Skip to content

Commit

Permalink
When movement points > vision points, don't reveal in the minimap hex…
Browse files Browse the repository at this point in the history
…es that can be moved to but aren't yet visible.

Fixes #1645.
  • Loading branch information
jostephd authored and Vultraz committed Oct 31, 2017
1 parent 02ebe52 commit 28cfa72
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions src/minimap.cpp
Expand Up @@ -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);
Expand Down

0 comments on commit 28cfa72

Please sign in to comment.