water vs lava

When underwater, map adjacent lava as lava rather than as "not water".
The Valkyrie quest has lava adjacent to water and the hero ought to
be able recognize it while immersed so she doesn't try to climb out
of water directly into lava.

When the color option is disabled and lava uses the same symbol as
pool or as water (which is the case for default ascii, DECgraphics,
and IBMgraphics), apply the detected-monster display effect to lava.
For tty, this will draw it in inverse video if the use_inverse
option is enabled.  (Assumes non-tty will nearly always be using
color so not care.)  Creating a separate mapglyph special attribute
for B&W lava instead of overloading MG_DETECT ought to be done but
I didn't want to modify any interface code.
This commit is contained in:
PatR
2016-05-13 07:22:08 -07:00
parent 166cbd4434
commit 888695c328
3 changed files with 21 additions and 15 deletions
+3
View File
@@ -242,6 +242,7 @@ after using detection magic or #terrain while underwater, then leaving water
and saving while on land, save would flag you as underwater again and
then restore would limit the map display accordingly; next move would
notice, retify things, and report "you are on solid land again"
can see or feel adjacent lava when underwater
Fixes to Post-3.6.0 Problems that Were Exposed Via git Respository
@@ -271,6 +272,8 @@ tty: rename struct variable 'filter' (role.c) and function 'winch()' (wintty.c)
to avoid conflicts with <curses.h>
tty: skip selector letter and selection indicator (-,+,#) during menu coloring
tty: '>' no longer closes a menu window
tty: if color is disabled and use_inverse is enabled, display lava in inverse
video so that it is visually distinguishable from water
unix/X11: in top level Makefile, some commented out definitions of VARDATND
misspelled pilemark.xbm (as pilemark.xpm)
unix: options file with CR+LF line ends and an invalid option line resulted in