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#pragma once
#ifndef IUSE_H
#define IUSE_H
#include <memory>
#include <string>
#include <vector>
#include "enums.h"
#include "units.h"
class item;
class player;
class JsonObject;
class MonsterGenerator;
template<typename T> class ret_val;
struct iteminfo;
typedef std::string itype_id;
struct tripoint;
// iuse methods returning a bool indicating whether to consume a charge of the item being used.
class iuse
{
public:
// FOOD AND DRUGS (ADMINISTRATION)
int sewage( player *, item *, bool, const tripoint & );
int honeycomb( player *, item *, bool, const tripoint & );
int royal_jelly( player *, item *, bool, const tripoint & );
int caff( player *, item *, bool, const tripoint & );
int atomic_caff( player *, item *, bool, const tripoint & );
int alcohol_weak( player *, item *, bool, const tripoint & );
int alcohol_medium( player *, item *, bool, const tripoint & );
int alcohol_strong( player *, item *, bool, const tripoint & );
int xanax( player *, item *, bool, const tripoint & );
int smoking( player *, item *, bool, const tripoint & );
int ecig( player *, item *, bool, const tripoint & );
int antibiotic( player *, item *, bool, const tripoint & );
int eyedrops( player *, item *, bool, const tripoint & );
int fungicide( player *, item *, bool, const tripoint & );
int antifungal( player *, item *, bool, const tripoint & );
int antiparasitic( player *, item *, bool, const tripoint & );
int anticonvulsant( player *, item *, bool, const tripoint & );
int weed_brownie( player *, item *, bool, const tripoint & );
int coke( player *, item *, bool, const tripoint & );
int meth( player *, item *, bool, const tripoint & );
int vaccine( player *, item *, bool, const tripoint & );
int flu_vaccine( player *, item *, bool, const tripoint & );
int poison( player *, item *, bool, const tripoint & );
int meditate( player *, item *, bool, const tripoint & );
int thorazine( player *, item *, bool, const tripoint & );
int prozac( player *, item *, bool, const tripoint & );
int sleep( player *, item *, bool, const tripoint & );
int datura( player *, item *, bool, const tripoint & );
int flumed( player *, item *, bool, const tripoint & );
int flusleep( player *, item *, bool, const tripoint & );
int inhaler( player *, item *, bool, const tripoint & );
int blech( player *, item *, bool, const tripoint & );
int plantblech( player *, item *, bool, const tripoint & );
int chew( player *, item *, bool, const tripoint & );
int purifier( player *, item *, bool, const tripoint & );
int purify_iv( player *, item *, bool, const tripoint & );
int purify_smart( player *, item *, bool, const tripoint & );
int marloss( player *, item *, bool, const tripoint & );
int marloss_seed( player *, item *, bool, const tripoint & );
int marloss_gel( player *, item *, bool, const tripoint & );
int mycus( player *, item *, bool, const tripoint & );
int dogfood( player *, item *, bool, const tripoint & );
int catfood( player *, item *, bool, const tripoint & );
int feedcattle( player *, item *, bool, const tripoint & );
int feedbird( player *, item *, bool, const tripoint & );
// TOOLS
int sew_advanced( player *, item *, bool, const tripoint & );
int extinguisher( player *, item *, bool, const tripoint & );
int hammer( player *, item *, bool, const tripoint & );
int water_purifier( player *, item *, bool, const tripoint & );
int directional_antenna( player *, item *, bool, const tripoint & );
int radio_off( player *, item *, bool, const tripoint & );
int radio_on( player *, item *, bool, const tripoint & );
int noise_emitter_off( player *, item *, bool, const tripoint & );
int noise_emitter_on( player *, item *, bool, const tripoint & );
int ma_manual( player *, item *, bool, const tripoint & );
int crowbar( player *, item *, bool, const tripoint & );
int makemound( player *, item *, bool, const tripoint & );
int dig( player *, item *, bool, const tripoint & );
int fill_pit( player *, item *, bool, const tripoint & );
int clear_rubble( player *, item *, bool, const tripoint & );
int siphon( player *, item *, bool, const tripoint & );
int chainsaw_off( player *, item *, bool, const tripoint & );
int chainsaw_on( player *, item *, bool, const tripoint & );
int elec_chainsaw_off( player *, item *, bool, const tripoint & );
int elec_chainsaw_on( player *, item *, bool, const tripoint & );
int cs_lajatang_off( player *, item *, bool, const tripoint & );
int cs_lajatang_on( player *, item *, bool, const tripoint & );
int ecs_lajatang_off( player *, item *, bool, const tripoint & );
int ecs_lajatang_on( player *, item *, bool, const tripoint & );
int carver_off( player *, item *, bool, const tripoint & );
int carver_on( player *, item *, bool, const tripoint & );
