CGameAIBase Class


Overview

The structure used for this class is CGameAIBase


Quick Reference

Quick Ref

void CGameAIBase::CGameAIBase()

virtual void CGameAIBase::~CGameAIBase()

virtual void CGameAIBase::AddAction(CAIAction& action)

virtual void CGameAIBase::AddEffect(CGameEffect* pEffect, unsigned char list, int noSave, int immediateApply)

short CGameAIBase::AddExperiencePartyGlobal()

short CGameAIBase::AddGlobals()

short CGameAIBase::AddStoreItem()

short CGameAIBase::AddXP2DA()

void CGameAIBase::ApplyEffectToParty(CGameEffect* effect)

short CGameAIBase::ApplySpell(CGameSprite* target)

virtual void CGameAIBase::ApplyTriggers()

short CGameAIBase::AttachTransitionToDoor(CGameDoor* pObject)

virtual void CGameAIBase::AutoPause(unsigned long type)

int CGameAIBase::BlowThroughInstantActions()

short CGameAIBase::ChangeAIScript()

short CGameAIBase::ChangeTileState(CGameTiledObject* target)

int CGameAIBase::CheckAppropriateTarget(CSpell* pSpell, CGameAIBase* pTarget)

void CGameAIBase::CheckTimers(long cycles)

short CGameAIBase::ClearActions(CGameAIBase* pSprite)

virtual void CGameAIBase::ClearActions(int leaveOverrides)

virtual void CGameAIBase::ClearAI(unsigned char setSequence)

short CGameAIBase::ClearAllActions()

void CGameAIBase::ClearTriggers()

short CGameAIBase::ClickLButtonObject(CGameObject* target)

short CGameAIBase::ClickLButtonPoint()

short CGameAIBase::ClickRButtonObject(CGameObject* target)

short CGameAIBase::ClickRButtonPoint()

short CGameAIBase::CloseDoor(CGameDoor* pDoor)

virtual unsigned char CGameAIBase::CompressTime(unsigned long deltaTime)

short CGameAIBase::ContainerEnable(CGameContainer* pContainer)

short CGameAIBase::CreateCreature()

short CGameAIBase::CreateCreatureObject(CGameAIBase* pObject)

short CGameAIBase::CreateItem()

short CGameAIBase::CreateVisualEffect()

short CGameAIBase::CreateVisualEffectObject(CGameAIBase* pObject)

short CGameAIBase::DeathMatchPosition()

void CGameAIBase::DecodeSpell(long spellId, CString& res)

short CGameAIBase::DestroyItem()

short CGameAIBase::DetectSecretDoor(CGameDoor* target)

short CGameAIBase::DisplayString(CGameAIBase* sprite)

short CGameAIBase::DisplayStringPoint(CGameArea* area, unsigned long text, CPoint& dest)

short CGameAIBase::DisplayStringWait(CGameAIBase* sprite)

virtual void CGameAIBase::DoAction()

short CGameAIBase::DoubleClickLButton(CPoint dest)

short CGameAIBase::DoubleClickLButtonObject(CGameObject* target)

short CGameAIBase::DoubleClickLButtonPoint()

short CGameAIBase::DoubleClickRButton(CPoint dest)

short CGameAIBase::DoubleClickRButtonObject(CGameObject* target)

short CGameAIBase::DoubleClickRButtonPoint()

long CGameAIBase::EncodeSpell(CString& res, long level)

virtual int CGameAIBase::EvaluateStatusTrigger(CAITrigger& inTrigger)

virtual short CGameAIBase::ExecuteAction()

short CGameAIBase::ExportParty()

short CGameAIBase::FadeFromColor()

short CGameAIBase::FadeToColor()

short CGameAIBase::FireItem(CItem* pItem, long abilityNum, CGameObject* pTarget)

short CGameAIBase::FireItemPoint(CItem* pItem, long abilityNum, CPoint& target)

short CGameAIBase::FireSpell(CResRef& res, CGameObject* target, int checkRange, unsigned long rangeError, CWildSurge* pSurge, int displayString, int suppressCastingGlow)

short CGameAIBase::FireSpellPoint(CResRef& res, CPoint& ptTarget, int checkRange, unsigned long rangeError, CWildSurge* pSurge, int displayString, int suppressCastingGlow)

short CGameAIBase::ForceSpell(CGameSprite* target)

short CGameAIBase::ForceSpellPoint()

virtual short CGameAIBase::GetAttackRange()

virtual CRect CGameAIBase::GetBounding()

virtual int CGameAIBase::GetCanSeeInvisible()

CVariable* CGameAIBase::GetGlobalVariable(CString areaName, CString globalName)

virtual short CGameAIBase::GetHelpRange()

