Feature #391 Dummy AI package classes

actorid
marcin 12 years ago
parent 515419ae0b
commit 96dd399457

@ -1,132 +0,0 @@
# config file
configure_file ("${CMAKE_CURRENT_SOURCE_DIR}/config.hpp.cmake" "${CMAKE_CURRENT_SOURCE_DIR}/config.hpp")
# local files
set(GAME
main.cpp
engine.cpp
)
set(GAME_HEADER
engine.hpp
config.hpp
)
source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows
compositors characterpreview externalrendering globalmap
)
add_openmw_dir (mwinput
inputmanagerimp
)
add_openmw_dir (mwgui
text_input widgets race class birth review windowmanagerimp console dialogue
dialogue_history window_base stats_window messagebox journalwindow charactercreation
map_window window_pinnable_base cursorreplace tooltips scrollwindow bookwindow list
formatting inventorywindow container hud countdialog tradewindow settingswindow
confirmationdialog alchemywindow referenceinterface spellwindow mainmenu quickkeysmenu
itemselection spellbuyingwindow loadingscreen levelupdialog waitdialog spellcreationdialog
enchantingdialog trainingwindow travelwindow
)
add_openmw_dir (mwdialogue
dialoguemanagerimp journalimp journalentry quest topic
)
add_openmw_dir (mwscript
locals scriptmanagerimp compilercontext interpretercontext cellextensions miscextensions
guiextensions soundextensions skyextensions statsextensions containerextensions
aiextensions controlextensions extensions globalscripts ref dialogueextensions
animationextensions transformationextensions consoleextensions userextensions
)
add_openmw_dir (mwsound
soundmanagerimp openal_output audiere_decoder mpgsnd_decoder ffmpeg_decoder
)
add_openmw_dir (mwworld
refdata worldimp physicssystem scene globals class action nullaction actionteleport
containerstore actiontalk actiontake manualref player cellfunctors
cells localscripts customdata weather inventorystore ptr actionopen actionread
actionequip timestamp actionalchemy cellstore actionapply actioneat
esmstore store recordcmp
)
add_openmw_dir (mwclass
classes activator creature npc weapon armor potion apparatus book clothing container door
ingredient creaturelevlist itemlevlist light lockpick misc probe repair static
)
add_openmw_dir (mwmechanics
mechanicsmanagerimp stat creaturestats magiceffects movement actors drawstate spells
activespells npcstats aipackage aisequence alchemy aiwander aitravel aifallow aiescort
)
add_openmw_dir (mwbase
environment world scriptmanager dialoguemanager journal soundmanager mechanicsmanager
inputmanager windowmanager
)
# Main executable
IF(OGRE_STATIC)
IF(WIN32)
ADD_DEFINITIONS(-DENABLE_PLUGIN_CgProgramManager -DENABLE_PLUGIN_OctreeSceneManager -DENABLE_PLUGIN_ParticleFX -DENABLE_PLUGIN_-DENABLE_PLUGIN_Direct3D9 -DENABLE_PLUGIN_GL)
set(OGRE_STATIC_PLUGINS ${OGRE_Plugin_CgProgramManager_LIBRARIES} ${OGRE_Plugin_OctreeSceneManager_LIBRARIES} ${OGRE_Plugin_ParticleFX_LIBRARIES} ${OGRE_RenderSystem_Direct3D9_LIBRARIES} ${OGRE_RenderSystem_GL_LIBRARIES})
ELSE(WIN32)
ADD_DEFINITIONS(-DENABLE_PLUGIN_CgProgramManager -DENABLE_PLUGIN_OctreeSceneManager -DENABLE_PLUGIN_ParticleFX -DENABLE_PLUGIN_GL)
set(OGRE_STATIC_PLUGINS ${OGRE_Plugin_CgProgramManager_LIBRARIES} ${Cg_LIBRARIES} ${OGRE_Plugin_OctreeSceneManager_LIBRARIES} ${OGRE_Plugin_ParticleFX_LIBRARIES} ${OGRE_RenderSystem_GL_LIBRARIES})
ENDIF(WIN32)
ENDIF(OGRE_STATIC)
add_executable(openmw
${OPENMW_LIBS} ${OPENMW_LIBS_HEADER}
${OPENMW_FILES}
${GAME} ${GAME_HEADER}
${APPLE_BUNDLE_RESOURCES}
)
# Sound stuff - here so CMake doesn't stupidly recompile EVERYTHING
# when we change the backend.
include_directories(${SOUND_INPUT_INCLUDES} ${BULLET_INCLUDE_DIRS})
add_definitions(${SOUND_DEFINE})
target_link_libraries(openmw
${OGRE_LIBRARIES}
${OGRE_Terrain_LIBRARY}
${OGRE_STATIC_PLUGINS}
${OIS_LIBRARIES}
${Boost_LIBRARIES}
${OPENAL_LIBRARY}
${SOUND_INPUT_LIBRARY}
${BULLET_LIBRARIES}
${MYGUI_LIBRARIES}
${MYGUI_PLATFORM_LIBRARIES}
"shiny"
"shiny.OgrePlatform"
"oics"
components
)
# Fix for not visible pthreads functions for linker with glibc 2.15
if (UNIX AND NOT APPLE)
target_link_libraries(openmw ${CMAKE_THREAD_LIBS_INIT})
endif()
if(APPLE)
find_library(CARBON_FRAMEWORK Carbon)
find_library(COCOA_FRAMEWORK Cocoa)
find_library(IOKIT_FRAMEWORK IOKit)
target_link_libraries(openmw ${CARBON_FRAMEWORK} ${COCOA_FRAMEWORK} ${IOKIT_FRAMEWORK})
endif(APPLE)
if(DPKG_PROGRAM)
INSTALL(TARGETS openmw RUNTIME DESTINATION games COMPONENT openmw)
endif(DPKG_PROGRAM)
if (BUILD_WITH_CODE_COVERAGE)
add_definitions (--coverage)
target_link_libraries(openmw gcov)
endif()

