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author | Shayne Halvorson <N78291@gmail.com> | 2011-02-13 13:54:58 -0500 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2011-02-13 22:02:26 +0100 |
commit | 1eacdc086848607bd18e8e7fdbdf15f0e9669268 (patch) | |
tree | 8b7b86d28b876bcc3a0b14e01cf32bdbbd77c52c /crawl-ref/source/fearmonger.cc | |
parent | 8d5a0743cfad5e0e045c34f1924db4d0f4e782a0 (diff) | |
download | crawl-ref-1eacdc086848607bd18e8e7fdbdf15f0e9669268.tar.gz crawl-ref-1eacdc086848607bd18e8e7fdbdf15f0e9669268.zip |
Make it less likely the demon axe will trap the player.
* Mesmerisation no longer works through translucent walls.
* The demon axe will only cause the player to be mesmerised by one monster
at a time, so the player can't be unable to move due to monsters on two
sides.
* Preventing noise from stopping the demon axe's effect actually works.
This still leaves monsters that can't or won't reach the player in the
middle of a deep water or lava pool as a general mesmerisation issue (that
sewer vault with the siren at the end, for instance).
Diffstat (limited to 'crawl-ref/source/fearmonger.cc')
-rw-r--r-- | crawl-ref/source/fearmonger.cc | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/crawl-ref/source/fearmonger.cc b/crawl-ref/source/fearmonger.cc index ec2be2c50e..84feddb77e 100644 --- a/crawl-ref/source/fearmonger.cc +++ b/crawl-ref/source/fearmonger.cc @@ -111,8 +111,11 @@ void player::clear_fearmongers() } // Possibly end fear if a loud noise happened. -void player::fearmongers_check_noise(int loudness) +void player::fearmongers_check_noise(int loudness, bool axe) { + if (axe) + return; + if (loudness >= 20 && beheld()) { mprf("For a moment, your terror fades away!"); |