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https://github.com/rwengine/openrw.git
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Game objects as unique ptrs
This commit is contained in:
parent
d1c31952b5
commit
0ae2a836ca
@ -208,8 +208,8 @@ bool CharacterController::checkForObstacles()
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// Try to stop before pedestrians
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for (const auto &obj : character->engine->pedestrianPool.objects) {
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// Verify that the character isn't the driver and is walking
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if (obj.second != character &&
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static_cast<CharacterObject *>(obj.second)->getCurrentVehicle() ==
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if (obj.second.get() != character &&
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static_cast<CharacterObject *>(obj.second.get())->getCurrentVehicle() ==
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nullptr) {
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// Only check characters that are near our vehicle
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if (glm::distance(vehicle->getPosition(),
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@ -228,7 +228,7 @@ bool CharacterController::checkForObstacles()
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// Brake when a car is in front of us and change lanes when possible
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for (const auto &obj : character->engine->vehiclePool.objects) {
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// Verify that the vehicle isn't our vehicle
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if (obj.second != vehicle) {
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if (obj.second.get() != vehicle) {
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// Only check vehicles that are near our vehicle
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if (glm::distance(vehicle->getPosition(),
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obj.second->getPosition()) <= minColDist) {
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@ -247,18 +247,18 @@ bool CharacterController::checkForObstacles()
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if (maxLanes > 1) {
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// Change the lane, firstly check if there is an
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// occupant
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if (static_cast<VehicleObject *>(obj.second)
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if (static_cast<VehicleObject *>(obj.second.get())
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->getDriver() != nullptr) {
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// @todo for now we don't know the lane where the
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// player is currently driving so just slow down, in
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// the future calculate the lane
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if (static_cast<VehicleObject *>(obj.second)
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if (static_cast<VehicleObject *>(obj.second.get())
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->getDriver()
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->isPlayer()) {
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return true;
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} else {
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int avoidLane =
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static_cast<VehicleObject *>(obj.second)
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static_cast<VehicleObject *>(obj.second.get())
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->getDriver()
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->controller->getLane();
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@ -46,7 +46,7 @@ void PlayerController::enterNearestVehicle() {
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float d = 10.f;
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for (auto& p : world->vehiclePool.objects) {
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auto object = p.second;
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auto object = p.second.get();
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float vd =
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glm::length(character->getPosition() - object->getPosition());
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if (vd < d) {
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@ -94,9 +94,13 @@ GameWorld::GameWorld(Logger* log, GameData* dat)
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}
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GameWorld::~GameWorld() {
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for (auto& p : allObjects) {
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delete p;
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}
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// Bullet requires to remove each object before all physic world
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pedestrianPool.clear();
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instancePool.clear();
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vehiclePool.clear();
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pickupPool.clear();
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cutscenePool.clear();
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projectilePool.clear();
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}
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bool GameWorld::placeItems(const std::string& name) {
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@ -145,14 +149,16 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
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}
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auto instance =
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new InstanceObject(this, pos, rot, glm::vec3(1.f), oi, dydata);
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std::make_unique<InstanceObject>(this, pos, rot, glm::vec3(1.f), oi, dydata);
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instancePool.insert(instance);
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allObjects.push_back(instance);
