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() |
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 |
Constructs a |
|
Destroys a |
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¶
virtual void CGameAIBase::AddAction(CAIAction& action);
Parameters
CAIAction& action -
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
CGameEffect* effect -
Remarks
CGameAIBase::ApplySpell¶
short CGameAIBase::ApplySpell(CGameSprite* target);
Parameters
CGameSprite* target -
Return Value
Returns short
Remarks
CGameAIBase::ApplyTriggers¶
virtual void CGameAIBase::ApplyTriggers();
Remarks
CGameAIBase::AttachTransitionToDoor¶
short CGameAIBase::AttachTransitionToDoor(CGameDoor* pObject);
Parameters
CGameDoor* pObject -
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
CGameTiledObject* target -
Return Value
Returns short
Remarks
CGameAIBase::CheckAppropriateTarget¶
int CGameAIBase::CheckAppropriateTarget(
CSpell* pSpell,
CGameAIBase* pTarget);
Parameters
CSpell* pSpell -
CGameAIBase* pTarget -
Return Value
Returns int
Remarks
CGameAIBase::CheckTimers¶
void CGameAIBase::CheckTimers(long cycles);
Parameters
long
cycles -
Remarks
CGameAIBase::ClearActions¶
short CGameAIBase::ClearActions(CGameAIBase* pSprite);
Parameters
CGameAIBase* pSprite -
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::CloseDoor¶
short CGameAIBase::CloseDoor(CGameDoor* pDoor);
Parameters
CGameDoor* pDoor -
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
CGameContainer* pContainer -
Return Value
Returns short
Remarks
CGameAIBase::CreateCreature¶
short CGameAIBase::CreateCreature();
Return Value
Returns short
Remarks
CGameAIBase::CreateCreatureObject¶
short CGameAIBase::CreateCreatureObject(CGameAIBase* pObject);
Parameters
CGameAIBase* pObject -
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
CGameAIBase* pObject -
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
long
spellId -CString& res -
Remarks
CGameAIBase::DestroyItem¶
short CGameAIBase::DestroyItem();
Return Value
Returns short
Remarks
CGameAIBase::DetectSecretDoor¶
short CGameAIBase::DetectSecretDoor(CGameDoor* target);
Parameters
CGameDoor* target -
Return Value
Returns short
Remarks
CGameAIBase::DisplayString¶
short CGameAIBase::DisplayString(CGameAIBase* sprite);
Parameters
CGameAIBase* sprite -
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
CGameAIBase* sprite -
Return Value
Returns short
Remarks
CGameAIBase::DoAction¶
virtual void CGameAIBase::DoAction();
Remarks
CGameAIBase::EncodeSpell¶
long CGameAIBase::EncodeSpell(
CString& res,
long level);
Parameters
CString& res -
long
level -
Return Value
Returns long
Remarks
CGameAIBase::EvaluateStatusTrigger¶
virtual int CGameAIBase::EvaluateStatusTrigger(CAITrigger& inTrigger);
Parameters
CAITrigger& inTrigger -
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
CItem* pItem -
long
abilityNum -CGameObject* pTarget -
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
CGameSprite* target -
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
CAIAction& action -
Return Value
Returns CAIAction&
Remarks
CGameAIBase::GetReaction¶
unsigned char CGameAIBase::GetReaction(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite -
Return Value
Returns unsigned char
Remarks
CGameAIBase::GetTargetShare¶
CGameObject* CGameAIBase::GetTargetShare();
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
CGameSprite* pSprite -
Return Value
Returns short
Remarks
CGameAIBase::GiveObjectGoldGlobal¶
short CGameAIBase::GiveObjectGoldGlobal(CGameObject* pObject);
Parameters
CGameObject* pObject -
Return Value
Returns short
Remarks
CGameAIBase::GiveOrder¶
short CGameAIBase::GiveOrder(CGameAIBase* sprite);
Parameters
CGameAIBase* sprite -
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
CAIAction& action -
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
CGameAIBase* pObject -
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
CPoint dest -
short
speed -
Return Value
Returns short
Remarks
CGameAIBase::MoveCursorPoint¶
short CGameAIBase::MoveCursorPoint();
