Files
oboe/Win32/Blades of Exile/boe.combat.h
Celtic Minstrel b02902770c Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)

In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
  and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.

For some reason this commit also includes changes recently committed into the branch for osx.

git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-08-03 19:00:23 +00:00

61 lines
2.5 KiB
C

#ifndef _COMBAT_H
#define _COMBAT_H
#include "classes/location.h"
#include "global.h"
void start_outdoor_combat(outdoor_creature_type encounter,unsigned char in_which_terrain,short num_walls);
Boolean pc_combat_move(location destination);
void char_parry();
void char_stand_ready();
void pc_attack(short who_att,short target);
short calc_spec_dam(short abil,short abil_str,creature_data_type *monst);
void place_target(location target);
void do_combat_cast(location target);
void handle_marked_damage();
void load_missile();
void fire_missile(location target);
Boolean combat_next_step();
Boolean pick_next_pc();
void combat_run_monst();
void do_monster_turn();
void monster_attack_pc(short who_att,short target);
void monster_attack_monster(short who_att,short attackee);
void monst_fire_missile(short m_num,short bless,short level,location source,short target);
Boolean monst_breathe(creature_data_type *caster,location targ_space,short dam_type);
Boolean monst_cast_mage(creature_data_type *caster,short targ);
Boolean monst_cast_priest(creature_data_type *caster,short targ);
void damage_target(short target,short dam,short type);
location find_fireball_loc(location where,short radius,short mode,short *m);
location closest_pc_loc(location where);
short count_levels(location where,short radius);
Boolean pc_near(short pc_num,location where,short radius);
Boolean monst_near(short m_num,location where,short radius,short active);
void place_spell_pattern(effect_pat_type pat,location center,short type,Boolean prep_for_anim,short who_hit);
void handle_item_spell(location loc,short num);
void modify_pattern(effect_pat_type *pat,short type);
void do_shockwave(location target);
void radius_damage(location target,short radius, short dam, short type);
void hit_pcs_in_space(location target,short dam,short type,short report,short hit_all);
void hit_space(location target,short dam,short type,short report,short hit_all);
void do_poison();
void handle_disease();
void handle_acid();
Boolean no_pcs_left();
Boolean hit_end_c_button();
Boolean out_monst_all_dead();
void end_combat();
Boolean combat_cast_mage_spell();
Boolean combat_cast_priest_spell();
void start_spell_targeting(short num);
void start_fancy_spell_targeting(short num);
void spell_cast_hit_return();
void process_fields();
void scloud_space(short m,short n);
void web_space(short m,short n);
void sleep_cloud_space(short m,short n);
void take_m_ap(short num,creature_data_type *monst);
short get_monst_sound(creature_data_type *attacker,short which_att);
#endif