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Searched refs:AIType (Results 1 – 25 of 29) sorted by relevance

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/dports/games/scummvm/scummvm-2.5.1/engines/hdb/
H A Dai.h64 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 …]
H A Dai-inventory.cpp176 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()
H A Dai-use.cpp157 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()
H A Dinput.cpp139 static AIType lastWeaponSelected = AI_NONE; in setButtons()
146 AIType t = g_hdb->_ai->getInvItemType(g_hdb->_window->getInvSelect()); in setButtons()
H A Dlua-script.cpp632 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()
H A Dwindow.h188 void chooseWeapon(AIType wType);
H A Dai-funcs.cpp37 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()
H A Dwindow.cpp581 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()
H A Dsaveload.cpp343 type = (AIType)in->readSint32LE(); in load()
H A Dai-cinematic.cpp424 …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()
H A Dai-init.cpp1695 _weaponSelected = (AIType)in->readSint32LE(); in loadSaveFile()
2205 const char *AIType2Str(AIType v) { in AIType2Str()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/hdb/
H A Dai.h64 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 …]
H A Dai-inventory.cpp176 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()
H A Dai-use.cpp157 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()
H A Dlua-script.cpp632 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()
H A Dinput.cpp151 static AIType lastWeaponSelected = AI_NONE; in setButtons()
158 AIType t = g_hdb->_ai->getInvItemType(g_hdb->_window->getInvSelect()); in setButtons()
H A Dwindow.h188 void chooseWeapon(AIType wType);
H A Dsaveload.cpp343 type = (AIType)in->readSint32LE(); in load()
H A Dwindow.cpp581 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()
H A Dai-funcs.cpp37 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()
H A Dai-cinematic.cpp424 …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()
H A Dai-init.cpp1623 _weaponSelected = (AIType)in->readSint32LE(); in loadSaveFile()
2133 const char *AIType2Str(AIType v) { in AIType2Str()
/dports/games/starfighter/starfighter-2.4/src/
H A Dalien.c93 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 …]
H A Dstructs.h29 int AIType; // Type of articifial intelligence member
/dports/security/lego/lego-4.5.3/vendor/github.com/aliyun/alibaba-cloud-sdk-go/services/vod/
H A Ddescribe_vod_ai_data.go75 AIType string `position:"Query" name:"AIType"` member

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