/dports/games/scummvm/scummvm-2.5.1/engines/hdb/ |
H A D | ai.h | 64 enum AIType { enum 391 AIType type; 563 AIType type; 970 bool getTableEnt(AIType type); 971 bool walkThroughEnt(AIType type); 972 void getItemSound(AIType type); 983 AIType getPlayerWeapon() { in getPlayerWeapon() 1134 AIType getInvItemType(int which) { in getInvItemType() 1148 void keepInvItem(AIType type); 1244 AIType _weaponSelected; [all …]
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H A D | ai-inventory.cpp | 176 int AI::queryInventoryType(AIType which) { in queryInventoryType() 195 int AI::queryInventoryTypeSlot(AIType which) { in queryInventoryTypeSlot() 206 bool AI::removeInvItemType(AIType which, int amount) { in removeInvItemType() 251 bool AI::addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, … in addItemToInventory() 263 void AI::keepInvItem(AIType type) { in keepInvItem()
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H A D | ai-use.cpp | 157 bool AI::useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType it… in useLockedSwitch() 180 bool AI::useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType… in useLockedSwitchOn()
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H A D | input.cpp | 139 static AIType lastWeaponSelected = AI_NONE; in setButtons() 146 AIType t = g_hdb->_ai->getInvItemType(g_hdb->_window->getInvSelect()); in setButtons()
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H A D | lua-script.cpp | 632 g_hdb->_ai->cineSpawnEntity((AIType)t, (AIDir)d, (int)x, (int)y, func_init, func_action, func_use, in cineSpawnEntity() 1050 …g_hdb->_ai->spawn((AIType)t, (AIDir)d, (int)x, (int)y, funcInit, funcAction, funcUse, (AIDir)d2, (… in spawnEntity() 1067 bool rtn = g_hdb->_ai->addItemToInventory((AIType)t, (int)amount, funcInit, funcAction, funcUse); in addInvItem() 1081 g_hdb->_ai->keepInvItem((AIType)t); in keepInvItem() 1115 int result = g_hdb->_ai->queryInventoryType((AIType)s1); in queryInvItem() 1148 int result = (int)g_hdb->_ai->removeInvItemType((AIType)s, (int)number); in removeInvItem()
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H A D | window.h | 188 void chooseWeapon(AIType wType);
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H A D | ai-funcs.cpp | 37 AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit, const char *funcAct… in spawn() 562 AIEntity *AI::findEntityType(AIType type, int x, int y) { in findEntityType() 2163 bool AI::getTableEnt(AIType type) { in getTableEnt() 2202 bool AI::walkThroughEnt(AIType type) { in walkThroughEnt() 2226 void AI::getItemSound(AIType type) { in getItemSound()
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H A D | window.cpp | 581 void Window::chooseWeapon(AIType wType) { in chooseWeapon() 582 static AIType lastWeaponSelected = AI_NONE; in chooseWeapon() 1259 AIType t = g_hdb->_ai->getInvItemType(_invWinInfo.selection); in checkInvSelect() 1332 static AIType lastWeaponSelected = AI_NONE; in checkInvClose() 1337 AIType t = g_hdb->_ai->getInvItemType(_invWinInfo.selection); in checkInvClose()
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H A D | saveload.cpp | 343 type = (AIType)in->readSint32LE(); in load()
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H A D | ai-cinematic.cpp | 424 …spawn((AIType)x2, (AIDir)y2, (int)_cine[i]->x, (int)_cine[i]->y, _cine[i]->title, _cine[i]->string, in processCines() 678 void AI::cineSpawnEntity(AIType t, AIDir d, int x, int y, const char *func_init, const char *func_a… in cineSpawnEntity()
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H A D | ai-init.cpp | 1695 _weaponSelected = (AIType)in->readSint32LE(); in loadSaveFile() 2205 const char *AIType2Str(AIType v) { in AIType2Str()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/hdb/ |
H A D | ai.h | 64 enum AIType { enum 387 AIType type; 563 AIType type; 928 bool getTableEnt(AIType type); 929 bool walkThroughEnt(AIType type); 930 void getItemSound(AIType type); 941 AIType getPlayerWeapon() { in getPlayerWeapon() 1092 AIType getInvItemType(int which) { in getInvItemType() 1106 void keepInvItem(AIType type); 1202 AIType _weaponSelected; [all …]
