#ifndef _IUSE_H_ #define _IUSE_H_ class game; class item; class player; class iuse { public: void none (game *g, player *p, item *it, bool t); // FOOD AND DRUGS (ADMINISTRATION) void sewage (game *g, player *p, item *it, bool t); void honeycomb (game *g, player *p, item *it, bool t); void royal_jelly (game *g, player *p, item *it, bool t); void bandage (game *g, player *p, item *it, bool t); void firstaid (game *g, player *p, item *it, bool t); void disinfectant (game *g, player *p, item *it, bool t); void caff (game *g, player *p, item *it, bool t); void alcohol (game *g, player *p, item *it, bool t); void alcohol_weak (game *g, player *p, item *it, bool t); void pkill (game *g, player *p, item *it, bool t); void xanax (game *g, player *p, item *it, bool t); void cig (game *g, player *p, item *it, bool t); void antibiotic (game *g, player *p, item *it, bool t); void weed (game *g, player *p, item *it, bool t); void coke (game *g, player *p, item *it, bool t); void crack (game *g, player *p, item *it, bool t); void grack (game *g, player *p, item *it, bool t); void meth (game *g, player *p, item *it, bool t); void vitamins (game *g, player *p, item *it, bool t); void vaccine (game *g, player *p, item *it, bool t); void poison (game *g, player *p, item *it, bool t); void hallu (game *g, player *p, item *it, bool t); void thorazine (game *g, player *p, item *it, bool t); void prozac (game *g, player *p, item *it, bool t); void sleep (game *g, player *p, item *it, bool t); void iodine (game *g, player *p, item *it, bool t); void flumed (game *g, player *p, item *it, bool t); void flusleep (game *g, player *p, item *it, bool t); void inhaler (game *g, player *p, item *it, bool t); void blech (game *g, player *p, item *it, bool t); void mutagen (game *g, player *p, item *it, bool t); void purifier (game *g, player *p, item *it, bool t); void marloss (game *g, player *p, item *it, bool t); void dogfood (game *g, player *p, item *it, bool t); // TOOLS void lighter (game *g, player *p, item *it, bool t); void primitive_fire(game *g, player *p, item *it, bool t); void sew (game *g, player *p, item *it, bool t); void extra_battery(game *g, player *p, item *it, bool t); void scissors (game *g, player *p, item *it, bool t); void extinguisher (game *g, player *p, item *it, bool t); void hammer (game *g, player *p, item *it, bool t); void light_off (game *g, player *p, item *it, bool t); void light_on (game *g, player *p, item *it, bool t); void gasoline_lantern_off (game *g, player *p, item *it, bool t); void gasoline_lantern_on (game *g, player *p, item *it, bool t); void lightstrip (game *g, player *p, item *it, bool t); void lightstrip_active(game *g, player *p, item *it, bool t); void glowstick (game *g, player *p, item *it, bool t); void glowstick_active(game *g, player *p, item *it, bool t); void cauterize_elec (game *g, player *p, item *it, bool t); void solder_weld (game *g, player *p, item *it, bool t); void water_purifier (game *g, player *p, item *it, bool t); void two_way_radio (game *g, player *p, item *it, bool t); void directional_antenna (game *g, player *p, item *it, bool t); void radio_off (game *g, player *p, item *it, bool t); void radio_on (game *g, player *p, item *it, bool t); void noise_emitter_off(game *g, player *p, item *it, bool t); void noise_emitter_on (game *g, player *p, item *it, bool t); void roadmap (game *g, player *p, item *it, bool t); void roadmap_a_target (game *g, player *p, item *it, bool t, int target); void roadmap_targets(game *g, player *p, item *it, bool t, int target, int target_range, int distance, int reveal_distance); void picklock (game *g, player *p, item *it, bool t); void crowbar (game *g, player *p, item *it, bool t); void makemound (game *g, player *p, item *it, bool t); void dig (game *g, player *p, item *it, bool t); void siphon (game *g, player *p, item *it, bool t); void chainsaw_off (game *g, player *p, item *it, bool t); void chainsaw_on (game *g, player *p, item *it, bool t); void jackhammer (game *g, player *p, item *it, bool t); void jacqueshammer (game *g, player *p, item *it, bool t); void pickaxe (game *g, player *p, item *it, bool