Of course we still need something like this for Tiles!
Make Ctrl+Dir call close_door() if the square in question is a closed door. I've tested it, and found this change (suggested by dpeg) extremely convenient. Also fixed the information leak about an invisible monster blocking a doorway without time passing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3778 c06c8d41-db1a-0410-9941-cceddc491573
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(col & COLFLAG_ITEM_HEAP)? Options.heap_brand :
(col & COLFLAG_WILLSTAB)? Options.stab_brand :
(col & COLFLAG_MAYSTAB)? Options.may_stab_brand :
(col & COLFLAG_STAIR_ITEM)? Options.feature_item_brand :
(col & COLFLAG_TRAP_ITEM)? Options.trap_item_brand :
(col & COLFLAG_REVERSE)? CHATTR_REVERSE :
(col & COLFLAG_NEUTRAL_MONSTER)? Options.neutral_brand :
(col & COLFLAG_ITEM_HEAP)? Options.heap_brand :
(col & COLFLAG_WILLSTAB)? Options.stab_brand :
(col & COLFLAG_MAYSTAB)? Options.may_stab_brand :
(col & COLFLAG_STAIR_ITEM)? Options.feature_item_brand :
(col & COLFLAG_TRAP_ITEM)? Options.trap_item_brand :
(col & COLFLAG_REVERSE)? CHATTR_REVERSE :
#define COLFLAG_STAIR_ITEM 0x1000
#define COLFLAG_TRAP_ITEM 0x2000
#define COLFLAG_REVERSE 0x4000
#define COLFLAG_ITEM_HEAP 0x1000
#define COLFLAG_STAIR_ITEM 0x2000
#define COLFLAG_TRAP_ITEM 0x4000
#define COLFLAG_REVERSE 0x8000
neutral_brand = none
Brand neutral monsters in some way. Useful both to get out of
a neutral monster's path, and to avoid accidentally killing it.
E.g.
neutral_brand = hi:darkgrey
shows neutrals with a dark grey background. Since there are
no darkgrey monster glyphs anymore, this works fine.