detecting chest and door traps

When confused gold detection finds a door trap or a chest trap, it
puts a bear trap glyph/tile on the map at that location.  (They
disappear once they're within sight.)  Those should be given their
own glyphs so that they can have their own tiles, but this doesn't
do that.  What it does do is describe such fake bear traps as
"trapped door" or "trapped chest" when examined with far-look.
The '^' command--if used while blind so that '^' hasn't disappeared
yet--needs to catch up: it says "I can't see a trap there" when the
adjacent '^' is a fake bear trap.
This commit is contained in:
PatR
2016-05-31 00:08:17 -07:00
parent 7404597ac5
commit 71113a6971
4 changed files with 90 additions and 31 deletions

View File

@@ -272,8 +272,10 @@ reviving one of a stack of N corpses in a shop charged a usage fee for all N;
remaining N-1 were owned by hero if carried but by shop if on floor
gremlin wailing in agony should wake up nearby monsters
add more lighting variance to the second bigroom variant
when getpost was picking a location, typing '^' to move to the next known trap
when getpos was picking a location, typing '^' to move to the next known trap
skipped some detected traps if their location was unseen
describe detected door traps and chest traps as trapped door and trapped chest
instead of bear trap; bear trap tile is still used on map though
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository