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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-11-20 12:36:35 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-11-20 12:36:35 +0000
commite3e729a0259c4c89296ac368556563ca096cd3e9 (patch)
treef039ef6171cc4d0d6b8c744db35a69c939fd7667 /crawl-ref/source/monstuff.cc
parenteddd2e4d44b41d3bdd3283c6887104603a33bf3f (diff)
downloadcrawl-ref-e3e729a0259c4c89296ac368556563ca096cd3e9.tar.gz
crawl-ref-e3e729a0259c4c89296ac368556563ca096cd3e9.zip
A few changes to shafts:
* shafts cannot be created above level 3 in the main dungeon * intelligent fleeing monsters will jump into shafts -> this will reveal the shaft to the player * rename "shaft trap" to "shaft" * ask for confirmation before stepping into a shaft Also finally fix colour from post-death inventory bleeding into the highscore and prompt. (This has always bugged me.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2884 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 7e57b7433b..43e69cbf96 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -4968,7 +4968,11 @@ static bool is_trap_safe(const monsters *monster, const int trap_x,
const trap_struct &trap = env.trap[trap_at_xy(trap_x,trap_y)];
if (trap.type == TRAP_SHAFT && monster->will_trigger_shaft())
+ {
+ if (mons_is_fleeing(monster) && intel >= I_NORMAL)
+ return (true);
return (false);
+ }
// Monsters are not afraid of non-mechanical traps. XXX: If we add
// any non-mechanical traps that can damage monsters, must add