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authorAdam Borowski <kilobyte@angband.pl>2013-01-06 22:51:46 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-01-06 22:51:46 +0100
commitd41e40e4ca64c899e6c06b89388b114806256f4b (patch)
tree80035dfaf977c58c5ad1bad85a1dc8e4bb71995a
parent49a615e577929e23e56d05e2bb69ed17fd2065c2 (diff)
downloadcrawl-ref-d41e40e4ca64c899e6c06b89388b114806256f4b.tar.gz
crawl-ref-d41e40e4ca64c899e6c06b89388b114806256f4b.zip
Get rid of a lot of references to secret doors.
-rw-r--r--crawl-ref/docs/develop/levels/advanced.txt17
-rw-r--r--crawl-ref/docs/develop/levels/introduction.txt2
-rw-r--r--crawl-ref/source/dat/database/FAQ.txt4
-rw-r--r--crawl-ref/source/dat/des/branches/hells.des4
-rw-r--r--crawl-ref/source/dat/des/entry/twisted.des5
-rw-r--r--crawl-ref/source/dat/des/portals/bailey.des5
-rw-r--r--crawl-ref/source/dat/des/portals/ossuary.des8
-rw-r--r--crawl-ref/source/dat/des/portals/volcano.des4
-rw-r--r--crawl-ref/source/main.cc2
-rw-r--r--crawl-ref/source/mon-util.cc1
-rw-r--r--crawl-ref/source/spl-other.cc1
-rw-r--r--crawl-ref/source/test/shoal-hut.lua4
-rw-r--r--crawl-ref/source/wiz-dgn.cc2
13 files changed, 25 insertions, 34 deletions
diff --git a/crawl-ref/docs/develop/levels/advanced.txt b/crawl-ref/docs/develop/levels/advanced.txt
index 11ed978bc9..4204f5d45b 100644
--- a/crawl-ref/docs/develop/levels/advanced.txt
+++ b/crawl-ref/docs/develop/levels/advanced.txt
@@ -794,16 +794,11 @@ dungeon cell which they are on:
Zoo (minivault_9) in dat/mini.des for an example.
* door_description_prefix: A string to prepend to the description of
- any door the marker is on. This should be used for doors
- rather than the feature_description property since it elemintates
- the need to track if the door is opened or closed, plus it will
- have no effect on secret doors which have yet to be detected.
+ any door the marker is on. For a more powerful version, you can
+ use set_feature_name() instead.
* door_description_suffix: A string to append to the description of
- any door the marker is on. This should be used for doors
- rather than the feature_description property since it elemintates
- the need to track if the door is opened or closed, plus it will
- have no effect on secret doors which have yet to be detected.
+ any door the marker is on.
* door_open_prompt: If placed on top of a door, the use will be prompted
before opening the door, with the value of the property used as
@@ -815,8 +810,8 @@ dungeon cell which they are on:
* door_description_noun: Overwrite the noun used by the door. Replaces, for
instance, "door" with "doorway".
-* door_description_veto: Vetoes the use of "open", "closed" and "detected
- secret" when applying adjectives to door descriptions.
+* door_description_veto: Vetoes the use of "open", "closed" and "runed"
+ when applying adjectives to door descriptions.
* door_berserk_verb_open: Replace the verb used for opening the door while
berserk. Should include "%s%s", as it is printed as a formatted string.
@@ -1063,7 +1058,7 @@ P. Feature Names
These are the feature names usable in MARKER declarations:
-unseen, rock_wall, stone_wall, closed_door, metal_wall, secret_door,
+unseen, rock_wall, stone_wall, closed_door, metal_wall, runed_door,
green_crystal_wall, orcish_idol, wax_wall, permarock_wall,
silver_statue, granite_statue, orange_crystal_statue,
statue_reserved_1, statue_reserved_2, lava, deep_water, shallow_water,
diff --git a/crawl-ref/docs/develop/levels/introduction.txt b/crawl-ref/docs/develop/levels/introduction.txt
index 1bcc52a09d..d12d4fe0f3 100644
--- a/crawl-ref/docs/develop/levels/introduction.txt
+++ b/crawl-ref/docs/develop/levels/introduction.txt
@@ -188,7 +188,7 @@ circumference as exits. Note that it is not possible to predict
which spaces the level builder will choose to connect; if you need
predictability, use explicit @ exits on the edge.
-The level-builder will also implicitly treat doors and secret doors
+The level-builder will also implicitly treat doors and runed doors
on the edge of a map as explicit exits (the same as using @) and
connect them to the rest of the level.
diff --git a/crawl-ref/source/dat/database/FAQ.txt b/crawl-ref/source/dat/database/FAQ.txt
index 7a0eb59fbf..f2ba60fd38 100644
--- a/crawl-ref/source/dat/database/FAQ.txt
+++ b/crawl-ref/source/dat/database/FAQ.txt
@@ -124,7 +124,7 @@ I can't find any downstairs. Am I missing something?
