2003-05-08  Stig E Sand <stig@users.sourceforge.net>
	* Moved to ogg-format for sound-effects
	* Added external (ie not in Lisp) sound-daemon
	* Made simple strategy-system for monsters, including a primitive
	attacker and a peaceful mover
	* Improved checking of variant-data
	* Revamped settings-system to use simple hashtable-inheritance
	instead of classes.  Easier to maintain and change for users.
	* Upgraded theme-code to do more sophisticated calculations of
	positioning based on other windows' sizes.
	* Added bigscreen-support to curses/gcu
	* Added system to show visual states graphically in SDL-version
	* Split engine and variants into separate Common Lisp packages,
	and added necessary exports.
	* Added hunger
	* Fixed several TTF-issues and overall font-code
	* Made sure that all parts of lbui.so/lbui.dll use common prefixes
	to avoid namespace collisions.
	* Made select-item reduce flashing windows
	* Fixed targeting bugs
	* Many other small improvements, bug-fixes and issues. 
	
	
2003-03-09  Stig E Sand <stig@users.sourceforge.net>
	* Added FFI-definitions for OpenMCL (very unstable and not
	recommended for people not familiar with lisp)
	* Added GCU/Curses support back into zterm.  The code seems to
	work but has not been extensively tested.
	* added preference files for user in ~user/.angband/langband where
	user can control various game-settings, including the use of
	roguelike keys.
	* roguelike keyset hook added to engine, and actual keys added to
	vanilla variant by Andreas Fuchs 
	* added 'D'estroy item command to engine
	* tweaked sound-code to use string identifiers independent of
	engine constants.
	* added code to 't'hrow items to engine
	* unified the allocation code (objects, monsters, ..) to one
	common function 
	* made character-class init two-step instead of the old one-step.
	this allows overriding in variant
	* moved much of the death-code to vanilla as it was fairly
	vanilla-specific
	* fixed some pesky details in dungeon drawing
	* made an upper-bound to piles when stacking (99)
	* improved saving/loading of player and variant object to be
	controlled by the variant instead of engine.
	* added no-cons FORMAT that writes directly to a window instead of
	making a temporary string.  Mostly useful for simple code.
	* added some hooks for monster- and object-knowledge
	* added handy functions to apply effects to circles and
	rectangular areas of the dungeon.. useful for e.g spells
	* fixed several issues relating to stores, store-maintenance and
	activation. 
	* rearranged dialogue/conversation code to be put in an
	engine-module that a variant may choose to load.
	* other minor fixes and tweaks.
	
2003-02-18  Stig E Sand <stig@users.sourceforge.net>
	* Mostly updated the engine to accomodate contraband needs, most
	of which are not relevant to the vanilla game.  Most work has also
	been on contraband.
	* Split up and cleaned some of the birth-query code
	* Started to use produce/init protocol for classes, races and
	monsters
	* Removed most skill-related code from the engine.
	* Added 'R'est command
	* Added rudimentary disturb code to stop resting and running
	* Removed mana constants from engine
	* Hopefully improved the DRAW-TO-MAP function to be a bit faster
	* Tweaked game-loading
	* Reorganised debian-packaging to put the data/ directory in a
	langband-data/ package.  The new data/ directory has constant
	binary data now.
	* Added support for 1024x768 and 1280x1024 resolution.
	* Experimental change to avoid callbacks to lisp-code.. all is run
	from lisp now.
	* Updated a lot of the print.lisp code and even fixed a bug or two
	* Now support inline calculations in theme.lisp
	* Added OpenAL support.. still some sound-problems though.
	* Several minor bugfixes and internal code improvements.
	
	
2003-01-18  Stig E Sand <stig@users.sourceforge.net>
	* Ripped out the zterm backend in C with all the Term_* functions
	and wrappers and replaced it with window.lisp and some helpers in
	global.lisp.  The new system uses multilayer graphics, is in lisp,
	has no questionable license, is less than one tenth in codesize
	and seems to work well.  Some issues and slowdowns may appear and
	should be reported so they can be fixed.  This has affected
	zterm/*.c and zterm/*.h and many places in the lisp-code that used
	the old functions.  Bugs may still be frequent in untested parts
	of the code.
	* Disabled GCU in this release, if it is requested it will be
	included in future releases.
	* Tweaked targeting and added crosshair cursor.  Also allows
	targeting with right mouse-button.
	* Fixed the game-loop to use a priority-queue based on monster
	energy instead of the complicated old system.
	* Removed much of the ffi aparatus for strings, as it isn't needed
	anymore.  The code now does not rely on string-passing over FFI in
	the inner loop.
	* Renaming of many functions, esp those with C- prefix, due to the
	drastic changes in the FFI-related code.
	* Replaced the x-attr/x-char and text-attr/text-char system in the
	active code with GFX-SYM and TEXT-SYM which are precalculated
	integers specifying the graphics/ascii to use.  Declarative
	structures can still use x-attr/... but active code will only use
	gfx-sym and text-sym in the future.
	* Improved handling of visual effects for missiles and spells.
	Need more tweaking and is unstable.  Similar changes will happen
	to sound-effects as well.
	* Improved the code considerably to do input-events with more
	ease.  Only supports mouse-events and keyclicks, but this is
	handled in a much more transparent way now.
	* Improved missile-shooting and missile damage code
	* Removed MAP-INFO and instead added DRAW-TO-MAP which uses
	multilayer graphics.
	* Improved mouse-handling which now has a separate generic and it
	is calculated which subwindow is clicked before a variant will
	handle a click.
	* Improved keyboard handling with support for shift/alt/ctrl keys
	and direct specifications of these in key triggers
	* Several other minor changes
		
