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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/view.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/view.cc')
-rw-r--r--crawl-ref/source/view.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index b44b8588e5..a0cc13a032 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -1183,7 +1183,7 @@ bool check_awaken(monsters* monster)
if (monster->has_ench(ENCH_SLEEPY))
return (false);
- // berserkers aren't really concerned about stealth
+ // Berserkers aren't really concerned about stealth.
if (you.duration[DUR_BERSERKER])
return (true);
@@ -1194,16 +1194,16 @@ bool check_awaken(monsters* monster)
if (you.duration[DUR_REPEL_UNDEAD] && mons_is_unholy(monster))
return (true);
- // I assume that creatures who can sense invisible are very perceptive
+ // I assume that creatures who can sense invisible are very perceptive.
mons_perc = 10 + (mons_intel(monster->type) * 4) + monster->hit_dice
+ mons_sense_invis(monster) * 5;
bool unnatural_stealthy = false; // "stealthy" only because of invisibility?
- // critters that are wandering still have MHITYOU as their foe are
- // still actively on guard for the player, even if they can't see
- // him. Give them a large bonus (handle_behaviour() will nuke 'foe'
- // after a while, removing this bonus.
+ // Critters that are wandering but still have MHITYOU as their foe are
+ // still actively on guard for the player, even if they can't see you.
+ // Give them a large bonus -- handle_behaviour() will nuke 'foe' after
+ // a while, removing this bonus.
if (monster->behaviour == BEH_WANDER && monster->foe == MHITYOU)
mons_perc += 15;
@@ -1217,7 +1217,7 @@ bool check_awaken(monsters* monster)
{
if (mon_holy == MH_NATURAL)
{
- // monster is "hibernating"... reduce chance of waking
+ // Monster is "hibernating"... reduce chance of waking.
if (monster->has_ench(ENCH_SLEEP_WARY))
mons_perc -= 10;
}