Unresolved display issues with rxvt-unicode after the optimizations
dealing with switching between DECgraphics line-drawing character set
and normal character set.
Effectively comment them out rather than revert the commits.
The code doesn't handle zapping blinding ray at yourself;
maybe it should be changed to handle it, but for now just
prevent Sunsword blinding the hero.
Program terminated with signal SIGSEGV, Segmentation fault.
77 ../sysdeps/x86_64/multiarch/strlen-evex.S: No such file or directory.
(gdb) bt
at glyphs.c:419
at glyphs.c:173
op=0x5a34af30a574 "DECgraphics") at options.c:3418
This doesn't directly affect nethack, but it should prevent HTML
dumplog for variants that include that from showing T-shirt and
apron slogan text in tooltips for the 'gameover' map. And it makes
end-of-game attribute disclosure slightly less susceptible to being
unintentionally reverted.
Code in pull request #300 shows that it uses do_screen_description()
for tooltips and do_screen_description() uses distant_name() for
objects so that's where I added this change that will trigger the
code from commit c6992777f5.
From a reddit thread: after genociding "arch-lich", player's next
target was "master-lich". The character was a monk who immediately
died of genocide.
("Master<almost anything>" other than "master mind[ ]flayer" or
"Master Thief" or "Master Assassin" matches level 30 monk rank "Master".)
Rather than muck about with fairly complicated matching code, just add
"master-lich" and "masterlich" as explicit variations.
Disclosing final inventory while wearing an alchemy smock reported
the apron's slogan accurately but then disclosing attributes gave
different text if it was conferring poison resistance and/or acid
resistance. The extra text was unneeded/unwanted there anyway, so
simply suppress it rather than force it to be accurate.
3.6.x had the same issue but it wasn't detectable there because it
only had extra text for T-shirts and they don't confer attributes.
Reported by NetSysFire: if hero dealt a weapon-shattering melee
blow to an unseen target, the weapon was accurately described in
the accompanying message
|Its <formatted-weapon-description> is shattered from the force...!
If the hero can't see or sense the monster, report
|Its weapon is shattered from the force of your blow!
If the monster isn't seen but is sensed, then
|<Monster>'s weapon is shattered from the force of your blow!
Fixes#1220
early_init() calls decl_globals_init() which zeros out
a number structures:
ZERO(flags);
ZERO(iflags);
ZERO(a11y);
ZERO(disp);
ZERO(u);
ZERO(ubirthday);
ZERO(urealtime);
Setting values in any of those during startup prior to
the early_init() call was futile, and the values would
get overwritten.
Such was the case with the setting of iflags.colorcount
during Windows startup, so do it after early_init() has
been called.