placing them, too. This should allow proper creation of merfolk zombies on land, and, hence, should fix [2146792].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7144 c06c8d41-db1a-0410-9941-cceddc491573
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if (grid_compatible(preferred_habitat, actual_grid)
|| (nonpreferred_habitat != preferred_habitat
&& grid_compatible(nonpreferred_habitat, actual_grid)))
if (grid_compatible(grid_preferred, actual_grid)
|| (grid_nonpreferred != grid_preferred
&& grid_compatible(grid_nonpreferred, actual_grid)))
newmons_square_find nmfind(_monster_habitat_feature(mons_class),
start, distance);
const coord_def p = nmfind.pathfind();
return (in_bounds(p)? p : coord_def(-1, -1));
coord_def p;
const dungeon_feature_type grid_preferred =
_monster_primary_habitat_feature(mons_class);
const dungeon_feature_type grid_nonpreferred =
_monster_secondary_habitat_feature(mons_class);
newmons_square_find nmpfind(grid_preferred, start, distance);
const coord_def pp = nmpfind.pathfind();
p = pp;
if (grid_nonpreferred != grid_preferred && !in_bounds(pp))
{
newmons_square_find nmsfind(grid_nonpreferred, start, distance);
const coord_def ps = nmsfind.pathfind();
p = ps;
}
return (in_bounds(p) ? p : coord_def(-1, -1));
const dungeon_feature_type spcw = _monster_habitat_feature(mons_class);
const dungeon_feature_type grid_preferred =
_monster_primary_habitat_feature(mons_class);
const dungeon_feature_type grid_nonpreferred =
_monster_secondary_habitat_feature(mons_class);