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path: root/crawl-ref/source/actor.h
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* Remove unused you.youpos, fix comment on actor::move_to_pos.Darshan Shaligram2010-01-171-1/+1
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* Make unknown potions of rage override clarity. Drugs > being focused > anger.Adam Borowski2010-01-071-1/+1
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* Fix put_to_sleep, implement for monsters.Jude Brown2010-01-031-0/+1
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* Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+5
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* Forms never lower weight capStefan O'Rear2009-12-271-1/+1
| | | | I'm just building the bikeshed - somebody else needs to paint this stupid thing.
* Add tides to the Shoals.Darshan Shaligram2009-12-271-0/+8
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* Rename "wizard" to "wizard_tele" so it doesn't shadow player::wizard.Jude Brown2009-12-021-1/+1
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* Wizard-mode controlled teleport (Ctrl-B).Jude Brown2009-12-021-1/+3
| | | | | Instantaneous, non-contaminating controlled teleport. Bypasses FPROP_NO_CTELE_INTO as well as -TELE artefacts.
* Shaft trap behavior modified. They now are one-time use and pre-knowledge of ↵Alex MacDonald2009-11-181-1/+1
| | | | | | shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Add actor::blink_to for handling blink movement and messaging.Robert Vollmert2009-11-141-0/+5
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* Put duplicated body weight calculations into actor::.Adam Borowski2009-11-131-1/+1
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* Let unrandart shields have a melee_effect func, called on successful block.Adam Borowski2009-11-131-1/+1
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* Move duplicated can_hibernate code into actor.Jude Brown2009-11-131-1/+1
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* Rename can_sleep/put_to_sleep to can_hibernate/hibernate.Jude Brown2009-11-121-2/+2
| | | | | | This reflects the fact that these functions are currently only used to player and monster ensorcelled hibernation/metabolic englaciation, and thus both check monster's cold resistance.
* Add actor::get_los.Robert Vollmert2009-11-111-0/+1
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* Add actor::undead_or_demonic() to check for those holiness types.David Lawrence Ramsey2009-11-101-0/+1
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* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-1/+1
| | | | | | | | monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
* Add an is_holy() function to the actor interface.David Lawrence Ramsey2009-11-091-0/+1
| | | | | | | | | | | | This is consistent with similar functions in that it checks not only for MH_HOLY holiness, but whether the monster is a priest of a good god (currently, there are none) and whether it uses holy spells (currently, there are none after the changes described below). Minor and Major Healing are now enchantments rather than holy spells. The beam code treats them as such; wands of healing aren't holy items the way e.g. wands of draining are evil items; and unholy monsters (among others, Lom Lobon!) can cast these spells.
* Add hooks to evasion for observing the size of modifiersStefan O'Rear2009-11-081-1/+9
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* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-0/+5
| | | | Also collect actor/player LOS code in actor-los.cc.
* actor::haloed() now returns whether the actor is within any halo.Robert Vollmert2009-11-081-1/+1
| | | | This may not always be what is meant.
* Rename some halo functions.Robert Vollmert2009-11-081-1/+1
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* Add a general halo interface to actor.Robert Vollmert2009-11-081-1/+8
| | | | | Also convert the TSO halo to use this. actor::haloed() is still specific to the player TSO halo.
* Give actors their own LOS.Robert Vollmert2009-11-071-1/+8
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* Consolidate player/monster sleep checks.David Lawrence Ramsey2009-11-061-1/+2
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* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-0/+1
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* Implement actor::can_see.Robert Vollmert2009-11-061-1/+1
| | | | | This just relies on actor::visible_to and actor::see_cell. An arena special case was removed.
* Add actor::set_position.Robert Vollmert2009-11-061-1/+1
| | | | | | | | | | | | This should be used instead of setting position directly. actor::position could be made "protected" except for the arena's unwind_var(you.position), which is too difficult for me to fix. The reason behind this change is that actors should get their own LOS, whose origin should be synchronized with the actor's position. This change also removes the non-const "coord_def& actor::pos()" (yuk).
* Add actor::petrified, which replaces mons_is_petrified.Vsevolod Kozlov2009-11-061-0/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Reorder a few functions.David Lawrence Ramsey2009-11-051-1/+1
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* Create an is_evil() function in the actor interface.David Lawrence Ramsey2009-11-051-0/+1
| | | | Currently, only unholy monsters are marked as evil this way.
* Merge monsters,player::check_res_magic() (Zaba)Adam Borowski2009-11-051-1/+1
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* Move *_res(ist)_magic to relevant classes, provide actor interface.Vsevolod Kozlov2009-11-051-0/+2
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Move checks for a player or monster's being chaotic into anotherDavid Lawrence Ramsey2009-11-011-0/+1
| | | | convenience function in the actor interface.
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-0/+1
| | | | convenience function.
* Convert some ints to monster_type.Robert Vollmert2009-10-271-1/+1
| | | | | | | | | There's a whole lot of places that pass monster_type as int, often with varying meanings for the value -1. This moves some of these to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as new invalid special values. Also improve on the autoexclude descriptions.
* Remove obsolete actor::visible.Robert Vollmert2009-10-251-5/+0
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* Extract newgame character restrictions from newgame.cc.Robert Vollmert2009-10-241-1/+1
| | | | | | | | | | | | | | | | | The functions in the new ng-restr.cc are "pure": They don't access global state; data is passed in via the new and incomplete newgame_def. Eventually, new_game should be split into something like newgame_def choose_game(); that doesn't access "you", and void setup_game(newgame_def); that sets up the player. Also get rid of player_size in favour of player::body_size. Rename player_size_type to size_part_type since it's not really player-specific (used in actor::body_size). Move parts of player_genus, player::has_claws, body_size out into species.cc.
* Also remove monster::visible.Robert Vollmert2009-10-221-1/+1
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* Rename actor::visible to actor::observable.Robert Vollmert2009-10-221-0/+11
| | | | | | This should reduce potential for confusion -- compare mon->visible() and mon->invisible(). The uses of actor::visible for messaging are replaced by actor::observable, others by you.can_see(...) or actor::visible_to(&you).
* Introduce actor::see_cell.Robert Vollmert2009-10-221-0/+1
| | | | | Implemented using the existing LOS functions for now. In particular, monster-monster visibility still uses num_feats_between.
* Split actors and env from externs.h.Robert Vollmert2009-10-211-0/+211