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authorRobert Vollmert <rvollmert@gmx.net>2009-11-11 00:19:28 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-11 00:19:28 +0100
commit8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9 (patch)
tree0b51d862dd942c0701deb693ad2fe033b500b346 /crawl-ref/source/losparam.cc
parentf7a0f944d182bc478a4a65687f098714ade102de (diff)
downloadcrawl-ref-8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9.tar.gz
crawl-ref-8b4ccf7e8ec97cdf20005099d7b5cbf6ce32daf9.zip
Use grid_appearance instead of env.grid for LOS calculation.
Previously, undetected secret doors in clear rock walls were blocking LOS. Now they don't but do once you detect them...
Diffstat (limited to 'crawl-ref/source/losparam.cc')
-rw-r--r--crawl-ref/source/losparam.cc4
1 files changed, 3 insertions, 1 deletions
diff --git a/crawl-ref/source/losparam.cc b/crawl-ref/source/losparam.cc
index 77fd88943a..ff53d43543 100644
--- a/crawl-ref/source/losparam.cc
+++ b/crawl-ref/source/losparam.cc
@@ -15,7 +15,9 @@
opacity_type opacity_default::operator()(const coord_def& p) const
{
- dungeon_feature_type f = env.grid(p);
+ // Secret doors in translucent walls shouldn't block LOS,
+ // hence grid_appearance.
+ dungeon_feature_type f = grid_appearance(p);
if (feat_is_opaque(f))
return OPC_OPAQUE;
else if (is_opaque_cloud(env.cgrid(p)))