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Usenet 1994 January
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usenetsourcesnewsgroupsinfomagicjanuary1994.iso
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volume14
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umoria4
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part29
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OOChanges.1
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1992-08-31
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501 lines
:::::1987 Fixes:::::
87 fixes deleted, see the 4.85 or 4.87 sources
:::::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