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.
This commit is contained in:
@@ -102,7 +102,15 @@ unsigned mgflags;
|
||||
* Warning: For speed, this makes an assumption on the order of
|
||||
* offsets. The order is set in display.h.
|
||||
*/
|
||||
if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
|
||||
if ((offset = (glyph - GLYPH_NOTHING_OFF)) >= 0) {
|
||||
idx = SYM_NOTHING + SYM_OFF_X;
|
||||
color = NO_COLOR;
|
||||
special |= MG_NOTHING;
|
||||
} else if ((offset = (glyph - GLYPH_UNEXPLORED_OFF)) >= 0) {
|
||||
idx = SYM_UNEXPLORED + SYM_OFF_X;
|
||||
color = NO_COLOR;
|
||||
special |= MG_UNEXPL;
|
||||
} else if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
|
||||
idx = mons[offset].mlet + SYM_OFF_M;
|
||||
if (has_rogue_color)
|
||||
color = CLR_RED;
|
||||
|
||||
Reference in New Issue
Block a user