For some reason that did not work. So I tried again, with the following changes:
- Removed floor trap sensing via perception from cmd1.c
- Made dungeon.c use spare game turns to detect traps adjacent to the character, but only if the character is not in wilderness mode
- Disabled EASY_DISARM by default
But this is a really crude newbie hack. Here's what's wrong with it:
1. Adjacent traps may not show up when you first enter a level. Not sure how to deal with this, other than kludging in another invocation of detect_traps(1) when the level is generated.
2. You're always
in a "trap detected zone" because of the use of detect_traps(). I could rip off some code from cmd1.c to deal with this, but it would be more cumbersome, and I just want to see how this works out.
3. Characters who are stunned, hallucinating, or confused will stumble into known traps and set them off. This feels a bit cruel... OTOH it seems wrong that a character who is hallucinating should be able to recognize a trap.
Anyway, here is the source code:https://gitorious.org/~miramor/tome2/mi ... ap-changes
Click on "Download trap-changes as tar.gz" to get it. To compile and run, just untar it somewhere, open a terminal, cd into the top level directory, and run
$ cmake .
Note that you need CMake, which should be available in your distro's repositories.I do not know how to reliably compile T2 on Windows. If anyone knows, please tell me. Thanks.Please note also that OSX is, AFAIK, completely unsupported at the moment.