[comp.sources.games] v05i046: umoria2 - single player dungeon simulation

games@tekred.TEK.COM (07/29/88)

Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 5, Issue 46
Archive-name: umoria2/Part12



#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 12 (of 18)."
# Contents:  Moria.doc.2 PROBLEMS PRONOUNCE
# Wrapped by billr@saab on Wed Jul 13 11:16:31 1988
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'Moria.doc.2' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'Moria.doc.2'\"
else
echo shar: Extracting \"'Moria.doc.2'\" \(20322 characters\)
sed "s/^X//" >'Moria.doc.2' <<'END_OF_FILE'
X
X.NH 2
XThe Town Level
X.LP
XThe town level is where you will begin your adventure. The
Xtown consists of six buildings each with an entrance, some
Xtowns `people', and a wall which surrounds the town. The first time
Xyou are in town it will be daytime, but you may return to find
Xthat darkness has fallen. (Note that some spells may act
Xdifferently in the town level.)
X
X.NH 3
XTownspeople
X.LP
XThe town contains many different kinds of people. There are
Xthe street urchins, young children who will mob an adventurer for
Xmoney, and seem to come out of the woodwork when excited.
XBlubbering Idiots are a constant annoyance, but not harmful.
XPublic drunks wander about the town singing, and are of no
Xthreat to anyone. Sneaky rogues hang about watching for a
Xlikely victim to mug. And finally, what town would be complete
Xwithout a swarm of half drunk warriors, who take offense or
Xbecome annoyed just for the fun of it.
X.LP
XMost of the towns people should be avoided by the largest
Xpossible distance when you wander from store to store. Fights
Xwill break out though, so be prepared. Since your character grew
Xup in this world of intrigue, no experience is awarded for
Xkilling on the town level.
X
X.NH 3
XSupplies
X.LP
XYour character will begin his adventure with some supplies
Xalready on him. Use the Inventory `i' command to check what
Xthese supplies are. It will be necessary to buy other supplies
Xbefore continuing into the dungeon, however, so be sure to enter
Xeach of the stores.
X
X.NH 3
XTown Buildings
X.LP
XYou may enter any of the stores, if they are open, and
Xbarter with the owner for items you can afford. But be warned
Xthat the owners can easily be insulted, and may even throw you
Xout for a while if you insult them too often. To enter a store,
Xsimply move onto the entrance represented by the numbers 1
Xthrough 6.
X.LP
XOnce inside a store, his inventory will appear on the screen
Xalong with a set of options for your character. You may browse
Xthe store's inventory if it takes more than one page to display,
Xand you may sell or purchase items in his inventory. You can
Xexecute your inventory and equipment commands to see what you are
Xcarrying. Not shown with the options are the wear, take-off, and
Xexchange commands which will also work, but were excluded to keep
Xthe options simple.
X.LP
XStores do not always have everything in stock. As the game
Xprogresses, they may get new items so check from time to time.
XAlso, if you sell them an item, it may get sold to a customer
Xwhile you are adventuring so don't always expect to be able to
Xget back anything you have sold.
X.LP
XStore owners will not buy harmful or useless items. If an
Xobject is unidentified, they will pay you some base price for it.
XOnce they have bought it they will immediately identify the
Xobject. If it is a good object, they will add it to their
Xinventory. If it was a bad bargain, they simply throw the item
Xaway. In any case, you may receive some knowledge of the item if
Xanother is encountered.
X.IP "The General Store"
XThe General Store sells foods, drinks, some clothing,
Xtorches, lamps, oil, and spikes. All of these items, and others,
Xcan be sold back to the General store for money. The entrance to
Xthe General Store is a `1'.
X.IP "The Armory"
XThe Armory is where the town's armor is fashioned. All
Xsorts of protective gear may be bought and sold here. The
Xentrance to the Armory is a `2'.
X.IP "The Weaponsmith\'s Shop"
XThe Weaponsmith's Shop is where the town's weapons are
Xfashioned. Hand and missile weapons may be purchased and sold
Xhere, along with arrows, bolts, and shots. The entrance to the
XWeaponsmith's is a `3'.
X.IP "The Temple"
XThe Temple deals in healing and restoration potions, as well
Xas bless scrolls, word-of-recall scrolls, some approved priestly
Xweapons, etc. The entrance to the Temple is a `4'.
X.IP "The Alchemy shop"
XThe Alchemy Shop deals in all manner of potions and scrolls.
XThe entrance to the Alchemy Shop is a `5'.
X.IP "The Magic User\'s Shop"
XThe Magic User's Shop is the most expensive of all the
Xstores. It deals in all sorts of rings, wands, amulets, and
Xstaves. The entrance to the Magic Shop is a `6'.
X
X.NH 2
XWithin The Dungeon
X.LP
XOnce your character is adequately supplied with food, light,
Xarmor, and weapons, he is ready to enter the dungeon. Move on
Xtop of the `>' symbol and use the down `>' command. Your
Xcharacter enters a maze of interconnecting staircases and finally
Xpasses through a one-way door. He is now on the first level of
Xthe dungeon (50 feet), and must survive many horrible and
Xchallenging encounters to find the treasure lying about.
X
X.NH 3
XLight
X.LP
XThere are two sources for light once inside the dungeon.
XPermanent light which has been magically placed within rooms, and
Xa light source carried by the player. If neither is present, the
Xcharacter will be unable to map or see any attackers. Lack of
Xlight will also affect searching, picking locks, and disarming.
X.LP
XA character must wield a torch or lamp in order to supply
Xhis own light. Once a torch or lamp has only 50 or less turns
Xleft before burning out, the message \*QYour light is getting low\*U
Xwill be displayed at random intervals. Once a torch is burnt
Xout, it is useless and can be dropped. A lamp or lantern can be
Xrefilled with oil by using the Fill `F' command. You must of
Xcourse be carrying extra oil to refill a lantern.
X
X.NH 3
XAttacking And Being Attacked
X.LP
XAttacking is simple in \fImoria\fP. If you move into a creature,
Xyou attack him. You can attack from a distance by firing a
Xmissile, or by magical means such as aiming a wand. Creatures
Xattack in the same way, if they move into you, they attack you.
XSome creatures can cast spells from a distance, and dragon type
Xcreatures can breath from a distance, but these are the only
Xexceptions.
X.LP
XIf you are wielding a weapon, the damage for the weapon is
Xused when you hit the creature. If you are wielding no weapons,
Xyou get two fist strikes. Note that very strong creatures can do
Xa lot of damage with their fists... A character may have a
Xprimary and secondary weapon. A secondary weapon is kept on the
Xbelt, or on the shoulder for immediate use. You can switch
Xbetween your primary and secondary weapons by using the exchange
Xcommand. Be sure you are wielding the proper weapon when
Xfighting. Hitting a dragon over the head with a bow will simply
Xmake him mad, and get you killed.
