summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/traps.cc
diff options
context:
space:
mode:
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/traps.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/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc9
1 files changed, 8 insertions, 1 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index b44543425f..7b22ca0f52 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -420,7 +420,7 @@ void handle_traps(trap_type trt, int i, bool trap_known)
// Paranoia
if (!is_valid_shaft_level())
{
- if (trap_known);
+ if (trap_known)
mpr("The shaft disappears in a puff of logic!");
grd[env.trap[i].x][env.trap[i].y] = DNGN_FLOOR;
@@ -932,6 +932,13 @@ bool is_valid_shaft_level(const level_id &place)
if (place.level_type != LEVEL_DUNGEON)
return (false);
+ // disallow shafts on the first two levels
+ if (place.branch == BRANCH_MAIN_DUNGEON
+ && you.your_level < 2)
+ {
+ return (false);
+ }
+
// Don't generate shafts in branches where teleport control
// is prevented. Prevents player from going down levels without
// reaching stairs, and also keeps player from getting stuck