2 * $Logfile: /Freespace2/code/Ship/AiBig.h $
7 * Header file for AI code related to large ships
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 2 10/07/98 10:53a Dave
17 * 1 10/07/98 10:51a Dave
19 * 13 4/29/98 5:01p Mike
20 * Large overhaul in how turrets fire.
22 * 12 4/27/98 11:59p Mike
23 * Intermediate checkin. Getting big ship turrets firing at big ships to
24 * use pick_big_attack_point.
26 * 11 3/21/98 3:36p Mike
27 * Fix/optimize attacking of big ships.
29 * 10 1/29/98 1:39p Mike
30 * Better heat seeking homing on big ships.
32 * 9 1/22/98 5:14p Lawrance
33 * clean up ai_big code, clear path info when stop attacking a subsystem
35 * 8 1/06/98 6:58p Lawrance
36 * Attack turrets (sometimes) when fired upon while attacking a ship.
38 * 7 12/15/97 7:16p Lawrance
39 * improving subsystem attacking
41 * 6 12/01/97 5:11p Lawrance
42 * make strafe mode more effective... slow down when approaching and use
43 * afterburner in avoids
45 * 5 10/30/97 9:17p Lawrance
46 * work on getting AIM_STRAFE working well with disable/disarm, try to
49 * 4 10/30/97 12:32a Lawrance
50 * further work on AIM_STRAFE
52 * 3 10/29/97 6:24p Lawrance
55 * 2 10/26/97 3:24p Lawrance
56 * split off large ship ai code into AiBig.cpp
65 void ai_big_ship(object *objp);
67 void ai_big_subsys_path_cleanup(ai_info *aip);
71 int ai_big_maybe_enter_strafe_mode(object *objp, int weapon_objnum, int consider_target_only=0);
72 void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp);
73 void ai_big_pick_attack_point(object *objp, object *attacker_objp, vector *attack_point, float fov=1.0f);
74 void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, vector *attack_point, float weapon_travel_dist, float fov=1.0f);