show trapped doors,chests as themselves \
instead of as fake bear traps Use the new traps and their tiles when confused gold detection finds trapped doors and trapped chests. (Large boxes can be trapped too; they use the trapped chest trap and corresponding tile rather than have their own.) Usually these pseudo-traps go away when as soon as they are within line of sight. (While testing, I noticed that seeing a trapped door from outside its room rather than inside didn't behave that way. The door was created by wizard mode wishing; I don't know whether that was a factor.) I also discovered that secret doors weren't being handled correctly. They can't be trapped because of their use of both the doormask and wall_info overlays of levl[][].flags, but I had a secret door be falsely displayed as a trap. This fixes that. We should have obj->tknown and rm->D_TRAPKNOWN so that the hero won't forget about these traps after declining to attempt to untrap them. But that's more work than I care to tackle.
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@@ -894,6 +894,8 @@ inventory #adjust for !fixinv, after picking 'from' slot the prompt for 'to'
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where x is last letter used (despite that, y could still be picked)
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with two-weapon combat or Cleaver attacking multiple targets, hero kept going
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with next attack after being paralyzed by passive counter-attack
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trap detection could falsely find trapped secret doors; those can't be trapped
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due to details of how they use overlaid fields in the rm structure
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1595,6 +1597,8 @@ pets are more likely to follow you closely if you are carrying something they
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really like to eat; behave as if you are carrying such whenever you
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are standing on stairs so that pets will try harder to come to you
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allow setting msgtype in SOUND line
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display detected door traps and chest traps as trapped doors and trapped
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chests rather than as fake bear traps
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Platform- and/or Interface-Specific New Features
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