MiroslavR
c1cc66985d
Werewolf: only NPCs should have modified fight and react to your transformation
2014-09-06 03:09:11 +02:00
scrawl
282c93ccc5
Handle death in actor update rather than instantly ( Fixes #1866 )
2014-09-05 17:17:45 +02:00
MiroslavR
9e0d5dc28a
Werewolf: can't sleep in beds anymore, actors will attack you on sight, and if you are seen transforming, you will be marked for death
2014-09-05 01:58:57 +02:00
scrawl
628d57f18c
Merge branch 'master' of https://github.com/OpenMW/openmw
2014-09-03 04:55:24 +02:00
scrawl
84a0d064cd
Fall back to regular death animation if deathknockdown/deathknockout don't exist ( Fixes #1870 )
2014-09-02 15:14:23 +02:00
Marc Zinnschlag
4894699eba
Merge remote-tracking branch 'scrawl/master'
2014-09-02 09:04:19 +02:00
MiroslavR
7dfba0ae30
Followers with high fight should not engage in combat with the player
2014-09-01 03:43:53 +02:00
scrawl
9caff1d800
Don't say Idle voices when player is not in LOS ( Fixes #1436 )
2014-09-01 02:21:54 +02:00
scrawl
0da4757ee6
Merge branch 'master' of github.com:scrawl/openmw
2014-09-01 02:04:18 +02:00
Corporama
ccca6db865
Compile fixes for Linux
2014-08-30 23:11:09 +02:00
scrawl
9d6ca9066f
Fix summoned creatures not following for non-player summoners
2014-08-30 18:48:28 +02:00
scrawl
180a831e96
Fix typo in combat distance
2014-08-30 18:38:24 +02:00
scrawl
58945c557a
Add sound for casting enchanted item with insufficent charge ( Fixes #1857 )
2014-08-30 02:47:35 +02:00
scrawl
a62e40f4ed
Add situational AI use of Feather, Dispel and Cure effects
2014-08-29 17:58:32 +02:00
cc9cii
fa0352cd75
fix typo
2014-08-29 10:47:44 +10:00
cc9cii
961b4f0142
Suppress a warning.
2014-08-29 07:48:52 +10:00
scrawl
0be1ac1343
Enable casting of NoMagnitude effects in AI (e.g. summoned creatures)
2014-08-28 21:37:18 +02:00
scrawl
feeb740497
Fix bone not found exception for golden saint spellcasting
2014-08-28 17:02:11 +02:00
scrawl
0f43592237
Another invalid iterator fix
2014-08-28 16:47:54 +02:00
scrawl
f91d639782
Add missing soul trap sound ( Fixes #1855 )
2014-08-28 16:30:42 +02:00
scrawl
253036abee
Play VFX_Soul_Trap on successful soul trap
2014-08-28 02:55:36 +02:00
scrawl
f8f4d2dfdb
Another invalid iterator fix
2014-08-28 02:14:30 +02:00
scrawl
1a98f8ca93
Invalid iterator fix
2014-08-28 02:09:00 +02:00
scrawl
2e623bac5a
Don't attempt to use broken weapons in AI
2014-08-28 02:01:41 +02:00
scrawl
0bdc1b243a
Consider weapon ammunition in combat AI ( Fixes #1576 )
2014-08-28 01:54:32 +02:00
scrawl
0fe9612afb
Implement basic spellcasting AI ( Fixes #961 )
...
