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authorChris Campbell <chriscampbell89@gmail.com>2013-12-03 05:41:29 +0000
committerChris Campbell <chriscampbell89@gmail.com>2013-12-03 06:26:33 +0000
commit26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8 (patch)
tree609b00900149646f4b3034d034b4613d520a37b2 /crawl-ref/source/mon-pathfind.cc
parent5517a7c3cfad323cb5bdf136f8d30bf2f53c7fc6 (diff)
downloadcrawl-ref-26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8.tar.gz
crawl-ref-26b5dca61ba0817b5bec6bb4a4d7e1b8e2837ef8.zip
Don't let Dryads walk through trees
Being able to awaken trees and pull you next to them is a strong combination on its own, it's not necessary for them to also hide in the trees while doing so. Removes a lot of code for handling wall movement since rock worms are gone too, but leaves HT_ROCK - it appears that spatial maelstroms sort-of-use it (not sure if they actually need it, though).
Diffstat (limited to 'crawl-ref/source/mon-pathfind.cc')
-rw-r--r--crawl-ref/source/mon-pathfind.cc5
1 files changed, 2 insertions, 3 deletions
diff --git a/crawl-ref/source/mon-pathfind.cc b/crawl-ref/source/mon-pathfind.cc
index 9dd95de7bb..2afbd7eca8 100644
--- a/crawl-ref/source/mon-pathfind.cc
+++ b/crawl-ref/source/mon-pathfind.cc
@@ -424,9 +424,8 @@ bool monster_pathfind::traversable(const coord_def& p)
{
return true;
}
- // Give wall-walkers a chance to see if this grid is compatible with them
- else if (!mons || !mons_wall_shielded(mons) || actor_at(p))
- return false;
+
+ return false;
}
if (mons)