Make monsters avoid special spots again
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@@ -710,13 +710,14 @@ bool combat_move_monster(short which,location destination) {
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// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
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// returns {0,0} if none found
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// TODO: NO WAIT IT DOESN'T LOOK AT ALL SPACES!!!
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// TODO: THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
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//mode; // 0 - normal 1 - prefer adjacent space
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location find_clear_spot(location from_where,short mode) {
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location loc,store_loc;
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short num_tries = 0,r1;
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// Here 254 indicates the low byte of the town fields, minus explored spaces (which is lowest bit).
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unsigned long blocking_fields = OBJECT_CRATE | OBJECT_BARREL | OBJECT_BLOCK | FIELD_QUICKFIRE | 254;
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unsigned long blocking_fields = SPECIAL_SPOT | OBJECT_CRATE | OBJECT_BARREL | OBJECT_BLOCK | FIELD_QUICKFIRE | 254;
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while(num_tries < 75) {
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num_tries++;
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