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) ...
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