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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-02-12 07:40:59 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-02-12 07:40:59 +0000
commit30414416d011ed83d9e7c8b753a56ac7096e6775 (patch)
treeeba9d31b64f4dfb09772cf61dfc747d382d123d6 /crawl-ref/source/enum.h
parentadbc8a9292e59d53a7fead4daea84f08909af94f (diff)
downloadcrawl-ref-30414416d011ed83d9e7c8b753a56ac7096e6775.tar.gz
crawl-ref-30414416d011ed83d9e7c8b753a56ac7096e6775.zip
Break up you_attack() into a slew of smaller functions. The functions are
still fairly tangled, but they're better than the old monster. The idea is to also put monster-vs-player and monster-vs-monster into the melee_attack framework so that refactoring combat code with elements of 4.1 becomes easier. This is a big refactoring, so it's likely to be buggy. Some of the combat diagnostics - notably the damage rolls - are also AWOL. Will fix going forward. Note: The combat code is still classic b26. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@950 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/enum.h')
-rw-r--r--crawl-ref/source/enum.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h
index 4c19fd10f4..9cb755a6d1 100644
--- a/crawl-ref/source/enum.h
+++ b/crawl-ref/source/enum.h
@@ -169,6 +169,13 @@ enum activity_interrupt_payload_type
AIP_HP_LOSS
};
+enum actor_type
+{
+ ACT_NONE = -1,
+ ACT_PLAYER,
+ ACT_MONSTER
+};
+
enum ammunition_description_type
{
DAMMO_ORCISH = 3, // 3
@@ -1835,6 +1842,7 @@ enum mons_class_flags
M_UNIQUE = (1<<20), // monster is a unique
M_CLAWS = (1<<21), // Chops off hydra heads in combat.
+ M_ACID_SPLASH = (1<<22), // Passive acid splash when hit.
M_SPECIAL_ABILITY = (1<<26), // XXX: eventually make these spells?