Clive Crous' Dark Room patch
This patch adds a new glyph that represents dark parts of room, splitting the dual functionality of the "unexplored/dark area" glyph.
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@@ -23,6 +23,7 @@ struct flag {
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boolean biff; /* enable checking for mail */
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boolean bones; /* allow saving/loading bones */
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boolean confirm; /* confirm before hitting tame monsters */
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boolean dark_room; /* show shadows in lit rooms */
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boolean debug; /* in debugging mode */
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#define wizard flags.debug
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boolean end_own; /* list all own scores */
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155
include/rm.h
155
include/rm.h
@@ -128,99 +128,102 @@
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#define S_bars 17 /* KMH -- iron bars */
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#define S_tree 18 /* KMH */
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#define S_room 19
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#define S_corr 20
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#define S_litcorr 21
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#define S_upstair 22
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#define S_dnstair 23
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#define S_upladder 24
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#define S_dnladder 25
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#define S_altar 26
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#define S_grave 27
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#define S_throne 28
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#define S_sink 29
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#define S_fountain 30
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#define S_pool 31
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#define S_ice 32
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#define S_lava 33
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#define S_vodbridge 34
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#define S_hodbridge 35
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#define S_vcdbridge 36 /* closed drawbridge, vertical wall */
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#define S_hcdbridge 37 /* closed drawbridge, horizontal wall */
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#define S_air 38
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#define S_cloud 39
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#define S_water 40
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#define S_darkroom 20
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#define S_corr 21
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#define S_litcorr 22
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#define S_upstair 23
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#define S_dnstair 24
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#define S_upladder 25
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#define S_dnladder 26
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#define S_altar 27
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#define S_grave 28
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#define S_throne 29
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#define S_sink 30
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#define S_fountain 31
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#define S_pool 32
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#define S_ice 33
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#define S_lava 34
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#define S_vodbridge 35
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#define S_hodbridge 36
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#define S_vcdbridge 37 /* closed drawbridge, vertical wall */
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#define S_hcdbridge 38 /* closed drawbridge, horizontal wall */
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#define S_air 39
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#define S_cloud 40
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#define S_water 41
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/* end dungeon characters, begin traps */
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#define S_arrow_trap 41
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#define S_dart_trap 42
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#define S_falling_rock_trap 43
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#define S_squeaky_board 44
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#define S_bear_trap 45
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#define S_land_mine 46
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#define S_rolling_boulder_trap 47
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#define S_sleeping_gas_trap 48
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#define S_rust_trap 49
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#define S_fire_trap 50
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#define S_pit 51
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#define S_spiked_pit 52
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#define S_hole 53
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#define S_trap_door 54
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#define S_teleportation_trap 55
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#define S_level_teleporter 56
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#define S_magic_portal 57
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#define S_web 58
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#define S_statue_trap 59
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#define S_magic_trap 60
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#define S_anti_magic_trap 61
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#define S_polymorph_trap 62
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#define S_arrow_trap 42
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#define S_dart_trap 43
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#define S_falling_rock_trap 44
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#define S_squeaky_board 45
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#define S_bear_trap 46
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#define S_land_mine 47
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#define S_rolling_boulder_trap 48
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#define S_sleeping_gas_trap 49
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#define S_rust_trap 50
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#define S_fire_trap 51
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#define S_pit 52
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#define S_spiked_pit 53
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#define S_hole 54
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#define S_trap_door 55
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#define S_teleportation_trap 56
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#define S_level_teleporter 57
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#define S_magic_portal 58
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#define S_web 59
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#define S_statue_trap 60
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#define S_magic_trap 61
