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authorRobert Vollmert <rvollmert@gmx.net>2009-11-25 16:32:56 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-25 17:19:16 +0100
commit9734b6dd43839c3f38c330369c935d92ad403222 (patch)
treec20297f7c08af347cc4ed51bb6dfd733999e4235 /crawl-ref/source/travel.cc
parent2627a794d8f3b612053293077276fdfaabbd93a4 (diff)
downloadcrawl-ref-9734b6dd43839c3f38c330369c935d92ad403222.tar.gz
crawl-ref-9734b6dd43839c3f38c330369c935d92ad403222.zip
Don't use is_travelsafe_square for dungeon generation.
This hopefully fixes recent disconnected level problems.
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r--crawl-ref/source/travel.cc7
1 files changed, 2 insertions, 5 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index 7797d1dff3..0c756a7d9c 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -332,14 +332,11 @@ static bool _is_reseedable(const coord_def& c)
// Returns true if the square at (x,y) is okay to travel over. If ignore_hostile
// is true, returns true even for dungeon features the character can normally
// not cross safely (deep water, lava, traps).
-bool is_travelsafe_square(const coord_def& c, bool ignore_hostile,
- bool ignore_terrain_knowledge)
+bool is_travelsafe_square(const coord_def& c, bool ignore_hostile)
{
- if (!ignore_terrain_knowledge && !is_terrain_known(c))
+ if (!is_terrain_known(c))
return (false);
- // [dshaligram] At this point we're guaranteed to know the terrain (see
- // check ^^^).
const dungeon_feature_type grid = env.map_knowledge(c).feat();
// Also make note of what's displayed on the level map for