X.LP
XMissile weapons, such as bows, can be wielded, and then the
Xproper missile, in this case an arrow, can be fired across the
Xroom into a target. Missiles can be used without the proper
Xmissile weapon, but used together they have a greater range and
Xdo far more damage.
X.LP
XHits and misses are determined by ability to hit vs. armor
Xclass. A miss doesn't necessarily mean you failed to hit the
Xtarget, but only that you failed to do any damage. Therefore
Xa `hit' is a strike that does some damage. Higher armor classes
Xmake it harder to do damage, therefore more misses.
X
X.NH 4
XYour Weapon
X.LP
XCarrying a weapon in your backpack does you no good. You
Xmust wield a weapon before it can be used in a fight. Note that
Xa secondary weapon can be kept by wielding it and then using the
Xexchange command. A secondary weapon is not in use, simply
Xready to be switched with the current weapon if needed.
X.LP
XWeapons have two main characteristics, their ability to hit
Xand their ability to do damage, expressed as `(+ ,+ )'. A normal
Xweapon would be `(+0,+0)'. Many weapons in \fImoria\fP have magical
Xbonuses to hit and/or do damage. Some weapons are cursed, and
Xhave penalties that hurt the player. Note that cursed swords
Xcannot be un-wielded until the curse is lifted.
X.LP
XMissile weapons, such as bows, have only one major
Xcharacteristic which is to hit, expressed `(+ )'. This plus to
Xhit is added to that of the missile used, if the proper
Xweapon/missiles combination are used.
X.LP
XAlthough you receive any magical bonuses an unidentified
Xweapon may possess when you wield it, those bonuses will not be
Xadded in to the displayed values of to-hit and to-dam on your
Xcharacter sheet. You must identify the weapon before the
Xdisplayed values reflect the real values used.
X.LP
XFinally, some rare weapons have special abilities. These are
Xcalled ego weapons, and are feared by great and meek. An ego
Xsword must be wielded to receive benefit of its abilities.
X.LP
XSpecial weapons are denoted by the following abbreviations:
X.IP "DF - Defender."
XA magical weapon that actually helps the wielder defend
Xhimself, thus increasing his/her armor class.
X.IP "FB - Frost Brand."
XA magical weapon of ice that delivers a cold critical to
Xheat based creatures.
X.IP "FT - Flame Tongue."
XA magical weapon of flame that delivers a heat critical
Xto cold based creatures.
X.IP "HA - Holy Avenger."
XA Holy Avenger is by far the most powerful of weapons.
XHoly Avengers have been known to increase several of the
Xwielder's stats, to actually increase the wielder's armor
Xclass (because of the terror the weapon spawns in its foes),
Xand to actually help the wielder to fight more effectively.
X.IP "SD - Slay Dragon."
XA Slay Dragon weapon is a special purpose weapon whose
Xsole intent is to destroy dragon-kind. Therefore, when used
Xagainst a dragon, the amount of damage done is greatly
Xincreased.
X.IP "SE - Slay Evil."
XA Slay Evil weapon is a special purpose weapon whose
Xsole intent is to destroy all forms of evil. When used
Xagainst an evil creature, either alive or undead, the damage
Xdone is greatly increased.
X.IP "SM - Slay Monster."
XA Slay Monster weapon is a special purpose weapon whose
Xsole intent is to destroy all the vile monsters of the world.
XA monster is any creature not natural to the world.
XTherefore an orc would be a monster, but a giant snake would
Xnot be.
X.IP "SU - Slay Undead."
XA Slay Undead weapon is a special purpose weapon whose
Xsole intent is to destroy all forms of undead. This weapon
Xis hated and feared by the intelligent undead, for a single
Xblow from this weapon is capable of destroying them.
X
X.NH 4
XBody And Shield Bashes
X.LP
XWeight is the primary factor in being able to bash
Xsomething, but strength plays a role too. After bashing, a
Xcharacter may be off balance for several rounds depending upon
Xhis dexterity.
X.LP
XDoors can be broken down by bashing them. Once a door is
Xbashed open, it is forever useless and cannot be closed.
X.LP
XChests too may be bashed open, but be warned that the
Xcareless smashing of a chest often ruins the contents. Bashing
Xopen a chest will not disarm any traps it may contain, but does
Xallow the strong and ignorant to see what is inside.
X.LP
XFinally, a creature may be bashed. If a shield is currently
Xbeing worn, the bash is a shield bash and will do more damage.
XIn either case, a bash may throw an opponent off balance for a
Xnumber of rounds, allowing a player to get in a free hit or more.
XIf the player is thrown off-balance, his opponent may get free
Xhits on him. This is a risky attack.
X
X.NH 4
XYour Armor Class
X.LP
XArmor class is a number that describes the amount and the
Xquality of armor being worn. Armor class will generally run from
Xabout 0 to 40, but could become negative or greater than 40 in
Xrare cases.
X.LP
XThe larger your armor class, the more protective it is. A
Xnegative armor class would actually help get you hit. Armor
Xprotects you in three manners. One, it makes you harder to be
Xhit for damage. A hit for no damage is the same as a miss. Two,
Xgood armor will absorb some of the damage that your character
Xwould have taken. An armor class of 30 would absorb 30% of any
Xdamage meant for him. Three, fire and acid damage are reduced by
Xwearing body armor. It is obvious that a high armor class is a
Xmust for surviving the lower levels of \fImoria\fP.
X.LP
XEach piece of armor has an armor class adjustment, and a
Xmagical bonus. Armor bought in town will have these values
Xdisplayed with their description. Armor that is found within the
Xdungeon must be identified before these values will be displayed.
XArmor class values are always displayed between a set of
Xbrackets `[ ,+ ]'. The first value is the armor class of the item. The
Xsecond number is the magical bonus of the item, and will always
Xhave a sign preceding the value. There are a few cases where the
Xform `[+ ]' is used, meaning the object has no armor class, only
Xa magical armor bonus if worn.
X.LP
XSome pieces of armor will possess special abilities denoted
Xby the following abbreviations:
X.IP "RA - Resist Acid."
XThis magical ability is usually enchanted into armor,
Xbut may occasionally be found as an ability of a weapon. A
Xcharacter using such an object will take only quarter
Xdamage from any acid thrown upon him. In addition, armor so
Xenchanted will resist the acid's effects and not be damaged
Xby it.
X.IP "RC - Resist Cold."
XThis magical ability is also found in both weapons and
Xarmor. A character using a resist cold object will take only
Xone third damage from frost and cold.
X.IP "RF - Resist Fire."
XThis magical ability is found in both weapons and armor.
XA character using a resist fire object will take only one
Xthird damage from heat and fire.
X.IP "RL - Resist Lightning."
XThis magical ability is found in both weapons and armor.
XA character using a resist lightning object will take only
Xone third damage from electrical attacks.
X.IP "R - Resistance."
XThis magical ability is found only in armor. A
Xcharacter wearing armor with this ability will have
Xresistance to Acid, Cold, Fire, and Lightning as explained in
Xeach part above.
