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59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
#ifndef GAME_MWMECHANICS_AIESCORT_H
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#define GAME_MWMECHANICS_AIESCORT_H
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#include "aipackage.hpp"
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#include <string>
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiEscort;
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}
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}
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namespace MWMechanics
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{
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/// \brief AI Package to have an NPC lead the player to a specific point
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class AiEscort : public AiPackage
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{
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public:
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/// Implementation of AiEscort
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/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
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\implement AiEscort **/
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AiEscort(const std::string &actorId, int duration, float x, float y, float z);
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/// Implementation of AiEscortCell
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/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
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\implement AiEscortCell **/
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AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z);
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AiEscort(const ESM::AiSequence::AiEscort* escort);
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virtual AiEscort *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
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virtual int getTypeId() const;
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virtual bool sideWithTarget() const { return true; }
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void writeState(ESM::AiSequence::AiSequence &sequence) const;
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void fastForward(const MWWorld::Ptr& actor, AiState& state);
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private:
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std::string mCellId;
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float mX;
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float mY;
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float mZ;
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float mMaxDist;
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float mDuration; // In hours
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float mRemainingDuration; // In hours
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int mCellX;
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int mCellY;
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};
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}
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#endif
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