42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
#ifndef PROTOTYPE_INSTANCES_H
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#define PROTOTYPE_INSTANCES_H
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#include "obj_types.h"
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namespace fallout {
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int _obj_sid(Object* object, int* sidPtr);
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int _obj_new_sid(Object* object, int* sidPtr);
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int _obj_new_sid_inst(Object* obj, int a2, int a3);
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int _obj_look_at(Object* a1, Object* a2);
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int _obj_look_at_func(Object* a1, Object* a2, void (*a3)(char* string));
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int _obj_examine(Object* a1, Object* a2);
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int _obj_examine_func(Object* critter, Object* target, void (*fn)(char* string));
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int _obj_pickup(Object* critter, Object* item);
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int _obj_drop(Object* a1, Object* a2);
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int _obj_destroy(Object* obj);
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int _protinst_use_item(Object* a1, Object* a2);
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int _obj_use_item(Object* a1, Object* a2);
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int _protinst_use_item_on(Object* a1, Object* a2, Object* item);
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int _obj_use_item_on(Object* a1, Object* a2, Object* a3);
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int _check_scenery_ap_cost(Object* obj, Object* a2);
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int _obj_use(Object* a1, Object* a2);
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int _obj_use_door(Object* a1, Object* a2, int a3);
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int _obj_use_container(Object* critter, Object* item);
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int _obj_use_skill_on(Object* a1, Object* a2, int skill);
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bool objectIsLocked(Object* obj);
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int objectLock(Object* obj);
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int objectUnlock(Object* obj);
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int objectIsOpen(Object* obj);
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int objectOpen(Object* obj);
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int objectClose(Object* obj);
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int objectJamLock(Object* obj);
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int objectUnjamLock(Object* obj);
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int objectUnjamAll();
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int _obj_attempt_placement(Object* obj, int tile, int elevation, int a4);
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int _objPMAttemptPlacement(Object* obj, int tile, int elevation);
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} // namespace fallout
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#endif /* PROTOTYPE_INSTANCES_H */
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