water vs lava
When underwater, map adjacent lava as lava rather than as "not water". The Valkyrie quest has lava adjacent to water and the hero ought to be able recognize it while immersed so she doesn't try to climb out of water directly into lava. When the color option is disabled and lava uses the same symbol as pool or as water (which is the case for default ascii, DECgraphics, and IBMgraphics), apply the detected-monster display effect to lava. For tty, this will draw it in inverse video if the use_inverse option is enabled. (Assumes non-tty will nearly always be using color so not care.) Creating a separate mapglyph special attribute for B&W lava instead of overloading MG_DETECT ought to be done but I didn't want to modify any interface code.
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@@ -242,6 +242,7 @@ after using detection magic or #terrain while underwater, then leaving water
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and saving while on land, save would flag you as underwater again and
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then restore would limit the map display accordingly; next move would
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notice, retify things, and report "you are on solid land again"
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can see or feel adjacent lava when underwater
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Respository
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@@ -271,6 +272,8 @@ tty: rename struct variable 'filter' (role.c) and function 'winch()' (wintty.c)
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to avoid conflicts with <curses.h>
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tty: skip selector letter and selection indicator (-,+,#) during menu coloring
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tty: '>' no longer closes a menu window
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tty: if color is disabled and use_inverse is enabled, display lava in inverse
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video so that it is visually distinguishable from water
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unix/X11: in top level Makefile, some commented out definitions of VARDATND
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misspelled pilemark.xbm (as pilemark.xpm)
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unix: options file with CR+LF line ends and an invalid option line resulted in
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