#ifndef __DRUGS_AND_ALCOHOL_H #define __DRUGS_AND_ALCOHOL_H #define DRUG_TYPE_ADRENALINE 0 #define DRUG_TYPE_ALCOHOL 1 #define NO_DRUG 2 #define NUM_COMPLEX_DRUGS 2 #define DRUG_TYPE_REGENERATION 3 #define SOBER 0 #define FEELING_GOOD 1 #define BORDERLINE 2 #define DRUNK 3 #define HUNGOVER 4 #define REGEN_POINTS_PER_BOOSTER 4 #define LIFE_GAIN_PER_REGEN_POINT 10 UINT8 GetDrugType( UINT16 usItem ); BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ); void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier ); void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints ); void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPoints ); INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType ); INT8 GetDrugSideEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType ); INT8 GetDrunkLevel( SOLDIERTYPE *pSoldier ); INT32 EffectStatForBeingDrunk( SOLDIERTYPE *pSoldier, INT32 iStat ); BOOLEAN MercUnderTheInfluence( SOLDIERTYPE *pSoldier ); #endif