2002-12-07  Stig E Sand <stig@users.sourceforge.net>
	* Removed dead zterm/defines.h
	* Removed unnecessary linuxism from zterm/sdl-extra.c
	* Added cleanup for SDL to allow the game to be restarted from the
	same lisp (zterm/main-sdl.c)
	* Fixed some Makefile issues on freebsd (thnaks to vrak)
	* Uses new savefile-format derived from ARFC002, penned by Andrew
	Sidwell.  some modifications done to make it more useful and
	appropriate for langband. (load.lisp and save.lisp)
	* Added file that describes the save-format (web/savefile.html)
	* Added age/status/height/weight of player characters, also saved.
	* Added angband-style save-and-exit on ^X and 'Q'uit will now kill
	the savefile as well.
	* Added variant selection system (loop.lisp)
	* Added savefile selection system (loop.lisp)
	* Added numeric versioning of variants and engine.
	* Made alternative selection more useful for other stuff, not just
	birth. (util.lisp)
	* Other minor tweaks.
	
2002-11-28  Stig E Sand <stig@users.sourceforge.net>
	* Split debian packaging.  Static data files are now put in a
	separate langband-data package.  This will reduce the size of the
	packages that are most frequently updates.
	* New floor-system installed where all floors are dynamically
	installed (no constants).  Doors are now decor. (many files)
	* Fixed keyhandling issues with SDL port (sdl-extra.c)
	* Fixed minor paint-bug in SDL (main-sdl.c)
	* Added status, height, weight and age info to characters
	* Added information-system to handle information that handles
	state in a variant and a game, but that does not need a lot of
	global variables. (global.lisp)
	* Added creation of multiple items (arrows, ammo, ..) when
	initially created.
	* Fixed several save/load problems (save.lisp and load.lisp)
	* Added conservative running-code which works ok in
	corridors, but has some problems with disturbance and rooms
	still.  But better than nothing. (util.lisp)
	* Other minor fixes
	
2002-11-11  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.1.1
	* Major upgrade of (G)UI and UI-handling.  New SDL-support while GTK,
	Win and X11 backends have been removed.  Full subwindow-system
	replaces plain x,y tile-system
	* Sound added as default for SDL-ports.  Buggy in Debian CMUCL.
	* Added graphics by Claudio Pozas
	* Made birth and char-display output depend on settings and is not
	hardcoded anymore
	* Added theming-support, see config/theme.lisp
	* Many many other small changes.  Very little gameplay added.
	this is mostly an interface-upgrade.
	
2002-09-16  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.1.0
	
2002-09-16  Stig E Sand <stig@users.sourceforge.net>
	* Added confusion effect on player
	* Added cursed items
	* Added 'bash door'
	* Added 'disarm' for traps
	* Added simple home to store items in
	* Added more exotic melee attacks by monsters
	* Added code to do bigtile graphics (X11 only)
	* Added code to show bmp images in window (X11 only)
	* Now storing messages (needs later tweaking)
	* Fixed save/load code to work pretty well (missing features, but
	does not crash)
	* Added temporary attributes to monsters (largely unused still)
	* Now does flavouring with real objects
	* Updated much store-code, also added images to store-code
	* Many other bugfixes and smaller changes

2002-07-29  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.0.21

2002-07-29  Stig E Sand <stig@users.sourceforge.net>
	* Endless amount of tweaks, modifications, function-renaming,
	variable-renaming, removing dead code and moving code between
	files.  Will not list all such changes here.  Just the major ones
	since last release. 
	* Improved item-functions to use a selection-function to select
	only relevant objects.
	* Fixed door-code (open/close door)
	* stat-sustains now supported
	* stat-reductions possible
	* worn-items code revamped and improved
	* callback support in lispworks now
	* moved much object-code to variant and reduced dependencies
	* upgraded some of the obj-description code
	* removed obj-type from object-kinds
	* moved ego-code to variant (still disabled)
	* improved handling of resizes, also added mouse-click hook
	* upgraded asdf
	* upgraded some main-*.c to 3.0.x
	
