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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-04 21:43:17 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-04 21:43:17 +0000
commit24c7f48b5401889a28462a809303545a7f4933df (patch)
tree3cb82bce72ee8146e817dc45021d78883f5a013e /crawl-ref/source/items.cc
parente422b1baa5ffb05c2b938e2ca5a8490f4c8bfe83 (diff)
downloadcrawl-ref-24c7f48b5401889a28462a809303545a7f4933df.tar.gz
crawl-ref-24c7f48b5401889a28462a809303545a7f4933df.zip
Implement pathfinding for monsters, using the A* algorithm.
It's not actually used anywhere yet, but I've implemented a wizmode testing function (x on monster, then 'w') that calculates the shortest path to any playerchosen destination on the level, and it seems to work quite well. The monsters tend to take zigzag paths but that should be easy enough to smooth out and in any case doesn't matter all that much since the player usually won't witness this. Oh, and though I tested the whole thing in a labyrinth, it went ridiculously fast! I'd rather doubted that but Darshan was completely right, as usually. :p Please don't remove the debugging output yet, I still need them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5476 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/items.cc')
-rw-r--r--crawl-ref/source/items.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index 96b3f907a2..0e9dd58955 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -260,7 +260,7 @@ bool dec_inv_item_quantity( int obj, int amount )
}
you.inv[obj].base_type = OBJ_UNASSIGNED;
- you.inv[obj].quantity = 0;
+ you.inv[obj].quantity = 0;
you.inv[obj].props.clear();
ret = true;