ouch.cc File Reference

#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)

Function Documentation

int actor_to_death_source ( const actor agent  ) 

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int check_your_resists ( int  hurted,
beam_type  flavour,
std::string  source,
bolt beam,
bool  doEffects 
)

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bool drain_exp ( bool  announce_full  ) 

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bool expose_items_to_element ( beam_type  flavour,
const coord_def where,
int  strength 
)

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bool expose_player_to_element ( beam_type  flavour,
int  strength 
)

void lose_level ( void   ) 

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void ouch ( int  dam,
int  death_source,
kill_method_type  death_type,
const char *  aux,
bool  see_source,
const char *  death_source_name 
)

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void reset_damage_counters (  ) 

void splash_with_acid ( int  acid_strength,
bool  corrode_items,
std::string  hurt_message 
)

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void weapon_acid ( int  acid_strength  ) 

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