Moving to a spot entails a position vector, a linear velocity, and an animation action.
More...
|
| virtual bool | GetEndPosition (NPC *npc, const csVector3 &myPos, const iSector *mySector, csVector3 &endPos, iSector *&endSector) |
| |
| virtual bool | Load (iDocumentNode *node) |
| |
| virtual ScriptOperation * | MakeCopy () |
| |
| | MoveToOperation () |
| |
| | MoveToOperation (const MoveToOperation *other) |
| |
| virtual bool | UpdateEndPosition (NPC *npc, const csVector3 &myPos, const iSector *mySector, csVector3 &endPos, iSector *&endSector) |
| |
| virtual | ~MoveToOperation () |
| |
| virtual OperationResult | Advance (float timedelta, NPC *npc) |
| |
| bool | EndPointChanged (const csVector3 &endPos, const iSector *endSector) const |
| |
| virtual void | InterruptOperation (NPC *npc) |
| |
| | MovementOperation (const char *name) |
| |
| virtual OperationResult | Run (NPC *npc, bool interrupted) |
| |
| virtual | ~MovementOperation () |
| |
| void | AddRandomRange (csVector3 &dest, float radius, float margin=0.0) |
| | Move a point somwhere random within radius of the orignial point. More...
|
| |
| virtual bool | AtInterruptedAngle (const csVector3 &pos, const iSector *sector, float angle) |
| |
| virtual bool | AtInterruptedAngle (NPC *npc) |
| |
| virtual bool | AtInterruptedPosition (const csVector3 &pos, const iSector *sector) |
| |
| virtual bool | AtInterruptedPosition (NPC *npc) |
| |
| virtual bool | CheckEndPointOk (NPC *npc, const csVector3 &myPos, iSector *mySector, const csVector3 &endPos, iSector *endSector) |
| | Check if the end point where ok. More...
|
| |
| virtual bool | CheckMoveOk (NPC *npc, csVector3 oldPos, iSector *oldSector, const csVector3 &newPos, iSector *newSector, int resultFromExtrapolate) |
| | Check if the move where ok. More...
|
| |
| void | CopyCheckMoveOk (ScriptOperation *source) |
| | Copy CheckMoveOk paramters from the source script. More...
|
| |
| virtual void | Failure (NPC *npc) |
| | Called when the run operation return OPERATION_FAILED. More...
|
| |
| virtual float | GetAngularVelocity (NPC *npc) |
| |
| virtual const csString & | GetCollisionPerception (NPC *npc) |
| | Return the Collision perception event name. More...
|
| |
| virtual const csString & | GetFallingPerception (NPC *npc) |
| | Return the Falling perception event name. More...
|
| |
| virtual const csString & | GetInBoundsPerception (NPC *npc) |
| | Return the In Bounds perception event name. More...
|
| |
| virtual const char * | GetName () const |
| |
| virtual const csString & | GetOutOfBoundsPerception (NPC *npc) |
| | Return the Out of Bounds perception event name. More...
|
| |
| virtual State | GetState () const |
| |
| virtual float | GetVelocity (NPC *npc) |
| | Return the velocity for the npc. More...
|
| |
| bool | LoadCheckMoveOk (iDocumentNode *node) |
| | Load attributes for the CheckMoveOk check. More...
|
| |
| bool | LoadVelocity (iDocumentNode *node) |
| |
| | ScriptOperation (const char *sciptName) |
| |
| | ScriptOperation (const ScriptOperation *other) |
| |
| void | SetAnimation (NPC *npc, const char *name) |
| | This function will set an animation for the NPC, the animation will play once. More...
|
| |
| void | SetParent (Behavior *behavior) |
| | Set the parent behavior for this operation. More...
|
| |
| virtual void | SetState (State state) |
| |
| virtual | ~ScriptOperation () |
| |
|
| enum | OperationResult { OPERATION_NOT_COMPLETED,
OPERATION_COMPLETED,
OPERATION_FAILED
} |
| |
| enum | State { READY_TO_RUN,
RUNNING,
INTERRUPTED,
COMPLETED
} |
| |
| enum | VelSource { VEL_DEFAULT,
VEL_USER,
VEL_WALK,
VEL_RUN
} |
| |
| | MovementOperation (const MovementOperation *other) |
| |
| int | StartMoveTo (NPC *npc, const csVector3 &dest, iSector *sector, float vel, const char *action, float &angle) |
| | This function is used by MoveTo AND Navigate operations. More...
|
| |
| void | TurnTo (NPC *npc, const csVector3 &dest, iSector *destsect, csVector3 &forward, float &angle) |
| |
| static void | StopMovement (NPC *npc) |
| | Utility function used by many operation to stop movement of an NPC. More...
|
| |
Moving to a spot entails a position vector, a linear velocity, and an animation action.
Definition at line 1143 of file npcoperations.h.