST_MWC, use 240 instead of '#' for walls save.c: for ATARIST_MWC, convert 240 to '#' when saving, and '#' to 240 when loading, to avoid conversion problems --------- 2/8 create.c: monval(), cast i to int, otherwise some compilers do the arithmetic with unsigned characters --------- 2/19 makefile: add new macro CURSES, define it for BSD/SYS V/and Xenix config.h: add config info for XENIX, define SYS_V and unix, only undefine register for MSC versions less than 600 (6.00?) creature.c: mon_move, comment out register decl for r_ptr for XENIX systems to avoid a compiler bug misc2.c: place_gold, comment out register decl for t_ptr for XENIX systems to avoid a compiler bug unix.c: ifdef out include of termio.h, for XENIX add include of sys/types.h and define bzero as memset, test for unix or M_XENIX at the top Makefile: add optional commands to install target which chown/chgrp everythin to bin, and put pointer to it at the top ---------- 2/25 util/score: Two new utilities, prscore to print scorefiles, and delscore to delete one entry from a scorefile. config.h: add MORIA_* macros for the Atari ST with GCC death.c, externs.h, io.c, main.c, signals.c, variable.c: Apply Atari ST/GCC patches from Scott Kolodzieski. -------- 3/1 death.c: Amiga must open/close scorefile like MSDOS&VMS io.c: init_curses(),restore_term(), fix bugs in AMIGA code, add code to release resources amiga/*: updated versions of amiga source files, from cg37717@lion.eng.clemson.edu, Corey Gehman atari_st/curscomp: complete rewrite of the curses code by Hildo Biersma store2.c: get_haggle(), do not accept an increment value of zero, turn off increment flag instead of accepting it -------- 3/2 store2.c: store_purchase(), store_prt_gold call was inside `if' now after, did not update gold if store had 13 items and you bought the 13th -------- 3/11 moria1.c: sub3_move_light(), don't print over old location if find_flag is true, unless find_prself is also true, this speeds up movement in find mode by eliminating unnecessary drawing of characters moria2.c: hit_trap(), call move_light() for the teleport trap case, to light up the trap misc1.c, save.c, treasure.c: change ATARIST_MWC ifdefs for using graphic character to ATARI_ST which is true for both MWC and TC io.c: remove all ATARIST_MWC diffs which were needed for the old non-standard curses, change the rest to be ATARI_ST, since both MWC and TC need them -------- 3/14 source/*: add Mac THINK C support mac/dumpres/*: add Mac THINK C support mac/scrnmgr/*: add Mac Think C support moria1.c: find_init(), when !light_flag and !find_prself, must erase the player's '@', because sub3_move_light() won't, see 3/11 change above ------- 3/15 mac/*: add Mac THINK C support *: put file name and 1991 copyrights in all source files ------- 3/23 save.c: prevent resurrection of a total winner character constants.h, creature.c, monsters.c, recall.c: add new flag CM_ONLY_MAGIC, set this flag in creature.c, check the flag in recall.c, allows recall to print movement speed for Quylthulgs creature.c: when a wand is drained of charges, inscribe it as {empty} if it is not known2 -------- 3/24 files.c, ibmpc/ms_misc.c: ifdefed out msdos_intro(), since that routine is obsolete now doc/moria.6: add -S option to list at the top ibmpc/CONFIG.DOC: update for Umoria 5.x, remove kneller's address, and put in my address ------- 3/25 config.h, constant.h, */*.c: move VMS definition for ESCAPE from config.h to constant.h, now all files include config.h before constant.h *: linted all sources files, changed version numbers to 5.3 ------- 3/30 vms/*, ibmpc/ms_misc.c, config.h, death.c, dungeon.c, externs.h, files.c, io.c, save.c: merge in changes from Ralph Waters, which are needed to compile the sources under VMS and IBM-PC/Turbo C. moria2.c, store2.c, *.c: get_item(), show_inven() take new parameter mask, if mask is non-zero, they only list items indicated by mask array, store_sell() calculates a mask based on what store will buy store2.c: purchase_haggle(), sell_haggle(), if the auto increment is larger than the difference between the store's offer and the player's offer, then set the auto increment to the exact difference dungeon.c, externs.h, moria1.c, moria2.c, variable.c: eliminate search_flag, it was redundant, replace all uses with (py.flags.status & PY_SEARCH) tables.c: remove good armor items from armory, to force players to search for them in the dungeons, hard leather boots, iron helm, partial