Select a weapon to attack with in AiCombat and equip it (Fixes #1609 , Fixes #1772 )
2014-08-28 00:55:37 +02:00
scrawl
fc7ed05da8
Knock out actors when fatigue base is 0 ( Fixes #1847 )
2014-08-26 03:02:06 +02:00
scrawl
854491ac15
Don't treat actors as following if another non-combat AiPackage precedes ( Fixes #1843 )
2014-08-26 02:09:23 +02:00
scrawl
7714192e28
Remove wrong comment
2014-08-26 02:09:23 +02:00
MiroslavR
fc789265e2
Spells that always succeed should not increase your skill when you cast them
2014-08-24 20:36:31 +02:00
Marc Zinnschlag
d024c1a93f
Merge remote-tracking branch 'scrawl/master'
2014-08-24 09:14:17 +02:00
scrawl
c5c822ecba
Use Chop attack when walking diagonally ( Fixes #1729 )
2014-08-24 02:38:00 +02:00
scrawl
e0e4cbbb41
Implement Light magic effect ( Fixes #1122 )
2014-08-24 02:37:59 +02:00
scrawl
3dbe17b6ed
Terminate AiPursue when target dies ( Fixes #1836 )
2014-08-24 02:37:59 +02:00
MiroslavR
85aa237baf
Implement removal of corprus spells
2014-08-22 03:34:31 +02:00
MiroslavR
2cbe17ca0a
Make Spells::mCorprusSpells private
2014-08-20 12:40:38 +02:00
MiroslavR
26732bc228
Purge blight should not remove corprus
2014-08-19 22:13:37 +02:00
MiroslavR
96e7ff666d
Implement saving/loading of corprus stats, remove redundant code
2014-08-19 03:17:31 +02:00
MiroslavR
3722c7adc3
Initial work on implementing corprus worsening effect
2014-08-18 15:33:12 +02:00
scrawl
9b38888ac9
Add missing AiFollow ActorId initialization ( Fixes #1818 )
2014-08-17 17:01:04 +02:00
scrawl
bcc79919a7
Fix fortified skill not immediately updating on changing equipment
2014-08-17 05:42:52 +02:00
scrawl
360c7f863c
Store magic effect Base values in savegame ( Fixes #1489 )
2014-08-17 05:38:48 +02:00
scrawl
2db50da8dd
Implement magic effect script instructions (Feature #1489 )
2014-08-17 05:09:14 +02:00
scrawl
d8943aef2f
Encapsulate magic effect magnitude (Feature #1489 )
2014-08-17 03:58:04 +02:00
scrawl
084cc857d4
Update magic effects when changing equipment ( Fixes #1646 )
2014-08-15 01:13:38 +02:00
scrawl
1bb82c710c
Fix use of uninitialized memory in AiWander::init
2014-08-14 18:55:54 +02:00
scrawl
061c7813f6
AiFollow: return from execute() if target is not player ( Fixes #1637 )
2014-08-14 02:14:13 +02:00
scrawl
f8010c09fe
Adjust combat engagement of following actors ( Fixes #1810 )
2014-08-14 02:13:55 +02:00
scrawl
d649c19790
Cache ActorId in AiFollow::getTarget ( Fixes #1804 )
2014-08-13 16:00:32 +02:00
scrawl
8ae6796b2f
Play creature movement animation without scaling if a fallback is used ( Fixes #1797 )
2014-08-13 01:53:56 +02:00
scrawl
8866b5f860
Fix maximum magicka calculation ( Fixes #1795 )
2014-08-11 19:07:14 +02:00
scrawl
34847baa54
Disable head animations for dead actors ( Fixes #1781 )
2014-08-11 05:00:13 +02:00
scrawl
98bc4618cb
AiAvoidDoor: turn and walk forward instead of backwards or sideways ( Fixes #1788 )
2014-08-11 04:21:04 +02:00
scrawl
fcd2a9e4d5
Don't set magic effects for dead actors ( Fixes #1783 )
2014-08-10 23:52:32 +02:00
scrawl
4138c3e966
Reuse health of previous level rather than recalculating initial health ( Fixes #1787 )
2014-08-10 17:09:14 +02:00
scrawl
a731ec3587
Remove summoned creature and its effect when it is killed ( Fixes #1341 )
2014-08-08 15:46:32 +02:00
scrawl
22d7d8a466
Implement Command creature/humanoid magic effects ( Fixes #1120 )
2014-08-07 17:21:07 +02:00
scrawl
2bfcec53bf
Don't show sMagicInvalidTarget for soultrap on NPCs ( Fixes #1762 )
...
Note the message was accurate, since NPCs can't be soultrapped. Maybe vanilla doesn't show it to not spam the screen with message boxes when attacking with a "soultrap on strike" weapon...
