mkdesc.c:	  This file isn't really part of the sources, but it automates the
		creation of the mon_desc.dat file.  It had a couple of
		minor oversights (the 1st monster -- a filthy street urchin
		-- has it's description clobbered by the final seek pointer.
		And the description message for the player ghost wasn't being
		used.
describe.c:	  Spellings corrected! Lots of "it's" --> "its".  Some better
		punctuation, to make some of the longer descriptions easier
		to follow, and a couple of miscelleous corrections.  I'm
		not claiming it to be perfect yet, but it's much better.
	A couple more minor mods: magic mushrooms, fruit bats, fruit flys,
		scruffy little hobbits and smeagol all had their decriptions
		redone.  Also couplet from L.Carrol's _Jabberwocky_ added
		in Jabberwock description.
recall.c:	  Very minor changes in the recall code to fix spacing for unique
		monsters. (Before, if you had no battles to the death, then
		the monster description would start with a space...)
spells.c:	  Pain_message() changed to include test for dam == 0.  If so, it
		returns "%s is unharmed." without performing any division.
		If the monsters hp were 0, and the damage was 0, then we
		could get a div by zero error.  I think this is what
		happened to the guy who got the "guardian angel" mesg
		after throwing a food ration at a magic mushroom.
creatures.c:	  in make_attack(), the code for the "eat light" attack (case 23),
		has been changed to check for TR_ARTIFACT before reducing
		p1 of your light source.  This should avoid any troubles
		with the Arkenstone
dungeon.c:	  Added check to insure that store doors won't get erased.
		And a check to prevent up stairs in town.
spells.c:	  Added check to insure that store doors don't get clobbered, and
		a check to prevent up stairs from town.  I know these 2
		are redundant, but who cares?
dungeon.c:	  Fixed regen_monsters() to check for maxhp of 0 before regenerating.
		If a monster has maxhp of 0, it is recalculated.  Then
		monster hit points are regenerated, and then a test is
		made to see if hp > maxhp.
moria2.c
	Fixed code for 'trap door' trap in hit_trap(), so that you cannot
		fall through a trap door on a quest level.  On a quest
		level, 'trap door' traps are 'spiked pits', possibly
		poisoned.
death.c:	  Added test for !noscore before calling top_twenty().  This prevents
		players who have been resurected or have been wizards from
		showing up on the scoreboards.
moria2.c:	  Added a "poor man's" probing ability to the look command.  It
		will allow players to get a general indication of how
		hurt a monster is.  Note that Morgoth has more HPs left
		at "almost dead" than a filthy street urchin does at
		"unhurt"... It tells you based on a percentage of maxhps
		for the creature.
misc1.c:	  Added a horrible hack to place_monster().  place_monster() will
		no longer place Sauron, execpt on level 99 (his "quest"
		level).  This makes the existing quest code work.  The
		advantage of this is that I can stay compatible with
		current savefiles.  The disadvantage (other than the
		blatent ugliness of hardcoding a check for a specific
		monster on a specific level) is that it's even less
		flexiable than the current quest code.  Now, to add
		an new quest, we have to update place_monster() to
		make sure the quest monster appears on the correct
		level, as well as adding new quest defines in constant.h
		and setting some more values in quests[], in main().
	Yuk.  My alternative approach was to change the type of quests[],
		from an array of int16 to an array of structs with two
		fields... qlevel to hold the same info as quests[] does
		now, AND qmon to hold the index of the "quest" monster.
		Then the code in mon_take_hit() (with a minor mod) could
		check to see if we'd killed a quest monster by checking
		the monster index, not the level, so it wouldn't matter
		if we killed it out-of-depth.  The problem is that
		quests[] is written out to the savefile, so changing
		it means losing compatibility with old savefiles.
		We could get upwards-compatibility by writing the load/save
		code to use the version numbers, so that it does the
		conversion on old savefiles.  But this would require
		picking a new version number, and a bit of work setting
		up whatever "proper" conversion was needed, so I don't
		want to do it yet.  Especially if there might be something
		else we have to change that affects the savefile... Let's
		only change the save format once if we can.
	Also, a note on the current quest code.  At the moment there's
		only 1 quest, so it doesn't really matter, but if we had
		2 quest monsters, A and B, and you killed monster A on
		B's quest level, you would get credit for finishing B's
		quest, not A's!  This is because the only way it knows
		which quest to give you credit for is to check the
		current level vs the quest lv.  That's why my above
		change would be best...
create.c:	  Added an "auto-roller" to character creation code.  If you
		want it in define AUTOROLLER.  If not, don't define it...
		The autoroller code was taken from rec.games.moria, and
		I think the post took it from Druid Moria... -CFT
death.c:	  Minor change to display_scores().  display_scores() now takes
		a third argument, hl_rank.  hl_rank tells display_scores()
		which high-score to "highlight".  If hl_rank is negative,
		of not between from and to, then it will not be used.  Also,
		currently it is unused except on MSDOS, with TC_COLOR, and
		with the no_color_flag to FALSE.  The only noticable
		difference is that the score in question will be displayed
		in 'YELLOW', to make it easier to see.
	Also, if TC_COLOR and !no_color_flag, then the "Angband Hall of
		Fame" line will be displayed in bright white to hightlight
		it.
death.c/main.c/externs.h:	  Calls to display_scores() have had 3rd argument added.  In places
		where the character was added to the highscore list, the
		character's rank was passed, so his score would be 
		highlighted.  Otherwise, -1 is passed, so nothing will be
		highlighted.  Added third parameter in prototype in externs.h

main.c:	  I just #ifndef-ed the call to check_time(), which means that the
		PC version will no longer check for the "hours" file.

