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/**
* @file
* @brief Monsters stealth methods.
**/
#include "AppHdr.h"
#include "monster.h"
#include "mon-util.h"
static int _clamp_stealth(int stealth)
{
if (stealth > 3)
return 3;
else if (stealth < -3)
return -3;
else
return stealth;
}
// Monster stealth is a value between:
//
// -3 - Extremely unstealthy
// -2 - Very unstealthy
// -1 - Unstealthy
// 0 - Normal
// 1 - Stealthy
// 2 - Very stealthy
// 3 - Extremely stealthy
//
int monster::stealth() const
{
if (berserk_or_insane())
return -3;
int base_stealth = -(min((int) body_size(), 6) - 3);
int actual_stealth = base_stealth;
// Undead are inherently more stealthy.
if (holiness() == MH_UNDEAD)
{
// Zombies are less stealthy.
if (type == MONS_ZOMBIE)
{
// Large zombies even more so.
actual_stealth -= mons_zombie_size(base_monster);
}
// Other undead are otherwise stealthy.
else
actual_stealth++;
}
// If you're floundering in water, you're unstealthy.
if (floundering())
actual_stealth -= 2;
// Orcs are a noisy bunch and get a penalty here to affect orc wizard
// invisibility.
if (mons_genus(type) == MONS_ORC)
actual_stealth--;
// Not an issue with invisibility, but glowing or haloes make you
// unstealthy.
if (glows_naturally() || halo_radius2() != -1)
actual_stealth -= 3;
// Having an umbra makes you more stealthy, on the other hand.
if (mons_class_flag(type, M_SHADOW) || umbra_radius2() != -1)
actual_stealth += 3;
// Some specific overrides
if (type == MONS_UNSEEN_HORROR)
actual_stealth = 3;
return _clamp_stealth(actual_stealth);
}
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