I wasted a bunch of time yesterday trying to figure out why a maze level in Gehennom wasn't being shown with orange walls and ended up reformatting a few glyph handling macros while hunting for the problem. It turned out that the wall color choosing was working as intended. I was looking at a maze bordered by solid stone (pale blue with Qt's tiles, unlike tty's blank space) rather than by walls. Anyway, a couple of the macros have had a little bit of common code factored out rather than just be reformatted so I'm putting this in. [For future, maybe stone should be given branch-specific coloring similar to walls?]
42 KiB
42 KiB