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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/monstuff.cc
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/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc10
1 files changed, 10 insertions, 0 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index d0f2095504..c70898a1c3 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -1770,6 +1770,16 @@ static void handle_behaviour(struct monsters *mon)
}
} // end handle_behaviour()
+std::string str_simple_monster_message(monsters *mons, const char *event)
+{
+ if (mons_near(mons) && player_monster_visible(mons))
+ return make_stringf("%s%s",
+ ptr_monam(mons, DESC_CAP_THE),
+ event );
+
+ return ("");
+}
+
// note that this function *completely* blocks messaging for monsters
// distant or invisible to the player ... look elsewhere for a function
// permitting output of "It" messages for the invisible {dlb}