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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
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* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-0/+1
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* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-0/+2
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Implement actor::can_see.Robert Vollmert2009-11-061-1/+0
| | | | | This just relies on actor::visible_to and actor::see_cell. An arena special case was removed.
* 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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* Name the checks for monsters with evil or chaotic spells consistently.David Lawrence Ramsey2009-11-051-2/+2
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* In is_evil(), mark monsters with explicitly evil spells.David Lawrence Ramsey2009-11-051-0/+2
| | | | Unify checks for monsters with chaotic spells, and do the same for them.
* 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/+0
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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>
* Allow each dancing weapon to have its own statsStefan O'Rear2009-11-041-0/+1
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* Allow vaults to override monster spells with spells:<xyz>Darshan Shaligram2009-11-041-0/+13
| | | | | | | | | | Vaults can now override monster spell sets, or give non-casting monsters spells, and mark monsters as wizard or priest types. The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are converted into MF_* flags at monster creation/polymorph time, and only the per-monster flags are checked when determining wizard/priestliness. See caveats in level_design.txt.
* 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.
* Combine mons_res_foo(monsters *m) into monsters::res_foo()abrahamwl2009-10-311-0/+1
| | | | | | | | | | ...and replace all references to mons_res_foo() with res_foo(). Where "foo" is one of the many different things monsters can resist that happened to have a function of that format. TGfR! (Thank God for Regex!) Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Get rid of part of mons_near.Robert Vollmert2009-10-271-0/+2
| | | | | mons_near now only checks player proximity. Checking for foe proximity is now handled by monsters::near_foe.
* Convert some ints to monster_type.Robert Vollmert2009-10-271-2/+2
| | | | | | | | | 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.
* 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.
* When mutating (very) ugly things due to the proximity of other (very)David Lawrence Ramsey2009-10-231-1/+1
| | | | ugly things, bias their colors toward those of very ugly things.
* Also remove monster::visible.Robert Vollmert2009-10-221-1/+0
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* 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/+390