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OpenMW/apps/openmw/mwmechanics/aifollow.hpp
2014-06-13 02:26:52 +02:00

58 lines
1.8 KiB
C++

#ifndef GAME_MWMECHANICS_AIFOLLOW_H
#define GAME_MWMECHANICS_AIFOLLOW_H
#include "aipackage.hpp"
#include <string>
#include "pathfinding.hpp"
#include <components/esm/defs.hpp>
namespace ESM
{
namespace AiSequence
{
struct AiFollow;
}
}
namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
**/
class AiFollow : public AiPackage
{
public:
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const std::string &ActorId);
AiFollow(const ESM::AiSequence::AiFollow* follow);
virtual AiFollow *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
virtual int getTypeId() const;
/// Returns the actor being followed
std::string getFollowedActor();
virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
private:
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow;
float mRemainingDuration; // Seconds
float mX;
float mY;
float mZ;
std::string mActorId;
std::string mCellId;
};
}
#endif