complicate #vanquished monsters processing...
...to make it more interesting. Using #vanquished in wizard mode or answering 'a' to the "disclose vanquished monsters?" prompt will put up a menu to choose how the list of vanquished monsters should be ordered. Right now there are 6 choices: Traditional: by monster level, by internal index within level; by monster toughness, by internal index within monstr[] rating; alphabetically, first unique monsters, then others; by monster class, low to high level within class; by count, high to low, by internal index within tied count; by count, low to high, by internal index within tied count. Two other orderings are implemented but suppressed from the menu since they seemed uninteresting (alphabetical with uniques intermixed with other monsters, and by-class high to low within class). The first two are very similar to each other and one of them should probably be discarded too. The by-class order(s) have class-name separator lines between classes. Options parsing for end of game disclosure has extended current +v (always show vanquished monsters) -v (never show vanquished monsters) yv (prompt about them, with default response 'y') nv (prompt about them, with default response 'n') to include #v (always show vanquished monsters and choose the ordering) ?v (prompt about them, with default response 'a' to choose ordering) The 'a' response was picked because it's easy to use ynaq() instead of ynq(), but it can be considered to mean "ask about sort order". (Neither of the two new option values could be "av"; 'a' for disclosing attributes would become ambiguous.) +v or answering 'y' for any of yv, nv, or ?v uses the most recent sort ordering (if #vanquished has been used in wizard mode) or the traditional one (normal mode, or #vanquished not used). Players will probably want to specify a default order and then use +v rather than choose the final order from a menu. That hasn't been implemented here. Count high to low might be a better default than level high to low. While looking through Guidebook.tex to try to determine whether the new text needed special handling, I spotted multiple mistakes in the existing text. Probably all from earlier updates of mine; this attempts to fix them. As usual of late, Guidebook.mn has been tested and Guidebook.tex hasn't.
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@@ -636,7 +636,7 @@ will give a brief reminder about how it works.
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If the
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{\it autodescribe\/}
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option is on, a short description of what you see at each location is
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shown as you move the cursor. Typing `{\tt #}' while picking a location will
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shown as you move the cursor. Typing `{\tt \#}' while picking a location will
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toggle that option on or off.
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The
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{\it whatis\verb+_+coord\/}
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@@ -953,10 +953,11 @@ the exchange still takes place.
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\item[\tb{X}]
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Toggle two-weapon combat, if your character can do it. Also available
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via the ``{\tt \#twoweapon}'' extended command.\\
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+.lp ""
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+(In versions prior to 3.6 this was the command to switch from normal
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+play to ``explore mode'', also known as ``discovery mode'', which has now
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+been moved to ``{\tt \#explore}''.)
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%.lp ""
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(In versions prior to 3.6 this was the command to switch from normal
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play to ``explore mode'', also known as ``discovery mode'', which has now
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been moved to ``{\tt \#explore}''.)
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%.lp
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\item[\tb{\^{}X}]
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Display basic information about your character.\\
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@@ -2569,6 +2570,22 @@ lets you refine how it behaves. Here are the valid prefixes:
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%.ei
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%.ed
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The listing of vanquished monsters can be sorted,
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so there are two additional choices for `{\tt v}':
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%.sd
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%.si
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{\tt ?} --- prompt you and default to ask on the prompt;\\
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{\tt\#} --- disclose it without prompting, ask for sort order.
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%.ei
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%.ed
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Asking refers to picking one of the orderings from a menu.
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The `{\tt +}' disclose without prompting choice,
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or being prompted and answering `{\tt y}' rather than `{\tt a}',
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will default to showing monsters in the traditional order,
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from high level to low level.
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.lp ""
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%.lp ""
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(ex.\ ``{\tt disclose:yi na +v -g o}'')
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The example sets
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@@ -3083,15 +3100,15 @@ The possibile settings are:
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%.sd
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%.si
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{\tt c} --- \verb#compass ('east' or '3s' or '2n,4w')#;
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{\tt m} --- \verb#map <x,y> (map column x=0 is not used)#;
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{\tt s} --- \verb#screen [row,column] (row is offset to match tty usage)#;
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{\tt c} --- \verb#compass ('east' or '3s' or '2n,4w')#;\\
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{\tt m} --- \verb#map <x,y> (map column x=0 is not used)#;\\
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{\tt s} --- \verb#screen [row,column] (row is offset to match tty usage)#;\\
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{\tt n} --- \verb#none (no coordinates shown) [default]#.
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%.ei
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%.ed
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%.lp ""
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+The
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The
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{\it whatis\verb+_+coord\/}
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option is also used with
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the `{\tt /m}', `{\tt /M}', `{\tt /o}', and `{\tt /O}' sub-commands
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