int trimmer_off( player *, item *, bool, const tripoint & );
int trimmer_on( player *, item *, bool, const tripoint & );
int circsaw_on( player *, item *, bool, const tripoint & );
int combatsaw_off( player *, item *, bool, const tripoint & );
int combatsaw_on( player *, item *, bool, const tripoint & );
int e_combatsaw_off( player *, item *, bool, const tripoint & );
int e_combatsaw_on( player *, item *, bool, const tripoint & );
int jackhammer( player *, item *, bool, const tripoint & );
int pickaxe( player *, item *, bool, const tripoint & );
int geiger( player *, item *, bool, const tripoint & );
int teleport( player *, item *, bool, const tripoint & );
int can_goo( player *, item *, bool, const tripoint & );
int throwable_extinguisher_act( player *, item *, bool, const tripoint & );
int directional_hologram( player *, item *, bool, const tripoint & );
int capture_monster_veh( player *, item *, bool, const tripoint & );
int capture_monster_act( player *, item *, bool, const tripoint & );
int granade( player *, item *, bool, const tripoint & );
int granade_act( player *, item *, bool, const tripoint & );
int c4( player *, item *, bool, const tripoint & );
int arrow_flamable( player *, item *, bool, const tripoint & );
int acidbomb_act( player *, item *, bool, const tripoint & );
int grenade_inc_act( player *, item *, bool, const tripoint & );
int molotov_lit( player *, item *, bool, const tripoint & );
int firecracker_pack( player *, item *, bool, const tripoint & );
int firecracker_pack_act( player *, item *, bool, const tripoint & );
int firecracker( player *, item *, bool, const tripoint & );
int firecracker_act( player *, item *, bool, const tripoint & );
int mininuke( player *, item *, bool, const tripoint & );
int pheromone( player *, item *, bool, const tripoint & );
int portal( player *, item *, bool, const tripoint & );
int tazer( player *, item *, bool, const tripoint & );
int tazer2( player *, item *, bool, const tripoint & );
int shocktonfa_off( player *, item *, bool, const tripoint & );
int shocktonfa_on( player *, item *, bool, const tripoint & );
int mp3( player *, item *, bool, const tripoint & );
int mp3_on( player *, item *, bool, const tripoint & );
int gasmask( player *, item *, bool, const tripoint & );
int portable_game( player *, item *, bool, const tripoint & );
int vibe( player *, item *, bool, const tripoint & );
int vortex( player *, item *, bool, const tripoint & );
int dog_whistle( player *, item *, bool, const tripoint & );
int blood_draw( player *, item *, bool, const tripoint & );
static void cut_log_into_planks( player & );
int lumber( player *, item *, bool, const tripoint & );
int chop_tree( player *, item *, bool, const tripoint & );
int chop_logs( player *, item *, bool, const tripoint & );
int oxytorch( player *, item *, bool, const tripoint & );
int hacksaw( player *, item *, bool, const tripoint & );
int torch_lit( player *, item *, bool, const tripoint & );
int battletorch_lit( player *, item *, bool, const tripoint & );
int boltcutters( player *, item *, bool, const tripoint & );
int mop( player *, item *, bool, const tripoint & );
int spray_can( player *, item *, bool, const tripoint & );
int heatpack( player *, item *, bool, const tripoint & );
int heat_food( player *, item *, bool, const tripoint & );
int hotplate( player *, item *, bool, const tripoint & );
int towel( player *, item *, bool, const tripoint & );
int unfold_generic( player *, item *, bool, const tripoint & );
int adrenaline_injector( player *, item *, bool, const tripoint & );
int jet_injector( player *, item *, bool, const tripoint & );
int stimpack( player *, item *, bool, const tripoint & );
int contacts( player *, item *, bool, const tripoint & );
int talking_doll( player *, item *, bool, const tripoint & );
int bell( player *, item *, bool, const tripoint & );
int seed( player *, item *, bool, const tripoint & );
int oxygen_bottle( player *, item *, bool, const tripoint & );
int radio_mod( player *, item *, bool, const tripoint & );
int remove_all_mods( player *, item *, bool, const tripoint & );
int fishing_rod( player *, item *, bool, const tripoint & );
int fish_trap( player *, item *, bool, const tripoint & );
int gun_repair( player *, item *, bool, const tripoint & );
int gunmod_attach( player *, item *, bool, const tripoint & );
int toolmod_attach( player *, item *, bool, const tripoint & );
int misc_repair( player *, item *, bool, const tripoint & );
int rm13armor_off( player *, item *, bool, const tripoint & );
int rm13armor_on( player *, item *, bool, const tripoint & );
int unpack_item( player *, item *, bool, const tripoint & );
int pack_item( player *, item *, bool, const tripoint & );
int radglove( player *, item *, bool, const tripoint & );
