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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _AIINTERNAL_H
#define _AIINTERNAL_H
#include "ship/ship.h"
#include "weapon/weapon.h"
//Returns true if the specified object is a stealth ship, false if not
bool is_object_stealth_ship(const object* objp);
//Number of live turrets on the object attacking
int num_turrets_attacking(const object *turret_parent, int target_objnum);
//Determine whether an object is targetable within a nebula (checks for stealth)
bool object_is_targetable(const object *target, const ship *viewer);
//Returns the number of enemy fighters within threshold of pos.
int num_nearby_fighters(int enemy_team_mask, const vec3d *pos, float threshold);
//Returns true if OK for *aip to fire its current weapon at its current target.
bool check_ok_to_fire(int objnum, int target_objnum, const weapon_info *wip, int secondary_bank, const vec3d *firing_pos_global);
//Returns true if *aip has a line of sight to its current target.
bool check_los(int objnum, int target_objnum, float threshold, int primary_bank, int secondary_bank, const vec3d *firing_pos_global);
//Does all the stuff needed to aim and fire a turret.
void ai_turret_execute_behavior(const ship *shipp, ship_subsys *ss);
#endif
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