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.
This commit is contained in:
@@ -1283,8 +1283,7 @@ public class Hero extends Char {
|
||||
|
||||
visited[i] = true;
|
||||
if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
|
||||
Level.set( i, Terrain.discover( terr ) );
|
||||
GameScene.updateMap( i );
|
||||
Dungeon.level.discover( i );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1452,9 +1451,7 @@ public class Hero extends Char {
|
||||
|
||||
GameScene.discoverTile( p, oldValue );
|
||||
|
||||
Level.set( p, Terrain.discover( oldValue ) );
|
||||
|
||||
GameScene.updateMap( p );
|
||||
Dungeon.level.discover( p );
|
||||
|
||||
ScrollOfMagicMapping.discover( p );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user