Reduce the help line length to fit into 80 columns.
Check autopickup options in check_item_knowledge.

you.force_pickup[][] is only initialized (by _is_option_autopickup())
when encountering an item of that type; if you load a game from an old
save and display the item-knowledge menu before encountering an excepted
item, the table will be incorrectly initialized based on the item's base
type.

Instead, call item_needs_autopickup() on the temporary item; this
function in turn calls _is_option_autopickup() and therefore initialises
the relevant entries of you.force_pickup[][].
Remove amulet of controlled flight, mostly.

No longer randomly generate them, and remove them from the cloud mage's
loot.  They now exist only for amulet of the Air, old saves, and an
abyssal junk pile.
Kludge around coloured database entries not showing.

One-line ones are still broken, this kludge assumes everything that matches
/^<([^\n]*)>\n$/s is an alias reference.

The choice of syntax wasn't most fortunate...
Remove scrolls of detect curse.

These scrolls simultaneously encouraged scummy behavior (collecting dozens of
weapons/armour to detect curses on all of them at once) and were pretty much
junk after early game (because remove curse is common and you probably don't
actually want to try out every weapon in the game because of distortion
anyway).

I tried to change other scroll generation probabilities as little as possible,
but this means something like a 3-5% increase for most scrolls, and about 15%
for remove curse (as very partial compensation). The scroll generation code is
a bit cleaner now.

Upgraded games have detect curse converted to remove curse.
Drop the dc- prefix from three tile directory names, for consistency.
Don't show selected item count in autopickup menu.
Revert "Fix unknown items sometimes not showing the green autopickup square."

Sorry, this is buggy (#5754 and #5757)
Convert some fungi in entry vaults to toadstools.
Require db aliases to have no < inside.

This should remove any cases where something coloured would be taken for an
alias, as there's no point in a colour code but no content.

This is an equivalent of /^<[^<\n]*>\n$/s.
Assert out when committing a save when there are readers or writers.

Crawl never needs that, but if that ever changes (or someone reuses the
transactional filesystem-in-a-file elsewhere), there are potential problems
that, while easy to fix, would require that effort.
Do the whole of X[] save handling as one transaction.

Actually, not even one as it won't be committed until the next time you go
to a new level.  Subsequent writes of a given level in a transaction
overwrite the old uncommitted version.

This sadly can double the size of saves, if someone views all existing levels
in a game.
in autopickup_menu '-' now toggles known/unknown

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Add a comment how to allow readers to linger past commits.

I'm not putting that in, as Crawl currently doesn't need this and every use
of std::map for a new pair of types enlarges the executable by 30KB stripped,
1.1MB unstripped.
Transifex formatting fix.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Really make the guaranteed pan/abyss portal not mimics.
Allow deleting/overwriting save chunks while they're being read.

Crawl itself doesn't ever read and write at the same time (I doubt it ever
does more than one operation at once, too), but it just feels wrong to have
a known data-loss bug in code that's separable from the rest of Crawl.

By reusing already instantiated STL templates, this actually reduces binary
size somewhat.

This reverts commit ed9508da27c3ef0803bfd1e600465a5eb6566441.
Antialias the Vaults entrance.
Make staff of energy decrease spell hunger to 1/3 instead of 1/2.

Spell hunger is almost never significant enough for 1/2 to be any good. Let's
see if this works better.
Make staves and rods separate object classes.

They have about no overlap, more than both being usable as weapons.  A vast
majority of uses immediately checked item_is_rod()/item_is_staff().

I kept them shared for acquirement, for now.

Also, eliminate rods of smiting -- hardly ever used, problematic theme-wise
as they use "divine providence" without worship.  Keeping rods of striking
for now, could be used to fix artificer problems.  Adding/removing rod enums
is a mess due to tile handling, renaming ROD_SMITING to ROD_LIGHTNING for now.