%%%%
A:downstairs
-A: While this might be a bug, chances are the downstairs are somewhere in a room closed off by a secret door. If you search (with '5') in suspicious-looking corridors and along walls near empty terrain, you will eventually find one. Note that most levels feature three downstairs as well as three upstairs, not counting any escape hatches. If you get stuck, you might try another set of stairs from the level above.
+A: They may be in a part of the level not reachable from the upstairs you came from. Try going up and coming via a different set of stairs from the level above. Note that most levels feature three downstairs as well as three upstairs, not counting any escape hatches.
Alternatively, if you are in one of the branches, you might also have reached its lowest level and have to turn around to explore another one. Check the dungeon overview ('Ctrl-O') to see how deep you've delved into a given branch, or the database ('?/b') for the number of levels for unseen branches.
%%%%
@@ -134,7 +134,7 @@ I teleported and ended up in a closed room without any exits. Am I stuck?
%%%%
A:stuck
-A: Hopefully not. Search all the walls with '5' in case there's a secret door. If you really can't find any, it could be a bug and need fixing, so please report it on our Mantis bug tracker: https://crawl.develz.org/mantis/
+A: Unlike previous versions of Crawl that had secret doors, this cannot happen anymore. If it somehow does, it could be a bug that needs fixing, so please report it on our Mantis bug tracker: https://crawl.develz.org/mantis/
If you're playing locally, be sure to upload your save file!
diff --git a/crawl-ref/source/dat/des/branches/hells.des b/crawl-ref/source/dat/des/branches/hells.des
index 84ba7b3213..41f03412c5 100644
--- a/crawl-ref/source/dat/des/branches/hells.des
+++ b/crawl-ref/source/dat/des/branches/hells.des
@@ -2029,8 +2029,8 @@ MONS: random, shadow fiend, reaper, soul eater, shadow demon
MONS: shadow dragon, shadow wraith
KMONS: 8 = shadow imp
: serpent_of_hell_setup(_G)
-# Randomising the secret doors to get into the pyramid.
-# There may be secret doors that lead nowhere.
+# Randomising the doors to get into the pyramid.
+# There may be ones that lead nowhere.
SHUFFLE: FfGgHh
SUBST: F = =
SUBST: f : fff=c, f = =c
diff --git a/crawl-ref/source/dat/des/entry/twisted.des b/crawl-ref/source/dat/des/entry/twisted.des
index cdfe205295..73df8e3dbc 100644
--- a/crawl-ref/source/dat/des/entry/twisted.des
+++ b/crawl-ref/source/dat/des/entry/twisted.des
@@ -494,9 +494,8 @@ ENDMAP
#######################################################################
# Four elements.
# Pretty hazardous, but the Earth side is always safe to leave through.
-# Players can safely watch at the clouds. Autoexplore will not run into
-# the chambers, players have to search for the secret door. Likewise,
-# all exits are secret except for the safe one.
+# Players can safely watch at the clouds. All exits are runed except for
+# the safe one.
# This vault is great. I've seen players marvel at it. If need be, we
# may delegate it to another branch, where less caution measures are
# demanded. But I'd like to keep it on D:1 (dp).
diff --git a/crawl-ref/source/dat/des/portals/bailey.des b/crawl-ref/source/dat/des/portals/bailey.des
index 4f92dad238..4d2ed7028c 100644
--- a/crawl-ref/source/dat/des/portals/bailey.des
+++ b/crawl-ref/source/dat/des/portals/bailey.des
@@ -655,9 +655,8 @@ TAGS: bailey_axe no_item_gen no_monster_gen
# Loot consists of 8 good potions and scrolls in the last outer room, with a
# lot of gold and especially good items in the (very dangerous) center room.
#
-# The secret door does not work well, it will always be open. I also believe
-# that loot is a bit much, but other baileys suffer from that as well... added
-# the warlord in an attempt to make it more even. --dpeg
+# I believe that loot is a bit much, but other baileys suffer from that as
+# well... added the warlord in an attempt to make it more even. --dpeg
ITEM: potion of curing / potion of heal wounds / potion of resistance w:5 / \
potion of might w:5 / potion of brilliance w:5 / potion of agility w:5 / \
potion of magic w:5 / potion of speed w:5 / \
diff --git a/crawl-ref/source/dat/des/portals/ossuary.des b/crawl-ref/source/dat/des/portals/ossuary.des
index 66b4f45696..1de9505bd1 100644
--- a/crawl-ref/source/dat/des/portals/ossuary.des
+++ b/crawl-ref/source/dat/des/portals/ossuary.des
@@ -652,9 +652,9 @@ ITEM: potion of curing / potion of heal wounds / potion of speed / \
scroll of blinking w:5 / scroll of holy word / \
scroll of curse armour w:5 / scroll of curse weapon w:5
# There are three setups than can occur:
-# 10% - part of the loot in the closets, secret doors, bit more loot
-# 45% - doors are secret, traps are nasty, monsters asleep
-# 45% - doors are obvious, traps are softer, monsters are awake
+# 10% - part of the loot in the closets, runed doors, bit more loot
+# 45% - doors are runed, traps are nasty, monsters asleep
+# 45% - doors are plain, traps are softer, monsters are awake
# TODO: rebalance after secret door removal.
: if crawl.one_chance_in(10) then
SUBST: 3 = d
@@ -916,7 +916,7 @@ ENDMAP
#
# At the end of the corridor is a second treasure room, this one also
# containing more flying skeleton alarm traps, plus guardian mummies inside
-# 3x3 rooms with secret doors.
