Fix more dark_room and nocolor
Fixes for example the case of searching while blind, as reported by Boudewijn.
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@@ -578,7 +578,7 @@ xchar x, y;
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if (lev->typ != ROOM && lev->seenv) {
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map_background(x, y, 1);
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} else {
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lev->glyph = (flags.dark_room && !Is_rogue_level(&u.uz))
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lev->glyph = (flags.dark_room && iflags.use_color && !Is_rogue_level(&u.uz))
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? cmap_to_glyph(S_darkroom)
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: (lev->waslit ? cmap_to_glyph(S_room)
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: cmap_to_glyph(S_stone));
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@@ -587,7 +587,7 @@ xchar x, y;
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} else if ((lev->glyph >= cmap_to_glyph(S_stone)
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&& lev->glyph < cmap_to_glyph(S_darkroom))
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|| glyph_is_invisible(levl[x][y].glyph)) {
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lev->glyph = (flags.dark_room && !Is_rogue_level(&u.uz))
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lev->glyph = (flags.dark_room && iflags.use_color && !Is_rogue_level(&u.uz))
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? cmap_to_glyph(S_darkroom)
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: (lev->waslit ? cmap_to_glyph(S_room)
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: cmap_to_glyph(S_stone));
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@@ -601,7 +601,7 @@ xchar x, y;
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if (lev->typ == CORR && lev->glyph == cmap_to_glyph(S_litcorr)
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&& !lev->waslit)
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show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
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else if (lev->typ == ROOM && flags.dark_room
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else if (lev->typ == ROOM && flags.dark_room && iflags.use_color
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&& lev->glyph == cmap_to_glyph(S_room))
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show_glyph(x, y, lev->glyph = cmap_to_glyph(S_darkroom));
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}
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@@ -632,7 +632,7 @@ xchar x, y;
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/* Floor spaces are dark if unlit. Corridors are dark if unlit. */
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if (lev->typ == ROOM && lev->glyph == cmap_to_glyph(S_room)
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&& (!lev->waslit || flags.dark_room))
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&& (!lev->waslit || (flags.dark_room && iflags.use_color)))
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show_glyph(x, y, lev->glyph = cmap_to_glyph(
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flags.dark_room ? S_darkroom : S_stone));
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else if (lev->typ == CORR && lev->glyph == cmap_to_glyph(S_litcorr)
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