#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 |
1.5.6