t); void set_trap (game *g, player *p, item *it, bool t); void geiger (game *g, player *p, item *it, bool t); void teleport (game *g, player *p, item *it, bool t); void can_goo (game *g, player *p, item *it, bool t); void pipebomb (game *g, player *p, item *it, bool t); void pipebomb_act (game *g, player *p, item *it, bool t); void grenade (game *g, player *p, item *it, bool t); void grenade_act (game *g, player *p, item *it, bool t); void flashbang (game *g, player *p, item *it, bool t); void flashbang_act (game *g, player *p, item *it, bool t); void c4 (game *g, player *p, item *it, bool t); void c4armed (game *g, player *p, item *it, bool t); void EMPbomb (game *g, player *p, item *it, bool t); void EMPbomb_act (game *g, player *p, item *it, bool t); void scrambler (game *g, player *p, item *it, bool t); void scrambler_act (game *g, player *p, item *it, bool t); void gasbomb (game *g, player *p, item *it, bool t); void gasbomb_act (game *g, player *p, item *it, bool t); void smokebomb (game *g, player *p, item *it, bool t); void smokebomb_act (game *g, player *p, item *it, bool t); void acidbomb (game *g, player *p, item *it, bool t); void arrow_flamable (game *g, player *p, item *it, bool t); void acidbomb_act (game *g, player *p, item *it, bool t); void molotov (game *g, player *p, item *it, bool t); void molotov_lit (game *g, player *p, item *it, bool t); void dynamite (game *g, player *p, item *it, bool t); void dynamite_act (game *g, player *p, item *it, bool t); void firecracker_pack (game *g, player *p, item *it, bool t); void firecracker_pack_act (game *g, player *p, item *it, bool t); void firecracker (game *g, player *p, item *it, bool t); void firecracker_act (game *g, player *p, item *it, bool t); void mininuke (game *g, player *p, item *it, bool t); void mininuke_act (game *g, player *p, item *it, bool t); void pheromone (game *g, player *p, item *it, bool t); void portal (game *g, player *p, item *it, bool t); void manhack (game *g, player *p, item *it, bool t); void turret (game *g, player *p, item *it, bool t); void UPS_off (game *g, player *p, item *it, bool t); void UPS_on (game *g, player *p, item *it, bool t); void adv_UPS_off (game *g, player *p, item *it, bool t); void adv_UPS_on (game *g, player *p, item *it, bool t); void tazer (game *g, player *p, item *it, bool t); void mp3 (game *g, player *p, item *it, bool t); void mp3_on (game *g, player *p, item *it, bool t); void vortex (game *g, player *p, item *it, bool t); void dog_whistle (game *g, player *p, item *it, bool t); void vacutainer (game *g, player *p, item *it, bool t); void knife (game *g, player *p, item *it, bool t); static void cut_log_into_planks(game *g, player *p, item *it); void lumber (game *g, player *p, item *it, bool t); void hacksaw (game *g, player *p, item *it, bool t); void tent (game *g, player *p, item *it, bool t); void shelter (game *g, player *p, item *it, bool t); void torch (game *g, player *p, item *it, bool t); void torch_lit (game *g, player *p, item *it, bool t); void candle (game *g, player *p, item *it, bool t); void candle_lit (game *g, player *p, item *it, bool t); void bullet_puller (game *g, player *p, item *it, bool t); void boltcutters (game *g, player *p, item *it, bool t); void mop (game *g, player *p, item *it, bool t); void spray_can (game *g, player *p, item *it, bool t); void rag (game *g, player *p, item *it, bool t); void pda (game *g, player *p, item *it, bool t); void pda_flashlight (game *g, player *p, item *it, bool t); void LAW (game *g, player *p, item *it, bool t); void heatpack (game *g, player *p, item *it, bool t); void dejar (game *g, player *p, item *it, bool t); void rad_badge (game *g, player *p, item *it, bool t); void boots (game *g, player *p, item *it, bool t); void towel (game *g, player *p, item *it, bool t); void unfold_bicycle (game *g, player *p, item *it, bool t); // MACGUFFINS void mcg_note (game *g, player *p, item *it, bool t); // ARTIFACTS // This function is used when an artifact is activated // It examines the item's artifact-specific properties // See artifact.h for a list void artifact (game *g, player *p, item *it, bool t); }; #endif