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-rw-r--r--Stars45/ShipAI.h240
1 files changed, 120 insertions, 120 deletions
diff --git a/Stars45/ShipAI.h b/Stars45/ShipAI.h
index 05f0555..0a29329 100644
--- a/Stars45/ShipAI.h
+++ b/Stars45/ShipAI.h
@@ -1,15 +1,15 @@
/* Project STARSHATTER
- John DiCamillo
- Copyright © 1997-2002. All Rights Reserved.
+ John DiCamillo
+ Copyright © 1997-2002. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: ShipAI.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: ShipAI.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Common base class and interface for low-level ship AI
+ OVERVIEW
+ ========
+ Common base class and interface for low-level ship AI
*/
#ifndef ShipAI_h
@@ -31,120 +31,120 @@ class Farcaster;
class ShipAI : public SteerAI
{
public:
- ShipAI(SimObject* s);
- virtual ~ShipAI();
-
- virtual void ExecFrame(double seconds);
- virtual int Subframe() const { return true; }
-
- virtual Ship* GetShip() const { return ship; }
-
- virtual Ship* GetWard() const;
- virtual void SetWard(Ship* s);
- virtual Ship* GetThreat() const { return threat; }
- virtual void SetThreat(Ship* s);
- virtual Ship* GetSupport() const { return support; }
- virtual void SetSupport(Ship* s);
- virtual Ship* GetRumor() const { return rumor; }
- virtual void SetRumor(Ship* s);
- virtual Shot* GetThreatMissile() const { return threat_missile; }
- virtual void SetThreatMissile(Shot* s);
- virtual Instruction* GetNavPoint() const { return navpt; }
- virtual void SetNavPoint(Instruction* n) { navpt = n; }
- virtual Point GetPatrol() const;
- virtual void SetPatrol(const Point& p);
- virtual void ClearPatrol();
- virtual void ClearRumor();
- virtual void ClearTactical();
-
- virtual Farcaster* GetFarcaster() { return farcaster; }
-
- // convert the goal point from world to local coords:
- virtual void FindObjective();
-
- virtual void Splash(const Ship* targ);
- virtual void SetTarget(SimObject* targ, System* sub=0);
- virtual void DropTarget(double drop_time=1.5);
- virtual double DropTime() const { return drop_time; }
- virtual void SetBracket(bool bracket);
- virtual void SetIdentify(bool identify);
-
- virtual void SetFormationDelta(const Point& point);
-
- virtual bool Update(SimObject* obj);
- virtual const char* GetObserverName() const;
-
- virtual int GetAILevel() const { return ai_level; }
+ ShipAI(SimObject* s);
+ virtual ~ShipAI();
+
+ virtual void ExecFrame(double seconds);
+ virtual int Subframe() const { return true; }
+
+ virtual Ship* GetShip() const { return ship; }
+
+ virtual Ship* GetWard() const;
+ virtual void SetWard(Ship* s);
+ virtual Ship* GetThreat() const { return threat; }
+ virtual void SetThreat(Ship* s);
+ virtual Ship* GetSupport() const { return support; }
+ virtual void SetSupport(Ship* s);
+ virtual Ship* GetRumor() const { return rumor; }
+ virtual void SetRumor(Ship* s);
+ virtual Shot* GetThreatMissile() const { return threat_missile; }
+ virtual void SetThreatMissile(Shot* s);
+ virtual Instruction* GetNavPoint() const { return navpt; }
+ virtual void SetNavPoint(Instruction* n) { navpt = n; }
+ virtual Point GetPatrol() const;
+ virtual void SetPatrol(const Point& p);
+ virtual void ClearPatrol();
+ virtual void ClearRumor();
+ virtual void ClearTactical();
+
+ virtual Farcaster* GetFarcaster() { return farcaster; }
+
+ // convert the goal point from world to local coords:
+ virtual void FindObjective();
+
+ virtual void Splash(const Ship* targ);
+ virtual void SetTarget(SimObject* targ, System* sub=0);
+ virtual void DropTarget(double drop_time=1.5);
