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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-27 18:41:05 +00:00
elsid e5e04b85c1
Consider time to destination when try to avoid collision
Actor may reach destination before collision. Get next path point from active
packet pathfinder and use point tolerance to reduce distance.

Use maximum of last destination tolerance and DEFAULT_TOLERANCE because
there are 2 checks made for path completion. First checks whether actor is
close enough to the destination and second drop last path point when actor is
closer than DEFAULT_TOLERANCE.
2021-06-19 14:11:20 +02:00

222 lines
9.0 KiB
C++

#ifndef GAME_MWMECHANICS_ACTORS_H
#define GAME_MWMECHANICS_ACTORS_H
#include <set>
#include <vector>
#include <string>
#include <list>
#include <map>
#include "../mwmechanics/actorutil.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
}
namespace osg
{
class Vec3f;
}
namespace Loading
{
class Listener;
}
namespace MWWorld
{
class Ptr;
class CellStore;
}
namespace MWMechanics
{
class Actor;
class CharacterController;
class CreatureStats;
class Actors
{
std::map<std::string, int> mDeathCount;
void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void adjustMagicEffects (const MWWorld::Ptr& creature);
void calculateDynamicStats (const MWWorld::Ptr& ptr);
void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
void calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration);
void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
void updateDrowning (const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer);
void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
void killDeadActors ();
void purgeSpellEffects (int casterActorId);
void predictAndAvoidCollisions(float duration);
public:
Actors();
~Actors();
typedef std::map<MWWorld::Ptr,Actor*> PtrActorMap;
PtrActorMap::const_iterator begin() { return mActors.begin(); }
PtrActorMap::const_iterator end() { return mActors.end(); }
std::size_t size() const { return mActors.size(); }
void notifyDied(const MWWorld::Ptr &actor);
/// Check if the target actor was detected by an observer
/// If the observer is a non-NPC, check all actors in AI processing distance as observers
bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
/// paused we may want to do it manually (after equipping permanent enchantment)
void updateMagicEffects (const MWWorld::Ptr& ptr);
void updateProcessingRange();
float getProcessingRange() const;
void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
///< Register an actor for stats management
///
/// \note Dead actors are ignored.
void removeActor (const MWWorld::Ptr& ptr);
///< Deregister an actor for stats management
///
/// \note Ignored, if \a ptr is not a registered actor.
void resurrect (const MWWorld::Ptr& ptr);
void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false);
void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
///< Updates an actor with a new Ptr
void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
///< Deregister all actors (except for \a ignore) in the given cell.
void updateCombatMusic();
///< Update combat music state
void update (float duration, bool paused);
///< Update actor stats and store desired velocity vectors in \a movement
void updateActor (const MWWorld::Ptr& ptr, float duration);
///< This function is normally called automatically during the update process, but it can
/// also be called explicitly at any time to force an update.
/** Start combat between two actors
@Notes: If againstPlayer = true then actor2 should be the Player.
If one of the combatants is creature it should be actor1.
*/
void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer);
void playIdleDialogue(const MWWorld::Ptr& actor);
void updateMovementSpeed(const MWWorld::Ptr& actor);
void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
bool inCombatOrPursue);
void rest(double hours, bool sleep);
///< Update actors while the player is waiting or sleeping.
void updateSneaking(CharacterController* ctrl, float duration);
///< Update the sneaking indicator state according to the given player character controller.
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep);
int getHoursToRest(const MWWorld::Ptr& ptr) const;
///< Calculate how many hours the given actor needs to rest in order to be fully healed
void fastForwardAi();
///< Simulate the passing of time
int countDeaths (const std::string& id) const;
///< Return the number of deaths for actors with the given ID.
bool isAttackPreparing(const MWWorld::Ptr& ptr);
bool isRunning(const MWWorld::Ptr& ptr);
bool isSneaking(const MWWorld::Ptr& ptr);
void forceStateUpdate(const MWWorld::Ptr &ptr);
bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
void skipAnimation(const MWWorld::Ptr& ptr);
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
void persistAnimationStates();
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
bool isAnyObjectInRange(const osg::Vec3f& position, float radius);
void cleanupSummonedCreature (CreatureStats& casterStats, int creatureActorId);
///Returns the list of actors which are siding with the given actor in fights
/**ie AiFollow or AiEscort is active and the target is the actor **/
std::list<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor);
std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
/// Recursive version of getActorsFollowing
void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
/// Recursive version of getActorsSidingWith
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of actors mapped to their allies
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
/// Get the list of AiFollow::mFollowIndex for all actors following this target
std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor);
///Returns the list of actors which are fighting the given actor
/**ie AiCombat is active and the target is the actor **/
std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
std::list<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
void readRecord (ESM::ESMReader& reader, uint32_t type);
void clear(); // Clear death counter
bool isCastingSpell(const MWWorld::Ptr& ptr) const;
bool isReadyToBlock(const MWWorld::Ptr& ptr) const;
bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const;
int getGreetingTimer(const MWWorld::Ptr& ptr) const;
float getAngleToPlayer(const MWWorld::Ptr& ptr) const;
GreetingState getGreetingState(const MWWorld::Ptr& ptr) const;
bool isTurningToPlayer(const MWWorld::Ptr& ptr) const;
private:
void updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl);
void applyCureEffects (const MWWorld::Ptr& actor);
PtrActorMap mActors;
float mTimerDisposeSummonsCorpses;
float mActorsProcessingRange;
bool mSmoothMovement;
};
}
#endif