this didn't break anything which travel depends on. Fixes [2051248].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9012 c06c8d41-db1a-0410-9941-cceddc491573
4PXWBSDP6GB3WDBHQQ2E7ZUOBJB7EJN37WBOPDK72KVVUOQ42Y2AC
6DNNPEMZGBQDMA7YG4LCTQUVZ7LYPC3R4A2XBYT5SDQ65GYOLJVAC
JZNN5MYGLJ2N5VOKJU54ROMBUZPQXGGLAKR7GFH3VCCEI65TFAFAC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
25CH7HH4LKXFIZ75YNMXS3TSXO6O27DYSOPLOD45K4OCNFWLS4LQC
HBJTHYXGSD35S4VVUZOK3UE5M5PEQEDEQTSV3WPJYD25PNPPPSCAC
JJULXW764V5C2HJKZNWQAEWB6QM5YZADD7ZCE35LYTBFEM6PMYCAC
QTGDLSVMXXROGGKE7JRHRJ7GQIQM3CAB2ETBB4FW6WRDR7VCFO3QC
RC6L3CIBLJEH4GWRFD7UQNGI6PZT74FRUVOYHSAN2XCC74NZUASQC
2WRXQTGYDBLV46WRNVIUKGNA5QS563XZNNW3N2L6PVOCHIP2YGHQC
SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC
3YK4G4IQBXW63HPGU5WRTV6L2FCMKAK4DOTCHFK2FNSB5B3Y3PVQC
PL6I2CMSTHY5ZHWVMIQE5YTM5S5VPKBNZM6QJVHZSSKOJGIJ5W4AC
TGJZXTUIAKCFZQJ54ZQEBGFBVZSJCAX6AWDRSH3TP7UJRLGUM5SAC
LLKV4OYGEDB4GVJS5JVBZP5JQFW7VMPZ2CBRSITJ5XCFS3QNWIBQC
RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC
HIPFIMUOA7DFOFV3DQ55YZJVGNU2GNDYFUCB4MRPUR5DTYDO5YMAC
EJRKMYKMOYRQXTWGFTMADEWIGWLMWHMUDA73AUT7HO5OBK2GUQEAC
LDBTCT5WIPLJPZWXS2RUQ26QKISCUUTLO77M464WOE6VSYSNPKYAC
UPA65AL4JXYLIHH4D42IWJHRTOAF2BPOVZOAKOXBLZBYIMDZDFFQC
SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC
QKV56RZTWOX64VLWW52R2DEUM3HGGZNLRAJ2ZV2BHW5K422OPNJQC
int num_lines = _get_number_of_lines_levelmap();
if (num_lines > GYM)
num_lines = GYM;
int num_cols = get_number_of_cols();
if (num_cols > GXM)
num_cols = GXM;
const int num_lines = std::min(_get_number_of_lines_levelmap(), GYM);
const int num_cols = std::min(get_number_of_cols(), GXM);
// Special-case secret doors so that we don't run into awkwardness when
// a monster opens a secret door without the hero seeing it, but the travel
// code paths through the secret door because it looks at the actual grid,
// rather than the env overmap.
if ((grid == DNGN_OPEN_DOOR || grid == DNGN_CLOSED_DOOR)
&& is_terrain_changed(x, y))
// FIXME: this compares to the *real* monster at the square,
// even if the one we've seen is different.
if (!ignore_hostile
&& (seen || grid > DNGN_START_OF_MONSTERS)
&& _is_monster_blocked(x, y))
const int c = get_envmap_obj(x, y);
const int secret_door = grid_secret_door_appearance(coord_def(x, y));
return (c != secret_door);
}
if (!ignore_hostile && _is_monster_blocked(x, y))