Merge branch 'refactor_actors' into 'master'

Refactor MWMechanics::Actors

See merge request OpenMW/openmw!2094
LTO-timing^2
psi29a 3 years ago
commit 98f839982e

@ -37,6 +37,7 @@ namespace MWMechanics
void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); } void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
CharacterController& getCharacterController() { return mCharacterController; } CharacterController& getCharacterController() { return mCharacterController; }
const CharacterController& getCharacterController() const { return mCharacterController; }
int getGreetingTimer() const { return mGreetingTimer; } int getGreetingTimer() const { return mGreetingTimer; }
void setGreetingTimer(int timer) { mGreetingTimer = timer; } void setGreetingTimer(int timer) { mGreetingTimer = timer; }

File diff suppressed because it is too large Load Diff

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

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