+ virtual double DropTime() const { return drop_time; }
+ virtual void SetBracket(bool bracket);
+ virtual void SetIdentify(bool identify);
+
+ virtual void SetFormationDelta(const Point& point);
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const;
+
+ virtual int GetAILevel() const { return ai_level; }
protected:
- // accumulate behaviors:
- virtual void Navigator();
-
- // behaviors:
- virtual bool AvoidTestSingleObject(SimObject* obj,
- const Point& bearing,
- double avoid_dist,
- double& avoid_time,
- Steer& steer);
-
- virtual Steer AvoidCloseObject(SimObject* obj);
- virtual Steer AvoidCollision();
- virtual Steer AvoidTerrain();
- virtual Steer SeekTarget();
- virtual Steer EvadeThreat();
-
- virtual Point ClosingVelocity();
-
- // compute the goal point in world coords based on current ai state:
- virtual void FindObjectiveTarget(SimObject* tgt);
- virtual void FindObjectiveNavPoint();
- virtual void FindObjectiveFormation();
- virtual void FindObjectivePatrol();
- virtual void FindObjectiveQuantum();
- virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst);
-
- // fire on target if appropriate:
- virtual void AdjustDefenses();
- virtual void FireControl();
- virtual void HelmControl();
- virtual void ThrottleControl();
- virtual void NavlightControl();
-
- virtual void CheckTarget();
-
- Ship* ship;
- Ship* support;
- Ship* rumor;
- Ship* threat;
- Shot* threat_missile;
- Instruction* navpt;
- Point obstacle;
- TacticalAI* tactical;
- Farcaster* farcaster;
- int engaged_ship_id;
- int splash_count;
-
- Point formation_delta;
- double slot_dist;
-
- double throttle;
- double old_throttle;
- double seconds;
- double drop_time;
- double brake;
- DWORD last_avoid_time;
- DWORD last_call_time;
-
- int element_index;
- int too_close;
- bool bracket;
- bool identify;
- bool hold;
- bool takeoff;
-
- int patrol;
- Point patrol_loc;
- int ai_level;
+ // accumulate behaviors:
+ virtual void Navigator();
+
+ // behaviors:
+ virtual bool AvoidTestSingleObject(SimObject* obj,
+ const Point& bearing,
+ double avoid_dist,
+ double& avoid_time,
+ Steer& steer);
+
+ virtual Steer AvoidCloseObject(SimObject* obj);
+ virtual Steer AvoidCollision();
+ virtual Steer AvoidTerrain();
+ virtual Steer SeekTarget();
+ virtual Steer EvadeThreat();
+
+ virtual Point ClosingVelocity();
+
+ // compute the goal point in world coords based on current ai state:
+ virtual void FindObjectiveTarget(SimObject* tgt);
+ virtual void FindObjectiveNavPoint();
+ virtual void FindObjectiveFormation();
+ virtual void FindObjectivePatrol();
+ virtual void FindObjectiveQuantum();
+ virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst);
+
+ // fire on target if appropriate:
+ virtual void AdjustDefenses();
+ virtual void FireControl();
+ virtual void HelmControl();
+ virtual void ThrottleControl();
+ virtual void NavlightControl();
+
+ virtual void CheckTarget();
+
+ Ship* ship;
+ Ship* support;
+ Ship* rumor;
+ Ship* threat;
+ Shot* threat_missile;
+ Instruction* navpt;
+ Point obstacle;
+ TacticalAI* tactical;
+ Farcaster* farcaster;
+ int engaged_ship_id;
+ int splash_count;
+
+ Point formation_delta;
+ double slot_dist;
+
+ double throttle;
+ double old_throttle;
+ double seconds;
+ double drop_time;
+ double brake;
+ DWORD last_avoid_time;
+ DWORD last_call_time;
+
+ int element_index;
+ int too_close;
+ bool bracket;
+ bool identify;
+ bool hold;
+ bool takeoff;
+
+ int patrol;
+ Point patrol_loc;
+ int ai_level;
};
// +--------------------------------------------------------------------+