misc.cc File Reference

#include "AppHdr.h"
#include "misc.h"
#include "notes.h"
#include <string.h>
#include <algorithm>
#include <unistd.h>
#include <cstdlib>
#include <cstdio>
#include <cmath>
#include "externs.h"
#include "options.h"
#include "abyss.h"
#include "areas.h"
#include "clua.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "database.h"
#include "delay.h"
#include "dgn-shoals.h"
#include "directn.h"
#include "dgnevent.h"
#include "env.h"
#include "exercise.h"
#include "fight.h"
#include "files.h"
#include "fprop.h"
#include "food.h"
#include "ghost.h"
#include "godabil.h"
#include "hiscores.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "item_use.h"
#include "libutil.h"
#include "macro.h"
#include "makeitem.h"
#include "mapmark.h"
#include "message.h"
#include "mgen_data.h"
#include "mon-place.h"
#include "mon-pathfind.h"
#include "mon-info.h"
#include "mon-iter.h"
#include "mon-util.h"
#include "mon-stuff.h"
#include "ng-setup.h"
#include "ouch.h"
#include "player.h"
#include "player-stats.h"
#include "random.h"
#include "religion.h"
#include "godconduct.h"
#include "shopping.h"
#include "skills.h"
#include "skills2.h"
#include "spl-clouds.h"
#include "stash.h"
#include "state.h"
#include "stuff.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "hints.h"
#include "view.h"
#include "viewgeom.h"
#include "shout.h"
#include "xom.h"

Functions

int get_max_corpse_chunks (int mons_class)
void turn_corpse_into_skeleton (item_def &item)
void turn_corpse_into_chunks (item_def &item, bool bloodspatter, bool make_hide)
void turn_corpse_into_skeleton_and_chunks (item_def &item)
void init_stack_blood_potions (item_def &stack, int age)
void maybe_coagulate_blood_potions_floor (int obj)
bool maybe_coagulate_blood_potions_inv (item_def &blood)
int remove_oldest_blood_potion (item_def &stack)
void remove_newest_blood_potion (item_def &stack, int quant)
void merge_blood_potion_stacks (item_def &source, item_def &dest, int quant)
bool check_blood_corpses_on_ground ()
bool can_bottle_blood_from_corpse (int mons_class)
int num_blood_potions_from_corpse (int mons_class, int chunk_type)
void turn_corpse_into_blood_potions (item_def &item)
void turn_corpse_into_skeleton_and_blood_potions (item_def &item)
void split_potions_into_decay (int obj, int amount, bool need_msg)
bool maybe_bloodify_square (const coord_def &where)
void bleed_onto_floor (const coord_def &where, monster_type montype, int damage, bool spatter, bool smell_alert)
void blood_spray (const coord_def &origin, monster_type montype, int level)
void generate_random_blood_spatter_on_level (const map_mask *susceptible_area)
void search_around (bool only_adjacent)
void emergency_untransform ()
void merfolk_start_swimming (bool stepped)
void merfolk_stop_swimming ()
void trackers_init_new_level (bool transit)
std::string weird_glowing_colour ()
std::string weird_writing ()
std::string weird_smell ()
std::string weird_sound ()
bool scramble (void)
bool go_berserk (bool intentional, bool potion)
bool mons_can_hurt_player (const monster *mon, const bool want_move)
bool mons_is_safe (const monster *mon, const bool want_move, const bool consider_user_options)
std::vector< monster * > get_nearby_monsters (bool want_move, bool just_check, bool dangerous_only, bool consider_user_options, bool require_visible, int range)
bool i_feel_safe (bool announce, bool want_move, bool just_monsters, int range)
bool there_are_monsters_nearby (bool dangerous_only, bool require_visible, bool consider_user_options)
int str_to_shoptype (const std::string &s)
bool player_in_a_dangerous_place (bool *invis)
int count_malign_gateways ()
std::vector
< map_malign_gateway_marker * > 
get_malign_gateways ()
void timeout_malign_gateways (int duration)
void timeout_tombs (int duration)
void bring_to_safety ()
void revive ()
void setup_environment_effects ()
void run_environment_effects ()
coord_def pick_adjacent_free_square (const coord_def &p)
int speed_to_duration (int speed)
void reveal_secret_door (const coord_def &p)
std::string your_hand (bool plural)
bool stop_attack_prompt (const monster *mon, bool beam_attack, coord_def beam_target, bool autohit_first)
bool is_orckind (const actor *act)
bool is_dragonkind (const actor *act)
void swap_with_monster (monster *mon_to_swap)
void maybe_id_ring_TC ()
void entered_malign_portal (actor *act)

