/*************************************************************************** * _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ 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)); DECLARE_DO_FUN(do_kill); DECLARE_DO_FUN(do_target); DECLARE_DO_FUN(do_murde); DECLARE_DO_FUN(do_murder); DECLARE_DO_FUN(do_backstab); DECLARE_DO_FUN(do_flee); DECLARE_DO_FUN(do_rescue); DECLARE_DO_FUN(do_disarm); DECLARE_DO_FUN(do_circle); DECLARE_DO_FUN(do_trip); DECLARE_DO_FUN(do_dirt); DECLARE_DO_FUN(do_bash); DECLARE_DO_FUN(do_berserk); DECLARE_DO_FUN(do_punch); DECLARE_DO_FUN(do_headbutt); DECLARE_DO_FUN(do_charge); DECLARE_DO_FUN(do_knee); DECLARE_DO_FUN(do_kick); 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)); DECLARE_DO_FUN(do_assist); DECLARE_DO_FUN(do_stake); DECLARE_DO_FUN(do_stun); DECLARE_DO_FUN(do_feed); void check_adrenaline P_((CHAR_DATA *ch, float damage)); DECLARE_DO_FUN(do_frenzy); DECLARE_DO_FUN(do_rage); 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)); DECLARE_DO_FUN(do_disguise); DECLARE_DO_FUN(do_stance); void resurrect P_((CHAR_DATA *ch)); void cooldown_update P_((void)); void aggro_attack P_((CHAR_DATA *mob, CHAR_DATA *player)); void remember_attack P_((CHAR_DATA *mob, CHAR_DATA *player)); #undef P_