diff options
author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-12-03 06:54:53 +0000 |
---|---|---|
committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-12-03 06:54:53 +0000 |
commit | 38e77f4ea4395ed90f12e880224e5bd378113602 (patch) | |
tree | 87a0ca74f0fc77d59a32fd1317f739cf9ddb1530 /crawl-ref/source/dungeon.cc | |
parent | cca6195c042a64fed711dba3ea0d94bc78b410df (diff) | |
download | crawl-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/dungeon.cc')
-rw-r--r-- | crawl-ref/source/dungeon.cc | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 8b0df8335c..f90c49cb35 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -7343,11 +7343,11 @@ inline static bool dgn_square_travel_ok(const coord_def &c) } // Fill travel_point_distance out from all stone stairs on the level. -static coord_def dgn_find_closest_to_stone_stairs() +static coord_def dgn_find_closest_to_stone_stairs(coord_def base_pos) { memset(travel_point_distance, 0, sizeof(travel_distance_grid_t)); init_travel_terrain_check(false); - nearest_point np(you.pos()); + nearest_point np(base_pos); for (int y = 0; y < GYM; ++y) for (int x = 0; x < GXM; ++x) if (!travel_point_distance[x][y] && grid_is_stone_stair(grd[x][y])) @@ -7377,7 +7377,7 @@ static coord_def dgn_find_labyrinth_entry_point() } coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find, - bool find_closest) + coord_def base_pos, bool find_closest) { #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, @@ -7390,7 +7390,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find, if (stair_to_find == DNGN_ROCK_STAIRS_UP || stair_to_find == DNGN_ROCK_STAIRS_DOWN) { - const coord_def pos(dgn_find_closest_to_stone_stairs()); + const coord_def pos(dgn_find_closest_to_stone_stairs(base_pos)); if (in_bounds(pos)) return (pos); } @@ -7423,8 +7423,8 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find, } // scan around the player's position first - int basex = you.x_pos; - int basey = you.y_pos; + int basex = base_pos.x; + int basey = base_pos.y; // check for illegal starting point if ( !in_bounds(basex, basey) ) |