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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-29 14:12:00 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-29 14:12:00 +0000
commitce89a07e4802691aa3a164ed1e332163f4dd8246 (patch)
tree5c47b9708d7f344081a341926d0572a4697e42c2 /crawl-ref/source/mon-util.h
parentb7861f247d877def85b5efb072fba62fab079eb7 (diff)
downloadcrawl-ref-ce89a07e4802691aa3a164ed1e332163f4dd8246.tar.gz
crawl-ref-ce89a07e4802691aa3a164ed1e332163f4dd8246.zip
Finally allow ranged attacks (BEAM_MISSILE) and spells (BEAM_MMISSILE only)
to also saturate the blood with floor. Add a basic blood scent effect: all hounds, vampires, and the mosquito get M_BLOOD_SCENT which will let them wake up when blood is spilled in their vicinity. smell_blood() is rather similar to noisy(), so monsters will try to seek the origin of the blood spilled. Player vampires now get a message if blood is spilled outside their LOS, "You smell fresh blood" with a distance estimate ("near-by", "in the distance") added for vampires that are (near) bloodless. Also, the radius a vampire will be capable of smelling blood will increase the thirstier he is. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3936 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mon-util.h')
-rw-r--r--crawl-ref/source/mon-util.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-util.h b/crawl-ref/source/mon-util.h
index 277fb85d86..ae69af7e15 100644
--- a/crawl-ref/source/mon-util.h
+++ b/crawl-ref/source/mon-util.h
@@ -104,7 +104,7 @@ enum mons_class_flags
M_SPLITS = (1<<12), // monster can split
M_AMPHIBIOUS = (1<<13), // monster can swim in water,
M_THICK_SKIN = (1<<14), // monster has more effective AC,
- M_RESERVED = (1<<15), // currently UNUSED
+ M_BLOOD_SCENT = (1<<15), // monster can smell blood
M_COLD_BLOOD = (1<<16), // susceptible to cold
M_WARM_BLOOD = (1<<17), // no effect currently
M_REGEN = (1<<18), // regenerates quickly