When movement points > vision points, don't reveal in the minimap hexes that can be moved to but aren't yet visible.
Fixes #1645.
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1 changed files with 2 additions and 2 deletions
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@ -84,12 +84,12 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
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if(!map.on_board_with_border(loc))
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continue;
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const bool highlighted = reach_map && reach_map->count(loc) != 0;
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const bool shrouded = (resources::screen != nullptr && resources::screen->is_blindfolded()) || (vw != nullptr && vw->shrouded(loc));
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// shrouded hex are not considered fogged (no need to fog a black image)
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const bool fogged = (vw != nullptr && !shrouded && vw->fogged(loc));
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const bool highlighted = reach_map && reach_map->count(loc) != 0 && !shrouded;
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const t_translation::terrain_code terrain = shrouded ?
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t_translation::VOID_TERRAIN : map[loc];
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const terrain_type& terrain_info = tdata.get_terrain_info(terrain);
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