Mark Actors member functions as const where possible

LTO-timing^2
elsid 3 years ago
parent ae4ec0a1d0
commit c476437b6e
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

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

@ -108,7 +108,7 @@ std::pair<float, float> getRestorationPerHourOfSleep(const MWWorld::Ptr& ptr)
}
template<class T>
void forEachFollowingPackage(std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func)
void forEachFollowingPackage(const std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func)
{
for (const MWMechanics::Actor& actor : actors)
{
@ -357,7 +357,7 @@ namespace MWMechanics
}
}
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
void Actors::updateActor(const MWWorld::Ptr& ptr, float duration) const
{
// magic effects
adjustMagicEffects (ptr, duration);
@ -366,7 +366,7 @@ namespace MWMechanics
calculateRestoration(ptr, duration);
}
void Actors::playIdleDialogue(const MWWorld::Ptr& actor)
void Actors::playIdleDialogue(const MWWorld::Ptr& actor) const
{
if (!actor.getClass().isActor() || actor == getPlayer() || MWBase::Environment::get().getSoundManager()->sayActive(actor))
return;
@ -393,7 +393,7 @@ namespace MWMechanics
MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
}
void Actors::updateMovementSpeed(const MWWorld::Ptr& actor)
void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) const
{
if (mSmoothMovement)
return;
@ -510,7 +510,7 @@ namespace MWMechanics
actorState.setGreetingState(greetingState);
}
void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir)
void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const
{
auto& movementSettings = actor.getClass().getMovementSettings(actor);
movementSettings.mPosition[1] = 0;
@ -528,7 +528,7 @@ namespace MWMechanics
}
}
void Actors::stopCombat(const MWWorld::Ptr& ptr)
void Actors::stopCombat(const MWWorld::Ptr& ptr) const
{
auto& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
std::vector<MWWorld::Ptr> targets;
@ -545,7 +545,8 @@ namespace MWMechanics
}
}
void Actors::engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer)
void Actors::engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2,
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies, bool againstPlayer) const
{
// No combat for totally static creatures
if (!actor1.getClass().isMobile(actor1))
@ -698,7 +699,7 @@ namespace MWMechanics
}
}
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature, float duration)
void Actors::adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const
{
CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature);
const bool wasDead = creatureStats.isDead();
@ -754,7 +755,7 @@ namespace MWMechanics
updateSummons(creature, mTimerDisposeSummonsCorpses == 0.f);
}
void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep)
void Actors::restoreDynamicStats(const MWWorld::Ptr& ptr, double hours, bool sleep) const
{
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
if (stats.isDead())
@ -822,7 +823,7 @@ namespace MWMechanics
stats.setFatigue (fatigue);
}
void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
void Actors::calculateRestoration(const MWWorld::Ptr& ptr, float duration) const
{
if (ptr.getClass().getCreatureStats(ptr).isDead())
return;
@ -847,7 +848,7 @@ namespace MWMechanics
stats.setFatigue (fatigue);
}
bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr)
bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
@ -855,7 +856,7 @@ namespace MWMechanics
return it->second->getCharacterController().isAttackPreparing();
}
bool Actors::isRunning(const MWWorld::Ptr& ptr)
bool Actors::isRunning(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
@ -863,7 +864,7 @@ namespace MWMechanics
return it->second->getCharacterController().isRunning();
}
bool Actors::isSneaking(const MWWorld::Ptr& ptr)
bool Actors::isSneaking(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
@ -1027,7 +1028,7 @@ namespace MWMechanics
}
}
void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration)
void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) const
{
const MWWorld::Ptr player = getPlayer();
if (ptr == player)
@ -1139,7 +1140,7 @@ namespace MWMechanics
updateVisibility(ptr, it->getCharacterController());
}
void Actors::updateVisibility (const MWWorld::Ptr& ptr, CharacterController& ctrl)
void Actors::updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const
{
MWWorld::Ptr player = MWMechanics::getPlayer();
if (ptr == player)
@ -1179,14 +1180,14 @@ namespace MWMechanics
}
}
void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell)
void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().castSpell(spellId, manualSpell);
}
bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const
{
if (!actor.getClass().isActor())
return false;
@ -1218,7 +1219,7 @@ namespace MWMechanics
return false;
}
void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) const
{
const auto iter = mIndex.find(old.mRef);
if (iter != mIndex.end())
@ -1282,7 +1283,7 @@ namespace MWMechanics
}
void Actors::predictAndAvoidCollisions(float duration)
void Actors::predictAndAvoidCollisions(float duration) const
{
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;
@ -1675,7 +1676,7 @@ namespace MWMechanics
++mDeathCount[Misc::StringUtils::lowerCase(actor.getCellRef().getRefId())];
}
void Actors::resurrect(const MWWorld::Ptr &ptr)
void Actors::resurrect(const MWWorld::Ptr &ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
@ -1745,7 +1746,7 @@ namespace MWMechanics
}
}
void Actors::cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId)
void Actors::cleanupSummonedCreature(MWMechanics::CreatureStats& casterStats, int creatureActorId) const
{
const MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
if (!ptr.isEmpty())
@ -1780,7 +1781,7 @@ namespace MWMechanics
purgeSpellEffects(creatureActorId);
}
void Actors::purgeSpellEffects(int casterActorId)
void Actors::purgeSpellEffects(int casterActorId) const
{
for (const Actor& actor : mActors)
{
@ -1789,7 +1790,7 @@ namespace MWMechanics
}
}
void Actors::rest(double hours, bool sleep)
void Actors::rest(double hours, bool sleep) const
{
float duration = hours * 3600.f;
const float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();
@ -1928,14 +1929,14 @@ namespace MWMechanics
return 0;
}
void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
void Actors::forceStateUpdate(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().forceStateUpdate();
}
bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist)
bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist) const
{
const auto iter = mIndex.find(ptr.mRef);
if(iter != mIndex.end())
@ -1948,14 +1949,14 @@ namespace MWMechanics
return false;
}
}
void Actors::skipAnimation(const MWWorld::Ptr& ptr)
void Actors::skipAnimation(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().skipAnim();
}
bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const
{
const auto iter = mIndex.find(ptr.mRef);
if(iter != mIndex.end())
@ -1963,13 +1964,13 @@ namespace MWMechanics
return false;
}
void Actors::persistAnimationStates()
void Actors::persistAnimationStates() const
{
for (Actor& actor : mActors)
for (const Actor& actor : mActors)
actor.getCharacterController().persistAnimationState();
}
void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out)
void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const
{
for (const Actor& actor : mActors)
{
@ -1978,7 +1979,7 @@ namespace MWMechanics
}
}
bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius)
bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) const
{
for (const Actor& actor : mActors)
{
@ -1989,7 +1990,7 @@ namespace MWMechanics
return false;
}
std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting)
std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting) const
{
std::vector<MWWorld::Ptr> list;
for (const Actor& actor : mActors)
@ -2037,7 +2038,7 @@ namespace MWMechanics
return list;
}
std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr)
std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr) const
{
std::vector<MWWorld::Ptr> list;
forEachFollowingPackage(mActors, actorPtr, getPlayer(), [&] (const Actor& actor, const std::shared_ptr<AiPackage>& package)
@ -2051,21 +2052,25 @@ namespace MWMechanics
return list;
}
void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) const
{
auto followers = getActorsFollowing(actor);
for(const MWWorld::Ptr &follower : followers)
if (out.insert(follower).second)
getActorsFollowing(follower, out);
}
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) {
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) const
{
auto followers = getActorsSidingWith(actor, excludeInfighting);
for(const MWWorld::Ptr &follower : followers)
if (out.insert(follower).second)
getActorsSidingWith(follower, out, excludeInfighting);
}
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies) {
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies) const
{
// If we have already found actor's allies, use the cache
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >::const_iterator search = cachedAllies.find(actor);
if (search != cachedAllies.end())
@ -2087,7 +2092,7 @@ namespace MWMechanics
}
}
std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor)
std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) const
{
std::vector<int> list;
forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor&, const std::shared_ptr<AiPackage>& package)
@ -2104,7 +2109,7 @@ namespace MWMechanics
return list;
}
std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor)
std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor) const
{
std::map<int, MWWorld::Ptr> map;
forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor& otherActor, const std::shared_ptr<AiPackage>& package)
@ -2122,7 +2127,8 @@ namespace MWMechanics
return map;
}
std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) const
{
std::vector<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
const osg::Vec3f position(actor.getRefData().getPosition().asVec3());
@ -2142,7 +2148,7 @@ namespace MWMechanics
return list;
}
std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor)
std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor) const
{
std::vector<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
@ -2200,7 +2206,7 @@ namespace MWMechanics
mDeathCount.clear();
}
void Actors::updateMagicEffects(const MWWorld::Ptr &ptr)
void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) const
{
adjustMagicEffects(ptr, 0.f);
}
@ -2268,7 +2274,7 @@ namespace MWMechanics
return it->second->isTurningToPlayer();
}
void Actors::fastForwardAi()
void Actors::fastForwardAi() const
{
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;

