use of #terrain while underwater

View the regular map, as originally intended, when using #terrain
while underwater.  Doing so means you can't see an underwater object
underneath an adjacent critter by viewing map+traps+objs (without
monsters), but being able to see the level map instead of just the
8 adjacent squares is more valuable.
This commit is contained in:
PatR
2016-05-13 19:16:18 -07:00
parent f768e1fd51
commit cce85939b5
2 changed files with 5 additions and 1 deletions

View File

@@ -242,6 +242,8 @@ 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"
change #terrain used while underwater to view the regular map rather than the
crippled underwater one
can see or feel adjacent lava or ice when underwater

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 detect.c $NHDT-Date: 1446369464 2015/11/01 09:17:44 $ $NHDT-Branch: master $:$NHDT-Revision: 1.61 $ */
/* NetHack 3.6 detect.c $NHDT-Date: 1463191981 2016/05/14 02:13:01 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.70 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1535,6 +1535,8 @@ int which_subset; /* when not full, whether to suppress objs and/or traps */
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
u.uswallow = 0;
if (iflags.save_uinwater || iflags.save_uburied)
docrt();
default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
/* for 'full', show the actual terrain for the entire level,
otherwise what the hero remembers for seen locations with