should be exempted from that, but for now they're not.)
Make all allies (including zombies) avoid Zot traps known to the player, but don't let them avoid unknown ones (unless native, or highly intelligent, as usual.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7444 c06c8d41-db1a-0410-9941-cceddc491573
4C4D3H4E5MDQ3KT5CWXN5K6H4FVT567PN66GAAHHIWVROHZWG5CQC HV677YP4RLSPSLAUEIFGCFLTBAPMN2WUWM74C4TR7MUC5ABCD4EAC SHFSQYLN7WPQC35V3XYYEIZ4CQMREASUNR474CIKFG3C2FYI4SHQC BNRY5YIXLFE2TDNU2JQHWWXJQVWNSEWQ52DU7XUWIT5DZWKGBDDAC CK7CT5TUFUL2AQY7FUHB5JI3FC2KSPWUWHXC6VEUJJ7G4OWUQFTAC SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC BDRWN2OYH6DP6NFUQRLTQMTQZYZ3TSG7VKG2EC3C3RJQKQTKOF7QC BLN5LDH5NRRJPBY77A36Q4THEY75N42MVCJMZRUZ2D5YSXTDL4HQC LOEVXFCKSHE3TCQSUSHOIHHVDJT3RFLE6U3VDI6JXAQTQI5KCJ4AC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC NW6P7VRKBFBQ2FRDZBXN7APJZPYC4SYCIA3MOOE2KZGX43IXNK2AC PM65H4V4GNPVIJFUQW57DC3VDB7TRUUNXKVZONQKEFZSK3AXX5GQC T2AYVN57EFJQLFUFLAZDXKDAFDGTDLQIEQWQZNYFWJZBYSTYH4QQC NVSFIV2ZKP44XHCSCXG6OZVGL67OIFINC34J2EMKTA4KULCERUEAC 2SFHLF7KGHAKSXERQRCHYY3BFDOZCU5RB6KTSHMFMAF76R7DV4KQC 542UIZKI65UDRNEMGFFDBWYD5XC7AYLTZ3JZQRR2GHYJALD3YY6QC U56SICUKK36SJAG3QKV4WGDSAXOW5BELRPZGHTRAMZVUV56AESVAC YXIS433HOV7EZPNYWGA4ZXOKLTQWU55G3HFEN22IBI5ZXTCRIKAAC TQ4JWVDZWJEI2GFQZSUFLKR6GTJQ6Z2QMGG44THBE4QM5UHD2T4QC NWUWP5QCMJ7ZZMLCVB74PW7HDEFB6ICEQHNDHCGG7UWDQNNLGVMQC SIDH2P7NBIG5KEOE27XHD3ZT2NQ2OJZFN6VZXWNWYFFY5YVXSSVQC FSD7GIK3YLZXWLEH37BU6KV3IUCFGXPQL6IZ7H65YWNRBEKDBX5AC GSJA56E3ORVIBCBA6T6WU2HE4DCLJ6NZPW76O7L54N4CYPKLJOWQC DENP72AB5VYMFLNU3VQULFIAWZAXOK4K554O5GBMZPHMVBUTO53AC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC // Dumb monsters don't care at all.if (intel == I_PLANT)return (true);
// Monsters are not afraid of non-mechanical traps. XXX: If we add// any non-mechanical traps that can damage monsters, we must add// checks for them here.
// Hostile monsters are not afraid of non-mechanical traps.// Allies will try to avoid teleportation and zot traps.
// haste/healing/invisibilityif (beam.flavour == BEAM_HASTE || beam.flavour == BEAM_HEALING|| beam.flavour == BEAM_INVISIBILITY){return (false);}