/*
* File: ouch.h
* Summary: Functions used when Bad Things happen to the player.
* Written by: Linley Henzell
*/
#ifndef OUCH_H
#define OUCH_H
#define DEATH_NAME_LENGTH 10
#include "enum.h"
// Keep in sync with names in hiscores.cc.
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_TARGETTING,
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
};
int check_your_resists(int hurted, beam_type flavour);
void splash_with_acid(int acid_strength, bool corrode_items = true);
void weapon_acid(int acid_strength);
class actor;
int actor_to_death_source(const actor* agent);
void ouch(int dam, int death_source, kill_method_type death_type,
const char *aux = NULL, bool see_source = true);
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);
#endif