Cleanup proto_instance.h

See #42
This commit is contained in:
Alexander Batalov 2022-06-19 14:32:00 +03:00
parent b3f6721ee1
commit ca99fc0ad2
2 changed files with 41 additions and 42 deletions

View File

@ -13,6 +13,7 @@
#include "interface.h"
#include "item.h"
#include "map.h"
#include "message.h"
#include "object.h"
#include "palette.h"
#include "perk.h"
@ -30,8 +31,28 @@
#include <stdlib.h>
#include <string.h>
static int _obj_remove_from_inven(Object* critter, Object* item);
static int _obj_use_book(Object* item_obj);
static int _obj_use_flare(Object* critter_obj, Object* item_obj);
static int _obj_use_radio(Object* item_obj);
static int _obj_use_explosive(Object* explosive);
static int _obj_use_power_on_car(Object* ammo);
static int _obj_use_misc_item(Object* item_obj);
static int _protinstTestDroppedExplosive(Object* a1);
static int _protinst_default_use_item(Object* a1, Object* a2, Object* item);
static int useLadderDown(Object* a1, Object* ladder, int a3);
static int useLadderUp(Object* a1, Object* ladder, int a3);
static int useStairs(Object* a1, Object* stairs, int a3);
static int _set_door_state_open(Object* a1, Object* a2);
static int _set_door_state_closed(Object* a1, Object* a2);
static int _check_door_state(Object* a1, Object* a2);
static bool _obj_is_lockable(Object* obj);
static bool _obj_is_openable(Object* obj);
static int objectOpenClose(Object* obj);
static bool objectIsJammed(Object* obj);
// 0x49A990
MessageListItem stru_49A990;
static MessageListItem stru_49A990;
// 0x49A9A0
int _obj_sid(Object* object, int* sidPtr)
@ -569,7 +590,7 @@ int _obj_pickup(Object* critter, Object* item)
}
// 0x49B73C
int _obj_remove_from_inven(Object* critter, Object* item)
static int _obj_remove_from_inven(Object* critter, Object* item)
{
Rect updatedRect;
int fid;
@ -702,7 +723,7 @@ int _obj_destroy(Object* obj)
// Read a book.
//
// 0x49B9F0
int _obj_use_book(Object* book)
static int _obj_use_book(Object* book)
{
MessageListItem messageListItem;
@ -790,7 +811,7 @@ int _obj_use_book(Object* book)
// Light a flare.
//
// 0x49BBA8
int _obj_use_flare(Object* critter_obj, Object* flare)
static int _obj_use_flare(Object* critter_obj, Object* flare)
{
MessageListItem messageListItem;
@ -825,7 +846,7 @@ int _obj_use_flare(Object* critter_obj, Object* flare)
}
// 0x49BC60
int _obj_use_radio(Object* item)
static int _obj_use_radio(Object* item)
{
Script* scr;
@ -844,7 +865,7 @@ int _obj_use_radio(Object* item)
}
// 0x49BCB4
int _obj_use_explosive(Object* explosive)
static int _obj_use_explosive(Object* explosive)
{
MessageListItem messageListItem;
@ -913,7 +934,7 @@ int _obj_use_explosive(Object* explosive)
// Returns 1 when car is recharged.
//
// 0x49BDE8
int _obj_use_power_on_car(Object* item)
static int _obj_use_power_on_car(Object* item)
{
MessageListItem messageListItem;
int messageNum;
@ -961,7 +982,7 @@ int _obj_use_power_on_car(Object* item)
}
// 0x49BE88
int _obj_use_misc_item(Object* item)
static int _obj_use_misc_item(Object* item)
{
if (item == NULL) {
@ -1052,7 +1073,7 @@ int _protinst_use_item(Object* critter, Object* item)
}
// 0x49BFE8
int _protinstTestDroppedExplosive(Object* a1)
static int _protinstTestDroppedExplosive(Object* a1)
{
if (a1->pid == PROTO_ID_DYNAMITE_II || a1->pid == PROTO_ID_PLASTIC_EXPLOSIVES_II) {
Attack attack;
@ -1136,7 +1157,7 @@ int _obj_use_item(Object* a1, Object* a2)
}
// 0x49C240
int _protinst_default_use_item(Object* a1, Object* a2, Object* item)
static int _protinst_default_use_item(Object* a1, Object* a2, Object* item)
{
char formattedText[90];
MessageListItem messageListItem;
@ -1475,7 +1496,7 @@ int _obj_use(Object* a1, Object* a2)
}
// 0x49C900
int useLadderDown(Object* a1, Object* ladder, int a3)
static int useLadderDown(Object* a1, Object* ladder, int a3)
{
int builtTile = ladder->data.scenery.ladder.field_4;
if (builtTile == -1) {
@ -1509,7 +1530,7 @@ int useLadderDown(Object* a1, Object* ladder, int a3)
}
// 0x49C9A4
int useLadderUp(Object* a1, Object* ladder, int a3)
static int useLadderUp(Object* a1, Object* ladder, int a3)
{
int builtTile = ladder->data.scenery.ladder.field_4;
if (builtTile == -1) {
@ -1543,7 +1564,7 @@ int useLadderUp(Object* a1, Object* ladder, int a3)
}
// 0x49CA48
int useStairs(Object* a1, Object* stairs, int a3)
static int useStairs(Object* a1, Object* stairs, int a3)
{
int builtTile = stairs->data.scenery.stairs.field_4;
if (builtTile == -1) {
@ -1577,21 +1598,21 @@ int useStairs(Object* a1, Object* stairs, int a3)
}
// 0x49CAF4
int _set_door_state_open(Object* a1, Object* a2)
static int _set_door_state_open(Object* a1, Object* a2)
{
a1->data.scenery.door.openFlags |= 0x01;
return 0;
}
// 0x49CB04
int _set_door_state_closed(Object* a1, Object* a2)
static int _set_door_state_closed(Object* a1, Object* a2)
{
a1->data.scenery.door.openFlags &= ~0x01;
return 0;
}
// 0x49CB14
int _check_door_state(Object* a1, Object* a2)
static int _check_door_state(Object* a1, Object* a2)
{
if ((a1->data.scenery.door.openFlags & 0x01) == 0) {
a1->flags &= ~OBJECT_OPEN_DOOR;
@ -1869,7 +1890,7 @@ int _obj_use_skill_on(Object* source, Object* target, int skill)
}
// 0x49D178
bool _obj_is_lockable(Object* obj)
static bool _obj_is_lockable(Object* obj)
{
Proto* proto;
@ -1956,7 +1977,7 @@ int objectUnlock(Object* object)
}
// 0x49D294
bool _obj_is_openable(Object* obj)
static bool _obj_is_openable(Object* obj)
{
Proto* proto;
@ -1991,7 +2012,7 @@ int objectIsOpen(Object* object)
}
// 0x49D2F4
int objectOpenClose(Object* obj)
static int objectOpenClose(Object* obj)
{
if (obj == NULL) {
return -1;
@ -2052,7 +2073,7 @@ int objectClose(Object* obj)
}
// 0x49D410
bool objectIsJammed(Object* obj)
static bool objectIsJammed(Object* obj)
{
if (!_obj_is_lockable(obj)) {
return false;

