forked from teamnwah/openmw-tes3coop
commit
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#include "actors.hpp"
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#include <typeinfo>
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#include <components/esm/loadnpc.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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namespace MWMechanics
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{
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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{
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}
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void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
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{
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if (!paused && ptr.getRefData().getHandle()!="player")
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MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip (
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MWWorld::Class::get (ptr).getNpcStats (ptr), mEnvironment);
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}
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Actors::Actors (MWWorld::Environment& environment) : mEnvironment (environment), mDuration (0) {}
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void Actors::addActor (const MWWorld::Ptr& ptr)
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{
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mActors.insert (ptr);
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}
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void Actors::removeActor (const MWWorld::Ptr& ptr)
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{
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mActors.erase (ptr);
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}
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void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
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{
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std::set<MWWorld::Ptr>::iterator iter = mActors.begin();
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while (iter!=mActors.end())
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if (iter->getCell()==cellStore)
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{
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mActors.erase (iter++);
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}
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else
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++iter;
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}
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void Actors::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
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bool paused)
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{
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mDuration += duration;
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if (mDuration>=0.25)
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{
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for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter)
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{
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updateActor (*iter, mDuration);
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if (iter->getTypeName()==typeid (ESM::NPC).name())
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updateNpc (*iter, mDuration, paused);
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}
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mDuration = 0;
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}
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for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end();
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++iter)
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{
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Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter);
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if (vector!=Ogre::Vector3::ZERO)
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movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector));
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}
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}
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}
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@ -0,0 +1,51 @@
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#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <set>
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#include <vector>
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#include <string>
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#include "../mwworld/ptr.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace MWWorld
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{
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class Environment;
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}
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namespace MWMechanics
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{
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class Actors
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{
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MWWorld::Environment& mEnvironment;
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std::set<MWWorld::Ptr> mActors;
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float mDuration;
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void updateActor (const MWWorld::Ptr& ptr, float duration);
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void updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused);
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public:
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Actors (MWWorld::Environment& environment);
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void addActor (const MWWorld::Ptr& ptr);
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///< Register an actor for stats management
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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void dropActors (const MWWorld::Ptr::CellStore *cellStore);
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///< Deregister all actors in the given cell.
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void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement,
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float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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};
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}
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#endif
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