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#define S_anti_magic_trap 62
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#define S_polymorph_trap 63
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/* end traps, begin special effects */
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#define S_vbeam 63 /* The 4 zap beam symbols. Do NOT separate. */
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#define S_hbeam 64 /* To change order or add, see function */
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#define S_lslant 65 /* zapdir_to_glyph() in display.c. */
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#define S_rslant 66
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#define S_digbeam 67 /* dig beam symbol */
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#define S_flashbeam 68 /* camera flash symbol */
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#define S_boomleft 69 /* thrown boomerang, open left, e.g ')' */
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#define S_boomright 70 /* thrown boomerand, open right, e.g. '(' */
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#define S_ss1 71 /* 4 magic shield glyphs */
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#define S_ss2 72
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#define S_ss3 73
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#define S_ss4 74
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#define S_poisoncloud 75
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#define S_goodpos 76 /* valid position for targeting */
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#define S_vbeam 64 /* The 4 zap beam symbols. Do NOT separate. */
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#define S_hbeam 65 /* To change order or add, see function */
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#define S_lslant 66 /* zapdir_to_glyph() in display.c. */
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#define S_rslant 67
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#define S_digbeam 68 /* dig beam symbol */
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#define S_flashbeam 69 /* camera flash symbol */
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#define S_boomleft 70 /* thrown boomerang, open left, e.g ')' */
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#define S_boomright 71 /* thrown boomerand, open right, e.g. '(' */
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#define S_ss1 72 /* 4 magic shield glyphs */
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#define S_ss2 73
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#define S_ss3 74
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#define S_ss4 75
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#define S_poisoncloud 76
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#define S_goodpos 77 /* valid position for targeting */
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/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
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/* the function swallow_to_glyph() in display.c. */
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#define S_sw_tl 77 /* swallow top left [1] */
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#define S_sw_tc 78 /* swallow top center [2] Order: */
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#define S_sw_tr 79 /* swallow top right [3] */
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#define S_sw_ml 80 /* swallow middle left [4] 1 2 3 */
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#define S_sw_mr 81 /* swallow middle right [6] 4 5 6 */
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#define S_sw_bl 82 /* swallow bottom left [7] 7 8 9 */
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#define S_sw_bc 83 /* swallow bottom center [8] */
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#define S_sw_br 84 /* swallow bottom right [9] */
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#define S_sw_tl 78 /* swallow top left [1] */
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#define S_sw_tc 79 /* swallow top center [2] Order: */
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#define S_sw_tr 80 /* swallow top right [3] */
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#define S_sw_ml 81 /* swallow middle left [4] 1 2 3 */
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#define S_sw_mr 82 /* swallow middle right [6] 4 5 6 */
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#define S_sw_bl 83 /* swallow bottom left [7] 7 8 9 */
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#define S_sw_bc 84 /* swallow bottom center [8] */
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#define S_sw_br 85 /* swallow bottom right [9] */
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#define S_explode1 85 /* explosion top left */
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#define S_explode2 86 /* explosion top center */
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#define S_explode3 87 /* explosion top right Ex. */
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#define S_explode4 88 /* explosion middle left */
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#define S_explode5 89 /* explosion middle center /-\ */
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#define S_explode6 90 /* explosion middle right |@| */
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#define S_explode7 91 /* explosion bottom left \-/ */
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#define S_explode8 92 /* explosion bottom center */
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#define S_explode9 93 /* explosion bottom right */
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#define S_explode1 86 /* explosion top left */
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#define S_explode2 87 /* explosion top center */
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#define S_explode3 88 /* explosion top right Ex. */
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#define S_explode4 89 /* explosion middle left */
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#define S_explode5 90 /* explosion middle center /-\ */
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#define S_explode6 91 /* explosion middle right |@| */
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#define S_explode7 92 /* explosion bottom left \-/ */
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#define S_explode8 93 /* explosion bottom center */
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#define S_explode9 94 /* explosion bottom right */
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/* end effects */
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#define MAXPCHARS 94 /* maximum number of mapped characters */
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#define MAXDCHARS 41 /* maximum of mapped dungeon characters */
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#define MAXPCHARS 95 /* maximum number of mapped characters */
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#define MAXDCHARS 42 /* maximum of mapped dungeon characters */
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#define MAXTCHARS 22 /* maximum of mapped trap characters */
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#define MAXECHARS 31 /* maximum of mapped effects characters */
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#define MAXEXPCHARS 9 /* number of explosion characters */
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#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
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struct symdef {
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uchar sym;
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const char *explanation;
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