#ifndef PERK_H #define PERK_H #include "db.h" #include "obj_types.h" #include "perk_defs.h" namespace fallout { int perksInit(); void perksReset(); void perksExit(); int perksLoad(File* stream); int perksSave(File* stream); int perkAdd(Object* critter, int perk); int perkAddForce(Object* critter, int perk); int perkRemove(Object* critter, int perk); int perkGetAvailablePerks(Object* critter, int* perks); int perkGetRank(Object* critter, int perk); char* perkGetName(int perk); char* perkGetDescription(int perk); int perkGetFrmId(int perk); void perkAddEffect(Object* critter, int perk); void perkRemoveEffect(Object* critter, int perk); int perkGetSkillModifier(Object* critter, int skill); // Returns true if perk is valid. static inline bool perkIsValid(int perk) { return perk >= 0 && perk < PERK_COUNT; } // Returns true if critter has at least one rank in specified perk. // // NOTE: Most perks have only 1 rank, which means dude either have perk, or // not. // // On the other hand, there are several places in editor, where they made two // consequtive calls to [perkGetRank], first to check for presence, then get // the actual value for displaying. So a macro could exist, or this very // function, but due to similarity to [perkGetRank] it could have been // collapsed by compiler. static inline bool perkHasRank(Object* critter, int perk) { return perkGetRank(critter, perk) != 0; } } // namespace fallout #endif /* PERK_H */