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* Split object*.cc declarations into separate header filesBardur Arantsson2015-03-07
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* Split files.cc declarations into separate header filesBardur Arantsson2015-03-07
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* Split monster3.cc declarations to separate header fileBardur Arantsson2015-03-07
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* Split monster2.cc declarations into separate headerBardur Arantsson2015-03-07
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* Split util.cc function declarations into separate header filesBardur Arantsson2015-02-23
| | | | | We need one .h file and one .hpp since some of the functions are being called from plain C code.
* Split spells2.cc function declarations to separate header fileBardur Arantsson2015-02-23
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* Remove huge amount of dead code from spells2.ccBardur Arantsson2015-02-23
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* Split spells1.cc declarations to separate header fileBardur Arantsson2015-02-23
| | | | Make a couple of the functions static while we're at it
* Make summon_dragon_riders() staticBardur Arantsson2015-02-23
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* Move cmd7.cc function declarations to separate header fileBardur Arantsson2015-02-23
| | | | Make a few of the functions static while we're at it.
* Move cmd5.cc function declarations to separate header fileBardur Arantsson2015-02-23
| | | | | Make a few of functions static, remove dead code and fix a few stray declarations while we're at it.
* Move cmd1.cc function declarations to separate header fileBardur Arantsson2015-02-23
| | | | Also remove unused step_effects() function while we're at it
* Move cave.cc function declarations to separate headerBardur Arantsson2015-02-23
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* Remove dead codeBardur Arantsson2015-02-23
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* Remove dead codeBardur Arantsson2015-02-23
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* Move xtra2.cc functions to separate headerBardur Arantsson2015-02-23
| | | | Remove some functions and make others static while we're at it.
* Move xtra1.cc function declarations to separate headerBardur Arantsson2015-02-23
| | | | | Make a couple of functions private to the module while we're at it.
* Move notes.cc functions to separate headerBardur Arantsson2015-02-23
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* Move skills.cc function declarations to skills.hppBardur Arantsson2015-02-23
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* Remove d_head, d_name, d_textBardur Arantsson2015-02-23
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* Remove unused BACT_* values, including Arena codeBardur Arantsson2015-02-23
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* Remove a few unused fields in player_typeBardur Arantsson2015-02-23
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* Remove r_name, r_text, r_head in favor of simple stringsBardur Arantsson2015-02-23
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* Remove auto_destroy optionBardur Arantsson2015-02-23
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* Clean up warnings about signed/unsigned comparisonsBardur Arantsson2015-02-23
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* Rework MONSTER_EXP into a functionBardur Arantsson2015-02-23
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* channel_the_elements() on sand should use *Fire* skill levelBardur Arantsson2015-02-23
| | | | | | | | It seems very weird that the sand-based variant of channel_the_elements uses a *spell* which is only related via the "Fire" skill to determine whether to use hellfire or regular fire. This change ensures that it is consistent with the rest of channel_the_elements and ensures that we're in line with the documentation of Geomancy.
* Reduce duplication slightly in channel_the_elements()Bardur Arantsson2015-02-23
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* Move spell forward declarations from externs.h to spells3.hppBardur Arantsson2015-02-23
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* Clean up compiler warningsBardur Arantsson2014-12-23
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* Update HOOK_IDENTIFY to new-style hookBardur Arantsson2014-12-23
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* Remove all uses of sglibBardur Arantsson2014-12-18
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* Replace usleep with C++11 this_thread::sleep_for()Bardur Arantsson2014-12-16
| | | | | | | Also remove TERM_XTRA_DELAY. The terminal abstraction should not be used for providing general platform independence. As a side effect this reintroduces support for "delay" on SDL, not sure if that's a good idea or not.
* Simplify PR_* redraw code and remove direct references to Term membersBardur Arantsson2014-06-26
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* Switch almost everything over to C++Bardur Arantsson2013-09-27