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OpenMW/apps/openmw/mwmechanics/aicombat.hpp

87 lines
2.2 KiB
C++

#ifndef GAME_MWMECHANICS_AICOMBAT_H
#define GAME_MWMECHANICS_AICOMBAT_H
#include "aipackage.hpp"
#include "pathfinding.hpp"
#include "movement.hpp"
#include "obstacle.hpp"
#include <OgreVector3.h>
#include "../mwworld/cellstore.hpp" // for Doors
#include "../mwbase/world.hpp"
namespace ESM
{
namespace AiSequence
{
struct AiCombat;
}
}
namespace MWMechanics
{
/// \brief Causes the actor to fight another actor
class AiCombat : public AiPackage
{
public:
///Constructor
/** \param actor Actor to fight **/
AiCombat(const MWWorld::Ptr& actor);
AiCombat (const ESM::AiSequence::AiCombat* combat);
void init();
virtual AiCombat *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
virtual int getTypeId() const;
virtual unsigned int getPriority() const;
///Returns target ID
MWWorld::Ptr getTarget() const;
virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
private:
PathFinder mPathFinder;
// controls duration of the actual strike
float mTimerAttack;
float mTimerReact;
// controls duration of the sideway & forward moves
// when mCombatMove is true
float mTimerCombatMove;
// AiCombat states
bool mReadyToAttack, mAttack;
bool mFollowTarget;
bool mCombatMove;
float mStrength; // this is actually make sense only in ranged combat
float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
bool mMinMaxAttackDurationInitialised;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;
Ogre::Vector3 mLastActorPos;
MWMechanics::Movement mMovement;
int mTargetActorId;
Ogre::Vector3 mLastTargetPos;
const MWWorld::CellStore* mCell;
ObstacleCheck mObstacleCheck;
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
};
}
#endif