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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-11 22:55:29 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-11 22:55:29 +0000
commit9fd7f5bc149e7fa7ae2597bc39ca7fd348997424 (patch)
treefa2bd181febcf019dad6e9d9987f3c01fa07436b /crawl-ref/source/player.cc
parentf200b503f68b2eb90fd9a5677c79e093df07544c (diff)
downloadcrawl-ref-9fd7f5bc149e7fa7ae2597bc39ca7fd348997424.tar.gz
crawl-ref-9fd7f5bc149e7fa7ae2597bc39ca7fd348997424.zip
Extend monster pathfinding to monsters circumventing pools of deep water
or lava. I've added some more checks to avoid hampering performance too much, but of course there's still space for improvement. Once per turn check whether the player can see water and/or lava, and only if this is the case run the additional checks (monster habitat, grid_see_grid) when a monster tries to move. Smart monsters that have a ranged attack won't use pathfinding either since they can directly fire at the player. (This is identical to their pre-pathfinding behaviour.) Also fix butterflies really not interrupting resting. (Setting it to 0 doesn't work for some reason.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5737 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index d83e4b0e1d..dac568679c 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -5421,6 +5421,8 @@ void player::init()
banished_by.clear();
entering_level = false;
+ lava_in_sight = false;
+ water_in_sight = false;
transit_stair = DNGN_UNSEEN;
berserk_penalty = 0;