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authorwheals <shm.mark@gmail.com>2014-02-13 17:30:40 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-03-29 23:49:58 -0400
commit7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch)
tree0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/tilecell.cc
parentefe43552feae675eb0654e67188a19492e8ea6e9 (diff)
downloadcrawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.tar.gz
crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.zip
Remove mangroves, make single trees block LOS.
Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
Diffstat (limited to 'crawl-ref/source/tilecell.cc')
-rw-r--r--crawl-ref/source/tilecell.cc6
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/tilecell.cc b/crawl-ref/source/tilecell.cc
index 601d36d1d7..0d57ba09be 100644
--- a/crawl-ref/source/tilecell.cc
+++ b/crawl-ref/source/tilecell.cc
@@ -344,7 +344,9 @@ static bool _is_seen_shallow(coord_def gc)
{
const dungeon_feature_type feat = _safe_feat(gc);
- return feat == DNGN_SHALLOW_WATER || feat == DNGN_MANGROVE;
+ return feat == DNGN_SHALLOW_WATER || (feat == DNGN_TREE
+ && player_in_branch(BRANCH_SWAMP));
+
}
static void _pack_default_waves(const coord_def &gc, packed_cell *cell)
@@ -424,7 +426,7 @@ static bool _is_seen_wall(coord_def gc)
{
const dungeon_feature_type feat = _safe_feat(gc);
return feat != DNGN_UNSEEN && feat <= DNGN_MAXWALL
- && feat != DNGN_MANGROVE;
+ && feat != DNGN_TREE;
}
static void _pack_wall_shadows(const coord_def &gc, packed_cell *cell,