item_use.h File Reference

#include <string>
#include "externs.h"
#include "enum.h"

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Enumerations

enum  enchant_stat_type { ENCHANT_TO_HIT, ENCHANT_TO_DAM }
enum  fire_type {
  FIRE_NONE = 0x0000, FIRE_LAUNCHER = 0x0001, FIRE_DART = 0x0002, FIRE_STONE = 0x0004,
  FIRE_DAGGER = 0x0008, FIRE_JAVELIN = 0x0010, FIRE_SPEAR = 0x0020, FIRE_HAND_AXE = 0x0040,
  FIRE_CLUB = 0x0080, FIRE_ROCK = 0x0100, FIRE_NET = 0x0200, FIRE_RETURNING = 0x0400,
  FIRE_INSCRIBED = 0x0800
}

Functions

bool armour_prompt (const std::string &mesg, int *index, operation_types oper)
bool takeoff_armour (int index)
void drink (int slot=-1)
bool elemental_missile_beam (int launcher_brand, int ammo_brand)
bool safe_to_remove (const item_def &item, bool quiet=false)
void examine_object (void)
bool puton_ring (int slot=-1)
void read_scroll (int slot=-1)
bool remove_ring (int slot=-1, bool announce=false)
bool item_is_quivered (const item_def &item)
int get_next_fire_item (int current, int offset)
int get_ammo_to_shoot (int item, dist &target, bool teleport=false)
void fire_thing (int item=-1)
void throw_item_no_quiver (void)
void wear_armour (int slot=-1)
bool can_wear_armour (const item_def &item, bool verbose, bool ignore_temporary)
bool do_wear_armour (int item, bool quiet)
bool can_wield (item_def *weapon, bool say_why=false, bool ignore_temporary_disability=false)
bool wield_weapon (bool auto_wield, int slot=-1, bool show_weff_messages=true, bool force=false, bool show_unwield_msg=true, bool show_wield_msg=true)
void zap_wand (int slot=-1)
bool puton_item (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)
bool setup_missile_beam (const actor *actor, 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=false, int acc_bonus=0, dist *target=NULL)
bool thrown_object_destroyed (item_def *item, const coord_def &where)
void prompt_inscribe_item ()
int launcher_shield_slowdown (const item_def &launcher, const item_def *shield)
int launcher_final_speed (const item_def &launcher, const item_def *shield)
void warn_shield_penalties ()
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=0, const char *silencedmsg=NULL)


Enumeration Type Documentation

Enumerator:
ENCHANT_TO_HIT 
ENCHANT_TO_DAM 

enum fire_type

Enumerator:
FIRE_NONE 
FIRE_LAUNCHER 
FIRE_DART 
FIRE_STONE 
FIRE_DAGGER 
FIRE_JAVELIN 
FIRE_SPEAR 
FIRE_HAND_AXE 
FIRE_CLUB 
FIRE_ROCK 
FIRE_NET 
FIRE_RETURNING 
FIRE_INSCRIBED 


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_why = false,
bool  ignore_temporary_disability = false 
)

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bool do_wear_armour ( int  item,
bool  quiet 
)

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void drink ( int  slot = -1  ) 

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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 = -1  ) 

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

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int get_next_fire_item ( int  current,
int  offset 
)

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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  slot  ) 

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bool puton_ring ( int  slot = -1  ) 

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void read_scroll ( int  slot = -1  ) 

bool remove_ring ( int  slot = -1,
bool  announce = false 
)

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bool safe_to_remove ( const item_def item,
bool  quiet = false 
)

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bool setup_missile_beam ( const actor actor,
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 = 0,
const char *  silencedmsg = NULL 
)

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bool takeoff_armour ( int  index  ) 

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bool throw_it ( bolt pbolt,
int  throw_2,
bool  teleport = false,
int  acc_bonus = 0,
dist target = NULL 
)

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 = -1  ) 

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bool wearing_slot ( int  inv_slot  ) 

bool wield_weapon ( bool  auto_wield,
int  slot = -1,
bool  show_weff_messages = true,
bool  force = false,
bool  show_unwield_msg = true,
bool  show_wield_msg = true 
)

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void zap_wand ( int  slot = -1  ) 

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