View File

@ -1,11 +1,8 @@
#ifndef PROTOTYPE_INSTANCES_H
#define PROTOTYPE_INSTANCES_H
#include "message.h"
#include "obj_types.h"
extern MessageListItem stru_49A990;
int _obj_sid(Object* object, int* sidPtr);
int _obj_new_sid(Object* object, int* sidPtr);
int _obj_new_sid_inst(Object* obj, int a2, int a3);
@ -14,42 +11,23 @@ int _obj_look_at_func(Object* a1, Object* a2, void (*a3)(char* string));
int _obj_examine(Object* a1, Object* a2);
int _obj_examine_func(Object* critter, Object* target, void (*fn)(char* string));
int _obj_pickup(Object* critter, Object* item);
int _obj_remove_from_inven(Object* critter, Object* item);
int _obj_drop(Object* a1, Object* a2);
int _obj_destroy(Object* obj);
int _obj_use_book(Object* item_obj);
int _obj_use_flare(Object* critter_obj, Object* item_obj);
int _obj_use_radio(Object* item_obj);
int _obj_use_explosive(Object* explosive);
int _obj_use_power_on_car(Object* ammo);
int _obj_use_misc_item(Object* item_obj);
int _protinst_use_item(Object* a1, Object* a2);
int _protinstTestDroppedExplosive(Object* a1);
int _obj_use_item(Object* a1, Object* a2);
int _protinst_default_use_item(Object* a1, Object* a2, Object* item);
int _protinst_use_item_on(Object* a1, Object* a2, Object* item);
int _obj_use_item_on(Object* a1, Object* a2, Object* a3);
int _check_scenery_ap_cost(Object* obj, Object* a2);
int _obj_use(Object* a1, Object* a2);
int useLadderDown(Object* a1, Object* ladder, int a3);
int useLadderUp(Object* a1, Object* ladder, int a3);
int useStairs(Object* a1, Object* stairs, int a3);
int _set_door_state_open(Object* a1, Object* a2);
int _set_door_state_closed(Object* a1, Object* a2);
int _check_door_state(Object* a1, Object* a2);
int _obj_use_door(Object* a1, Object* a2, int a3);
int _obj_use_container(Object* critter, Object* item);
int _obj_use_skill_on(Object* a1, Object* a2, int skill);
bool _obj_is_lockable(Object* obj);
bool objectIsLocked(Object* obj);
int objectLock(Object* obj);
int objectUnlock(Object* obj);
bool _obj_is_openable(Object* obj);
int objectIsOpen(Object* obj);
int objectOpenClose(Object* obj);
int objectOpen(Object* obj);
int objectClose(Object* obj);
bool objectIsJammed(Object* obj);
int objectJamLock(Object* obj);
int objectUnjamLock(Object* obj);
int objectUnjamAll();