main/aipath.c File Reference

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "inferno.h"
#include "mono.h"
#include "3d.h"
#include "object.h"
#include "error.h"
#include "ai.h"
#include "robot.h"
#include "fvi.h"
#include "physics.h"
#include "wall.h"
#include "player.h"
#include "fireball.h"
#include "game.h"

Classes

struct  obj_path

Defines

#define PARALLAX   0
#define AVOID_SEG_LENGTH   7

Functions

void validate_all_paths (void)
void ai_path_set_orient_and_vel (object *objp, vms_vector *goal_point)
void maybe_ai_path_garbage_collect (void)
int validate_path (int debug_flag, point_seg *psegs, int num_points)
void create_random_xlate (byte *xt)
void insert_center_points (point_seg *psegs, short *num_points)
int create_path_points (object *objp, int start_seg, int end_seg, point_seg *psegs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg)
void create_path (object *objp)
void create_path_to_player (object *objp, int max_length, int safety_flag)
void create_path_to_station (object *objp, int max_length)
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 move_object_to_goal (object *objp, vms_vector *goal_point, int goal_seg)
void ai_follow_path (object *objp, int player_visibility)
int path_index_compare (obj_path *i1, obj_path *i2)
void ai_path_garbage_collect (void)
void ai_reset_all_paths (void)
void attempt_to_resume_path (object *objp)

Variables

int Connected_segment_distance
int Last_frame_garbage_collected = 0

Define Documentation

#define AVOID_SEG_LENGTH   7
 

#define PARALLAX   0
 


Function Documentation

void ai_follow_path object objp,
int  player_visibility
 

void ai_path_garbage_collect void   ) 
 

void ai_path_set_orient_and_vel object objp,
vms_vector goal_point
 

void ai_reset_all_paths void   ) 
 

void attempt_to_resume_path object objp  ) 
 

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 create_path object objp  ) 
 

int create_path_points object objp,
int  start_seg,
int  end_seg,
point_seg psegs,
short *  num_points,
int  max_depth,
int  random_flag,
int  safety_flag,
int  avoid_seg
 

void create_path_to_player object objp,
int  max_length,
int  safety_flag
 

void create_path_to_station object objp,
int  max_length
 

void create_random_xlate byte xt  ) 
 

void insert_center_points point_seg psegs,
short *  num_points
 

void maybe_ai_path_garbage_collect void   ) 
 

void move_object_to_goal object objp,
vms_vector goal_point,
int  goal_seg
 

int path_index_compare obj_path i1,
obj_path i2
 

void validate_all_paths void   ) 
 

int validate_path int  debug_flag,
point_seg psegs,
int  num_points
 


Variable Documentation

int Connected_segment_distance
 

int Last_frame_garbage_collected = 0
 


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