2002-05-19  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.0.20
	
2002-05-19  Stig E Sand <stig@users.sourceforge.net>
	* These changes have been done gradually the last two weeks but
	are summarised here.
	* Upgraded parts of the c-code to Angband v3.0, including support
	for bigscreen.
	* Added traps in dungeon as 'decor', plus updated the
	dungeon-related code to handle it.  Decor can have
	effect-functions that can be triggered.
	* Renamed cave-feature to cave-floor, and similar change to all
	constants.
	* Updated lisp-side to use variables, not constants for
	screen-size to accomodate resizing.  Also updated all
	panel-related code.
	* Added system to add magic to objects in the game.  This is
	called in the dungeon-generation, in stores and during birth.
	Still has a lot to implement to make it complete but the skeleton
	plus examples are there now.
	* Updated 'w'ear command to be more intelligent and now it allows
	player to wear several rings.
	* Made callback-code slightly safer by making a GC-hook.  Now SBCL
	should also use callbacks.
	* Updated the player-update/calculations considerably, including
	mana and stat-code
	* Started on the ego-item code, but it has not been integrated
	yet.
	* Updated some printouts of the player (the 'C' command)
	* Added normalised-random function (in util.lisp) for normalised
	random values.
	* Started to add the possibility of loading vanilla saves in
	lib/compat/savefiles.lisp 
	* Many many other tweaks, bug-fixes and slight changes.  Please
	use diff when appropriate. 
	
2002-02-22  Stig E Sand <stig@users.sourceforge.net>
	* Did some real work to add the project() family of functions to
	langband.  Took real motivation, but basics seem to work now.  I
	need to find a good protocol for applying effects in a
	variant-specific and clean way.  Added simple generics for it to
	generics.lisp 
	* Added hack to spell-casting for testing project(), will be
	removed
	* removed dead code from base.lisp and moved some dynamic
	variables to base.lisp from constants.lisp
	* added panel-check to dungeon.lisp
	* added ASDF-support to game.lisp, plus langband-engine.asd and
	langband-vanilla.asd and tools/asdf.lisp  This is cleaner than
	mk:defsystem.  sbcl, cmucl, lispworks and acl now uses ASDF, but
	clisp has problems with it so it'll wait.  debian-packages also
	use ASDF
	* added a few predicates to player.lisp and monster.lisp, makes
	code cleaner
	* added PROJECTABLE? to project.lisp plus all the PROJECT*
	functions
	* other minor tweaks
	
2002-02-17  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.0.19

2002-02-16  Stig E Sand <stig@users.sourceforge.net>
	* More reorganisation of files, and some files were removed.
	* All references to sex changed to gender
	* Some renamed classes, e.g race -> character-race
	* Stats moved into variant, and has got it's own class
	character-stat
	* Reorganised how to do player-calculations, moved much of it into
	variant
	* A few generics renamed to make them more comprehensible.  Some
	new generics to ensure a neat player-update protocol
	* Added extensible system with player-attributes
	* Added infravision and see-invisible
	* Other minor changes
	
2002-02-12  Stig E Sand <stig@users.sourceforge.net>
	* More updates for SBCL, need SBCL 0.7.1
	* Improved monster-capabilities/features and made things more like
	regular angband to speed things up slightly.
	* Rearranged a lot of code, renamed files, and removed small
	files.  Most classes should now be in classes.lisp
	* Improved MAP-INFO for monsters
	* Made the protocol for update of player-bonuses, still need to
	fill in values
	* Started work on saving info on the player in a reasonable way,
	but not quite happy yet.
	* Improved names of some monster-abilities and made a web-page to
	track updates of monster-capabilities
	* Updated defsystem to the latest in clocc
	* Many other small tweaks, plus new look on the Web. 
	
2002-01-22  Stig E Sand <stig@users.sourceforge.net>
	* Started work on porting langband to SBCL, sent many bugreports
	to SBCL-developers.  SBCL is nice and quite picky but needs more
	apps to get ported to it so they're able to make it produce useful
	notes and warnings.  It makes CMUCL seem quiet.
	* Changed many DEFCONSTANTs to DEFVARs to make the code more
	palatable to ANSI CL.  SBCL was picky here, and with strict
	interpretation of the standard it is right so I alter things.
	* Extended C-side to accept more lisp-types
	* Added code for object-kinds to describe effects as part of the
	DEFINE-OBJECT-KINDform, and removed the old hack for
	object-effects.  
	* Added generics for methods that lacked them. SBCL helped to
	identify them
	* More tweaking
	
2002-01-19  Stig E Sand <stig@users.sourceforge.net>
	* Moved some function from c-side to lisp-side, mainly
	message-code.  Also removed unused C-code in zterm.
	* Moved gold-creation to variant, generates successfully gold
	according to vanilla formula.
	* Added monster-groups, plus a formula for vanilla that is fairly
	reasonable.
	* Made variants register a constructor, to ensure that a variant
	can be safely restarted.
	* Minor tweaking
	
2002-01-18  Stig E Sand <stig@users.sourceforge.net>
	* Removed settings.lisp and moved settings into variant-object and
	updated all code that use it.
	* Added unique-monster class, and added code to use it for unique
	monsters.  Ensured that a unique can only be killed once, and
	added this to save/load
	* Made printing and update-code depend on variant
	* Other minor tweaks
	
