make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that haven't been explored yet. GLYPH_NOTHING is a glyph that represents that which cannot be seen, for instance the dark part of a room when the dark_room option is not set. Since the symbol for stone can now be overridden to a players choice, it no longer made sense using S_stone for the dark areas of the room with dark_room off. This allows the same intended result even if S_stone symbol is mapped to something visible. GLYPH_UNEXPLORED is what areas of the map get initialized to now instead of STONE. This adds a pair of new symbols: S_unexplored and S_nothing. S_nothing is meant to be left as an unseen character (space) in order to achieve the intended effect on the display. S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and is a distinct symbol from S_stone, even if they are set to the same character. They don't have to be set to the same character. Hopefully there are minimal bugs, but it is a deviation from a fairly long-standing approach so there could be some unintended glitches that will need repair.
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@@ -18,6 +18,7 @@
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#define BOLT_LIM 8 /* from this distance ranged attacks will be made */
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#define MAX_CARR_CAP 1000 /* so that boulders can be heavier */
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#define DUMMY { 0 } /* array initializer, letting [1..N-1] default */
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#define DEF_NOTHING ' ' /* default symbol for NOTHING and UNEXPLORED */
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/* The UNDEFINED macros are used to initialize variables whose
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initialized value is not relied upon.
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@@ -93,6 +94,8 @@ enum dismount_types {
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#define MG_BW_LAVA 0x0080 /* 'black & white lava': highlight lava if it
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can't be distringuished from water by color */
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#define MG_BW_ICE 0x0100 /* similar for ice vs floor */
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#define MG_NOTHING 0x0200 /* char represents GLYPH_NOTHING */
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#define MG_UNEXPL 0x0400 /* char represents GLYPH_UNEXPLORED */
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/* sellobj_state() states */
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#define SELL_NORMAL (0)
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