well, here is the entire lib folder https://drive.google.com/open?id=0B9...DYtcnZvVlE4M0E
i ran it just now, it works, so the file is somewhere here.
i ran it just now, it works, so the file is somewhere here.
/* Tracking monsters have their best direction, don't change */
if ((i > 0) && !stagger && !square_isview(c, oy, ox)) {
break;
}
######## #......@ #.###### #....... #...#C.. ########
..O...# ##.~### .....@# #####.# ....#.#
/* Get the heard noise, compare with the best so far */
heard_noise = base_hearing - cave->noise.grids[y][x];
if ((heard_noise > best_noise) && (cave->noise.grids[y][x] != 0)) {
/* Best so far */
best_noise = heard_noise;
best_direction = i;
found_direction = true;
if (square_monster(cave, y, x)) {
monster_blocking = true;
}
continue;
} else if ((heard_noise == best_noise) && (cave->noise.grids[y][x] != 0)
&& (!square_monster(cave, y, x)) && monster_blocking) {
/* Equal best so far, and no monster in the way */
best_direction = i;
found_direction = true;
monster_blocking = false;
continue;
}
..O...# ##.~### .....@# #####.# ....#.#
..O...# ##.~### .....@# #####.# ....#.#
int best_noise = base_hearing - cave->noise.grids[my][mx]; ... /* If no good sound yet, use scent */ if (!best_noise) ...
Comment