From 38e77f4ea4395ed90f12e880224e5bd378113602 Mon Sep 17 00:00:00 2001 From: zelgadis Date: Mon, 3 Dec 2007 06:54:53 +0000 Subject: Items can now fall through shaft traps (trap doors). The code is rather simplistic, and it's not currently possible to make a "baited" shaft; also, there is no threshold weight, so even a single dart will open up (and thus reveal) a shaft trap. Breaks savefile compatibility. Monsters which fall through a shaft now show up 100% of the time on the player's next visit to the shaft's destination level. Also, the monster is placed close to the spot where the player would end up if s/he went through the same shaft. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2988 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/files.cc | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'crawl-ref/source/files.cc') diff --git a/crawl-ref/source/files.cc b/crawl-ref/source/files.cc index 8376ce6eae..32b75a209b 100644 --- a/crawl-ref/source/files.cc +++ b/crawl-ref/source/files.cc @@ -758,7 +758,7 @@ static void place_player_on_stair(branch_type old_branch, const coord_def where_to_go = dgn_find_nearby_stair(static_cast(stair_taken), - find_first); + you.pos(), find_first); you.moveto(where_to_go); } @@ -1037,7 +1037,10 @@ bool load( dungeon_feature_type stair_taken, load_mode_type load_mode, // Load monsters in transit. if (load_mode == LOAD_ENTER_LEVEL) + { place_transiting_monsters(); + place_transiting_items(); + } redraw_all(); -- cgit v1.2.3-54-g00ecf