Requested by a beta tester back in June: naming Sting or Orcrist
violates illiterate conduct. I left it at that; any object naming
could be construed as being literate, but I don't think breaking
conduct for doing such would be a good idea.
Vampires who were currently shape-shifted into a fog cloud, bat, or wolf
became an unkillable fog could, bat, or wolf if the player genocided
vampires. When such a creature was killed, the attempt to transform it
back into a vampire failed, but the monster continued to be resurrected
anyway.
Options parsing didn't support "default" (shown by the 'O' command)
or "Default symbols" (menu entry for choosing a symbol set via the
'O' command. Symbol handling is somewhat confusing, but this seems to
do the trick. They can't be truncated, but they're case-insensitive,
and "Default" and "symbols" can be separated by dash or underscore as
well as space, or run-together with no separator.
distant_name() temporarily blinded the hero before calling xname() or
doname() in order to prevent the object being formatted from having
its dknown flag set. The Eyes of the Overworld override blindness, so
that bit got set for heros wearing them regardless of intention. This
switches to a file-scope global instead of blindness as the way that
distant_name() tells xname() not to set dknown.
This bug has been present ever since the Eyes were added (3.3.0?).
Move the 'if (wizard) { /* give feedback for named fruit */ }' code
in ^X/enlightenment into an #if DEBUG block, and expand the if (wizard)
predicate with '&& explicitdebug("fruit")' to require that 'fruit' be in
DEBUGFILES. So, build with DEBUG enabled and run via
|% DEBUGFILES='fruit' nethack
to get it back....
This isn't actually a bug fix and it isn't necessary for 3.6.1, but I
got tired of seeing ^X and end-of-game disclosure of attributes end with
three lines about fruit when I'm not doing anything with named fruit.