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authorNeil Moore <neil@s-z.org>2012-01-04 03:29:35 -0500
committerNeil Moore <neil@s-z.org>2012-01-04 06:18:53 -0500
commitb8177dac2f678e0bec2ba465f7888e35a2f20bee (patch)
tree1e450ca5d978960c28ecf7416ef0f8461ad864f5 /crawl-ref/source/l_travel.cc
parentee18ef1544d413131e1de559f26f2ede77a8b497 (diff)
downloadcrawl-ref-b8177dac2f678e0bec2ba465f7888e35a2f20bee.tar.gz
crawl-ref-b8177dac2f678e0bec2ba465f7888e35a2f20bee.zip
Ignore player swimming etc for connectivity checks.
The dungeon should not arrange itself to suit the player's abilities. Besides this general philosophical objection, there are a few actual bugs caused by this behaviour: * Entering a vaults level in bat form (which cannot open doors) causes a level generation failure. * travel_avoid_terrain = shallow_water can cause vaults to be vetoed. * Permanent flight or levitation could allow item shifting to push an item (even a critical item) into lava or deep water while trying to save it. Fixes #4722.
Diffstat (limited to 'crawl-ref/source/l_travel.cc')
-rw-r--r--crawl-ref/source/l_travel.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/l_travel.cc b/crawl-ref/source/l_travel.cc
index d2c04b3245..22299d6407 100644
--- a/crawl-ref/source/l_travel.cc
+++ b/crawl-ref/source/l_travel.cc
@@ -46,7 +46,7 @@ LUAFN(l_feature_is_traversable)
{
const std::string &name = luaL_checkstring(ls, 1);
const dungeon_feature_type feat = dungeon_feature_by_name(name);
- PLUARET(boolean, feat_is_traversable(feat));
+ PLUARET(boolean, feat_is_traversable_now(feat));
}
LUAFN(l_find_deepest_explored)