Even when target is not reachable actor will try to run there either because
target navmesh polygon is selected within extended area or because partial path
is built to the closest possible polygon.
OpenMW save file assumes the presence of NPC/Creature data but the vanilla save file provides only the delta changes in most situations. The base data are not available without loading all the relevant dependency content files. Duplicating that code in the ESSImporter is not desirable.
Ideally a flag should be set but that will mean a change in the save file format. For a minor change such as this doing so seems like an overkill. So a temporary workaround is introduced where the gold carried by the NPC/Creature is used as an indicator as the lack of ACDT data.
simulation
The purpose of weak_ptr is to avoid performing the simulation on deleted
Actor by promoting it to a shared_ptr via a lock() call. This clutter
the code with a lot of branches, whereas the overwhelmingly common case is for the call to succeed.
Since the simulation is decoupled from the engine state, we can use a shared_ptr instead of a weak_ptr.
This allow us to ignore (ie not handle) the rarer case where the actor is delete from the scene. This means that the simulation
will run for one frame more than before for each actor, whereas the rest of the engine
will be ignorant of this.
PhysicsSystem::traceDown before inserting into mActors.
The latter does nothing until the actor is inserted into mActors.
We can't move the call after the insertion either because then
the actor is part of the simulation, and we'd have a race.
collision handling and castRay() to avoid calling getPtr(). It is a step forward
removing the mutex inside of PtrHolder.
Do the same for DeepestNotMeContactTestResultCallback. It is used
only for not-ranged combat for now, but do it anyway for parity with all
other callback. This way, once the PtrHolder mutex is gone one will not
have to worry about wether it is safe to use the callback in a specific
context.
To avoid use-after-free with projectile / projectile collision, defer deletion of projectile.
Since instead of storing a copy of target Ptr we have a pointer to its collision object,
we can't delete projectiles until after we finished iterating over the loops.
MWWorld::Ptr:
- they are equivalent
- btCollisionObject* is readily available from the simulation, it saves
a call to a mutex
- btCollisionObject* is smaller