Allow killing your quest leader, just to make games winnable if you
converted before doing the quest.
Boost the quest leaders and give them some equipment. King Arthur
gets Excalibur. Killing quest leader gives really bad luck and
makes your god angry at you, and killing quest guardians gives
smaller penalties.
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
Add questpgr formatting codes to support pronouns for leader,
nemesis, deity, and artifact.
%lh -> "he" or "she" for leader; %nh for nemesis; %dh for hero's god;
%li -> "him" or "her"; likewise %ni, %di;
%lj -> "his" or "her"; and %nj, %dj;
H, I, and J modifiers yield capitalized form of same.
%oh -> "it" or "they" for artifact (Eyes of the Overworld is plural);
%oi -> "it" or "them";
%oj -> "its" or "their"; plus capitalization with uppercase modifiers.
Also, %O yields shortened artifact name ("the Foo" in place of "the Foo
of Bar"). These provide support for terser summary lines, but can also
be used in the regular quest text passages.
A couple of nemeses don't specify gender. The random choices need
to be made early so that the leaders' messages can get them right. This
chooses during role initialization and then uses that result once the
corresponding monster is eventually created. It does the same for leader
even though no current leader needs it, and for deity too.
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)