#include "AppHdr.h"
#include "fight.h"
#include "melee_attack.h"
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <algorithm>
#include "externs.h"
#include "areas.h"
#include "artefact.h"
#include "attitude-change.h"
#include "beam.h"
#include "cloud.h"
#include "coordit.h"
#include "database.h"
#include "debug.h"
#include "delay.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "exercise.h"
#include "map_knowledge.h"
#include "feature.h"
#include "fineff.h"
#include "fprop.h"
#include "food.h"
#include "goditem.h"
#include "invent.h"
#include "items.h"
#include "itemname.h"
#include "itemprop.h"
#include "item_use.h"
#include "libutil.h"
#include "macro.h"
#include "makeitem.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-clone.h"
#include "mon-place.h"
#include "terrain.h"
#include "mgen_data.h"
#include "coord.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "mutation.h"
#include "ouch.h"
#include "player.h"
#include "random-var.h"
#include "religion.h"
#include "godconduct.h"
#include "shopping.h"
#include "skills.h"
#include "species.h"
#include "spl-clouds.h"
#include "spl-miscast.h"
#include "spl-summoning.h"
#include "spl-util.h"
#include "state.h"
#include "stuff.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "hints.h"
#include "view.h"
#include "shout.h"
#include "xom.h"
Defines | |
#define | DID_AFFECT() |
Enumerations | |
enum | chaos_type { CHAOS_CLONE, CHAOS_POLY, CHAOS_POLY_UP, CHAOS_MAKE_SHIFTER, CHAOS_MISCAST, CHAOS_RAGE, CHAOS_HEAL, CHAOS_HASTE, CHAOS_INVIS, CHAOS_SLOW, CHAOS_PARALYSIS, CHAOS_PETRIFY, NUM_CHAOS_TYPES } |
Functions | |
int | test_melee_hit (int to_hit, int ev, defer_rand &r) |
int | effective_stat_bonus (int wepType) |
int | calc_your_to_hit (bool random_factor) |
random_var | calc_your_attack_delay () |
unchivalric_attack_type | is_unchivalric_attack (const actor *attacker, const actor *defender) |
int | resist_adjust_damage (actor *defender, beam_type flavour, int res, int rawdamage, bool ranged) |
bool | wielded_weapon_check (item_def *weapon, bool no_message) |
bool | you_attack (int monster_attacked, bool unarmed_attacks) |
bool | monster_attack_actor (monster *attacker, actor *defender, bool allow_unarmed) |
bool | monster_attack (monster *attacker, bool allow_unarmed) |
bool | monsters_fight (monster *attacker, monster *defender, bool allow_unarmed) |
int | weapon_str_weight (object_class_type wpn_class, int wpn_type) |
void | chaos_affect_actor (actor *victim) |
Variables | |
const int | HIT_WEAK = 7 |
const int | HIT_MED = 18 |
const int | HIT_STRONG = 36 |
#define DID_AFFECT | ( | ) |
Value:
{ \ if (miscast_level == 0) \ miscast_level = -1; \ return; \ }
enum chaos_type |
random_var calc_your_attack_delay | ( | ) |
int calc_your_to_hit | ( | bool | random_factor | ) |
void chaos_affect_actor | ( | actor * | victim | ) |
int effective_stat_bonus | ( | int | wepType | ) |
unchivalric_attack_type is_unchivalric_attack | ( | const actor * | attacker, | |
const actor * | defender | |||
) |
bool monster_attack | ( | monster * | attacker, | |
bool | allow_unarmed | |||
) |
int resist_adjust_damage | ( | actor * | defender, | |
beam_type | flavour, | |||
int | res, | |||
int | rawdamage, | |||
bool | ranged | |||
) |
int test_melee_hit | ( | int | to_hit, | |
int | ev, | |||
defer_rand & | r | |||
) |
int weapon_str_weight | ( | object_class_type | wpn_class, | |
int | wpn_type | |||
) |
bool wielded_weapon_check | ( | item_def * | weapon, | |
bool | no_message | |||
) |
bool you_attack | ( | int | monster_attacked, | |
bool | unarmed_attacks | |||
) |
const int HIT_MED = 18 |
const int HIT_STRONG = 36 |
const int HIT_WEAK = 7 |