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auto ptr = instance.get();
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modelInstances.insert({oi->name, instance});
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instancePool.insert(std::move(instance));
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allObjects.push_back(ptr);
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return instance;
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modelInstances.emplace(oi->name, ptr);
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return ptr;
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}
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return nullptr;
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@ -173,7 +179,7 @@ void GameWorld::cleanupTraffic(const ViewCamera& focus) {
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if (glm::distance(focus.position, p.second->getPosition()) >=
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kMaxTrafficCleanupRadius) {
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if (!focus.frustum.intersects(p.second->getPosition(), 1.f)) {
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destroyObjectQueued(p.second);
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destroyObjectQueued(p.second.get());
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}
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}
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}
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@ -185,7 +191,7 @@ void GameWorld::cleanupTraffic(const ViewCamera& focus) {
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if (glm::distance(focus.position, p.second->getPosition()) >=
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kMaxTrafficCleanupRadius) {
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if (!focus.frustum.intersects(p.second->getPosition(), 1.f)) {
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destroyObjectQueued(p.second);
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destroyObjectQueued(p.second.get());
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}
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}
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}
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@ -216,12 +222,13 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
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}
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}
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auto instance = new CutsceneObject(this, pos, rot, model, modelinfo);
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auto instance = std::make_unique<CutsceneObject>(this, pos, rot, model, modelinfo);
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auto ptr = instance.get();
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cutscenePool.insert(instance);
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allObjects.push_back(instance);
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cutscenePool.insert(std::move(instance));
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allObjects.push_back(ptr);
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return instance;
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return ptr;
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}
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VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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@ -299,13 +306,14 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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}
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auto vehicle =
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new VehicleObject{this, pos, rot, vti, info->second, prim, sec};
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std::make_unique<VehicleObject>(this, pos, rot, vti, info->second, prim, sec);
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auto ptr = vehicle.get();
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vehicle->setGameObjectID(gid);
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vehiclePool.insert(vehicle);
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allObjects.push_back(vehicle);
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vehiclePool.insert(std::move(vehicle));
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allObjects.push_back(ptr);
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return vehicle;
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return ptr;
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}
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CharacterObject* GameWorld::createPedestrian(const uint16_t id,
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@ -323,11 +331,12 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id,
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}
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auto controller = new DefaultAIController();
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auto ped = new CharacterObject(this, pos, rot, pt, controller);
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auto ped = std::make_unique<CharacterObject>(this, pos, rot, pt, controller);
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auto ptr = ped.get();
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ped->setGameObjectID(gid);
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pedestrianPool.insert(ped);
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allObjects.push_back(ped);
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return ped;
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pedestrianPool.insert(std::move(ped));
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allObjects.push_back(ptr);
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return ptr;
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}
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CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
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@ -350,13 +359,14 @@ CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
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}
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auto controller = new PlayerController();
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auto ped = new CharacterObject(this, pos, rot, pt, controller);
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auto ped = std::make_unique<CharacterObject>(this, pos, rot, pt, controller);