X
X.NH 3
XObjects Found In The Dungeon
X.LP
XThe mines are full of objects just waiting to be picked up
Xand used. How did they get there? Well, the main source for
Xuseful items are all the foolish adventurers that proceeded into
Xthe dungeon before you. They get killed, and the helpful
Xmonsters scatter the various treasure throughout the dungeon.
XMost cursed items are placed there by the joyful evil sorcerers,
Xwho enjoy a good joke when it gets you killed.
X.LP
XYou pick up objects by moving on top of them. You can carry
Xup to 22 different items in your backpack while wearing and
Xwielding many others. Note that although you are limited to 22
Xdifferent items, you may be carrying several of each item
Xrestricted only by the amount of weight your character can carry.
XYour character's weight limit is determined by his strength.
XOnly one object may occupy any one given floor location, which
Xmay or may not also contain one monster. Note that doors, traps,
Xand staircases are considered objects for this purpose.
X.LP
XMany objects found within the dungeon have special commands
Xfor their use. Wands must be Aimed, staves must be Used, scrolls
Xmust be Read, and potions must be Quaffed. In any case, you must
Xfirst be able to carry an object before you can use it. Some
Xobjects, such as chests, are very complex. Chests contain other
Xobjects and may be trapped, and/or locked. Read the list of
Xplayer commands carefully for a further understanding of chests.
X.LP
XOne item in particular will be discussed here. The scroll
Xof \*QWord of Recall\*U can be found within the dungeon, or bought at
Xthe temple in town. It acts in two manners, depending upon your
Xcurrent location. If read within the dungeon, it will teleport
Xyou back to town. If read in town, it will teleport you back
Xdown to the deepest level of the dungeon one which your character
Xhas previously been. This makes the scroll very useful for
Xgetting back to the deeper levels of \fImoria\fP. Once the scroll has
Xbeen read it takes a while for the spell to act, so don't expect
Xit to save you in a crisis.
X.LP
XAnd lastly, a final warning. Not all objects are what they
Xseem. Skeletons lying peacefully about the dungeon have been
Xknown to get up...
X
X.NH 3
XCursed Objects
X.LP
XSome objects, mainly armor and weapons, have had curses laid
Xupon them. These horrible objects will look like any other
Xnormal item, but will detract from your character's stats or
Xabilities if worn. They will also be impossible to remove until
Xa remove curse is done.
X.LP
XWhen a cursed item has been identified, an asterisk `*' will
Xappear next to the inventory letter of the item. If you should
Xwear a cursed item, you will immediately know it is cursed and
Xagain the asterisk will appear.
X
X.NH 3
XMining
X.LP
XMuch of the treasure within the dungeon can be found only by
Xmining it out of the walls. Many rich strikes exist within each
Xlevel, but must be found and mined. Quartz veins are the
Xrichest, yielding the most metals and gems, but magma veins will
Xhave some hordes hidden within.
X.LP
XMining is virtually impossible without a pick or shovel.
XPicks and shovels have an additional magical ability expressed as `(+ )'.
XThe higher the number, the better the magical digging
Xability of the tool. Note that a pick or shovel also has pluses
Xto hit and damage, and can be used as a weapon.
X.LP
XWhen a vein of quartz or magma is located, the character
Xshould wield his pick or shovel and begin digging out a section.
XWhen that section is removed, he should locate another section of
Xthe vein, and begin the process again. Since granite rock is
Xmuch harder to dig through, it is much faster to follow the vein
Xexactly and dig around the granite.
X.LP
XIf the character has a scroll or staff of treasure location,
Xhe can immediately locate all strikes of treasure within a vein
Xshown on the screen. This makes mining much easier and more
Xprofitable.
X
X.NH 3
XStaircases
X.LP
XStaircases are the manner in which you get deeper, or climb
Xout of the dungeon. The symbols for the up and down staircases
Xare the same as the commands to use them. A `<' represents an up
Xstaircase and a `>' represents a down staircase. You must move
Xyour character over the staircase before you can use them.
X.LP
XEach level has at least one up staircase, and at least two
Xdown staircases. There are no exceptions to this rule. You may
Xhave trouble finding some well hidden secret doors, but the
Xstairs are there.
X
X.NH 3
XSecret Doors, Passages, And Rooms
X.LP
XMany secret doors are used within the dungeon to confuse and
Xdemoralize adventurers foolish enough to enter. But with some
Xluck, and lots of concentration, you can find these secret doors.
X.LP
XSecret doors will sometimes hide rooms or corridors, or even
Xentire sections of that level of the dungeon. Sometimes they
Xsimply hide small empty closets or even dead ends.
X.LP
XCreatures in the dungeon will generally know and use this
Xsecret doors. If they leave one open, you will be able to go
Xright through it. If they close it behind them you will have to
Xsearch for the catch first. Once a secret door has been
Xdiscovered by you, it is drawn as a known door and no more
Xsearching will be required to use it.
X
X.NH 3
XWinning The Game
X.LP
XOnce your character has progressed into killing dragons with
Xbut a mean glance and snap of his fingers, he may be ready to
Xtake on the Balrog. The Balrog will appear on every level after
Xlevel 49, so don't go down there until you are ready for him.
X.LP
XThe Balrog cannot be killed in some of the easier methods
Xused on normal creatures. Because of the Balrog's cunning, he
Xwill teleport away to another level if a spell such as genocide
Xis used upon him, and the Balrog cannot be polymorphed, slept, or
Xcharmed. Magical spells like coldball are effective against him
Xas are weapons, but he is difficult to kill and if allowed to
Xescape for a time can heal himself.
X.LP
XIf you should actually survive the attempt of killing the
XBalrog, you will receive the status of WINNER. Since you have
Xdefeated the toughest monster alive, your character is ready to
Xretire and cannot be saved. When you quit the game, your
Xcharacter receives a surprise bonus score and is entered into the
Xtoptwenty file.
X
X.NH 3
XUpon Death And Dying
X.LP
XIf your character falls below 0 hit points, he has died and
Xcannot be restored. A tombstone showing information about your
Xcharacter will be displayed with the option to print the
Xinformation to a file.
X.LP
XAfter the tombstone, the toptwenty list of heroes is
Xdisplayed. If your score beats any of the toptwenty, your
Xcharacter will join this elite rank of heroes. Otherwise, well,
Xthere is always next time...
X
X.NH 3
XWizards
X.LP
XThere are rumors of \fImoria\fP Wizards which, if asked nicely,
Xcan explain details of the \fImoria\fP game that seem complicated to
Xbeginners. In addition, they have special spells which can
Xrestore characters lost by accident, such as power-outs and such.
