fallout2-ce/src/critter.h

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#ifndef CRITTER_H
#define CRITTER_H
#include "db.h"
#include "obj_types.h"
#include "proto_types.h"
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namespace fallout {
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typedef enum DudeState {
DUDE_STATE_SNEAKING = 0,
DUDE_STATE_LEVEL_UP_AVAILABLE = 3,
DUDE_STATE_ADDICTED = 4,
} DudeState;
int critterInit();
void critterReset();
void critterExit();
int critterLoad(File* stream);
int critterSave(File* stream);
char* critterGetName(Object* obj);
void critterProtoDataCopy(CritterProtoData* dest, CritterProtoData* src);
int dudeSetName(const char* name);
void dudeResetName();
int critterGetHitPoints(Object* critter);
int critterAdjustHitPoints(Object* critter, int hp);
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int critterGetPoison(Object* critter);
int critterAdjustPoison(Object* obj, int amount);
int poisonEventProcess(Object* obj, void* data);
int critterGetRadiation(Object* critter);
int critterAdjustRadiation(Object* obj, int amount);
int _critter_check_rads(Object* critter);
int _clear_rad_damage(Object* obj, void* data);
void _process_rads(Object* obj, int radiationLevel, bool direction);
int radiationEventProcess(Object* obj, void* data);
int radiationEventRead(File* stream, void** dataPtr);
int radiationEventWrite(File* stream, void* data);
int critterGetDamageType(Object* critter);
int killsIncByType(int killType);
int killsGetByType(int killType);
int killsLoad(File* stream);
int killsSave(File* stream);
int critterGetKillType(Object* critter);
char* killTypeGetName(int killType);
char* killTypeGetDescription(int killType);
int _critter_heal_hours(Object* obj, int a2);
void critterKill(Object* critter, int anim, bool a3);
int critterGetExp(Object* critter);
bool critterIsActive(Object* critter);
bool critterIsDead(Object* critter);
bool critterIsCrippled(Object* critter);
bool _critter_is_prone(Object* critter);
int critterGetBodyType(Object* critter);
int gcdLoad(const char* path);
int protoCritterDataRead(File* stream, CritterProtoData* critterData);
int gcdSave(const char* path);
int protoCritterDataWrite(File* stream, CritterProtoData* critterData);
void dudeDisableState(int state);
void dudeEnableState(int state);
void dudeToggleState(int state);
bool dudeHasState(int state);
int sneakEventProcess(Object* obj, void* data);
int _critter_sneak_clear(Object* obj, void* data);
bool dudeIsSneaking();
int knockoutEventProcess(Object* obj, void* data);
int _critter_wake_clear(Object* obj, void* data);
int _critter_set_who_hit_me(Object* a1, Object* a2);
bool _critter_can_obj_dude_rest();
int critterGetMovementPointCostAdjustedForCrippledLegs(Object* critter, int a2);
bool critterIsEncumbered(Object* critter);
bool critterIsFleeing(Object* a1);
bool _critter_flag_check(int pid, int flag);
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} // namespace fallout
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#endif /* CRITTER_H */