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168 lines
3.2 KiB
C++
168 lines
3.2 KiB
C++
#ifndef OPENMW_COMPONENTS_ESM_AISEQUENCE_H
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#define OPENMW_COMPONENTS_ESM_AISEQUENCE_H
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#include <vector>
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#include <string>
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#include "defs.hpp"
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#include "util.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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namespace AiSequence
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{
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// format 0, saved games only
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// As opposed to AiPackageList, this stores the "live" version of AI packages.
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enum AiPackages
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{
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Ai_Wander = ESM::FourCC<'W','A','N','D'>::value,
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Ai_Travel = ESM::FourCC<'T','R','A','V'>::value,
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Ai_Escort = ESM::FourCC<'E','S','C','O'>::value,
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Ai_Follow = ESM::FourCC<'F','O','L','L'>::value,
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Ai_Activate = ESM::FourCC<'A','C','T','I'>::value,
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Ai_Combat = ESM::FourCC<'C','O','M','B'>::value,
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Ai_Pursue = ESM::FourCC<'P','U','R','S'>::value
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};
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struct AiPackage
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{
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virtual ~AiPackage() {}
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};
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#pragma pack(push,1)
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struct AiWanderData
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{
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short mDistance;
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short mDuration;
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unsigned char mTimeOfDay;
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unsigned char mIdle[8];
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unsigned char mShouldRepeat;
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};
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struct AiWanderDuration
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{
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float mRemainingDuration;
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int unused;
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};
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struct AiTravelData
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{
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float mX, mY, mZ;
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};
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struct AiEscortData
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{
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float mX, mY, mZ;
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short mDuration;
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};
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#pragma pack(pop)
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struct AiWander : AiPackage
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{
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AiWanderData mData;
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AiWanderDuration mDurationData; // was ESM::TimeStamp mStartTime
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bool mStoredInitialActorPosition;
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ESM::Vector3 mInitialActorPosition;
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/// \todo add more AiWander state
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiTravel : AiPackage
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{
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AiTravelData mData;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiEscort : AiPackage
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{
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AiEscortData mData;
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std::string mTargetId;
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std::string mCellId;
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float mRemainingDuration;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiFollow : AiPackage
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{
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AiEscortData mData;
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std::string mTargetId;
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std::string mCellId;
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float mRemainingDuration;
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bool mAlwaysFollow;
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bool mCommanded;
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bool mActive;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiActivate : AiPackage
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{
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std::string mTargetId;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiCombat : AiPackage
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{
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int mTargetActorId;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiPursue : AiPackage
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{
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int mTargetActorId;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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};
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struct AiPackageContainer
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{
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int mType;
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AiPackage* mPackage;
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};
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struct AiSequence
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{
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AiSequence() {}
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~AiSequence();
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std::vector<AiPackageContainer> mPackages;
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void load (ESMReader &esm);
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void save (ESMWriter &esm) const;
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private:
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AiSequence(const AiSequence&);
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AiSequence& operator=(const AiSequence&);
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};
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}
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}
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#endif
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