diff --git a/doc/fixes34.3 b/doc/fixes34.3 index 75aee3998..0dc20adba 100644 --- a/doc/fixes34.3 +++ b/doc/fixes34.3 @@ -68,6 +68,8 @@ fix an impossible rndmonst: bad `mndx' bug pets should not try to go after objects that they can't reach cutting a shopkeeper polymorphed in to a long worm would generate strange messages and could cause a crash +reading a cursed scroll of light in a corridor wouldn't display correctly + if lit_corridor option was disabled Platform- and/or Interface-Specific Fixes diff --git a/src/display.c b/src/display.c index 64e34d8db..31012e3ac 100644 --- a/src/display.c +++ b/src/display.c @@ -746,14 +746,14 @@ newsym(x,y) * Note: If flags.lit_corridor is set, then corridors act like room * squares. That is, they light up if in night vision range. * If flags.lit_corridor is not set, then corridors will - * remain dark unless lit by a light spell. + * remain dark unless lit by a light spell and may darken + * again, as discussed above. * * These checks and changes must be here and not in back_to_glyph(). * They are dependent on the position being out of sight. */ else if (!lev->waslit) { - if (flags.lit_corridor && lev->glyph == cmap_to_glyph(S_litcorr) && - lev->typ == CORR) + if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR) show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr)); else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));