Extend monster pathfinding to monsters circumventing pools of deep water

or lava. I've added some more checks to avoid hampering performance too much, but of course there's still space for improvement.

Once per turn check whether the player can see water and/or lava, and only if this is the case run the additional checks (monster habitat, grid_see_grid) when a monster tries to move. Smart monsters that have a ranged attack won't use pathfinding either since they can directly fire at the player. (This is identical to their pre-pathfinding behaviour.)

Also fix butterflies really not interrupting resting. (Setting it to 0 doesn't work for some reason.)

git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5737 c06c8d41-db1a-0410-9941-cceddc491573

Created by  j-p-e-g  on June 11, 2008
EHP6PYCIPYQ3KF4JFGBTZXEUQHN3FVAH4NUWEOWDDNKGPYVOTOJQC
Dependencies
In channels
main
Change contents