fix #K4042 - visible but unreachable teleport trap
If a monster fled from the hero by intentionally jumping into a vault teleporter located in a niche which was still hidden and the hero saw it happen, the trap would be mapped but the niche would remain as a secret corridor spot. The hero couldn't move onto the trap until searching or wall kicking or other map disclosing activity converted the spot into regular corridor. Trap doors in hidden niches did already change the secret corridor into normal corridor to unhide the trap's spot, but only if the hero saw it happen. Now the terrain change occurs even if hero doesn't see it; only mapping the trap depends on that. While testing the fix, I noticed that a monster jumping onto a vault teleporter was teleporting randomly rather than being sent to the vault, unlike when triggering such a trap by accident. The code has changed for 3.7 but this bug was already present in earlier versions.
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@@ -1305,6 +1305,10 @@ alchemy may affect only a portion of the dipped potions if a large
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monster kills can no longer deathdrop comestibles (other than the
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monster's corpse) unless the monster collects food or
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generates with food
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if a monster fled from hero by intentionally jumping into a vault teleporter,
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it would teleport randomly instead of into the vault, and if the
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teleport trap's niche wasn't mapped yet, the trap would become mapped
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but the spot would remain a secret corridor and not become accessible
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Fixes to 3.7.0-x General Problems Exposed Via git Repository
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