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00012 #ifndef _P_MECH_COMBAT_H
00013 #define _P_MECH_COMBAT_H
00014
00015
00016 void mech_target(dbref player, void *data, char *buffer);
00017 void sixth_sense_check(MECH * mech, MECH * target);
00018 void mech_settarget(dbref player, void *data, char *buffer);
00019 void mech_fireweapon(dbref player, void *data, char *buffer);
00020 int FireWeaponNumber(dbref player, MECH * mech, MAP * mech_map,
00021 int weapnum, int argc, char **args, int sight);
00022 char *hex_target_id(MECH * mech);
00023 int canClearOrIgnite(int weapindx);
00024 void possibly_ignite(MECH * mech, MAP * map, int weapindx, int ammoMode,
00025 int x, int y, int intentional);
00026 void possibly_clear(MECH * mech, MAP * map, int weapindx, int ammoMode,
00027 int damage, int x, int y, int intentional);
00028 void possibly_ignite_or_clear(MECH * mech, int weapindx, int ammoMode,
00029 int damage, int x, int y, int intentional);
00030 void hex_hit(MECH * mech, int x, int y, int weapindx, int ammoMode,
00031 int damage, int ishit);
00032 int weapon_failure_stuff(MECH * mech, int *weapnum, int *weapindx,
00033 int *section, int *critical, int *ammoLoc, int *ammoCrit,
00034 int *ammoLoc1, int *ammoCrit1, int *modifier, int *type, float range,
00035 int *range_ok, int wGattlingShots);
00036 void FireWeapon(MECH * mech, MAP * mech_map, MECH * target, int LOS,
00037 int weapindx, int weapnum, int section, int critical, float enemyX,
00038 float enemyY, int mapx, int mapy, float range, int indirectFire,
00039 int sight, int ishex);
00040 int determineDamageFromHit(MECH * mech, int wSection, int wCritSlot,
00041 MECH * hitMech, int hitX, int hitY, int weapindx,
00042 int wGattlingShots, int wBaseWeapDamage, int wAmmoMode, int type,
00043 int modifier, int isTempCalc);
00044 void HitTarget(MECH * mech, int weapindx, int wSection, int wCritSlot,
00045 MECH * hitMech, int hitX, int hitY, int LOS, int type, int modifier,
00046 int reallyhit, int bth, int wGattlingShots, int tIsSwarmAttack, int player_roll);
00047
00048 #endif