plate, full plate misc1.c: alloc_monster(), always create dragons sleeping here, to give the player a sporting chance moria1.c: inven_command(), when pack not empty and show_weights flag true, display capacity along with weigth carried on first line of inventory spells.c: build_wall(), permanently light walls created within range of player's lamp spells.c: earthquake(), fix it to act just like build_wall when a monster is trapped in a wall creature.c, externs.h: movement_rate(), now static *: release 5.3.1 sources ------- 4/27 ms_misc.c, externs.h: change declarations of warn() to match definition, change declaration and definition of error() to match warn(), externs.h: fix declarations for sleep(), find_init(), show_inven(), get_item() death.c: display_scores(), don't set player_uid for non UNIX/VMS system duplicate_character(), ifdef out code which is unreachable for non UNIX/VMS system, make all returns have a value sets.c: set_null(), add a #pragma argused for TURBO C ms_misc.c: fix three lines that had an assignment inside an if externs.h: add prototypes/declarations for VMS files getch.c and uexit.c moria1.c: see_wall(), change ATARIST_MWC ifdef to ATARI_ST atari_st/curscomp/curses.c: winsch(), first loop ran in wrong direction externs.h: add declarations for atari st functions atari_st/moria.prj: new file, TC project file for Umoria death.c: highscores (), change fseed to fseek, typing error creature.c, death.c, desc.c, dungeon.c, files.c, io.c, moria1.c, moria2.c, store2.c, wizard.c, atarist.c: include stdlib.h if ATARIST_TC to get prototypes for standard library functions generate.c: for ATARIST_TC, include <string.h> atarist/curscomp/curses.h: change mvadd* macros from compound statements to conditional expressions, so that all returns values are error checked io.c: for ATARIST_TC, include ext.h to properly define (?) sleep config.h: for ATARIST_TC, define index strchr save.c: sv_write()/get_char(), define t_ptr for both MSDOS and ATARI_ST; get_char(), change ATARIST_MWC ifdef around chmod call to ATARI_ST include time.h for ATARIST_TC unix/Makefile: change ONWER to OWNER creature.c: creatures(), give moves to monsters trapped in rock, so that they will die/dig out immediately, mon_move() if a monster in rock is already dead, don't kill it again *: update address info in all files io.c: change __GNU_C_ to __GNUC__ config.h: the test for undefining 'register' was wrong, it was undefing it for all non-MSC compilers moria2.c: tunnel(), heavy weapon code wrong, eliminate >>2 of penalty, add penalty instead of subtracting it help.c: ident_char(), add period after Giant Frog. monsters.c: novice priest, change sleep from 10 to 5 to match other novice 'p' moria1.c, store2.c, *.c: get_item() new parameter 'message', when invalid letter hit, print this message if non-zero instead of beeping, store_sell() pass message "I do not buy such items.", fix all other callers to pass CNIL -------- 4/28 misc2.c, files.c: put_misc2(), file_character(), when player at max level, don't print a number for Exp to Adv, instead print ****** io.c: msg_print(), put multiple messages on the same line if they are short enough ------- 5/22 externs.h: ifdef out declaration of sprintf for NeXT io.c (init_curses): correct atarist/GNUC code for signal call, ifdef was wrong ------- 7/6 spells.c (unlight_area): Unlight all floor spaces with `lr' set, instead of just the room floors spaces. This darkens the doorways. moria1.c (light_room): Add code to set the fm flag, necessary so that the above fix does not unlight doors that it shouldn't. io.c (msg_print): Don't combine NULL messages with other messages. save.c (get_char): Use msg_print when printing the `departed spirit' message. -------- 7/26 store2.c (purchase_haggle, sell_haggle): If the automatic increment plus the last offer passes the shop keepers current ask, then clear the incr. -------- 10/5 *: Add changes needed to prevent warnings from the IBM-PC TURBO C compiler. misc[1234].c, moria[1234].c: misc[12].c and moria[12].c were each split into two files, because they were too large for TURBO C's integrated environment *: adjust all makefiles, externs.h, etc to account for new moria/misc files TCCONFIG.TCU, TCPICK.TCU: new files, uuencoded copies of Turbo C setup files config.h, ms_misc.c: New define USING_TCIO, used to prevent including curses.h in ms_misc.c. Defaults to defined if using TURBOC on an IBM-PC. io.c: delete special purpose AMIGA