Return Value
Returns short
Remarks
CGameAIBase::MoveGlobal¶
short CGameAIBase::MoveGlobal(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite -
Return Value
Returns short
Remarks
CGameAIBase::MoveGlobalObject¶
short CGameAIBase::MoveGlobalObject(CGameSprite* pTarget);
Parameters
CGameSprite* pTarget -
Return Value
Returns short
Remarks
CGameAIBase::MoveView¶
short CGameAIBase::MoveView(
CPoint dest,
short speed);
Parameters
CPoint dest -
short
speed -
Return Value
Returns short
Remarks
CGameAIBase::MoveViewObject¶
short CGameAIBase::MoveViewObject(CGameObject* target);
Parameters
CGameObject* target -
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
CAIAction& curAction -
Remarks
CGameAIBase::OpenDoor¶
short CGameAIBase::OpenDoor(CGameDoor* pDoor);
Parameters
CGameDoor* pDoor -
Return Value
Returns short
Remarks
CGameAIBase::PartyHasItem¶
int CGameAIBase::PartyHasItem(CResRef& res);
Parameters
CResRef& res -
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
CItem* pItem -
Remarks
CGameAIBase::QuickDecode¶
virtual int CGameAIBase::QuickDecode(
CAITrigger& trigger,
CGameSprite*& pSprite);
Parameters
CAITrigger& trigger -
CGameSprite*& pSprite -
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
CGameAIBase* pObject -
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
CGameObject* pObject -
Return Value
Returns short
Remarks
CGameAIBase::SendTrigger¶
short CGameAIBase::SendTrigger(CGameAIBase* sprite);
Parameters
CGameAIBase* sprite -
Return Value
Returns short
Remarks
CGameAIBase::SetClassScript¶
void CGameAIBase::SetClassScript(CAIScript* script);
Parameters
CAIScript* script -
Remarks
CGameAIBase::SetCurrAction¶
virtual void CGameAIBase::SetCurrAction(CAIAction& action);
Parameters
CAIAction& action -
Remarks
CGameAIBase::SetGabber¶
short CGameAIBase::SetGabber(CGameSprite* pCharacter);
Parameters
CGameSprite* pCharacter -
Return Value
Returns short
Remarks
CGameAIBase::SetGeneralScript¶
void CGameAIBase::SetGeneralScript(CAIScript* script);
Parameters
CAIScript* script -
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
CAIScript* script -
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
CAIScript* script -
Remarks
CGameAIBase::SetScript¶
virtual void CGameAIBase::SetScript(
short level,
CAIScript* script);
Parameters
short
level -CAIScript* script -
Remarks
CGameAIBase::SetTrigger¶
void CGameAIBase::SetTrigger(CAITrigger& trigger);
Parameters
CAITrigger& trigger -
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
CGameSpawning* pObject -
Return Value
Returns short
Remarks
CGameAIBase::SpawnPtDeactivate¶
short CGameAIBase::SpawnPtDeactivate(CGameSpawning* pObject);
Parameters
CGameSpawning* pObject -
Return Value
Returns short
Remarks
CGameAIBase::SpawnPtSpawn¶
short CGameAIBase::SpawnPtSpawn(CGameSpawning* pObject);
Parameters
CGameSpawning* pObject -
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
CGameStatic* pObject -
CString palette -
Return Value
Returns short
Remarks
CGameAIBase::StaticSequence¶
short CGameAIBase::StaticSequence(
CGameStatic* pObject,
unsigned short nSequence);
Parameters
CGameStatic* pObject -
unsigned short
nSequence -
Return Value
Returns short
Remarks
CGameAIBase::StaticStart¶
short CGameAIBase::StaticStart(
CGameStatic* pObject,
int bStart);
Parameters
CGameStatic* pObject -
int
bStart -
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
CGameObject* pObject -
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
CGameTrigger* target -
Return Value
Returns short
Remarks
CGameAIBase::UpdateTarget¶
virtual void CGameAIBase::UpdateTarget(CGameObject* __formal);
Parameters
CGameObject* __formal -
Remarks
CGameAIBase::Unlock¶
short CGameAIBase::Unlock(CGameAIBase* pObject);
Parameters
CGameAIBase* pObject -
Return Value
Returns short
Remarks
CGameAIBase::Wait¶
short CGameAIBase::Wait();
Return Value
Returns short
Remarks
CGameAIBase::XEquipItem¶
short CGameAIBase::XEquipItem(CGameSprite* target);
Parameters
CGameSprite* target -
Return Value
Returns short
Remarks