diff --git a/apps/openmw/CMakeLists.txt b/apps/openmw/CMakeLists.txt index 28eadc5172..c645e1a0a2 100644 --- a/apps/openmw/CMakeLists.txt +++ b/apps/openmw/CMakeLists.txt @@ -76,7 +76,7 @@ add_openmw_dir (mwmechanics mechanicsmanagerimp stat character creaturestats magiceffects movement actors objects drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aiescort aiactivate aicombat repair enchanting pathfinding pathgrid security spellsuccess spellcasting - disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction + disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor ) add_openmw_dir (mwstate diff --git a/apps/openmw/mwmechanics/actor.cpp b/apps/openmw/mwmechanics/actor.cpp new file mode 100644 index 0000000000..675bd160a3 --- /dev/null +++ b/apps/openmw/mwmechanics/actor.cpp @@ -0,0 +1,28 @@ +#include "actor.hpp" + +#include "character.hpp" + +namespace MWMechanics +{ + + Actor::Actor(const MWWorld::Ptr &ptr, MWRender::Animation *animation) + { + mCharacterController.reset(new CharacterController(ptr, animation)); + } + + void Actor::updatePtr(const MWWorld::Ptr &newPtr) + { + mCharacterController->updatePtr(newPtr); + } + + CharacterController* Actor::getCharacterController() + { + return mCharacterController.get(); + } + + AiState& Actor::getAiState() + { + return mAiState; + } + +} diff --git a/apps/openmw/mwmechanics/actor.hpp b/apps/openmw/mwmechanics/actor.hpp new file mode 100644 index 0000000000..846af14671 --- /dev/null +++ b/apps/openmw/mwmechanics/actor.hpp @@ -0,0 +1,42 @@ +#ifndef OPENMW_MECHANICS_ACTOR_H +#define OPENMW_MECHANICS_ACTOR_H + +#include + +#include "aistate.hpp" + +namespace MWRender +{ + class Animation; +} +namespace MWWorld +{ + class Ptr; +} + +namespace MWMechanics +{ + class CharacterController; + + /// @brief Holds temporary state for an actor that will be discarded when the actor leaves the scene. + class Actor + { + public: + Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation); + + /// Notify this actor of its new base object Ptr, use when the object changed cells + void updatePtr(const MWWorld::Ptr& newPtr); + + CharacterController* getCharacterController(); + + AiState& getAiState(); + + private: + std::auto_ptr mCharacterController; + + AiState mAiState; + }; + +} + +#endif diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index f824fd6f4a..1a1d8c1547 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -35,6 +35,8 @@ #include "aifollow.hpp" #include "aipursue.hpp" +#include "actor.hpp" + namespace { @@ -920,10 +922,10 @@ namespace MWMechanics void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration) { - PtrControllerMap::iterator it = mActors.find(ptr); + PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return; - CharacterController* ctrl = it->second; + CharacterController* ctrl = it->second->getCharacterController(); NpcStats &stats = ptr.getClass().getNpcStats(ptr); MWBase::World *world = MWBase::Environment::get().getWorld(); @@ -1128,14 +1130,14 @@ namespace MWMechanics removeActor(ptr); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); - mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim))); + mActors.insert(std::make_pair(ptr, new Actor(ptr, anim))); if (updateImmediately) - mActors[ptr]->update(0); + mActors[ptr]->getCharacterController()->update(0); } void Actors::removeActor (const MWWorld::Ptr& ptr) { - PtrControllerMap::iterator iter = mActors.find(ptr); + PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { delete iter->second; @@ -1145,20 +1147,20 @@ namespace MWMechanics void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { - PtrControllerMap::iterator iter = mActors.find(old); + PtrActorMap::iterator iter = mActors.find(old); if(iter != mActors.end()) { - CharacterController *ctrl = iter->second; + Actor *actor = iter->second; mActors.erase(iter); - ctrl->updatePtr(ptr); - mActors.insert(std::make_pair(ptr, ctrl)); + actor->updatePtr(ptr); + mActors.insert(std::make_pair(ptr, actor)); } } void Actors::dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore) { - PtrControllerMap::iterator iter = mActors.begin(); + PtrActorMap::iterator iter = mActors.begin(); while(iter != mActors.end()) { if(iter->first.getCell()==cellStore && iter->first != ignore) @@ -1192,8 +1194,10 @@ namespace MWMechanics // using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876) const float sqrProcessingDistance = 7168*7168; + /// \todo move update logic to Actor class where appropriate + // AI and magic effects update - for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (!iter->first.getClass().getCreatureStats(iter->first).isDead()) { @@ -1207,7 +1211,7 @@ namespace MWMechanics if (iter->first != player) adjustCommandedActor(iter->first); - for(PtrControllerMap::iterator it(mActors.begin()); it != mActors.end(); ++it) + for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first || iter->first == player) // player is not AI-controlled continue; @@ -1219,13 +1223,13 @@ namespace MWMechanics float sqrHeadTrackDistance = std::numeric_limits::max(); MWWorld::Ptr headTrackTarget; - for(PtrControllerMap::iterator it(mActors.begin()); it != mActors.end(); ++it) + for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first) continue; updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); } - iter->second->setHeadTrackTarget(headTrackTarget); + iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget); } if (iter->first.getClass().isNpc() && iter->first != player) @@ -1254,12 +1258,12 @@ namespace MWMechanics // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. - for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) - iter->second->updateContinuousVfx(); + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + iter->second->getCharacterController()->updateContinuousVfx(); // Animation/movement update CharacterController* playerCharacter = NULL; - for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first != player && Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(iter->first.getRefData().getPosition().pos)) @@ -1268,22 +1272,22 @@ namespace MWMechanics if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get( ESM::MagicEffect::Paralyze).getMagnitude() > 0) - iter->second->skipAnim(); + iter->second->getCharacterController()->skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (iter->first.getCellRef().getRefId() == "player") { - playerCharacter = iter->second; + playerCharacter = iter->second->getCharacterController(); continue; } - iter->second->update(duration); + iter->second->getCharacterController()->update(duration); } if (playerCharacter) playerCharacter->update(duration); - for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); @@ -1341,7 +1345,7 @@ namespace MWMechanics bool detected = false; - for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first == player) // not the player continue; @@ -1384,32 +1388,32 @@ namespace MWMechanics void Actors::killDeadActors() { - for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if(!stats.isDead()) { - if(iter->second->isDead()) + if(iter->second->getCharacterController()->isDead()) { // Actor has been resurrected. Notify the CharacterController and re-enable collision. MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, true); - iter->second->resurrect(); + iter->second->getCharacterController()->resurrect(); } if(!stats.isDead()) continue; } - if (iter->second->kill()) + if (iter->second->getCharacterController()->kill()) { iter->first.getClass().getCreatureStats(iter->first).notifyDied(); ++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())]; // Make sure spell effects with CasterLinked flag are removed - for (PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2) + for (PtrActorMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2) { MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells(); spells.purge(stats.getActorId()); @@ -1438,7 +1442,7 @@ namespace MWMechanics void Actors::restoreDynamicStats(bool sleep) { - for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) + for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) restoreDynamicStats(iter->first, sleep); } @@ -1470,35 +1474,35 @@ namespace MWMechanics void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { - PtrControllerMap::iterator iter = mActors.find(ptr); + PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) - iter->second->forceStateUpdate(); + iter->second->getCharacterController()->forceStateUpdate(); } void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { - PtrControllerMap::iterator iter = mActors.find(ptr); + PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) - iter->second->playGroup(groupName, mode, number); + iter->second->getCharacterController()->playGroup(groupName, mode, number); } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { - PtrControllerMap::iterator iter = mActors.find(ptr); + PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) - iter->second->skipAnim(); + iter->second->getCharacterController()->skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { - PtrControllerMap::iterator iter = mActors.find(ptr); + PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) - return iter->second->isAnimPlaying(groupName); + return iter->second->getCharacterController()->isAnimPlaying(groupName); return false; } void Actors::getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector& out) { - for (PtrControllerMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) + for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(position) <= radius*radius) out.push_back(iter->first); @@ -1508,7 +1512,7 @@ namespace MWMechanics std::list Actors::getActorsFollowing(const MWWorld::Ptr& actor) { std::list list; - for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) + for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); @@ -1538,7 +1542,7 @@ namespace MWMechanics std::list Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) { std::list list; - for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) + for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); @@ -1611,7 +1615,7 @@ namespace MWMechanics void Actors::clear() { - PtrControllerMap::iterator it(mActors.begin()); + PtrActorMap::iterator it(mActors.begin()); for (; it != mActors.end(); ++it) { delete it->second; @@ -1631,10 +1635,10 @@ namespace MWMechanics bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const { - PtrControllerMap::const_iterator it = mActors.find(ptr); + PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; - return it->second->isReadyToBlock(); + return it->second->getCharacterController()->isReadyToBlock(); } } diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 321229571f..91bfad1708 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -6,7 +6,6 @@ #include #include -#include "character.hpp" #include "movement.hpp" #include "../mwbase/world.hpp" @@ -23,6 +22,8 @@ namespace MWWorld namespace MWMechanics { + class Actor; + class Actors { std::map mDeathCount; @@ -51,10 +52,10 @@ namespace MWMechanics Actors(); ~Actors(); - typedef std::map PtrControllerMap; + typedef std::map PtrActorMap; - PtrControllerMap::const_iterator begin() { return mActors.begin(); } - PtrControllerMap::const_iterator end() { return mActors.end(); } + PtrActorMap::const_iterator begin() { return mActors.begin(); } + PtrActorMap::const_iterator end() { return mActors.end(); } /// 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) @@ -131,7 +132,7 @@ namespace MWMechanics bool isReadyToBlock(const MWWorld::Ptr& ptr) const; private: - PtrControllerMap mActors; + PtrActorMap mActors; }; } diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index 5b2c57b0a9..8a77494b97 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -6,7 +6,6 @@ #include #include "../mwworld/ptr.hpp" -#include "aistate.hpp" namespace MWWorld { @@ -140,9 +139,6 @@ class CharacterController MWWorld::Ptr mPtr; MWRender::Animation *mAnimation; - // - AiState mAiState; - typedef std::deque > AnimationQueue; AnimationQueue mAnimQueue; @@ -229,8 +225,6 @@ public: void forceStateUpdate(); - AiState& getAiState() { return mAiState; } - bool isReadyToBlock() const; bool isKnockedOut() const; diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp index 54d53512a8..20c52e7b4e 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp @@ -1289,7 +1289,7 @@ namespace MWMechanics // if guard starts combat with player, guards pursuing player should do the same if (ptr.getClass().isClass(ptr, "Guard")) { - for (Actors::PtrControllerMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter) + for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if (iter->first.getClass().isClass(iter->first, "Guard")) {