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openmw-tes3mp/apps/openmw/mwmechanics/aiactivate.hpp
David Cernat 3b2eb6f62c Add OpenMW commits up to 22 Jun 2020
# Conflicts:
#	.travis.yml
#	CMakeLists.txt
2020-06-22 20:50:55 +03:00

72 lines
1.9 KiB
C++

#ifndef GAME_MWMECHANICS_AIACTIVATE_H
#define GAME_MWMECHANICS_AIACTIVATE_H
#include "typedaipackage.hpp"
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include "../mwworld/ptr.hpp"
/*
End of tes3mp addition
*/
#include <string>
#include "pathfinding.hpp"
namespace ESM
{
namespace AiSequence
{
struct AiActivate;
}
}
namespace MWMechanics
{
/// \brief Causes actor to walk to activatable object and activate it
/** Will activate when close to object **/
class AiActivate final : public TypedAiPackage<AiActivate>
{
public:
/// Constructor
/** \param objectId Reference to object to activate **/
AiActivate(const std::string &objectId);
/*
Start of tes3mp addition
Make it possible to initialize an AiActivate package with a specific Ptr
as the target, allowing for more fine-tuned activation of objects
*/
AiActivate(MWWorld::Ptr object);
/*
End of tes3mp addition
*/
AiActivate(const ESM::AiSequence::AiActivate* activate);
bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }
void writeState(ESM::AiSequence::AiSequence& sequence) const final;
private:
const std::string mObjectId;
/*
Start of tes3mp addition
Track the object associated with this AiActivate package
*/
MWWorld::Ptr mObjectPtr;
/*
End of tes3mp addition
*/
};
}
#endif // GAME_MWMECHANICS_AIACTIVATE_H