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
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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))