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auto ptr = ped.get();
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ped->setGameObjectID(gid);
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ped->setLifetime(GameObject::PlayerLifetime);
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players.push_back(controller);
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pedestrianPool.insert(ped);
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allObjects.push_back(ped);
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return ped;
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pedestrianPool.insert(std::move(ped));
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allObjects.push_back(ptr);
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return ptr;
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}
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PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
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@ -371,7 +381,7 @@ PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
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data->loadModel(id);
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}
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PickupObject* pickup = nullptr;
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std::unique_ptr<PickupObject> pickup;
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auto pickuptype = static_cast<PickupObject::PickupType>(type);
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auto it = std::find_if(
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@ -380,34 +390,36 @@ PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
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// If nothing, create a generic pickup instead of an item pickup
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if (it != data->weaponData.end()) {
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pickup = new ItemPickup(this, pos, modelInfo, pickuptype, it->get());
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pickup = std::make_unique<ItemPickup>(this, pos, modelInfo, pickuptype, it->get());
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} else if (modelInfo->name == "info" || modelInfo->name == "briefcase" ||
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modelInfo->name == "floatpackge1") {
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pickup = new DummyPickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<DummyPickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "killfrenzy") {
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pickup = new RampagePickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<RampagePickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "health") {
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pickup = new HealthPickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<HealthPickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "bodyarmour") {
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pickup = new ArmourPickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<ArmourPickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "package1") {
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pickup = new CollectablePickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<CollectablePickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "adrenaline") {
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pickup = new AdrenalinePickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<AdrenalinePickup>(this, pos, modelInfo, pickuptype);
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} else if (modelInfo->name == "Money") {
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pickup = new MoneyPickup(this, pos, modelInfo, pickuptype, 0);
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pickup = std::make_unique<MoneyPickup>(this, pos, modelInfo, pickuptype, 0);
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} else if (modelInfo->name == "donkeymag") {
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pickup = new BigNVeinyPickup(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<BigNVeinyPickup>(this, pos, modelInfo, pickuptype);
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pickup->setBehaviourFlags(PickupObject::BehaviourFlags::PickupInVehicle);
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} else {
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RW_UNIMPLEMENTED("Non-weapon pickups");
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pickup = new PickupObject(this, pos, modelInfo, pickuptype);
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pickup = std::make_unique<PickupObject>(this, pos, modelInfo, pickuptype);
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}
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pickupPool.insert(pickup);
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allObjects.push_back(pickup);
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auto ptr = pickup.get();
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return pickup;
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pickupPool.insert(std::move(pickup));
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allObjects.push_back(ptr);
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return ptr;
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}
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Garage* GameWorld::createGarage(const glm::vec3 coord0, const glm::vec3 coord1,
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@ -423,7 +435,7 @@ Payphone* GameWorld::createPayphone(const glm::vec2 coord) {
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return payphones.back().get();
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}
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void GameWorld::ObjectPool::insert(GameObject* object) {
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void GameWorld::ObjectPool::insert(std::unique_ptr<GameObject> object) {
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if (object->getGameObjectID() == 0) {
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// Find the lowest free GameObjectID.
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GameObjectID availID = 1;
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@ -433,12 +445,12 @@ void GameWorld::ObjectPool::insert(GameObject* object) {
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object->setGameObjectID(availID);