CAIAction& CGameAIBase::GetNextAction(CAIAction& action)

unsigned char CGameAIBase::GetReaction(CGameSprite* pSprite)

CGameObject* CGameAIBase::GetTargetShare(CAIObjectType& type)

CGameObject* CGameAIBase::GetTargetShare()

CGameObject* CGameAIBase::GetTargetShareType(CAIObjectType& AItype, unsigned char type)

CGameObject* CGameAIBase::GetTargetShareType(unsigned char type)

virtual const unsigned char* CGameAIBase::GetTerrainTable()

CVariable* CGameAIBase::GetVariableReference(CString& areaName, CString& globalName)

virtual const unsigned char* CGameAIBase::GetVisibleTerrainTable()

virtual short CGameAIBase::GetVisualRange()

short CGameAIBase::GiveItemCreate(CGameSprite* pSprite)

short CGameAIBase::GiveObjectGoldGlobal(CGameObject* pObject)

short CGameAIBase::GiveOrder(CGameAIBase* sprite)

short CGameAIBase::GivePartyGold()

short CGameAIBase::GivePartyGoldGlobal()

short CGameAIBase::IncrementChapter()

short CGameAIBase::IncrementGlobal()

virtual void CGameAIBase::InsertAction(CAIAction& action)

void CGameAIBase::InsertResponse(CAIResponse& res, int checkCurrentResponse, int clearActions)

short CGameAIBase::LeaveAreaLuaPanic()

short CGameAIBase::LeaveAreaLuaPanicEntry()

short CGameAIBase::Lock(CGameAIBase* pObject)

short CGameAIBase::MoveContainerContents(CString arg1, CString arg2)

short CGameAIBase::MoveCursor(CPoint dest, short speed)

short CGameAIBase::MoveCursorPoint()

short CGameAIBase::MoveGlobal(CGameSprite* pSprite)

short CGameAIBase::MoveGlobalObject(CGameSprite* pTarget)

short CGameAIBase::MoveView(CPoint dest, short speed)

short CGameAIBase::MoveViewObject(CGameObject* target)

short CGameAIBase::MoveViewPoint()

short CGameAIBase::MultiPlayerSynch()

virtual void CGameAIBase::OnActionRemoval(CAIAction& curAction)

short CGameAIBase::OpenDoor(CGameDoor* pDoor)

int CGameAIBase::PartyHasItem(CResRef& res)

int CGameAIBase::PlaceItem(CItem* pItem, int haveDeny, int dropUnplaced, unsigned long num, int feedback)

short CGameAIBase::PlaySound()

virtual void CGameAIBase::ProcessAI()

void CGameAIBase::ProcessPendingTriggers(int overrideOnly)

void CGameAIBase::PutItemGround(CItem* pItem)

virtual int CGameAIBase::QuickDecode(CAITrigger& trigger, CGameSprite*& pSprite)

virtual void CGameAIBase::RemoveFromArea()

short CGameAIBase::RemoveStoreItem()

short CGameAIBase::RemoveTrapsNonSprite(CGameAIBase* pObject)

short CGameAIBase::RevealAreaOnMap()

short CGameAIBase::SaveLocation()

short CGameAIBase::SaveObjectLocation(CGameObject* pObject)

short CGameAIBase::SendTrigger(CGameAIBase* sprite)

void CGameAIBase::SetClassScript(CAIScript* script)

virtual void CGameAIBase::SetCurrAction(CAIAction& action)

short CGameAIBase::SetGabber(CGameSprite* pCharacter)

void CGameAIBase::SetGeneralScript(CAIScript* script)

short CGameAIBase::SetGlobal()

short CGameAIBase::SetGlobalTimer()

void CGameAIBase::SetOverrideScript(CAIScript* script)

short CGameAIBase::SetupWish(long column, long count)

void CGameAIBase::SetRaceScript(CAIScript* script)

virtual void CGameAIBase::SetScript(short level, CAIScript* script)

void CGameAIBase::SetTrigger(CAITrigger& trigger)

short CGameAIBase::Shout()

short CGameAIBase::SmallWait()

short CGameAIBase::SpawnPtActivate(CGameSpawning* pObject)

short CGameAIBase::SpawnPtDeactivate(CGameSpawning* pObject)

short CGameAIBase::SpawnPtSpawn(CGameSpawning* pObject)

short CGameAIBase::StartCutScene(unsigned char evaluateCondition)

short CGameAIBase::StartMovie()

short CGameAIBase::StartTextScreen()

short CGameAIBase::StartTimer()

short CGameAIBase::StaticPalette(CGameStatic* pObject, CString palette)