END_OF_FILE
if test 20322 -ne `wc -c <'Moria.doc.2'`; then
    echo shar: \"'Moria.doc.2'\" unpacked with wrong size!
fi
# end of 'Moria.doc.2'
fi
if test -f 'PROBLEMS' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PROBLEMS'\"
else
echo shar: Extracting \"'PROBLEMS'\" \(30716 characters\)
sed "s/^X//" >'PROBLEMS' <<'END_OF_FILE'
X:::::1987 Fixes:::::
XFixes before 5/1
Xfixed moving into column one
Xtunnel through permanent rock prints tunnel through air? message
Xprinting of 18/ stats
X^C stops find flag, resting, searching
Xmonsters bash doors with 0 hit points
Xwhat if pto_hit is negative?
Xtest_hit, attack_blows, critical_blows are wrong
Xmon_tot_mult bug fixed
Xalways have same stats when start
Xenchant armor scroll
Xwizard_create does not set level!!
Xshould treasure level be set to finding level?
Xafter cure blindness need a move_char(5) to restore light
Xlose_exp in spells.c
Xmass_genocide when there are no monsters
Xdrop_throw, throwing object against wall goes into infinite loop
Xplayer titles for level wrong?
Xtd_destroy should unlock chests
Xuse of 8's in generate, set wallstk in build_tunnel
Xdoor/trap destroy should replace doors with corr2.floor, delete_object
Xwhen staff has 0 charges left, don't get warning message
Xrecharge spell
X-----   5/1
Xinjection from types of wands to metals
Xextra space at end of scroll names
Xprinting numbers in a field of 6
Xwarning if wielding too heavy of a weapon
Xattack_blows, penalty for wielding heavy weapon too severe,
Xsave routine, doesn't exit if you type ESCAPE, shouldn't if doing panic save
Xselling items to stores, they are still unidentified
Xitem prices in stores line up on the right
Xrogue_like key binding option
Xspelling fixes
Xfixed getlogin() call in death.c
Xdisable local special characters (^Y, ^R, ^W, ^V, ^O)
X-------------------  5/2
Xfixed .<dir> problem caused above
Xfixed problem with speed, only call search_off in signal.c if search_flag set
Xfood problems, fix initialization of py structure in variables.h
X-------------------  5/2.5
Xafter ^C, if type n, erase the line at top of screen
Xput refresh in erase_line(), so that lines really do get erased
Xmonster 'o' Ogre Magi casting unknown spells
Xm_level problems, not calculating right numbers for monster generation
Xchanged damroll/max_hd so that they no longer clear 'd' in strings
Xincreased size of dtype for damroll strings
Xincreased size of all defined strings, need one more char for the '\0'
Xwands of wonder, not generating new flag correctly
Xonly print 'too heavy weapon' message if actually wielding weapon
Xwand of heal monster, causes them to scream when hit
Xput (void) before all sscanf calls
Ximplemented shell_out and (no_)controlz functions
Xfixed build_tunnel, removed leftover fragment of earlier incorrect fix
X	to build_tunnel
Xdisplay_inventory doesn't clear last line when 12 items on one page 11 other
Xstore_purchase when over 12 items in store passed calculated wrong
X	count of number of items on second page
Xshould put priv_switch stuff back in, i.e. setuid
Xgame should be setuid
X------------------------- 5/3
Xfixed equip list bug when taking off items
Xchanged shell escape command to '!'
Xchanged version number to 4.82
Xrestore terminal modes in signal.c before core dumping
Xfixed bug in save.c, it was writting/reading too much for magic_spell
Xrefixed m_level code, m_level[0] must be added after the randint
Xwrote convert program to fix old save files
X---------------------------- 5/4
Xput sigsetmask in signals.c, now dumps core on QUIT signal
Xfixed empty chests, set flags to zero so no treasure, if search
X	then identify it as empty
Xmissing break for amulets in magic_treasurein misc.c, caused cursed
X	amulets to have positive attributes
Xdispell evil staffs gives segmentation fault, didn't check for muptr == 0
X------------------- 5/5
Xyour resist the affects -> you resist the effects
Xonly print "%s appears healthier" if can see the monster
Xcheck all uses of muptr, make sure test it not zero before using
Xcost for amulets of searching is too high
Xevil iggy prints wierd messages when he hits, break missing
X----------------------------------- 5/6
Xfixed index bug in misc.c objdes(), used 0 as null string pointer
Xadded sun to 'getuid' ifdefs in death.c and misc.c
X--------------------------- 5/8
Xfixed help page for rogue mode, searching mode command is ^S
Xwhen stun monster by bashing, now does not print name if can't see monster
Xallow controlz again, except when setuid or accessing save files
X--------------------------- 5/10
Xadded break after cure_poison() in potions.c
Xitems sold in stores do not appear in the inventory when last on second	page
Xsignals.c should restore local special chars before core dump exit
Xmonsters bashing doors end up on top of them
X	can't hit the monsters, can't cast spells at them, etc.
X----------------------- 5/11
Xfixed cast_spell, cast was not initialized to FALSE
Xinfravision in misc.c should be multiplied by 10
Xfood items become known in a more reasonable fashion
X----------------------- 5/13
Xif cast from empty spell book, print error message
Xthe base height/weight for female/male characters were reversed
X---------------------- 5/14
Xrefixed empty spell book to distinguish the three cases, cas_spell
X	now has three return values
Xremoved the numbers (1 2 3 4 6 7 8 9) from get_dir prompt
Xchanged some % chars to %% in print_monster() in files.c
Xchanged HD from %d to %s in print_monster()
Xfixed jamdoor() was setting i_ptr->p1 instead of t_ptr->p1
Xredefine Search mode command for rogue_like option to #
Xchanged message for rest_on, press '^C' not 'any key'
Xfixed potential infinite loop problem, must initialize curses before
X	install signal handlers
Xextensive mods to the save routine, added protection mechanisms
Xchanged version number to 4.83
Xminor fixes so that source passes lint, removed inkey_delay function
Xin store2.c, fix display_inventory() and purchase_haggle() so that
X	items will not be listed with 0 price for high chr characters
X------------------------ 5/15
Xcheck result of fopen for writing scoreboard in top_twenty()
Xetc. misspelled in print_monsters()
Xadded 'drools' and 'insults' messages in print_monsters()
Xmore mods to save routine, compress cave before writing to save file
Xwrote wizard restore_char() function
Xfixed test for Nighttime in generate.c, should be turn/5000 not turn%5000
Xset moria_flag true after a call to restore_char() in moria.c
Xupdate game_version() to include info about me
Xran through spell again
X---------------------------- 5/16
Xshould call prt_stat_block after wizard restore command
Xsetuid code was just plain wrong, fixed it
X----------------------------
XSummer vacation!
X---------------------------  8/26
Xchecked every switch statement, found five missing breaks
X---------------------------  8/28
Xchanged use of geteuid() for random seeds, didn't work if setuid to root
X--------------------------- 9/4 - 9/6
Xport to SYS V
Xchanged store type (and save file format) to avoid warning about nonportable
X  signed character comparison
X---------------------------  9/9
Xadded bug fixes from doc@s.cc.purdue.edu, mainly dealing with setuid code
X---------------------------- 9/11
Xcorrect spelling of receive_offer() (was recieve)
X^R in store will 'really' clear screen now
Xget_haggle will not accept negative numbers now
Xdisarm_all caused segment faults, missing level of braces after t_ptr = &...
