diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
commit | b50eafe8de72cbcc4431813934695c22642cdd46 (patch) | |
tree | 393c748e0cffac935a3ca89114e3444a2795ca7f /crawl-ref/source/travel.cc | |
parent | c78ed8ca5a6f1528db2bfe1f846e24bef6695a89 (diff) | |
download | crawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.tar.gz crawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.zip |
I'm not sure I actually coded anything worthwhile, though I experimented
a fair bit and as usually ended up doing lots of clean-up.
Oh wait, I modified eat_from_floor prompts to only force a more if there
was actually a message before trying the inventory (whoops), and also
modified the corpses in pack hint to take into account that a saccing
player won't be interested in butchering rotten corpses.
Also implemented a modified FR 1981119: when Detect Creatures only
detects plants already seen before, print a different message
("You detect no further creatures.").
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5435 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r-- | crawl-ref/source/travel.cc | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc index 84a8a60474..d645f2b3df 100644 --- a/crawl-ref/source/travel.cc +++ b/crawl-ref/source/travel.cc @@ -290,8 +290,9 @@ inline bool is_stash(const LevelStashes *ls, int x, int y) void clear_excludes() { // Sanity checks - if (you.level_type == LEVEL_LABYRINTH || you.level_type == LEVEL_ABYSS) + if (!player_in_mappable_area()) return; + #ifdef USE_TILE for (int i = curr_excludes.size()-1; i >= 0; i--) toggle_exclude(curr_excludes[i].pos); @@ -346,7 +347,7 @@ void set_exclude(const coord_def &p, int radius) { // Sanity checks; excludes can be set in Pan and regular dungeon // levels only. - if (you.level_type == LEVEL_LABYRINTH || you.level_type == LEVEL_ABYSS) + if (!player_in_mappable_area()) return; if (!in_bounds(p)) |