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23ffb8a4dc
This makes the Mehra Milo script work properly.
77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
#ifndef GAME_MWMECHANICS_AISEQUENCE_H
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#define GAME_MWMECHANICS_AISEQUENCE_H
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#include <list>
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#include <components/esm/loadnpc.hpp>
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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class AiPackage;
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/// \brief Sequence of AI-packages for a single actor
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class AiSequence
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{
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std::list<AiPackage *> mPackages;
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bool mDone;
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void copy (const AiSequence& sequence);
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// The type of AI package that ran last
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int mLastAiPackage;
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public:
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AiSequence();
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AiSequence (const AiSequence& sequence);
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AiSequence& operator= (const AiSequence& sequence);
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virtual ~AiSequence();
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int getTypeId() const;
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///< @see enum AiPackage::TypeId
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int getLastRunTypeId() const { return mLastAiPackage; }
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///< Get the typeid of the Ai package that ran last, NOT the currently "active" Ai package that will be run in the next frame.
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/// This difference is important when an Ai package has just finished and been removed.
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bool getCombatTarget (std::string &targetActorId) const;
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///< Return true and assign target if combat package is currently
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/// active, return false otherwise
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void stopCombat();
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///< Removes all combat packages until first non-combat or stack empty.
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bool isPackageDone() const;
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///< Has a package been completed during the last update?
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void execute (const MWWorld::Ptr& actor,float duration);
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///< Execute package.
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void clear();
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///< Remove all packages.
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void stack (const AiPackage& package);
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///< Add \a package to the front of the sequence (suspends current package)
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void queue (const AiPackage& package);
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///< Add \a package to the end of the sequence (executed after all other packages have been
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/// completed)
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AiPackage* getActivePackage();
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///< return the current active package. If there is no active package, throw an exeption
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void fill (const ESM::AIPackageList& list);
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};
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}
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#endif
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