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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-18 04:37:20 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-18 04:37:20 +0000
commitda651d3cf70da11fb5178027a4f2d58e7755648f (patch)
tree6053aecf61a2fabc3a95e5356ba4c56927298f56 /crawl-ref/source/enum.h
parent96c9c3ffb539e3e5c5e95db89544d984953aafd1 (diff)
downloadcrawl-ref-da651d3cf70da11fb5178027a4f2d58e7755648f.tar.gz
crawl-ref-da651d3cf70da11fb5178027a4f2d58e7755648f.zip
More progress on making pacified monsters leave the level. They'll now
find the nearest exit, and disappear once they reach it. There's a new travel target, MTRAV_EXIT. Notes: This is currently very simplistic. The monsters still don't use pathfinding, so if they're blocked, they'll just stand there again. With shaft traps, the monsters shouldn't try to go directly to the target, since they can't disappear at the same time they fall through to another level. With teleport traps, they should only go to them when all paths to exits are blocked, and they shouldn't disappear when they hit them. There may also be issues if a monster hits one and reappears nearby, since it won't be far enough outside the player's LOS to disappear. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/enum.h')
-rw-r--r--crawl-ref/source/enum.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h
index 14581e94a0..bbdfad70a9 100644
--- a/crawl-ref/source/enum.h
+++ b/crawl-ref/source/enum.h
@@ -2789,7 +2789,8 @@ enum montravel_target_type
MTRAV_NONE = 0,
MTRAV_PLAYER, // Travelling to reach the player.
MTRAV_PATROL, // Travelling to reach the patrol point.
- MTRAV_UNREACHABLE // Not travelling because player is unreachable.
+ MTRAV_UNREACHABLE, // Not travelling because player is unreachable.
+ MTRAV_EXIT // Travelling to reach a level exit.
};
#ifdef WIZARD