src/hcode/btech/p.mech.combat.h

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00001 
00002 /*
00003    p.mech.combat.h
00004 
00005    Automatically created by protomaker (C) 1998 Markus Stenberg (fingon@iki.fi)
00006    Protomaker is actually only a wrapper script for cproto, but well.. I like
00007    fancy headers and stuff :)
00008    */
00009 
00010 /* Generated at Mon Mar 22 10:40:19 CET 1999 from mech.combat.c */
00011 
00012 #ifndef _P_MECH_COMBAT_H
00013 #define _P_MECH_COMBAT_H
00014 
00015 /* mech.combat.c */
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                          /* _P_MECH_COMBAT_H */

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