diff options
author | DracoOmega <draco_omega@live.com> | 2013-06-21 21:52:07 -0230 |
---|---|---|
committer | DracoOmega <draco_omega@live.com> | 2013-06-24 02:21:39 -0230 |
commit | e7f9b835389687229a3232e35d75618239aa6fff (patch) | |
tree | 50be94f75f85df0639042a61c7f75fecc4108d67 /crawl-ref/source/losparam.cc | |
parent | 8ac21e4022a1d95907537c5b18ad5c1be3b237ee (diff) | |
download | crawl-ref-e7f9b835389687229a3232e35d75618239aa6fff.tar.gz crawl-ref-e7f9b835389687229a3232e35d75618239aa6fff.zip |
Make pathfinding consider all stationary monsters as obstacles
Instead of a specific list of (only some!) stationary plants.
This would cause monsters to sometimes hang around behind other
plants, or statue monsters, rather than take an obvious path to
their target only slightly beside them.
Hopefully there is nothing else important that relies on the
previous assumptions.
Diffstat (limited to 'crawl-ref/source/losparam.cc')
-rw-r--r-- | crawl-ref/source/losparam.cc | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/crawl-ref/source/losparam.cc b/crawl-ref/source/losparam.cc index d47d10ca97..87afe80521 100644 --- a/crawl-ref/source/losparam.cc +++ b/crawl-ref/source/losparam.cc @@ -68,10 +68,7 @@ static bool mons_block_immob(const monster* mons) if (crawl_state.game_is_zotdef()) return false; - return (mons->type == MONS_PLANT - || mons->type == MONS_FUNGUS - || mons_species(mons->type) == MONS_BUSH - || mons_species(mons->type) == MONS_OKLOB_PLANT); + return (mons_is_stationary(mons)); } opacity_type opacity_immob::operator()(const coord_def& p) const |