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Defines |
| #define | PLAYER_AWARENESS_INITIAL_TIME (3*F1_0) |
| #define | MAX_PATH_LENGTH 30 |
| #define | MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10 |
| #define | BOSS_GATE_MATCEN_NUM -1 |
| #define | MAX_BOSS_TELEPORT_SEGS 100 |
| #define | BOSS_ECLIP_NUM 53 |
| #define | ROBOT_BRAIN 7 |
| #define | ROBOT_BOSS1 17 |
Functions |
| void | move_towards_segment_center (object *objp) |
| int | gate_in_robot (int type, int segnum) |
| void | do_ai_movement (object *objp) |
| void | ai_move_to_new_segment (object *obj, short newseg, int first_time) |
| void | ai_recover_from_wall_hit (object *obj, int segnum) |
| void | ai_move_one (object *objp) |
| void | do_ai_frame (object *objp) |
| void | init_ai_object (int objnum, int initial_mode, int hide_segment) |
| void | update_player_awareness (object *objp, fix new_awareness) |
| void | create_awareness_event (object *objp, int type) |
| void | do_ai_frame_all (void) |
| void | init_ai_system (void) |
| void | reset_ai_states (object *objp) |
| int | create_path_points (object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg) |
| void | create_all_paths (void) |
| void | create_path_to_station (object *objp, int max_length) |
| void | ai_follow_path (object *objp, int player_visibility) |
| void | ai_turn_towards_vector (vms_vector *vec_to_player, object *obj, fix rate) |
| void | ai_turn_towards_vel_vec (object *objp, fix rate) |
| void | init_ai_objects (void) |
| void | do_ai_robot_hit (object *robot, int type) |
| void | create_n_segment_path (object *objp, int path_length, int avoid_seg) |
| void | create_n_segment_path_to_door (object *objp, int path_length, int avoid_seg) |
| void | make_random_vector (vms_vector *vec) |
| void | init_robots_for_level (void) |
| int | ai_behavior_to_mode (int behavior) |
| void | create_path_to_player (object *objp, int max_length, int safety_flag) |
| void | attempt_to_resume_path (object *objp) |
| void | do_ai_robot_hit_attack (object *robot, object *player, vms_vector *collision_point) |
| void | ai_open_doors_in_segment (object *robot) |
| int | ai_door_is_openable (object *objp, segment *segp, int sidenum) |
| int | player_is_visible_from_object (object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player) |
| void | ai_reset_all_paths (void) |
| int | ai_multiplayer_awareness (object *objp, int awareness_level) |
| void | force_dump_ai_objects_all (char *msg) |
| void | start_boss_death_sequence (object *objp) |
| void | ai_init_boss_for_ship (void) |
| void | HUD_init_message (char *format,...) |
Variables |
| fix | Boss_cloak_start_time |
| fix | Boss_cloak_end_time |
| int | Boss_hit_this_frame |
| int | Num_boss_teleport_segs |
| short | Boss_teleport_segs [MAX_BOSS_TELEPORT_SEGS] |
| fix | Last_teleport_time |
| fix | Boss_cloak_duration |
| int | Boss_dying |
| ai_local | Ai_local_info [MAX_OBJECTS] |
| vms_vector | Believed_player_pos |
| int | Robot_firing_enabled |
| int | Boss_been_hit |
| fix | AI_proc_time |