11 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
12 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
13 0, 0, 0, 0, 3, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0,
75#define MANEUVER_REROLL_CHANCE(m) g_abManeuverRerollChance[m]
81#define COLLISION_RADIUS_OF(obj) g_asObjectCollisionRadius[obj]
87 printf(
"Maneuver error %d", maneuver);
252 short advanceSequence;
261 if (advanceSequence != 0)
269 if (advanceSequence != 0)
273 if (advanceSequence != 0)
277#pragma function(labs)
281 short advanceSequence;
292 &aimPoint, &aimPoint);
319 advanceSequence =
no_goal(ship);
331 advanceSequence =
no_goal(ship);
338 if (advanceSequence != 0)
345 short advanceSequence;
358 if (advanceSequence == 0) {
370 if (advanceSequence != 0)
420 for (obj = 0; obj < 10; obj++) {
479 short advanceSequence = 1;
489 advanceSequence =
no_goal(ship);
504 advanceSequence =
no_goal(ship);
513 if (advanceSequence != 0)
1024 if (weaponSlot != -1)
1045 ((
void (__cdecl *)(short, short))
Mgloat)(obj, target);
1063 printf(
"bigtime_maneuver_error %d %d %d %d", obj,
void(__cdecl *g_pIxFree)(void *)
#define MANEUVER_REROLL_CHANCE(m)
#define COLLISION_RADIUS_OF(obj)
unsigned int approach_full_speed(short ship)
unsigned int approach_zero_speed(short ship)
void Mkill_missile(short ship, short target)
void Mturn_n_kick(short ship)
void set_special(short ship, short special)
void Mtry2tail(short ship, short target)
void ShipAiState47(short ship, short target)
void Mbuzz_debris(short ship)
void ShipAiState44(short ship)
void fire_super_brake(short ship)
short fire_missile(short ship)
void Mroll_over(short ship)
void steer_away_from_object(short obj, short other, short amount)
void point_ship_at_object(short obj, short other)
void perform_maneuver(short obj)
void ShipAiState46(short ship)
void Mzig_zag(short ship, unsigned int target)
void Mhard_turn(short ship)
void Mtarget_laser(short ship, short target)
void general_zig(short ship, unsigned int target, short pitch)
void fire_afterburner(short obj, short time)
void AddFixedVectors(const FixedVector *left, const FixedVector *right, FixedVector *sum)
void Mzig_zag_pitch(short ship, unsigned int target)
signed char CanSetNewShipTurnGoal(short ship)
short unactive(short ship)
void ScaleFixedVector(FixedVector *vector, int scale, FixedVector *result)
void Mbest_strafe(short ship, short target)
void Mstrafe_n_roll(short ship, short target)
void Mfish_hook(short ship, short target)
short MinShort(short a, short b)
void Mveer_away(short ship, short target)
void Msplit_right(short ship)
short fire_weapon(short obj, short weapon)
void Msit_n_fire(short ship, short target)
void Mrout_me(short ship)
void Mburnout(short ship, short target)
void Mfull_ahead(short ship, short target)
void BeginShipCloak(short ship)
unsigned int approach_speed(short ship, int targetSpeed)
void SetShipAiScratchWord(unsigned short v)
short signed_random(short range)
void point_perpendicular(short obj, short other)
void ResetShipCloakState(short ship)
short find_weapon(short obj, short weaponType)
void steady_object(short ship)
void Mthink(short ship, short target)
void ShipAiState3(short ship, short target)
void Mram_missile(short ship, short target)
void Mtail_fire(short ship, short target)
signed char no_goal(short ship)
void ShipAiState28(short ship, short target)
void Mhard_break(short ship)
short real_velocity(short obj)
short RandomBelow(short n)
void Mdrop_a_mine(short ship, short target)
void point_ship_behind_object(short obj, short other)
void position_relative(FixedVector *position, FixedVector direction, short distance)
void Mline_up_drop(short ship, short target)
void Mchill(short ship, short target)
short try2rout(short obj)
unsigned int veer_random(short obj, short amount)
short FindMissileTargetingObject(short obj)
void Mstrafe_enemy(short ship, short target)
void get_facing_range_from_object(short obj, short other)
void PlaySfxWaveFileByNumber(int soundNumber, int sourceObject, int looping)
void ShipAiState45(short ship, short target)
void Mtight_loop(short ship)
void Mget_distance(short ship, short target)
unsigned int approach_cruise_speed(short ship)
void fire(short obj, short target)
void Mtarget_missile(short ship, short target)
void Mzip_past(short ship, short target)
void recalc_max_velocity(short ship)
void maneuver_complete(short ship)
void Msuicide_run(short ship, short target)
short normal_speed(short obj)
void Msplit_left(short ship)
void HandleUnsupportedManeuver(short maneuver, short ship, short target)
void ShipAiState35(short ship, short target)
void point_ship_at_point(short obj, const FixedVector *point)
void Msit_n_spin(short ship, short target)
void Mcorkscrew(short ship)
void Mturn_n_spin(short ship, short target)
void reset_maneuver(short ship, short maneuver)
short RandomBelowOrEqual(short n)
void chase_speed(short obj, short range)
void point_ship_below_object(short obj, short other)
Shared Win32 declarations, types and library interfaces.
#define OBJECT_DATA_CHAFF_POD
@ SPECIAL_MANEUVER_NORMAL
@ SPECIAL_MANEUVER_KILL_ENGINES
#define MANEUVER_HANDLER_COUNT
short g_asShipCloakCooldown[10]
short g_asObjectCollisionRadius[SPACE_OBJECT_COUNT]
short g_asProjectileEvasionTicks[8]
short g_bAiMissileFiringEnabled
signed char g_acShipSequence[14]
short g_aeObjectClass[SPACE_OBJECT_COUNT]
signed char g_acShipTarget[16]
short g_asObjectType[SPACE_OBJECT_COUNT]
FL_STATIC short g_nShipAiScratchValue
ObjectTypeData g_aObjectTypeData[OBJECT_DATA_COUNT]
FixedVector g_aShipForwardVector[SPACE_OBJECT_COUNT]
short g_asObjectScreenX[SPACE_OBJECT_COUNT]
short g_asShipIntelSlot[10]
short g_asShipCloakElapsedFrames[10]
short g_aeSpecialManeuver[12]
FixedVector g_aShipRightVector[SPACE_OBJECT_COUNT]
FL_STATIC unsigned char g_bCurrentManeuverReroll
int g_anShipSpeed[SPACE_OBJECT_COUNT]
unsigned char g_abManeuverRerollChance[50]
int g_anShipCloakState[10]
FixedVector g_aShipPosition[SPACE_OBJECT_COUNT]
short g_asShipManeuver[12]
signed char g_acShipStress[16]
short g_asIntelligenceEvent[12]
short g_asShipMissionType[12]
signed char g_acObjectType[SPACE_OBJECT_COUNT]
short g_asObjectCounter[SPACE_OBJECT_COUNT]
void(* g_apManeuverHandlers[50])(short, short)