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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
commit7b7a36d0531a016ba81520bec2a4a4177e2ca8ed (patch)
tree2054ca1b5243de711a38a2751edc06f39d92b001 /crawl-ref/source/travel.cc
parent5443a68f96b0ba24b0de77573ad36a5633b39cd7 (diff)
downloadcrawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.tar.gz
crawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.zip
Yikes, so many files! And all I did was add more item evaluation
functions for menu colouring and pickup... Added: emergency_item, good_item, dangerous_item, bad_item, and useless_item, all taking into account player species and mutations, so e.g. =see invisible is useless for Naga, and !poison is always bad but only useless if you don't know Evaporate. Never autopickup useless, dangerous (e.g. ?immolation) or inedible items, and simplify the item colour/pickup options accordingly. I'll have to see if pickup.lua is still even needed after this. Removed the menu_colour_prefix_id option as I can't see any reason to turn it off. Oh, and fixed a bug where Kenku were unable to stop levitating if they gained level 15 while levitating. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5658 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r--crawl-ref/source/travel.cc5
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index 894f972fbf..46a07f52c3 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -520,8 +520,9 @@ void init_travel_terrain_check(bool check_race_equip)
_set_pass_feature(DNGN_DEEP_WATER, water);
// Permanently levitating players can cross most hostile terrain.
- const signed char trav = (you.permanent_levitation() ? TRAVERSABLE
- : IMPASSABLE);
+ const signed char trav = (you.permanent_levitation()
+ || you.permanent_flight() ? TRAVERSABLE
+ : IMPASSABLE);
if (water != TRAVERSABLE)
_set_pass_feature(DNGN_DEEP_WATER, trav);