short CGameAIBase::StaticSequence(CGameStatic* pObject, unsigned short nSequence)

short CGameAIBase::StaticStart(CGameStatic* pObject, int bStart)

int CGameAIBase::SubtractPartyItemUse(CResRef& res, short charges, short abilityNum)

void CGameAIBase::SynchLastObjects()

short CGameAIBase::TakeObjectGoldGlobal(CGameObject* pObject)

short CGameAIBase::TakePartyGold()

short CGameAIBase::TakePartyItem()

short CGameAIBase::TakePartyItemList()

short CGameAIBase::TransformItem()

short CGameAIBase::TriggerActivation(CGameTrigger* target)

virtual void CGameAIBase::UpdateTarget(CGameObject* __formal)

short CGameAIBase::Unlock(CGameAIBase* pObject)

short CGameAIBase::Wait()

short CGameAIBase::XEquipItem(CGameSprite* target)


Constructors

Name

Description

CGameAIBase::CGameAIBase

Constructs a CGameAIBase object

CGameAIBase::~CGameAIBase

Destroys a CGameAIBase object

CGameAIBase::CGameAIBase

Constructs a CGameAIBase object

void CGameAIBase::CGameAIBase();

Remarks

Constructs a CGameAIBase object


CGameAIBase::~CGameAIBase

Destroys the CGameAIBase object

virtual void CGameAIBase::~CGameAIBase();