2002-01-15  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.0.18
	
2002-01-14  Stig E Sand <stig@users.sourceforge.net>
	* Improved OK-OBJECT? and verify.lisp considerably.  Is now
	useful.
	* Updated most code related to flavours, including save/load of
	flavours.  Flavours are now distributed at birth.  The
	flavours-object is now (cons desc colour) instead of (list desc
	colour).  Much improved!
	* Started to add resists-fields to class/race/player.. temporary
	* Rearrangaed variant-object to have full tables of monsters and
	objects in variant.monsters and variant.objects, old
	level-organised tables are now in variant.*-by-level.
	* Extended player-object and added future help-classes for
	player-information (calculated-attributes, temporary-attributes,
	misc-player-info, player-abilities) and updated code to use this.
	* Added calculation of burden
	* Updated save/load code for flavours and for object-kinds
	* Updated xp-tests to work with code again!
	* Upgraded main-gtk to 2.9.3 version, also made it use x11-keys
	and a long time bug can be closed at release!
	* Many many other small tweaks, hacks and bug-fixes
	
2002-01-06  Stig E Sand <stig@users.sourceforge.net>
	* Added treasure-drop class and a thoroughly checking-system to
	make that code stay within strict invariants.
	* Added monster-drops for items that uses treasure-drop system
	* Added drop-near-location function, ensured that it does not drop
	atop stairs.  Made drop-command use this one as well
	* Some tweaks in dungeon.lisp to make it more lenient to mistakes
	* Tweaked save/load process slightly and renamed DO-LOAD to
	LOAD-A-SAVED-GAME which does just that and do not attempt to be a
	general solution ==> simpler code.
	* Added game-values info to readable save/load for objects
	* Several minor tweaks
	
2002-01-05  Stig E Sand <stig@users.sourceforge.net>
	* Sent out a release, 0.0.17
	
2002-01-05  Stig E Sand <stig@users.sourceforge.net>
	* Renamed slots in the game-values object to be more precise and
	then updated all places these are used.
	* Made all creation of game-values go via an error-checking
	function.
	* Added message when you stand atop items in dungeons after a
	move.
	* Altered player stat-system to be slightly simpler and more
	logical
	* Tweaked more effect and element-code and fixed bugs that were
	found for elements.  Made game-values use bit-fields for elements.
	* Renamed high-score file
	* Added copy-function for active-object
	* Added code to display to-hit vs armour in the game
	* Simplified update of player slightly.. does not cons anymore
	* Altered some stat-keywords
	* Fixed some bugs in the store
	* Made a new splash-screen
	* Tried to update compat-code slightly.. it is fairly broken
	* Other minor tweaks
	
	
2001-12-16  Stig E Sand <stig@users.sourceforge.net>
	* Started to add code for effects and elements (core.lisp)
	* Updated more of the tests to work with current source-base
	* Minor tweaks
	
2001-12-15  Stig E Sand <stig@users.sourceforge.net>
	* Removed parts of the C-code and moved simpler C-functions to
	lisp-side.
	* Added search-code, hackish but it works
	* Added improved activation info for dungeon/level
	* Several minor tweaks
	
2001-12-09  Stig E Sand <stig@users.sourceforge.net>
	* Added verify-id to base.lisp
	* Made monster.lisp verify ids during define-*, also made it more
	picky and added a few keywords.
	* Better combat-message for misses
	* Quitters do not enter the high-score
	* Started on the help-code (core.lisp,print.lisp)
	* Minor tweaks

2001-12-08  Stig E Sand <stig@users.sourceforge.net>
	* Enforced id-policy, ie all savable objects should have a
	lowercase string as id, not a symbol.  
	* Made sex a struct and a sexes-entry in the variant object for
	the variant to tailour the alternatives. Removed old +sexes+
	constant.  Edited all code that depended on this.
	* Updated id/symbol policy for class and race and altered the
	classes and helper-functions slightly to do things gracefully.
	The classes and races tables in variants are indexed both by
	symbol and string, so any attempts to get all entries should
	remove-duplicates.
	* Fixed several save/load issues that has been problematic and
	hidden, and now the saved code should not differ between
	lowercase/upcase and lisp-system.  Also needed to tune some parts
	to factories.
	* Updated id/symbol policy wrt levels
	* Updated some docs about id/policy
	* Fixed crash which prevented people from selling to shops.
	* Several small fixes
	
2001-12-07  Stig E Sand <stig@users.sourceforge.net>
	* Improved repainting-code through active flag-use, borrowed
	heavily from angband.  Should give speedup. (may still have bugs)
	* Optimised dungeon-accesses and internal code in update-view
	through macros and inlining.  Seems to help a lot on ACL.
	* Updated several paint/update flags in constants.lisp
	* Fixed save/load of variant, and redid save/load of player-object
	to use factory on load and giving up binary-types.
	* Made variant-registration use strings for ids
	* Changed object.level to object.depth and monster.level to
	monster.depth, also affected vanilla-variant.
	* Added more deps to .system
	* Split update-player! into more separate functions.  The split is
	only half-done and there might be bugs
	* Fixed missile-selection repaint-bug
	* Other minor fixes.

