forked from mirror/openmw-tes3mp
Added AiBreathe package (feature #1374)
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#include "aibreathe.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "npcstats.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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MWMechanics::AiBreathe::AiBreathe()
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: AiPackage()
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{
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}
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bool MWMechanics::AiBreathe::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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static const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHoldBreathTime")->getFloat();
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const MWWorld::Class& actorClass = actor.getClass();
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if (actorClass.isNpc())
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{
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if (actorClass.getNpcStats(actor).getTimeToStartDrowning() < fHoldBreathTime / 2)
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{
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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smoothTurn(actor, -180, 0);
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return false;
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}
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}
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return true;
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}
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MWMechanics::AiBreathe *MWMechanics::AiBreathe::clone() const
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{
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return new AiBreathe(*this);
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}
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int MWMechanics::AiBreathe::getTypeId() const
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{
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return TypeIdBreathe;
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}
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unsigned int MWMechanics::AiBreathe::getPriority() const
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{
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return 2;
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}
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#ifndef GAME_MWMECHANICS_AIBREATHE_H
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#define GAME_MWMECHANICS_AIBREATHE_H
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#include "aipackage.hpp"
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namespace MWMechanics
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{
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/// \brief AiPackage to have an actor resurface to breathe
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// The AI will go up if lesser than half breath left
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class AiBreathe : public AiPackage
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{
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public:
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AiBreathe();
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virtual AiBreathe *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
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virtual int getTypeId() const;
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virtual unsigned int getPriority() const;
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virtual bool canCancel() const { return false; }
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virtual bool shouldCancelPreviousAi() const { return false; }
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};
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}
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#endif
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