ouch.h File Reference

#include "enum.h"
#include "beam.h"

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Defines

#define DEATH_NAME_LENGTH   10

Enumerations

enum  kill_method_type {
  KILLED_BY_MONSTER, KILLED_BY_POISON, KILLED_BY_CLOUD, KILLED_BY_BEAM,
  KILLED_BY_LAVA, KILLED_BY_WATER, KILLED_BY_STUPIDITY, KILLED_BY_WEAKNESS,
  KILLED_BY_CLUMSINESS, KILLED_BY_TRAP, KILLED_BY_LEAVING, KILLED_BY_WINNING,
  KILLED_BY_QUITTING, KILLED_BY_DRAINING, KILLED_BY_STARVATION, KILLED_BY_FREEZING,
  KILLED_BY_BURNING, KILLED_BY_WILD_MAGIC, KILLED_BY_XOM, KILLED_BY_ROTTING,
  KILLED_BY_TARGETING, KILLED_BY_SPORE, KILLED_BY_TSO_SMITING, KILLED_BY_PETRIFICATION,
  KILLED_BY_SOMETHING, KILLED_BY_FALLING_DOWN_STAIRS, KILLED_BY_ACID, KILLED_BY_CURARE,
  KILLED_BY_BEOGH_SMITING, KILLED_BY_DIVINE_WRATH, KILLED_BY_BOUNCE, KILLED_BY_REFLECTION,
  KILLED_BY_SELF_AIMED, KILLED_BY_FALLING_THROUGH_GATE, KILLED_BY_DISINT, NUM_KILLBY
}

Functions

int check_your_resists (int hurted, beam_type flavour, std::string source, bolt *beam=0, bool doEffects=true)
void splash_with_acid (int acid_strength, bool corrode_items=true, std::string hurt_msg="")
void weapon_acid (int acid_strength)
int actor_to_death_source (const actor *agent)
void reset_damage_counters ()
void ouch (int dam, int death_source, kill_method_type death_type, const char *aux=NULL, bool see_source=true, const char *death_source_name=NULL)
void lose_level (void)
bool drain_exp (bool announce_full=true)
bool expose_items_to_element (beam_type flavour, const coord_def &where, int strength=0)
bool expose_player_to_element (beam_type flavour, int strength=0)


Define Documentation

#define DEATH_NAME_LENGTH   10


Enumeration Type Documentation

Enumerator:
KILLED_BY_MONSTER 
KILLED_BY_POISON 
KILLED_BY_CLOUD 
KILLED_BY_BEAM 
KILLED_BY_LAVA 
KILLED_BY_WATER 
KILLED_BY_STUPIDITY 
KILLED_BY_WEAKNESS 
KILLED_BY_CLUMSINESS 
KILLED_BY_TRAP 
KILLED_BY_LEAVING 
KILLED_BY_WINNING 
KILLED_BY_QUITTING 
KILLED_BY_DRAINING 
KILLED_BY_STARVATION 
KILLED_BY_FREEZING 
KILLED_BY_BURNING 
KILLED_BY_WILD_MAGIC 
KILLED_BY_XOM 
KILLED_BY_ROTTING 
KILLED_BY_TARGETING 
KILLED_BY_SPORE 
KILLED_BY_TSO_SMITING 
KILLED_BY_PETRIFICATION 
KILLED_BY_SOMETHING 
KILLED_BY_FALLING_DOWN_STAIRS 
KILLED_BY_ACID 
KILLED_BY_CURARE 
KILLED_BY_BEOGH_SMITING 
KILLED_BY_DIVINE_WRATH 
KILLED_BY_BOUNCE 
KILLED_BY_REFLECTION 
KILLED_BY_SELF_AIMED 
KILLED_BY_FALLING_THROUGH_GATE 
KILLED_BY_DISINT 
NUM_KILLBY 


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 = 0,
bool  doEffects = true 
)

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bool drain_exp ( bool  announce_full = true  ) 

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bool expose_items_to_element ( beam_type  flavour,
const coord_def where,
int  strength = 0 
)

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bool expose_player_to_element ( beam_type  flavour,
int  strength = 0 
)

void lose_level ( void   ) 

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

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void reset_damage_counters (  ) 

void splash_with_acid ( int  acid_strength,
bool  corrode_items = true,
std::string  hurt_msg = "" 
)

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void weapon_acid ( int  acid_strength  ) 

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