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}
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objects[object->getGameObjectID()] = object;
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objects[object->getGameObjectID()] = std::move(object);
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}
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GameObject* GameWorld::ObjectPool::find(GameObjectID id) const {
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auto it = objects.find(id);
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return (it == objects.end()) ? nullptr : it->second;
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return (it == objects.end()) ? nullptr : it->second.get();
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}
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void GameWorld::ObjectPool::remove(GameObject* object) {
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@ -450,6 +462,10 @@ void GameWorld::ObjectPool::remove(GameObject* object) {
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}
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}
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void GameWorld::ObjectPool::clear() {
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objects.clear();
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}
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GameWorld::ObjectPool& GameWorld::getTypeObjectPool(GameObject* object) {
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switch (object->type()) {
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case GameObject::Character:
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@ -500,8 +516,6 @@ void GameWorld::destroyObject(GameObject* object) {
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if (it != allObjects.end()) {
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allObjects.erase(it);
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}
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delete object;
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}
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void GameWorld::destroyObjectQueued(GameObject* object) {
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@ -712,20 +726,20 @@ void GameWorld::PhysicsTickCallback(btDynamicsWorld* physWorld,
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RW_PROFILE_COUNTER_SET("physicsTick/vehiclePool", world->vehiclePool.objects.size());
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for (auto& p : world->vehiclePool.objects) {
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RW_PROFILE_SCOPEC("VehicleObject", MP_THISTLE1);
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VehicleObject* object = static_cast<VehicleObject*>(p.second);
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auto object = static_cast<VehicleObject*>(p.second.get());
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object->tickPhysics(timeStep);
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}
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RW_PROFILE_COUNTER_SET("physicsTick/pedestrianPool", world->pedestrianPool.objects.size());
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for (auto& p : world->pedestrianPool.objects) {
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RW_PROFILE_SCOPEC("CharacterObject", MP_THISTLE1);
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CharacterObject* object = static_cast<CharacterObject*>(p.second);
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auto object = static_cast<CharacterObject*>(p.second.get());
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object->tickPhysics(timeStep);
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}
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RW_PROFILE_COUNTER_SET("physicsTick/instancePool", world->instancePool.objects.size());
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for (auto& p : world->instancePool.objects) {
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InstanceObject* object = static_cast<InstanceObject*>(p.second);
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auto object = static_cast<InstanceObject*>(p.second.get());
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object->tickPhysics(timeStep);
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}
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}
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@ -771,7 +785,7 @@ void GameWorld::startCutscene() {
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void GameWorld::clearCutscene() {
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for (auto& p : cutscenePool.objects) {
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destroyObjectQueued(p.second);
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destroyObjectQueued(p.second.get());
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}
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if (cutsceneAudio.length() > 0) {
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@ -968,7 +982,7 @@ void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
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// Check if we have any important objects in a vehicle, if we do - don't
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// erase it
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for (auto& seat :
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static_cast<VehicleObject*>(obj.second)->seatOccupants) {
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static_cast<VehicleObject*>(obj.second.get())->seatOccupants) {
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auto character = static_cast<CharacterObject*>(seat.second);
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if (character->getLifetime() == GameObject::PlayerLifetime ||
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@ -982,7 +996,7 @@ void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
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}
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if (glm::distance(center, obj.second->getPosition()) < radius) {
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destroyObjectQueued(obj.second);
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destroyObjectQueued(obj.second.get());
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}
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}
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@ -995,7 +1009,7 @@ void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
