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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 14:32:57 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 14:32:57 +0000
commit6e6f15e72a505631d8ce778da9a54024c774bfc9 (patch)
tree9524dcc562497091bb1964d601717b1756944e0a /crawl-ref/source/travel.cc
parent033b2f5904e3a87e5ce2605b2779be860bf46682 (diff)
downloadcrawl-ref-6e6f15e72a505631d8ce778da9a54024c774bfc9.tar.gz
crawl-ref-6e6f15e72a505631d8ce778da9a54024c774bfc9.zip
Fix wizard mode being unable to create monsters of nonfloor habitat.
Changed labyrinth handling for minotaurs: Instead of being magic mappable, labyrinths are plain mappable. Yes, that makes everything much easier, but allowing magic mapping and yet you still have to trudge along by hand (rather than use autotravel) is worse. To make up for it, we might want to boost the monster minotaur (trying to defend its home against a rival?) Or we could just remove the difference altogether... Cleaned up debug.cc a bit. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5401 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r--crawl-ref/source/travel.cc3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index 866624b087..84a8a60474 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -967,6 +967,7 @@ void explore_pickup_event(int did_pickup, int tried_pickup)
"Could not pick up %s here; shall I ignore %s?",
tried_pickup == 1? "an item" : "some items",
tried_pickup == 1? "it" : "them");
+
// Make Escape => 'n' and stop run.
explicit_keymap map;
map[ESCAPE] = 'n';
@@ -2786,7 +2787,7 @@ void start_explore(bool grab_items)
if (Options.tut_explored)
Options.tut_explored = 0;
- if (you.level_type == LEVEL_LABYRINTH || you.level_type == LEVEL_ABYSS)
+ if (!player_in_mappable_area())
{
mpr("It would help if you knew where you were, first.");
return;