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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/player.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/player.h')
-rw-r--r--crawl-ref/source/player.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index 29d551582d..8cd5c23ff3 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -18,8 +18,13 @@
std::string actor_name(const monsters *actor, description_level_type desc);
std::string actor_verb(const monsters *actor, const std::string &verb);
+int actor_size(const monsters *actor);
int actor_damage_type(const monsters *actor);
int actor_damage_brand(const monsters *actor);
+bool actor_swimming(const monsters *actor);
+bool actor_floundering(const monsters *actor);
+item_def *actor_weapon(const monsters *actor, int which_attack = -1);
+item_def *actor_shield(const monsters *actor);
bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
bool force );
@@ -52,6 +57,7 @@ bool player_light_armour(bool with_skill = false);
* *********************************************************************** */
bool player_in_water(void);
bool player_is_swimming(void);
+bool player_floundering();
bool player_is_levitating(void);
/* ***********************************************************************