17 #define CPLUSPLUS_ONLY
28 class bdiScenarioCrowd;
36 class DtAggregateStateRepository;
70 const char* get_name();
81 int set_name(
const char* name);
88 const char* get_ui_name();
106 int set_ui_name(
const char* ui_name);
118 const char* get_type_name();
138 int set_enabled(
int enabled);
162 void set_all_members_enabled(
int enabled);
173 float get_awareness_radius();
185 int set_awareness_radius(
float radius);
242 int remove_all_members();
256 int get_num_members();
318 int agents_attack_character(
const char* character_name);
340 int agents_attack_group(
const char* group_name);
366 int agents_flee_character(
const char* character_name,
368 int danger_level = 50);
387 int agents_flee_group(
const char* group_name,
389 int danger_level = 50);
408 int agents_flee_crowd(
const char* crowd_name,
410 int danger_level = 50);
427 int agents_flee_location(
float x,
float y,
float z,
429 int danger_level = 50);
444 void agents_remove_all_flee_objects();
470 int agents_mingle_in_region(
const char* region_name = NULL,
const char* subregion = NULL );
499 int agents_pursue_character(
const char* character_name);
521 int agents_pursue_group(
const char* group_name);
541 int agents_chain_pursue(
const char* leader_name);
567 int agents_travel_behavior_path(
const char* direction = NULL,
568 const char* at_end = NULL,
569 int waypoint_index = -1,
570 float offset_y = 0.5f);
590 int agents_travel_path_shape(
const char* path_shape_name,
591 const char* direction = NULL,
592 const char* at_end = NULL,
593 int waypoint_index = -1,
594 float offset_y = 0.5f);
614 int agents_travel_region_border(
const char* region_name,
615 const char* subregion = NULL);
640 int agents_wander_region(
const char* region_name = NULL,
641 const char* subregion = NULL);
666 int agents_stop_behavior();
686 int set_current_behavior(
const char* behavior_name);
698 const char* get_current_behavior(
int member_index = 0);
713 int set_current_behavior_path_shape(
const char* behavior_path_shape_name,
714 float max_time_until_move_on = 0.0f);
736 int set_current_behavior_region(
const char* behavior_region_name,
737 const char* subregion = NULL,
738 float max_time_until_move_on = 0.0f);
755 int set_current_focus_character(
const char* focus_character_name);
772 int set_current_focus_group(
const char* focus_group_name);
802 int set_current_params_from_profile(
const char* profile_name,
803 int retain_focus_objects = 1,
804 int retain_navigation_values = 1);
823 void set_current_behavior_region_border_is_solid(
int is_solid);
856 int set_initial_params_from_profile(
const char* profile_name);
879 int is_current_behavior(
const char* behavior_name,
880 float threshold = 0.5f);
888 int is_current_behavior_and_focus_character(
const char* behavior_name,
889 const char* focus_character_name,
890 float threshold = 0.5f);
898 int is_current_behavior_and_focus_group(
const char* behavior_name,
899 const char* group_name,
900 float threshold = 0.5f);
908 int is_crowd_dead(
float threshold = 0.5f);
935 int add_companion_crowd(
diguyCrowd* companion_crowd);
950 int remove_companion_crowd(
diguyCrowd* companion_crowd);
1128 CALLBACK_ID_CREATE = 1,
1129 CALLBACK_ID_DESTROY,
1130 CALLBACK_ID_CROWD_MEMBER_KILLED,
1131 CALLBACK_ID_CROWD_MEMBER_IMPACT,
1132 CALLBACK_ID_NEARBY_SCENE_OBJECT_IMPACT,
1133 CALLBACK_ID_NEARBY_WEAPON_FIRED,
1135 CALLBACK_ID_SETPUBLISHED
1138 #ifdef CPLUSPLUS_ONLY
1165 int add_callback(
int callback_id,
1167 void* callback_params = 0,
1168 void* callback_user_data = 0);
1186 int remove_callback(
int callback_id,
1205 int remove_callback_with_user_data(
int callback_id,
1206 void* callback_user_data);
1240 int add_callback_script(
