/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* * AI.h * * Definitions for the AI system structures * */ #ifndef _ai_h #define _ai_h #include "objectdef.h" #define ALLIANCE_BROKEN 0 // states of alliance between players #define ALLIANCE_REQUESTED 1 #define ALLIANCE_INVITATION 2 #define ALLIANCE_FORMED 3 #define ALLIANCE_NULL 4 // for setting values only. #define NO_ALLIANCES 0 //alliance possibilities for games. #define ALLIANCES 1 //#define GROUP_WINS 2 // alliances extern UBYTE alliances[MAX_PLAYERS][MAX_PLAYERS]; /* Check no alliance has formed*/ extern BOOL aiCheckAlliances(UDWORD s1,UDWORD s2); /* Initialise the AI system */ extern BOOL aiInitialise(void); /* Shutdown the AI system */ extern BOOL aiShutdown(void); /* Initialise a droid structure for AI */ extern BOOL aiInitDroid(DROID *psDroid); /* Do the AI for a droid */ extern void aiUpdateDroid(DROID *psDroid); // Find the nearest target to a droid extern BOOL aiNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj); /* See if there is a target in range */ extern BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget); /*set the droid to attack if wihin range otherwise move to target*/ extern void attackTarget(DROID *psDroid, BASE_OBJECT *psTarget); /* See if there is a target in range for Sensor objects*/ extern BOOL aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget); /*set of rules which determine whether the weapon associated with the object can fire on the propulsion type of the target*/ extern BOOL validTarget(BASE_OBJECT *psObject, BASE_OBJECT *psTarget); #endif