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author | Robert Vollmert <rvollmert@gmx.net> | 2009-11-11 00:19:28 +0100 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-11-11 00:19:28 +0100 |
commit | 8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9 (patch) | |
tree | 0b51d862dd942c0701deb693ad2fe033b500b346 | |
parent | f7a0f944d182bc478a4a65687f098714ade102de (diff) | |
download | crawl-ref-8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9.tar.gz crawl-ref-8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9.zip |
Use grid_appearance instead of env.grid for LOS calculation.
Previously, undetected secret doors in clear rock walls were
blocking LOS. Now they don't but do once you detect them...
-rw-r--r-- | crawl-ref/source/losparam.cc | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/crawl-ref/source/losparam.cc b/crawl-ref/source/losparam.cc index 77fd88943a..ff53d43543 100644 --- a/crawl-ref/source/losparam.cc +++ b/crawl-ref/source/losparam.cc @@ -15,7 +15,9 @@ opacity_type opacity_default::operator()(const coord_def& p) const { - dungeon_feature_type f = env.grid(p); + // Secret doors in translucent walls shouldn't block LOS, + // hence grid_appearance. + dungeon_feature_type f = grid_appearance(p); if (feat_is_opaque(f)) return OPC_OPAQUE; else if (is_opaque_cloud(env.cgrid(p))) |