/*************************************************************************** * _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ AckFUSS is modified ACK!MUD 4.3.1 * * _/ _/ _/ _/ _/ copyright Matt Goff (Kline) 2008 * * _/_/ _/ _/ _/_/_/_/ _/_/_/_/ * * _/ _/ _/ _/ _/ Support for this code is provided * * _/ _/_/_/_/ _/_/_/_/ _/_/_/_/ at www.ackmud.net -- check it out!* ***************************************************************************/ #define DEC_FIGHT_H #if __STDC__ || defined(__cplusplus) #define P_(s) s #else #define P_(s) () #endif /* fight.c */ void violence_update P_((void)); void one_hit P_((CHAR_DATA *ch, CHAR_DATA *victim, int dt)); void damage P_((CHAR_DATA *ch, CHAR_DATA *victim, float dam, int dt)); bool is_safe P_((CHAR_DATA *ch, CHAR_DATA *victim)); void check_killer P_((CHAR_DATA *ch, CHAR_DATA *victim)); bool check_parry P_((CHAR_DATA *ch, CHAR_DATA *victim)); bool check_dodge P_((CHAR_DATA *ch, CHAR_DATA *victim)); bool check_skills P_((CHAR_DATA *ch, CHAR_DATA *victim)); void update_pos P_((CHAR_DATA *victim)); void set_fighting P_((CHAR_DATA *ch, CHAR_DATA *victim, bool check)); void stop_fighting P_((CHAR_DATA *ch, bool fBoth)); void make_corpse P_((CHAR_DATA *ch, char *argument)); void death_cry P_((CHAR_DATA *ch)); void raw_kill P_((CHAR_DATA *victim, char *argument)); void group_gain P_((CHAR_DATA *ch, CHAR_DATA *victim)); void dam_message P_((CHAR_DATA *ch, CHAR_DATA *victim, float dam, int dt)); void disarm P_((CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj)); void trip P_((CHAR_DATA *ch, CHAR_DATA *victim)); void do_kill P_((CHAR_DATA *ch, char *argument)); void do_target P_((CHAR_DATA *ch, char *argument)); void do_murde P_((CHAR_DATA *ch, char *argument)); void do_murder P_((CHAR_DATA *ch, char *argument)); void do_backstab P_((CHAR_DATA *ch, char *argument)); void do_flee P_((CHAR_DATA *ch, char *argument)); void do_rescue P_((CHAR_DATA *ch, char *argument)); void do_disarm P_((CHAR_DATA *ch, char *argument)); void do_circle P_((CHAR_DATA *ch, char *argument)); void do_trip P_((CHAR_DATA *ch, char *argument)); void do_dirt P_((CHAR_DATA *ch, char *argument)); void do_bash P_((CHAR_DATA *ch, char *argument)); void do_berserk P_((CHAR_DATA *ch, char *argument)); void do_punch P_((CHAR_DATA *ch, char *argument)); void do_headbutt P_((CHAR_DATA *ch, char *argument)); void do_charge P_((CHAR_DATA *ch, char *argument)); void do_knee P_((CHAR_DATA *ch, char *argument)); void do_kick P_((CHAR_DATA *ch, char *argument)); void obj_damage P_((OBJ_DATA *obj, CHAR_DATA *victim, float dam)); void death_message P_((CHAR_DATA *ch, CHAR_DATA *victim, int dt, int max_dt)); void do_assist P_((CHAR_DATA *ch, char *argument)); void do_stake P_((CHAR_DATA *ch, char *argument)); void do_stun P_((CHAR_DATA *ch, char *argument)); void do_feed P_((CHAR_DATA *ch, char *argument)); void check_adrenaline P_((CHAR_DATA *ch, float damage)); void do_frenzy P_((CHAR_DATA *ch, char *argument)); void do_rage P_((CHAR_DATA *ch, char *argument)); float get_speed P_((CHAR_DATA *ch, int slot)); void combat_update P_((void)); float combat_damcap P_((CHAR_DATA *ch, CHAR_DATA *victim, float dam, int dt)); void check_brawl P_((CHAR_DATA *ch)); void damage_gear P_((CHAR_DATA *ch)); void do_disguise P_((CHAR_DATA *ch, char *argument)); void do_stance P_((CHAR_DATA *ch, char *argument)); void resurrect P_((CHAR_DATA *ch)); #undef P_