Remarks

Destroys the CGameAIBase object


Methods

Name

Description

CGameAIBase::AddAction

CGameAIBase::AddEffect

CGameAIBase::AddExperiencePartyGlobal

CGameAIBase::AddGlobals

CGameAIBase::AddStoreItem

CGameAIBase::AddXP2DA

CGameAIBase::ApplyEffectToParty

CGameAIBase::ApplySpell

CGameAIBase::ApplyTriggers

CGameAIBase::AttachTransitionToDoor

CGameAIBase::AutoPause

CGameAIBase::BlowThroughInstantActions

CGameAIBase::ChangeAIScript

CGameAIBase::ChangeTileState

CGameAIBase::CheckAppropriateTarget

CGameAIBase::CheckTimers

CGameAIBase::ClearActions

CGameAIBase::ClearAI

CGameAIBase::ClearAllActions

CGameAIBase::ClearTriggers

CGameAIBase::ClickLButtonObject

CGameAIBase::ClickLButtonPoint

CGameAIBase::ClickRButtonObject

CGameAIBase::ClickRButtonPoint

CGameAIBase::CloseDoor

CGameAIBase::CompressTime

CGameAIBase::ContainerEnable

CGameAIBase::CreateCreature

CGameAIBase::CreateCreatureObject

CGameAIBase::CreateItem

CGameAIBase::CreateVisualEffect

CGameAIBase::CreateVisualEffectObject

CGameAIBase::DeathMatchPosition

CGameAIBase::DecodeSpell

CGameAIBase::DestroyItem

CGameAIBase::DetectSecretDoor

CGameAIBase::DisplayString

CGameAIBase::DisplayStringPoint

CGameAIBase::DisplayStringWait

CGameAIBase::DoAction

CGameAIBase::DoubleClickLButton

CGameAIBase::DoubleClickLButtonObject

CGameAIBase::DoubleClickLButtonPoint

CGameAIBase::DoubleClickRButton

CGameAIBase::DoubleClickRButtonObject

CGameAIBase::DoubleClickRButtonPoint

CGameAIBase::EncodeSpell

CGameAIBase::EvaluateStatusTrigger

CGameAIBase::ExecuteAction

CGameAIBase::ExportParty

CGameAIBase::FadeFromColor

CGameAIBase::FadeToColor

CGameAIBase::FireItem

CGameAIBase::FireItemPoint

CGameAIBase::FireSpell

CGameAIBase::FireSpellPoint

CGameAIBase::ForceSpell

CGameAIBase::ForceSpellPoint

CGameAIBase::GetAttackRange

CGameAIBase::GetBounding

CGameAIBase::GetCanSeeInvisible

CGameAIBase::GetGlobalVariable

CGameAIBase::GetHelpRange

CGameAIBase::GetNextAction

CGameAIBase::GetReaction

CGameAIBase::GetTargetShare

CGameAIBase::GetTargetShareType

CGameAIBase::GetTerrainTable

CGameAIBase::GetVariableReference

CGameAIBase::GetVisibleTerrainTable

CGameAIBase::GetVisualRange

CGameAIBase::GiveItemCreate

CGameAIBase::GiveObjectGoldGlobal

CGameAIBase::GiveOrder

CGameAIBase::GivePartyGold

CGameAIBase::GivePartyGoldGlobal

CGameAIBase::IncrementChapter

CGameAIBase::IncrementGlobal

CGameAIBase::InsertAction

CGameAIBase::InsertResponse

CGameAIBase::LeaveAreaLuaPanic

CGameAIBase::LeaveAreaLuaPanicEntry

CGameAIBase::Lock

CGameAIBase::MoveContainerContents

CGameAIBase::MoveCursor

CGameAIBase::MoveCursorPoint

CGameAIBase::MoveGlobal

CGameAIBase::MoveGlobalObject

CGameAIBase::MoveView

CGameAIBase::MoveViewObject

CGameAIBase::MoveViewPoint

CGameAIBase::MultiPlayerSynch

CGameAIBase::OnActionRemoval

CGameAIBase::OpenDoor

CGameAIBase::PartyHasItem

CGameAIBase::PlaceItem

CGameAIBase::PlaySound

CGameAIBase::ProcessAI

CGameAIBase::ProcessPendingTriggers

CGameAIBase::PutItemGround

CGameAIBase::QuickDecode

CGameAIBase::RemoveFromArea

CGameAIBase::RemoveStoreItem

CGameAIBase::RemoveTrapsNonSprite

CGameAIBase::RevealAreaOnMap

CGameAIBase::SaveLocation

CGameAIBase::SaveObjectLocation

CGameAIBase::SendTrigger

CGameAIBase::SetClassScript

CGameAIBase::SetCurrAction

CGameAIBase::SetGabber

CGameAIBase::SetGeneralScript

CGameAIBase::SetGlobal

CGameAIBase::SetGlobalTimer

CGameAIBase::SetOverrideScript

CGameAIBase::SetupWish

CGameAIBase::SetRaceScript

CGameAIBase::SetScript

CGameAIBase::SetTrigger

CGameAIBase::Shout

CGameAIBase::SmallWait

CGameAIBase::SpawnPtActivate

CGameAIBase::SpawnPtDeactivate

CGameAIBase::SpawnPtSpawn

CGameAIBase::StartCutScene

CGameAIBase::StartMovie

CGameAIBase::StartTextScreen

CGameAIBase::StartTimer

CGameAIBase::StaticPalette

CGameAIBase::StaticSequence

CGameAIBase::StaticStart

CGameAIBase::SubtractPartyItemUse

CGameAIBase::SynchLastObjects

CGameAIBase::TakeObjectGoldGlobal

CGameAIBase::TakePartyGold

CGameAIBase::TakePartyItem

CGameAIBase::TakePartyItemList

CGameAIBase::TransformItem

CGameAIBase::TriggerActivation

CGameAIBase::UpdateTarget

CGameAIBase::Unlock

CGameAIBase::Wait

CGameAIBase::XEquipItem


CGameAIBase::AddAction

virtual void CGameAIBase::AddAction(CAIAction& action);

Parameters

Remarks


CGameAIBase::AddEffect

virtual void CGameAIBase::AddEffect(
   CGameEffect* pEffect,
   unsigned char list,
   int noSave,
   int immediateApply);

Parameters

  • CGameEffect* pEffect -

  • unsigned char list -

  • int noSave -

  • int immediateApply -

Remarks


CGameAIBase::AddExperiencePartyGlobal

short CGameAIBase::AddExperiencePartyGlobal();

Return Value

Returns short

Remarks


CGameAIBase::AddGlobals

short CGameAIBase::AddGlobals();

Return Value

Returns short

Remarks


CGameAIBase::AddStoreItem

short CGameAIBase::AddStoreItem();

Return Value

Returns short

Remarks


CGameAIBase::AddXP2DA

short CGameAIBase::AddXP2DA();

Return Value

Returns short

Remarks


CGameAIBase::ApplyEffectToParty

void CGameAIBase::ApplyEffectToParty(CGameEffect* effect);

Parameters

Remarks


CGameAIBase::ApplySpell

short CGameAIBase::ApplySpell(CGameSprite* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::ApplyTriggers

virtual void CGameAIBase::ApplyTriggers();

Remarks


CGameAIBase::AttachTransitionToDoor

short CGameAIBase::AttachTransitionToDoor(CGameDoor* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::AutoPause

virtual void CGameAIBase::AutoPause(unsigned long type);

Parameters

  • unsigned long type -

Remarks


CGameAIBase::BlowThroughInstantActions

int CGameAIBase::BlowThroughInstantActions();

Return Value

Returns int

Remarks


CGameAIBase::ChangeAIScript

short CGameAIBase::ChangeAIScript();

