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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-10 17:38:27 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-10 17:38:27 +0000
commit1beb0abbfd7972efabd7817a0359b2c57cd91524 (patch)
tree91e514b80aaba65b2317817df1725ada648f1d21 /crawl-ref/source/view.cc
parente5d9773c543dea310c3152f249a8c67e3d8195e3 (diff)
downloadcrawl-ref-1beb0abbfd7972efabd7817a0359b2c57cd91524.tar.gz
crawl-ref-1beb0abbfd7972efabd7817a0359b2c57cd91524.zip
Some more Stealth changes.
(1) Use diminishing returns for passive training depending on skill level. Below skill level 2, chances are unchanged; at level 2 chances are 2/3 of that, and at level 3 at 1/3. From level 4 onwards, Stealth cannot be trained by waiting anymore. (2) Active stealth training only has a 1% chance (instead of 5%) if you're sneaking around monsters while invisible (and the monster cannot see you). Add yet another function for blood potions - I sure hope this works when I eventually get around to actually use them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4178 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc28
1 files changed, 18 insertions, 10 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 50f96070cc..37676e3e81 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -898,7 +898,9 @@ void handle_monster_shouts(monsters* monster, bool force)
{
if (!force
&& (!you.turn_is_over || random2(30) < you.skills[SK_STEALTH]))
+ {
return;
+ }
// Get it once, since monster might be S_RANDOM, in which case
// mons_shouts() will return a different value every time.
@@ -910,7 +912,9 @@ void handle_monster_shouts(monsters* monster, bool force)
|| (type == S_SILENT && !player_monster_visible(monster))
|| (type != S_SILENT && (silenced(you.x_pos, you.y_pos)
|| silenced(monster->x, monster->y))))
+ {
return;
+ }
int noise_level = get_shout_noise_level(type);
std::string default_msg_key;
@@ -1227,14 +1231,14 @@ bool check_awaken(monsters* monster)
// affected by repel undead, they do sense this type of divine aura.
// -- bwr
if (you.duration[DUR_REPEL_UNDEAD] && mons_is_unholy(monster))
- {
return (true);
- }
// 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'
@@ -1243,7 +1247,10 @@ bool check_awaken(monsters* monster)
mons_perc += 15;
if (!mons_player_visible(monster))
+ {
mons_perc -= 75;
+ unnatural_stealthy = true;
+ }
if (monster->behaviour == BEH_SLEEP)
{
@@ -1274,20 +1281,21 @@ bool check_awaken(monsters* monster)
return (true); // Oops, the monster wakes up!
// You didn't wake the monster!
- if (player_light_armour(true)
+ if (player_light_armour(true)
&& you.burden_state == BS_UNENCUMBERED
- && you.special_wield != SPWLD_SHADOW
- && one_chance_in(20))
+ && you.special_wield != SPWLD_SHADOW
+ // if invisible, training happens much more rarely
+ && (!unnatural_stealthy && one_chance_in(25) || one_chance_in(100)))
{
exercise(SK_STEALTH, 1);
}
-
+
return (false);
} // end check_awaken()
static void _set_show_backup( int ex, int ey )
{
- // Must avoid double setting it.
+ // Must avoid double setting it.
// We want the base terrain/item, not the cloud or monster that replaced it.
if (!Show_Backup[ex][ey])
Show_Backup[ex][ey] = env.show[ex][ey];
@@ -1452,11 +1460,11 @@ inline static void _update_cloud_grid(int cloudno)
_set_show_backup(ex, ey);
env.show[ex][ey] = DNGN_CLOUD;
- env.show_col[ex][ey] = which_colour;
+ env.show_col[ex][ey] = which_colour;
#ifdef USE_TILE
- tile_place_cloud(ex, ey, env.cloud[cloudno].type,
- env.cloud[cloudno].decay);
+ tile_place_cloud(ex, ey, env.cloud[cloudno].type,
+ env.cloud[cloudno].decay);
#endif
}