Commit Graph

21876 Commits (b57807407afa8b1cb50026422c20278f73d56632)
 

Author SHA1 Message Date
David Cernat b57807407a [General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).

The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.

Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.

The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.

When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.

This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
David Cernat 2dbf3893c0 [General] Compress item refIds in PlayerEquipment packets 7 years ago
David Cernat 2332423527 [Client] Fix extra qualification error in CellRef when compiling w/ GCC 7 years ago
David Cernat 7136329a94 [Client] Add World::updatePtrsWithRefId() method
This makes it possible to "reload" the Ptrs in active cells when changes happen to the ESM record that they are based on. In practice, the old Ptrs are deleted, their RefNums and MpNums are blanked out, and new Ptrs are created that use the same RefNum and MpNum as before.

The above has required me to also add a method called setRefNum() to CellRef to allow setting a RefNum on the fly.

There may be a more elegant implementation available for updatePtrsWithRefIds(), but it requires additional research.
7 years ago
David Cernat 9497c7f6f2 [Client] Add back mistakenly removed setting of mpNums for spawns 7 years ago
David Cernat 25fcd09780 [Client] Add doesNpcExist() method to RecordHelper 7 years ago
David Cernat 7995466e3c [Client] Check validity of refIds in ObjectSpawn packets
This reverts c7bcf70c32 because it provides a better solution to the problem solved there, while solving another related problem as well.
7 years ago
David Cernat 8d286657d4 [Client] Update messages when unilaterally creating custom objects 7 years ago
David Cernat c7bcf70c32 [Client] Ignore ObjectSpawn packets trying to spawn non-actors 7 years ago
David Cernat d93b67ef21 [General] Sync soul refIds for items and add related script functions 7 years ago
David Cernat f52364e05c [Client] Always create new references for new creature disguises
Previously, attempts to reuse the same reference for multiple creature disguises led to movement animation issues, as well as a dynamic_cast error in Creature::getInventoryStore() that made a DedicatedPlayer vanish completely when they first lost their creature disguise, then disguised themselves as a creature that could not hold weapons and then disguised themselves as a creature that could hold weapons.
7 years ago
David Cernat 60bc7447d9 [Client] Rework RecordHelper and add methods for other record types
The usage of const_cast has been replaced with usage of MWWorld::getModifiableStore() and ESMStore::overrideRecord()

Methods whose names started with "update" now start with "override", for consistency with ESMStore's overrideRecord()

New methods have been added for "overriding" enchantment, potion and spell records, which actually leads to them being created with their already set refIds if they haven't been created yet, as per the description of ESMStore::overrideRecord(): "Insert a record with set ID, and allow it to override a pre-existing static record."

