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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 08:37:46 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 08:37:46 +0000 |
commit | c48e3fbe888d67a5abf206614ca7655629840dda (patch) | |
tree | 8a296e06ee211e51f65e33548ab26800a59cf67b /crawl-ref/source/tags.h | |
parent | ba35a3c7bbee2e937f3091002803476340d18787 (diff) | |
download | crawl-ref-c48e3fbe888d67a5abf206614ca7655629840dda.tar.gz crawl-ref-c48e3fbe888d67a5abf206614ca7655629840dda.zip |
Enable monsters to move around glass structures if they can see the
player through the walls. Don't use pathfinding to target other
monsters, only the player! Monsters of different intelligence have
different limits on the distance they may travel to circumvent an
obstacle, i.e. zombies will only use a range of 2, whereas highly
intelligent monsters can expertly find their way through (transparent)
labyrinths, though there's a chance they'll forget their target if
they don't see it, so for very long and winding paths it's likely
they don't ever arrive.
Will probably affect performance, though I did test on entire levels
turned transparent with Vitrification and things seemed to run more
or less smoothly.
Ideally, monsters should also be able to move around other obstacles
that don't affect visibility (such as water, lava, or statues) but
that is currently not possible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5700 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tags.h')
-rw-r--r-- | crawl-ref/source/tags.h | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/crawl-ref/source/tags.h b/crawl-ref/source/tags.h index 9aea5c2ce1..dfe48b17e6 100644 --- a/crawl-ref/source/tags.h +++ b/crawl-ref/source/tags.h @@ -50,15 +50,16 @@ enum tag_major_version // Minor version will be reset to zero when major version changes. enum tag_minor_version { - TAG_MINOR_PIETY = 2, // Added piety_hysteresis - TAG_MINOR_QUIVER = 3, // Added quiver - TAG_MINOR_MAPMARK = 4, // Added sizes to map markers - TAG_MINOR_MONNAM = 5, // Monsters get individual names - TAG_MINOR_MONBASE = 6, // Zombie base monster gets its own field. - TAG_MINOR_FPICKUP = 7, // Added pickup option for allied monsters. - TAG_MINOR_MPATROL = 8, // Added monster patrol points. - TAG_MINOR_PATHFIND = 9, // Added monster pathfinding. - TAG_MINOR_VERSION = 9 // Current version + TAG_MINOR_PIETY = 2, // Added piety_hysteresis + TAG_MINOR_QUIVER = 3, // Added quiver + TAG_MINOR_MAPMARK = 4, // Added sizes to map markers + TAG_MINOR_MONNAM = 5, // Monsters get individual names + TAG_MINOR_MONBASE = 6, // Zombie base monster gets its own field. + TAG_MINOR_FPICKUP = 7, // Added pickup option for allied monsters. + TAG_MINOR_MPATROL = 8, // Added monster patrol points. + TAG_MINOR_PATHFIND = 9, // Added monster pathfinding. + TAG_MINOR_TRTARGET = 10, // Added travel target. + TAG_MINOR_VERSION = 10 // Current version }; |