#ifndef ITEM_H #define ITEM_H #include "db.h" #include "obj_types.h" typedef enum _WeaponClass { ATTACK_TYPE_NONE, ATTACK_TYPE_UNARMED, // unarmed ATTACK_TYPE_MELEE, // melee ATTACK_TYPE_THROW, ATTACK_TYPE_RANGED, ATTACK_TYPE_COUNT, } WeaponClass; int itemsInit(); void itemsReset(); void itemsExit(); int itemsLoad(File* stream); int itemsSave(File* stream); int itemAttemptAdd(Object* owner, Object* itemToAdd, int quantity); int itemAdd(Object* owner, Object* itemToAdd, int quantity); int itemRemove(Object* a1, Object* a2, int quantity); int _item_move(Object* a1, Object* a2, Object* a3, int quantity); int _item_move_force(Object* a1, Object* a2, Object* a3, int quantity); void _item_move_all(Object* a1, Object* a2); int _item_move_all_hidden(Object* a1, Object* a2); int _item_destroy_all_hidden(Object* a1); int _item_drop_all(Object* critter, int tile); char* itemGetName(Object* obj); char* itemGetDescription(Object* obj); int itemGetType(Object* item); int itemGetMaterial(Object* item); int itemGetSize(Object* obj); int itemGetWeight(Object* item); int itemGetCost(Object* obj); int objectGetCost(Object* obj); int objectGetInventoryWeight(Object* obj); bool _can_use_weapon(Object* item_obj); int itemGetInventoryFid(Object* obj); Object* critterGetWeaponForHitMode(Object* critter, int hitMode); int _item_mp_cost(Object* obj, int hitMode, bool aiming); int _item_count(Object* obj, Object* a2); int _item_queued(Object* obj); Object* _item_replace(Object* a1, Object* a2, int a3); int weaponIsNatural(Object* obj); int weaponGetAttackTypeForHitMode(Object* a1, int a2); int weaponGetSkillForHitMode(Object* a1, int a2); int _item_w_skill_level(Object* a1, int a2); int weaponGetDamageMinMax(Object* weapon, int* minDamagePtr, int* maxDamagePtr); int weaponGetMeleeDamage(Object* critter, int hitMode); int weaponGetDamageType(Object* critter, Object* weapon); int weaponIsTwoHanded(Object* weapon); int critterGetAnimationForHitMode(Object* critter, int hitMode); int weaponGetAnimationForHitMode(Object* weapon, int hitMode); int ammoGetCapacity(Object* ammoOrWeapon); int ammoGetQuantity(Object* ammoOrWeapon); int ammoGetCaliber(Object* ammoOrWeapon); void ammoSetQuantity(Object* ammoOrWeapon, int quantity); int _item_w_try_reload(Object* critter, Object* weapon); bool weaponCanBeReloadedWith(Object* weapon, Object* ammo); int _item_w_reload(Object* weapon, Object* ammo); int _item_w_range(Object* critter, int hitMode); int _item_w_mp_cost(Object* critter, int hitMode, bool aiming); int weaponGetMinStrengthRequired(Object* weapon); int weaponGetCriticalFailureType(Object* weapon); int weaponGetPerk(Object* weapon); int weaponGetBurstRounds(Object* weapon); int weaponGetAnimationCode(Object* weapon); int weaponGetProjectilePid(Object* weapon); int weaponGetAmmoTypePid(Object* weapon); char weaponGetSoundId(Object* weapon); int _item_w_called_shot(Object* critter, int hitMode); int _item_w_can_unload(Object* weapon); Object* _item_w_unload(Object* weapon); int weaponGetActionPointCost1(Object* weapon); int weaponGetActionPointCost2(Object* weapon); int _item_w_compute_ammo_cost(Object* obj, int* inout_a2); bool weaponIsGrenade(Object* weapon); int _item_w_area_damage_radius(Object* weapon, int hitMode); int _item_w_grenade_dmg_radius(Object* weapon); int _item_w_rocket_dmg_radius(Object* weapon); int weaponGetAmmoArmorClassModifier(Object* weapon); int weaponGetAmmoDamageResistanceModifier(Object* weapon); int weaponGetAmmoDamageMultiplier(Object* weapon); int weaponGetAmmoDamageDivisor(Object* weapon); int armorGetArmorClass(Object* armor); int armorGetDamageResistance(Object* armor, int damageType); int armorGetDamageThreshold(Object* armor, int damageType); int armorGetPerk(Object* armor); int armorGetMaleFid(Object* armor); int armorGetFemaleFid(Object* armor); int miscItemGetMaxCharges(Object* miscItem); int miscItemGetCharges(Object* miscItem); int miscItemSetCharges(Object* miscItem, int charges); int miscItemGetPowerType(Object* miscItem); int miscItemGetPowerTypePid(Object* miscItem); bool miscItemIsConsumable(Object* obj); int _item_m_use_charged_item(Object* critter, Object* item); int miscItemConsumeCharge(Object* miscItem); int miscItemTrickleEventProcess(Object* item_obj, void* data); bool miscItemIsOn(Object* obj); int miscItemTurnOn(Object* item_obj); int miscItemTurnOff(Object* item_obj); int _item_m_turn_off_from_queue(Object* obj, void* data); int containerGetMaxSize(Object* container); int containerGetTotalSize(Object* container); int ammoGetArmorClassModifier(Object* armor); int ammoGetDamageResistanceModifier(Object* armor); int ammoGetDamageMultiplier(Object* armor); int ammoGetDamageDivisor(Object* armor); int _item_d_take_drug(Object* critter_obj, Object* item_obj); int _item_d_clear(Object* obj, void* data); int drugEffectEventProcess(Object* obj, void* data); int drugEffectEventRead(File* stream, void** dataPtr); int drugEffectEventWrite(File* stream, void* data); int _item_wd_clear(Object* obj, void* a2); int withdrawalEventProcess(Object* obj, void* data); int withdrawalEventRead(File* stream, void** dataPtr); int withdrawalEventWrite(File* stream, void* data); int itemGetTotalCaps(Object* obj); int itemCapsAdjust(Object* obj, int amount); int itemGetMoney(Object* obj); int itemSetMoney(Object* obj, int a2); bool booksGetInfo(int bookPid, int* messageIdPtr, int* skillPtr); bool explosionEmitsLight(); void weaponSetGrenadeExplosionRadius(int value); void weaponSetRocketExplosionRadius(int value); void explosiveAdd(int pid, int activePid, int minDamage, int maxDamage); bool explosiveIsExplosive(int pid); bool explosiveIsActiveExplosive(int pid); bool explosiveActivate(int* pidPtr); bool explosiveSetDamage(int pid, int minDamage, int maxDamage); bool explosiveGetDamage(int pid, int* minDamagePtr, int* maxDamagePtr); void explosionSettingsReset(); void explosionGetPattern(int* startRotationPtr, int* endRotationPtr); void explosionSetPattern(int startRotation, int endRotation); int explosionGetFrm(); void explosionSetFrm(int frm); void explosionSetRadius(int radius); int explosionGetDamageType(); void explosionSetDamageType(int damageType); int explosionGetMaxTargets(); void explosionSetMaxTargets(int maxTargets); #endif /* ITEM_H */