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authorShayne Halvorson <N78291@gmail.com>2011-02-13 13:54:58 -0500
committerAdam Borowski <kilobyte@angband.pl>2011-02-13 22:02:26 +0100
commit1eacdc086848607bd18e8e7fdbdf15f0e9669268 (patch)
tree8b7b86d28b876bcc3a0b14e01cf32bdbbd77c52c /crawl-ref/source/fearmonger.cc
parent8d5a0743cfad5e0e045c34f1924db4d0f4e782a0 (diff)
downloadcrawl-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.cc5
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!");