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Merge branch 'refactor_actors' into 'master'
Refactor MWMechanics::Actors See merge request OpenMW/openmw!2094
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commit
98f839982e
@ -37,6 +37,7 @@ namespace MWMechanics
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void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
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CharacterController& getCharacterController() { return mCharacterController; }
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const CharacterController& getCharacterController() const { return mCharacterController; }
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int getGreetingTimer() const { return mGreetingTimer; }
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void setGreetingTimer(int timer) { mGreetingTimer = timer; }
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File diff suppressed because it is too large
Load Diff
@ -51,11 +51,11 @@ namespace MWMechanics
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const;
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// paused we may want to do it manually (after equipping permanent enchantment)
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void updateMagicEffects (const MWWorld::Ptr& ptr);
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void updateMagicEffects(const MWWorld::Ptr& ptr) const;
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void updateProcessingRange();
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float getProcessingRange() const;
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@ -70,11 +70,11 @@ namespace MWMechanics
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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void resurrect (const MWWorld::Ptr& ptr);
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void resurrect(const MWWorld::Ptr& ptr) const;
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void castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell=false);
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void castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell = false) const;
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void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
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void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr) const;
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///< Updates an actor with a new Ptr
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void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
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@ -86,76 +86,75 @@ namespace MWMechanics
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void update (float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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void updateActor (const MWWorld::Ptr& ptr, float duration);
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void updateActor(const MWWorld::Ptr& ptr, float duration) const;
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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/// Removes an actor from combat and makes all of their allies stop fighting the actor's targets
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void stopCombat(const MWWorld::Ptr& ptr);
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void stopCombat(const MWWorld::Ptr& ptr) const;
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void playIdleDialogue(const MWWorld::Ptr& actor);
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void updateMovementSpeed(const MWWorld::Ptr& actor);
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void playIdleDialogue(const MWWorld::Ptr& actor) const;
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void updateMovementSpeed(const MWWorld::Ptr& actor) const;
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void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const;
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void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
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bool inCombatOrPursue);
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void rest(double hours, bool sleep);
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void rest(double hours, bool sleep) const;
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///< Update actors while the player is waiting or sleeping.
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void updateSneaking(CharacterController* ctrl, float duration);
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///< Update the sneaking indicator state according to the given player character controller.
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep);
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) const;
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int getHoursToRest(const MWWorld::Ptr& ptr) const;
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///< Calculate how many hours the given actor needs to rest in order to be fully healed
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void fastForwardAi();
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void fastForwardAi() const;
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///< Simulate the passing of time
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int countDeaths (const std::string& id) const;
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///< Return the number of deaths for actors with the given ID.
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bool isAttackPreparing(const MWWorld::Ptr& ptr);
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bool isRunning(const MWWorld::Ptr& ptr);
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bool isSneaking(const MWWorld::Ptr& ptr);
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bool isAttackPreparing(const MWWorld::Ptr& ptr) const;
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bool isRunning(const MWWorld::Ptr& ptr) const;
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bool isSneaking(const MWWorld::Ptr& ptr) const;
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void forceStateUpdate(const MWWorld::Ptr &ptr);
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void forceStateUpdate(const MWWorld::Ptr &ptr) const;
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bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
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void skipAnimation(const MWWorld::Ptr& ptr);
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
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void persistAnimationStates();
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bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
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int number, bool persist = false) const;
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void skipAnimation(const MWWorld::Ptr& ptr) const;
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bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const;
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void persistAnimationStates() const;
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void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
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void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const;
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bool isAnyObjectInRange(const osg::Vec3f& position, float radius);
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bool isAnyObjectInRange(const osg::Vec3f& position, float radius) const;
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void cleanupSummonedCreature (CreatureStats& casterStats, int creatureActorId);
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void cleanupSummonedCreature(CreatureStats& casterStats, int creatureActorId) const;
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///Returns the list of actors which are siding with the given actor in fights
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/**ie AiFollow or AiEscort is active and the target is the actor **/
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std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor, bool excludeInfighting = false);
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std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor,
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bool excludeInfighting = false) const;
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std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) const;
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/// Recursive version of getActorsFollowing
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void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
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void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) const;
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/// Recursive version of getActorsSidingWith
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting = false);
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
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bool excludeInfighting = false) const;
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/// Get the list of AiFollow::mFollowIndex for all actors following this target
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std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
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std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor);
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std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) const;
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std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) const;
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///Returns the list of actors which are fighting the given actor
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/**ie AiCombat is active and the target is the actor **/
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std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
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std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) const;
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/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
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std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
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std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) const;
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void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
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@ -193,32 +192,31 @@ namespace MWMechanics
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bool mSmoothMovement;
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MusicType mCurrentMusic = MusicType::Title;
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void updateVisibility (const MWWorld::Ptr& ptr, CharacterController& ctrl);
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void updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const;
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void adjustMagicEffects (const MWWorld::Ptr& creature, float duration);
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void adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const;
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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void calculateRestoration(const MWWorld::Ptr& ptr, float duration) const;
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void updateDrowning (const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
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void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
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void updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) const;
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void killDeadActors ();
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void purgeSpellEffects (int casterActorId);
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void purgeSpellEffects(int casterActorId) const;
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void predictAndAvoidCollisions(float duration);
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void predictAndAvoidCollisions(float duration) const;
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/** Start combat between two actors
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@Notes: If againstPlayer = true then actor2 should be the Player.
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If one of the combatants is creature it should be actor1.
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*/
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void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer);
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void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2,
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std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies, bool againstPlayer) const;
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/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of actors mapped to their allies. Excludes infighting
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
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/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of
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/// actors mapped to their allies. Excludes infighting
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void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
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std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies) const;
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};
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}
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