code, it now uses curses amiga/amiga.h: Deleted. amiga/amiga.c: Delete all curses stubs. -------- 10/6 macrsrc.h: change type of resType, ResID to long macrsrc.c: eliminated search_flag from macrsrc.c (see 3/30 changes) config.h: put back switches RSRC, RSRC_PART1 and RSRC_PART2 ScrnMgr.ro: changed def of MBAR #228 (fixes crash on Mac Plus) and INFO #1 (Make default window be full screen) ScrnMgr.c: check for reconfig flag enabled for THINK_C, add recognition of MacClassic (and LC?) keyboard, now assumes unknown keyboard type has control key, other misc cleanups moria.ro: changes version string macconf.c: config.h included for consistency mac.c: added support for 8-column tabs mac/Install.doc: new file, installation instructions for THINK C macconf.c, machelp.c, macscore.c scrnmgr.c: covered up error in THINK C includes files OK/Cancel for ok/cancel death.c, save.c: delete setmode calls for IBM-PC, instead open files in binary mode --------- 10/12 *: Changed version number to 5.4. save.c: change code to accept savefiles with version numbers greater than the version number of the game, savefile format frozen as of 5.2.2 externs.h: ifdef out the troublesome sprintf declaration config.h: force `unix' to be defined for unix systems, since some stupid systems (e.g. AIX) don't already define it --------- 10/15 externs.h, moria4.c, ms_misc.c: correct typos discovered under MSDOS --------- 10/19 spells.doc, exp.doc: New documentation files. --------- 10/26 vms/uexit.c, externs.h, io.c, signals.c: Define uexit as void, and ifdef out exit declarations when VMS. vms/moria.opt: add misc[34].obj and moria[34].obj ibmpc/ms_misc.c: correct typo in error() pr_items.c, pr_monst.c: main now returns 0 CONFIG.DOC, TERMCAP, ms_ansi.c: use le/do instead of obsolete bc/xd dragon.inf: moved from util/weapons to doc, and updated it to be accurate spoilers: Update from USENET FAQ posting. --------- 11/17 io.c: ifdef out code checking for 8 char TABS, because it assumes that the screen is exactly 80 characters wide moria[12].[ms/txt]: Correct a few typos. *: Fix all file permissions. ::::::: 1992 :::::::: Maintenance taken over by David Grabiner --------- 7/16 moria4.c: bash(), use random direction if player is confused spells.c: fire_ball(), fire_bolt(), don't update recall if monster not lit; this can happen if bolt hits an invisible monster spells.c: speed_monsters(), sleep_monsters2(), dispel_creature(), turn_undead(), only affect creatures within MAX_SIGHT spells.c: mass_poly(), area of effect should be <= MAX_SIGHT, was < spells.c: destroy_area(), remove light from player's spot spells.c: enchant(), add new variable limit, chance of failure is now (plusses/limit), with very slight chance of success over limit scrolls.c: when enchanting melee weapons to damage, set limit to weapon's maximum damage, otherwise use 10 to give behavior similar to old method misc2.c: magic_treasure(), make standard deviation of damage bonus on a melee weapon proportional to weapon's maximum damage; these changes mean that daggers can no longer become powerful weapons treasure.c: the Zweihander has now become a great weapon, value increased from 1000 to 1500 externs.h: fix declaration for enchant() staffs.c, wands.c: give everyone a slight chance to use difficult wands and staffs, otherwise a warrior will never be able to use many items --------- 7/23 death.c: print_tomb(), insert msg_print(CNIL) so that "You are using:" and "You are carrying:" don't get combined as one message; this made it impossible to see the equipment list store2.c: haggle_insults(), insert msg_print(CNIL) so that insult is always recognizable store2.c: purchase_haggle() and sell_haggle(), new variable didnt_haggle, don't call updatebargain if no haggle store1.c: noneedtobargain(), changed to sliding scale, (good-3*bad) must be more than 5 + (price/50) to skip haggling, so that haggling for cheap items is over quickly, but can still eventually skip haggle for all items store1.c: updatebargain(), now update for all items worth >9 gold, instead of just 10-999, since it is now possible to skip haggling for more valuable items as well --------- 7/25 moria4.c: bash(), unsuccessful bash takes a turn; otherwise, you can attempt to bash in different directions while confused or to locate invisible monsters; eliminate variable no_bash --------- 7/27 check all above changes moria4.c: bash(), get "You bash at empty space" method when bashing a wall, corrected