fix #H4237 - color ignored for X11 text map

Color was only being tracked for locations that had the pile of
objects flag set.  And hilite_pile made a monster on a pile take
on the color of the top object of the pile.

This restores the tracking of color for the whole map, and makes
highlighted piles be drawn in inverse like highligted pets.  The
drawing routine doesn't know the difference (but could tell, if
necessary, by testing whether the glyph is an object or a monster).

Also, variables 'inbuf', 'inptr', and 'incount' were global; limit
their scope to winmap.c.
This commit is contained in:
PatR
2016-02-08 19:01:26 -08:00
parent 67c8971253
commit a41382d308
2 changed files with 41 additions and 39 deletions

View File

@@ -179,8 +179,7 @@ X11: enable a scroll bar in menu windows
X11: support pre-selected entries in menu windows
X11: make the extended command menu be easier to use and look a little nicer
X11: make the getline text entry widget display a bigger text entry area
unix: add CHECK_PLNAME-option to sysconf to make WIZARDS, EXPLORERS, and
SHELLERS check player name instead of user's login name
X11: color didn't work when the map was displayed as text rather than tiles
General New Features
@@ -215,6 +214,11 @@ Platform- and/or Interface-Specific New Features
tty: menu_overlay -option to clear screen and align menus to left
tty: compile-time option to output escape codes for tile data hints
unix: compile-time option MSGHANDLER to pass messages to external program
unix: add CHECK_PLNAME-option to sysconf to make WIZARDS, EXPLORERS, and
SHELLERS check player's character name instead of login name
X11: new NetHack*highlight_prompt resource to control whether the persistent
prompt line between the map and message windows for the NetHack*slow
configuration will be highlighted when it's expecting input
NetHack Community Patches (or Variation) Included