roh/conf.old/area/
roh/config/code/python/
roh/config/game/area/
roh/config/game/signs/
roh/help/dmhelp/
roh/help/help/
roh/log/
roh/log/staff/
roh/monsters/ocean/
roh/objects/misc/
roh/objects/ocean/
roh/player/
roh/rooms/area/1/
roh/rooms/misc/
roh/rooms/ocean/
roh/src-2.47e/
/*
 * die.h
 *	 Header file for die code
 *   ____            _
 *  |  _ \ ___  __ _| |_ __ ___  ___ 
 *  | |_) / _ \/ _` | | '_ ` _ \/ __|
 *  |  _ <  __/ (_| | | | | | | \__ \
 *  |_| \_\___|\__,_|_|_| |_| |_|___/
 *
 * Permission to use, modify and distribute is granted via the
 *  Creative Commons - Attribution - Non Commercial - Share Alike 3.0 License
 *    http://creativecommons.org/licenses/by-nc-sa/3.0/
 *  
 * 	Copyright (C) 2007-2012 Jason Mitchell, Randi Mitchell
 * 	   Contributions by Tim Callahan, Jonathan Hseu
 *  Based on Mordor (C) Brooke Paul, Brett J. Vickers, John P. Freeman
 *
 */
#ifndef DIE_H_
#define DIE_H_

// Misc defines


// Function prototypes used in die.cpp
//
//int isGuildkill(Player *victim, Player *killer);
//int isClankill(Player *victim, Player *killer);
//int isGodKill(Player *victim, Player *killer);
//
//int guildKill(Player *victim, Player *killer);
//int clanKill(Player *victim, Player *killer);
//int godKill(Player *victim, Player *killer);
//
//int checkLevel(Player* player);
//
//void updatePkill(Player *victim, Player *killer);
//void dropEquipment(Creature *victim, Creature *killer);
//
//void logDeath(Creature *victim, Creature *killer);

//void clearAsPetEnemy(Creature *victim);
//void dropBodyPart(Creature *victim, Creature *killer);
//void resetPlayer(Player *victim, Creature *killer);
//void petKillMob(Monster *victim, Creature *killer);
//void petKillPlayer(Player *victim, Monster *killer);
//void giveExperience(Monster *victim, Creature *killer);
//void dropCorpse(Creature *victim, Creature *killer);
//void mobKillMob(Monster *victim, Creature *killer);
//void mobKillPlayer(Player *victim, Monster *killer);
//bool luckyDeath(Player *victim, bstring death);
//void loseExperience(Player *victim, Creature *killer);
//void playerKillMob(Monster *victim, Creature *killer);
//void logMobDeath(Creature *victim, Creature *killer);
//void playerKillPlayer(Player *victim, Player *killer);
//void diePkill(Player *victim, Player *killer, bool dueling);
//void mobDie(Monster *victim, Creature *killer);
//void cleanFollow(Creature *victim, Creature *killer);
//void checkDoctorKill(Creature *victim, Creature *killer);

#endif /*DIE_H_*/