Fix nocolor messing with dark_room on levelchange
As reported by Pat: > After leaving a level and then returning, I'm seeing lit > room squares as blank > Options all have their default settings OPTIONS=nocolor is the default; we should probably change this sometime, because nearly everyone plays with color.
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@@ -525,7 +525,7 @@ reglyph_darkroom()
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for (y = 0; y < ROWNO; y++) {
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struct rm *lev = &levl[x][y];
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if (!flags.dark_room || Is_rogue_level(&u.uz)) {
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if (!flags.dark_room || !iflags.use_color || Is_rogue_level(&u.uz)) {
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if (lev->glyph == cmap_to_glyph(S_darkroom))
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lev->glyph = lev->waslit ? cmap_to_glyph(S_room)
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: cmap_to_glyph(S_stone);
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