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Make all MWMechanics::Actor functions inline

This commit is contained in:
elsid 2022-05-18 19:58:53 +02:00
parent 77c09dff39
commit 1bb1053569
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GPG key ID: B845CB9FEE18AB40
3 changed files with 22 additions and 98 deletions

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@ -95,7 +95,7 @@ add_openmw_dir (mwmechanics
mechanicsmanagerimp stat creaturestats magiceffects movement actorutil spelllist
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction summoning
character actors objects aistate trading weaponpriority spellpriority weapontype spellutil
spelleffects
)

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@ -1,82 +0,0 @@
#include "actor.hpp"
#include "character.hpp"
namespace MWMechanics
{
Actor::Actor(const MWWorld::Ptr &ptr, MWRender::Animation *animation)
: mCharacterController(ptr, animation)
, mPositionAdjusted(false)
{
}
const MWWorld::Ptr& Actor::getPtr() const
{
return mCharacterController.getPtr();
}
void Actor::updatePtr(const MWWorld::Ptr &newPtr)
{
mCharacterController.updatePtr(newPtr);
}
CharacterController& Actor::getCharacterController()
{
return mCharacterController;
}
int Actor::getGreetingTimer() const
{
return mGreetingTimer;
}
void Actor::setGreetingTimer(int timer)
{
mGreetingTimer = timer;
}
float Actor::getAngleToPlayer() const
{
return mTargetAngleRadians;
}
void Actor::setAngleToPlayer(float angle)
{
mTargetAngleRadians = angle;
}
GreetingState Actor::getGreetingState() const
{
return mGreetingState;
}
void Actor::setGreetingState(GreetingState state)
{
mGreetingState = state;
}
bool Actor::isTurningToPlayer() const
{
return mIsTurningToPlayer;
}
void Actor::setTurningToPlayer(bool turning)
{
mIsTurningToPlayer = turning;
}
Misc::TimerStatus Actor::updateEngageCombatTimer(float duration)
{
return mEngageCombat.update(duration, MWBase::Environment::get().getWorld()->getPrng());
}
void Actor::setPositionAdjusted(bool adjusted)
{
mPositionAdjusted = adjusted;
}
bool Actor::getPositionAdjusted() const
{
return mPositionAdjusted;
}
}

View file

@ -23,31 +23,37 @@ namespace MWMechanics
class Actor
{
public:
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation);
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
: mCharacterController(ptr, animation)
, mPositionAdjusted(false)
{}
const MWWorld::Ptr& getPtr() const;
const MWWorld::Ptr& getPtr() const { return mCharacterController.getPtr(); }
/// Notify this actor of its new base object Ptr, use when the object changed cells
void updatePtr(const MWWorld::Ptr& newPtr);
void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
CharacterController& getCharacterController();
CharacterController& getCharacterController() { return mCharacterController; }
int getGreetingTimer() const;
void setGreetingTimer(int timer);
int getGreetingTimer() const { return mGreetingTimer; }
void setGreetingTimer(int timer) { mGreetingTimer = timer; }
float getAngleToPlayer() const;
void setAngleToPlayer(float angle);
float getAngleToPlayer() const { return mTargetAngleRadians; }
void setAngleToPlayer(float angle) { mTargetAngleRadians = angle; }
GreetingState getGreetingState() const;
void setGreetingState(GreetingState state);
GreetingState getGreetingState() const { return mGreetingState; }
void setGreetingState(GreetingState state) { mGreetingState = state; }
bool isTurningToPlayer() const;
void setTurningToPlayer(bool turning);
bool isTurningToPlayer() const { return mIsTurningToPlayer; }
void setTurningToPlayer(bool turning) { mIsTurningToPlayer = turning; }
Misc::TimerStatus updateEngageCombatTimer(float duration);
Misc::TimerStatus updateEngageCombatTimer(float duration)
{
return mEngageCombat.update(duration, MWBase::Environment::get().getWorld()->getPrng());
}
void setPositionAdjusted(bool adjusted);
bool getPositionAdjusted() const;
void setPositionAdjusted(bool adjusted) { mPositionAdjusted = adjusted; }
bool getPositionAdjusted() const { return mPositionAdjusted; }
private:
CharacterController mCharacterController;