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77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
#ifndef GAME_MWMECHANICS_AICOMBAT_H
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#define GAME_MWMECHANICS_AICOMBAT_H
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#include "aipackage.hpp"
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#include "../mwworld/cellstore.hpp" // for Doors
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#include "../mwbase/world.hpp"
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#include "pathfinding.hpp"
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#include "movement.hpp"
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#include "obstacle.hpp"
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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 AiCombat;
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}
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}
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namespace MWMechanics
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{
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class Action;
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struct AiCombatStorage;
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/// \brief Causes the actor to fight another actor
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class AiCombat : public AiPackage
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{
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public:
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///Constructor
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/** \param actor Actor to fight **/
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AiCombat(const MWWorld::Ptr& actor);
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AiCombat (const ESM::AiSequence::AiCombat* combat);
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void init();
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virtual AiCombat *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 unsigned int getPriority() const;
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///Returns target ID
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MWWorld::Ptr getTarget() const;
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virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
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virtual bool canCancel() const { return false; }
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virtual bool shouldCancelPreviousAi() const { return false; }
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private:
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int mTargetActorId;
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/// Returns true if combat should end
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bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
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void updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);
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void updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);
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/// Transfer desired movement (from AiCombatStorage) to Actor
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void updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage);
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void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
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};
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}
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#endif
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