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author | wheals <shm.mark@gmail.com> | 2014-02-13 17:30:40 -0500 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-29 23:49:58 -0400 |
commit | 7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch) | |
tree | 0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/directn.cc | |
parent | efe43552feae675eb0654e67188a19492e8ea6e9 (diff) | |
download | crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.tar.gz crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.zip |
Remove mangroves, make single trees block LOS.
Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
Diffstat (limited to 'crawl-ref/source/directn.cc')
-rw-r--r-- | crawl-ref/source/directn.cc | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/directn.cc b/crawl-ref/source/directn.cc index 803d72f88c..53fb4c0406 100644 --- a/crawl-ref/source/directn.cc +++ b/crawl-ref/source/directn.cc @@ -3014,8 +3014,6 @@ static string _base_feature_desc(dungeon_feature_type grid, trap_type trap) return "iron grate"; case DNGN_TREE: return "tree"; - case DNGN_MANGROVE: - return "mangrove"; case DNGN_ORCISH_IDOL: if (player_genus(GENPC_ORCISH)) return "idol of Beogh"; |