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author | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-18 04:37:20 +0000 |
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committer | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-18 04:37:20 +0000 |
commit | da651d3cf70da11fb5178027a4f2d58e7755648f (patch) | |
tree | 6053aecf61a2fabc3a95e5356ba4c56927298f56 /crawl-ref/source/mon-util.h | |
parent | 96c9c3ffb539e3e5c5e95db89544d984953aafd1 (diff) | |
download | crawl-ref-da651d3cf70da11fb5178027a4f2d58e7755648f.tar.gz crawl-ref-da651d3cf70da11fb5178027a4f2d58e7755648f.zip |
More progress on making pacified monsters leave the level. They'll now
find the nearest exit, and disappear once they reach it. There's a new
travel target, MTRAV_EXIT.
Notes:
This is currently very simplistic. The monsters still don't use
pathfinding, so if they're blocked, they'll just stand there again.
With shaft traps, the monsters shouldn't try to go directly to the
target, since they can't disappear at the same time they fall through to
another level.
With teleport traps, they should only go to them when all paths to exits
are blocked, and they shouldn't disappear when they hit them. There may
also be issues if a monster hits one and reappears nearby, since it
won't be far enough outside the player's LOS to disappear.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mon-util.h')
-rw-r--r-- | crawl-ref/source/mon-util.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-util.h b/crawl-ref/source/mon-util.h index 7b00dee43e..ce71eccfa7 100644 --- a/crawl-ref/source/mon-util.h +++ b/crawl-ref/source/mon-util.h @@ -646,7 +646,7 @@ mon_attitude_type mons_attitude(const monsters *m); bool mons_behaviour_perceptible(const monsters *mon); bool mons_is_native_in_branch(const monsters *monster, - const branch_type branch); + const branch_type branch = you.where_are_you); bool mons_is_god_gift(const monsters *mon, god_type god = you.religion); bool mons_is_chaotic(const monsters *mon); bool mons_is_poisoner(const monsters *mon); |