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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-18 04:37:20 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-18 04:37:20 +0000
commitda651d3cf70da11fb5178027a4f2d58e7755648f (patch)
tree6053aecf61a2fabc3a95e5356ba4c56927298f56 /crawl-ref/source/traps.cc
parent96c9c3ffb539e3e5c5e95db89544d984953aafd1 (diff)
downloadcrawl-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/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index 1434640c19..d399ae7cd1 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -928,7 +928,6 @@ dungeon_feature_type trap_category(trap_type type)
// Returns index of the trap for a given (x,y) coordinate pair {dlb}
int trap_at_xy(int which_x, int which_y)
{
-
for (int which_trap = 0; which_trap < MAX_TRAPS; which_trap++)
{
if (env.trap[which_trap].x == which_x