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/**
* @file
* @brief Functions used during combat.
**/
#ifndef FIGHT_H
#define FIGHT_H
#include <list>
#include "random-var.h"
enum unchivalric_attack_type
{
UCAT_NO_ATTACK, // 0
UCAT_DISTRACTED,
UCAT_CONFUSED,
UCAT_FLEEING,
UCAT_INVISIBLE,
UCAT_HELD_IN_NET,
UCAT_PETRIFYING,
UCAT_PETRIFIED,
UCAT_PARALYSED,
UCAT_SLEEPING,
UCAT_ALLY,
NUM_UCAT
};
bool fight_melee(actor *attacker, actor *defender, bool *did_hit = NULL,
bool simu = false);
int resist_adjust_damage(actor *defender, beam_type flavour,
int res, int rawdamage, bool ranged = false);
bool wielded_weapon_check(item_def *weapon, bool no_message = false);
int calc_heavy_armour_penalty(bool random_factor);
unchivalric_attack_type is_unchivalric_attack(const actor *attacker,
const actor *defender);
void chaos_affect_actor(actor *victim);
void get_cleave_targets(const actor* attacker, const coord_def& def, int dir,
list<actor*> &targets);
void get_all_cleave_targets(const actor* attacker, const coord_def& def,
list<actor*> &targets);
void attack_cleave_targets(actor* attacker, list<actor*> &targets,
int attack_number = 0,
int effective_attack_number = 0);
#endif
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