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openmw/components/esm3/aisequence.hpp
elsid 6451750890
Write AiSequence and Script data field by field via decompose function
Use the same function to load and save to have single place with field order
definition. Use concepts for overload over different types.
2024-01-14 23:04:56 +01:00

172 lines
3.8 KiB
C++

#ifndef OPENMW_COMPONENTS_ESM_AISEQUENCE_H
#define OPENMW_COMPONENTS_ESM_AISEQUENCE_H
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include "components/esm/refid.hpp"
#include "components/esm/util.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
namespace AiSequence
{
// format 0, saved games only
// As opposed to AiPackageList, this stores the "live" version of AI packages.
enum AiPackages
{
Ai_Wander = fourCC("WAND"),
Ai_Travel = fourCC("TRAV"),
Ai_Escort = fourCC("ESCO"),
Ai_Follow = fourCC("FOLL"),
Ai_Activate = fourCC("ACTI"),
Ai_Combat = fourCC("COMB"),
Ai_Pursue = fourCC("PURS")
};
struct AiPackage
{
virtual ~AiPackage() {}
};
struct AiWanderData
{
int16_t mDistance;
int16_t mDuration;
std::uint8_t mTimeOfDay;
std::uint8_t mIdle[8];
std::uint8_t mShouldRepeat;
};
struct AiWanderDuration
{
float mRemainingDuration;
};
struct AiTravelData
{
float mX, mY, mZ;
};
struct AiEscortData
{
float mX, mY, mZ;
int16_t mDuration;
};
struct AiWander : AiPackage
{
AiWanderData mData;
AiWanderDuration mDurationData; // was TimeStamp mStartTime
bool mStoredInitialActorPosition;
Vector3 mInitialActorPosition;
/// \todo add more AiWander state
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiTravel : AiPackage
{
AiTravelData mData;
bool mHidden;
bool mRepeat;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiEscort : AiPackage
{
AiEscortData mData;
int32_t mTargetActorId;
ESM::RefId mTargetId;
std::string mCellId;
float mRemainingDuration;
bool mRepeat;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiFollow : AiPackage
{
AiEscortData mData;
int32_t mTargetActorId;
ESM::RefId mTargetId;
std::string mCellId;
float mRemainingDuration;
bool mAlwaysFollow;
bool mCommanded;
bool mActive;
bool mRepeat;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiActivate : AiPackage
{
ESM::RefId mTargetId;
bool mRepeat;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiCombat : AiPackage
{
int32_t mTargetActorId;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiPursue : AiPackage
{
int32_t mTargetActorId;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct AiPackageContainer
{
int32_t mType;
std::unique_ptr<AiPackage> mPackage;
};
struct AiSequence
{
AiSequence() { mLastAiPackage = -1; }
std::vector<AiPackageContainer> mPackages;
int32_t mLastAiPackage;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
private:
AiSequence(const AiSequence&);
AiSequence& operator=(const AiSequence&);
};
}
}
#endif