travel comment formatting

This commit is contained in:
PatR
2016-05-28 18:39:11 -07:00
parent a102ee9a1a
commit ea9a95d463

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@@ -1,4 +1,4 @@
/* NetHack 3.6 hack.c $NHDT-Date: 1462663937 2016/05/07 23:32:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.165 $ */ /* NetHack 3.6 hack.c $NHDT-Date: 1464485934 2016/05/29 01:38:54 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.168 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */ /* NetHack may be freely redistributed. See license for details. */
@@ -935,36 +935,38 @@ boolean guess;
* When guessing and trying to travel as close as possible * When guessing and trying to travel as close as possible
* to an unreachable target space, don't include spaces * to an unreachable target space, don't include spaces
* that would never be picked as a guessed target in the * that would never be picked as a guessed target in the
* travel matrix describing player-reachable spaces. * travel matrix describing hero-reachable spaces.
* This stops travel from getting confused and moving the * This stops travel from getting confused and moving
* player back and forth in certain degenerate configurations * the hero back and forth in certain degenerate
* of sight-blocking obstacles, e.g. * configurations of sight-blocking obstacles, e.g.
* *
* T 1. Dig this out and carry enough to not be * T 1. Dig this out and carry enough to not be
* #### able to squeeze through diagonal gaps. * #### able to squeeze through diagonal gaps.
* #--.--- Stand at @ and target travel at space T. * #--.--- Stand at @ and target travel at space T.
* @..... * @.....
* |..... * |.....
* *
* T 2. couldsee() marks spaces marked a and x as * T 2. couldsee() marks spaces marked a and x
* #### eligible guess spaces to move the player * #### as eligible guess spaces to move the hero
* a--.--- towards. Space a is closest to T, so it gets * a--.--- towards. Space a is closest to T, so it
* @xxxxx chosen. Travel system moves @ right to travel * @xxxxx gets chosen. Travel system moves @ right
* |xxxxx to space a. * |xxxxx to travel to space a.
* *
* T 3. couldsee() marks spaces marked b, c and x * T 3. couldsee() marks spaces marked b, c and x
* #### as eligible guess spaces to move the player * #### as eligible guess spaces to move the hero
* a--c--- towards. Since findtravelpath() is called * a--c--- towards. Since findtravelpath() is called
* b@xxxx repeatedly during travel, it doesn't remember * b@xxxx repeatedly during travel, it doesn't
* |xxxxx that it wanted to go to space a, so in * |xxxxx remember that it wanted to go to space a,
* comparing spaces b and c, b is chosen, since * so in comparing spaces b and c, b is
* it seems like the closest eligible space to T. * chosen, since it seems like the closest
* Travel system moves @ left to go to space b. * eligible space to T. Travel system moves @
* left to go to space b.
* *
* 4. Go to 2. * 4. Go to 2.
* *
* By limiting the travel matrix here, space a in the example * By limiting the travel matrix here, space a in the
* above is never included in it, preventing the cycle. * example above is never included in it, preventing
* the cycle.
*/ */
if (!isok(nx, ny) || (guess && !couldsee(nx, ny))) if (!isok(nx, ny) || (guess && !couldsee(nx, ny)))
continue; continue;
@@ -995,8 +997,7 @@ boolean guess;
nomul(0); nomul(0);
/* reset run so domove run checks work */ /* reset run so domove run checks work */
context.run = 8; context.run = 8;
iflags.travelcc.x = iflags.travelcc.y = iflags.travelcc.x = iflags.travelcc.y = -1;
-1;
} }
return TRUE; return TRUE;
} }