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/spells4.cc | 2 ++ 1 file changed, 2 insertions(+) (limited to 'crawl-ref/source/spells4.cc') diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc index c0904d16e2..e59ebe9d88 100644 --- a/crawl-ref/source/spells4.cc +++ b/crawl-ref/source/spells4.cc @@ -227,6 +227,7 @@ static int _shatter_walls(coord_def where, int pow, int, actor *) break; case DNGN_CLOSED_DOOR: + case DNGN_DETECTED_SECRET_DOOR: case DNGN_OPEN_DOOR: if (see_grid(where)) mpr("A door shatters!"); @@ -1658,6 +1659,7 @@ bool cast_fragmentation(int pow, const dist& spd) case DNGN_OPEN_DOOR: case DNGN_CLOSED_DOOR: + case DNGN_DETECTED_SECRET_DOOR: // Doors always blow up, stone arches never do (would cause problems). grd(spd.target) = DNGN_FLOOR; -- cgit v1.2.3-54-g00ecf