player.h File Reference

#include "actor.h"
#include "beam.h"
#include "quiver.h"
#include "itemprop-enum.h"
#include "package.h"
#include "place-info.h"
#include "religion-enum.h"
#include "species.h"
#include <vector>
#include <stdint.h>

Include dependency graph for player.h:

Go to the source code of this file.

Classes

class  player
struct  player::demon_trait
struct  player_save_info

Typedefs

typedef FixedVector< int,
NUM_DURATIONS > 
durations_t

Functions

void moveto_location_effects (dungeon_feature_type old_feat, bool stepped=false, bool allow_shift=true, const coord_def &old_pos=coord_def())
bool check_moveto (const coord_def &p, const std::string &move_verb="step")
void move_player_to_grid (const coord_def &p, bool stepped, bool allow_shift)
bool player_in_mappable_area (void)
bool player_in_branch (int branch)
bool player_in_level_area (level_area_type area)
bool player_in_hell (void)
bool berserk_check_wielded_weapon (void)
int player_equip (equipment_type slot, int sub_type, bool calc_unid=true)
int player_equip_ego_type (int slot, int sub_type, bool calc_unid=true)
bool player_equip_unrand (int unrand_index)
bool player_can_hit_monster (const monster *mon)
bool player_is_shapechanged (void)
bool is_effectively_light_armour (const item_def *item)
bool player_effectively_in_light_armour ()
bool player_under_penance (void)
bool extrinsic_amulet_effect (jewellery_type amulet)
bool wearing_amulet (jewellery_type which_am, bool calc_unid=true, bool ignore_extrinsic=false)
int burden_change (void)
int carrying_capacity (burden_state_type bs=BS_OVERLOADED)
int check_stealth (void)
int player_energy (void)
int player_adjusted_shield_evasion_penalty (int scale)
int player_adjusted_body_armour_evasion_penalty (int scale)
int player_armour_shield_spell_penalty ()
int player_evasion (ev_ignore_type evit=EV_IGNORE_NONE)
int player_movement_speed (bool ignore_burden=false)
int player_hunger_rate (void)
int calc_hunger (int food_cost)
int player_icemail_armour_class ()
int player_mag_abil (bool is_weighted)
int player_magical_power (void)
int player_prot_life (bool calc_unid=true, bool temp=true, bool items=true)
int player_regen (void)
int player_res_cold (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_acid (bool calc_unid=true, bool items=true)
int player_res_corr (bool calc_unid=true, bool items=true)
int player_acid_resist_factor ()
int player_res_torment (bool calc_unid=true, bool temp=true)
bool player_item_conserve (bool calc_unid=true)
int player_mental_clarity (bool calc_unid=true, bool items=true)
int player_spirit_shield (bool calc_unid=true)
bool player_likes_chunks (bool permanently=false)
bool species_likes_water ()
bool player_likes_water (bool permanently=false)
int player_mutation_level (mutation_type mut)
int player_res_electricity (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_fire (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_sticky_flame (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_steam (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_poison (bool calc_unid=true, bool temp=true, bool items=true)
int player_res_magic (bool calc_unid=true, bool temp=true)
bool player_control_teleport (bool calc_unid=true, bool temp=true, bool items=true)
int player_shield_class (void)
int player_spec_air (void)
int player_spec_cold (void)
int player_spec_conj (void)
int player_spec_death (void)
int player_spec_earth (void)
int player_spec_ench (void)
int player_spec_fire (void)
int player_spec_holy (void)
int player_spec_poison (void)
int player_spec_summ (void)
int player_speed (void)
int player_ponderousness ()
int player_evokable_levitation ()
int player_evokable_invis ()
int player_spell_levels (void)
int player_sust_abil (bool calc_unid=true)
int player_teleport (bool calc_unid=true)
bool items_give_ability (const int slot, artefact_prop_type abil)
int scan_artefacts (artefact_prop_type which_property, bool calc_unid=true)
int slaying_bonus (weapon_property_type which_affected, bool ranged=false)
unsigned int exp_needed (int lev)
int get_expiration_threshold (duration_type dur)
bool dur_expiring (duration_type dur)
void display_char_status (void)
void forget_map (int chance_forgotten=100, bool force=false)
void gain_exp (unsigned int exp_gained, unsigned int *actual_gain=NULL, unsigned int *actual_avail_gain=NULL)
bool player_in_bat_form ()
bool player_can_open_doors ()
bool player_can_handle_equipment ()
void level_change (bool skip_attribute_increase=false)
bool player_genus (genus_type which_genus, species_type species=SP_UNKNOWN)
bool is_player_same_species (const int mon, bool=false)
monster_type player_mons (bool transform=true)
void update_player_symbol ()
void update_vision_range ()
bool you_can_wear (int eq, bool special_armour=false)
bool player_has_feet (void)
bool player_wearing_slot (int eq)
bool you_tran_can_wear (const item_def &item)
bool you_tran_can_wear (int eq, bool check_mutation=false)
bool enough_hp (int minimum, bool suppress_msg)
bool enough_mp (int minimum, bool suppress_msg, bool include_items=true)
bool enough_xp (int minimum, bool suppress_msg)
void dec_hp (int hp_loss, bool fatal, const char *aux=NULL)
void dec_mp (int mp_loss)
void inc_mp (int mp_gain, bool max_too)
void inc_hp (int hp_gain, bool max_too)
void rot_hp (int hp_loss)
void unrot_hp (int hp_recovered)
int player_rotted ()
void rot_mp (int mp_loss)
void inc_max_hp (int hp_gain)
void dec_max_hp (int hp_loss)
void inc_max_mp (int mp_gain)
void dec_max_mp (int mp_loss)
void deflate_hp (int new_level, bool floor)
void set_hp (int new_amount, bool max_too)
int get_real_hp (bool trans, bool rotted=false)
int get_real_mp (bool include_items)
int get_contamination_level ()
std::string describe_contamination (int level)
void set_mp (int new_amount, bool max_too)
void contaminate_player (int change, bool controlled=false, bool msg=true)
bool confuse_player (int amount, bool resistable=true)
bool curare_hits_player (int death_source, int amount, const bolt &beam)
bool poison_player (int amount, std::string source, std::string source_aux="", bool force=false)
void dec_poison_player ()
void reduce_poison_player (int amount)
bool miasma_player (std::string source, std::string source_aux="")
bool napalm_player (int amount)
void dec_napalm_player (int delay)
bool slow_player (int turns)
void dec_slow_player (int delay)
void dec_exhaust_player (int delay)
bool haste_player (int turns, bool rageext=false)
void dec_haste_player (int delay)
void levitate_player (int pow)
void float_player (bool fly)
bool land_player ()
void dec_disease_player (int delay)
void dec_color_smoke_trail ()
bool player_weapon_wielded ()
bool is_feat_dangerous (dungeon_feature_type feat, bool permanently=false)
void run_macro (const char *macroname=NULL)
int count_worn_ego (int which_ego)

