Noticed while testing something: hero drank a potion of see invisible
and nearby invisible monster could now be seen--in theory--but I was
asked what to call the potion while the updated map was buffered. So
I didn't see the invisible monster until after naming the potion.
pline() flushes buffered map updates, but getlin() doesn't. I didn't
change that, but I've made docall() do so since the updated map may
make a difference in what the player can tell about whatever is being
'called'.
Fix the issue where a hallucinatory monster name which begins with
a slash is having that stripped off as if it was a gendor and/or
personal-name flag.
The main issue was pronouns ignoring hallucination and this doesn't
attempt to address that.
Also, add new hallucinatory name "leathery-winged avian" which has
been lurking for a while.
Provide a little more information when dumplog is unavailable.
While testing various permutations, I encountered a couple of
problems with conditionally declared variables.
The Windows data file path has to be constructed because
Windows defines VERSION_IN_DLB_FILENAME.
Keep the personal configuration file details as the last
information displayed.
Have the --showpaths feedback mention whether dlb is in use or not,
and show the container file name(s) when it is. Users of prebuilt
binaries or who build with a hints file instead of picking and
choosing things in config.h might not know, and vms (if it ever
catches up with --showpaths) uses a different container name from
everybody else ("nh-data.dlb" instead of "nhdat").
All Is_*_level tests during early startup would test as true until
dungeon_topology was initialized in a new game or restored from
a save file. That could result in some unexpected code paths being
taken.
The mapglyph() change made a variable obsolete but it got left in
(idx = SYM_PET_OVERRIDE...). Take it out and fix up the formatting
for the block of code that had it.
remove_region() calls newsym() when removing gas clouds, but when
newsym() checked whether it was updating a gas cloud location it
always got a false 'yes' because the region hadn't been removed yet.
Fixing this didn't seem to make any observable difference so it must
be followed fairly rapidly by a full vision recalc.