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authorJude Brown <bookofjude@users.sourceforge.net>2011-01-22 18:35:40 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2011-01-22 18:38:15 +1000
commit386b557d3b1dee061c2bf252446b4e2342fe4702 (patch)
treec0e16f75310ed14985b0130602bab689460f7344 /crawl-ref/source/shout.h
parentc3209b6a252a60ca0c47d63ad0c03bf7ae95e9d8 (diff)
downloadcrawl-ref-386b557d3b1dee061c2bf252446b4e2342fe4702.tar.gz
crawl-ref-386b557d3b1dee061c2bf252446b4e2342fe4702.zip
Fix orb pickup noise when silenced.
Now, it flashes a variety of coloured, pretty lights, which have the same effect of waking up nearby monsters. This is achieved by "fake_noisy", which generates noise (but no message) regardless of whether or not the area is silenced. However, it has just occurred to me that the latter function might cause weird interactions with mesmerisation and fear. Might be something to keep in mind if its use is extended to areas where mermaids or other monsters might be causing fear/mesmerising.
Diffstat (limited to 'crawl-ref/source/shout.h')
-rw-r--r--crawl-ref/source/shout.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/crawl-ref/source/shout.h b/crawl-ref/source/shout.h
index 23d2583fec..cc83f9a60b 100644
--- a/crawl-ref/source/shout.h
+++ b/crawl-ref/source/shout.h
@@ -4,7 +4,9 @@
bool noisy(int loudness, const coord_def& where, int who,
bool mermaid = false, bool message_if_unseen = false);
bool noisy(int loudness, const coord_def& where, const char *msg = NULL,
- int who = -1, bool mermaid = false, bool message_if_unseen = false);
+ int who = -1, bool mermaid = false, bool message_if_unseen = false,
+ bool fake_noise = false);
+bool fake_noisy(int loudness, const coord_def& where);
void blood_smell(int strength, const coord_def& where);
void handle_monster_shouts(monster* mons, bool force = false);