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author | Neil Moore <neil@s-z.org> | 2012-01-04 03:29:35 -0500 |
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committer | Neil Moore <neil@s-z.org> | 2012-01-04 06:18:53 -0500 |
commit | b8177dac2f678e0bec2ba465f7888e35a2f20bee (patch) | |
tree | 1e450ca5d978960c28ecf7416ef0f8461ad864f5 /crawl-ref/source/l_travel.cc | |
parent | ee18ef1544d413131e1de559f26f2ede77a8b497 (diff) | |
download | crawl-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.cc | 2 |
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) |