it opens the door rather than "comes into view".
If a visible monster opens a door when the player isn't delayed then give a message about it.
Include secret doors in multi-door gates when a monster opens a door.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6145 c06c8d41-db1a-0410-9941-cceddc491573
2EIE224NR2CHHBAK6RKXLQODHU2WG3WDCWM4KXTDJCUFIUCXWFUQC PJJLQ5EB7ZOLOYXF2GQY4GE6A3RO3ANP42OXCEO5U2ZTKPUTQHFAC 45CXZWWXI7SGKLHVSRP2U6KNXJBT2XADNLIIHQQJYL2E6QWNURKQC MFONX2CQ4V7HA5NSD6P5NDDBXYDSKIOCYUKRZXJ4ZER2OKJWT2HQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC K7SLUAS7TC2T6AG5HMZHVMD4ANGAI42FBSZTB6CTHLSGY2CRY4LQC LVCBY444HPB4RRFMUAZPHVZ67IC3L6DB27AEMCW3DEXHLBF73TMQC GTXKQTORYHZ7XB2VIH6372UM5GMWAN7IVRXWY5FGBCHFGBV6D6NAC UWMN4HLG6YA2YFQEVIVMDISD6APKEPIZXMMPMNUYCBQDSAUYSXPQC if (grid == DNGN_SECRET_DOOR){grid = grid_secret_door_appearance(pos.x, pos.y);grd(pos) = DNGN_OPEN_DOOR; // Just a simple door, no gates etc.
std::set<coord_def> all_door;find_connected_range(pos, DNGN_CLOSED_DOOR, DNGN_SECRET_DOOR,all_door);get_door_description(all_door.size(), &adj, &noun);
std::set<coord_def> all_door;find_connected_identical(pos, grd(pos), all_door);get_door_description(all_door.size(), &adj, &noun);for (std::set<coord_def>::iterator i = all_door.begin();i != all_door.end(); ++i)
const coord_def& dc = *i;if (grd(dc) == DNGN_SECRET_DOOR && see_grid(dc))