Sun Jan  4 15:21:12 EST 2015


This Version:

  [r1.1.2] A small change in teleport() which checks to make 
sure teleport scrolls or teleport traps do not put the 
hero down upon an item (a workaround for a bug in rogomatic).


  General:

  This version of rogue has been altered to work with rogomatic 
in a more friendly manner (changing some ambiguous messages to be 
unique).  Also fixed were a few grammar errors and a bug when the 
nymph stole an item from the pack (she now steals all of the items
if there are multiple items).

  Also changed to allow the setting of the random number generation 
sequence by using the environment variable SEED (set to a positive 
integer) for more repeatable results.  This makes testing much 
easier...


  Simple install instructions:

  - binaries are set to go to /usr/local/bin by default.

    1. unpack archive
    2. go to that subdirectory
    3. configure
    4. compile
    6. install


  something like:

   $ tar axf rogue5.4.4-ant-r1.1.2-src.tar.gz
   $ cd rogue5.4.4-ant-r1.1.2
   $ ./configure
   $ make
   $ make install


  If you change anything in configure.ac (to do your own version or 
to use different compiler settings, etc.) then there is a handy way 
to redo the makefile setup by using the following commands (you will 
need make, automake, autoconf, etc. tools installed):

   $ make maintainer-clean
   $ ./bootstrap
   $ ./configure


  Some recent bug fix details:

  [r1.1.1] A small change which uses the shell
environment variable GETROGUEPID if it exists to
generate a file name with the process id (PID)
as part of the name.  This is used by my scripts
that I use for debugging.  If you do not set
the environment variable you will not see any
difference with the previous version of rogue.

  [r1.1.0] I've reverted two changes made quite 
some time ago (silvery is now back to being silver 
and golden is back to being gold).  other changes 
include some more clarity to messages so that when 
something happens or doesn't happen the message is 
unique.

  The most significant change is the fact that
a scroll of protection also uncurses armor.  I
think something that says "shimmering gold shield"
should do the whole job, don't you?

  [r1.0.9] Segfault when the hero threw a non-weapon 
object into a corner to destroy it.  Fixed fall() in
weapons.c to use a more general object message.

  [r1.0.8] Fixed a bug in new level creation, if a maze
was created above a room and the room was too close 
to the maze then it could not be connected and rogue
would loop forever trying to find it.

  As this can affect the number of times the random
number generator is called a few of the previous runs 
using SEED may no longer be replicable.  If these
runs were used in learning in some way then other runs 
may also diverge.


  Other bug fixes were:

   - make sure free'd items were not later referenced
   - start a new level not on top of an item
   - free used missiles


  For the purists:

  A less altered version is available in the same place 
you found this version, but I am no longer making any
changes to that code at all (bugs I find only get applied 
to this version).


  Comments, Questions, Bugfixes, etc.:

  ant at anthive dot com
