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path: root/crawl-ref/source/monster.h
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* Consolidate player/monster sleep checks.David Lawrence Ramsey2009-11-061-0/+1
* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-0/+1
* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-0/+2
* Implement actor::can_see.Robert Vollmert2009-11-061-1/+0
* Add actor::petrified, which replaces mons_is_petrified.Vsevolod Kozlov2009-11-061-0/+1
* Reorder a few functions.David Lawrence Ramsey2009-11-051-1/+1
* Name the checks for monsters with evil or chaotic spells consistently.David Lawrence Ramsey2009-11-051-2/+2
* In is_evil(), mark monsters with explicitly evil spells.David Lawrence Ramsey2009-11-051-0/+2
* Create an is_evil() function in the actor interface.David Lawrence Ramsey2009-11-051-0/+1
* Merge monsters,player::check_res_magic() (Zaba)Adam Borowski2009-11-051-1/+0
* Move *_res(ist)_magic to relevant classes, provide actor interface.Vsevolod Kozlov2009-11-051-0/+2
* Allow each dancing weapon to have its own statsStefan O'Rear2009-11-041-0/+1
* Allow vaults to override monster spells with spells:<xyz>Darshan Shaligram2009-11-041-0/+13
* Move checks for a player or monster's being chaotic into anotherDavid Lawrence Ramsey2009-11-011-0/+1
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-0/+1
* Combine mons_res_foo(monsters *m) into monsters::res_foo()abrahamwl2009-10-311-0/+1
* Get rid of part of mons_near.Robert Vollmert2009-10-271-0/+2
* Convert some ints to monster_type.Robert Vollmert2009-10-271-2/+2
* Extract newgame character restrictions from newgame.cc.Robert Vollmert2009-10-241-1/+1
* When mutating (very) ugly things due to the proximity of other (very)David Lawrence Ramsey2009-10-231-1/+1
* Also remove monster::visible.Robert Vollmert2009-10-221-1/+0
* Introduce actor::see_cell.Robert Vollmert2009-10-221-0/+1
* Split actors and env from externs.h.Robert Vollmert2009-10-211-0/+390