Xmore spelling errors: Delila(+h) Slim(-e)y Smok(-e)y
X--------------------------- 9/16
Xtook out old compatibility code in save.c
Xchanged version number to 4.84
Xchanged clear_screen and really_clear_screen so that they set msg_flag FALSE
X-------------------------- 9/17
Xremoved loop_flag = FALSE after prt_comment6(), stops wierd behavior if
X  when buy/sell give a price greater/less than that offered
Xput entry in scoreboard when quit
Xmodified get_char so that it will read 4.83 save files
X------------------------- 9/18
Xfix code so that it passes lint on ultrix and sun
Xfix curses bugs with Ultrix, by adding ifdefs for BUGGY_CURSES
X  remove calls to nl(), and nonl(), don't write chars in last column
X-------------------------- 9/19
Xport to SYSTEM V again
Xbreakup all files so that they are less than 64K, except the doc file
X-------------------------- 10/??
Xchange all instances of (index(...) > 0) to (index(...) != 0)
Xfixed three errors, calling randint with arg of 0
Xfixed bug that allowed one to buy objects for negative gold pieces
Xfixed many other errors, but forgot to document them (sorry!)
X-------------------------- 10/26
Xadd comment about defining _DNO_SIGNED_CHARS for 3Bx series computers
XSUN4 has variable class in math.h, added ifdefs to misc1.c and externs.h
X  to avoid the conflict
Xmake variables.h monsters.h treasure1.h and treasure2.h into c files
X  to avoid problems compiling the HUGE main.c file on a 3B20
Xadded an option '-o' to use the original style key bindings
Xadded compiler option to Makefile, so that installer can choose
X  which key binding style should be the default
Xcontrol-c puts you in scoreboard only after character generation complete
Xchanged all USG savetty/resetty to saveterm/resetterm, it still seems to work
Xchanged version number to 4.85 for distribution purposes
X  started mailing to comp.sources.games
X---------------------------  10/27
Xmoved clear_screen in top_twenty to before the wizard1 test
Xin wizard_restore, don't exit if can't chmod the save file
Xwhen save file in wizard mode, leave it readable, this is necessary
X  to allow the wiazrd to restore other player's 'touch'ed save files
Xfixed up the install option in the makefile, added comments to INSTALL
Xit is possible to get 'final offer = 0' when selling an object,
X  fixed by making sure that min_buy and max_buy are >= 1
X----------------------------  10/29
Xfixed breath, was calling poison_gas with dam = 0
Xput note into MISC_NOTES on how to restore touched save files
Xfinished mailing to comp.sources.games
X  all bug fixes listed above are included in 4.85
X---------------------------------  11/7
Xmore fixes for SYSV shell out problem
X
X:::::1988 Fixes:::::
X--------------------------------- 1/11
Xfixed "You are too confused to scanf..." message
X--------------------------------- 1/14
Xfor SYS V, replaced rand() with lrand(), also fixed init_seeds, set_seed,
X   reset_seed
Xfixed randint, it now returns 32 bits for both BSD & SYS V
Xreplaced st_ctime with st_atime in save.c
Xdeleted "? for help" messages during character creation
Xcheck_pswd now accepts CR or LF to end password, affected those who
X  used BUGGY_CURSES option
Xwhen ^C to quit, now get "killed by quitting" message
Xfixed searching of trapped chests, printed wrong message
Xif control-C while resting, don't get asked if want to quit
Xadded setgid(getgid) to main.c
Xremove extraneous refresh/putqio calls from io.c, greatly reduce CPU usage
Xcasting blind monster on a monster that normally doesn't move,
X  causes it to start moving, fixed
Xproblem if control-C during -more- prompt fixed
Xafter fork, close open file descriptors (scoreboard)
X--------------------------------  1/15
Xafter change of dex/str, misc stats are updated
Xchecked all randint for possible randint(0) calls
Xremove bonuses for old object before adding bonus for new object in wear()
X  this affected increase stat rings mostly
Xdeleted unneccesary loop from restore_levels in spells.c
Xfixed 'no more' message for items that don't start with ampersand, in desc.c
Xfixed dprint in death.c, not printing last line of tombstone
Xfixed special effects (bolt, ball, breath) in spells.c by adding put_qio calls
Xlocked chests were treated as trapped during searching in moria1.c
XC command to file showed equipment list starting with b), files.c
Xwhen 21 items in inventory, equip list was not updated after removing an
X   item,  unwear() in moria1.c
X------------------------------1/18
Xfixed test of py.misc.fos in moria2.c, this number could go negative
Xin io.c, clear_screen cleared all used_line flags instead of just the ones
X  actually cleared
Xin io.c, change loops that modify used_line to stop at 22, not 23
X----------------------------- 1/22
Xin scrolls.c, tmp[] was accessed starting at index one instead of zero
Xin store2.c, when 12 items in store, offered to sell a-m instead of a-l
X----------------------------  2/6
Xadded check of characters hit point in get_char, this ensures that dead
X  characters will not be given a chance to restore their hit points
X  dead characters can be saved by a signal
Xconfig.h was non-ansi, macro expanding inside of string constants not allowed
X---------------------------  2/7
Xfixed speed monster problem, infinite loop if point wand at wall
X---------------------------  2/12
Xcompact_objects will no longer delete doors if are on the town level
Xin store_create, index to inven_init was off by one, this will fix store
X	inventories
Xmade init_seeds generate a more random initial setup
Xremoved Public Domain messages, contradicted the 'all rights reserved' phrase
Xchanged all msg_line, msg_line places to msg_line, 0
Xchanged pause_exit in io.c, so that ESC does not quit game, this is
X	inconsistent with rest of game, expecially get_char
Xquart_height, quart_width, msg_line changed to be constants
Xchanged turn and store_open to be longs, before store_open was a short which
X	meant that stores could not become locked after 64K turns
Xanother spelling check of all files
Xfixed sell_haggle and purchase_haggle so that prices will not go the wrong
X   way, i.e. no more negative numbers while selling
Xchanged time check in save.c to 5 secs so that it matched sleeping time
X------------------------------2/14
Xchanged inner loop of print_map to use strcat instead of sprintf,
X	this gives a big time savings here!!
