#ifndef TIBIA_CRCOMBAT_HH_ #define TIBIA_CRCOMBAT_HH_ 1 struct TCreature; struct TCombatEntry{ uint32 ID; uint32 Damage; int TimeStamp; }; struct TCombat{ // REGULAR FUNCTIONS // ========================================================================= TCombat(void); void GetWeapon(void); void GetAmmo(void); void CheckCombatValues(void); int GetDistance(void); void GetAttackValue(int *Attack, uint16 *SkillNr); int GetDefendDamage(void); void SetAttackDest(uint32 TargetID, bool Follow); void CanToDoAttack(void); void Attack(void); void StopAttack(int Delay); void DelayAttack(int Milliseconds); void CloseAttack(TCreature *Target); void DistanceAttack(TCreature *Target); void WandAttack(TCreature *Target); // DATA // ========================================================================= TCreature *Master; uint32 EarliestAttackTime; uint32 EarliestDefendTime; uint32 LastDefendTime; uint32 LatestAttackTime; uint8 AttackMode; uint8 ChaseMode; uint8 SecureMode; uint32 AttackDest; bool Following; Object Shield; Object Close; Object Missile; Object Throw; Object Wand; Object Ammo; bool Fist; uint32 CombatDamage; int ActCombatEntry; TCombatEntry CombatList[20]; int LearningPoints; }; #endif //TIBIA_CRCOMBAT_HH_