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00012 #ifndef _P_AI_H
00013 #define _P_AI_H
00014
00015
00016 void sendAIM(AUTO * a, MECH * m, char *msg);
00017 char *AI_Info(MECH * m, AUTO * a);
00018 int getEnemies(MECH * mech, MAP * map, int reset);
00019 int getFriends(MECH * mech, MAP * map, int reset);
00020 void ai_path_score(MECH * m, MAP * map, AUTO * a, int opts[][2], int num_o,
00021 int gotenemy, float dx, float dy, float delx, float dely, int *rl,
00022 int *bd, int *bscore);
00023 int ai_max_speed(MECH * m, AUTO * a);
00024 int ai_opponents(AUTO * a, MECH * m);
00025 void ai_run_speed(MECH * mech, AUTO * a);
00026 void ai_stop(MECH * mech, AUTO * a);
00027 #if 0
00028 void ai_set_speed(MECH * mech, AUTO * a, int s);
00029 #endif
00030 void ai_set_speed(MECH * mech, AUTO * a, float s);
00031 void ai_set_heading(MECH * mech, AUTO * a, int dir);
00032 void ai_adjust_move(AUTO * a, MECH * m, char *text, int hmod, int smod,
00033 int b_score);
00034 int ai_check_path(MECH * m, AUTO * a, float dx, float dy, float delx,
00035 float dely);
00036 void ai_init(AUTO * a, MECH * m);
00037 void mech_snipe(dbref player, MECH * mech, char *buffer);
00038
00039 #endif