| Commit message (Collapse) | Author | Age | Files | Lines |
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mons_near now only checks player proximity. Checking for foe
proximity is now handled by monsters::near_foe.
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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.
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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.
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ugly things, bias their colors toward those of very ugly things.
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Implemented using the existing LOS functions for now. In particular,
monster-monster visibility still uses num_feats_between.
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