Bugs
----

you're not redrawn when you pick something up?
  seems like you are.  but how about this: move onto it.  resting picks it up!
  (original: '.' "stay in place" should pick up, but 'R' rest should not)

unfortunately it is sometimes STILL the case that when you start out
in a new dungeon level it does not draw you at first?  (and when you
start playing with a saved game)

need run to *hit* a monster if you *start out* next to it
	but need to STOP if you did not start out next to it - CHECK THIS

inventory/equipment messages ought to appear in the message log...

I still need an initial "you can gain <foo>s" message when char created!
    FIXED sort of.
	so, pyflags.new_spells is apparently ==1 by the time you get to
	calc_spells.  that seems... bad.  and stuff.  So I have set it
	to 0 in character generation but this may be a symptom of a
	weirder problem.  like shouldn't it have been initialized 0 in
	lock.c? (changing this to 0x0 does not help).

Fatal Error wandering around w/ an unarmed unclad elf priest on lev 1

If a Wight drains your life and you had 0 exp already, got soft reset.
Or maybe this was because of something else undead/invisible foo.  drat.
	check whether life draining was a spell like mana draining.
	no, it is in make_attack like corrosion. is a bug there?

** descending stairs needs to clear screen, this doesn't happen if you
start out in the same panel you were in..

eek! unlight_area doesn't bounds check, fortunately lock.c does

If you ever had all spells listed as a-z there would not be enough
letters.  It's possible (but unlikely) to observe this in Gain Spells.

Radiation eye caused soft reset

I seem to have broken "Write Memo" - DmWriteCheck failed for a 9th level char.

hallucinated monsters leave occasional turd letters on the screen.
and I waited 100 turns or so while hallucinating and blind, and when
my vision returned there were at least 40 turds.
tried this with a cure-blindness foo which (really minor bug) redraws
the screen twice, and I got to see two different sets of turds
(location and character).  maybe it is a 'feature'.

-----------------------
Unimplemented ... to do
-----------------------

Need to test winning the game.  Need to implement winning the game.

Test search mode!!! ('#')
	Well, it seems to work as well as the original (in terms of when
	it decides to turn itself off).  And I found a secret door.
// xxx Hey, I need to make "backspace" work too.
cause right now it just zeroes the count, and "Repeat %d" is not cleared.
in fact anything that aborts the command count doesn't clear 'Repeat'.

Also, check on keyboard-y goodness.

The top-score list does not reallly exist yet.
	FIXED

moria3.c: grep for "Exceed your weight limit"
	FIXED
form_inv.c:  // else:  may have been thrown out... xxxx need to deal with that
	DEALT, untested

[When i do make "throw" work, remember to have it call calc_bonuses() at end!]

note that compact_monsters is still commented out.

-----------
Suggestions
-----------

Perhaps the <- +> should disable themselves when there's < 1 screen of items!!
well.  still visible but returns w/o redrawing the screen.  9/29

(Notes:  if ".text" region is full, do not panic;
move stuff out of the default code section into e.g. SEC_4).
how about "ld: region datares is full (kMoria section .bss)"?
	seems like I am on the ragged edge of no room for globals maybe.

Throwing should select the start of the range of throwable weapons.
	DONE

Stats-draining attacks should make stats bar show stats next turn (duh).
that whole switch-stats-mode issue seems to be not working now.

---------------------------------------------
Things to do when I have nothing better to do
---------------------------------------------

add monster_attacks to lock.c !!!!!!  currently it's in recall.c

some added forms might need (i) information strings

Think about the fact that check_strength might call message(), and
happens to be called in a store when you've sold something.
Eh, message can deal, probably.

revise the pyflags.status / need_print_stats / <blah> entirely.
(fix it so that it knows whether any line needs refreshed, and which line.
including whether bottom needs it which right now it might ignore.
[1] for example, when you get mana after your first gain_spell)
	well, sort of working iirc, but could be better

Optional: make 2-line messages do "-more-" at the END so you can get back
 to seeing your stats (and know when to run away and heal)
Optional: make option to put message/stats at TOP of screen (the Study,
 etc, would still be over first row of dungeon view) - DONE

Check take_a_turn - does {everything that takes time} before it's called
		    set free_turn_flag to FALSE?

Need to: have gain_spell_helper() use the same sorta take_a_turn() as inv/equ!

Need to test whether paralysis / rest wheel-spinning in dungeon.c works.
	seems to work.

a general note...
Summoned monsters take a turn as soon as they get summoned; not sure that
this is really fair; does the original game do this.  Also,
I dispelled a mummified troll (maybe) but it killed me at the same turn.
Check to see if monsters/spells order is working right (I thought it was).

Add sound where useful.

--------------------------------------------------------------------

--------------------------------
Status of Testing of magical foo
--------------------------------
   1 spell (tele self) and 1 prayer (orb of draining) need to be fixed
   all potions/mushrooms are handwaved.

SPELLS:
all ok except for tele self in 2nd book:
** tried tele self: my '@' was not redrawn and heard 3 screams muffled by rock;
   then dire things transpired and the visor reset itself.  not good!!
	well, I have not reproduced this.
PRAYERS:
all ok except for orb of draining in 3rd book Chants:
  ****  HM, the orb of draining message disappears SILENTLY into the log. ***
        even though e.g. wand of acid balls had a nice noisy message.
WANDS: all ok
STAFFS: all ok
SCROLLS: all ok
POTIONS: and mushrooms: all ok (well, dunno about hallucination)

      // for testing
      pymisc.exp=MAX_EXP;
      prt_experience();

not tested:
monster special attacks.  some of these might break.
Well.. I think it's time to test them....

Here's the plan.  I will make a wiz menu item to soup me up, and
another one to create a creature.
see notes in B*/creature_names.txt
also tested death by starvation - seemed to work ok.

CORROSION:
---------
thought I fixed it a few times but I was deluded.
Ok, this time for sure.  The acid bug is in minus_ac (had an i_ptr->blah--)
This solves the acid/corrosion bug seen in green naga, green jelly, and traps
I hope.
snow crash wandering around in a hallway (maybe an acid trap.) pre-acid-fix..

DON'T FORGET to fix summon_monster in misc1.c to be RANDOM again.

for some reason when I am regenerating hit points, STATS_GOLD_AC instead of quo
	FIXED.  my bad - mixing hex and decimal constants.
Note to self:  define fooflag 16, or 0x10; just not 0x16, thanks.

if you bash creatures, it says "it" and if you kill it it is still alive,
what is up with that. see moria4.c
oops had   monster = cave_cptr[y + MAX_WIDTH+x];   in py_bash.  s/ + /\*/.
	FIXED.


Test the animations... throw, fire bolt, fire ball, breathe (moria4, spells)
Need to tweak delay-lengths, test on visor.
	e.g.	throw_object was too fast at 1/10 sec.  try 1/8.  still fast..


I have tested all the spells that a Lich can cast, except paralyse its prey.
I assume "cause light wounds" will work since cause serious does.
Also tested Q's "summon a monster" and "summon the undead".
have tested dragon breath animation (but not its effects if any).
SNOW CRASH on visor when mage was ?killed? by young blue 'd' 216.

Also, note that relative-move is currently screwed up
	FIXED
ok MAKE STAIRS CLEAR SCREEN, dang it, and add sound.  then release.
	stairs might be FIXED. hard to be sure.
ok how about a little sound.  just screen taps for now.
tried adding DEL and BS idea to command-count.  test on visor... yay! works.