X-----------------------------2/15
Xchanged inner loop of printf_map to index a character pointer instead
X	of using strcat
Xremoved strcpy from lite_spot
Xdelete unused code from rest check in dungeon.c, no longer refreshes screen
Xremoved refresh from msg_print
Xeliminated most abs calls, speed up commonly called routines
Xspeed up many of the most commonly used functions
Xeliminate test_light call in prt_map in misc1.c, inline the code
Ximage avoided by typing ^R
Xchanged rogue-like summon monster from ^U to ^S
Xfixed throw_object, did not draw object on screen as it moved
X---------------------------- 2/18
Xfixed print_objects in files.c, had an exclamation mark before the get_string
X---------------------------------2/19
Xooze bug?, cursor disappears, invulnerability, fixed by changing delete
X	monster so that pushm() is ALWAYS called
Xno more silver bug, changed all object definitions so that 'number' is 1
Xplayer_save did not take level into account, two calls did not add it in
Xget_hitdie could return a negative number for increase in hit points
Xadd rerolling of characters
X---------------------- 2/21
Xchanged superb before excellent in likert() in misc1.c to be superb
X  after excellent
X--------------------- 2/27
Xfixed some signal problems upon forking a subprocess
Xstone-to-mud that kills a creature now prints death message
Xadded ' of' to name of infra-vision potion
Xcan now enchant boots with enchant armor scroll
Xremoved caps for 'Some' in treasure1.c
Xstrip 'some' at start of string in objdes when pref is false
X------------------  3/5
Xalways treat boots as armor, fixed scrolls.c, minus_ac in moria1.c
Xask for confirmation if try to cast spell without enough mana
Xfix msg_print, put flush if -more- had been printed back in
Xfix control-c handler, add test for 0 in get_com of io.c
X------------------ 3/7
Xmany grammar/spelling errors fixed, complements Col Sicherman
X------------------ 3/17
Xnoticed that character rerolling has somehow disappeared?!?!?
X------------------ 3/28
Xexit find mode if character takes damage (for any reason)
Xflush input, exit search/rest modes if creature attacks
Xbroke up line in place_object, misc2.c to avoid reported compiler bug
Xfixed problem with range attacks vs filthy urchin, mon_take_hit returns
X	-1 if no monster dies not 0 as before
Xif monster in unlit area lit by ranged attack then teleports, symbol not
X	cleared, set in mon_spell_cast, set cast to TRUE when cast
X------------------- 3/31
Xset_lightning_destroy was returning the inverse set
Xin generate.c, change "doorptr <= 100" to "doorptr < 100", so that
X	array doorstk[100] accessed correctly
X------------------ 4/6
Xoff by one error in place_trap call in vault_trap in generate.c
X------------------ 4/16
Xincrease dam/increase ac rings were setting cost incorrectly in misc1.c
X------------------ 5/1
Xsalt water not clear POISONED message, call cure_poison instead of clearing
X	poisoned flag
Xlose_exp takes off one too many mana points, wasn't rounding correctly
Xin death.c, print out 'mighty Queen' if female character
Xcan 'kill' the program twice to get two save files, added var that only allows
X	one signal handler to execute
Xfixed use of reset_flag for free moves, for many commands
Xcure blindness does not redraw monsters, added creatures(FALSE) call to
X	dungeon.c
Xeliminate any abs that calls randnor (misc1.c), since abs may be defined
X	as a macro
Xoff by one bug for all player_exp references, could not reach level40,
Xcon_adj() used before class adjustments to abilities made in create.c,
X	so I moved it afterwards
Xbless prints max hit points, dungeon.c, the calls were deleted
X------------------------  5/4
Xchanged version number to 4.86, first diffs sent out
X-----------------------  5/6
Xfixed recharge in spells.c, did not redraw srceen properly
X-----------------------  5/7
Xin dungeon.c, moria1.c, moria2.c, scrolls.c, substituted INVEN_* constants
Xin dungeon.c, fast code called msg_print before slowing player, creative
X    killing could make character permanently hasted
X------------------------- 5/10
Xafter save character, set a global so that will not save again if
X	catch a signal
Xexchange x command should report 'can not wield heavy weapon'
Xgain_level problem, could reach level 41 with ^J, change player_max_exp in
X	main.c so that this won't happen, also changed player_exp[39] in var.c
X------------------------ 5/17
Xfix typos in misc2.c, io.c, dungeon.c, store2.c, moria2.c to get program
X	to compile
X------------------------- 5/18
Xfixed typo 'of' -> 'or' in dungeon.c
Xanother savefile/signal problem, set char_saved before sleep
Xmore 'do action before calling msg_print' bugs in dungeon.c fixed, see 5/7
Xlevel 50 objects never created, make t_level 51 element array instead of 50
Xbashing effects (stunned) not cumulative
X------------------------- 5/20
Xadded some SYS III notes to INSTALL
Xlamp fill messages added to moria2.c, to make it more informative
Xwhen player overeats, he is temporarily slowed
Xmodified objects in treasure1.c and magic_treasure() in misc1.c
X     so that all object pluses are part of name
Xchanged subval of mush so that it is not same as slime mold
Xcast which spell? message does not go away if hit escape, fixed get_spell
Xerase_line now clear msg_flag if row == 0
Xnow save stack of last ten messages, changes to io.c and dungeon.c
Xoriginal commands changed, wiz pass ^P -> ^W, last message ^M -> ^P,
X	create object ^W -> ^Q,   ^M did not work on Ultrix for last message
Xcloaks incorrectly priced, misc1.c was adding 100*to_ac to cost,
X	this add is done in store1.c
Xtreat boots like other armor, add to disenchant list in creature.c
Xturn over store contents every 1000 turns, if not on town level
X------------------------- 5/21
Xonly print monster name if visible, moria2.c: throw_object()
X	creature.c: confuse monster check in make_move()
X	spells.c: sleep_monster1(), fire_bolt(), hp_monster(), drain_life(),
X		speed_monster(), confuse_creature(), sleep_monster(),
X		wall_to_mud(), poly_monster(), speed_monsters(),
X		sleep_monsters2(), dispel_creature(), turn_undead(),
X		lite_line()
Xcast which spell? prompt cleared when ask for list of spells, misc2.c
Xfix spells.c so that all spells return TRUE when they should
Xcreate food no longer destroys object under player
X------------------------- 5/22
Xadd -cont.- message to store display, store2.c
X``There is something there already'' *before* asking which drop item, moria2.c
X------------------------- 5/24
Xadded panic_save, don't save scores for games from panic save files
X    modified death.c save.c signals.c 
Xcould 'ESC' from learn_spell without learning a spell, misc2.c
Xarea_affect() moria1.c, exit immediately if clear find_flag
X------------------------- 5/25
Xchange prt_field in misc2.c to only pad to 13 char, avoid Ultrix display prob
Xdelete unnecessary space in prt_num in misc2.c, avoid Ultrix display prob
Xmore mods to the repeat old message code
Xchange create object command from ^Q to @ because of problems with control-flow
X----------------------- 5/26
Xdon't flush keyboard buffer in create.c, inkey_flush no longer used anywhere
Xifdefs SLOW around sleeping code, so that it is optional
Xallow much longer names to be entered to create command, wizard.c
Xclear store -more- message when number of items drop below 12
Xeliminate large number of uses of the strings " " and ""
Xlooking at shop entrance was giving:
X    you see no more The entrance to the magic shop..
