Issue reported by elunna: none of the display choices for #terrain offered a way to show the terrain beneath temporary gas/cloud regions (except "full map" in wizard mode or explore mode). That prevented the command from being used to find stairs and portals which had been mapped before becoming covered up. Adding extra menu choices to deal with visible regions would result in #terrain becoming a mess. Instead, treat regions as if they were traps. Picking a choice that includes traps will show region spots which are in view as cloud or poison cloud, picking one that excludes traps will show the underlying terrain. Region spots which aren't within view are handled the same as before: whatever the hero remembers at their location gets displayed. The default menu choice excludes traps so will display stairs that are covered by gas cloud regions, but not portals, same as when no regions are present. When showing traps and one is covered by a gas cloud, the trap will be shown rather than the gas cloud, making it possible to see known portals. At the moment the new "#terrain handles regions like traps" feature hasn't been documented anywhere. That might get rectified someday. I'm not sure whether trap detection ought to also detect regions now. This doesn't attempt to tackle that and I think that I'll pretend that the idea never occurred to me. 'parnoid_confirm:traps' definitely ought to prompt for confirmation when entering a visible harmful region. This doesn't add that. Bonus fix: it's possible for a visible region to cover up a not yet explored location. Searching next to such a spot wasn't changing the spot to be marked as explored (unless hero was blind). Now it will. Fixes #1262
184 KiB
184 KiB