#ifndef GAME_MWMECHANICS_AICAST_H #define GAME_MWMECHANICS_AICAST_H #include "../mwbase/world.hpp" #include "aipackage.hpp" namespace MWMechanics { /// AiPackage which makes an actor to cast given spell. class AiCast : public AiPackage { public: AiCast(const std::string& targetId, const std::string& spellId, bool manualSpell=false); virtual AiPackage *clone() const; virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration); virtual int getTypeId() const; virtual MWWorld::Ptr getTarget() const; virtual unsigned int getPriority() const; virtual bool canCancel() const { return false; } virtual bool shouldCancelPreviousAi() const { return false; } private: std::string mTargetId; std::string mSpellId; bool mCasting; bool mManual; float mDistance; }; } #endif