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openmw-tes3mp/apps/openmw/mwmechanics/aifollow.hpp

78 lines
2.6 KiB
C++

#ifndef GAME_MWMECHANICS_AIFOLLOW_H
#define GAME_MWMECHANICS_AIFOLLOW_H
#include "aipackage.hpp"
#include <string>
#include <components/esm/defs.hpp>
#include "pathfinding.hpp"
namespace ESM
{
namespace AiSequence
{
struct AiFollow;
}
}
namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
**/
class AiFollow : public AiPackage
{
public:
AiFollow(const std::string &actorId, float duration, float x, float y, float z);
AiFollow(const std::string &actorId, const std::string &CellId, float duration, float x, float y, float z);
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const MWWorld::Ptr& actor, float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const MWWorld::Ptr& actor, const std::string &CellId, float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const MWWorld::Ptr& actor, bool commanded=false);
AiFollow(const ESM::AiSequence::AiFollow* follow);
virtual bool sideWithTarget() const { return true; }
virtual bool followTargetThroughDoors() const { return true; }
virtual bool shouldCancelPreviousAi() const { return !mCommanded; }
virtual AiFollow *clone() const;
virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
virtual int getTypeId() const;
/// Returns the actor being followed
std::string getFollowedActor();
virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
bool isCommanded() const;
int getFollowIndex() const;
void fastForward(const MWWorld::Ptr& actor, AiState& state);
private:
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow;
bool mCommanded;
float mDuration; // Hours
float mRemainingDuration; // Hours
float mX;
float mY;
float mZ;
std::string mCellId;
bool mActive; // have we spotted the target?
int mFollowIndex;
static int mFollowIndexCounter;
};
}
#endif