The wizard-mode option to highlight female monsters stopped having any
in-game effect after
cb0c21e. Formerly it caused female monsters to be
highlighted with a red background (red color + inverse); this commit
uses inverse video only without overriding their color. Ensuring the
color override works consistently with the ENHANCED_SYMBOLS 24-bit color
doesn't seem worth it for what is a very niche debugging option, and I
think inverse video should probably suffice.
It also used to be a TTY-only option, but this enables it in curses as
well.
/* water and lava look the same except for color; when color is off,
render lava in inverse video so that they look different */
if ((special & (MG_BW_LAVA | MG_BW_ICE)) != 0 && iflags.use_inverse) {
- attr = A_REVERSE; /* map_glyphinfo() only sets this if color is off */
+ /* reset_glyphmap() only sets MG_BW_foo if color is off */
+ attr = A_REVERSE;
+ }
+ /* highlight female monsters (wizard mode option) */
+ if ((special & MG_FEMALE) && iflags.wizmgender) {
+ attr = A_REVERSE;
}
}
to see although the Valkyrie quest ends up being hard on the eyes) */
if (((special & MG_PET) != 0 && iflags.hilite_pet)
|| ((special & MG_OBJPILE) != 0 && iflags.hilite_pile)
+ || ((special & MG_FEMALE) != 0 && iflags.wizmgender)
|| ((special & (MG_DETECT | MG_BW_LAVA | MG_BW_ICE)) != 0
&& iflags.use_inverse)) {
term_start_attr(ATR_INVERSE);