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author | Steve Melenchuk <smelenchuk@gmail.com> | 2013-02-17 18:55:44 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2013-02-17 19:00:57 -0700 |
commit | 884bf952a96fe57df877c69a5d25666a257c04b4 (patch) | |
tree | a0a4e72d1fbf0c99fe62e683a12ff0beac0993b6 /crawl-ref/source/travel.h | |
parent | ab6ac6eaf6512b4f09795ae904d41972db0a1f50 (diff) | |
download | crawl-ref-884bf952a96fe57df877c69a5d25666a257c04b4.tar.gz crawl-ref-884bf952a96fe57df877c69a5d25666a257c04b4.zip |
Finer interrupt granularity for wait command (#4893).
The wait command now operates by performing up to ten interruptible 1
aut wait delays (still counted as one game turn). They are normally
interrupted by most of the same things as a travel command, with the
major exceptions being seeing or sensing a monster - instead, it is
interrupted by seeing a monster move.
This allows the wait command to be much more useful tactically, as it
will stop waiting at the instant the position of a monster changes
(impacting the tactical situation).
A side effect of this is that the move_nowhere command ('.') waits 1 aut
instead of 10 aut. If this becomes a problem, . could be rebound to the
normal wait command, or a new lower level command could be introduced to
take the place of the current use of the move_nowhere command.
There is a bit of a hack in place to consider 'wait' 1 game turn and
'rest' the same up-to-100 game turns that it currently is (instead of up
to 10 and 1000 respectively). If this becomes problematic, it can easily
be removed.
Diffstat (limited to 'crawl-ref/source/travel.h')
-rw-r--r-- | crawl-ref/source/travel.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/travel.h b/crawl-ref/source/travel.h index 39843506ab..7fcdfb0c30 100644 --- a/crawl-ref/source/travel.h +++ b/crawl-ref/source/travel.h @@ -47,7 +47,8 @@ enum run_mode_type RMODE_NOT_RUNNING = 0, // must remain equal to 0 RMODE_CONTINUE, RMODE_START, - RMODE_REST_DURATION = 100, + RMODE_WAIT_DURATION = 10, + RMODE_REST_DURATION = 1000, RMODE_CONNECTIVITY, // Pathfinding connectivity check, not running. }; |