Xchanged version number to 4.87
Xincreased stack to 20 messages
Xfixed spacing of equipment list header in file_character(), files.c
Xstop run at edge of screen, changed get_panel in moria1.c
Xadd store_maint() call when restore save file, one for every day the file
X	is old
X------------------------- 5/27
Xfixed *enchant armor* so that it randomly picks an object to enchant, scrolls.c
Xfix town_gen() of generate.c so that stairs always put in same place
Xin msg_print() of io.c, clear find flag to terminate a run
Xmade sure that documentation race/stat class/stat adjustments corresponded
X	with the program
Xthe save adjustments based on classes were all wrong
Xmages fos (i.e. perception) was too high (i.e. bad)
Xadded range adjustments to stealth and perception, so that display of this
X	abilities gave better results, misc2.c files.c
X------------------------- 5/28
Xadded character rerolling again to create.c
Xfixed indentation of race and class choices in create.c
Xadded zillions of register declarations
Xeliminated the three different Makefile, put all configurable stuff 
X	in config.h
X------------------------- 6/1
Xwhen spell casters lose exp, they lose spells too quickly
X	lose spell when: not high enough level, num spells more than int allows
X	should lose spells when lose int/wis
Xbrought all miscellaneous documentation files up to date
Xstore_open and turn changed back to worlint/int for save file compatibility
X	reasons
Xput new version on ucbarpa, and announced it on the net
X----------------------- 6/3
Xwhen removing item in wear() moria1.c, do it after inven_destroy, otherwise
X	inventory may increase to 23 objects thereby overwritting wielded obj
Xadd message about void/int declaration of signal() to signals.c
X---------------------- 6/4
Xadded message about gcc needing -fwritable-strings to Makefile and INSTALL
Xreworked Makefile to make it easier to use
X---------------------- 6/6
Xfix check_pwsd in misc2.c, was strcpy 12 char (13 with \0) into 12 char array
X----------------------- 6/9
Xadded separate SYS_III and SYS_V defines to config.h
Xadded indirection to function call in spells.c, damage() -> (*damage)()
Xfixed initialization of damstring in gold_list, treasure2.c
X------------------------ 6/14
Xupdated README and INSTALL documentation
Xnew Flexnames sed file for 4.87 umoria, created by shortc
Xadd refresh call to shell_out, move duplicate code in dungeon.c into shell_out
XSYS_III compiler gives register allocation errors for *= and /= operators
X   only 23 of them, so I removed them all
X---------------------- 6/27
Xtreasure1.c: rings of weakness are now initially cursed
Xspells.c: cdefense & 0x80000000 should be cmove, correct comments
Xmany files, check places where find_flag cleared and make sure move_char(5)
X	is called if necessary, particularly msg_print caused a problem
X--------------------- 6/28
XMakefile: updated dependency list for .c files
Xmany files: change move_char(5) to move_light(char_row, char_col, char_row,
X	char_col), avoid problems with potential recursive calls to move_char()
X
XWorking on:
X
XCheating/Tricks:
Xshould potion stat increase (in_statp) be based on cstr (including ring plus)
X	or on the characters base str (without ring plus)
X  presently cstr which allows cheating by manipulation of cstr
X  should de_statp be changed also?
Xshould de_statt followed by in_statt increase stat to next 18/xx mod 10?
Xgrape jelly trick, restore levels take you back to old hit point levels
X  or give new levels based on current stats?
Xcan circle monsters, by only using diagonals in a diamond shape
X
XThings to be fixed:
X
Xcheck plurals "~" in object names, esp. Pint in treasure2.c
Xmake get_panel run stops user customizable?
Xobjects in outside corners do not stop run
Xmoria1.c: area_affect does not need to check "if (find_flag)"
Xcarefully check everyplace that clears find_flag, there are a lot
X	of unnecessary checks, perhaps even some recursive calls to move_char
Xcheck setting of moria_flag in dungeon.c, esp. after restore_char ()
Xadd "moria ^file" option to automatically do wizard restore,
X   do the umask calls in the program instead of forcing user to type them
Xdon't ask for quit on char '\0', should instead ignore it
Xcheck for EOF when reading characters
Xcomplaint that a hangup (kill -1) results in a game whose
X	score will no longer be posted to the scoreboard
Xresting should have small but finite chance of waking a monster
X  perhaps check once every 10 turns against randint(6) > stealth
Xcursor should be positioned somewhere before each inkey call
Xall npc spells should print descriptive message
Xallow rerolling after choose race/class
Xremove "clear" from random potion names?
Xpad should take a char not a string
Xprint a number with the repeat_msg command
XMessage line overextending into second line should be erased
Xidentify staffs/wands as having zero charges, when they run out
X``can't carry that much weight'' before ``that many items'' is wrong?
X   I like it the way it is now, though
Xstill too slow on i/o, perhaps rewrite to avoid refresh() calls?
X	perhaps use only motion optimization stuff?
XDot tunneling command
Xencrypt info before writing it to the save file
X   perhaps xor with stat buffer
Xdprint in death.c is stupid!!
Xprt_map in misc1.c is stupid!!
Xdraw_block and sub2_move_light is pretty stupid also, in moria1.c!!
Xproblems reported with many calls to detect_sdoors, I think this is a result
X	of the vault_trap bug fixed 4/6
Xsubval, missile_ctr could be short ints
Xnote that some armor can decrease to-hit values in docs,
X	should these be displayed in name?
Xmissing amulets, 1-4 strength, constitution, intelligence, dexterity
Xmissing rings 5-6 gain wisdom, gain charisma
X	note that missing rings/amulets are disjoint
Xmissing staff 9 genocide
Xmissing staff 24 mass_genocide
Xhigh level offensive spells give have a far lower damage/mana ratio than
X	magic missiles
Xhow to abort run on systems without ^C?
X	perhaps some ifdefed code which does no-blocking I/O for them?
Xadd death due to starvation
Xwielding heavy wepaons, fix + to hit on screen?
Xdon't let dragons breathe on first attack, AMHD is nasty
X	especially after the screen changes to the next panel
Xchecking both ((!m_ptr->ml) or (!see_invis && mon invis)) is probably
X	redundant when determining whether or not player can see a monster
Xlist of spell books not cleared when get cast which spell? prompt
Xshould we call m_name if spell only applies to visible creatures?
Xmany spells do not print desciptive comment, aggravate_monster for instance
Xstores: haggling gets very boring
X  add prompt to fix price of all objects with same starting price
X  always go to minimum price after player has exhibited his excellence at
X       haggling
Xwhen moving on objects, say what character moved onto (like rogue)
Xbe able to move onto objects without picking them up (like rogue)
Xfor throw command, ask for direction first (like rogue)
XSYS V does not lock scoreboard when changing it
Xcompressing save files would make many people happy
Xit is pretty easy to defeat the file protection mechanism, should I toughen
X	it up?