scrolls.c:	  Acquirement and *Aquirement* were not IDed when used.  This is
		fixed now.  Thanks to brifre1@ac.dal.ca for pointing this
		out... -CFT
misc1.c:	  Opps...  When I took out the hour file code, I forgot to fix
		check_time().  check_time() now always returns TRUE
		on PC's.
recall.c:	  minor change to use him/them and remains/remain in recall code,
		depending on how many dead ancestors... -CFT

misc1.c:	  ARG!  I've died for the last time because a monster (Olfax, son
		of Bolder) summoned a group of monsters, but only 1
		was lit up for the 1st round.  So instead of running, I
		stayed and fought.  This problem fixed by adding a call
		to update_mon() to the end of place_monster(). update_mon()
		will properly light up the summoned monsters if we can see
		them.
main.c:	  added code to clear any ansi text and background colors that may
		be leftover from ansi prompts.
dungeon.c:	  fixed 'g' command to prevent error msgs when picking up
		nothing.
moria2.c:	  fixed movement code in move_char() slightly...  It now will call
		carry() if there is an object, provided at least one
		of the following are true:	  	* you don't use the 'g' key to get objects
		* it's a trap (vis/invis)
		* it's a store
		This fixes trouble people have had trying to enter a store,
		and prevents the 'g' key from making you immune to traps.
death.c:	  minor fix into top_twenty()... It was passing the wrong hl_rank to
		display_scores() if the new highscore was the last score.
		(off-by-one error, but it was telling display_scores() to
		highlight the (x+1)th score of x scores.
	Also, delete_scores() rewritten (with #ifdefs) so that the fn will
		compile under MSDOS using my new function.  This function
		doesn't require the entire highscore file to fit onto
		the stack (more stack overflow problems, but at least the
		stack chacking code is in place).  It should work now.
death.c:	  print_tomb() will now write final character stats out if you give
		a filename after the tombstone.  I wonder why this wasn't
		in Angband already?  Maybe Umor5.2 didn't have it?
describe.c:	  fixed spelling of Khazad-dum in one of the unique orc's description.
	also slight change to blue icky thing description
store2.c:	  "You here sobs from back of store" changes to 'hear' in a couple
		of places
spells.c:	  bolt() code fixed so that Unique monster never killed by a spell
		from another monster (can be hurt, but not below 0 hps)
	breath() code ditto...
moria2.c:	  quest code fixed sensibly!  Just look for monster's level in
		quests[] instead of looking for current lv.  Now, even
		if Sauron is killed at 50', his quest will be marked
		as done.  The code will just give a mesg if a quest monster
		is killed out of depth, or a mesg and stairs if its
		killed at depth.
misc1.c:	  Horrible klugde to force Sauron at lv 99 removed.  It's no
		longer needed.  (see above)
potions.c:	  self_knowledge() added to *enlighenment* potion
moria2.c:	  throw_object() code changed to prevent "hits the Smeagol" and
		"You have killed the Smeagol" msgs.  It now checks for
		UNIQUE and skips the "the".
create.c:	  change to create_character():  flag previous_exists added to
		prevent the use of ^P to get a previous roll before
		there was any such roll.  People have gotten garbage
		characters, and used this to grab an existing players
		stats with the '-n' flag.
creatures.c:	  br_wall() looked like it could have moved the player into a wall
		or monster, if the player was completely boxed in...  So
		I extended the scope of the else{} block to only move the
		player when kill is false.
	shatter_quake() changed: first to prevent the player from getting
		experience pts from any monsters killed by Quaker's/
		Morgoth's attack quake, and second to prevent any
		uniques from being killed (not from harm, only from death)
		by the quake.  This change completes the protection uniques
		enjoy from damage by other monsters, which is good because
		the unique list and quest list are not handled properly
		if a unique/quest monster is killed by someone other than
		the player.
treasure.c:	  rod of detect traps added.  It appears very early (250 feet), and
		is fairly easy to use, so warriors should be able to
		get hold of and make use of one w/o too much trouble.
		Because it is common at such a shallow depth, it is
		worth little.  This item wil probably make scrolls and
		staves of detect traps useless, but it will make warriors
		much more fun to play.
	I replaced one of the "scroll of trap detection" objects (#196?)
		with this rod, so there is a chance that existing savefiles
		might have some "scrolls of trap location" when transferred,
		until they settle out of the savefile.
	Also, relevant changes made to rods.c and constant.h. -CFT
scrolls.c:	  scrolls of curse weapon/armor fixed so that the player doesn't
		keep the pluses of the item.
misc1.c:	  magic_treasure() code changed to insure that special (of Might
		or of Accuracy) bows from monsters with the special
		flag, with the possibility of an Artifact.  I think
		this may have reduced the chances of getting one of
		these bows, but I really don't know...
	Also, Bow artifacts didn't set good_item_flag, so no special
		message ever appeared.
===========================================================================
Changes above here made it into the second update, angexe12.exe.
===========================================================================
