misc.h File Reference

#include "externs.h"
#include "mapmark.h"

Include dependency graph for misc.h:

Go to the source code of this file.

Functions

bool go_berserk (bool intentional, bool potion=false)
void search_around (bool only_adjacent=false)
void emergency_untransform ()
void merfolk_start_swimming (bool step=false)
void merfolk_stop_swimming ()
void trackers_init_new_level (bool transit)
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=true, bool make_hide=true)
void turn_corpse_into_skeleton_and_chunks (item_def &item)
void init_stack_blood_potions (item_def &stack, int age=-1)
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=-1)
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=-1)
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=true)
void bleed_onto_floor (const coord_def &where, monster_type mon, int damage, bool spatter=false, bool smell_alert=true)
void blood_spray (const coord_def &where, monster_type mon, int level)
void generate_random_blood_spatter_on_level (const map_mask *susceptible_area=NULL)
bool maybe_bloodify_square (const coord_def &where)
std::string weird_glowing_colour ()
std::string weird_writing ()
std::string weird_smell ()
std::string weird_sound ()
bool mons_can_hurt_player (const monster *mon, const bool want_move=false)
bool mons_is_safe (const monster *mon, const bool want_move=false, const bool consider_user_options=true)
std::vector< monster * > get_nearby_monsters (bool want_move=false, bool just_check=false, bool dangerous_only=false, bool consider_user_options=true, bool require_visible=true, int range=-1)
bool i_feel_safe (bool announce=false, bool want_move=false, bool just_monsters=false, int range=-1)
bool there_are_monsters_nearby (bool dangerous_only=false, bool require_visible=true, bool consider_user_options=false)
void timeout_tombs (int duration)
int count_malign_gateways ()
std::vector
< map_malign_gateway_marker * > 
get_malign_gateways ()
void timeout_malign_gateways (int duration)
void setup_environment_effects ()
void run_environment_effects ()
int str_to_shoptype (const std::string &s)
bool player_in_a_dangerous_place (bool *invis=NULL)
void bring_to_safety ()
void revive ()
coord_def pick_adjacent_free_square (const coord_def &p)
int speed_to_duration (int speed)
bool scramble (void)
bool interrupt_cmd_repeat (activity_interrupt_type ai, const activity_interrupt_data &at)
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=false)
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  mon,
int  damage,
bool  spatter = false,
bool  smell_alert = true 
)

Here is the call graph for this function:

void blood_spray ( const coord_def where,
monster_type  mon,
int  level 
)

Here is the call graph for this function:

void bring_to_safety (  ) 

Here is the call graph for this function:

bool can_bottle_blood_from_corpse ( int  mons_class  ) 

Here is the call graph for this function:

bool check_blood_corpses_on_ground (  ) 

Here is the call graph for this function:

int count_malign_gateways (  ) 

Here is the call graph for this function:

void emergency_untransform (  ) 

Here is the call graph for this function:

void entered_malign_portal ( actor act  ) 

Here is the call graph for this function:

void generate_random_blood_spatter_on_level ( const map_mask susceptible_area = NULL  ) 

Here is the call graph for this function:

std::vector<map_malign_gateway_marker*> get_malign_gateways (  ) 

Here is the call graph for this function:

int get_max_corpse_chunks ( int  mons_class  ) 

Here is the call graph for this function:

std::vector<monster* > get_nearby_monsters ( bool  want_move = false,
bool  just_check = false,
bool  dangerous_only = false,
bool  consider_user_options = true,
bool  require_visible = true,
int  range = -1 
)

Here is the call graph for this function:

bool go_berserk ( bool  intentional,
bool  potion = false 
)

Here is the call graph for this function:

bool i_feel_safe ( bool  announce = false,
bool  want_move = false,
bool  just_monsters = false,
int  range = -1 
)

Here is the call graph for this function:

void init_stack_blood_potions ( item_def stack,
int  age = -1 
)

Here is the call graph for this function:

bool interrupt_cmd_repeat ( activity_interrupt_type  ai,
const activity_interrupt_data at 
)

Here is the call graph for this function:

bool is_dragonkind ( const actor act  ) 

Here is the call graph for this function:

bool is_orckind ( const actor act  ) 

Here is the call graph for this function:

bool maybe_bloodify_square ( const coord_def where  ) 

void maybe_coagulate_blood_potions_floor ( int  obj  ) 

Here is the call graph for this function:

bool maybe_coagulate_blood_potions_inv ( item_def blood  ) 

Here is the call graph for this function:

void maybe_id_ring_TC (  ) 

Here is the call graph for this function:

void merfolk_start_swimming ( bool  step = false  ) 

Here is the call graph for this function:

void merfolk_stop_swimming (  ) 

Here is the call graph for this function:

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

Here is the call graph for this function:

bool mons_can_hurt_player ( const monster mon,
const bool  want_move = false 
)

Here is the call graph for this function:

bool mons_is_safe ( const monster mon,
const bool  want_move = false,
const bool  consider_user_options = true 
)

Here is the call graph for this function:

int num_blood_potions_from_corpse ( int  mons_class,
int  chunk_type = -1 
)

Here is the call graph for this function:

coord_def pick_adjacent_free_square ( const coord_def p  ) 

Here is the call graph for this function:

bool player_in_a_dangerous_place ( bool *  invis = NULL  ) 

void remove_newest_blood_potion ( item_def stack,
int  quant = -1 
)

Here is the call graph for this function:

int remove_oldest_blood_potion ( item_def stack  ) 

Here is the call graph for this function:

void reveal_secret_door ( const coord_def p  ) 

Here is the call graph for this function:

void revive (  ) 

Here is the call graph for this function:

void run_environment_effects (  ) 

Here is the call graph for this function:

bool scramble ( void   ) 

Here is the call graph for this function:

void search_around ( bool  only_adjacent = false  ) 

Here is the call graph for this function:

void setup_environment_effects (  ) 

Here is the call graph for this function:

int speed_to_duration ( int  speed  ) 

Here is the call graph for this function:

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

Here is the call graph for this function:

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

Here is the call graph for this function:

int str_to_shoptype ( const std::string s  ) 

void swap_with_monster ( monster mon_to_swap  ) 

Here is the call graph for this function:

bool there_are_monsters_nearby ( bool  dangerous_only = false,
bool  require_visible = true,
bool  consider_user_options = false 
)

Here is the call graph for this function:

void timeout_malign_gateways ( int  duration  ) 

Here is the call graph for this function:

void timeout_tombs ( int  duration  ) 

Here is the call graph for this function:

void trackers_init_new_level ( bool  transit  ) 

Here is the call graph for this function:

void turn_corpse_into_blood_potions ( item_def item  ) 

Here is the call graph for this function:

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

Here is the call graph for this function:

void turn_corpse_into_skeleton ( item_def item  ) 

Here is the call graph for this function:

void turn_corpse_into_skeleton_and_blood_potions ( item_def item  ) 

Here is the call graph for this function:

void turn_corpse_into_skeleton_and_chunks ( item_def item  ) 

Here is the call graph for this function:

std::string weird_glowing_colour (  ) 

Here is the call graph for this function:

std::string weird_smell (  ) 

Here is the call graph for this function:

std::string weird_sound (  ) 

Here is the call graph for this function:

std::string weird_writing (  ) 

Here is the call graph for this function:

std::string your_hand ( bool  plural  ) 

Here is the call graph for this function:


Generated on Thu Jan 13 13:11:20 2011 by  doxygen 1.5.6