Return Value

Returns short

Remarks


CGameAIBase::ChangeTileState

short CGameAIBase::ChangeTileState(CGameTiledObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::CheckAppropriateTarget

int CGameAIBase::CheckAppropriateTarget(
   CSpell* pSpell,
   CGameAIBase* pTarget);

Parameters

Return Value

Returns int

Remarks


CGameAIBase::CheckTimers

void CGameAIBase::CheckTimers(long cycles);

Parameters

  • long cycles -

Remarks


CGameAIBase::ClearActions

short CGameAIBase::ClearActions(CGameAIBase* pSprite);

Parameters

Return Value

Returns short

Remarks

CGameAIBase::ClearActions

virtual void CGameAIBase::ClearActions(int leaveOverrides);

Parameters

  • int leaveOverrides -

Remarks


CGameAIBase::ClearAI

virtual void CGameAIBase::ClearAI(unsigned char setSequence);

Parameters

  • unsigned char setSequence -

Remarks


CGameAIBase::ClearAllActions

short CGameAIBase::ClearAllActions();

Return Value

Returns short

Remarks


CGameAIBase::ClearTriggers

void CGameAIBase::ClearTriggers();

Remarks


CGameAIBase::ClickLButtonObject

short CGameAIBase::ClickLButtonObject(CGameObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::ClickLButtonPoint

short CGameAIBase::ClickLButtonPoint();

Return Value

Returns short

Remarks


CGameAIBase::ClickRButtonObject

short CGameAIBase::ClickRButtonObject(CGameObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::ClickRButtonPoint

short CGameAIBase::ClickRButtonPoint();

Return Value

Returns short

Remarks


CGameAIBase::CloseDoor

short CGameAIBase::CloseDoor(CGameDoor* pDoor);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::CompressTime

virtual unsigned char CGameAIBase::CompressTime(unsigned long deltaTime);

Parameters

  • unsigned long deltaTime -

Return Value

Returns unsigned char

Remarks


CGameAIBase::ContainerEnable

short CGameAIBase::ContainerEnable(CGameContainer* pContainer);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::CreateCreature

short CGameAIBase::CreateCreature();

Return Value

Returns short

Remarks


CGameAIBase::CreateCreatureObject

short CGameAIBase::CreateCreatureObject(CGameAIBase* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::CreateItem

short CGameAIBase::CreateItem();

Return Value

Returns short

Remarks


CGameAIBase::CreateVisualEffect

short CGameAIBase::CreateVisualEffect();

Return Value

Returns short

Remarks


CGameAIBase::CreateVisualEffectObject

short CGameAIBase::CreateVisualEffectObject(CGameAIBase* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DeathMatchPosition

short CGameAIBase::DeathMatchPosition();

Return Value

Returns short

Remarks


CGameAIBase::DecodeSpell

void CGameAIBase::DecodeSpell(
   long spellId,
   CString& res);

Parameters

Remarks


CGameAIBase::DestroyItem

short CGameAIBase::DestroyItem();

Return Value

Returns short

Remarks


CGameAIBase::DetectSecretDoor

short CGameAIBase::DetectSecretDoor(CGameDoor* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DisplayString

short CGameAIBase::DisplayString(CGameAIBase* sprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DisplayStringPoint

short CGameAIBase::DisplayStringPoint(
   CGameArea* area,
   unsigned long text,
   CPoint& dest);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DisplayStringWait

short CGameAIBase::DisplayStringWait(CGameAIBase* sprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DoAction

virtual void CGameAIBase::DoAction();

Remarks


CGameAIBase::DoubleClickLButton

short CGameAIBase::DoubleClickLButton(CPoint dest);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DoubleClickLButtonObject

short CGameAIBase::DoubleClickLButtonObject(CGameObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DoubleClickLButtonPoint

short CGameAIBase::DoubleClickLButtonPoint();

Return Value

Returns short

Remarks


CGameAIBase::DoubleClickRButton

short CGameAIBase::DoubleClickRButton(CPoint dest);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DoubleClickRButtonObject

short CGameAIBase::DoubleClickRButtonObject(CGameObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::DoubleClickRButtonPoint

short CGameAIBase::DoubleClickRButtonPoint();

Return Value

Returns short

Remarks


CGameAIBase::EncodeSpell

long CGameAIBase::EncodeSpell(
   CString& res,
   long level);

Parameters

Return Value

Returns long

Remarks


CGameAIBase::EvaluateStatusTrigger

virtual int CGameAIBase::EvaluateStatusTrigger(CAITrigger& inTrigger);

Parameters

Return Value

Returns int

Remarks


CGameAIBase::ExecuteAction

virtual short CGameAIBase::ExecuteAction();

