summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/travel.cc
diff options
context:
space:
mode:
authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-11 23:18:30 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-11 23:18:30 +0000
commit144d923598efdf70d12d19437b2a59dee0015c01 (patch)
tree896505eebfbe235c63a051e54b1ddca2a6263e52 /crawl-ref/source/travel.cc
parentcc99e42dae0091ba2ad43dde3db0660e083bb793 (diff)
downloadcrawl-ref-144d923598efdf70d12d19437b2a59dee0015c01.tar.gz
crawl-ref-144d923598efdf70d12d19437b2a59dee0015c01.zip
Detected secret doors are now treated as a distinct new door type, so
that stupid monsters will continue to ignore them as long as they've never been opened. Shifts wall and door types of existing save files. Also apply patch by one the "nobodies" to make bloody tiles show up again. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10167 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r--crawl-ref/source/travel.cc6
1 files changed, 5 insertions, 1 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index d8e1344545..2f64bdfb19 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -208,7 +208,7 @@ inline bool is_trap(const coord_def& c)
// This is done, so traps etc. will usually be circumvented where possible.
inline int feature_traverse_cost(dungeon_feature_type feature)
{
- if (feature == DNGN_SHALLOW_WATER || feature == DNGN_CLOSED_DOOR)
+ if (feature == DNGN_SHALLOW_WATER || grid_is_closed_door(feature))
return 2;
else if (grid_is_trap(feature))
return 3;
@@ -654,7 +654,10 @@ void init_travel_terrain_check(bool check_race_equip)
_set_pass_feature(DNGN_TRAP_NATURAL, trav);
if (!player_can_open_doors())
+ {
_set_pass_feature(DNGN_CLOSED_DOOR, IMPASSABLE);
+ _set_pass_feature(DNGN_DETECTED_SECRET_DOOR, IMPASSABLE);
+ }
}
else
{
@@ -695,6 +698,7 @@ void initialise_travel()
}
// A few special cases...
traversable_terrain[DNGN_CLOSED_DOOR] =
+ traversable_terrain[DNGN_DETECTED_SECRET_DOOR] =
traversable_terrain[DNGN_SHALLOW_WATER] = TRAVERSABLE;
}