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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@@ -587,12 +587,12 @@ reglyph_darkroom()
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|| Is_rogue_level(&u.uz)) {
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if (lev->glyph == cmap_to_glyph(S_darkroom))
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lev->glyph = lev->waslit ? cmap_to_glyph(S_room)
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: cmap_to_glyph(S_stone);
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: GLYPH_NOTHING;
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} else {
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if (lev->glyph == cmap_to_glyph(S_room) && lev->seenv
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&& lev->waslit && !cansee(x, y))
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lev->glyph = cmap_to_glyph(S_darkroom);
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else if (lev->glyph == cmap_to_glyph(S_stone)
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else if (lev->glyph == GLYPH_NOTHING
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&& lev->typ == ROOM && lev->seenv && !cansee(x, y))
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lev->glyph = cmap_to_glyph(S_darkroom);
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}
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@@ -600,7 +600,7 @@ reglyph_darkroom()
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if (flags.dark_room && iflags.use_color)
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g.showsyms[S_darkroom] = g.showsyms[S_room];
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else
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g.showsyms[S_darkroom] = g.showsyms[S_stone];
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g.showsyms[S_darkroom] = g.showsyms[SYM_NOTHING + SYM_OFF_X];
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}
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/* check whether a user-supplied option string is a proper leading
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