Variables

player you


Typedef Documentation

typedef FixedVector<int, NUM_DURATIONS> durations_t


Function Documentation

bool berserk_check_wielded_weapon ( void   ) 

Here is the call graph for this function:

int burden_change ( void   ) 

Here is the call graph for this function:

int calc_hunger ( int  food_cost  ) 

int carrying_capacity ( burden_state_type  bs = BS_OVERLOADED  ) 

Here is the call graph for this function:

bool check_moveto ( const coord_def p,
const std::string move_verb = "step" 
)

int check_stealth ( void   ) 

Here is the call graph for this function:

bool confuse_player ( int  amount,
bool  resistable = true 
)

Here is the call graph for this function:

void contaminate_player ( int  change,
bool  controlled = false,
bool  msg = true 
)

Here is the call graph for this function:

int count_worn_ego ( int  which_ego  ) 

Here is the call graph for this function:

bool curare_hits_player ( int  death_source,
int  amount,
const bolt beam 
)

Here is the call graph for this function:

void dec_color_smoke_trail (  ) 

void dec_disease_player ( int  delay  ) 

Here is the call graph for this function:

void dec_exhaust_player ( int  delay  ) 

Here is the call graph for this function:

void dec_haste_player ( int  delay  ) 

Here is the call graph for this function:

void dec_hp ( int  hp_loss,
bool  fatal,
const char *  aux = NULL 
)

Here is the call graph for this function:

void dec_max_hp ( int  hp_loss  ) 

Here is the call graph for this function:

void dec_max_mp ( int  mp_loss  ) 

Here is the call graph for this function:

void dec_mp ( int  mp_loss  ) 

Here is the call graph for this function:

void dec_napalm_player ( int  delay  ) 

Here is the call graph for this function:

void dec_poison_player (  ) 

Here is the call graph for this function:

void dec_slow_player ( int  delay  ) 

Here is the call graph for this function:

void deflate_hp ( int  new_level,
bool  floor 
)

Here is the call graph for this function:

std::string describe_contamination ( int  level  ) 

Here is the call graph for this function:

void display_char_status ( void   ) 

Here is the call graph for this function:

bool dur_expiring ( duration_type  dur  ) 

Here is the call graph for this function:

bool enough_hp ( int  minimum,
bool  suppress_msg 
)

