version 1.10 | | version 1.11 |
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| | |
/* | | /* |
* static char *rcsid_monster_c = | | * static char *rcsid_monster_c = |
* "$Id: monster.c,v 1.10 2000/11/24 01:16:01 peterm Exp $"; | | * "$Id: monster.c,v 1.11 2000/12/04 00:40:05 cvs Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
#ifdef USE_LIGHTING | | #ifdef USE_LIGHTING |
/* Radii adjustment for enemy standing in the dark */ | | /* Radii adjustment for enemy standing in the dark */ |
if(op->map->darkness>0 && !stand_in_light(enemy)) { | | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
/* on dark maps body heat can help indicate location with infravision */ | | |
if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) | | /* on dark maps body heat can help indicate location with infravision. |
&&(!enemy->immune&AT_FIRE||is_true_undead(enemy))) | | * There was a check for immunity for fire here (to increase radius) - |
| | * I'm not positive if that makes sense - something could be immune to fire |
| | * but not be any warmer blodoed than something else. |
| | */ |
| | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && is_true_undead(enemy)) |
radius += op->map->darkness/2; | | radius += op->map->darkness/2; |
else | | else |
radius -= op->map->darkness/2; | | radius -= op->map->darkness/2; |