-/* NetHack 3.6 display.c $NHDT-Date: 1433808638 2015/06/09 00:10:38 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
+/* NetHack 3.6 display.c $NHDT-Date: 1433899975 2015/06/10 01:32:55 $ $NHDT-Branch: master $:$NHDT-Revision: 1.61 $ */
/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
/* and Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
}
/*
- * This is used to get the glyph for background to merge into
- * tile ports to improve the appearance of stuff on dark room
- * squares and the plane of air there.
+ * This will be used to get the glyph for the background so that
+ * it can potentially be merged into graphical window ports
+ * to improve the appearance of stuff on dark room
+ * squares and the plane of air etc.
+ *
+ * Until that is working correctly in the branch, however, for now
+ * we just return the standard lit room background.
*/
+
STATIC_OVL int
get_bk_glyph(x,y)
xchar x, y;
int retglyph = NO_GLYPH;
struct rm *lev = &levl[x][y];
- retglyph = back_to_glyph(x, y); /* assumes hero can see x,y */
- if (!cansee(x, y) && !lev->waslit) {
- /* Floor spaces are dark if unlit. Corridors are dark if unlit. */
- if (lev->typ == ROOM && retglyph == cmap_to_glyph(S_room))
- retglyph = cmap_to_glyph((flags.dark_room && iflags.use_color)
- ? (DARKROOMSYM)
- : S_stone);
- else if (lev->typ == CORR && retglyph == cmap_to_glyph(S_litcorr))
- retglyph = cmap_to_glyph(S_corr);
- }
- return retglyph;
+ return cmap_to_glyph(S_room);
}
/* -------------------------------------------------------------------------