August 27, 2002 Ed Lee:
moria1.c: inven_command()
misc3.c: get_spell()
When wielding, dropping, praying, or casting spells, the 
corresponding menus appear automatically.  Modern computer 
displays are much faster than they used to be.  Most computers 
other than possibly palm computers can afford the time and screen 
space to display the menu.

When you drop an item, the menu ends so that you can immediately 
move around and perhaps drop more items in different locations.


August 28, 2002 Ed Lee:
moria3.c: py_attack()
When you hit or miss a monster with a weapon, you will now be told 
which weapon you are using.  This helps to prevent the annoying 
situation where you fight a monster for a long time and possibly 
die because you were using a shovel instead of some other weapon 
without realizing it.

misc3.c: prt_chp() prt_cmana() prt_experience() prt_stat_block()
Your current hit points are now color-coded to improve your 
situational awareness based on the ratio of your current hit 
points to your maximum hit points.  Green indicates that the ratio 
is above 66%.  Yellow indicates that the ratio is above 33% but 
below green.  Red indicates that the ratio is about 10% but below 
yellow.  Light red indicates that you have 10% or less of your 
maximum hit points.

Your current level of mana is also color-coded to improve your 
situational awareness based on the ratio of your current level of 
mana to your maximum level of mana.  White indicates that the 
ratio is above 66%. Light gray indicates that the ratio is above 
33% but below green.  Dark gray indicates that the ratio is less 
than or equal to 33%.

The experience is displayed in dark grey if it has been 
diminished.

misc3.c: prt_hunger()
Your hunger status is now displayed in brown.

misc3.c: prt_poisoned()
Your poisoned status is now displayed in green.

misc3.c: prt_stat()
Strength, dexterity, and other stats are displayed in dark gray if 
they have been diminished.

misc3.c: prt_experience()
The experience is displayed in dark grey if it has been 
diminished.

misc3.c: print_spells()
When the spell or prayer menu appears:

* Any spell or prayer which you know and have enough mana to cast 
is displayed in light green, yellow, or red, depending on the 
probability of failure.  Light green means that the probability of 
failure is less than 34%.  Yellow means that the probability of 
failure is less than 67% but greater than green.  Red means that 
the probability of failure is higher than yellow.

* Any spell or prayer which you know but which requires more mana 
than you currently have is displayed in light red.

* Any spell or prayer which is unknown or forgotten is displayed 
in dark gray when you peruse a spellbook or prayer book.

scrolls.c: read_scroll()
I commented out the display of the message, "This is an identify 
scroll."  I think that an identify scroll is self-explanatory.


August 29, 2002 Ed Lee:
tcio.c: print()
I noticed that ball/breath weapons sometimes got displayed outside 
of the dungeon area and persisted there until they were 
overwritten by a screen update.  Bounds checking was being 
performed for the entire dungeon level, but bounds checking was 
not being performed for the particular dungeon panel that was 
visible on the screen.  I have added this bounds checking for the 
Turbo C version of io.c.


August 30, 2002 Ed Lee:
moria1.c: show_inven() show_equip()
Items with permanent color in the inventory and equipment lists 
are now displayed in the lists with their colors.  The variable 
color items are displayed in light gray.

store2.c: display_inventory()
Items with permanent color in the inventory lists in the stores 
are now displayed in the lists with their colors.  The variable 
color items are displayed in light gray.

moria4.c: tunnel()
moria3.c: twall()
The, "You tunnel into the ... vein," message is now colored to 
match the color of the item that you are using to tunnel.

moria3.c: py_attack()
The, "Your weapon hits ..." and the, "Your weapon misses ..." 
messages are now colored to match the color of the weapon that you 
are using to attack.

moria1.c: inven_command()
The, "Primary weapon: ..." message is now colored to match the 
color of the primary weapon.

When wielding a weapon from the inventory, the, "You are wielding 
..." message is now colored to match the color of the weapon.


August 31, 2002 Ed Lee:
scrolls.c: read_scroll()
I commented out the, "This is a Recharge-Item scroll," message.

treasure.c:
I changed the color of cloaks from dark gray to brown.  Cloaks of 
stealth become dark gray when you put them on.  A cloak of stealth 
will revert to brown if you save and restore the game while 
wearing one, but this does not affect its stealth properties.

moria1.c: takeoff()
I commented out the take off messages, "Was wearing ...", "Was 
wielding .." etc.

