59 }
else if (range < 1500) {
123 direction.
y = -0x100;
151 if (destroyTarget == -1) {
212 if (pilotLevel <= 4) {
216 if (pilotLevel == 8 || pilotLevel == 11 || pilotLevel == 6) {
652 unsigned short possibleRange;
653 short possibleTarget;
663 possibleRange = (
unsigned short)
nTgtRange;
664 if (possibleTarget != -1 &&
665 (possibleRange * 3 < range ||
669 }
else if (range < 5000) {
864 if (range > radius - 750)
996 int objectIndex = obj;
1000 for (other = 0; other <= 9; other++) {
1027 for (targetShip = 0; targetShip <= 9; targetShip++) {
1028 if (obj != targetShip &&
1041 for (exhaustHeat = 3; exhaustHeat > 0; exhaustHeat--) {
1071 for (targetShip = 0; targetShip <= 9; targetShip++) {
1072 if (obj != targetShip) {
short asViableTgtDistList[16]
enum ShipTactic aeShipTacticArray[12]
MissionHeaderDisk stCurrentMissionHeader
short anShipMissionShips[16]
signed char abShipExhaustHeatList[10]
signed char acViableTargetList[16]
ObjectTypeData aObjectTypeData[OBJECT_TYPE_COUNT]
signed char abShipNavPtIdx[16]
signed char cViableTargetCount
short anObjectYawRotation[SPACE_OBJECT_COUNT]
FixedVector aShipDestinationsArray[10]
signed char abFlightPathList[MISSION_OBJECTIVE_COUNT]
signed char abShipTurnList[16]
short nFacingToTargetValue
struct Shape * pScrambleDetailShape
enum ShipMissionType aeShipMissionType[12]
ShortPoint stScrambleCockpitDetail
enum ShipObjective aeShipObjectiveList[12]
MissionNavPoint aMissionNavPoints[MISSION_NAV_POINT_COUNT]
enum ObjectClass aeObjectClass[SPACE_OBJECT_COUNT]
FixedVector aShipVelocity[SPACE_OBJECT_COUNT]
FixedVector aShipMissionSpotArray[10]
short nScrambleCockpitAngle
short asShipWingLeaderArray[16]
short asObjectCounterArray[SPACE_OBJECT_COUNT]
signed char acObjOwnersTable[64]
MissionObjective aMissionObjectivesArray[MISSION_OBJECTIVE_COUNT]
short nFuneralCasketPositionX
short nCurrentNavigationPoint
enum ObjectType aeObjectTypeList[SPACE_OBJECT_COUNT]
FixedVector aShipPositionsArray[SPACE_OBJECT_COUNT]
signed char acShipTargetTable[16]
signed char acShipCommunicatorArray[16]
enum SpecialManeuver aeSpecialManeuvers[12]
signed char acShipAiCooldowns[16]
Umbrella header for the game core.
