Improve combat_ai.cc readability

This commit is contained in:
Alexander Batalov 2022-12-24 14:30:03 +03:00
parent 9c34b26fec
commit e11f1af9ae
2 changed files with 393 additions and 426 deletions

File diff suppressed because it is too large Load Diff

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@ -44,10 +44,10 @@ int aiSetAttackWho(Object* critter, int attackWho);
int aiSetChemUse(Object* critter, int chemUse); int aiSetChemUse(Object* critter, int chemUse);
int aiGetDisposition(Object* obj); int aiGetDisposition(Object* obj);
int aiSetDisposition(Object* obj, int a2); int aiSetDisposition(Object* obj, int a2);
int _caiSetupTeamCombat(Object* a1, Object* a2); int _caiSetupTeamCombat(Object* attackerTeam, Object* defenderTeam);
int _caiTeamCombatInit(Object** a1, int a2); int _caiTeamCombatInit(Object** crittersList, int crittersListLength);
void _caiTeamCombatExit(); void _caiTeamCombatExit();
Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3); Object* _ai_search_inven_weap(Object* critter, bool checkRequiredActionPoints, Object* defender);
Object* _ai_search_inven_armor(Object* critter); Object* _ai_search_inven_armor(Object* critter);
int _cAIPrepWeaponItem(Object* critter, Object* item); int _cAIPrepWeaponItem(Object* critter, Object* item);
void aiAttemptWeaponReload(Object* critter, int animate); void aiAttemptWeaponReload(Object* critter, int animate);
@ -59,9 +59,9 @@ bool _combatai_want_to_join(Object* a1);
bool _combatai_want_to_stop(Object* a1); bool _combatai_want_to_stop(Object* a1);
int critterSetTeam(Object* obj, int team); int critterSetTeam(Object* obj, int team);
int critterSetAiPacket(Object* object, int aiPacket); int critterSetAiPacket(Object* object, int aiPacket);
int _combatai_msg(Object* a1, Attack* attack, int a3, int a4); int _combatai_msg(Object* critter, Attack* attack, int type, int delay);
Object* _combat_ai_random_target(Attack* attack); Object* _combat_ai_random_target(Attack* attack);
int _combatai_check_retaliation(Object* a1, Object* a2); void _combatai_check_retaliation(Object* a1, Object* a2);
bool isWithinPerception(Object* a1, Object* a2); bool isWithinPerception(Object* a1, Object* a2);
void aiMessageListReloadIfNeeded(); void aiMessageListReloadIfNeeded();
void _combatai_notify_onlookers(Object* a1); void _combatai_notify_onlookers(Object* a1);