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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-12-03 06:54:53 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-12-03 06:54:53 +0000
commit38e77f4ea4395ed90f12e880224e5bd378113602 (patch)
tree87a0ca74f0fc77d59a32fd1317f739cf9ddb1530 /crawl-ref/source/abyss.cc
parentcca6195c042a64fed711dba3ea0d94bc78b410df (diff)
downloadcrawl-ref-38e77f4ea4395ed90f12e880224e5bd378113602.tar.gz
crawl-ref-38e77f4ea4395ed90f12e880224e5bd378113602.zip
Items can now fall through shaft traps (trap doors). The code is rather
simplistic, and it's not currently possible to make a "baited" shaft; also, there is no threshold weight, so even a single dart will open up (and thus reveal) a shaft trap. Breaks savefile compatibility. Monsters which fall through a shaft now show up 100% of the time on the player's next visit to the shaft's destination level. Also, the monster is placed close to the spot where the player would end up if s/he went through the same shaft. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2988 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/abyss.cc')
-rw-r--r--crawl-ref/source/abyss.cc2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/abyss.cc b/crawl-ref/source/abyss.cc
index a3ca3b9a77..a553c4af6f 100644
--- a/crawl-ref/source/abyss.cc
+++ b/crawl-ref/source/abyss.cc
@@ -439,6 +439,7 @@ void area_shift(void)
// And allow monsters in transit another chance to return.
place_transiting_monsters();
+ place_transiting_items();
}
void save_abyss_uniques()
@@ -539,6 +540,7 @@ void abyss_teleport( bool new_area )
DNGN_FLOOR, DNGN_ALTAR_LUGONU, 50 );
place_transiting_monsters();
+ place_transiting_items();
}
//////////////////////////////////////////////////////////////////////////////