When movement points > vision points, don't reveal in the minimap hexes that can be moved to but aren't yet visible.

Fixes #1645.
This commit is contained in:
josteph 2017-10-30 23:44:59 +00:00 committed by Charles Dang
parent 02ebe5227d
commit 28cfa72de0

View file

@ -84,12 +84,12 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
if(!map.on_board_with_border(loc))
continue;
const bool highlighted = reach_map && reach_map->count(loc) != 0;
const bool shrouded = (resources::screen != nullptr && resources::screen->is_blindfolded()) || (vw != nullptr && vw->shrouded(loc));
// shrouded hex are not considered fogged (no need to fog a black image)
const bool fogged = (vw != nullptr && !shrouded && vw->fogged(loc));
const bool highlighted = reach_map && reach_map->count(loc) != 0 && !shrouded;
const t_translation::terrain_code terrain = shrouded ?
t_translation::VOID_TERRAIN : map[loc];
const terrain_type& terrain_info = tdata.get_terrain_info(terrain);