134 lines
5.4 KiB
C
134 lines
5.4 KiB
C
#ifndef COMBAT_H
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#define COMBAT_H
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#include "animation.h"
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#include "db.h"
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#include "combat_defs.h"
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#include "message.h"
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#include "obj_types.h"
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#include "party_member.h"
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#include "proto_types.h"
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extern char _a_1[];
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extern int _combat_turn_running;
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extern int _combatNumTurns;
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extern unsigned int gCombatState;
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extern STRUCT_510948* _aiInfoList;
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extern STRUCT_664980* _gcsd;
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extern bool _combat_call_display;
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extern const int _hit_location_penalty[HIT_LOCATION_COUNT];
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extern CriticalHitDescription gCriticalHitTables[KILL_TYPE_COUNT][HIT_LOCATION_COUNT][CRTICIAL_EFFECT_COUNT];
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extern CriticalHitDescription gPlayerCriticalHitTable[HIT_LOCATION_COUNT][CRTICIAL_EFFECT_COUNT];
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extern int _combat_end_due_to_load;
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extern bool _combat_cleanup_enabled;
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extern const int _cf_table[WEAPON_CRITICAL_FAILURE_TYPE_COUNT][WEAPON_CRITICAL_FAILURE_EFFECT_COUNT];
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extern const int _call_ty[4];
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extern const int _hit_loc_left[4];
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extern const int _hit_loc_right[4];
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extern Attack _main_ctd;
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extern MessageList gCombatMessageList;
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extern Object* gCalledShotCritter;
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extern int gCalledShotWindow;
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extern int _combat_elev;
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extern int _list_total;
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extern Object* _combat_ending_guy;
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extern int _list_noncom;
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extern Object* _combat_turn_obj;
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extern int _combat_highlight;
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extern Object** _combat_list;
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extern int _list_com;
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extern int _combat_exps;
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extern int _combat_free_move;
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extern Attack _shoot_ctd;
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extern Attack _explosion_ctd;
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int combatInit();
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void combatReset();
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void combatExit();
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int _find_cid(int a1, int a2, Object** a3, int a4);
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int combatLoad(File* stream);
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int combatSave(File* stream);
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bool _combat_safety_invalidate_weapon(Object* a1, Object* a2, int hitMode, Object* a4, int* a5);
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bool _combat_safety_invalidate_weapon_func(Object* critter, Object* weapon, int hitMode, Object* a4, int* a5, Object* a6);
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bool _combatTestIncidentalHit(Object* a1, Object* a2, Object* a3, Object* a4);
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Object* _combat_whose_turn();
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void _combat_data_init(Object* obj);
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int _combatCopyAIInfo(int a1, int a2);
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Object* _combatAIInfoGetFriendlyDead(Object* obj);
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int _combatAIInfoSetFriendlyDead(Object* a1, Object* a2);
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Object* _combatAIInfoGetLastTarget(Object* obj);
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int _combatAIInfoSetLastTarget(Object* a1, Object* a2);
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Object* _combatAIInfoGetLastItem(Object* obj);
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int _combatAIInfoSetLastItem(Object* obj, Object* a2);
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void _combat_begin(Object* a1);
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void _combat_begin_extra(Object* a1);
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void _combat_update_critter_outline_for_los(Object* critter, bool a2);
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void _combat_over();
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void _combat_over_from_load();
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void _combat_give_exps(int exp_points);
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void _combat_add_noncoms();
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int _compare_faster(const void* a1, const void* a2);
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void _combat_sequence_init(Object* a1, Object* a2);
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void _combat_sequence();
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void combatAttemptEnd();
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void _combat_turn_run();
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int _combat_input();
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void _combat_set_move_all();
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int _combat_turn(Object* a1, bool a2);
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bool _combat_should_end();
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void _combat(STRUCT_664980* attack);
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void attackInit(Attack* attack, Object* a2, Object* a3, int a4, int a5);
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int _combat_attack(Object* a1, Object* a2, int a3, int a4);
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int _combat_bullet_start(const Object* a1, const Object* a2);
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bool _check_ranged_miss(Attack* attack);
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int _shoot_along_path(Attack* attack, int a2, int a3, int anim);
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int _compute_spray(Attack* attack, int accuracy, int* a3, int* a4, int anim);
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int attackComputeEnhancedKnockout(Attack* attack);
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int attackCompute(Attack* attack);
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void _compute_explosion_on_extras(Attack* attack, int a2, int a3, int a4);
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int attackComputeCriticalHit(Attack* a1);
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int _attackFindInvalidFlags(Object* a1, Object* a2);
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int attackComputeCriticalFailure(Attack* attack);
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int _determine_to_hit(Object* a1, Object* a2, int hitLocation, int hitMode);
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int _determine_to_hit_no_range(Object* a1, Object* a2, int a3, int a4, unsigned char* a5);
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int _determine_to_hit_from_tile(Object* a1, int a2, Object* a3, int a4, int a5);
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int attackDetermineToHit(Object* attacker, int tile, Object* defender, int hitLocation, int hitMode, int a6);
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void attackComputeDamage(Attack* attack, int ammoQuantity, int a3);
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void attackComputeDeathFlags(Attack* attack);
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void _apply_damage(Attack* attack, bool animated);
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void _check_for_death(Object* a1, int a2, int* a3);
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void _set_new_results(Object* a1, int a2);
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void _damage_object(Object* a1, int damage, bool animated, int a4, Object* a5);
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void _combat_display(Attack* attack);
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void combatCopyDamageAmountDescription(char* dest, Object* critter_obj, int damage);
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void combatAddDamageFlagsDescription(char* a1, int flags, Object* a3);
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void _combat_anim_begin();
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void _combat_anim_finished();
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void _combat_standup(Object* a1);
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void _print_tohit(unsigned char* dest, int dest_pitch, int a3);
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char* hitLocationGetName(Object* critter, int hitLocation);
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void _draw_loc_off(int a1, int a2);
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void _draw_loc_on_(int a1, int a2);
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void _draw_loc_(int eventCode, int color);
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int calledShotSelectHitLocation(Object* critter, int* hitLocation, int hitMode);
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int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool aiming);
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bool _combat_to_hit(Object* target, int* accuracy);
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void _combat_attack_this(Object* a1);
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void _combat_outline_on();
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void _combat_outline_off();
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void _combat_highlight_change();
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bool _combat_is_shot_blocked(Object* a1, int from, int to, Object* a4, int* a5);
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int _combat_player_knocked_out_by();
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int _combat_explode_scenery(Object* a1, Object* a2);
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void _combat_delete_critter(Object* obj);
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void _combatKillCritterOutsideCombat(Object* critter_obj, char* msg);
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static inline bool isInCombat()
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{
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return (gCombatState & COMBAT_STATE_0x01) != 0;
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}
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#endif /* COMBAT_H */
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