bool isEmpty(void) const
Checks if the queue is empty.
void clear(void)
Remove all data from the queue.
int size(void) const
Gets the number of elements in the queue.
void enqueue(const pos3_t data)
Add an entry to the queue.
LQueue(void)
Initialize a LQueue object.
~LQueue(void)
Clear LQueue internal data.
bool dequeue(pos3_t data)
Retrieve an entry form the queue.
void plotArea(const pos3_t origin, int radius, bool flat=false)
Calculate the search area.
void plotCircle(const pos3_t origin, int radius)
void plotPos(const pos3_t origin, int xOfs, int yOfs)
AiAreaSearch()
Initializes an AiAreaSearch object to default values.
~AiAreaSearch(void)
Clear AiAreaSearch internal data.
bool getNext(pos3_t pos)
Get next position in the search area.
item instance data, with linked list capability
bool AI_CheckLineOfFire(const Actor *shooter, const Edict *target, const fireDef_t *fd, int shots)
bool AI_TryToReloadWeapon(Actor *actor, containerIndex_t containerID)
if a weapon can be reloaded we attempt to do so if TUs permit, otherwise drop it
bool AI_CheckUsingDoor(const Edict *ent, const Edict *door)
Checks whether the AI controlled actor wants to use a door.
int AIL_InitActor(Actor *actor)
Initializes the lua AI for an actor.
void AI_ActorRun(Player &player, Actor *actor)
void AI_TurnIntoDirection(Actor *actor, const pos3_t pos)
This function will turn the AI actor into the direction that is needed to walk to the given location.
bool AI_HideNeeded(const Actor *actor)
Checks whether the given alien should try to hide because there are enemies close enough to shoot the...
void G_AddToWayPointList(Edict *ent)
bool AI_FindHerdLocation(Actor *actor, const pos3_t from, const vec3_t target, int tu, bool inverse)
Tries to search a spot where actor will be more closer to the target and behind the target from enemy...
const Item * AI_GetItemForShootType(shoot_types_t shootType, const Edict *ent)
int AI_GetHidingTeam(const Edict *ent)
Returns the value for the vis check whenever an ai actor tries to hide. For aliens this is the invers...
void AIL_Cleanup(void)
Closes the LUA AI.
bool AI_FindMissionLocation(Actor *actor, const pos3_t to, int tus, int radius=0)
Try to go close to a mission edict.
float AI_CalcShotDamage(Actor *actor, const Actor *target, const fireDef_t *fd, shoot_types_t shotType)
Calculate estimated damage per single shoot.
bool AI_FighterCheckShoot(const Actor *actor, const Edict *check, const fireDef_t *fd, float dist)
Check whether the fighter should perform the shoot.
bool AI_FindHidingLocation(int team, Actor *actor, const pos3_t from, int tuLeft)
Tries to search a hiding spot.
bool AIL_TeamThink(Player &player)
The team think function for the ai controlled players.
bool AI_IsHostile(const Actor *actor, const Edict *target)
Check if actor perceives target as hostile.
bool AI_CheckPosition(const Actor *const ent, const pos3_t pos)
Checks if the given position is safe to stand on.
void AI_Run(void)
Every server frame one single actor is handled - always in the same order.
const invDef_t * AI_SearchGrenade(const Actor *actor, Item **ip)
Search the edict's inventory for a grenade or other one-use weapon.
bool AI_HasLineOfFire(const Actor *actor, const Edict *target)
Check if actor has a line of fire to the target given.
void AIL_ActorThink(Player &player, Actor *actor)
The think function for the ai controlled players.
void AI_CheckRespawn(int team)
If the cvar g_endlessaliens is set we will endlessly respawn aliens.
Player * AI_CreatePlayer(int team)
Spawn civilians and aliens.
Local definitions for game module.
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
QGL_EXTERN GLsizei const GLvoid * data
this is a fire definition for our weapons/ammo
inventory definition for our menus