From 9734b6dd43839c3f38c330369c935d92ad403222 Mon Sep 17 00:00:00 2001 From: Robert Vollmert Date: Wed, 25 Nov 2009 16:32:56 +0100 Subject: Don't use is_travelsafe_square for dungeon generation. This hopefully fixes recent disconnected level problems. --- crawl-ref/source/travel.cc | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'crawl-ref/source/travel.cc') 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 -- cgit v1.2.3-54-g00ecf