@ -1,56 +0,0 @@
#include "aiescort.hpp"
MWMechanics::AiEscort::AiEscort(std::string ActorID,int Duration, float X, float Y, float Z, bool Reset)
{
mActorID = ActorID;
mDuration = Duration;
mX = X;
mY = Y;
mZ = Z;
mReset = Reset;
}
MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const
{
AiEscort * temp = new AiEscort(*this);
return temp;
}
bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor)
{
std::cout << "AiEscort complted. \n";
return true;
}
int MWMechanics::AiEscort::getTypeId() const
{
return 2;
}
float MWMechanics::AiEscort::getX()
{
return mX;
}
float MWMechanics::AiEscort::getY()
{
return mY;
}
float MWMechanics::AiEscort::getZ()
{
return mZ;
}
bool MWMechanics::AiEscort::getReset()
{
return mReset;
}
std::string MWMechanics::AiEscort::getActorID()
{
return mActorID;
}
int MWMechanics::AiEscort::getDuration()
{
return mDuration;
}

@ -1,41 +0,0 @@
#ifndef AIESCORT_H
#define AIESCORT_H
#include "aipackage.hpp"
#include <iostream>
#include <vector>
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
class AiEscort : public AiPackage
{
public:
AiEscort(std::string ActorID,int Duration, float X, float Y, float Z, bool Reset = false);
virtual AiEscort *clone() const;
virtual bool execute (const MWWorld::Ptr& actor);
///< \return Package completed?
virtual int getTypeId() const;
float getX();
float getY();
float getZ();
bool getReset();
std::string getActorID();
int getDuration();
private:
std::string mActorID;
float mX;
float mY;
float mZ;
int mDuration;
bool mReset;
};
}
#endif // AIESCORT_H

@ -1,27 +0,0 @@
#include "aifallow.hpp"
MWMechanics::AiFallow::AiFallow(std::string ActorID,float duration, float X, float Y, float Z, bool Reset)
{
mActorID = ActorID;
mDuration = duration;
mX = X;
mY = Y;
mZ = Z;
mReset = Reset;
}
MWMechanics::AiFallow *MWMechanics::AiFallow::clone() const
{
AiFallow * temp = new AiFallow(*this);
return temp;
}
bool MWMechanics::AiFallow::execute (const MWWorld::Ptr& actor)
{
std::cout << "AiFallow complited. \n";
return true;
}
int MWMechanics::AiFallow::getTypeId() const
{
return 3;
}

