diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 08:37:46 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 08:37:46 +0000 |
commit | c48e3fbe888d67a5abf206614ca7655629840dda (patch) | |
tree | 8a296e06ee211e51f65e33548ab26800a59cf67b /crawl-ref/source/externs.h | |
parent | ba35a3c7bbee2e937f3091002803476340d18787 (diff) | |
download | crawl-ref-c48e3fbe888d67a5abf206614ca7655629840dda.tar.gz crawl-ref-c48e3fbe888d67a5abf206614ca7655629840dda.zip |
Enable monsters to move around glass structures if they can see the
player through the walls. Don't use pathfinding to target other
monsters, only the player! Monsters of different intelligence have
different limits on the distance they may travel to circumvent an
obstacle, i.e. zombies will only use a range of 2, whereas highly
intelligent monsters can expertly find their way through (transparent)
labyrinths, though there's a chance they'll forget their target if
they don't see it, so for very long and winding paths it's likely
they don't ever arrive.
Will probably affect performance, though I did test on entire levels
turned transparent with Vitrification and things seemed to run more
or less smoothly.
Ideally, monsters should also be able to move around other obstacles
that don't affect visibility (such as water, lava, or statues) but
that is currently not possible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5700 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/externs.h')
-rw-r--r-- | crawl-ref/source/externs.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h index 0400009eb0..d3b8a8b7d5 100644 --- a/crawl-ref/source/externs.h +++ b/crawl-ref/source/externs.h @@ -1024,6 +1024,7 @@ public: unsigned char target_x; unsigned char target_y; coord_def patrol_point; + montravel_target_type travel_target; std::vector<coord_def> travel_path; FixedVector<short, NUM_MONSTER_SLOTS> inv; monster_spells spells; |