identifying via menu
From the newsgroup: identifying by menu pops up multiple menus in succession if the player picks fewer invent entries than are being granted, but the second and subsequent ones could cover up the message window and hide the feedback from prior ones. If multiple popup menus are needed when identifying, issue --More-- before each menu after the first. The code seemed to be trying to do this already, but it should have used wait_synch() rather than mark_synch(), or perhaps used display_nhwindow(WIN_MESSAGE, TRUE) instead of either one of those. For curses, both mark_synch() and wait_synch() were no-ops. Now they do something. X11's behavior wasn't right either; it seemed to be lagging one message behind (something I had noticed recently and then forgotten about; I still don't remember the context then so don't know whether this fixes that earlier situation).
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@@ -1078,6 +1078,9 @@ sleeping or unconscious hero attacked by Medusa would meet her gaze
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if a trap killed both the hero's steed and the hero an impossible "dmonsfree:
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N+1 removed doesn't match N pending" warning could occur
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prevent paralyzed hero from helping nymph or succubus remove worn armor
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when identifying items via menu and more than one pass is needed (so when
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identifying 3 items and player only picks 1, for instance), issue
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--More-- because the next menu might cover up the ID message(s)
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1545,6 +1548,7 @@ curses: if a menu of objects contains at least one iron ball, and player is
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group accelerator rather than the start of a count
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curses: obey timed_delay option
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curses: support tty-style extended role/race/&c selection at start of new game
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curses: implement mark_synch() and wait_synch()
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macOS: Xcode project was failing to build if the path to the NetHack source
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tree contained a space; the issue was within some shell script code
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contained within the project
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