Merge branch 'master' into derek-farming
Reverse merge before final reintegration. * master: (40 commits) Fix magic mapped dark room symbols Disclose extinct species alongside genocided ones ... Conflicts: doc/fixes35.0 src/do.c src/files.c src/invent.c src/objnam.c sys/share/pcmain.c
This commit is contained in:
@@ -1952,6 +1952,8 @@ new players if it detects some anticipated mistakes (default on).
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.lp "confirm "
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Have user confirm attacks on pets, shopkeepers, and other
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peaceable creatures (default on).
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.lp dark_room
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Show out-of-sight areas of lit rooms (default off).
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.lp disclose
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -2051,6 +2053,9 @@ An obsolete synonym for ``gender:male''.
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Cannot be set with the `O' command.
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.lp mention_walls
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Give feedback when walking against a wall (default off).
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.lp menucolors
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Enable coloring menu lines (default off).
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See ``Configuring Menu Colors'' on how to configure the colors.
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.lp menustyle
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Controls the interface used when you need to choose various objects (in
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response to the Drop command, for instance). The value specified should
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@@ -2321,6 +2326,19 @@ the appearance of the display, not the way the game treats you.
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Show your approximate accumulated score on bottom line (default off).
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.lp "silent "
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Suppress terminal beeps (default on).
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.lp sortloot
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Controls the sorting behavior of the pickup lists for inventory
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and #loot commands and some others.
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The possible values are:
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.PS full
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.PL full
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always sort the lists;
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.PL loot
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only sort the lists that don't use inventory letters, like with
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the #loot and pickup commands;
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.PL none
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show lists the traditional way without sorting.
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.PE
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.lp sortpack
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Sort the pack contents by type when displaying inventory (default on).
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.lp sparkle
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@@ -2604,6 +2622,56 @@ The second example results in the exclusion of any corpse from autopickup.
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The last example results in the exclusion of items known to be cursed from
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autopickup.
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.hn 2
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Configuring Menu Colors
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.pg
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Some platforms allow you to define colors used in menu lines when the
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line matches a user-defined pattern. At this time the tty, win32tty and
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win32gui support this.
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.pg
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In general, the config file entries to configure the menu color mappings
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look like this:
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.si
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.lp MENUCOLOR="pattern"=color&attribute
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.ei
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.PS "menu color"
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.PL pattern
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the pattern to match;
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.PL color
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the color to use for lines matching the pattern;
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.PL attribute
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the attribute to use for lines matching the pattern. The attribute is
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optional, and if left out, you must also leave out the preceding ampersand.
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If no attribute is defined, no attribute is used.
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.PE
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.lp ""
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For explanation on pattern format and the matching routines, see
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the pattern in the ``Configuring User Sounds'' -section.
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.lp ""
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Allowed colors are black, red, green, brown, blue, magenta, cyan, gray,
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orange, lightgreen, yellow, lightblue, lightmagenta, lightcyan, and white.
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.lp ""
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Allowed attributes are none, bold, dim, underline, blink, and inverse.
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Note that the platform used may interpret the attributes any way it
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wants.
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.lp ""
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Here's an example of menu colors using NetHack's internal
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pattern matching facility:
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.sd
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.si
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MENUCOLOR="* blessed *"=green
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MENUCOLOR="* cursed *"=red
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MENUCOLOR="* cursed *(being worn)"=red&underline
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.ei
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.ed
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specifies that any menu line with " blessed " contained
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in it will be shown in green color, lines with " cursed " will be
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shown in red, and lines with " cursed " followed by "(being worn)"
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on the same line will be shown in red color and underlined.
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You can have multiple MENUCOLOR entries in your config file,
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and the last MENUCOLOR-line in your config file that matches
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a menu line will be used for the line.
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.pg
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.hn 2
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Configuring User Sounds
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.pg
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Some platforms allow you to define sound files to be played when a message
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@@ -2784,6 +2852,7 @@ O S_ogre (ogre)
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o S_orc (orc)
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p S_piercer (piercer)
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^ S_pit (pit)
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# S_poisoncloud (poison cloud)
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^ S_polymorph_trap (polymorph trap)
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} S_pool (water)
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! S_potion (potion)
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@@ -2363,6 +2363,9 @@ players if it detects some anticipated mistakes (default on).
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Have user confirm attacks on pets, shopkeepers, and other
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peaceable creatures (default on).
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%.lp
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%.lp
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\item[\ib{dark\_room}]
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Show out-of-sight areas of lit rooms (default off).
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\item[\ib{disclose}]
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -2479,6 +2482,10 @@ An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the
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\item[\ib{mention\_walls}]
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Give feedback when walking against a wall (default off).
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%.lp
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\item[\ib{menucolors}]
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Enable coloring menu lines (default off).
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See ``{\it Configuring Menu Colors\/}'' on how to configure the colors.
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%.lp
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\item[\ib{menustyle}]
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Controls the interface used when you need to choose various objects (in
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response to the Drop command, for instance). The value specified should
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@@ -2785,6 +2792,20 @@ Show your approximate accumulated score on bottom line (default off).
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\item[\ib{silent}]
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Suppress terminal beeps (default on).