unsigned int approach_full_speed(short ship)
void imperial_wingman(short obj)
unsigned int select_target(short obj)
void approach_and_engage(short obj, short goal)
void escort_buddy(short obj, short buddy)
void kilrathi_patrol(short obj)
unsigned int reset_objective(short ship, enum ShipObjective objective)
void cruise_to_destination(short obj)
void formation_burst(short obj)
unsigned int get_first_follow_point(short obj, FixedVector *point)
void point_ship_at_object(short obj, short other)
short distance_from_point(short obj, const FixedVector *point)
void perform_maneuver(short obj)
void ship_vs_ship(short obj, short other)
unsigned int steady_object(short ship)
void engage(short obj, short target, enum ShipObjective objective)
void warp_arrival(short obj)
void imperial_formation(short obj)
void remove_object(short obj)
void fire_afterburner(short obj, short time)
void formation_break(short obj)
void disallow_engage(void)
void maneuvering(short obj, short newTarget)
unsigned int warp(short obj)
short evaluate_damage(short obj)
void wingman_mission(short obj)
void patrol_area(short obj)
int abandoned(short obj, short other)
void point_capital_ship_at_object(short obj, short other)
void accelerate_and_jump(short obj)
void flag_reached(short objective, short reached)
void kilrathi_wingman(short obj)
int equ_vector(const FixedVector *left, const FixedVector *right)
int fire_turrets(short obj)
void escort_mission(short obj)
void rendezvous_mission(short obj)
void FF_missile_intelligence(short obj)
short MinShort(short a, short b)
short scan_for_enemy(short obj, unsigned short range)
void return_to_master(short obj, short master)
void cruise_home(short obj)
short get_ship_max_velocity(short obj)
short find_objective(int type, short index)
void point_ship(short obj, short turnRate, const FixedVector *direction)
unsigned int approach_ship_speed(short obj, short other)
void strike_mission(short obj)
unsigned int approach_half_speed(short obj)
void defend_mission(short obj)
short distance_from_object(short obj, short other)
int explode(short attacker, short victim)
void imperial_wingleader(short obj)
void inherit_leader_mission(short obj)
void streak_toward(short obj, short goal, short range)
unsigned int init_formation_burst(short obj)
void prepare_for_jump(short obj)
short signed_random(short range)
void point_perpendicular(short obj, short other)
void check_goal(short obj)
void point_perpendicular_to_point(short obj, const FixedVector *point)
unsigned int set_special(short ship, enum SpecialManeuver special)
unsigned int change_mission_type(short obj, enum ShipMissionType missionType)
void intelligence_events(short obj)
unsigned int sort_viable_target_list(void)
signed char no_goal(short ship)
void ship_vs_point(short obj, const FixedVector *point)
void send_message(short obj, short message)
int attacker_in_range(short obj, unsigned short range)
short facing_to_object(short obj, FixedVector *point)
void zero_vector(FixedVector *vector)
int gone_ship(short missionShip)
void try2allow_engage(int pilotLevel)
short real_velocity(short obj)
unsigned int alter_tactic(short ship, enum ShipTactic tactic)
void ship_intelligence(short obj)
short RandomBelow(short n)
int any_enemy(short obj, short range)
unsigned int veer_random(short obj, short amount)
short detect_enemy_tail(short obj)
void get_facing_range_from_object(short obj, short other)
int regulate_turn(short obj)
short dist_from_home(short obj)
unsigned int get_follow_point(short obj, FixedVector *point)
unsigned int approach_cruise_speed(short ship)
void capital_ship_intelligence(short obj)
void futurion_intelligence(short obj)
void fire(short obj, short target)
void arrive_from_warp(short obj)
void reach_warp(short obj)
unsigned int reset_tactic(short ship, enum ShipTactic tactic)
void inherit_leader(short obj)
void mine_intelligence(short obj)
void flag_objective(short objective, unsigned char flags)
void tanker_intelligence(short obj)
unsigned int reset_mission_type(short obj, enum ShipMissionType missionType)
void stationary_intelligence(short obj)
void heat_seeking_missile_intelligence(short obj)
void destroyer_intelligence(short obj)
short MaxShort(short a, short b,...)
unsigned int maintain_formation(short obj)
int target_valid(short obj)
short check_engage_target(short obj)
void coming_home(short obj)
short check_destroy_target(short obj)
short normal_speed(short obj)
short find_ship_index(short missionShip)
int trim_goals(short obj, short amount)
void return_to_buddy(short obj, short buddy)
void point_ship_at_point(short obj, const FixedVector *point)
void orbit_sphere(short obj)
void point_parallel(short obj, short other)
short RandomBelowOrEqual(short n)
unsigned int unactive(short ship)
short scan_and_lock(short obj, int scanRange, enum ShipTactic newTactic)
short message_showing(void)
@ MISSION_TYPE_WARP_ARRIVE
@ MISSION_TYPE_RENDEZVOUS
@ OBJECT_TYPE_KILRATHI_BASE
@ OBJECTIVE_HOLD_FORMATION
@ OBJECTIVE_BREAK_FORMATION
@ SPECIAL_MANEUVER_STOP_DRIFT
@ SPECIAL_MANEUVER_KILL_ENGINES
@ OBJECT_CLASS_CAPITAL_SHIP