2001-12-05  Stig E Sand <stig@users.sourceforge.net>
	* Added to-hit, damage and killing to missile-combat. (project.lisp)
	* Added message on item-pickup (action.lisp)
	* Minor fixes
		
2001-12-04  Stig E Sand <stig@users.sourceforge.net>
	* Updated debian/rules file to reflect changes in vanilla-variant
	file-organisation.
	* Split ChangeLog in two.. this one now reflects changes in engine
	and how things are organised.  The one in variants/vanilla/
	reflects changes to the vanilla variant.
	* Improved store-code with selling-list/restocking list and
	mass-production code.
	* Moved player struct/class to core.lisp to ease compilation in
	other files.
	* Added deduction of torch-charges if the object is not an
	artifact.
	* Can now display multihued monsters correctly, as well as not
	displaying see-htrough monsters.
	* Removed sorting-values from variant-code and variant-object,
	belonged in compatibility-code and is now in
	lib/compat/object.lisp
	* Added summon-monster hack to key-set for maintainer-use.
	* Improved safety in production of active-monsters (monsters.lisp)
	* Reinstated code to generate gold in dungeon (only copper with
	the hack now used though).
	* Several minor fixes and tweaks
		
2001-12-01  Stig E Sand <stig@users.sourceforge.net>
	* Updated signatures to CREATE-AOBJ-* in object.lisp
	* Added simplifying PARSE-AND-ROLL-DICE in base.lisp
	* Extended syntax to specify starting equipment and improved
	birth.lisp to reflect this.  starting-equipment for vanilla also
	affected.
	* Added generics for arrow-shooting and missile-shooting.  Also
	added preliminary/non-functional code for shooting arrows in
	project.lisp
	* Updated GET-ITEM-TABLE method to take coordinates for :floor
	* Extended DEF-OBJ-TYPE macro with possibility to add slots
	* Added multipliers to bows
	* Added and improved some code for selecting items
	* Added key to fire arrows ('f')
	* Added some ids to the objects in var/van/config/objects.lisp
	* Fixed minor bugs 
	
2001-11-26  Stig E Sand <stig@users.sourceforge.net>
	* Updated TODO-list and some web-docs
	* More reorganisation of code and changing of arguments.  More
	stable now I hope.
	* Moved all generics into generic.lisp
	* Simplified light-spot! and added print-relative!
	* Started to add dependencies to the .system file
	* Cleaned up death a bit and moved some of it from loop.lisp to
	death.lisp
	* Updated many objects in vanilla-variant to use proper
	identification call.
	* Added project.lisp for projection code and sys.lisp for
	system-dependent code.
	* Now saves highscores to ~/.langband/ when possible
	* Split up monster-file for variants into monsters, uniques and
	town-monsters.
	* Other minor fixes
		
2001-11-24  Stig E Sand <stig@users.sourceforge.net>
	* Major reorganisation of function-names and generics.  Much more
	dependent and overridable by a variant.
	* Added birth re-roll and name-entering
	* Minor fixes
	
2001-11-22  Stig E Sand <stig@users.sourceforge.net>
	* Added random name-generator (variants/vanilla/*lisp)
	* Added possibility to enter a player-name (or any string),
	currently in birth.lisp
	* Made birth-process use random name generator as default.
	* Improved death and high-score handling (death.lisp)
	* Various small fixes, added assertions and some bug-fixing
		
2001-10-29  Stig E Sand <stig@users.sourceforge.net>
	* Improved 'use'-code in actions.lisp
	* Fixed repaint when wielding objects
	* Added queue-code to base.lisp (used by room-lightning code)
	* Added symbol-handling used by object-macros
	* Added inheritance of object-types and active-objects, works via
	an object-macro.  See object.lisp
	* Added dmg-bonus from weapon in combat
	* Added beginning of high-score code in death.lisp
	* Started to add magicification of objects
	* Improved object-identify/try/aware code greatly, uses generics
	* Lets active-objects use game-values as they should, removed old
	hack
	* Improved object-description-code in object.lisp but it is hardly
	finished.
	* Moved creation of object-kinds and active-objects into produce-*
	factories.
	* Revamped much of the code for object-effects
	* Added several scroll-effects
	* Start to add enchant, light and teleport spells
	* Added types to the objects in the vanilla-variant
	* Many many bug-fixes
		
2001-08-06  Stig E Sand <stig@users.sourceforge.net>
	* Fixed a bug reported by Tijs about 'Q'uit behaviour.  Quit will
	now return to the Lisp-image for X11 and GCU.
	* Minor bug-fixing.
		
2001-08-05  Stig E Sand <stig@users.sourceforge.net>
	* Ported to LispWorks on Linux and on Win32.  Both are fairly
	fragile ports.   They also made me uncover bugs in the source.
	* Cleaned up much in zterm/ and made main-win.c work as a
	shared-library too.  Removed unused files, and added some
	declarations for Win32 DLL-export
	* Provided a simple non-defsystem loading of the system for corman
	lisp and LWW
	* Added Lispworks support to the FFI-generator
	* Improved verification of some objects, and improved testing
	* Added win-keys and fonts for windows in config/
	* Improved the FAQ slightly
	
2001-07-31  Stig E Sand <stig@users.sourceforge.net>
	* Improved testing-code and equality-checking considerably.
	* Added generic CONVERT-OBJ where new methods replace a few of the
	foo-to-bar methods that converted objects and structures.
	* Added dumping and reading of object-kinds and monsters.  Vanilla
	does not rely on any *_info.txt anymore, just lisp-definitions.
	* Updated binary-types from upstream, fixes binary-struct at
	toplevel bug
	* Other minor changes.
	
