The lower two levels of Vlad's Tower were got showing the wizard-mode
special level indicator '[level_abbrev]' in #overview, nor appearing
for ^O or in the level teleport menu, indicating that Is_special()
wasn't finding them. It took a while to figure out why, but the fix
is trivial.
The code to apply an automatic annotation to the knox level was looking
for a drawbridge like on the castle level, but knox doesn't have any
drawbridge. Look for its door instead. (It's initially a secret door,
so won't be revealed via magic mapping. It needs to be found or
destroyed to get mapped as a door or empty doorway in order to trigger
the annotation.)
Also, give a tiny bit of variation to the knox level layout. It used
to have both the throne and the secret door on the lower of two similar
rows and the door into the treasure vault on the upper one. Now each
of the three can be on either of those two rows (independently of each
other), making eight possibilities. This doesn't accomplish much,
other than to make the secret door locations not always be at the same
fixed spot.
This set is the same as the default ascii symbols except that corner
walls are represented with '+' instead of '-' or '|' so that wall
joins are clearer. The baalz level looks a little better this way,
although not a lot. Unfortunately, most levels look a bit cluttered
with this, so I imagine it won't get a lot of use. At least it
serves as an example of being able to use "'c'" instead of "\123".
Originally I specified every terrain symbol explicitly, which was
how I noticed that S_darkroom and S_vibrating_square weren't being
handled. This has cut it down to just the wall symbols, serving as
explicit example of accepting default symbols for unspecified ones.
Quite a bit of special case code for something so inconsequential.
Tweak the baalz level layout a little to make it be a bit more
interesting, and perform custom wallification on it so that the
beetle layout becomes clearly visible. It looks great with
DECgraphics (and presumably IBMgraphics). It's recognizeable but
not as interesting with ordinary ascii because corner walls use
'-' or '|' so don't join up nicely. It looks a little weird
with tiles; the square aspect ratio of individual tiles makes it
end up being very elongated compared to character cell map it was
designed for.
As far as the level layout goes, the pair of secret doors into
Baalzebub's chamber have been give a random alternative. The two
right-most accessible columns were diggable--I don't know whether
that was intentional; it's been reduced to one right-most column.
The middle pair of legs were asymmetrical; this fixes that. The
beetle also now has eyes and an entry door in its mouth.
The meta keystroke commands which use an uppercase letter were all
missing from dat/hh:
M-A annotate level
M-C show conduct
M-N name something (synonym for M-n, which is a synonyn for 'C'all)
M-O display dungeon overview
M-R ride/unride steed
M-T tip a container
(All meta keystroke command shortcuts are missing from dat/help.)
I stumbled across why the Death Quotes hadn't been getting displayed
evenly before being recycled: ones I've added since 3.6.0--probably
even before the release--were unintentionally missing their '%e passage'
directive, so attempted look-up for those returned the very last one
(terminated by '%e title'). The recent change to read_passage() has
made '%e passage' be optional for one-line death quote passages, so
this patch doesn't bother putting them in.
Rename the option for adding coordinates to autodescribe feedback for
the '/' and ';' commands from 'getpos_coord' to 'whatis_coord', after
the '/' command that uses it instead of after the internal routine
that implements it. The 'whatis' name was only in dat/hh as far as I
could find, so this changes it to 'what-is' and also updates dat/help
and the Guidebook to mention the name too.
Add a 'screen' choice to the option to show coordinates as row,column
rather than x,y or compass direction(s). Revise the /m, /M, /o, /O
operations of 'what-is' to honor the whatis_coord option (mostly; a
value of 'none' gets overridden by 'map' to force coordinates).
Also, update the description of the functionality of the '/' command
in the Guidebook. The .mn version is tested, the .tex one isn't.
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
Originally this was called the window edge patch.
The number of passages felt a little light, so split one of the
long-ish ones into two. The punchline that now ends the first one was
being watered down by continuing the text, and an interesting bit that
was left out can be added to finish the second part. They both lose
some context but I think they work ok separately.
Give all the attribution lines more indentation than a single tab so
that they never line up exactly the same as the text which precedes them.
Combine some attribution lines that had been split across two or three
lines but could reasonably fit on one or two.
Include a second boomerang quote from Pratchett--currently commented out
since the first boomerang quote is also from him.
Passage 1 of the Colour of Magic: 'bazaars' was misspelled 'bazarrs'.
There were a couple of other things that didn't match the paperback copy
I recently recovered from loan: 'radiation' should be 'radiations', and
'dark' was omitted from 'a tall dark figure'.
Unlike the later Harper editions, the early Signet ones retain British
spelling (at least for 'colour'). I failed to find the second passsage
via flipping through the pages, so wasn't able to proof-check that one.
The samurai ones leave something to be desired since they make no
attempt to include Japanese terminology or to make sure the tone stays
appropriate to a samurai's honor.
Update the unix Makefiles and the older OSX hints files to handle the
pile marker tile overlay. I didn't touch hints/macosx10.10 and .11
since I think there's still a merge for them pending.
A couple of formatting tweaks for bemain.c are included, for no
compelling reason. What are the odds that anyone will every build
that again?