Function Documentation

void bleed_onto_floor ( const coord_def where,
monster_type  montype,
int  damage,
bool  spatter,
bool  smell_alert 
)

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void blood_spray ( const coord_def origin,
monster_type  montype,
int  level 
)

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void bring_to_safety (  ) 

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bool can_bottle_blood_from_corpse ( int  mons_class  ) 

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bool check_blood_corpses_on_ground (  ) 

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int count_malign_gateways (  ) 

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void emergency_untransform (  ) 

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void entered_malign_portal ( actor act  ) 

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void generate_random_blood_spatter_on_level ( const map_mask susceptible_area  ) 

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std::vector<map_malign_gateway_marker*> get_malign_gateways (  ) 

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int get_max_corpse_chunks ( int  mons_class  ) 

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std::vector<monster* > get_nearby_monsters ( bool  want_move,
bool  just_check,
bool  dangerous_only,
bool  consider_user_options,
bool  require_visible,
int  range 
)

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bool go_berserk ( bool  intentional,
bool  potion 
)

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bool i_feel_safe ( bool  announce,
bool  want_move,
bool  just_monsters,
int  range 
)

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void init_stack_blood_potions ( item_def stack,
int  age 
)

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bool is_dragonkind ( const actor act  ) 

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bool is_orckind ( const actor act  ) 

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bool maybe_bloodify_square ( const coord_def where  ) 

void maybe_coagulate_blood_potions_floor ( int  obj  ) 

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bool maybe_coagulate_blood_potions_inv ( item_def blood  ) 

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void maybe_id_ring_TC (  ) 

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void merfolk_start_swimming ( bool  stepped  ) 

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void merfolk_stop_swimming (  ) 

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void merge_blood_potion_stacks ( item_def source,
item_def dest,
int  quant 
)

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bool mons_can_hurt_player ( const monster mon,
const bool  want_move 
)

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bool mons_is_safe ( const monster mon,
const bool  want_move,
const bool  consider_user_options 
)

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int num_blood_potions_from_corpse ( int  mons_class,
int  chunk_type 
)

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coord_def pick_adjacent_free_square ( const coord_def p  ) 

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bool player_in_a_dangerous_place ( bool *  invis  ) 

void remove_newest_blood_potion ( item_def stack,
int  quant 
)

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int remove_oldest_blood_potion ( item_def stack  ) 

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void reveal_secret_door ( const coord_def p  ) 

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void revive (  ) 

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void run_environment_effects (  ) 

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bool scramble ( void   ) 

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void search_around ( bool  only_adjacent  ) 

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void setup_environment_effects (  ) 

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int speed_to_duration ( int  speed  ) 

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void split_potions_into_decay ( int  obj,
int  amount,
bool  need_msg 
)

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bool stop_attack_prompt ( const monster mon,
bool  beam_attack,
coord_def  beam_target,
bool  autohit_first 
)

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int str_to_shoptype ( const std::string s  ) 

void swap_with_monster ( monster mon_to_swap  ) 

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bool there_are_monsters_nearby ( bool  dangerous_only,
bool  require_visible,
bool  consider_user_options 
)

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void timeout_malign_gateways ( int  duration  ) 

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void timeout_tombs ( int  duration  ) 

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void trackers_init_new_level ( bool  transit  ) 

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void turn_corpse_into_blood_potions ( item_def item  ) 

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void turn_corpse_into_chunks ( item_def item,
bool  bloodspatter,
bool  make_hide 
)

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void turn_corpse_into_skeleton ( item_def item  ) 

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void turn_corpse_into_skeleton_and_blood_potions ( item_def item  ) 

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void turn_corpse_into_skeleton_and_chunks ( item_def item  ) 

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std::string weird_glowing_colour (  ) 

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std::string weird_smell (  ) 

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std::string weird_sound (  ) 

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std::string weird_writing (  ) 

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std::string your_hand ( bool  plural  ) 

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