2014-08-06 20:13:58 +02:00
scrawl
a9a7a7ec73
Use Modified attribute values to derive magicka and fatigue ( Fixes #1760 )
2014-08-06 20:13:58 +02:00
scrawl
1fc424ce30
Make sure player doesn't get any AI packages (Bug #1749 )
2014-08-06 20:13:57 +02:00
Marc Zinnschlag
33c36bf0df
Merge remote-tracking branch 'scrawl/master'
2014-08-03 22:23:48 +02:00
scrawl
639ae7e06c
Implement friendly hits on followers ( Fixes #1139 )
2014-08-03 16:24:16 +02:00
scrawl
2d74388a76
Don't report crime if we are in combat with the victim
2014-08-03 16:24:16 +02:00
scrawl
216ebac2e9
Implement weapon condition damage for ranged weapons ( Fixes #1746 )
2014-08-03 16:24:11 +02:00
Marc Zinnschlag
dbf5613d8c
cleanup
2014-08-03 09:28:44 +02:00
Digmaster
a32ab842ae
Added ForceJump/ForceMoveJump commands
2014-08-02 22:42:40 -07:00
scrawl
175cc98e64
Make magic effects with no corresponding resistance attribute unresistable ( Fixes #1727 )
2014-07-31 01:14:44 +02:00
scrawl
78bd516ab4
Show sMagicInvalidTarget for an invalid soultrap target ( Fixes #1728 )
2014-07-30 15:26:10 +02:00
Michał Ściubidło
f754e06be9
Fix for bug 1685
2014-07-30 07:47:09 +01:00
scrawl
45af34d189
Merge branch 'master' of https://github.com/OpenMW/openmw
2014-07-29 19:35:44 +02:00
Michał Ściubidło
bd3729a6cb
Add grace periods for player greeting.
...
Add delay for NPC greating. NPC ignores greeted player after some time.
Fixes bug 1503.
2014-07-28 23:45:26 +01:00
Michał Ściubidło
d47bfbe69c
Implement AI greeting states.
...
Greeting consist of 3 phases:
- none - default one, greeting state can only change to "in progress"
when near enough and some time passes
- in progress - NPC says his greating and rotates toward player,
state can only change to "done" after some time
- done - rotation is stoped, after idling can go away from player,
state can only change to "none" when player and NPC are faraway
2014-07-28 23:45:26 +01:00
Michał Ściubidło
20efeea5d9
AI tell their greatings even when player is moving (like morrowind).
...
Greating reset distance was greatly inflated comparing with morrowind.
2014-07-28 23:45:26 +01:00
scrawl
8455ed6279
Cancel upper body animations when knocked down
2014-07-28 19:51:29 +02:00
scrawl
5349699172
Only show "target resists magic" message for spells cast by player
2014-07-28 17:54:48 +02:00
scrawl
f67b7dae91
Sheath weapon in all Ai packages except for AiCombat
2014-07-28 17:32:14 +02:00
scrawl
d956df83e4
Don't make guards fight non-aggressive creatures that are in combat
...
Ex. summoned creature that is helping in a fight.
2014-07-28 17:19:20 +02:00
scrawl
d9a6515fe3
Adjust AiFollow running threshold to more closely match vanilla MW
2014-07-28 17:11:46 +02:00
scrawl
4773d754c6
Remove redundant isHostile flag ( Fixes #1652 )
2014-07-28 16:41:12 +02:00
scrawl
0077296c91
Take actor's speed into account in stuck check
...
The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
2014-07-28 15:57:16 +02:00
scrawl
315b022d2d
Add transfer gold from all services to NPC trade gold pool
2014-07-28 00:55:57 +02:00
scrawl
6262d6c964
Don't leave stale player CharacterController in Actors when loading game ( Fixes #1713 )
2014-07-27 23:10:58 +02:00
scrawl
d81e9cfefd
Implement actors fighting for the actor they are following ( Fixes #1141 )
2014-07-27 20:33:45 +02:00
scrawl
09607f992e
Enchanting: fix inverted self-enchant success chance ( Fixes #1701 )
2014-07-27 20:33:44 +02:00
scrawl
4a1e561015
Properly assign effect attribute/skill in potion creation ( Fixes #1704 )
2014-07-27 20:33:02 +02:00
scrawl
90b2709d6c
Allow absorption of non-harmful spells ( Fixes #1693 )
...
Also fix absorption being calculated for each effect rather than the whole spell.
