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aisequence.hpp
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#ifndef OPENMW_COMPONENTS_ESM_AISEQUENCE_H
#define OPENMW_COMPONENTS_ESM_AISEQUENCE_H
#include <vector>
#include <string>
#include "defs.hpp"
#include "util.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
namespace AiSequence
{
// format 0, saved games only
// As opposed to AiPackageList, this stores the "live" version of AI packages.
enum AiPackages
{
Ai_Wander = ESM::FourCC<'W','A','N','D'>::value,
Ai_Travel = ESM::FourCC<'T','R','A','V'>::value,
Ai_Escort = ESM::FourCC<'E','S','C','O'>::value,
Ai_Follow = ESM::FourCC<'F','O','L','L'>::value,
Ai_Activate = ESM::FourCC<'A','C','T','I'>::value,
Ai_Combat = ESM::FourCC<'C','O','M','B'>::value,
Ai_Pursue = ESM::FourCC<'P','U','R','S'>::value
};
struct AiPackage
{
virtual ~AiPackage() {}
};
#pragma pack(push,1)
struct AiWanderData
{
short mDistance;
short mDuration;
unsigned char mTimeOfDay;
unsigned char mIdle[8];
unsigned char mShouldRepeat;
};
struct AiTravelData
{
float mX, mY, mZ;
};
struct AiEscortData
{
float mX, mY, mZ;
short mDuration;
};
#pragma pack(pop)
struct AiWander : AiPackage
{
AiWanderData mData;
ESM::TimeStamp mStartTime;
bool mStoredInitialActorPosition;
ESM::Vector3 mInitialActorPosition;
/// \todo add more AiWander state
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiTravel : AiPackage
{
AiTravelData mData;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiEscort : AiPackage
{
AiEscortData mData;
std::string mTargetId;
std::string mCellId;
float mRemainingDuration;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiFollow : AiPackage
{
AiEscortData mData;
std::string mTargetId;
std::string mCellId;
float mRemainingDuration;
bool mAlwaysFollow;
bool mCommanded;
bool mActive;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiActivate : AiPackage
{
std::string mTargetId;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiCombat : AiPackage
{
int mTargetActorId;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiPursue : AiPackage
{
int mTargetActorId;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};
struct AiPackageContainer
{
int mType;
AiPackage* mPackage;
};
struct AiSequence
{
AiSequence() {}
~AiSequence();
std::vector<AiPackageContainer> mPackages;
void load (ESMReader &esm);
void save (ESMWriter &esm) const;
private:
AiSequence(const AiSequence&);
AiSequence& operator=(const AiSequence&);
};
}
}
#endif