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H A D | ai-inventory.cpp | 176 int AI::queryInventoryType(AIType which) { in queryInventoryType() 195 int AI::queryInventoryTypeSlot(AIType which) { in queryInventoryTypeSlot() 206 bool AI::removeInvItemType(AIType which, int amount) { in removeInvItemType() 251 bool AI::addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, … in addItemToInventory() 263 void AI::keepInvItem(AIType type) { in keepInvItem()
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H A D | ai-use.cpp | 157 bool AI::useLockedSwitch(AIEntity *e, int x, int y, int targetX, int targetY, int onTile, AIType it… in useLockedSwitch() 180 bool AI::useLockedSwitchOn(AIEntity *e, int x, int y, int targetX, int targetY, int offTile, AIType… in useLockedSwitchOn()
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H A D | lua-script.cpp | 632 g_hdb->_ai->cineSpawnEntity((AIType)t, (AIDir)d, (int)x, (int)y, func_init, func_action, func_use, in cineSpawnEntity() 1048 …g_hdb->_ai->spawn((AIType)t, (AIDir)d, (int)x, (int)y, funcInit, funcAction, funcUse, (AIDir)d2, (… in spawnEntity() 1065 bool rtn = g_hdb->_ai->addItemToInventory((AIType)t, (int)amount, funcInit, funcAction, funcUse); in addInvItem() 1079 g_hdb->_ai->keepInvItem((AIType)t); in keepInvItem() 1113 int result = g_hdb->_ai->queryInventoryType((AIType)s1); in queryInvItem() 1146 int result = (int)g_hdb->_ai->removeInvItemType((AIType)s, (int)number); in removeInvItem()
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H A D | input.cpp | 151 static AIType lastWeaponSelected = AI_NONE; in setButtons() 158 AIType t = g_hdb->_ai->getInvItemType(g_hdb->_window->getInvSelect()); in setButtons()
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H A D | window.h | 188 void chooseWeapon(AIType wType);
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H A D | saveload.cpp | 343 type = (AIType)in->readSint32LE(); in load()
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H A D | window.cpp | 581 void Window::chooseWeapon(AIType wType) { in chooseWeapon() 582 static AIType lastWeaponSelected = AI_NONE; in chooseWeapon() 1258 AIType t = g_hdb->_ai->getInvItemType(_invWinInfo.selection); in checkInvSelect() 1331 static AIType lastWeaponSelected = AI_NONE; in checkInvClose() 1336 AIType t = g_hdb->_ai->getInvItemType(_invWinInfo.selection); in checkInvClose()
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H A D | ai-funcs.cpp | 37 AIEntity *AI::spawn(AIType type, AIDir dir, int x, int y, const char *funcInit, const char *funcAct… in spawn() 562 AIEntity *AI::findEntityType(AIType type, int x, int y) { in findEntityType() 2155 bool AI::getTableEnt(AIType type) { in getTableEnt() 2194 bool AI::walkThroughEnt(AIType type) { in walkThroughEnt() 2218 void AI::getItemSound(AIType type) { in getItemSound()
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H A D | ai-cinematic.cpp | 424 …spawn((AIType)x2, (AIDir)y2, (int)_cine[i]->x, (int)_cine[i]->y, _cine[i]->title, _cine[i]->string, in processCines() 677 void AI::cineSpawnEntity(AIType t, AIDir d, int x, int y, const char *func_init, const char *func_a… in cineSpawnEntity()
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H A D | ai-init.cpp | 1623 _weaponSelected = (AIType)in->readSint32LE(); in loadSaveFile() 2133 const char *AIType2Str(AIType v) { in AIType2Str()
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/dports/games/starfighter/starfighter-2.4/src/ |
H A D | alien.c | 93 alien_defs[CD_DUALFIGHTER].AIType = AI_NORMAL; in alien_defs_init() 156 alien_defs[CD_FRIEND].AIType = AI_OFFENSIVE; in alien_defs_init() 177 alien_defs[CD_FRIGATE].AIType = AI_NORMAL; in alien_defs_init() 280 alien_defs[CD_MINER].AIType = AI_EVASIVE; in alien_defs_init() 301 alien_defs[CD_KLINE].AIType = AI_OFFENSIVE; in alien_defs_init() 385 alien_defs[CD_SID].AIType = AI_NORMAL; in alien_defs_init() 591 alien_defs[CD_EXEC].AIType = AI_EVASIVE; in alien_defs_init() 653 alien_defs[CD_ESCORT].AIType = AI_NORMAL; in alien_defs_init() 1176 aliens[ALIEN_BOSS].AIType = AI_EVASIVE; in aliens_init() 1528 alien->AITypeOriginal : alien->AIType) in alien_setAI() [all …]
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H A D | structs.h | 29 int AIType; // Type of articifial intelligence member
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/dports/security/lego/lego-4.5.3/vendor/github.com/aliyun/alibaba-cloud-sdk-go/services/vod/ |
H A D | describe_vod_ai_data.go | 75 AIType string `position:"Query" name:"AIType"` member
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