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 charlist -intnoSave -intimmediateApply -
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 longtype -
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
longcycles -
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
intleaveOverrides -
Remarks
CGameAIBase::ClearAI
virtual void CGameAIBase::ClearAI(unsigned char setSequence);
Parameters
unsigned charsetSequence -
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 longdeltaTime -
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
longspellId -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 -
longlevel -
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 -
longabilityNum -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 -
intcheckRange -unsigned longrangeError -CWildSurge* pSurge -
intdisplayString -intsuppressCastingGlow -
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 -
intcheckRange -unsigned longrangeError -CWildSurge* pSurge -
intdisplayString -intsuppressCastingGlow -
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 chartype -
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 -
intcheckCurrentResponse -intclearActions -
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 -
shortspeed -
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 -
shortspeed -
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 -
inthaveDeny -intdropUnplaced -unsigned longnum -intfeedback -
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
intoverrideOnly -
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
longcolumn -longcount -
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
shortlevel -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 charevaluateCondition -
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 shortnSequence -
Return Value
Returns short
Remarks
CGameAIBase::StaticStart
short CGameAIBase::StaticStart(
CGameStatic* pObject,
int bStart);
Parameters
CGameStatic* pObject -
intbStart -
Return Value
Returns short
Remarks
CGameAIBase::SubtractPartyItemUse
int CGameAIBase::SubtractPartyItemUse(
CResRef& res,
short charges,
short abilityNum);
Parameters
CResRef& res -
shortcharges -shortabilityNum -
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