Return Value

Returns short

Remarks


CGameAIBase::ExportParty

short CGameAIBase::ExportParty();

Return Value

Returns short

Remarks


CGameAIBase::FadeFromColor

short CGameAIBase::FadeFromColor();

Return Value

Returns short

Remarks


CGameAIBase::FadeToColor

short CGameAIBase::FadeToColor();

Return Value

Returns short

Remarks


CGameAIBase::FireItem

short CGameAIBase::FireItem(
   CItem* pItem,
   long abilityNum,
   CGameObject* pTarget);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::FireItemPoint

short CGameAIBase::FireItemPoint(
   CItem* pItem,
   long abilityNum,
   CPoint& target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::FireSpell

short CGameAIBase::FireSpell(
   CResRef& res,
   CGameObject* target,
   int checkRange,
   unsigned long rangeError,
   CWildSurge* pSurge,
   int displayString,
   int suppressCastingGlow);

Parameters

  • CResRef& res -

  • CGameObject* target -

  • int checkRange -

  • unsigned long rangeError -

  • CWildSurge* pSurge -

  • int displayString -

  • int suppressCastingGlow -

Return Value

Returns short

Remarks


CGameAIBase::FireSpellPoint

short CGameAIBase::FireSpellPoint(
   CResRef& res,
   :CPoint& ptTarget,
   int checkRange,
   unsigned long rangeError,
   CWildSurge* pSurge,
   int displayString,
   int suppressCastingGlow);

Parameters

  • CResRef& res -

  • CPoint& ptTarget -

  • int checkRange -

  • unsigned long rangeError -

  • CWildSurge* pSurge -

  • int displayString -

  • int suppressCastingGlow -

Return Value

Returns short

Remarks


CGameAIBase::ForceSpell

short CGameAIBase::ForceSpell(CGameSprite* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::ForceSpellPoint

short CGameAIBase::ForceSpellPoint();

Return Value

Returns short

Remarks


CGameAIBase::GetAttackRange

virtual short CGameAIBase::GetAttackRange();

Return Value

Returns short

Remarks


CGameAIBase::GetBounding

virtual CRect CGameAIBase::GetBounding();

Return Value

Returns CRect

Remarks


CGameAIBase::GetCanSeeInvisible

virtual int CGameAIBase::GetCanSeeInvisible();

Return Value

Returns int

Remarks


CGameAIBase::GetGlobalVariable

CVariable* CGameAIBase::GetGlobalVariable(
   CString areaName,
   CString globalName);

Parameters

Return Value

Returns CVariable*

Remarks


CGameAIBase::GetHelpRange

virtual short CGameAIBase::GetHelpRange();

Return Value

Returns short

Remarks


CGameAIBase::GetNextAction

CAIAction& CGameAIBase::GetNextAction(CAIAction& action);

Parameters

Return Value

Returns CAIAction&

Remarks


CGameAIBase::GetReaction

unsigned char CGameAIBase::GetReaction(CGameSprite* pSprite);

Parameters

Return Value

Returns unsigned char

Remarks


CGameAIBase::GetTargetShare

CGameObject* CGameAIBase::GetTargetShare(CAIObjectType& type);

Parameters

Return Value

Returns CGameObject*

Remarks

CGameAIBase::GetTargetShare

CGameObject* CGameAIBase::GetTargetShare();

Return Value

Returns CGameObject*

Remarks


CGameAIBase::GetTargetShareType

CGameObject* CGameAIBase::GetTargetShareType(
   CAIObjectType& AItype,
   unsigned char type);

Parameters

Return Value

Returns CGameObject*

Remarks

CGameAIBase::GetTargetShareType

CGameObject* CGameAIBase::GetTargetShareType(unsigned char type);

Parameters

  • unsigned char type -

Return Value

Returns CGameObject*

Remarks


CGameAIBase::GetTerrainTable

virtual const unsigned char* CGameAIBase::GetTerrainTable();

Return Value

Returns const unsigned char*

Remarks


CGameAIBase::GetVariableReference

CVariable* CGameAIBase::GetVariableReference(
   CString& areaName,
   CString& globalName);

Parameters

Return Value

Returns CVariable*

Remarks


CGameAIBase::GetVisibleTerrainTable

virtual const unsigned char* CGameAIBase::GetVisibleTerrainTable();

Return Value

Returns const unsigned char*

Remarks


CGameAIBase::GetVisualRange

virtual short CGameAIBase::GetVisualRange();

