fight.h File Reference

#include "mon-enum.h"
#include "random-var.h"

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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:
UNAT_NO_ATTACK 
UNAT_KICK 
UNAT_HEADBUTT 
UNAT_TAILSLAP 
UNAT_PUNCH 
UNAT_BITE 
UNAT_PSEUDOPODS 
UNAT_FIRST_ATTACK 
UNAT_LAST_ATTACK 

Enumerator:
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 


Function Documentation

int calc_heavy_armour_penalty ( bool  random_factor  ) 

random_var calc_your_attack_delay (  ) 

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int calc_your_to_hit ( bool  random_factor  ) 

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void chaos_affect_actor ( actor victim  ) 

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int effective_stat_bonus ( int  wepType = -1  ) 

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unchivalric_attack_type is_unchivalric_attack ( const actor attacker,
const actor defender 
)

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bool monster_attack ( monster attacker,
bool  allow_unarmed = true 
)

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bool monster_attack_actor ( monster attacker,
actor defender,
bool  allow_unarmed 
)

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bool monsters_fight ( monster attacker,
monster attacked,
bool  allow_unarmed = true 
)

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int resist_adjust_damage ( actor defender,
beam_type  flavour,
int  res,
int  rawdamage,
bool  ranged = false 
)

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int weapon_str_weight ( object_class_type  wpn_class,
int  wpn_type 
)

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bool wielded_weapon_check ( item_def weapon,
bool  no_message = false 
)

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bool you_attack ( int  monster_attacked,
bool  unarmed_attacks 
)

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