September 1, 2002 Ed Lee:
moria4.c: throw_object()
The -d command line option will now adjust the delay in between 
the display of thrown objects in addition to the magic ball / bolt 
/ breath displays.

treasure.c:
I changed the colors of various dark gray two-handed swords to 
yellow so that their corresponding messages are more readable.  I 
also changed the color of a Gnomish shovel from white to light 
green to avoid confusion with another weapon.

prayer.c: pray()
"You lost your concentration!" appears in red now so that you know 
if a spell failed at a glance.  Some spells sometimes do not do 
anything when they are cast, such as the spell to detect doors 
when there are no secret doors present.  So, the message that you 
lost your concentration can get lost in a rapid series of spell 
casts, leaving you wondering if the spell worked or not without 
the color highlighting.

September 2, 2002 Ed Lee:
moria3.c: cast_spell()
When the priest or spell caster does not have enough mana for a 
prayer or spell, the confirmation message is now displayed in 
light red.

misc1.c: loc_symbol()
The extended graphics character with character code 176 is 
returned by loc_symbol() rather than "%" when the MSDOS 
preprocessor symbol is defined.  My mind does not always recognize 
the continuity of the walls when the "%" symbol is used.  The 
different wall types are distinguised by color when the option to 
highlight and notice mineral seams is activated with the "=" key.  
Magma is still dark gray and quartz is still white.  I chose the 
176 character because it conveys the idea that the wall is less 
dense than the regular walls and that it is easier to dig through.

September 5, 2002 Ed Lee:
spells.c: earthquake()
I added a delay in the display of each square of the earthquake.  
The delay in milliseconds is specified with the -d command line 
option.  Fast computers may need a longer delay.

moria2.c: poison_gas()
If a player has resistance to fire, cold, lightning, and acid 
through any combination of armor or potions or spells or prayers, 
then they will be resistant to poison gas, receiving 1/3rd of the 
normal damage if the -rp command line option is specified.

externs.h:
main.c: main()
There is a new command line option:

     umoria -rp

for resisting poison gas.  This option can be specified in any 
combination of upper and lower case letters.  Without this command 
line option, there is no resistance for poison gas, as in the 
traditional Moria gameplay.

September 6, 2002 Ed Lee:
externs.h:
moria2.c: see_wall()
I replaced the checks for the '%' character with a new global 
character variable, veincharacter.

main.c: main()
Added a new command line option, -v, for specifying the magma and 
quartz vein decimal character code.  Example:

     umoria -v176

Valid character codes are numbers from 0 to 255, but only the 
values from 1 to 31 and 128 to 255 or 37 (the code for "%") would 
really make sense since most of the other characters are already 
used for something else or are not visible.

misc1.c: loc_symbol()
The loc_symbol() function now returns the veincharacter symbol 
which is '%' by default.  This can be modified with the -v option 
described above.


September 8, 2002 Ed Lee
moria2.c: poison_gas()
The routine ends immediately when the player takes no damage from 
poison gas.  Letting the damage of zero propagate further seems to 
cause a problem.


September 21, 2002 Ed Lee
dungeon.c: dungeon()
A wielded flame tongue weapon will now act as a light source.


September 22, 2002 Ed Lee
magic.c: cast()
The, "You failed to get the spell off!" message is now displayed 
in red.


March 16, 2003 Ed Lee
spells.c: detect_invisible()
I simplified JMA's code for detecting invisible monsters in the 
dark.  Invisible cannot be seen with infrared vision, so there is 
no point in testing for infrared vision when detecting invisible 
monsters.


June 1, 2003 Ed Lee
creature.c: make_attack(), mon_cast_spell()
externs.h: Added more_flag.
main.c: main() added code to handle "-more" command line option
misc3.c: critical_blow()
moria3.c: py_attack(), twall()
spells.c: fire_bolt(), wall_to_mud()
variable.c: initialized more_flag to TRUE
I added a new command line option, "-more", which will suppress some of the 
"-more-" message pauses during hand to hand combat, offensive spell 
casting, and tunneling.
