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authorChris Campbell <chriscampbell89@gmail.com>2013-07-08 12:44:05 +0100
committerChris Campbell <chriscampbell89@gmail.com>2013-07-09 22:51:49 +0100
commit13e74c75a2375367276b806c38f62791a9b98a24 (patch)
tree4b358e049fa3283f220facf81ba638efebdab26b /crawl-ref/source/terrain.cc
parentb6558daefe4317bd3965769dfce37223a27ab1e9 (diff)
downloadcrawl-ref-13e74c75a2375367276b806c38f62791a9b98a24.tar.gz
crawl-ref-13e74c75a2375367276b806c38f62791a9b98a24.zip
Remove player clinging
As a player mechanic, it's almost never relevant and in the few cases where it can be relevant it's quickly obsoleted by fairly common sources of flight, as well as being unnecessarily complicated (no diagonal clinging for some reason?). As a race-specific mechanic it also results in a lot of annoying message spam ("You open the door. You fall off the door.").
Diffstat (limited to 'crawl-ref/source/terrain.cc')
-rw-r--r--crawl-ref/source/terrain.cc12
1 files changed, 3 insertions, 9 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index bbd391ce82..af47b790a0 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -1324,7 +1324,6 @@ bool fall_into_a_pool(const coord_def& entry, bool allow_shift,
dungeon_feature_type terrain)
{
bool escape = false;
- bool clinging = false;
coord_def empty;
if (terrain == DNGN_DEEP_WATER)
@@ -1389,11 +1388,7 @@ bool fall_into_a_pool(const coord_def& entry, bool allow_shift,
if (scramble())
{
if (allow_shift)
- {
- escape = find_habitable_spot_near(you.pos(), MONS_HUMAN, 1, false, empty)
- || you.check_clinging(false);
- clinging = you.is_wall_clinging();
- }
+ escape = find_habitable_spot_near(you.pos(), MONS_HUMAN, 1, false, empty);
else
{
// Back out the way we came in, if possible.
@@ -1417,11 +1412,10 @@ bool fall_into_a_pool(const coord_def& entry, bool allow_shift,
if (escape)
{
- if (in_bounds(empty) && !is_feat_dangerous(grd(empty)) || clinging)
+ if (in_bounds(empty) && !is_feat_dangerous(grd(empty)))
{
mpr("You manage to scramble free!");
- if (!clinging)
- move_player_to_grid(empty, false, false);
+ move_player_to_grid(empty, false, false);
if (terrain == DNGN_LAVA)
expose_player_to_element(BEAM_LAVA, 14);