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19 lines
1.1 KiB
C
19 lines
1.1 KiB
C
#ifndef PMDSKY_DUNGEON_AI_MOVEMENT_H
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#define PMDSKY_DUNGEON_AI_MOVEMENT_H
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#include "dungeon_mode.h"
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// Calls ShouldMonsterRunAwayAndShowEffect. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.
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// monster: Entity pointer
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// show_run_away_effect: Boolean value. If true, display a visual "poof" effect if the Run Away ability caused the monster to run away.
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// return: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw
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bool8 ShouldMonsterRunAwayAndShowEffectOutlawCheck(struct entity *monster, bool8 show_run_away_effect);
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// Used by the AI to determine the direction in which a monster should move
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// monster: Entity pointer
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// show_run_away_effect: If the monster becomes terrified, this flag determines whether the "poof" visual effect will show.
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void AiMovement(struct entity *monster, bool8 show_run_away_effect);
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// Calculates the target position of an AI-controlled monster and stores it in the monster's ai_target_pos field
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bool8 CalculateAiTargetPos(struct entity *monster);
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#endif //PMDSKY_DUNGEON_AI_MOVEMENT_H
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