@ -51,11 +51,11 @@ namespace MWMechanics
/// 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);
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
/// 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();
float getProcessingRange() const;
@ -70,11 +70,11 @@ namespace MWMechanics
///
/// \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
void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
@ -86,72 +86,75 @@ namespace MWMechanics
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);
void updateActor(const MWWorld::Ptr& ptr, float duration) const;
///< This function is normally called automatically during the update process, but it can
/// 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
void stopCombat(const MWWorld::Ptr& ptr);
void stopCombat(const MWWorld::Ptr& ptr) const;
void playIdleDialogue(const MWWorld::Ptr& actor);
void updateMovementSpeed(const MWWorld::Ptr& actor);
void playIdleDialogue(const MWWorld::Ptr& actor) const;
void updateMovementSpeed(const MWWorld::Ptr& actor) const;
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 rest(double hours, bool sleep);
void rest(double hours, bool sleep) const;
///< 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);
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) const;
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();
void fastForwardAi() const;
///< 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);
bool isAttackPreparing(const MWWorld::Ptr& ptr) const;
bool isRunning(const MWWorld::Ptr& ptr) const;
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);
void skipAnimation(const MWWorld::Ptr& ptr);
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
void persistAnimationStates();
bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
int number, bool persist = false) const;
void skipAnimation(const MWWorld::Ptr& ptr) const;
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
/**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> getActorsFollowing(const MWWorld::Ptr& actor);
std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor,
bool excludeInfighting = false) const;
std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) const;
/// 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
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
std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor);
std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) const;
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) const;
///Returns the list of actors which are fighting the given 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.
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;
@ -189,28 +192,31 @@ namespace MWMechanics
bool mSmoothMovement;
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 adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const;
void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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 purgeSpellEffects (int casterActorId);
void purgeSpellEffects(int casterActorId) const;
void predictAndAvoidCollisions(float duration);
void predictAndAvoidCollisions(float duration) const;
/** 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 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
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of
/// 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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