Return Value

Returns short

Remarks


CGameAIBase::GiveItemCreate

short CGameAIBase::GiveItemCreate(CGameSprite* pSprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::GiveObjectGoldGlobal

short CGameAIBase::GiveObjectGoldGlobal(CGameObject* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::GiveOrder

short CGameAIBase::GiveOrder(CGameAIBase* sprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::GivePartyGold

short CGameAIBase::GivePartyGold();

Return Value

Returns short

Remarks


CGameAIBase::GivePartyGoldGlobal

short CGameAIBase::GivePartyGoldGlobal();

Return Value

Returns short

Remarks


CGameAIBase::IncrementChapter

short CGameAIBase::IncrementChapter();

Return Value

Returns short

Remarks


CGameAIBase::IncrementGlobal

short CGameAIBase::IncrementGlobal();

Return Value

Returns short

Remarks


CGameAIBase::InsertAction

virtual void CGameAIBase::InsertAction(CAIAction& action);

Parameters

Remarks


CGameAIBase::InsertResponse

void CGameAIBase::InsertResponse(
   CAIResponse& res,
   int checkCurrentResponse,
   int clearActions);

Parameters

  • CAIResponse& res -

  • int checkCurrentResponse -

  • int clearActions -

Remarks


CGameAIBase::LeaveAreaLuaPanic

short CGameAIBase::LeaveAreaLuaPanic();

Return Value

Returns short

Remarks


CGameAIBase::LeaveAreaLuaPanicEntry

short CGameAIBase::LeaveAreaLuaPanicEntry();

Return Value

Returns short

Remarks


CGameAIBase::Lock

short CGameAIBase::Lock(CGameAIBase* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveContainerContents

short CGameAIBase::MoveContainerContents(
   CString arg1,
   CString arg2);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveCursor

short CGameAIBase::MoveCursor(
   CPoint dest,
   short speed);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveCursorPoint

short CGameAIBase::MoveCursorPoint();

Return Value

Returns short

Remarks


CGameAIBase::MoveGlobal

short CGameAIBase::MoveGlobal(CGameSprite* pSprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveGlobalObject

short CGameAIBase::MoveGlobalObject(CGameSprite* pTarget);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveView

short CGameAIBase::MoveView(
   CPoint dest,
   short speed);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveViewObject

short CGameAIBase::MoveViewObject(CGameObject* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::MoveViewPoint

short CGameAIBase::MoveViewPoint();

Return Value

Returns short

Remarks


CGameAIBase::MultiPlayerSynch

short CGameAIBase::MultiPlayerSynch();

Return Value

Returns short

Remarks


CGameAIBase::OnActionRemoval

virtual void CGameAIBase::OnActionRemoval(CAIAction& curAction);

Parameters

Remarks


CGameAIBase::OpenDoor

short CGameAIBase::OpenDoor(CGameDoor* pDoor);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::PartyHasItem

int CGameAIBase::PartyHasItem(CResRef& res);

Parameters

Return Value

Returns int

Remarks


CGameAIBase::PlaceItem

int CGameAIBase::PlaceItem(
   CItem* pItem,
   int haveDeny,
   int dropUnplaced,
   unsigned long num,
   int feedback);

Parameters

  • CItem* pItem -

  • int haveDeny -

  • int dropUnplaced -

  • unsigned long num -

  • int feedback -

Return Value

Returns int

Remarks


CGameAIBase::PlaySound

short CGameAIBase::PlaySound();

Return Value

Returns short

Remarks


CGameAIBase::ProcessAI

virtual void CGameAIBase::ProcessAI();

Remarks


CGameAIBase::ProcessPendingTriggers

void CGameAIBase::ProcessPendingTriggers(int overrideOnly);

Parameters

  • int overrideOnly -

Remarks


CGameAIBase::PutItemGround

void CGameAIBase::PutItemGround(CItem* pItem);

Parameters

Remarks


CGameAIBase::QuickDecode

virtual int CGameAIBase::QuickDecode(
   CAITrigger& trigger,
   CGameSprite*& pSprite);

Parameters

Return Value

Returns int

Remarks


CGameAIBase::RemoveFromArea

virtual void CGameAIBase::RemoveFromArea();

Remarks


CGameAIBase::RemoveStoreItem

short CGameAIBase::RemoveStoreItem();

Return Value

Returns short

Remarks


CGameAIBase::RemoveTrapsNonSprite

short CGameAIBase::RemoveTrapsNonSprite(CGameAIBase* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::RevealAreaOnMap

short CGameAIBase::RevealAreaOnMap();

Return Value

Returns short

Remarks


CGameAIBase::SaveLocation

short CGameAIBase::SaveLocation();

