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132 lines
4.5 KiB
C++
132 lines
4.5 KiB
C++
#ifndef GAME_MWMECHANICS_AISEQUENCE_H
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#define GAME_MWMECHANICS_AISEQUENCE_H
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#include <list>
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#include <components/esm/loadnpc.hpp>
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namespace MWWorld
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{
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class Ptr;
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}
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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 AiSequence;
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}
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}
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namespace MWMechanics
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{
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class AiPackage;
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class CharacterController;
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template< class Base > class DerivedClassStorage;
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struct AiTemporaryBase;
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typedef DerivedClassStorage<AiTemporaryBase> AiState;
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/// \brief Sequence of AI-packages for a single actor
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/** The top-most AI package is run each frame. When completed, it is removed from the stack. **/
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class AiSequence
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{
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///AiPackages to run though
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std::list<AiPackage *> mPackages;
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///Finished with top AIPackage, set for one frame
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bool mDone;
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///Does this AI sequence repeat (repeating of Wander packages handled separately)
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bool mRepeat;
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///Copy AiSequence
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void copy (const AiSequence& sequence);
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/// The type of AI package that ran last
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int mLastAiPackage;
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public:
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///Default constructor
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AiSequence();
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/// Copy Constructor
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AiSequence (const AiSequence& sequence);
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/// Assignment operator
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AiSequence& operator= (const AiSequence& sequence);
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virtual ~AiSequence();
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/// Iterator may be invalidated by any function calls other than begin() or end().
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std::list<AiPackage*>::const_iterator begin() const;
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std::list<AiPackage*>::const_iterator end() const;
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std::list<AiPackage*>::const_iterator erase (std::list<AiPackage*>::const_iterator package);
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/// Returns currently executing AiPackage type
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/** \see enum AiPackage::TypeId **/
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int getTypeId() const;
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/// Get the typeid of the Ai package that ran last
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/** NOT the currently "active" Ai package that will be run in the next frame.
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This difference is important when an Ai package has just finished and been removed.
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\see enum AiPackage::TypeId **/
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int getLastRunTypeId() const { return mLastAiPackage; }
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/// Return true and assign target if combat package is currently active, return false otherwise
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bool getCombatTarget (MWWorld::Ptr &targetActor) const;
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/// Return true and assign targets for all combat packages, or return false if there are no combat packages
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bool getCombatTargets(std::vector<MWWorld::Ptr> &targetActors) const;
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/// Is there any combat package?
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bool isInCombat () const;
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/// Are we in combat with this particular actor?
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bool isInCombat (const MWWorld::Ptr& actor) const;
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bool canAddTarget(const ESM::Position& actorPos, float distToTarget) const;
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///< Function assumes that actor can have only 1 target apart player
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/// Removes all combat packages until first non-combat or stack empty.
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void stopCombat();
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/// Has a package been completed during the last update?
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bool isPackageDone() const;
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/// Removes all pursue packages until first non-pursue or stack empty.
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void stopPursuit();
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/// Execute current package, switching if needed.
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void execute (const MWWorld::Ptr& actor, CharacterController& characterController, MWMechanics::AiState& state, float duration);
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/// Simulate the passing of time using the currently active AI package
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void fastForward(const MWWorld::Ptr &actor, AiState &state);
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/// Remove all packages.
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void clear();
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///< Add \a package to the front of the sequence
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/** Suspends current package
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@param actor The actor that owns this AiSequence **/
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void stack (const AiPackage& package, const MWWorld::Ptr& actor);
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/// Return the current active package.
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/** If there is no active package, it will throw an exception **/
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AiPackage* getActivePackage();
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/// Fills the AiSequence with packages
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/** Typically used for loading from the ESM
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\see ESM::AIPackageList **/
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void fill (const ESM::AIPackageList& list);
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void writeState (ESM::AiSequence::AiSequence& sequence) const;
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void readState (const ESM::AiSequence::AiSequence& sequence);
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};
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}
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#endif
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