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* 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