/* * File: misc.h * Summary: Misc functions. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <1> -/--/-- LRH Created */ #ifndef MISC_H #define MISC_H #include "externs.h" struct bolt; struct dist; struct activity_interrupt_data; // last updated 08jan2001 {gdl} /* *********************************************************************** * called from: ability - decks - fight - it_use2 - spells1 * *********************************************************************** */ bool go_berserk(bool intentional); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: acr * *********************************************************************** */ void search_around( bool only_adjacent = false ); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: acr - effects - spells3 * *********************************************************************** */ void down_stairs(int old_level, dungeon_feature_type force_stair = DNGN_UNSEEN, entry_cause_type entry_cause = EC_UNKNOWN); // Created Sept 1, 2000 -- bwr /* *********************************************************************** * called from: acr misc * *********************************************************************** */ void merfolk_start_swimming(void); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: acr - misc - player - stuff * *********************************************************************** */ void new_level(void); void trackers_init_new_level(bool transit); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: delay * *********************************************************************** */ void turn_corpse_into_skeleton(item_def &corpse, int time = 200); void turn_corpse_into_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 ); long remove_oldest_blood_potion( item_def &stack ); void remove_newest_blood_potion( item_def &stack, int quant = -1 ); void drop_blood_potions_stack( item_def &stack, int quant, int x = you.x_pos, int y = you.y_pos ); void pick_up_blood_potions_stack( item_def &stack, int quant ); bool can_bottle_blood_from_corpse( int mons_type ); void turn_corpse_into_blood_potions ( item_def &item ); void split_potions_into_decay( int obj, int amount, bool need_msg = true ); bool victim_can_bleed(int montype); void bleed_onto_floor(int x, int y, int mon, int damage, bool spatter = false); void generate_random_blood_spatter_on_level(); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: acr * *********************************************************************** */ bool check_annotation_exclusion_warning(); void up_stairs(dungeon_feature_type force_stair = DNGN_UNSEEN, entry_cause_type entry_cause = EC_UNKNOWN); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: acr - effects * *********************************************************************** */ std::string weird_glowing_colour(); // last updated 12may2000 {dlb} /* *********************************************************************** * called from: it_use3 * *********************************************************************** */ std::string weird_writing(); std::string weird_smell(); std::string weird_sound(); void curare_hits_player(int agent, int degree); bool mons_is_safe(const monsters *mon, bool want_move = false); void get_playervisible_monsters(std::vector& mons, bool want_move = false, bool just_check = false, bool dangerous_only = false, 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(); 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(int x, int y); std::string your_hand(bool plural); bool stop_attack_prompt(const monsters *mon, bool beam_attack, bool beam_target); #endif