Usage of RecordHelper methods has been updated in DedicatedPlayer.
7 years ago
David Cernat 4e78642273 [Client] Add getModifiableStore() to MWWorld 7 years ago
David Cernat d778bc3b8a [Server] Turn readWorldstate and writeWorldstate into static variables 7 years ago
David Cernat c3ff273a22 [General] Add getVectorSize() and resetVector() to Utils 7 years ago
David Cernat b4802e4201 [General] Use Time struct for time in BaseWorldstate 7 years ago
David Cernat a4b588d1b5 [General] Add optional timestamps to journal entries in PlayerJournal 7 years ago
David Cernat ea8a41160c [General] Make ActorAttack packet consistent with PlayerAttack
Additionally, fix a typo in PlayerAttack where a boolean argument was outside of the parentheses it should have been in.
7 years ago
David Cernat b79221efcc [Server] Rename variable i into index in ActorFunctions 7 years ago
David Cernat 8fbed1f808 [General] Remove custom data from PlayerSpellbook packet
It has never made sense to have custom spell data in PlayerSpellbook packets, so it has been removed.
7 years ago
David Cernat 2e0b6e4e3e [Server] Rename variable i into index in script function arguments
Additionally, rename i into index in LangLua.
7 years ago
David Cernat 65de028e0d
Merge pull request #462 from OpenMW/master
Add OpenMW commits up to 23 Jul 2018
7 years ago
David Cernat 74fa1d0f01 [Client] Fix manual setting of inertial force
Actors who are on the ground have their inertial force ignored, so they are now made to not be regarded as being on the ground in World::setInertialForce()
7 years ago
David Cernat b69e6b96e6 [Client] Use verbose logging level for LocalActor debug 7 years ago
Bret Curtis 84b80ae405 no spaces in assignment 7 years ago
David Cernat 36ac2d9de4 [Client] Set packetOrigin for all ObjectList packets sent 7 years ago
David Cernat 692ee01340 [Client] Add ScriptController w/ contextType-to-packetOrigin method 7 years ago
David Cernat 63a86f145d [Client] Record type of each InterpreterContext for later checking 7 years ago
David Cernat d4a84ac34a [Server] Update script function descriptions for ObjectList origin 7 years ago
David Cernat 3165c84db4 [General] Rework PACKET_ORIGIN enum
Additionally, comment out reading of originClientScript in ObjectPacket for now.
7 years ago
David Cernat 9e6459043b [General] Fix typo related to originClientScript in ObjectPacket 7 years ago
David Cernat 3dc2d1b214 [General] Add packetOrigin and originClientScript to ObjectList packets
Additionally, add script functions for getting the packetOrigin and originClientScript of received ObjectList packets.
7 years ago
David Cernat b891acd46e [Client] Send Container packets when items are added/removed via scripts
Additionally, disable unilateral addition and removal of items on clients, and expect the server to reply back with an approved addition or removal.
7 years ago
David Cernat 2189ea1a63 [Client] Clean up sending of Container packets 7 years ago
David Cernat 8c0b75d9f4 [Client] Limit PlayerEquipment packets sent by recharging enchantments 7 years ago
David Cernat 715cac807d [General] Add compareFloats to Utils 7 years ago
David Cernat cb6c37a26d [General] Replace doubles with floats in BaseStructs and BaseWorldstate 7 years ago
David Cernat 18f8725d33 [Client] Remove tab character that somehow made its way into a comment 7 years ago
Bret Curtis b910106713 Catch an unbound variable before it happens. 7 years ago
Bret Curtis c959bdcf32
Merge pull request #1813 from rhtucker/master
Added CSS to drop shadow of figure images
7 years ago
Ryan Tucker 9f2ef1e68a Added CSS to drop shadow of figure images 7 years ago
David Cernat 038757b91a [General] Temporarily revert to original rotation animation sync
I originally added rotation animation sync as part of commit 068a45be87. Unfortunately, it meant the PlayerPosition packets were now twice as large as they had been before, which was less than ideal for such a frequently sent packet, which is why Koncord switched to a more optimized approach in commits 5f30dfd5db and d67db1a9bd.

Recently, there have since been some rotation animation problems in OpenMW, which have broken the way Koncord's approach looks. My original approach still looks somewhat okay, so I'm switching back to it until we can figure out how to reuse it under the current circumstances.
7 years ago
Marc Zinnschlag 8b2b37c270 Merged merge request !28 7 years ago
Marc Zinnschlag ddd5cbd17c Initialise lock state of newly opened subviews (fixes issue #4520) 7 years ago
David Cernat 3944c8aec6 [Client] Ignore WorldRegionAuthority packets that have an empty region 7 years ago
David Cernat 99e64bdcd7 [Client] Remove unused localWeather variable from Worldstate 7 years ago
David Cernat cd1fc590a7 [Client] Differentiate itemPtr from actor Ptr in DedicatedPlayer method
This fixes a mistake from 8f7da49152
7 years ago
David Cernat 5466092582 [Client] Reduce log level for actor cell changes 7 years ago
David Cernat 20e0100706 [General] Rework Attack packets and add synchronization for item magic 7 years ago
David Cernat 0f0e8b7c08 [Client] Adjust log levels used for weather and global map 7 years ago