2014-07-25 19:56:06 +02:00
scrawl
469d2afffa
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwgui/levelupdialog.cpp
2014-07-24 02:33:46 +02:00
scrawl
7ae9bbb1a5
Implement iCrimeThresholdMultiplier
2014-07-24 02:17:44 +02:00
scrawl
fc618cb3ea
Use separate function for fatigue restoration during resting/waiting
2014-07-24 02:17:44 +02:00
scrawl
75366b2e37
Implement CellRef's faction rank (rank requirement to use item)
2014-07-24 02:17:38 +02:00
scrawl
2b57c7fa67
Use CellRef's global variable to disable owner ( Fixes #1677 )
2014-07-22 17:06:40 +02:00
Lukasz Gromanowski
171c61022d
Added initialization of weapRange in AiCombat::execute().
...
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-07-21 21:17:12 +02:00
scrawl
c0645d4978
Increase death count immediately on death (Bug #1588 )
...
This is required for scripts using getDeadCount as reaction to onDeath that rely on the increased value.
2014-07-21 20:37:14 +02:00
scrawl
804f1a5e59
Adjust combat mechanics
...
- Projectiles can not trigger critical hits
- Critical hits are only possible if the target is not in combat (Fixes #1669 )
- Hand-to-hand deals damage to health during entire duration of knockdown animation (including standing up)
2014-07-20 23:17:55 +02:00
scrawl
90a96cd7d8
Fix bug where actors in combat with multiple other actors where not regarded as in combat with a specific actor
2014-07-20 22:34:20 +02:00
scrawl
6d794dac69
Add missing messagebox for spell lock and unlock success
2014-07-20 17:09:55 +02:00
scrawl
9897f14c3c
Don't block when actor is paralyzed
2014-07-20 16:52:57 +02:00
scrawl
28a0899d2b
Implement difficulty scaling ( Fixes #1505 )
2014-07-20 16:38:20 +02:00
scrawl
08ce6ed7fb
Attempt to restack item after repair or recharge ( Fixes #1656 )
2014-07-17 16:16:06 +02:00
scrawl
20a0040bdb
Apply elemental shield magnitude to element resistance ( Closes #1121 )
2014-07-16 10:58:28 +02:00
scrawl
123157b216
Implement elemental shield damage to attacker (Feature #1121 )
2014-07-16 10:58:28 +02:00
scrawl
f43a10b7b9
Adjust disease contraction according to Hrnchamd's research
2014-07-16 10:58:21 +02:00
scrawl
c9150c9680
Initialize character skeleton to a suitable pose ( Fixes #1473 )
2014-07-13 10:40:48 +02:00
scrawl
d63dd88113
Apply autocalc corrections to player starting spells
2014-07-12 18:53:16 +02:00
scrawl
83819b2894
Traverse spells in record order from content files. bronrod_the_roarer is perfect now. Other NPCs have some differences.
2014-07-12 18:53:15 +02:00
scrawl
479f248c1d
Use spell effect range type, not base effect (applied to spellcasting code)
2014-07-12 18:53:15 +02:00
scrawl
b4f8edc186
Use spell effect range type, not base effect
2014-07-12 18:53:15 +02:00
scrawl
1c41ce9b9d
Implement Hrnchamd's player and NPC autocalc spells (Some unclarities remaining, XXX)
2014-07-12 18:53:15 +02:00
scrawl
742d008765
Fix initializing CharacterController with fists or spell equipped
2014-07-08 10:30:46 +02:00
scrawl
ee81698089
Always control movement by animation except for first person or in-air
2014-07-08 10:30:45 +02:00
scrawl
10ef0a34d9
Update effects even when main animation is paused ( Fixes #1585 )
2014-06-28 17:54:14 +02:00
scrawl
92f5898b32
AiWander: Make sure we have 8 idle values ( Fixes #1583 )
...
The AiWander instruction may specify more (or less) than 8.