2001-07-23  Stig E Sand <stig@users.sourceforge.net>
	* Upgraded the feature-class and made a convertor from f_info.txt
	to floors.lisp and installed new floors.lisp in vanilla
	* Moved key-defs to vanilla from lib/common
	* Minor bug-fixing
	
2001-07-22  Stig E Sand <stig@users.sourceforge.net>
	* Improved shops, basic trading is now possible (everything
	functions as black-markets though, apart from prices where only
	black-market is of class black-market and have steep prices)
	* Added colours to equipment, shop-listings
	* Added a few helper-functions like GET-PRICE, GET-ATTRIBUTE, etc.
	* Added overlapping room, removed dummy shop-room
	* Minor changes elsewhere
	
2001-07-18  Stig E Sand <stig@users.sourceforge.net>
	* Improved UI-handling considerably for zterm, including
	now-usable curses-support
	* Added better stack-handling
	* Added nutritious effect of food
	* Improved 'u'se code
	* Improved birth UI
	* Fixed a lot of minor technical issues
	* Improved object descriptions
	* Updated the included binary-types
	* Improved debian-packaging
	* Added quaff, eat and read-commands
	* Other minor issues
	
2001-05-24  Stig E Sand <stig@users.sourceforge.net>
	* added some code to 'u'se objects, and started with potions.  
	
2001-05-22  Stig E Sand <stig@users.sourceforge.net>
	* lots of changes, some of them summarised here, others are
	forgotten
	* reorganised directory-structure and depend more on
	logical-pathnames than earlier.
	* Rewrote part of the C-side code to not depend on DEFINEs for
	lisp-system.  To avoid linking-errors a dummycall shared-object is
	also linked for ACL and CLISP.
	* Tuned much of the FFI-code for ACL and slightly for CMUCL.  With
	an intricate system of WITH-FOREIGN-STR and string-conversions and
	even a non-consing LB-FORMAT (FORMAT-replacement) consing is down
	and strings are basically passed as addresses in ACL and most of
	CMUCL FFI.  I don't know for CLISP.
	* added tests for ffi and format
	* updated the clisp build to work with newer file-structure and
	ffi-system.
	* added Debian-packaging in three separate packages: the
	c-library, the engine and currently the vanilla variant.  The
	langband-engine depends on binary-types debian package.
	* updated README and some docs.
	* renamed packages to org.langband.engine, org.langband.ffi,
	org.langband.testing
	* fixed bug in xp-awarding/gain-level
	* moved around code in general..
	* added type-declarations in some places to please CMUCL, but
	there's still plenty to do.
	* ensured that build-system works when "developing", ie (load
	"game") and when loading it on a debian-system.
	* probably other minor things, but most importantly: reduced
	consing and new improved build-system with debian-package support
	directly. 
	
2001-04-25  Stig E Sand <stig@users.sourceforge.net>
	* added preliminary tombstone
	* fixed bug which disallowed wearing of gloves
	
2001-04-21  Stig E Sand <stig@users.sourceforge.net>
	* improving gradually save/load, now introducing the level-object
	* made level-constructions use a factory in the variant object,
	this is still ugly however
	* added more to verify.lisp
	* moved some equipment-implementation to util.lisp
	* ...
	
2001-04-21  Stig E Sand <stig@users.sourceforge.net>
	* improving gradually the save/load process, which now mostly
	includes the player-object.
	* also refactored other parts of the code, though mostly related
	to the player-object.
	* improved test-set somewhat
	* minor bug-fixing
	* ...
	
2001-04-20  Stig E Sand <stig@users.sourceforge.net>	
	* started to add save/load of both a source-based save/load and a
	binary version.  For the binary version I use binary-types made by
	Frode Vatvedt Fjeld which seems to work.
	* added a LANG-EQUAL function to be able to check that save/load
	is consistent and to allow XP-testing of the system.
	* Added in-game XP-testing of save/load of both binary and source.
	* added illegal x/y values to coordinates to ensure that
	safe-values are always put there.
	* added x/y coordinates to items-on-floor and a dungeon-pointer
	* tries to ensure that all id's of monsters/objects are strings,
	help in save/load process
	
	
	
2001-04-15  Stig E Sand <stig@users.sourceforge.net>
	* added more or less the same speed-system as in Angband, which
	means that speed matters now.  Some actions have different
	energy-use though
	* added more generic functions to ensure that code for
	monsters/player is more or less shared.
	* ensured that the combat-system uses skill more or less
	* added a WITH-DUNGEON-MONSTERS macro to simplify code
	* improved WITH-NEW-SCREEN and use it in more places
	* added support for monsters that never move and random movers.
	* added primitive hp-regeneration
	* tried optimising project-path slightly
	* 
	
