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authorDracoOmega <draco_omega@live.com>2013-06-21 21:52:07 -0230
committerDracoOmega <draco_omega@live.com>2013-06-24 02:21:39 -0230
commite7f9b835389687229a3232e35d75618239aa6fff (patch)
tree50be94f75f85df0639042a61c7f75fecc4108d67 /crawl-ref/source/losparam.cc
parent8ac21e4022a1d95907537c5b18ad5c1be3b237ee (diff)
downloadcrawl-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.cc5
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