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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@@ -584,8 +584,6 @@ makevtele()
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void
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clear_level_structures()
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{
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static struct rm zerorm = { cmap_to_glyph(S_stone),
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0, 0, 0, 0, 0, 0, 0, 0, 0 };
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register int x, y;
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register struct rm *lev;
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@@ -596,7 +594,7 @@ clear_level_structures()
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for (x = 0; x < COLNO; x++) {
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lev = &levl[x][0];
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for (y = 0; y < ROWNO; y++) {
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*lev++ = zerorm;
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*lev++ = cg.zerorm;
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/*
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* These used to be '#if MICROPORT_BUG',
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* with use of memset(0) for '#if !MICROPORT_BUG' below,
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