2022-05-19 01:51:26 -07:00
|
|
|
#ifndef COMBAT_H
|
|
|
|
#define COMBAT_H
|
|
|
|
|
|
|
|
#include "combat_defs.h"
|
2022-07-29 06:04:05 -07:00
|
|
|
#include "db.h"
|
2022-05-19 01:51:26 -07:00
|
|
|
#include "obj_types.h"
|
|
|
|
#include "proto_types.h"
|
|
|
|
|
|
|
|
extern int _combatNumTurns;
|
|
|
|
extern unsigned int gCombatState;
|
|
|
|
|
|
|
|
extern int _combat_free_move;
|
|
|
|
|
|
|
|
int combatInit();
|
|
|
|
void combatReset();
|
|
|
|
void combatExit();
|
|
|
|
int _find_cid(int a1, int a2, Object** a3, int a4);
|
|
|
|
int combatLoad(File* stream);
|
|
|
|
int combatSave(File* stream);
|
|
|
|
bool _combat_safety_invalidate_weapon(Object* a1, Object* a2, int hitMode, Object* a4, int* a5);
|
|
|
|
bool _combatTestIncidentalHit(Object* a1, Object* a2, Object* a3, Object* a4);
|
|
|
|
Object* _combat_whose_turn();
|
|
|
|
void _combat_data_init(Object* obj);
|
|
|
|
Object* _combatAIInfoGetFriendlyDead(Object* obj);
|
|
|
|
int _combatAIInfoSetFriendlyDead(Object* a1, Object* a2);
|
|
|
|
Object* _combatAIInfoGetLastTarget(Object* obj);
|
|
|
|
int _combatAIInfoSetLastTarget(Object* a1, Object* a2);
|
|
|
|
Object* _combatAIInfoGetLastItem(Object* obj);
|
|
|
|
int _combatAIInfoSetLastItem(Object* obj, Object* a2);
|
|
|
|
void _combat_update_critter_outline_for_los(Object* critter, bool a2);
|
|
|
|
void _combat_over_from_load();
|
|
|
|
void _combat_give_exps(int exp_points);
|
|
|
|
void _combat_turn_run();
|
|
|
|
void _combat(STRUCT_664980* attack);
|
|
|
|
void attackInit(Attack* attack, Object* a2, Object* a3, int a4, int a5);
|
|
|
|
int _combat_attack(Object* a1, Object* a2, int a3, int a4);
|
|
|
|
int _combat_bullet_start(const Object* a1, const Object* a2);
|
2022-07-29 06:04:05 -07:00
|
|
|
void _compute_explosion_on_extras(Attack* attack, int a2, bool isGrenade, int a4);
|
2022-05-19 01:51:26 -07:00
|
|
|
int _determine_to_hit(Object* a1, Object* a2, int hitLocation, int hitMode);
|
|
|
|
int _determine_to_hit_no_range(Object* a1, Object* a2, int a3, int a4, unsigned char* a5);
|
|
|
|
int _determine_to_hit_from_tile(Object* a1, int a2, Object* a3, int a4, int a5);
|
|
|
|
void attackComputeDeathFlags(Attack* attack);
|
|
|
|
void _apply_damage(Attack* attack, bool animated);
|
|
|
|
void _combat_display(Attack* attack);
|
|
|
|
void _combat_anim_begin();
|
|
|
|
void _combat_anim_finished();
|
|
|
|
int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool aiming);
|
|
|
|
bool _combat_to_hit(Object* target, int* accuracy);
|
|
|
|
void _combat_attack_this(Object* a1);
|
|
|
|
void _combat_outline_on();
|
|
|
|
void _combat_outline_off();
|
|
|
|
void _combat_highlight_change();
|
|
|
|
bool _combat_is_shot_blocked(Object* a1, int from, int to, Object* a4, int* a5);
|
|
|
|
int _combat_player_knocked_out_by();
|
|
|
|
int _combat_explode_scenery(Object* a1, Object* a2);
|
|
|
|
void _combat_delete_critter(Object* obj);
|
|
|
|
void _combatKillCritterOutsideCombat(Object* critter_obj, char* msg);
|
|
|
|
|
|
|
|
static inline bool isInCombat()
|
|
|
|
{
|
|
|
|
return (gCombatState & COMBAT_STATE_0x01) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif /* COMBAT_H */
|