File: misc.h

package info (click to toggle)
crawl 2%3A0.7.1-3
  • links: PTS
  • area: main
  • in suites: squeeze
  • size: 30,420 kB
  • ctags: 23,018
  • sloc: cpp: 244,317; ansic: 16,144; perl: 2,214; makefile: 984; python: 488; objc: 250; ruby: 200; sh: 140
file content (110 lines) | stat: -rw-r--r-- 3,730 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
/*
 *  File:       misc.h
 *  Summary:    Misc functions.
 *  Written by: Linley Henzell
 */

#ifndef MISC_H
#define MISC_H

#include "externs.h"

struct bolt;
class dist;
struct activity_interrupt_data;

bool go_berserk(bool intentional, bool potion = false);
void search_around(bool only_adjacent = false);

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 blood_spray(const coord_def& where, monster_type mon, int level);
void bleed_onto_floor(const coord_def& where, monster_type mon, int damage,
                      bool spatter = false, bool smell_alert = true);
void generate_random_blood_spatter_on_level(
    const map_mask *susceptible_area = NULL);

// Set FPROP_BLOODY after checking bleedability.
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 monsters *mon, const bool want_move = false);
bool mons_is_safe(const monsters *mon, const bool want_move = false,
                  const bool consider_user_options = true);

std::vector<monsters*> 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);

void setup_environment_effects();

// Lava smokes, swamp water mists.
void run_environment_effects();

int str_to_shoptype(const std::string &s);

bool player_in_a_dangerous_place(bool *invis = NULL);

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 monsters *mon, bool beam_attack,
                        coord_def beam_target);

bool is_orckind(const actor *act);

bool is_dragonkind(const actor *act);
void swap_with_monster(monsters *mon_to_swap);

void maybe_id_ring_TC();
#endif