Difference for main/aistruct.h from version 1.1 to 1.2


version 1.1 version 1.2
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  * Get it?   * Get it?
  *    *
  * $Log$   * $Log$
  * Revision 1.1  1999/06/14 22:12:07  donut   * Revision 1.2  2003/03/09 06:34:09  donut
  * Initial revision   * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned
    *
    * Revision 1.1.1.1  1999/06/14 22:12:07  donut
    * Import of d1x 1.37 source.
  *   *
  * Revision 2.0  1995/02/27  11:30:19  john   * Revision 2.0  1995/02/27  11:30:19  john
  * New version 2.0, which has no anonymous unions, builds with   * New version 2.0, which has no anonymous unions, builds with
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 #define AIE_HURT 3  #define AIE_HURT 3
   
 //typedef struct opath {  //typedef struct opath {
 // byte path_index; // current index of path  // sbyte path_index; // current index of path
 // byte path_direction; // current path direction  // sbyte path_direction; // current path direction
 // byte path_length; // length of current path  // sbyte path_length; // length of current path
 // byte nothing;  // sbyte nothing;
 // short path[MAX_SEGMENTS_PER_PATH];  // short path[MAX_SEGMENTS_PER_PATH];
 // short always_0xabc; // If this is ever not 0xabc, then someone overwrote  // short always_0xabc; // If this is ever not 0xabc, then someone overwrote
 //} opath;  //} opath;
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 // This is the stuff that is permanent for an AI object and is therefore saved to disk.  // This is the stuff that is permanent for an AI object and is therefore saved to disk.
 typedef struct ai_static {  typedef struct ai_static {
  ubyte behavior; //    ubyte behavior; //
  byte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants   sbyte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants
  short hide_segment; // Segment to go to for hiding.   short hide_segment; // Segment to go to for hiding.
  short hide_index; // Index in Path_seg_points   short hide_index; // Index in Path_seg_points
  short path_length; // Length of hide path.   short path_length; // Length of hide path.
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  int danger_laser_signature;   int danger_laser_signature;
  short danger_laser_num;   short danger_laser_num;
   
 // byte extras[28]; // 32 extra bytes for storing stuff so we don't have to change versions on disk  // sbyte extras[28]; // 32 extra bytes for storing stuff so we don't have to change versions on disk
 } __pack__ ai_static;  } __pack__ ai_static;
   
 // This is the stuff which doesn't need to be saved to disk.  // This is the stuff which doesn't need to be saved to disk.
 typedef struct ai_local {  typedef struct ai_local {
 // These used to be bytes, changed to ints so I could set watchpoints on them.  // These used to be bytes, changed to ints so I could set watchpoints on them.
  byte player_awareness_type; // type of awareness of player   sbyte player_awareness_type; // type of awareness of player
  byte retry_count; // number of retries in physics last time this object got moved.   sbyte retry_count; // number of retries in physics last time this object got moved.
  byte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)   sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
  byte mode; // current mode within behavior   sbyte mode; // current mode within behavior
  byte previous_visibility; // Visibility of player last time we checked.   sbyte previous_visibility; // Visibility of player last time we checked.
  byte rapidfire_count; // number of shots fired rapidly   sbyte rapidfire_count; // number of shots fired rapidly
  short goal_segment; // goal segment for current path   short goal_segment; // goal segment for current path
  fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked   fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
   
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  fix time_since_processed; // time since this robot last processed in do_ai_frame   fix time_since_processed; // time since this robot last processed in do_ai_frame
  vms_angvec goal_angles[MAX_SUBMODELS]; //angles for each subobject   vms_angvec goal_angles[MAX_SUBMODELS]; //angles for each subobject
  vms_angvec delta_angles[MAX_SUBMODELS]; //angles for each subobject   vms_angvec delta_angles[MAX_SUBMODELS]; //angles for each subobject
  byte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object   sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object
  byte achieved_state[MAX_SUBMODELS]; // Last achieved state   sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state
 } ai_local;  } ai_local;
   
 typedef struct {  typedef struct {

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