special level's lit state when changing terrain
Part of pull request #308: when using des.terrain to set terrain, default for lit state becomes 'unchanged' rather than 'unlit'. des.replace_terrain already operates that way. Replace lit state magic numbers -1 and -2 with SET_LIT_RANDOM and SET_LIT_NOCHANGE. Also change SET_TYPLIT() to not operate on map column 0 and move it from rm.h to sp_lev.h. It never belonged there, is only used in sp_lev.c, and now because of the SET_LIT_ macros it couldn't be used anywhere else unless sp_lev.h gets included too.
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@@ -1,4 +1,4 @@
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.297 $ $NHDT-Date: 1599255099 2020/09/04 21:31:39 $
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.298 $ $NHDT-Date: 1599434249 2020/09/06 23:17:29 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -326,6 +326,8 @@ the fix to make worm visibility checks work as intended forced the coordinates
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reverses the segments and can throw some away if there isn't room,
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but throwing away the extra segment removed the worm from the map
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using 'O' to try to change 'symset' was a no-op; 'roguesymset' worked
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change default for lit attribute in special level des.terrain directives to
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'unchanged' instead of 'unlit'
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curses: 'msg_window' option wasn't functional for curses unless the binary
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also included tty support
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