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%.lp
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\item[\ib{sortloot}]
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Controls the sorting behavior of pickup lists for inventory
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and \#loot commands and some others.
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The possible values are:
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%.sd
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%.si
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{\tt full} --- always sort the lists;\\
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{\tt loot} --- only sort the lists that don't use inventory
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letters, like with the \#loot and pickup commands;\\
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{\tt none} --- show lists the traditional way without sorting.
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%.ei
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%.ed
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%.lp
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\item[\ib{sortpack}]
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Sort the pack contents by type when displaying inventory (default on).
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%.lp
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@@ -3141,6 +3162,71 @@ The second example results in the exclusion of any corpse from autopickup.
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The last example results in the exclusion of items known to be cursed from
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autopickup.
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%.lp
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%.hn 2
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\subsection*{Configuring Menu Colors}
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%.pg
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Some platforms allow you to define colors used in menu lines when the
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line matches a user-defined pattern. At this time the tty, win32tty and
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win32gui support this.
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%.pg
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In general, the config file entries to configure the menu color mappings
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look like this:
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\begin{verbatim}
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MENUCOLOR="pattern"=color&attribute
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\end{verbatim}
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\blist{}
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%.lp
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\item[\ib{pattern}]
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the pattern to match;
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%.lp
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\item[\ib{color}]
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the color to use for lines matching the pattern;
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%.lp
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\item[\ib{attribute}]
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the attribute to use for lines matching the pattern. The attribute is
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optional, and if left out, you must also leave out the preceding ampersand.
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If no attribute is defined, no attribute is used.
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\elist
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%.lp ""
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For explanation on pattern format and the matching routines, see
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the pattern in the {\it Configuring User Sounds} -section.
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%.lp ""
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Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
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{\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
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{\it lightgreen}, {\it yellow}, {\it lightblue}, {\it lightmagenta},
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{\it lightcyan}, and {\it white}.
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%.lp ""
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Allowed attributes are {\it none}, {\it bold}, {\it dim}, {\it underline},
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{\it blink}, and {\it inverse}.
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Note that the platform used may interpret the attributes any way it
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wants.
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%.lp ""
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Here's an example of menu colors using NetHack's internal
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pattern matching facility:
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\begin{verbatim}
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MENUCOLOR="* blessed *"=green
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MENUCOLOR="* cursed *"=red
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MENUCOLOR="* cursed *(being worn)"=red&underline
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\end{verbatim}
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specifies that any menu line with " blessed " contained
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in it will be shown in green color, lines with " cursed " will be
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shown in red, and lines with " cursed " followed by "(being worn)"
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on the same line will be shown in red color and underlined.
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You can have multiple MENUCOLOR entries in your config file,
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and the last MENUCOLOR-line in your config file that matches
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a menu line will be used for the line.
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%.pg
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%.lp
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%.hn 2
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\subsection*{Configuring User Sounds}
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@@ -3343,6 +3429,7 @@ Default & Symbol Name & Description\\
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\verb@o@ & S\_orc & (orc)\\
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\verb@p@ & S\_piercer & (piercer)\\
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\verb@^@ & S\_pit & (pit)\\
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\verb@#@ & S\_poisoncloud & (poison cloud)\\
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\verb@^@ & S\_polymorph\_trap & (polymorph trap)\\
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\verb@}@ & S\_pool & (water)\\
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\verb@!@ & S\_potion & (potion)\\
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@@ -887,13 +887,13 @@ show object symbols in menu headings in menus where those object symbols
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act as menu accelerators, toggleable via "menu_objsyms" option
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show t-shirt text at end of game inventory disclose
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hitting with a polearm remembers the position of the last monster you hit
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allow showing legal polearm positions when asked for location to hit
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add messages for trying to pick up some terrain features
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boomerang makes noise when hitting a sink
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non-pet rust monsters would eat rust-proofed non-digestibles but ignore
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those non-digestibles otherwise
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kicking a grave may topple the gravestone
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allow showing legal jumping positions when asked for location to jump to
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allow showing legal positions for stinking cloud, jumping and polearms
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when asked for a location
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cloned creatures (of any type) don't deathdrop items
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pudding corpses behave somewhat differently than before
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@@ -1114,6 +1114,7 @@ show more explicit reason why player was helpless at death
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added new hallucinatory-only gods
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options to create the character blind or nudist
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moving clouds on the plane of air
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disclose extinct species alongside genocided ones
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Platform- and/or Interface-Specific New Features
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@@ -1134,6 +1135,7 @@ smartphone: added "Type Cmd" command that allows to type arbitrary commands
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smartphone: added Q(quiver) command to "Attack" layout
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smartphone: fixed F command to prompt for direction
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unix,vms: altmeta option to handle terminals which send "ESC c" for Alt+c
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tty,win32gui,win32tty: add menucolors
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NetHack Community Patches (or Variation) Included
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@@ -1152,6 +1154,8 @@ adopt/adapt/improve the Paranoid_Quit patch; default is paranoid_confirm:pray
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adopt/adapt/improve Dungeon Overview
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Aardvark Joe's Extended Logfile
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Michael Deutschmann's use_darkgray
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Clive Crous' dark_room
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sortloot by Jeroen Demeyer and Jukka Lahtinen
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Code Cleanup and Reorganization
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