From 144d923598efdf70d12d19437b2a59dee0015c01 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sat, 11 Jul 2009 23:18:30 +0000 Subject: 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 --- crawl-ref/source/misc.cc | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'crawl-ref/source/misc.cc') diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index 840ada4c60..b33c0c0c93 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -2993,7 +2993,10 @@ void reveal_secret_door(const coord_def& p) ASSERT(grd(p) == DNGN_SECRET_DOOR); dungeon_feature_type door = grid_secret_door_appearance(p); - grd(p) = grid_is_opaque(door) ? DNGN_CLOSED_DOOR : DNGN_OPEN_DOOR; + // Former secret doors become known but are still hidden to monsters + // until opened. + grd(p) = grid_is_opaque(door) ? DNGN_DETECTED_SECRET_DOOR + : DNGN_OPEN_DOOR; viewwindow(true, false); learned_something_new(TUT_SEEN_SECRET_DOOR, p); } -- cgit v1.2.3-54-g00ecf