disclose achievements
When disclosing conduct at end of game (but not during except in wizard mode), display achievements too. They're also included in dumplog if it's enabled. Previously they were only output as an extra field in xlogfile.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 topten.c $NHDT-Date: 1450451497 2015/12/18 15:11:37 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.44 $ */
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/* NetHack 3.6 topten.c $NHDT-Date: 1579914041 2020/01/25 01:00:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.62 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -430,6 +430,45 @@ encodeachieve()
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{
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long r = 0L;
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/*
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* Other potential achievements to track (some already recorded
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* for other purposes such as automatic level annotations or
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* quest progress):
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* entered mines branch,
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* chatted with the Oracle,
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* read a Discworld novel,
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* entered Sokoban's first level,
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* entered Bigroom level,
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* got quest summons,
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* entered quest branch,
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* chatted with leader,
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* entered second quest level,
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* entered last quest level,
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* defeated nemesis (not same as acquiring Bell or artifact),
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* completed quest (again, not the same as getting the items),
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* entered rogue level,
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* entered Fort Ludios level/branch,
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* entered Medusa level,
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* entered castle level,
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* opened castle drawbridge,
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* obtained castle wand,
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* entered valley level,
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* [assorted demon lairs?],
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* entered Vlad's tower branch,
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* defeated Vlad (not same as acquiring Candelabrum),
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* entered Wizard's tower area within relevant level,
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* defeated Wizard,
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* found vibrating square,
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* entered sanctum level,
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* [defeated Riders],
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* located the correct high altar (for initial alignment or current
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* one or both?) on the astral level.
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* Too many to include them all in a 32-bit mask, but that could
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* handle a lot of them. Defeated <foo> can be seen via the vanquished
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* monsters list and many or all of the entered <bar> can be seen via
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* the dungeon overview but both of those things go away as soon as
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* the program exits.
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*/
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if (u.uachieve.bell)
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r |= 1L << 0;
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if (u.uachieve.enter_gehennom)
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