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
+2
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 and saving while on land, save would flag you as underwater again and
then restore would limit the map display accordingly; next move would then restore would limit the map display accordingly; next move would
notice, retify things, and report "you are on solid land again" 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 can see or feel adjacent lava or ice when underwater
+3 -1
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. */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */ /* 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; iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0; u.uinwater = u.uburied = 0;
u.uswallow = 0; u.uswallow = 0;
if (iflags.save_uinwater || iflags.save_uburied)
docrt();
default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone); default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
/* for 'full', show the actual terrain for the entire level, /* for 'full', show the actual terrain for the entire level,
otherwise what the hero remembers for seen locations with otherwise what the hero remembers for seen locations with