pressing @ when cursor positioning moves cursor on top of hero
pressing # when cursor positioning toggles automatic description of features
under the cursor
+cursor positioning ignores uninteresting dungeon features
Platform- and/or Interface-Specific New Features
lo_x = (pass == 0 && ty == lo_y) ? cx + 1 : 1;
hi_x = (pass == 1 && ty == hi_y) ? cx : COLNO - 1;
for (tx = lo_x; tx <= hi_x; tx++) {
- k = levl[tx][ty].glyph;
+ /* look at dungeon feature, not at user-visible glyph */
+ k = back_to_glyph(tx,ty);
+ /* uninteresting background glyph */
if (glyph_is_cmap(k) &&
- matching[glyph_to_cmap(k)]) {
+ (IS_DOOR(levl[tx][ty].typ) ||
+ glyph_to_cmap(k) == S_room ||
+ glyph_to_cmap(k) == S_corr ||
+ glyph_to_cmap(k) == S_litcorr)) {
+ /* what the hero remembers to be at tx,ty */
+ k = glyph_at(tx, ty);
+ }
+ if (glyph_is_cmap(k) &&
+ matching[glyph_to_cmap(k)] &&
+ levl[tx][ty].seenv &&
+ (!IS_WALL(levl[tx][ty].typ)) &&
+ (levl[tx][ty].typ != SDOOR) &&
+ glyph_to_cmap(k) != S_room &&
+ glyph_to_cmap(k) != S_corr &&
+ glyph_to_cmap(k) != S_litcorr) {
cx = tx, cy = ty;
if (msg_given) {
clear_nhwindow(WIN_MESSAGE);