static void write_inventory(struct Thing * player, FILE * file);
/* Return map cells sequence as visible to the "player", with invisible cells as
- * whitespace. Super-impose over visible map cells things positioned there.
+ * whitespace. Super-impose over visible map cells things positioned there,
+ * with animate things overwriting inanimate things, and inanimate consumable
+ * things overwriting inanimate non-consumable things.
*/
static char * build_visible_map(struct Thing * player);
}
}
struct Thing * t;
- struct ThingType * tt;
char c;
uint8_t i;
- for (i = 0; i < 2; i++)
+ for (i = 0; i < 3; i++)
{
for (t = world.things; t != 0; t = t->next)
{
- if ( 'v'==player->fov_map[t->pos.y*world.map.length+t->pos.x]
- && ( (0 == i && 0 == t->lifepoints)
- || (1 == i && 0 < t->lifepoints)))
+ if ('v'==player->fov_map[t->pos.y*world.map.length+t->pos.x])
{
- tt = get_thing_type(t->type);
- c = tt->char_on_map;
- visible_map[t->pos.y * world.map.length + t->pos.x] = c;
+ struct ThingType * tt = get_thing_type(t->type);
+ if ( (0 == i && !t->lifepoints && !tt->consumable)
+ || (1 == i && !t->lifepoints && tt->consumable)
+ || (2 == i && t->lifepoints))
+ {
+ c = tt->char_on_map;
+ visible_map[t->pos.y * world.map.length + t->pos.x] = c;
+ }
}
}
}