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path: root/crawl-ref/source/player.h
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* Replace uses of player_AC with player::armour_class.Vsevolod Kozlov2009-11-081-2/+0
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* Relax the one mutation per level rule for DSStefan O'Rear2009-11-081-3/+11
| | | | Breaks saves.
* Add a general halo interface to actor.Robert Vollmert2009-11-081-1/+1
| | | | | Also convert the TSO halo to use this. actor::haloed() is still specific to the player TSO halo.
* Replace uses of get_player_wielded_{item,weapon} with player::weapon.Vsevolod Kozlov2009-11-071-1/+0
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* Replace player_weapon with player::weapon.Vsevolod Kozlov2009-11-071-1/+0
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Replace player_shield with player::shield.Vsevolod Kozlov2009-11-071-1/+0
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Remove unused player_slot_item.Vsevolod Kozlov2009-11-071-2/+0
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Make player use actor LOS instead of env.show_los.Robert Vollmert2009-11-071-1/+0
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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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* 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::set_position.Robert Vollmert2009-11-061-2/+2
| | | | | | | | | | | | 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).
* Clarify role of you.elapsed_timeStefan O'Rear2009-11-061-0/+1
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* 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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* Unify mesmerisation code.Robert Vollmert2009-11-051-7/+20
| | | | | | | | There were several places that had copies of the same code, checking whether mesmerisation blocked movement to a given target. The various mesmerisation functions have become methods of player and were moved into behold.cc.
* 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.
* Replace uses of player_in_water with you.in_water.Vsevolod Kozlov2009-11-051-2/+0
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Replace uses of player_is_swimming with you.swimming.Vsevolod Kozlov2009-11-051-1/+0
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Replace uses of player_is_airborne with you.airborne.Vsevolod Kozlov2009-11-051-1/+0
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Move rot_player() to player::rot() (Zaba)Adam Borowski2009-11-051-2/+0
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* Merge monsters,player::check_res_magic() (Zaba)Adam Borowski2009-11-051-1/+0
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* Move player_res_asphyx/rotting to player::res_asphyx/rotting.Vsevolod Kozlov2009-11-051-3/+0
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Combine player_knows_spell, player_has_spell into player::has_spell.Vsevolod Kozlov2009-11-051-4/+0
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Move *_res(ist)_magic to relevant classes, provide actor interface.Vsevolod Kozlov2009-11-051-4/+2
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Support for X map multi-level viewing on tiles.Enne Walker2009-11-031-0/+3
| | | | | Fixes seeing in-LOS squares on incorrect levels. Fixes the minimap not updating. Fixes the player dot appearing on the minimap on wrong levels.
* Bracers of archery: 5,3 slaying for ranged combat, -1,-1 for melee.Adam Borowski2009-11-031-1/+1
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* Remove "called from:" comments.Vsevolod Kozlov2009-11-031-143/+0
| | | | | | These were of questionable use and freshness. Signed-off-by: Robert Vollmert <rvollmert@gmx.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 Ramsey2009-10-311-1/+1
| | | | convenience function.
* FR 2839627: notify when player has enough goldMatthew Cline2009-10-291-2/+9
| | | | | | The basics of a wish-list/shopping-list. While in a shop the shopping-list can be modified, and the player is notified as soon as they have enough money to buy things on the shopping-list.
* 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.
* Add stochastic torment resistance per dpegStefan O'Rear2009-10-261-1/+1
| | | | | | | | | The mutation comes in three levels and blocks 20%, 40%, or 60% (shown to the user) of torments. Right now, you can cast Symbol of Torment with it; I doubt this is too good. It is on the tier-1 list for demonspawn mutations, and I expect it to be balanced appropriately. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* FR 1837856: note vaults generated in dumpMatthew Cline2009-10-261-0/+2
| | | | | | | | | | Include new dump section "vaults", which for game-end dumps (or any wizard-mode dumps) will include a list (by place) of all the vaults generated in the game. The savefile now includes a player-associated CrawlHashTable (you.props), which can be used for storing player information which doesn't need to be accessed efficiently.
* Roll demonspawn mutations at the start of the game.Stefan O'Rear2009-10-241-0/+3
| | | | | | | All demonspawn mutations are now stored in the player data, and are determined at the same time. This makes a lot of things a lot simpler. On the other hand, it means that the influence of skills and gods on demonspawn mutations is now broken.
* Convert player::your_name to std::string.Robert Vollmert2009-10-241-1/+1
| | | | Doesn't seem to break anything...
* Extract newgame character restrictions from newgame.cc.Robert Vollmert2009-10-241-10/+2
| | | | | | | | | | | | | | | | | 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.
* Moving data out of newgame.cc.Robert Vollmert2009-10-231-7/+0
| | | | Also move species<->string translation from player.cc to species.cc.
* Get rid of player_monster_visible.Robert Vollmert2009-10-221-7/+0
| | | | | | The special casing for drowning monsters appears to have been obsoloted by checking ENCH_SUBMERGED instead of calling mons_is_submerged.
* Move player_see_invis into player class.Robert Vollmert2009-10-221-1/+1
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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.
* Swap transform_cancellable into transform_uncancellable, since that's the ↵Adam Borowski2009-10-221-1/+1
| | | | | | default. It broken normal transformations...
* Split actors and env from externs.h.Robert Vollmert2009-10-211-1/+447
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* Naming consistency.Robert Vollmert2009-10-171-1/+1
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-0/+1
| | | | | | | | When worn, all non-poison damage will drain mana instead, hurting hp only after mana is depleted. The cap brand is intended only for a fixedart, but per dpeg's request, it will be generated on ordinary caps for now, as a test.
* Make miasma and miasma resistance more consistent. It no longer dependsDavid Lawrence Ramsey2009-09-291-3/+5
| | | | on negative energy resistance, but on rotting resistance.
* Attempt to make monster attacks on submerged monsters consistent withDavid Lawrence Ramsey2009-09-281-0/+2
| | | | | player attacks on the same (aside from tentacle attacks, which only monsters can currently have and which work on all submerged monsters).
* Add yet more minor cosmetic fixes.David Lawrence Ramsey2009-09-281-1/+1
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* Add minor cosmetic fixes.David Lawrence Ramsey2009-09-281-3/+3
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