item_use.cc File Reference

#include "AppHdr.h"
#include "item_use.h"
#include <math.h>
#include <sstream>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include "externs.h"
#include "abl-show.h"
#include "acquire.h"
#include "artefact.h"
#include "beam.h"
#include "cio.h"
#include "cloud.h"
#include "colour.h"
#include "command.h"
#include "coordit.h"
#include "debug.h"
#include "decks.h"
#include "delay.h"
#include "describe.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "exercise.h"
#include "map_knowledge.h"
#include "fight.h"
#include "food.h"
#include "goditem.h"
#include "invent.h"
#include "it_use2.h"
#include "it_use3.h"
#include "items.h"
#include "itemname.h"
#include "itemprop.h"
#include "macro.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-util.h"
#include "mon-place.h"
#include "mutation.h"
#include "terrain.h"
#include "mgen_data.h"
#include "coord.h"
#include "mon-stuff.h"
#include "notes.h"
#include "options.h"
#include "ouch.h"
#include "player.h"
#include "player-equip.h"
#include "quiver.h"
#include "religion.h"
#include "godconduct.h"
#include "shopping.h"
#include "skills.h"
#include "skills2.h"
#include "spl-book.h"
#include "spl-cast.h"
#include "spl-clouds.h"
#include "spl-damage.h"
#include "spl-goditem.h"
#include "spl-miscast.h"
#include "spl-selfench.h"
#include "spl-transloc.h"
#include "spl-util.h"
#include "state.h"
#include "stuff.h"
#include "areas.h"
#include "teleport.h"
#include "transform.h"
#include "traps.h"
#include "hints.h"
#include "view.h"
#include "shout.h"
#include "viewchar.h"
#include "viewgeom.h"
#include "xom.h"

Classes

class  fire_target_behaviour

Defines

#define SAY(x)   if (say_reason) { x; } else

Functions

bool can_wield (item_def *weapon, bool say_reason, bool ignore_temporary_disability)
bool wield_weapon (bool auto_wield, int slot, bool show_weff_messages, bool force, bool show_unwield_msg, bool show_wield_msg)
void warn_shield_penalties ()
bool armour_prompt (const std::string &mesg, int *index, operation_types oper)
void wear_armour (int slot)
bool can_wear_armour (const item_def &item, bool verbose, bool ignore_temporary)
bool do_wear_armour (int item, bool quiet)
bool takeoff_armour (int item)
bool item_is_quivered (const item_def &item)
int get_next_fire_item (int current, int direction)
int get_ammo_to_shoot (int item, dist &target, bool teleport)
void fire_thing (int item)
void throw_item_no_quiver ()
int launcher_shield_slowdown (const item_def &launcher, const item_def *shield)
int launcher_final_speed (const item_def &launcher, const item_def *shield)
bool elemental_missile_beam (int launcher_brand, int ammo_brand)
bool setup_missile_beam (const actor *agent, bolt &beam, item_def &item, std::string &ammo_name, bool &returning)
void throw_noise (actor *act, const bolt &pbolt, const item_def &ammo)
bool throw_it (bolt &pbolt, int throw_2, bool teleport, int acc_bonus, dist *target)
bool thrown_object_destroyed (item_def *item, const coord_def &where)
bool safe_to_remove (const item_def &item, bool quiet)
bool puton_item (int item_slot)
bool puton_ring (int slot)
bool remove_ring (int slot, bool announce)
void zap_wand (int slot)
void prompt_inscribe_item ()
void drink (int slot)
bool enchant_weapon (enchant_stat_type which_stat, bool quiet, item_def &wpn)
bool enchant_armour (int &ac_change, bool quiet, item_def &arm)
void read_scroll (int slot)
void examine_object (void)
bool wearing_slot (int inv_slot)
bool item_blocks_teleport (bool calc_unid, bool permit_id)
bool stasis_blocks_effect (bool calc_unid, bool identify, const char *msg, int noise, const char *silenced_msg)

Define Documentation

#define SAY (  )     if (say_reason) { x; } else


Function Documentation

bool armour_prompt ( const std::string mesg,
int *  index,
operation_types  oper 
)

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bool can_wear_armour ( const item_def item,
bool  verbose,
bool  ignore_temporary 
)

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bool can_wield ( item_def weapon,
bool  say_reason,
bool  ignore_temporary_disability 
)

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bool do_wear_armour ( int  item,
bool  quiet 
)

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void drink ( int  slot  ) 

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bool elemental_missile_beam ( int  launcher_brand,
int  ammo_brand 
)

bool enchant_armour ( int &  ac_change,
bool  quiet,
item_def arm 
)

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bool enchant_weapon ( enchant_stat_type  which_stat,
bool  quiet,
item_def wpn 
)

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void examine_object ( void   ) 

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void fire_thing ( int  item  ) 

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int get_ammo_to_shoot ( int  item,
dist target,
bool  teleport 
)

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int get_next_fire_item ( int  current,
int  direction 
)

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bool item_blocks_teleport ( bool  calc_unid,
bool  permit_id 
)

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bool item_is_quivered ( const item_def item  ) 

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int launcher_final_speed ( const item_def launcher,
const item_def shield 
)

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int launcher_shield_slowdown ( const item_def launcher,
const item_def shield 
)

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void prompt_inscribe_item (  ) 

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bool puton_item ( int  item_slot  ) 

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bool puton_ring ( int  slot  ) 

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void read_scroll ( int  slot  ) 

bool remove_ring ( int  slot,
bool  announce 
)

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bool safe_to_remove ( const item_def item,
bool  quiet 
)

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bool setup_missile_beam ( const actor agent,
bolt beam,
item_def item,
std::string ammo_name,
bool &  returning 
)

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bool stasis_blocks_effect ( bool  calc_unid,
bool  identify,
const char *  msg,
int  noise,
const char *  silenced_msg 
)

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bool takeoff_armour ( int  item  ) 

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bool throw_it ( bolt pbolt,
int  throw_2,
bool  teleport,
int  acc_bonus,
dist target 
)

void throw_item_no_quiver ( void   ) 

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void throw_noise ( actor act,
const bolt pbolt,
const item_def ammo 
)

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bool thrown_object_destroyed ( item_def item,
const coord_def where 
)

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void warn_shield_penalties (  ) 

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void wear_armour ( int  slot  ) 

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bool wearing_slot ( int  inv_slot  ) 

bool wield_weapon ( bool  auto_wield,
int  slot,
bool  show_weff_messages,
bool  force,
bool  show_unwield_msg,
bool  show_wield_msg 
)

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void zap_wand ( int  slot  ) 

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