Also #terrain command with dark_room on showed lit room floor on places with
objects or traps. We don't want to show dark room symbol anyway, because
the dark room symbols are only for line-of-sight, and #terrain should
override that...
unblock_point(x, y); /* vision */
exercise(A_WIS, TRUE);
nomul(0);
- feel_location(x, y); /* make sure it shows up */
+ feel_newsym(x, y); /* make sure it shows up */
You("find a hidden passage.");
} else {
/* Be careful not to find anything in an SCORR or SDOOR */
}
}
}
+ if (glyph == cmap_to_glyph(S_darkroom))
+ glyph = cmap_to_glyph(S_room); /* FIXME: dirty hack */
show_glyph(x, y, glyph);
}