1 #ifndef __DRUGS_AND_ALCOHOL_H 2 #define __DRUGS_AND_ALCOHOL_H 3 4 5 #define DRUG_TYPE_ADRENALINE 0 6 #define DRUG_TYPE_ALCOHOL 1 7 #define NO_DRUG 2 8 #define NUM_COMPLEX_DRUGS 2 9 #define DRUG_TYPE_REGENERATION 3 10 11 #define SOBER 0 12 #define FEELING_GOOD 1 13 #define BORDERLINE 2 14 #define DRUNK 3 15 #define HUNGOVER 4 16 17 #define REGEN_POINTS_PER_BOOSTER 4 18 #define LIFE_GAIN_PER_REGEN_POINT 10 19 20 BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ); 21 22 void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier ); 23 void HandleAPEffectDueToDrugs(const SOLDIERTYPE* pSoldier, UINT8* pubPoints); 24 void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPoints ); 25 26 27 INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType ); 28 INT8 GetDrunkLevel(const SOLDIERTYPE* pSoldier); 29 INT32 EffectStatForBeingDrunk(const SOLDIERTYPE* pSoldier, INT32 iStat); 30 BOOLEAN MercUnderTheInfluence(const SOLDIERTYPE* pSoldier); 31 32 33 #endif 34