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fix: finding closest controller targets

pull/6494/head
Blazej Mcszk 3 years ago
parent
commit
5dd2fa560c
  1. 14
      Source/controls/plrctrls.cpp

14
Source/controls/plrctrls.cpp

@ -257,8 +257,8 @@ bool CanTargetMonster(const Monster &monster)
void FindRangedTarget() void FindRangedTarget()
{ {
int rotations = 0; int rotations = 4;
int distance = 0; int distance = 25;
bool canTalk = false; bool canTalk = false;
for (size_t i = 0; i < ActiveMonsterCount; i++) { for (size_t i = 0; i < ActiveMonsterCount; i++) {
@ -290,7 +290,7 @@ void FindMeleeTarget()
{ {
bool visited[MAXDUNX][MAXDUNY] = { {} }; bool visited[MAXDUNX][MAXDUNY] = { {} };
int maxSteps = 25; // Max steps for FindPath is 25 int maxSteps = 25; // Max steps for FindPath is 25
int rotations = 0; int rotations = 4;
bool canTalk = false; bool canTalk = false;
struct SearchNode { struct SearchNode {
@ -369,8 +369,8 @@ void CheckMonstersNearby()
void CheckPlayerNearby() void CheckPlayerNearby()
{ {
int newDdistance; int newDdistance;
int rotations = 0; int rotations = 4;
int distance = 0; int distance = 25;
if (pcursmonst != -1) if (pcursmonst != -1)
return; return;
@ -425,8 +425,8 @@ void FindActor()
void FindTrigger() void FindTrigger()
{ {
int rotations = 0; int rotations = 4;
int distance = 0; int distance = 25;
if (pcursitem != -1 || ObjectUnderCursor != nullptr) if (pcursitem != -1 || ObjectUnderCursor != nullptr)
return; // Prefer showing items/objects over triggers (use of cursm* conflicts) return; // Prefer showing items/objects over triggers (use of cursm* conflicts)

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