to "nothing interesting happens"; this also prevents bashing from locating a secret door --------- 8/9 merge in all changes from 5.4.0 to 5.4.1 creature.c: update attack information only if monster is visible; update death information even if monster is not visible, since information will be on tombstone *: change version number to 5.5.0 --------- 8/12 spells.c: enchant(), guard against randint(0) if called with limit of 0 (it shouldn't be). moria4.c: throw_object(), py_bash(), don't do negative damage shortnam.sed, spells.c: fire_ball(), fix spelling of "envelops" doc/faq: remove old spoilers file, and put current FAQ here instead *: put my name (DJG) in credits as contact *: change copyright date in all source files to 1992 ---------- 8/13 release umoria 5.5.0 ---------- 10/26 doc/moria[12].[ms,txt]: correct some typos, and make changes for 5.5.0 ---------- 10/31 misc4.c: scribe_object() allowed inscriptions longer than 12 characters if 13-24 characters availble for inscription, could overwrite other data ::::::: 1994 :::::::: ---------- 6/6 scrolls.c: aggravate monster should give "humming noise" before "stirring" scrolls.c: always identify scrolls which print a message unix/unix.c: change from obsolete getpw() to getpwuid() to get UID death.c: #include<sys/types.h> seems to be needed on XENIX and SYSV death.c: fix #ifdef (...) || defined(...) save.c: set fd=-1 after closing file to prevent double close dungeon.c: move hero/superhero to first status check so that player's HP won't go below 0 in mid-turn (killing him) and then become positive doc/moria[12].ms: fixes so that file works with groff store1.c: sell_price(), check for consistent sale prices compared pointers rather than values create.c: get_all_stats(), set player level to 1 before calling set_use_stat with constitution (which used level to check hit points) misc3.c: misspelled variable "holderr" in MWC-specific code misc3.c: prt_experience(), put check against max level in while loop so that level gain is never tested if player is max level misc3.c: gain_level(), corrected comment for loss of extra experience when player gains multiple levels moria3.c: monster_death(), don't make player a winner if already dead store2.c: get_haggle(), %d should be %ld misc3.c: todis_adj(), case of dexterity 3 was omitted spells.c: wall_to_mud(), may find objects in rubble as with tunneling ---------- 6/7 io.c, signals.c: included changes from Andrew Chernov for 386BSD support io.c, config.h: included changes from Berthold Gunreben for HP-UX support config.h, death.c, files.c: added patches for HP Apollo, which doesn't allow multiple processes to use the same file config.h: defined MORIA_LIB to contain pathname for moria/files, to simplify configuration moria1.c: inven_command(), get_item(), added code from Harry Johnston which allows use of 0-9 to specify an item with the corresponding inscription doc/moria[12].ms: documented above change files/version.hlp: my name appeared both as author and "other contributor" scrolls.c: set AC bonus on cursed weapon, hit/dam bonuses on cursed armor to zero (in case HA/DF/gauntlets of slaying had bonus) creature.c: don't print message when invisible monsters recover from bash creature.c, moria3.c, spells.c: reworked monster confusion, monster's confused value now gives duration, turn_undead has guaranteed duration equal to player's level, other confusion random creature.c: undead which have been turned will flee rather than moving randomly, attack only if cornered recall.c: print "It is resistant to" if monster has not cast any spells but breath flag is known (because monster resisted an attack) monsters.c: allow monsters to resist attacks if they have no breath weapon but use the attack type (so fire giants resist fire) sets.c: new function set_large(), identifies objects too large to fit in a chest or be carried by small creatures misc3.c: get_obj_num(), new parameter must_be_small to generate only small objects when appropriate; place_object() passes it files.c: random object sample passes must_be_small constant.h, treasure.c, monsters.c, moria3.c, recall.c: new constant CM_SMALL_OBJ for chests, and for monsters carrying only small objects, check it in monster_death() by setting a bit in treasure type, allow it to be recalled moria3.c: summon_object(), object must be small if bit flagged above many: change all other calls to place_object to set must_be_small to FALSE externs.h: fix