Here is the call graph for this function:

bool enough_mp ( int  minimum,
bool  suppress_msg,
bool  include_items = true 
)

Here is the call graph for this function:

bool enough_xp ( int  minimum,
bool  suppress_msg 
)

Here is the call graph for this function:

unsigned int exp_needed ( int  lev  ) 

bool extrinsic_amulet_effect ( jewellery_type  amulet  ) 

Here is the call graph for this function:

void float_player ( bool  fly  ) 

Here is the call graph for this function:

void forget_map ( int  chance_forgotten = 100,
bool  force = false 
)

Here is the call graph for this function:

void gain_exp ( unsigned int  exp_gained,
unsigned int *  actual_gain = NULL,
unsigned int *  actual_avail_gain = NULL 
)

Here is the call graph for this function:

int get_contamination_level (  ) 

int get_expiration_threshold ( duration_type  dur  ) 

int get_real_hp ( bool  trans,
bool  rotted = false 
)

Here is the call graph for this function:

int get_real_mp ( bool  include_items  ) 

Here is the call graph for this function:

bool haste_player ( int  turns,
bool  rageext = false 
)

Here is the call graph for this function:

void inc_hp ( int  hp_gain,
bool  max_too 
)

Here is the call graph for this function:

void inc_max_hp ( int  hp_gain  ) 

Here is the call graph for this function:

void inc_max_mp ( int  mp_gain  ) 

Here is the call graph for this function:

void inc_mp ( int  mp_gain,
bool  max_too 
)

Here is the call graph for this function:

bool is_effectively_light_armour ( const item_def item  ) 

Here is the call graph for this function:

bool is_feat_dangerous ( dungeon_feature_type  feat,
bool  permanently = false 
)

Here is the call graph for this function:

bool is_player_same_species ( const int  mon,
bool  = false 
)

Here is the call graph for this function:

bool items_give_ability ( const int  slot,
artefact_prop_type  abil 
)

Here is the call graph for this function:

bool land_player (  ) 

Here is the call graph for this function:

void level_change ( bool  skip_attribute_increase = false  ) 

Here is the call graph for this function:

void levitate_player ( int  pow  ) 

Here is the call graph for this function:

bool miasma_player ( std::string  source,
std::string  source_aux = "" 
)

Here is the call graph for this function:

void move_player_to_grid ( const coord_def p,
bool  stepped,
bool  allow_shift 
)

Here is the call graph for this function:

void moveto_location_effects ( dungeon_feature_type  old_feat,
bool  stepped = false,
bool  allow_shift = true,
const coord_def old_pos = coord_def() 
)

Here is the call graph for this function:

bool napalm_player ( int  amount  ) 

Here is the call graph for this function:

int player_acid_resist_factor (  ) 

Here is the call graph for this function:

int player_adjusted_body_armour_evasion_penalty ( int  scale  ) 

Here is the call graph for this function:

int player_adjusted_shield_evasion_penalty ( int  scale  ) 

Here is the call graph for this function:

int player_armour_shield_spell_penalty (  ) 

Here is the call graph for this function:

bool player_can_handle_equipment (  )  [inline]

Here is the call graph for this function:

bool player_can_hit_monster ( const monster mon  ) 

Here is the call graph for this function:

bool player_can_open_doors (  ) 

bool player_control_teleport ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

bool player_effectively_in_light_armour (  ) 

Here is the call graph for this function:

int player_energy ( void   ) 

Here is the call graph for this function:

int player_equip ( equipment_type  slot,
int  sub_type,
bool  calc_unid = true 
)

Here is the call graph for this function:

int player_equip_ego_type ( int  slot,
int  sub_type,
bool  calc_unid = true 
)

Here is the call graph for this function:

bool player_equip_unrand ( int  unrand_index  ) 

Here is the call graph for this function:

int player_evasion ( ev_ignore_type  evit = EV_IGNORE_NONE  ) 

Here is the call graph for this function:

int player_evokable_invis (  ) 

Here is the call graph for this function:

int player_evokable_levitation (  ) 

Here is the call graph for this function:

bool player_genus ( genus_type  which_genus,
species_type  species = SP_UNKNOWN 
)

Here is the call graph for this function:

bool player_has_feet ( void   ) 

Here is the call graph for this function:

int player_hunger_rate ( void   ) 

Here is the call graph for this function:

int player_icemail_armour_class (  ) 

bool player_in_bat_form (  ) 

bool player_in_branch ( int  branch  ) 

bool player_in_hell ( void   ) 

Here is the call graph for this function:

bool player_in_level_area ( level_area_type  area  ) 

bool player_in_mappable_area ( void   ) 

