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authorSamuel Bronson <naesten@gmail.com>2013-03-10 00:31:46 -0500
committerSamuel Bronson <naesten@gmail.com>2013-03-10 00:31:46 -0500
commit7932d7750377bc540eaef972035f26d41bb64de1 (patch)
treee1bd266270a37bb39a7b5804754f4b039f9b3d66 /crawl-ref/source/startup.cc
parentdc1e94bae81d16227d0eb462e782f6b78f7cdb8e (diff)
downloadcrawl-ref-7932d7750377bc540eaef972035f26d41bb64de1.tar.gz
crawl-ref-7932d7750377bc540eaef972035f26d41bb64de1.zip
Make whole Zot Defence map visible at game start in tiles.
This was <https://crawl.develz.org/mantis/view.php?id=3026>. Thanks to |amethyst (Neil Moore) for pointing me towards the relevant code, which I had somehow missed in my greps.
Diffstat (limited to 'crawl-ref/source/startup.cc')
-rw-r--r--crawl-ref/source/startup.cc8
1 files changed, 5 insertions, 3 deletions
diff --git a/crawl-ref/source/startup.cc b/crawl-ref/source/startup.cc
index 2f1f7a5253..4d05c70285 100644
--- a/crawl-ref/source/startup.cc
+++ b/crawl-ref/source/startup.cc
@@ -293,12 +293,14 @@ static void _post_init(bool newc)
// For a new game, wipe out monsters in LOS, and
// for new hints mode games also the items.
zap_los_monsters(Hints.hints_events[HINT_SEEN_FIRST_OBJECT]);
-
- if (crawl_state.game_is_zotdef())
- fully_map_level();
}
tile_new_level(newc);
+
+ // For ZotDef, map the level *after* assigning tiles so the tiles
+ // propagate properly out of LoS and the view doesn't look black.
+ if (newc && crawl_state.game_is_zotdef())
+ fully_map_level();
// This just puts the view up for the first turn.
viewwindow();