declaration of get_obj_num(), place_object(), add set_large() store1.c: noneedtobargain(), change scale again, (good-3*bad-5) must be positive and its square must be at least price/50, this allows high-level characters to become good bargainers for expensive items ---------- 6/8 lint all above changes, fix assorted typos recall.c: recalled spell frequency for non-spellcasters in wizard mode monsters.c: checked small objects/resistances for consistency, fixed error creature.c: creatures given resistance by setting of breath bits tried to cast spell, calling randint(0) moria3.c: error in testing type caused all monsters which should drop both objects and gold to drop only gold creature.c: turned undead must call get_moves so they know which way to flee ---------- 6/9 moria1.c: inven_command(), get_item(), print 0-9 in prompt message when appropriate moria[12].ms: clarified that digit inscriptions work only on items in pack prayer.c: strengthened Holy Word player.c: reduced failure chance for Holy Word check all changes, fixed more typos ---------- 6/10 moria1.c: inven_command(), get_item(), 0-9 was printed in wrong place ---------- 6/22 spells.c: td_destroy(), td_destroy2(), don't disarm/unlock chests that are already empty treasure.c: up staircase had extra space after name doc/moria[12].ms: proofread, fix many typos ---------- 6/25 monsters.c: allow thieves to pick up objects on the floor main.c,config.h,amiga/amiga.c,amiga/timer.c: included changes from Ronald Cook for Lattice C support on Amiga death.c,io.c,signals.c,unix.c,config.h: included changes from Brian Johnson for Linux support changed version number to 5.5.1 fix more lint errors util/mergemem: code from Eric Bazin to merge monster memories *: changed all copyright dates to 1994 released version 5.5.1 ---------- 7/5 death.c: || !defined(APOLLO) should be && ---------- 7/11 store2.c: get_haggle, changed %ld back to %d since variable is 16 bits ---------- 7/20 treasure.c: fixed many inconsistencies, mostly prices and names misc2.c: magic_treasure(), fixed values of SU and SA, which weren't changed when see invisible was moved from SA to SU; also changed magical bonuses for these weapons store2.c: increase_insults(), don't clear out haggling record if player is thrown out (it might be worse than zero), just penalize as for bad bargain ---------- 7/21 treasure.c: fixed a few more inconsistencies with items files.c, misc32.c: file_character(), put_misc2(), don't print "Exp to Adv" if over max_level (i.e., winner) files.c: file_character(), leave enough space for printing 8-digit experience points misc3.c: put_misc2(), make display consistent with above change misc3.c: new function prt_8lnum(), print a long variable in 8 digits of space, needed by revised put_misc2() above death.c: need flock hack for HPUX io.c: #include <termio.h> for HPUX was inside #if 0 ibmpc/*: fix several typos in PC-specific files, also one in config.h changed version to 5.5.2 released version 5.5.2 ::::::: 2010 :::::::: 10/29 added lars hegelund's unofficial patches relicensed to gplv3 changed build system to automake/autoconf main.c: added --help and --version options now automatically generating a man page from the --help added a texinfo version of the moria manual now generating treasure_constant.h and treasure_tables.c with a treasure compiler now generating monsters_constant.h monster_tables.c with a monster compiler player.c: moved player_init array to treasure_tables.c tables.c: moved syllables, amulets, rocks, metals, woods, mushrooms, and colors, and store_choice arrays to treasure_tables.c treasure.c: moved object_list array to treasure_tables.c monsters.c: moved c_list and monster_attack arrays to treasure_tables.c constant.h: moved various #defines into treasure_constant.h and monsters_constant.h types.h: added ifndef/define to preclude double include constant.h: added ifndef/define to preclude double include types.h: put int16 typedef, and others into a file called primitives.h types.h: put creature_type and m_attack_type into a file called creature_type.h constant.h: moved various creature related #defines into creature_constant.h constant.h: moved various player related #defines into player_constant.h constant.h: moved various item related #defines into object_constant.h
moria3.c: don't print "you can't pick up X" when we're stepping over an object (e.g. with the '-' key) while the character has a full inventory. released version 5.7.0