Partly revert "Avoid directly iterating the actor map (Fixes #3173)"

Caused issues when a summoned creature is removed as part of the magic effect update.

Fixes #3178
coverity_scan
scrawl 9 years ago
parent 59d2de118f
commit 145756c0a1

@ -982,11 +982,8 @@ namespace MWMechanics
/// \todo move update logic to Actor class where appropriate
// make a copy of the map to avoid invalidated iterators when an actor moves during the update
PtrActorMap actors = mActors;
// AI and magic effects update
for(PtrActorMap::iterator iter(actors.begin()); iter != actors.end(); ++iter)
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2()
<= sqrProcessingDistance;
@ -1011,7 +1008,7 @@ namespace MWMechanics
if (iter->first != player)
adjustCommandedActor(iter->first);
for(PtrActorMap::iterator it(actors.begin()); it != actors.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;
@ -1023,7 +1020,7 @@ namespace MWMechanics
float sqrHeadTrackDistance = std::numeric_limits<float>::max();
MWWorld::Ptr headTrackTarget;
for(PtrActorMap::iterator it(actors.begin()); it != actors.end(); ++it)
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{
if (it->first == iter->first)
continue;
@ -1058,12 +1055,12 @@ 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(PtrActorMap::iterator iter(actors.begin()); iter != actors.end(); ++iter)
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
iter->second->getCharacterController()->updateContinuousVfx();
// Animation/movement update
CharacterController* playerCharacter = NULL;
for(PtrActorMap::iterator iter(actors.begin()); iter != actors.end(); ++iter)
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (iter->first != player &&
(player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2()
@ -1073,10 +1070,20 @@ namespace MWMechanics
if (iter->first.getClass().getCreatureStats(iter->first).isParalyzed())
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 == getPlayer())
{
playerCharacter = iter->second->getCharacterController();
continue;
}
iter->second->getCharacterController()->update(duration);
}
for(PtrActorMap::iterator iter(actors.begin()); iter != actors.end(); ++iter)
if (playerCharacter)
playerCharacter->update(duration);
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
const MWWorld::Class &cls = iter->first.getClass();
CreatureStats &stats = cls.getCreatureStats(iter->first);
@ -1134,7 +1141,7 @@ namespace MWMechanics
bool detected = false;
for (PtrActorMap::iterator iter(actors.begin()); iter != actors.end(); ++iter)
for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (iter->first == player) // not the player
continue;
@ -1177,8 +1184,7 @@ namespace MWMechanics
void Actors::killDeadActors()
{
PtrActorMap actors = mActors;
for(PtrActorMap::iterator iter(actors.begin()); iter != actors.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);
@ -1209,7 +1215,7 @@ namespace MWMechanics
++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())];
// Make sure spell effects are removed
for (PtrActorMap::iterator iter2(actors.begin());iter2 != actors.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());

Loading…
Cancel
Save