git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8791 c06c8d41-db1a-0410-9941-cceddc491573
YX7VB2QI3TF5RWMJD773ZOIM5ITYUOPKAC7TRMEL6VQ24YVR6P4QC NQ5X2L66MPWZTR3ANZDBQ5ISPDTJ3AGEYTFQIS437S7MOTXN7A2AC RLWG3QYUGEXTUSIAHTNCBPUA5VJX43HJPSJR7ARLXXHKYTGD2IQQC SFWCESFCUEVKJ6ZQQX3Y5YTIQD5BC6MCVSLVZFRGRTU46BFLKKWAC A2SAU7YL5ZS4TODRUTKLI4W4RZOMZSSLBEEXOKPKQKP5SEWU7QOQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC NVSFIV2ZKP44XHCSCXG6OZVGL67OIFINC34J2EMKTA4KULCERUEAC CGYTZT5QWIEGYKUOLOK7MFXSLJKLYRZONER5ZCDZO5XYWSLG475QC ZGUJWUFJ4NFFJ6PGXLFGQWCWBCZHPWGWI44NJHJEVPRG5L36PADQC SIDH2P7NBIG5KEOE27XHD3ZT2NQ2OJZFN6VZXWNWYFFY5YVXSSVQC PKENI7REL6MQ5KKGSBIOVMPJKITY6OLQRXHVD4Z6PU7HMS23XM7AC DK362IHKSDADMUPD35NOTKM4WESQM37KG2PNOJRV2FGELDWULYPQC TGJZXTUIAKCFZQJ54ZQEBGFBVZSJCAX6AWDRSH3TP7UJRLGUM5SAC BY6T2KQBNMPI54QVEI4QRI6GOCMKAPDEY543VTX7PWXFNNQF25MQC 43JVVA7TDO34AZTBX4Y6VLCNRP2BHC4OAUGYNWLVYGUIL6HGESPQC IA6EPF5ZQE6276Q4JSUKBSXHX5ODRY5I5UK7LXH4MQEDG36P6PZAC ONH7AQ3AEA243UATI74P3TIWSS772XK3TA2JOZQZN6I5GO4Q5IZAC W7NPLUDMUCJ3UGIQTUTDAHXM2HPDC6VTUUWZLO3VR5HDC4YB5BCAC NYX2IVOQDWMOUZJL4TMS34Z5O6ZYAHPOJ7PP3222V7MKHR7BBLNQC // Nonliving and berserking monsters always stop imediately,// since they're only being forced out rather than actually scared.
// Nonliving and berserking monsters always stop immediately,// since they're only being forced out rather than actually// scared.
// move somewhat randomly along oblique paths. It is an exceedingly// good idea, given crawl's unique line of sight properties.
// move somewhat randomly along oblique paths. It is an// exceedingly good idea, given crawl's unique line of sight// properties.
// If the monster is moving in your direction, whether to attack or protect// you, or towards a monster it intends to attack, check whether we first// need to take a step to the side to make sure the reinforcement can// follow through.// First, check whether the monster is smart enough to even consider this.
// If the monster is moving in your direction, whether to attack or// protect you, or towards a monster it intends to attack, check// whether we first need to take a step to the side to make sure the// reinforcement can follow through.// First, check whether the monster is smart enough to even consider// this.
// (For really smart monsters, also check whether there's a monster// farther back in the corridor that has some kind of ranged attack.)
//// (For really smart monsters, also check whether there's a// monster farther back in the corridor that has some kind of// ranged attack.)
// Try to stay in sight of the player if we're moving toward's him/her,// in order to avoid the monster coming into view, shouting, and then// taking a step in a path to the player which temporarily takes it out of// view, which can lead to the player getting "comes into view" and// shout messages with no monster in view.
// Try to stay in sight of the player if we're moving towards// him/her, in order to avoid the monster coming into view,// shouting, and then taking a step in a path to the player which// temporarily takes it out of view, which can lead to the player// getting "comes into view" and shout messages with no monster in// view.