28 #ifndef GAME_CHARACTER_MOVE_H 29 #define GAME_CHARACTER_MOVE_H 31 #include "hpl1/engine/engine.h" 37 #include "hpl1/penumbra-overture/Init.h" 76 void Update(
float afTimeStep);
78 void OnDraw(
cInit *apInit);
87 void MoveDirectToPos(
const cVector3f &avFeetPos,
float afTimeStep);
89 void TurnToAngle(
float afAngle);
102 cAINode *GetAINodeInRange(
float afMinDistance,
float afMaxDistance);
103 cAINode *GetAINodeAtPosInRange(
const cVector3f &avPos,
float afMinDistance,
float afMaxDistance,
104 bool abRayCheck,
float afEndOffset);
108 bool IsMoving() {
return mbMoving; }
110 bool IsTurning() {
return mbTurning; }
121 void SetMaxTurnSpeed(
float afX) { mfMaxTurnSpeed = afX; }
122 void SetAngleDistTurnMul(
float afX) { mfAngleDistTurnMul = afX; };
124 void SetMinBreakAngle(
float afX) { mfMinBreakAngle = afX; }
125 void SetBreakAngleMul(
float afX) { mfBreakAngleMul = afX; }
127 void SetMaxPushMass(
float afX) { mfMaxPushMass = afX; }
129 float GetTurnSpeed() {
return mfTurnSpeed; }
131 const cVector3f &GetGoalPos() {
return mvGoalPos; }
133 float GetStuckCounter() {
return mfStuckCounter; }
134 void ResetStuckCounter() { mfStuckCounter = 0; }
136 void SetMaxDoorToughness(
int alX) { mlMaxDoorToughness = alX; }
137 int GetMaxDoorToughness() {
return mlMaxDoorToughness; }
159 float mfStuckCounter;
163 int mlMaxNodeDistances;
167 float mfMaxTurnSpeed;
168 float mfAngleDistTurnMul;
170 float mfMinBreakAngle;
171 float mfBreakAngleMul;
177 int mlMaxDoorToughness;
180 float mfCurrentBreak;
184 bool mbMoveToNewNode;
191 #endif // GAME_CHARACTER_MOVE_H
Definition: PhysicsWorld.h:92
Definition: PhysicsWorld.h:100
Definition: AINodeContainer.h:65
Definition: BoundingVolume.h:71
Definition: PhysicsBody.h:117
Definition: AINodeContainer.h:158
Definition: AINodeContainer.h:100
Definition: CharacterMove.h:58
Definition: CharacterBody.h:153
Definition: CharacterMove.h:69
Definition: GameEnemy.h:189
Definition: CharacterMove.h:43
Definition: LowLevelGraphics.h:200