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:
Evan Debenham
2015-06-03 20:40:58 -04:00
parent 7e79a10501
commit 85a907d14e
25 changed files with 336 additions and 285 deletions
@@ -109,8 +109,7 @@ public class WandOfPrismaticLight extends Wand {
int terr = Dungeon.level.map[cell];
if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
Level.set( cell, Terrain.discover( terr ) );
GameScene.updateMap(cell);
Dungeon.level.discover( cell );
GameScene.discoverTile( cell, terr );
ScrollOfMagicMapping.discover(cell);