#include "AppHdr.h"
#include <cstring>
#include <string>
#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <cctype>
#include <cmath>
#include <sys/types.h>
#include <fcntl.h>
#include <unistd.h>
#include "ouch.h"
#include "externs.h"
#include "options.h"
#include "artefact.h"
#include "beam.h"
#include "chardump.h"
#include "coord.h"
#include "delay.h"
#include "dgnevent.h"
#include "effects.h"
#include "env.h"
#include "files.h"
#include "fight.h"
#include "fineff.h"
#include "godabil.h"
#include "hints.h"
#include "hiscores.h"
#include "invent.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "macro.h"
#include "message.h"
#include "mgen_data.h"
#include "misc.h"
#include "mon-util.h"
#include "mon-place.h"
#include "mon-stuff.h"
#include "notes.h"
#include "output.h"
#include "player.h"
#include "player-stats.h"
#include "random.h"
#include "religion.h"
#include "shopping.h"
#include "skills2.h"
#include "spl-selfench.h"
#include "spl-other.h"
#include "state.h"
#include "stuff.h"
#include "transform.h"
#include "view.h"
#include "shout.h"
#include "xom.h"
Functions | |
int | check_your_resists (int hurted, beam_type flavour, std::string source, bolt *beam, bool doEffects) |
void | splash_with_acid (int acid_strength, bool corrode_items, std::string hurt_message) |
void | weapon_acid (int acid_strength) |
bool | expose_items_to_element (beam_type flavour, const coord_def &where, int strength) |
bool | expose_player_to_element (beam_type flavour, int strength) |
void | lose_level () |
bool | drain_exp (bool announce_full) |
void | reset_damage_counters () |
void | ouch (int dam, int death_source, kill_method_type death_type, const char *aux, bool see_source, const char *death_source_name) |
int | actor_to_death_source (const actor *agent) |
int actor_to_death_source | ( | const actor * | agent | ) |
int check_your_resists | ( | int | hurted, | |
beam_type | flavour, | |||
std::string | source, | |||
bolt * | beam, | |||
bool | doEffects | |||
) |
bool drain_exp | ( | bool | announce_full | ) |
bool expose_player_to_element | ( | beam_type | flavour, | |
int | strength | |||
) |
void lose_level | ( | void | ) |
void ouch | ( | int | dam, | |
int | death_source, | |||
kill_method_type | death_type, | |||
const char * | aux, | |||
bool | see_source, | |||
const char * | death_source_name | |||
) |
void reset_damage_counters | ( | ) |
void splash_with_acid | ( | int | acid_strength, | |
bool | corrode_items, | |||
std::string | hurt_message | |||
) |
void weapon_acid | ( | int | acid_strength | ) |