fight.h File Reference
#include "mon-enum.h"
#include "random-var.h"
Go to the source code of this file.
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Enumerations |
enum | unarmed_attack_type {
UNAT_NO_ATTACK,
UNAT_KICK,
UNAT_HEADBUTT,
UNAT_TAILSLAP,
UNAT_PUNCH,
UNAT_BITE,
UNAT_PSEUDOPODS,
UNAT_FIRST_ATTACK = UNAT_KICK,
UNAT_LAST_ATTACK = UNAT_PSEUDOPODS
} |
enum | unchivalric_attack_type {
UCAT_NO_ATTACK,
UCAT_DISTRACTED,
UCAT_CONFUSED,
UCAT_FLEEING,
UCAT_INVISIBLE,
UCAT_HELD_IN_NET,
UCAT_PETRIFYING,
UCAT_PETRIFIED,
UCAT_PARALYSED,
UCAT_SLEEPING,
UCAT_ALLY
} |
Functions |
int | effective_stat_bonus (int wepType=-1) |
int | resist_adjust_damage (actor *defender, beam_type flavour, int res, int rawdamage, bool ranged=false) |
int | weapon_str_weight (object_class_type wpn_class, int wpn_type) |
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=true) |
bool | monsters_fight (monster *attacker, monster *attacked, bool allow_unarmed=true) |
bool | wielded_weapon_check (item_def *weapon, bool no_message=false) |
int | calc_your_to_hit (bool random_factor) |
int | calc_heavy_armour_penalty (bool random_factor) |
random_var | calc_your_attack_delay () |
unchivalric_attack_type | is_unchivalric_attack (const actor *attacker, const actor *defender) |
void | chaos_affect_actor (actor *victim) |
Enumeration Type Documentation
- Enumerator:
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UNAT_NO_ATTACK |
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UNAT_KICK |
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UNAT_HEADBUTT |
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UNAT_TAILSLAP |
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UNAT_PUNCH |
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UNAT_BITE |
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UNAT_PSEUDOPODS |
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UNAT_FIRST_ATTACK |
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UNAT_LAST_ATTACK |
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- Enumerator:
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UCAT_NO_ATTACK |
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UCAT_DISTRACTED |
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UCAT_CONFUSED |
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UCAT_FLEEING |
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UCAT_INVISIBLE |
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UCAT_HELD_IN_NET |
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UCAT_PETRIFYING |
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UCAT_PETRIFIED |
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UCAT_PARALYSED |
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UCAT_SLEEPING |
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UCAT_ALLY |
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Function Documentation
int calc_heavy_armour_penalty |
( |
bool |
random_factor |
) |
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int calc_your_to_hit |
( |
bool |
random_factor |
) |
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void chaos_affect_actor |
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actor * |
victim |
) |
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int effective_stat_bonus |
( |
int |
wepType = -1 |
) |
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bool monster_attack |
( |
monster * |
attacker, |
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bool |
allow_unarmed = true | |
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) |
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bool monster_attack_actor |
( |
monster * |
attacker, |
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actor * |
defender, |
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bool |
allow_unarmed | |
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) |
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bool monsters_fight |
( |
monster * |
attacker, |
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monster * |
attacked, |
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bool |
allow_unarmed = true | |
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) |
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int resist_adjust_damage |
( |
actor * |
defender, |
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beam_type |
flavour, |
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int |
res, |
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int |
rawdamage, |
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bool |
ranged = false | |
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) |
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bool wielded_weapon_check |
( |
item_def * |
weapon, |
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bool |
no_message = false | |
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) |
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bool you_attack |
( |
int |
monster_attacked, |
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bool |
unarmed_attacks | |
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) |
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