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author | Darshan Shaligram <dshaligram@users.sourceforge.net> | 2010-06-22 02:31:18 +0530 |
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committer | Darshan Shaligram <dshaligram@users.sourceforge.net> | 2010-06-22 18:06:51 +0530 |
commit | 3e4f4ef9e85c9d41a359ad9f0badfccd108838d3 (patch) | |
tree | 7831ea828199b4cd603e57a05121b7321fa713ed /crawl-ref/source/mon-place.h | |
parent | 154e321cbb49f50b90cbd63fafd01f58f13e4f03 (diff) | |
download | crawl-ref-3e4f4ef9e85c9d41a359ad9f0badfccd108838d3.tar.gz crawl-ref-3e4f4ef9e85c9d41a359ad9f0badfccd108838d3.zip |
Allow corpses to be placed in .des files.
Add item property CORPSE_NO_DECAY to disallow decay on
corpses/skeletons/chunks.
Wizmode &% now creates an item using the .des file item name parser; &o remains
the old wizmode item-gen command.
Corpse decay for corpses placed by maps can be controlled using
dgn.delayed_decay.
Diffstat (limited to 'crawl-ref/source/mon-place.h')
-rw-r--r-- | crawl-ref/source/mon-place.h | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-place.h b/crawl-ref/source/mon-place.h index e70a6cf45a..0306a61038 100644 --- a/crawl-ref/source/mon-place.h +++ b/crawl-ref/source/mon-place.h @@ -51,6 +51,30 @@ monster_type pick_local_zombifiable_monster(int power, monster_type cs = MONS_NO_MONSTER, const coord_def& pos = coord_def()); +// Converts a monster_type involving RANDOM_MONSTER and similar into an +// explicit monster type usable on the current level. +monster_type resolve_monster_type(monster_type mon_type, + dungeon_feature_type feat); + +// Picks a monster eligible for random generation at the given place, +// optionally picking monsters that can be zombified into the target zombie, +// and optionally increasing monster level by the provided OOD factors. +// +// If want_corpse_capable is true, only monsters that can leave corpses +// will be considered. +monster_type pick_random_monster_for_place(const level_id &place, + monster_type zombie_monster, + bool moderate_ood, + bool super_ood, + bool want_corpse_capable); + +// Converts a randomised monster_type into a concrete monster_type, optionally +// choosing monsters suitable for generation at the supplied place. +monster_type resolve_corpse_monster_type(monster_type mon_type, + dungeon_feature_type feat, + level_id place); + + class level_id; monster_type pick_random_monster(const level_id &place, |