be more discerning on the backgrounds presented
Changes to be committed: modified: src/display.c
This commit is contained in:
@@ -1,4 +1,4 @@
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/* NetHack 3.6 display.c $NHDT-Date: 1433808638 2015/06/09 00:10:38 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
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/* NetHack 3.6 display.c $NHDT-Date: 1433838903 2015/06/09 08:35:03 $ $NHDT-Branch: win32-x64-working $:$NHDT-Revision: 1.61 $ */
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/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
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/* and Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1702,10 +1702,40 @@ STATIC_OVL int
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get_bk_glyph(x,y)
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xchar x, y;
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{
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int idx;
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int retglyph = NO_GLYPH;
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struct rm *lev = &levl[x][y];
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retglyph = back_to_glyph(x, y); /* assumes hero can see x,y */
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switch (lev->typ) {
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case SCORR:
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case STONE:
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idx = level.flags.arboreal ? S_tree : S_stone;
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break;
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case ROOM:
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idx = S_room;
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break;
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case CORR:
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idx = (lev->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
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break;
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case ICE:
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idx = S_ice;
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break;
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case AIR:
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idx = S_air;
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break;
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case CLOUD:
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idx = S_cloud;
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break;
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case WATER:
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idx = S_water;
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break;
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default:
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idx = S_room;
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break;
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}
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retglyph = cmap_to_glyph(idx);
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if (!cansee(x, y) && !lev->waslit) {
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/* Floor spaces are dark if unlit. Corridors are dark if unlit. */
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if (lev->typ == ROOM && retglyph == cmap_to_glyph(S_room))
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