#include "system/angband.h"
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
bool test_hit_norm(player_type *attacker_ptr, int chance, ARMOUR_CLASS ac, bool visible);
PERCENTAGE hit_chance(player_type *attacker_ptr, int chance, ARMOUR_CLASS ac);
#include <tuple>
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
std::tuple<HIT_POINT, concptr, sound_type> apply_critical_norm_damage(int k, HIT_POINT base_dam);
HIT_POINT critical_norm(player_type *attacker_ptr, WEIGHT weight, int plus, HIT_POINT dam, int16_t meichuu, combat_options mode, bool impact = false);
#pragma once
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
bool kawarimi(player_type *caster_ptr, bool success);
bool rush_attack(player_type *attacker_ptr, bool *mdeath);
typedef struct monap_type monap_type;
struct monster_type;
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
MULTIPLY mult_hissatsu(player_type *attacker_ptr, MULTIPLY mult, const TrFlags &flgs, monster_type *m_ptr, combat_options mode);
void concentration(player_type *creature_ptr);
#pragma once
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
void process_monk_attack(player_type *attacker_ptr, player_attack_type *pa_ptr);
bool double_attack(player_type *creature_ptr);
#pragma once
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
void process_vorpal_attack(player_type *attacker_ptr, player_attack_type *pa_ptr, const bool vorpal_cut, const int vorpal_chance);
#include "system/angband.h"
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
void change_monster_stat(player_type *attacker_ptr, player_attack_type *pa_ptr, const POSITION y, const POSITION x, int *num);
#pragma once
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
void decide_blood_sucking(player_type *attacker_ptr, player_attack_type *pa_ptr);
void calc_drain(player_attack_type *pa_ptr);
#pragma once
-typedef struct player_attack_type player_attack_type;
+struct player_attack_type;
struct player_type;
void process_death_scythe_reflection(player_type *attacker_ptr, player_attack_type *pa_ptr);