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
AMBBZGB4EP4MA2ILKQSAY4O2XQAIH673JHCDQ6N4MBGL2MAZGXNAC LVCBY444HPB4RRFMUAZPHVZ67IC3L6DB27AEMCW3DEXHLBF73TMQC YL67KHG3TAZXJCWGRZPVASD6RS2SQ3V5KMIUK4E6PV43V2NBOLEAC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC X3RDT655FEYO6XEVPIUAPEPJZAFE55KZBH2AZOLK3NGHINMVIGFQC AXQJOPTECRU3ECV3ICDUR6SGBIOIZT5HIOSJ77MRLF5ECGOITMDQC 72CQFK27NR37P2WQ32U4PEXXKMRIO7JEMJN2ZCPNVPZMT7UPFJJAC WYMN37VYSETF56RTTJ45VMB2YS4OUUKRL2JNWJSUKNLBFGGGECNQC SIKFXNXSAMU6IYRGDG6SWP3LOX6SEE7PDFA7RVQAGG2SLWQ72D2QC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC CYAVI4PYWMMKTPYT5N2B3MI4OSHZFLPKOZFSLFJUXRYAACYXWW3AC OSRZEPPGBIMSZBWIVBTZTTIMV6TEUGVZRZ5AI2ZJW7CVZZQBUIMQC JEWGBHOQGDSWMLT4FZTQWUKTBJJWY5CSRAQQUOWIZ7U4QBJ6ZLBQC XPCGZBHHSL6MB3ORMUJI64BAERU6AZTIY6RK56BBW7SNB3IK24IAC WL5WZXFJ6TONUQRSHUY4GQ5USU47ILWNN5X2JDQZO4CRJJZSRQIAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC EHSY6DVGUMI6C67WKET3GDJVLWJWGYBYQONNDK5JVT7BCTHBEZVAC (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 = noneBrand neutral monsters in some way. Useful both to get out ofa neutral monster's path, and to avoid accidentally killing it.E.g.neutral_brand = hi:darkgreyshows neutrals with a dark grey background. Since there areno darkgrey monster glyphs anymore, this works fine.