@ -1,36 +0,0 @@
#ifndef AIFALLOW_H
#define AIFALLOW_H
#include "aipackage.hpp"
#include <string>
#include <iostream>
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
class AiFallow : AiPackage
{
public:
AiFallow(std::string ActorID,float duration, float X, float Y, float Z, bool Reset = false);
virtual AiFallow *clone() const;
virtual bool execute (const MWWorld::Ptr& actor);
///< \return Package completed?
virtual int getTypeId() const;
///< 0: Wanter, 1 Travel, 2 Escort, 3 Follo
private:
float mDuration;
float mX;
float mY;
float mZ;
bool mReset;
std::string mActorID;
};
}
#endif // AIFALLOW_H

@ -1,44 +0,0 @@
#include "aitravel.hpp"
MWMechanics::AiTravel::AiTravel(float x, float y, float z, bool reset)
{
mX = x;
mY = y;
mZ = z;
mReset = reset;
}
MWMechanics::AiTravel * MWMechanics::AiTravel::clone() const
{
AiTravel * temp = new AiTravel(*this);
return temp;
}
bool MWMechanics::AiTravel::execute (const MWWorld::Ptr& actor)
{
std::cout << "AiTravel complited. \n";
return true;
}
int MWMechanics::AiTravel::getTypeId() const
{
return 1;
}
float MWMechanics::AiTravel::getX()
{
return mX;
}
float MWMechanics::AiTravel::getY()
{
return mY;
}
float MWMechanics::AiTravel::getZ()
{
return mZ;
}
bool MWMechanics::AiTravel::getReset()
{
return mReset;
}

@ -1,37 +0,0 @@
#ifndef AITRAVEL_HPP_INCLUDED
#define AITRAVEL_HPP_INCLUDED
#include "aipackage.hpp"
#include <iostream>
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
class AiTravel : public AiPackage
{
public:
AiTravel(float x, float y, float z, bool reset = false);
virtual AiTravel *clone() const;
virtual bool execute (const MWWorld::Ptr& actor);
///< \return Package completed?
virtual int getTypeId() const;
float getX();
float getY();
float getZ();
bool getReset();
private:
float mX;
float mY;
float mZ;
bool mReset;
};
}
#endif // AITRAVEL_HPP_INCLUDED

@ -1,55 +0,0 @@
#include "aiwander.hpp"
MWMechanics::AiWander::AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle,bool reset)
{
mDistance = distance;
mDuration = duration;
mTimeOfDay = timeOfDay;
mIdle = Idle;
mReset = reset;
}
int MWMechanics::AiWander::getDistance() const
{
return mDistance;
}
int MWMechanics::AiWander::getDuration() const
{
return mDuration;
}
int MWMechanics::AiWander::getTimeOfDay() const
{
return mTimeOfDay;
}
bool MWMechanics::AiWander::getReset() const
{
return mReset;
}
MWMechanics::AiPackage * MWMechanics::AiWander::clone() const
{
return new AiWander(*this);
}
bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor)
{
std::cout << "AiWadner complited. \n";
return true;
}
int MWMechanics::AiWander::getTypeId() const
{
return 0;
}
int MWMechanics::AiWander::getIdle(int index) const
{
if(index < 0 || (uint)index > mIdle.size())
return -1;
int temp;
temp = mIdle.at(index);
return temp;
}

@ -1,42 +0,0 @@
#ifndef AIWANDER_H
#define AIWANDER_H
#include "aipackage.hpp"
#include <iostream>
#include <vector>
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
class AiWander : public AiPackage
{
public:
AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle,bool reset=false);
virtual AiPackage *clone() const;
virtual bool execute (const MWWorld::Ptr& actor);
///< \return Package completed?
virtual int getTypeId() const;
///< 0: Wander
int getDistance() const;
int getDuration()const;
int getTimeOfDay()const;
bool getReset()const;
int getIdle(int index) const;
private:
int mDistance;
int mDuration;
int mTimeOfDay;
std::vector<int> mIdle;
bool mReset;
};
}
#endif // AIWANDER_H
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