v0.3.0c: trap refactor pt2, traps completely changed to work based on instantiable trap objects instead of terrain types
This makes the trap system far more extendable.
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@@ -403,8 +403,11 @@ public abstract class Char extends Actor {
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if (Dungeon.level.map[pos] == Terrain.OPEN_DOOR) {
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Door.leave( pos );
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}
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Actor.freeCell(pos);
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pos = step;
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Actor.occupyCell( this );
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if (flying && Dungeon.level.map[pos] == Terrain.DOOR) {
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Door.enter( pos );
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