befits their shout_type.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2253 c06c8d41-db1a-0410-9941-cceddc491573
JESCEQPAFC23D6BUZMBOB4M54XT3GQZJYT7NCJ556LEUCHRER3SQC
// Berserking monsters make a lot of racket
if (monster->has_ench(ENCH_BERSERK))
{
int noise_level = get_shout_noise_level(mons_shouts(monster->type));
if (noise_level > 0)
{
if (mons_near(monster) && player_monster_visible(monster))
{
if (one_chance_in(10))
{
mprf(MSGCH_TALK_VISUAL, "%s rages.",
monster->name(DESC_CAP_THE).c_str());
}
noisy( noise_level, monster->x, monster->y );
}
else if (one_chance_in(5))
{
handle_monster_shouts(monster, true);
}
else // just be noisy without messaging the player
noisy( noise_level, monster->x, monster->y );
}
}