Make monsters avoid special spots again

This commit is contained in:
2017-01-23 15:17:54 -05:00
parent 401f2c2ee8
commit 93c0679217

View File

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