Xif amulet raises stat over 118, stat will be lowered (more than it should be)
X	when take amulet off, fix this by having 4 values for each stat
Xthis file should be in reverse chronological order!
Xclonning shimmering molds, one droppped a chest, went over to search chest,
X	panic save, get panic save everytime restore character, this
X	may be related to old trap generation problem fixed 4/6
Xweight problem reported, character can not pick anything up?
Xwhat if can't write into current directory? (saves files, etc.)
Xshould detect monster work on invisible creatures if have see invisible
X	ability from ring/sword/etc.?
Xdoes not understand ~ in path names
Xloss of strength doesn't force you to drop items
Xin general, loss of an ability should have many affects, non of which are 
X	implemented, for example, lose of intelligence should cause a mage
X	to lose spells
Xcases of permanent slowness reported?
Xadd user name to scoreboard?
Xalso add points and experience to scoreboard
Xchange cost in sell_haggle to a long
Xchange item_value to return a long
Xchange turn to a long
Xstore_open should be a long
Xuse of reset_flag for free moves still a little inconsistent
Xfix save files to include obj desc, then only need one random number
X	generator which can use table program
Xreplace magic numbers with constants
Xname objects if use did not identify them
X
Xadd a pull-back map command like the PC version, display entire map on screen
X   only showing important features, like stairs
X
XVery Hard things to add:
Xrecenter character on screen?
Xcan't look in any direction, only in the 8 dirs
Xcan't cast in any direction,
X
XLong term stuff, enhancement suggestions:
Xgive player something to do with money, i.e. 1Million gp for a HA +10 +10 sword
X'flavor' the levels, dragons on one level, undead on another, etc.
Xwhat's been discovered list
Xuse environment variables to specify rogue-like/original keys
Xuse environment variable for default save file
Xadd option to restore files from default save filename
Xcommands not close enough to rogue style
Xfixed item lettering in inventory, in-line/cmd-line options?
Xscoreboard have all scores, not top twenty
Xcommand line option to print out times open
Xcan't drop, identify, pick up, or throw  items in equipment list
XY destroy command, allow destroy from equipment list
Xlet o, c, D commands automatically pick direction when they can
Xgive rogue's a chance to steal, e.g. let monsters carry items that they
X  pick up
Xgive magic users a chance at pre identifying scrolls
Xcould use a help system, like VMS version
Xmake scroll of identify more common, to help non-MU character classes
X
XFeatures:
Xhero/superhero do not subtract hit points when effect wears off
XWOR scroll can save you with minus hit points!!
Xdetect monster does not detect invisible monsters (normally)
Xcan hit monsters in walls, but can not cast at them
Xcan not enchant something with negative numbers (i.e. cursed items)
Xhow does armor protect against breath/gas? it doesn't!!!
Xrun stops one character before room lights, because it is supposed to
END_OF_FILE
if test 30716 -ne `wc -c <'PROBLEMS'`; then
    echo shar: \"'PROBLEMS'\" unpacked with wrong size!
fi
# end of 'PROBLEMS'
fi
if test -f 'PRONOUNCE' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PRONOUNCE'\"
else
echo shar: Extracting \"'PRONOUNCE'\" \(3073 characters\)
sed "s/^X//" >'PRONOUNCE' <<'END_OF_FILE'
XNewsgroups: rec.games.moria
XSubject: Re: How do you pronounce 'moria'? (long)
XSummary: MOR-yah
XExpires: 
XReferences: <13523@shemp.CS.UCLA.EDU>
XSender: 
XReply-To: wilson@ji.Berkeley.EDU.UUCP (James E. Wilson)
XFollowup-To: 
XDistribution: 
XOrganization: University of California, Berkeley
XKeywords: Tolkien, Lord of the Rings, Silmarillion
X
XIn article <13523@shemp.CS.UCLA.EDU> krig@CS.UCLA.EDU (not really; see below) writes:
X>Is the name of the game:    a) more-EYE-ah
X>			    b) more-EE-ah
X>			 or c) MORE-ee-ah
X
Xd) None of the above.
X
XI have always pronounced the name as mor-EYE-uh.  This is probably because I
Xhave heard a song "They call the wind Mariah!" which uses this
Xpronounciation.  This song is from the musical "Paint Your Wagon" by
XLerner and Lowe.
X
XThis game is based on the books by J. R. R. Tolkien, though, so I got out my
Xbooks and looked it up.  Below is the result of my investigation.
X
X-- "The Return of the King", Part Three of the trilogy "The Lord of the Rings"
XAppendix F, 
X    section II: On Translation, paragraph 19
X"But Moria is an Elvish name, and given without love; for the Eldar, though
Xthey might at need, in their bitter wars with the Dark Power and his servants,
Xcontrive fortresses underground, were not dwellers in such places of choice."
X    section I: The Languages and Peoples of the Third Age,
X        subsection Of the Elves, paragraph 2
X"Of the Eldarin tongues two are found in this book: the High-elven or Quenya,
Xand the Grey-elven or Sindarin."
X        paragraph 4
X"The Exiles, dwelling among the more numerous Grey-elves, had adopted the
XSindarin for daily use; and hence it was the tongue of all those Elves and
XElf-lords that appear in this history."
X
XAppendix E
X    section I: Pronunciation of Words and Names
X        subsection Consonants
X"I    initially before another vowel has the consonantal sound of y in you,
Xyore in Sindarin only: as in Ioreth, Iarwain."
X"R    represents a trilled r in all positions; the sound was not lost before
Xconsonants (as in English part).  The Orcs, and some Dwarves, are said to have
Xused a back or uvular r, a sound which the Eldar found distasteful."
X        subsection Vowels, paragraph 1
X"That is, the sounds were approximately those represented by i, e, a, o, u in
XEnglish machine, were, father, for, brute, irrespective of quantity."
X        subsection Vowels, paragraph 4
X"In Sindarin long vowels in stressed monosyllables are marked with the
Xcircumflex, since they tended in such cases to be specially prolonged; so in
Xdu^n compared with Du'nadan." [Note: see ia^ below]
X        subsection Stress, paragraph 1
X"In words of two syllables it falls in practically all cases on the first
Xsyllable."
X
X-- "The Silmarillion"
XAppendix: Elements in Quenya and Sindarin Names
X"mor    'dark' in Mordor, Morgoth, Moria, etc."
X"ia^    'void, abyss' in Moria"
X[Note: ia^ apparently is a single syllable because of the circumflex over the a]
X
XHence, the correct pronounciation appears to be
X  MOR-yah (trill the r) 
X
XAlternatively, MOR-ee-ah might be acceptable if the ee sound is kept short.
X
END_OF_FILE
if test 3073 -ne `wc -c <'PRONOUNCE'`; then
    echo shar: \"'PRONOUNCE'\" unpacked with wrong size!
fi
# end of 'PRONOUNCE'
fi
echo shar: End of archive 12 \(of 18\).
cp /dev/null ark12isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 18 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0