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#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 <memory>
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#include "components/esm/defs.hpp"
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#include "components/esm/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 = fourCC("WAND"),
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Ai_Travel = fourCC("TRAV"),
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Ai_Escort = fourCC("ESCO"),
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Ai_Follow = fourCC("FOLL"),
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Ai_Activate = fourCC("ACTI"),
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Ai_Combat = fourCC("COMB"),
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Ai_Pursue = fourCC("PURS")
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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 TimeStamp mStartTime
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bool mStoredInitialActorPosition;
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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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bool mHidden;
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bool mRepeat;
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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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int mTargetActorId;
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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 mRepeat;
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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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int mTargetActorId;
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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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bool mRepeat;
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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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bool mRepeat;
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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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std::unique_ptr<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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{
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mLastAiPackage = -1;
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}
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std::vector<AiPackageContainer> mPackages;
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int mLastAiPackage;
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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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