Here is the call graph for this function:

bool player_is_shapechanged ( void   ) 

bool player_item_conserve ( bool  calc_unid = true  ) 

Here is the call graph for this function:

bool player_likes_chunks ( bool  permanently = false  ) 

Here is the call graph for this function:

bool player_likes_water ( bool  permanently = false  ) 

Here is the call graph for this function:

int player_mag_abil ( bool  is_weighted  ) 

Here is the call graph for this function:

int player_magical_power ( void   ) 

Here is the call graph for this function:

int player_mental_clarity ( bool  calc_unid = true,
bool  items = true 
)

Here is the call graph for this function:

monster_type player_mons ( bool  transform = true  ) 

Here is the call graph for this function:

int player_movement_speed ( bool  ignore_burden = false  ) 

Here is the call graph for this function:

int player_mutation_level ( mutation_type  mut  ) 

Here is the call graph for this function:

int player_ponderousness (  ) 

Here is the call graph for this function:

int player_prot_life ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_regen ( void   ) 

Here is the call graph for this function:

int player_res_acid ( bool  calc_unid = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_cold ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_corr ( bool  calc_unid = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_electricity ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_fire ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_magic ( bool  calc_unid = true,
bool  temp = true 
)

Here is the call graph for this function:

int player_res_poison ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_steam ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_sticky_flame ( bool  calc_unid = true,
bool  temp = true,
bool  items = true 
)

Here is the call graph for this function:

int player_res_torment ( bool  calc_unid = true,
bool  temp = true 
)

Here is the call graph for this function:

int player_rotted (  ) 

int player_shield_class ( void   ) 

Here is the call graph for this function:

int player_spec_air ( void   ) 

Here is the call graph for this function:

int player_spec_cold ( void   ) 

Here is the call graph for this function:

int player_spec_conj ( void   ) 

Here is the call graph for this function:

int player_spec_death ( void   ) 

Here is the call graph for this function:

int player_spec_earth ( void   ) 

Here is the call graph for this function:

int player_spec_ench ( void   ) 

Here is the call graph for this function:

int player_spec_fire ( void   ) 

Here is the call graph for this function:

int player_spec_holy ( void   ) 

int player_spec_poison ( void   ) 

Here is the call graph for this function:

int player_spec_summ ( void   ) 

Here is the call graph for this function:

int player_speed ( void   ) 

int player_spell_levels ( void   ) 

Here is the call graph for this function:

int player_spirit_shield ( bool  calc_unid = true  ) 

Here is the call graph for this function:

int player_sust_abil ( bool  calc_unid = true  ) 

Here is the call graph for this function:

int player_teleport ( bool  calc_unid = true  ) 

Here is the call graph for this function:

bool player_under_penance ( void   ) 

bool player_weapon_wielded (  ) 

bool player_wearing_slot ( int  eq  ) 

bool poison_player ( int  amount,
std::string  source,
std::string  source_aux = "",
bool  force = false 
)

Here is the call graph for this function:

void reduce_poison_player ( int  amount  ) 

Here is the call graph for this function:

void rot_hp ( int  hp_loss  ) 

Here is the call graph for this function:

void rot_mp ( int  mp_loss  ) 

Here is the call graph for this function:

void run_macro ( const char *  macroname = NULL  ) 

Here is the call graph for this function:

int scan_artefacts ( artefact_prop_type  which_property,
bool  calc_unid = true 
)

Here is the call graph for this function:

void set_hp ( int  new_amount,
bool  max_too 
)

Here is the call graph for this function:

void set_mp ( int  new_amount,
bool  max_too 
)

Here is the call graph for this function:

int slaying_bonus ( weapon_property_type  which_affected,
bool  ranged = false 
)

Here is the call graph for this function:

bool slow_player ( int  turns  ) 

Here is the call graph for this function:

bool species_likes_water (  ) 

void unrot_hp ( int  hp_recovered  ) 

Here is the call graph for this function:

void update_player_symbol (  ) 

Here is the call graph for this function:

void update_vision_range (  ) 

Here is the call graph for this function:

bool wearing_amulet ( jewellery_type  which_am,
bool  calc_unid = true,
bool  ignore_extrinsic = false 
)

Here is the call graph for this function:

bool you_can_wear ( int  eq,
bool  special_armour = false 
)

Here is the call graph for this function:

bool you_tran_can_wear ( int  eq,
bool  check_mutation = false 
)

Here is the call graph for this function:

bool you_tran_can_wear ( const item_def item  ) 

Here is the call graph for this function:


Variable Documentation


Generated on Thu Jan 13 13:20:17 2011 by  doxygen 1.5.6