2001-04-14  Stig E Sand <stig@users.sourceforge.net>
	* added PROJECT-PATH and made all monsters move towards the player
	to kill him off, which they can.. the town is tough right now.
	* added a few generic functions to ensure somewhat general ways to
	do combat between player and monsters, see combat.lisp
	* fixed bug of monsters walking through walls and a shift-mistake
	in view.lisp.  Added a fuzzy thing to make monsters move the right
	way even if something blocks their view.
	* added more lenient treatment of data when reading old-fashioned
	monster-file, and also ensured that dice for objects and monsters
	are parsed as such.
	* fixed monster creation, now gets correct number of hit-points
	* made attack-system use weapons and attacks from monster-file.
	Normal weapon-damage used as well.  50% chance to hit for everyone
	still.
	* added dice-rolling function.. really really complex thing :-)
	* started to add skills to the system.. a long trek with lots of
	mistakes
	* improved key-handling to not do anything stupid when a wrong key
	is entered
	* added skills to most races and classes
	* minor edits..
	
2001-04-13  Stig E Sand <stig@users.sourceforge.net>
	* made generic functions LOCATION-X and LOCATION-Y to abstract
	away details of various things location
	* rewrote MAP-INFO to return two values instead of a cons
	* added LANG-WARN
	* rewrote much of the LOS-code.  it doesn't cons much anymore and
	it now uses 16-bit ints instead of 32-bit ints.  it has a bug
	though.
	* rewrote much of the print.lisp code to just pass numbers to C to
	avoid string-allocation.  added a couple of new C-functions for
	this, and their FFI-declarations. 
	* started to abstract somewhat on combat and started the long
	trek of monster-processing
	* Fixed buggy LOS from 16-bit change which also fixed an old bug
	in my old code.. whaddayaknow.
	* minor edits..
		
2001-03-15  Stig E Sand <stig@users.sourceforge.net>
	* updated a lot of code to make things work with CLISP.  No actual
	changes to the game, but mostly system issues.
	
2001-02-19  Stig E Sand <stig@users.sourceforge.net>
	* simplified lib/zterm/Makefile slightly
	* improved the activation protocol for objects, uses :around and
	checks for appropriate activation and returns appropriate value.
	Updated a few objects to ensure they're activated properly.
	* improved shop-code slightly, shops and houses now includes item
	containers and should specialise the appropriate functions
	* made cmucl use a callback, just like ACL.  this will hopefully
	make it easier later with the gtk-support which seems to work now.
	* added a small function to print out key-mappings
	* a few minor bugs fixed
		
2001-02-18  Stig E Sand <stig@users.sourceforge.net>
	* Added Aerton's preliminary sound-support (a daemon) for Angband
	and Linux. The small sound-daemon is released in public domain.
	* Updated main-x11.c, Makefile and lisp-code to reflect this.  The
	sound-support seems to work.
	* added a FAQ-entry to explain how to use the sound-support
	
2001-02-12  Stig E Sand <stig@users.sourceforge.net>
	* added activable mixin-class for being consistent with
	acticate-object state and later deactivation
	* activable objects: house, variant, active-object, level and
	active-monster 
	* removed reuse of dungeon arrays to allow easier saving of levels
	later.
	* added a hack to allow easy restart after a crash by saving state
	now and then.  the game-loop can be restarted with GAME-LOOP&.
	* added 'z' key to get a LISP-prompt, the restart function over
	can be used afterwards.
	* removed warnings from C-code
	* did some optimisations on UPDATE-VIEW!, need a real rewrite
	later to stop using bignums.
	* regenerated web/file-list.html
	* updated README and added COPYING to the fray
	
2001-02-10  Stig E Sand <stig@users.sourceforge.net>
	* reduced cons'ing slightly and optimised UPDATE-VIEW! slightly.
	* added memoize.lisp and memoised a few string allocation
	functions in print.lisp (moved to base.lisp)
	* macrofied a few bit-twiddlers for allegro only
	* small adjustments elsewhere

2001-02-08  Stig E Sand <stig@users.sourceforge.net>
	* made an improvement to the shuffle-array function and added a
	handy array-with-num thing to base.lisp
	* started placing stores/houses stuff in the variant object, not
	quite there yet
	* added a trigger-mechanism that can be set to a special
	coordinate in the dungeon and which will be triggered when the
	player moves atop the location  GET-COORD-TRIGGER and it's SETF
	* added XP testing framework, source gotten from onShore Inc.  See
	tools/xptest-COPYING for copying details.  Only simple tests added
	to code.  This testing imposes some overhead on the current
	cvs-tree code
	* Moved minor stuff around in the vanilla variant code
		
2001-02-02  Stig E Sand <stig@users.sourceforge.net>
	* added support for numpad and arrowkeys and diagonal movement.
	* added code to allow key-macros to be set and loaded from lisp.
	Angband-pref-files are now plain LOADed lisp.
	* started writing a technical overview of Langband
	* Added lazy flavouring to Langband.  an object is flavoured the
	first time an object of a certain kind is created. 