+# 3x3 rooms with runed doors.
#
# The intent is that someone with a relatively high stealth skill (at least
# for early) will be able to sneak past all of the flying skulls and grab the
diff --git a/crawl-ref/source/dat/des/portals/volcano.des b/crawl-ref/source/dat/des/portals/volcano.des
index 00759fa7d1..bb1c984073 100644
--- a/crawl-ref/source/dat/des/portals/volcano.des
+++ b/crawl-ref/source/dat/des/portals/volcano.des
@@ -1011,8 +1011,8 @@ NSUBST: s = 2:s / *:.
KFEAT: r = bolt trap
KFEAT: s = spear trap
# The monsters. The patrolling tag seems to keep them from wandering
-# around, opening the secret doors. It might also be keeping them from
-# "answering" the alarm traps though.
+# around. It might also be keeping them from "answering" the alarm
+# traps though.
MONS: patrolling mummy
MONS: human skeleton / elf skeleton / dwarf skeleton / merfolk skeleton / \
tengu skeleton
diff --git a/crawl-ref/source/main.cc b/crawl-ref/source/main.cc
index d520edbab7..f2881f3306 100644
--- a/crawl-ref/source/main.cc
+++ b/crawl-ref/source/main.cc
@@ -4003,7 +4003,7 @@ static void _close_door(coord_def move)
i != all_door.end(); ++i)
{
const coord_def& dc = *i;
- // Once opened, formerly secret doors become normal doors.
+ // Once opened, formerly runed doors become normal doors.
grd(dc) = DNGN_CLOSED_DOOR;
set_terrain_changed(dc);
dungeon_events.fire_position_event(DET_DOOR_CLOSED, dc);
diff --git a/crawl-ref/source/mon-util.cc b/crawl-ref/source/mon-util.cc
index 951eddf532..fc39e0d011 100644
--- a/crawl-ref/source/mon-util.cc
+++ b/crawl-ref/source/mon-util.cc
@@ -3473,7 +3473,6 @@ bool mons_can_open_door(const monster* mon, const coord_def& pos)
}
// Monsters that eat items (currently only jellies) also eat doors.
-// However, they don't realise that secret doors make good eating.
bool mons_can_eat_door(const monster* mon, const coord_def& pos)
{
diff --git a/crawl-ref/source/spl-other.cc b/crawl-ref/source/spl-other.cc
index 046e42774a..2ee1e13352 100644
--- a/crawl-ref/source/spl-other.cc
+++ b/crawl-ref/source/spl-other.cc
@@ -257,7 +257,6 @@ spret_type cast_phase_shift(int pow, bool fail)
static bool _feat_is_passwallable(dungeon_feature_type feat)
{
- // Irony: you can passwall through a secret door but not a door.
// Worked stone walls are out, they're not diggable and
// are used for impassable walls...
switch (feat)
diff --git a/crawl-ref/source/test/shoal-hut.lua b/crawl-ref/source/test/shoal-hut.lua
index 91e7727306..840eaf29f8 100644
--- a/crawl-ref/source/test/shoal-hut.lua
+++ b/crawl-ref/source/test/shoal-hut.lua
@@ -4,7 +4,7 @@
local iterations = 50
-local isdoor = dgn.feature_set_fn("closed_door", "open_door", "secret_door")
+local isdoor = dgn.feature_set_fn("closed_door", "open_door", "runed_door")
local floor = dgn.fnum("floor")
local function find_vault_doors(vault)
@@ -27,7 +27,7 @@ local function shoal_hut_doors()
test.map_assert(#maps > 0, "No maps used on Shoals:$?")
local doors = { }
for _, vault in ipairs(maps) do
- -- Sweep the vault looking for (secret) doors.
+ -- Sweep the vault looking for doors.
local vault_doors = find_vault_doors(vault)
if #vault_doors > 0 then
table.insert(doors, vault_doors)
diff --git a/crawl-ref/source/wiz-dgn.cc b/crawl-ref/source/wiz-dgn.cc
index 440b80b72f..c68a87b2d1 100644
--- a/crawl-ref/source/wiz-dgn.cc
+++ b/crawl-ref/source/wiz-dgn.cc
@@ -731,7 +731,7 @@ static void _debug_destroy_doors()
// a) Destroys all traps on the level.
// b) Kills all monsters on the level.
// c) Suppresses monster generation.
-// d) Converts all closed doors and secret doors to floor.
+// d) Converts all closed doors to floor.
// e) Forgets map.
// f) Counts number of turns needed to explore the level.
void debug_test_explore()