/*************************************************************************** * _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ 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_ACT_MOB_H #if __STDC__ || defined(__cplusplus) #define P_(s) s #else #define P_(s) () #endif #define GRP_STATE_FLEE 0 #define GRP_STATE_FIGHT 1 #define GRP_STATE_CRIT_HEAL 2 #define GRP_STATE_REFORM 3 #define GRP_STATE_CRIT_MANA 4 #define GRP_STATE_HUNTING 5 #define GRP_STATE_NORM_HEAL 6 #define GRP_STATE_NORM_MANA 7 #define GRP_STATE_LEVELING 8 #define GRP_STATE_GET_EQ 9 #define GRP_STATE_IDLE 10 #define GRP_STATE_LOST 11 #define GRP_STATE_NO_CHANGE 99 #define NPC_STATE_FLEE 0 #define NPC_STATE_CRIT_HEAL 1 #define NPC_STATE_CRIT_MANA 2 #define AI_MOB( ch ) ( IS_NPC( (ch) ) && (ch)->act.test(ACT_INTELLIGENT) ) /* act_mob.c */ void gain_level P_((CHAR_DATA *ch)); int find_spell P_((CHAR_DATA *ch, int type)); void mob_group_follow P_((CHAR_DATA *ch, CHAR_DATA *target)); void get_mob_group P_((CHAR_DATA *ch, CHAR_DATA *target)); void need_to_stand P_((CHAR_DATA *ch)); void get_up P_((CHAR_DATA *ch, int current_state)); void mob_is_fighting P_((CHAR_DATA *ch)); void power_up_mob P_((CHAR_DATA *ch)); void mob_is_standing P_((CHAR_DATA *ch)); void select_target P_((CHAR_DATA *ch)); void int_handler P_((CHAR_DATA *ch)); void int_combat_handler P_((CHAR_DATA *ch, CHAR_DATA *victim)); #undef P_