int callback_id,
1241 const char* callback_script,
1242 const char* callback_script_type = NULL);
1275 int remove_callback_script(
int callback_id,
1276 const char* callback_script,
1277 const char* callback_script_type = NULL);
1279 #ifdef CPLUSPLUS_ONLY
1294 void all_members_add_character_callback(
int callback_id,
1296 void* callback_params = NULL,
1297 void* callback_user_data = NULL);
1312 void all_members_remove_character_callback(
int callback_id,
1328 void all_members_remove_character_callback_with_user_data(
int callback_id,
1329 void* callback_user_data);
1342 void all_members_add_character_callback_script(
int callback_id,
1343 const char* callback_script,
1344 const char* callback_script_type = NULL);
1355 void all_members_remove_character_callback_script(
int callback_id,
1356 const char* callback_script,
1357 const char* callback_script_type = NULL);
1399 int map_event_handler_to_callback_id(
int callback_id,
1400 const char* handler_name);
1419 int unmap_event_handler_from_callback_id(
int callback_id,
1420 const char* handler_name,
1421 int unmap_all_matches = 0);
1472 void send_message_to_all_members(
const char* message_type,
1473 const char* message,
1474 const char* message_params = NULL);
1515 int set_network_marking(
const char* network_marking);
1537 const char* get_network_marking();
1561 int set_is_network_published(
int is_network_published);
1583 int get_is_network_published();
1592 DtAggregateStateRepository * get_vrlink_entity_state_repository();
1613 int get_is_network_reflected();
1638 int get_is_network_paused();
1646 int set_is_network_paused(
int paused);
1667 int get_network_entity_number();
1687 #ifdef CPLUSPLUS_ONLY
1689 bdiScenarioCrowd* get_scripted_object() {
return m_scripted_object; }
1696 diguyCrowd( bdiScenarioCrowd* scripted_object );
1706 bdiScenarioCrowd* m_scripted_object;
1708 friend class bdiScenarioCrowd;
Definition: diguyVehicleNearCollision.h:33
A two-and-a-half-dimensional surface that represents either a navigation mesh or an area that's been ...
Definition: diguyRegion.h:50
diguyCallbackReturn diguyCharacterCallback(diguyCharacter *character, int callback_id, void *callback_params, void *callback_user_data)
Definition: diguy_typedefs.h:51
Represents a scriptable api wrapping a diguy path shape, a curve defined by with a number of waypoint...
Definition: diguyPathShape.h:36
A class that represents a bullet impact in the world, often used by AIs to make reaction decisions...
Definition: diguyImpact.h:39
diguyStaticAvoidanceMethod
This enumeration lists the methods available for collision detection and avoidance against static obj...
Definition: diguy_constants.h:1064
Contains the diguyMotionVariant enumeration and utility function declarations.
A group of DI-Guy characters, useful for organizing your scenarios.
Definition: diguyCharacterGroup.h:38
The class that represents a DI-Guy Entity in the world.
Definition: diguyCharacter.h:81
Contains the diguyMotionPosture enumeration and utility function declarations.
diguyCallbackReturn diguyCrowdCallback(diguyCrowd *crowd, int callback_id, void *callback_params, void *callback_user_data)
Definition: diguy_typedefs.h:169
diguyTacticsUnitType
Definition: diguy_constants.h:1618
diguyMotionVariant
Definition: diguyMotionVariant.h:28
diguyDynamicAvoidanceMethod
This enumeration lists the methods available for collision detection and avoidance against dynamic ob...
Definition: diguy_constants.h:1035
The class that represents a DI-Guy Crowd, DI-Guy AI agents can be given orders at an individual level...
Definition: diguyCrowd.h:48
diguyMotionPosture
Definition: diguyMotionPosture.h:28