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}
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if (glm::distance(center, obj.second->getPosition()) < radius) {
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destroyObjectQueued(obj.second);
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destroyObjectQueued(obj.second.get());
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}
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}
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@ -253,13 +253,13 @@ public:
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* the individual pools.
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*/
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struct ObjectPool {
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std::map<GameObjectID, GameObject*> objects;
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std::map<GameObjectID, std::unique_ptr<GameObject>> objects;
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/**
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* Allocates the game object a GameObjectID and inserts it into
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* the pool
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*/
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void insert(GameObject* object);
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void insert(std::unique_ptr<GameObject> object);
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/**
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* Removes a game object from this pool
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@ -270,6 +270,11 @@ public:
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* Finds a game object if it exists in this pool
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*/
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GameObject* find(GameObjectID id) const;
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/**
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* Removes all stored objects
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*/
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void clear();
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};
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/**
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@ -37,8 +37,8 @@ Garage::Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
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midpoint.y = (min.y + max.y) / 2;
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// Find door objects for this garage
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for (const auto p : engine->instancePool.objects) {
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const auto inst = static_cast<InstanceObject*>(p.second);
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for (const auto& p : engine->instancePool.objects) {
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const auto inst = static_cast<InstanceObject*>(p.second.get());
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if (!inst->getModel()) {
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continue;
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@ -15,7 +15,7 @@ Payphone::Payphone(GameWorld* engine_, size_t id_, const glm::vec2& coord)
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: engine(engine_), id(id_) {
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// Find payphone object, original game does this differently
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for (const auto& p : engine->instancePool.objects) {
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auto o = p.second;
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auto o = p.second.get();
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if (!o->getModel()) {
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continue;
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}
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@ -33,13 +33,15 @@ void Weapon::fireProjectile(WeaponData* weapon, CharacterObject* owner,
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force = std::max(0.1f, force);
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auto projectile = new ProjectileObject(
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auto projectile = std::make_unique<ProjectileObject>(
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owner->engine, fireOrigin,
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{pt, direction,
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ProjectileObject::ProjectileInfo{
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pt, direction,
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17.f * force, /// @todo pull a better velocity from somewhere
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3.5f, weapon});
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auto ptr = projectile.get();
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auto& pool = owner->engine->getTypeObjectPool(projectile);
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pool.insert(projectile);
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owner->engine->allObjects.push_back(projectile);
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auto& pool = owner->engine->getTypeObjectPool(ptr);
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pool.insert(std::move(projectile));
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owner->engine->allObjects.push_back(ptr);
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}
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@ -25,6 +25,14 @@ public:
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};
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struct ProjectileInfo {
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ProjectileInfo(ProjectileType p_type, glm::vec3 p_direction,
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float p_velocity, float p_time, WeaponData* p_weapon)
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: type(p_type)
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, direction(p_direction)
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, velocity(p_velocity)
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, time(p_time)
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, weapon(p_weapon) {
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}
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ProjectileType type;
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glm::vec3 direction{};