int robotcontrol( player *, item *, bool, const tripoint & );
int einktabletpc( player *, item *, bool, const tripoint & );
int camera( player *, item *, bool, const tripoint & );
int ehandcuffs( player *, item *, bool, const tripoint & );
int cable_attach( player *, item *, bool, const tripoint & );
int shavekit( player *, item *, bool, const tripoint & );
int hairkit( player *, item *, bool, const tripoint & );
int weather_tool( player *, item *, bool, const tripoint & );
int ladder( player *, item *, bool, const tripoint & );
int washclothes( player *, item *, bool, const tripoint & );
int solarpack( player *, item *, bool, const tripoint & );
int solarpack_off( player *, item *, bool, const tripoint & );
int break_stick( player *, item *, bool, const tripoint & );
int weak_antibiotic( player *, item *, bool, const tripoint & );
int strong_antibiotic( player *, item *, bool, const tripoint & );
int panacea( player *, item *, bool, const tripoint & );
int magnesium_tablet( player *, item *, bool, const tripoint & );
int coin_flip( player *, item *, bool, const tripoint & );
int magic_8_ball( player *, item *, bool, const tripoint & );
// MACGUFFINS
int radiocar( player *, item *, bool, const tripoint & );
int radiocaron( player *, item *, bool, const tripoint & );
int radiocontrol( player *, item *, bool, const tripoint & );
int multicooker( player *, item *, bool, const tripoint & );
int remoteveh( player *, item *, bool, const tripoint & );
int disassemble( player *, item *, bool, const tripoint & );
// ARTIFACTS
/* This function is used when an artifact is activated.
It examines the item's artifact-specific properties.
See artifact.h for a list. */
int artifact( player *, item *, bool, const tripoint & );
// Helper for listening to music, might deserve a better home, but not sure where.
static void play_music( player &p, const tripoint &source, int volume, int max_morale );
// Helper for handling pesky wannabe-artists
static int handle_ground_graffiti( player &p, item *it, const std::string &prefix );
};
// Helper for clothes washing
struct washing_requirements {
int water;
int cleanser;
int time;
};
washing_requirements washing_requirements_for_volume( units::volume );
typedef int ( iuse::*use_function_pointer )( player *, item *, bool, const tripoint & );
class iuse_actor
{
protected:
iuse_actor( const std::string &type, long cost = -1 ) : type( type ), cost( cost ) {}
public:
/**
* The type of the action. It's not translated. Different iuse_actor instances may have the
* same type, but different data.
*/
const std::string type;
/** Units of ammo required per invocation (or use value from base item if negative) */
long cost;
virtual ~iuse_actor() = default;
virtual void load( JsonObject &jo ) = 0;
virtual long use( player &, item &, bool, const tripoint & ) const = 0;
virtual ret_val<bool> can_use( const player &, const item &, bool, const tripoint & ) const;
virtual void info( const item &, std::vector<iteminfo> & ) const {}
/**
* Returns a deep copy of this object. Example implementation:
* \code
* class my_iuse_actor {
* iuse_actor *clone() const override {
* return new my_iuse_actor( *this );
* }
* };
* \endcode
* The returned value should behave like the original item and must have the same type.
*/
virtual iuse_actor *clone() const = 0;
/**
* Returns whether the actor is valid (exists in the generator).
*/
virtual bool is_valid() const;
/**
* Returns the translated name of the action. It is used for the item action menu.
*/
virtual std::string get_name() const;
/**
* Finalizes the actor. Must be called after all items are loaded.
*/
virtual void finalize( const itype_id &/*my_item_type*/ ) { }
};
struct use_function {
protected:
std::unique_ptr<iuse_actor> actor;
public:
use_function() = default;
use_function( const std::string &type, use_function_pointer f );
use_function( iuse_actor *f ) : actor( f ) {}
use_function( use_function && ) = default;
use_function( const use_function &other );
~use_function() = default;
long call( player &, item &, bool, const tripoint & ) const;
ret_val<bool> can_call( const player &p, const item &it, bool t, const tripoint &pos ) const;
iuse_actor *get_actor_ptr() const {
return actor.get();
}
explicit operator bool() const {
return actor != nullptr;
}
/** @return See @ref iuse_actor::type */
std::string get_type() const;
/** @return See @ref iuse_actor::get_name */
std::string get_name() const;
/** @return Used by @ref item::info to get description of the actor */
void dump_info( const item &, std::vector<iteminfo> & ) const;
use_function &operator=( iuse_actor *f );
use_function &operator=( use_function && ) = default;
use_function &operator=( const use_function &other );
};
#endif
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