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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-28 13:49:05 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-28 13:49:05 +0000
commit7287acae93b7a294674f5d30a165957c7c117d66 (patch)
tree47de7e5e30fce10e2db4088e69b30b690c3da117 /crawl-ref/source/player.cc
parente7af6665735bf1551668f5e25c55db70106df1fb (diff)
downloadcrawl-ref-7287acae93b7a294674f5d30a165957c7c117d66.tar.gz
crawl-ref-7287acae93b7a294674f5d30a165957c7c117d66.zip
Another use for patrolling:
Hostile monsters wandering across a grid they consider "interesting" may note it down as patrolling point to return to. There's currently no way of deleting such a patrol point short of enslaving the monster. As before, patrolling only applies while wandering. Other behaviour modes (chasing the player etc.) take precedence. For now interesting grids are: * altar to one of the good gods for holy beings * altar to Beogh, or entrance to/return from Orcish Mines for orcs * entrance to/return from Elven Halls for elves * entrance to the Hive for killer bees To test these changes, I've modified the stealth checks for wizard mode: If you set the Stealth skill to a value greater than 27 (possible in wizmode) hostile monsters will ignore you, i.e. not set MHITYOU if you are nearby. Noises will still wake monsters, and they'll hit you if they walk into you (or vice versa), but they won't target you. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5313 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc8
1 files changed, 7 insertions, 1 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index e0b7e6ac79..be84bed2a0 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -3480,11 +3480,17 @@ void level_change(bool skip_attribute_increase)
} // end level_change()
-// here's a question for you: does the ordering of mods make a difference?
+// Here's a question for you: does the ordering of mods make a difference?
// (yes) -- are these things in the right order of application to stealth?
// - 12mar2000 {dlb}
int check_stealth(void)
{
+#ifdef WIZARD
+ // Extreme stealthiness can be enforced by wizmode stealth setting.
+ if (you.skills[SK_STEALTH] > 27)
+ return (1000);
+#endif
+
if (you.special_wield == SPWLD_SHADOW || you.duration[DUR_BERSERKER])
return (0);