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float velocity;
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|
@ -7442,7 +7442,7 @@ void opcode_02c5(const ScriptArguments& args, ScriptInt& collected) {
|
||||
*/
|
||||
void opcode_02c6(const ScriptArguments& args) {
|
||||
for (auto& p : args.getWorld()->pickupPool.objects) {
|
||||
auto pickup = static_cast<BigNVeinyPickup*>(p.second);
|
||||
auto pickup = static_cast<BigNVeinyPickup*>(p.second.get());
|
||||
if (pickup->isBigNVeinyPickup()) {
|
||||
script::destroyObject(args, pickup);
|
||||
}
|
||||
@ -7720,7 +7720,7 @@ void opcode_02dd(const ScriptArguments& args, const ScriptString areaName, Scrip
|
||||
// Create a list of candidate characters by iterating and checking if the char is in this zone
|
||||
std::vector<std::pair<GameObjectID, GameObject*>> candidates;
|
||||
for (auto& p : args.getWorld()->pedestrianPool.objects) {
|
||||
auto character = static_cast<CharacterObject*>(p.second);
|
||||
auto character = static_cast<CharacterObject*>(p.second.get());
|
||||
|
||||
// We only consider characters walking around normally
|
||||
// @todo not sure if we are able to grab script objects or players too
|
||||
@ -7735,7 +7735,7 @@ void opcode_02dd(const ScriptArguments& args, const ScriptString areaName, Scrip
|
||||
auto& max = zone->max;
|
||||
if (cp.x > min.x && cp.y > min.y && cp.z > min.z &&
|
||||
cp.x < max.x && cp.y < max.y && cp.z < max.z) {
|
||||
candidates.push_back(p);
|
||||
candidates.emplace_back(p.first, p.second.get());
|
||||
}
|
||||
}
|
||||
|
||||
@ -9056,7 +9056,7 @@ bool opcode_0339(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coor
|
||||
if (actors) {
|
||||
auto& actors = args.getWorld()->pedestrianPool.objects;
|
||||
for (const auto& o : actors) {
|
||||
if (script::objectInBounds(o.second, coord0, coord1)) {
|
||||
if (script::objectInBounds(o.second.get(), coord0, coord1)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -9064,7 +9064,7 @@ bool opcode_0339(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coor
|
||||
if (cars) {
|
||||
auto& cars = args.getWorld()->vehiclePool.objects;
|
||||
for (const auto& o : cars) {
|
||||
if (script::objectInBounds(o.second, coord0, coord1)) {
|
||||
if (script::objectInBounds(o.second.get(), coord0, coord1)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -9072,7 +9072,7 @@ bool opcode_0339(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coor
|
||||
if (objects) {
|
||||
auto& objects = args.getWorld()->instancePool.objects;
|
||||
for (const auto& o : objects) {
|
||||
if (script::objectInBounds(o.second, coord0, coord1)) {
|
||||
if (script::objectInBounds(o.second.get(), coord0, coord1)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -9622,7 +9622,7 @@ void opcode_0363(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
|
||||
InstanceObject* closestObject = nullptr;
|
||||
float closestDistance = radius;
|
||||
for(auto& i : args.getWorld()->instancePool.objects) {
|
||||
InstanceObject* object = static_cast<InstanceObject*>(i.second);
|
||||
InstanceObject* object = static_cast<InstanceObject*>(i.second.get());
|
||||
|
||||
// Check if this instance has the correct model id, early out if it isn't
|
||||
auto modelinfo = object->getModelInfo<BaseModelInfo>();
|
||||
@ -10887,8 +10887,8 @@ void opcode_03b6(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
|
||||
auto newobjectid = args.getWorld()->data->findModelObject(newmodel);
|
||||
auto nobj = args.getWorld()->data->findModelInfo<SimpleModelInfo>(newobjectid);
|
||||
|
||||
for(auto p : args.getWorld()->instancePool.objects) {
|
||||
auto o = p.second;
|
||||
for(auto& p : args.getWorld()->instancePool.objects) {
|
||||
auto o = p.second.get();
|
||||
if( !o->getModel() ) continue;
|
||||
if( o->getModelInfo<BaseModelInfo>()->name != oldmodel ) continue;
|
||||
float d = glm::distance(coord, o->getPosition());
|
||||
|
@ -771,7 +771,7 @@ void RWGame::renderDebugPaths(float time) {
|
||||
|
||||
// Draw the targetNode if a character is driving a vehicle
|
||||
for (auto& p : world->pedestrianPool.objects) {
|
||||
auto v = static_cast<CharacterObject*>(p.second);
|
||||
auto v = static_cast<CharacterObject*>(p.second.get());
|
||||
|
||||
static const btVector3 color(1.f, 1.f, 0.f);
|
||||
|
||||
@ -831,8 +831,8 @@ void RWGame::renderDebugObjects(float time, ViewCamera& camera) {
|
||||
};
|
||||
|
||||
for (auto& p : world->vehiclePool.objects) {
|
||||
if (!isnearby(p.second)) continue;
|
||||
auto v = static_cast<VehicleObject*>(p.second);
|
||||
if (!isnearby(p.second.get())) continue;
|
||||
auto v = static_cast<VehicleObject*>(p.second.get());
|
||||
|
||||
std::stringstream ss;
|
||||
ss << v->getVehicle()->vehiclename_ << "\n"
|
||||
@ -843,8 +843,8 @@ void RWGame::renderDebugObjects(float time, ViewCamera& camera) {
|
||||
showdata(v, ss);
|
||||
}
|
||||
for (auto& p : world->pedestrianPool.objects) {
|
||||
if (!isnearby(p.second)) continue;
|
||||
auto c = static_cast<CharacterObject*>(p.second);
|
||||
if (!isnearby(p.second.get())) continue;
|
||||
auto c = static_cast<CharacterObject*>(p.second.get());
|
||||
const auto& state = c->getCurrentState();
|
||||
auto act = c->controller->getCurrentActivity();
|
||||
|
||||
|
@ -129,7 +129,7 @@ std::shared_ptr<Menu> DebugState::createMapMenu() {
|
||||
|
||||
auto gw = game->getWorld();
|
||||
for (auto& i : gw->instancePool.objects) {
|
||||
auto obj = static_cast<InstanceObject*>(i.second);
|
||||
auto obj = static_cast<InstanceObject*>(i.second.get());
|
||||
if (std::find(garageDoorModels.begin(),
|
||||
garageDoorModels.end(),
|
||||
obj->getModelInfo<BaseModelInfo>()->name) !=
|
||||
|
@ -8,7 +8,7 @@ BOOST_AUTO_TEST_SUITE(GameWorldTests)
|
||||
|
||||
#if RW_TEST_WITH_DATA
|
||||
BOOST_AUTO_TEST_CASE(test_gameobject_id) {
|
||||
GameWorld gw(&Global::get().log, Global::get().d);
|
||||
auto& gw = *Global::get().e;
|
||||
|
||||
auto object1 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 0.f));
|
||||
auto object2 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 100.f));
|
||||
@ -17,7 +17,7 @@ BOOST_AUTO_TEST_CASE(test_gameobject_id) {
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_offsetgametime) {
|
||||
GameWorld gw(&Global::get().log, Global::get().d);
|
||||
auto& gw = *Global::get().e;
|
||||
gw.state = new GameState();
|
||||
|
||||
BOOST_CHECK_EQUAL(0, gw.getHour());
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
std::ostream& operator<<(std::ostream& stream, glm::vec3 const& v);
|
||||
|
Loading…
Reference in New Issue
Block a user