		
2001-01-21  Stig E Sand <stig@users.sourceforge.net>
	* Pretty drastic upgrade of a lot of the code, wrt to levels and
	possibly theming.  the town-level in vanilla is now a themed level
	with it's own set of monsters.  This change has updated functions
	to find monster- and object-types from accessing a variant table
	to depend on level.
	* Grouped obj-table, alloc-table and obj-table-by-level into one
	struct and should be used by all appropriate "types" in the game.
	* Added filters when reading monsters and objects to allow levels
	to pick out what they want.
	* disabled stores and flavouring, will enable flavours shortly,
	but stores should be done on a level-by-level basis.
	* disabled placement of gold, no (gold) rush to fix it
	* minor adjustments
	
2001-01-21  Stig E Sand <stig@users.sourceforge.net>
	* moved *turn* into variant as variant.turn and added a
	turn-events (non-functional yet)
	* moved sort-values (equipment) into variant object and updated
	all corresponding functions
	* added some time-variables to variant object and vanilla-variant,
	and fixed time-of-day for town.. 

2001-01-20  Stig E Sand <stig@users.sourceforge.net>
	* added a fun room, the shop-room :-)
	* moved monster-tables into the variant object
	* moved object-tables into the variant object
	* added generics for lazy init of objects, monsters and features.
	these are specialised on the variant object.  added corresponding
	methods for vanilla.  The ACTIVATE-OBJECT is important here
	* renamed a few compat-functions to have COMPAT- prefix
	* also separated the vanilla variant mostly from the rest of the
	code, very few dependencies left, and loading is simpler.
		
	

2001-01-19  Stig E Sand <stig@users.sourceforge.net>
	* renamed dungeon.level to dungeon.depth
	* moved the constant +xp-table+ to be a property of the variant
	object and is now variant.xp-table
	* moved the constant +max-level+ to be a property of the variant
	object and is now variant.max-charlevel
	* moved +dungeon-rooms+ constant to be part of dungeon-settings as
	the slot room-number
	* tried to ensure the same random state when generating the town
	in vanilla
	* added low-level c-term-save and c-term-load which are used by
	screen-save and screen-load.  screen-save and screen-load are
	neatly hidden beneath WITH-NEW-SCREEN though.  This new macro is
	used for show-inventory and show-equipment.
	* Fixed bug with RNG to allow the town to remain constant.
	Hackish solution is limited to one function in the variant-code.
	* Fixed bug in map-info which displayed things in corridors it
	shouldn't display.  Also fixed bug in map-info which showed
	monsters on map even if they were out of torch-scope
	* fixed stair back to level where you came from, through a
	POST-INITIALISATION of a level, which allows customisation for
	individual levels.
	* added hack to OPEN-DOOR! to ensure that an opened door is
	relighted right away.
	* removed some more details, warnings and made the lisp
	environment more quiet.
	

2001-01-18  Stig E Sand <stig@users.sourceforge.net>
	* revamped room-code to be CLOS and the actual control is put in
	the variant and the engine is simplified.
	* prettified code, removed warnings and ensured that things look
	kind of nice.  time to write real code again soon. 
		
2001-01-18  Stig E Sand <stig@users.sourceforge.net>
	* removed vanilla/[races|classes] from system file and let them be
	loaded by variant init
	* made a variant class, and made a subclass for the vanilla
	variant.  this variant class contains more of the information
	which was kept globally earlier.  an active variant-object will be
	kept in *variant*.  the file for this is core.lisp
	* added a level class which is the start of theming of levels.
	the file for this is level.lisp and lib/vanilla/levels.lisp update
	this with variant-specifics (ie town).  town-code largely moved
	here. 
	* removed global *level-rating* variable
	* ensured that races and classes now access the variant-object
	* separated vanilla and compat-code from the core engine
	system-file.  The new vanilla system file is
	lib/var-vanilla.system.  game.lisp has been changed to reflect
	that.
	* common files now use the COMMON prefix
	* distributed room-code into lib/common and to variants, also
	removed global table and moved it into the variant
	* moved global floor-table into variant object and updated
	floor-code
	* made a common module in langband.system to pretty things up
	* moved max-sizes of dungeons into variant object and removed
	global variables.
	* Slight change on PRINT-DEPTH
	


2001-01-17  Stig E Sand <stig@users.sourceforge.net>
        * fixed a bug which prevented the +cave-wall+ flag from being set
	correctly.  added this check into (SETF COORD-FEATURE) which is
	different from (SETF COORD.FEATURE), unfortunate I know.
	* added a WITH-DUNGEON macro
	* updated MAP-INFO to use +cave-seen+ and +cave-view+ flags
	* made PRINT-MAP-TO-FILE only print features, ie it ignores what
	has been seen
	* removed a bug in UPDATE-VIEW! where initial-elements for arrays
	were not explicitly set
	* removed bug in VINFO-INIT! where the grid-array was not in
	correct order.
	* added a temporary FORGET-VIEW!
	
	
        
