Open source remastering of the Freespace 2 engine
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1 /*
2  * Copyright (C) Volition, Inc. 1999. All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell
5  * or otherwise commercially exploit the source or things you created based on the
6  * source.
7  *
8 */
10 #ifndef _AIINTERNAL_H
11 #define _AIINTERNAL_H
13 #include "ship/ship.h"
14 #include "weapon/weapon.h"
16 //Returns true if the specified object is a stealth ship, false if not
17 bool is_object_stealth_ship(object* objp);
19 //Number of live turrets on the object attacking
20 int num_turrets_attacking(object *turret_parent, int target_objnum);
22 //Determine whether an object is targetable within a nebula (checks for stealth)
23 int object_is_targetable(object *target, ship *viewer);
25 //Returns the number of enemy fighters within threshold of pos.
26 int num_nearby_fighters(int enemy_team_mask, vec3d *pos, float threshold);
28 //Returns true if OK for *aip to fire its current weapon at its current target.
29 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip);
31 //Does all the stuff needed to aim and fire a turret.
32 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
34 #endif
int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
Definition: aicode.cpp:5993
Definition: pstypes.h:88
int num_turrets_attacking(object *turret_parent, int target_objnum)
Definition: aicode.cpp:2137
int num_nearby_fighters(int enemy_team_mask, vec3d *pos, float threshold)
Definition: aicode.cpp:5765
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
Definition: aiturret.cpp:2219
object * objp
Definition: lua.cpp:3105
ship * shipp
Definition: lua.cpp:9162
Definition: ship.h:534
int object_is_targetable(object *target, ship *viewer)
Definition: aicode.cpp:1643
GLenum target
Definition: Glext.h:6872
hull_check pos
Definition: lua.cpp:5050
bool is_object_stealth_ship(object *objp)
Definition: aicode.cpp:879