Return Value

Returns short

Remarks


CGameAIBase::SaveObjectLocation

short CGameAIBase::SaveObjectLocation(CGameObject* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SendTrigger

short CGameAIBase::SendTrigger(CGameAIBase* sprite);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SetClassScript

void CGameAIBase::SetClassScript(CAIScript* script);

Parameters

Remarks


CGameAIBase::SetCurrAction

virtual void CGameAIBase::SetCurrAction(CAIAction& action);

Parameters

Remarks


CGameAIBase::SetGabber

short CGameAIBase::SetGabber(CGameSprite* pCharacter);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SetGeneralScript

void CGameAIBase::SetGeneralScript(CAIScript* script);

Parameters

Remarks


CGameAIBase::SetGlobal

short CGameAIBase::SetGlobal();

Return Value

Returns short

Remarks


CGameAIBase::SetGlobalTimer

short CGameAIBase::SetGlobalTimer();

Return Value

Returns short

Remarks


CGameAIBase::SetOverrideScript

void CGameAIBase::SetOverrideScript(CAIScript* script);

Parameters

Remarks


CGameAIBase::SetupWish

short CGameAIBase::SetupWish(
   long column,
   long count);

Parameters

  • long column -

  • long count -

Return Value

Returns short

Remarks


CGameAIBase::SetRaceScript

void CGameAIBase::SetRaceScript(CAIScript* script);

Parameters

Remarks


CGameAIBase::SetScript

virtual void CGameAIBase::SetScript(
   short level,
   CAIScript* script);

Parameters

Remarks


CGameAIBase::SetTrigger

void CGameAIBase::SetTrigger(CAITrigger& trigger);

Parameters

Remarks


CGameAIBase::Shout

short CGameAIBase::Shout();

Return Value

Returns short

Remarks


CGameAIBase::SmallWait

short CGameAIBase::SmallWait();

Return Value

Returns short

Remarks


CGameAIBase::SpawnPtActivate

short CGameAIBase::SpawnPtActivate(CGameSpawning* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SpawnPtDeactivate

short CGameAIBase::SpawnPtDeactivate(CGameSpawning* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SpawnPtSpawn

short CGameAIBase::SpawnPtSpawn(CGameSpawning* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::StartCutScene

short CGameAIBase::StartCutScene(unsigned char evaluateCondition);

Parameters

  • unsigned char evaluateCondition -

Return Value

Returns short

Remarks


CGameAIBase::StartMovie

short CGameAIBase::StartMovie();

Return Value

Returns short

Remarks


CGameAIBase::StartTextScreen

short CGameAIBase::StartTextScreen();

Return Value

Returns short

Remarks


CGameAIBase::StartTimer

short CGameAIBase::StartTimer();

Return Value

Returns short

Remarks


CGameAIBase::StaticPalette

short CGameAIBase::StaticPalette(
   CGameStatic* pObject,
   CString palette);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::StaticSequence

short CGameAIBase::StaticSequence(
   CGameStatic* pObject,
   unsigned short nSequence);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::StaticStart

short CGameAIBase::StaticStart(
   CGameStatic* pObject,
   int bStart);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::SubtractPartyItemUse

int CGameAIBase::SubtractPartyItemUse(
   CResRef& res,
   short charges,
   short abilityNum);

Parameters

  • CResRef& res -

  • short charges -

  • short abilityNum -

Return Value

Returns int

Remarks


CGameAIBase::SynchLastObjects

void CGameAIBase::SynchLastObjects();

Remarks


CGameAIBase::TakeObjectGoldGlobal

short CGameAIBase::TakeObjectGoldGlobal(CGameObject* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::TakePartyGold

short CGameAIBase::TakePartyGold();

Return Value

Returns short

Remarks


CGameAIBase::TakePartyItem

short CGameAIBase::TakePartyItem();

Return Value

Returns short

Remarks


CGameAIBase::TakePartyItemList

short CGameAIBase::TakePartyItemList();

Return Value

Returns short

Remarks


CGameAIBase::TransformItem

short CGameAIBase::TransformItem();

Return Value

Returns short

Remarks


CGameAIBase::TriggerActivation

short CGameAIBase::TriggerActivation(CGameTrigger* target);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::UpdateTarget

virtual void CGameAIBase::UpdateTarget(CGameObject* __formal);

Parameters

Remarks


CGameAIBase::Unlock

short CGameAIBase::Unlock(CGameAIBase* pObject);

Parameters

Return Value

Returns short

Remarks


CGameAIBase::Wait

short CGameAIBase::Wait();

Return Value

Returns short

Remarks


CGameAIBase::XEquipItem

short CGameAIBase::XEquipItem(CGameSprite* target);

Parameters

Return Value

Returns short

Remarks