#ifndef COMBAT_H #define COMBAT_H #include "animation.h" #include "db.h" #include "combat_defs.h" #include "message.h" #include "obj_types.h" #include "party_member.h" #include "proto_types.h" extern char _a_1[]; extern int _combat_turn_running; extern int _combatNumTurns; extern unsigned int gCombatState; extern STRUCT_510948* _aiInfoList; extern STRUCT_664980* _gcsd; extern bool _combat_call_display; extern const int _hit_location_penalty[HIT_LOCATION_COUNT]; extern CriticalHitDescription gCriticalHitTables[KILL_TYPE_COUNT][HIT_LOCATION_COUNT][CRTICIAL_EFFECT_COUNT]; extern CriticalHitDescription gPlayerCriticalHitTable[HIT_LOCATION_COUNT][CRTICIAL_EFFECT_COUNT]; extern int _combat_end_due_to_load; extern bool _combat_cleanup_enabled; extern const int _cf_table[WEAPON_CRITICAL_FAILURE_TYPE_COUNT][WEAPON_CRITICAL_FAILURE_EFFECT_COUNT]; extern const int _call_ty[4]; extern const int _hit_loc_left[4]; extern const int _hit_loc_right[4]; extern Attack _main_ctd; extern MessageList gCombatMessageList; extern Object* gCalledShotCritter; extern int gCalledShotWindow; extern int _combat_elev; extern int _list_total; extern Object* _combat_ending_guy; extern int _list_noncom; extern Object* _combat_turn_obj; extern int _combat_highlight; extern Object** _combat_list; extern int _list_com; extern int _combat_exps; extern int _combat_free_move; extern Attack _shoot_ctd; extern Attack _explosion_ctd; 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 _combat_safety_invalidate_weapon_func(Object* critter, Object* weapon, int hitMode, Object* a4, int* a5, Object* a6); bool _combatTestIncidentalHit(Object* a1, Object* a2, Object* a3, Object* a4); Object* _combat_whose_turn(); void _combat_data_init(Object* obj); int _combatCopyAIInfo(int a1, int a2); 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_begin(Object* a1); void _combat_begin_extra(Object* a1); void _combat_update_critter_outline_for_los(Object* critter, bool a2); void _combat_over(); void _combat_over_from_load(); void _combat_give_exps(int exp_points); void _combat_add_noncoms(); int _compare_faster(const void* a1, const void* a2); void _combat_sequence_init(Object* a1, Object* a2); void _combat_sequence(); void combatAttemptEnd(); void _combat_turn_run(); int _combat_input(); void _combat_set_move_all(); int _combat_turn(Object* a1, bool a2); bool _combat_should_end(); 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); bool _check_ranged_miss(Attack* attack); int _shoot_along_path(Attack* attack, int a2, int a3, int anim); int _compute_spray(Attack* attack, int accuracy, int* a3, int* a4, int anim); int attackComputeEnhancedKnockout(Attack* attack); int attackCompute(Attack* attack); void _compute_explosion_on_extras(Attack* attack, int a2, int a3, int a4); int attackComputeCriticalHit(Attack* a1); int _attackFindInvalidFlags(Object* a1, Object* a2); int attackComputeCriticalFailure(Attack* attack); 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); int attackDetermineToHit(Object* attacker, int tile, Object* defender, int hitLocation, int hitMode, int a6); void attackComputeDamage(Attack* attack, int ammoQuantity, int a3); void attackComputeDeathFlags(Attack* attack); void _apply_damage(Attack* attack, bool animated); void _check_for_death(Object* a1, int a2, int* a3); void _set_new_results(Object* a1, int a2); void _damage_object(Object* a1, int damage, bool animated, int a4, Object* a5); void _combat_display(Attack* attack); void combatCopyDamageAmountDescription(char* dest, Object* critter_obj, int damage); void combatAddDamageFlagsDescription(char* a1, int flags, Object* a3); void _combat_anim_begin(); void _combat_anim_finished(); void _combat_standup(Object* a1); void _print_tohit(unsigned char* dest, int dest_pitch, int a3); char* hitLocationGetName(Object* critter, int hitLocation); void _draw_loc_off(int a1, int a2); void _draw_loc_on_(int a1, int a2); void _draw_loc_(int eventCode, int color); int calledShotSelectHitLocation(Object* critter, int* hitLocation, int hitMode); 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 */