2014-06-28 14:22:27 +02:00
scrawl
523c2715e3
AiCombat: Handle Start to Min and Min to Max durations of 0 (found in Riekling animation)
2014-06-28 01:31:34 +02:00
scrawl
911bd0e340
Use walk animation as fallback if there's no run animation ( Fixes #1578 )
2014-06-28 00:07:13 +02:00
scrawl
07d0f4458d
Rotate clouds/particles to come from red mountain ( Fixes #245 )
2014-06-27 03:22:00 +02:00
scrawl
9eb8addc70
Make flying creatures fall when paralyzed ( Fixes #1494 )
2014-06-27 03:21:50 +02:00
scrawl
3d9bdad8ba
Correct run speed for creatures (by Hrnchamd - Fixes #1136 )
2014-06-25 00:51:02 +02:00
scrawl
7f1d0fc2a2
Fix disposition for npcs in same faction, by Hrnchamd
2014-06-25 00:12:51 +02:00
scrawl
693a097b21
Implement idlestorm animation (Feature #41 )
2014-06-24 18:37:38 +02:00
scrawl
320ab1b2c1
Don't say voice when using startcombat for a dead actor ( Fixes #1542 )
2014-06-23 22:00:17 +02:00
scrawl
cbec0ffaee
Exception fix
2014-06-22 22:30:29 +02:00
scrawl
11b05c352f
Fix exception when casting Bound Gloves spell
2014-06-19 16:00:27 +02:00
scrawl
9a6737073f
Fix broken swimdeath in first person
2014-06-18 16:57:54 +02:00
scrawl
e95483c40f
Fix crash for on target spells cast by non-actors ( Fixes #1529 )
2014-06-18 16:57:53 +02:00
scrawl
fe1e6a2719
Make Weakness effects apply to all subsequent effects within the same spell ( Fixes #1150 )
2014-06-18 16:57:53 +02:00
scrawl
a3ea7cb956
Ignore distance when considering aggression due to crime (seems to work better, all balmora mages guild members now come to help when one is attacked)
2014-06-18 16:57:53 +02:00
scrawl
1dc9e151cb
Count werewolf kills ( Fixes #1525 )
2014-06-18 16:56:36 +02:00
scrawl
4f9ebd148c
Fix broken AI movement on Z axis
2014-06-17 15:25:54 +02:00
scrawl
2477456f99
Implement Murder crimes and OnMurder instruction ( Fixes #1315 )
2014-06-17 04:05:27 +02:00
scrawl
3801dfb4ba
Add delay to sneak icon update and skill progress ( Fixes #1321 )
2014-06-17 04:05:27 +02:00
scrawl
ffb6f5d555
Use fFight<Crime> GMSTs to control attacks in response to crimes
2014-06-17 04:05:27 +02:00
scrawl
28feb260eb
Implement disposition/distance based aggression ( Fixes #1520 )
2014-06-16 20:05:53 +02:00
scrawl
f935cfc6c9
Fix crash when stealing items with the owner not around ( Fixes #1512 )
2014-06-16 04:03:53 +02:00
scrawl
345ba99c17
Fix WeaponAnimationTime not working after restoring draw state (when loading save or re-entering a cell - Fixes #1497 )
2014-06-16 02:52:25 +02:00
scrawl
9ea071c1e8
Fix weapon incorrectly showing when saving and loading with spell equipped
2014-06-16 02:52:25 +02:00
scrawl
d5b97005ab
Make ESM::Faction skills optional ( Fixes #1508 )
...
Also increased size of mSkills array to 7. Some factions with 7 skills can be found in the vanilla CS. The previously "mUnknown" int appears to be the 7th element of the skills array.
2014-06-16 02:52:16 +02:00
scrawl
ee2b81763e
Savegame: Store AiSettings and summoned creatures
...
CreatureStats state is now completely stored (Closes #1174 )
Also play VFX_Summon_Start and VFX_Summon_End visual effects.
2014-06-15 21:19:37 +02:00
scrawl
a0f9a6718f
Disable fProjectileThrownStoreChance when shooting at player ( Fixes #1490 )
2014-06-15 16:11:22 +02:00
scrawl
e288437885
Disable all other animations on death ( Fixes #1483 )
2014-06-15 14:18:16 +02:00
scrawl
8d8015ce18
Remove a squareroot in pathfinding
2014-06-15 14:18:16 +02:00
scrawl
afbd5162ee
Move AiWander arrival check to time-critical section
2014-06-15 14:18:16 +02:00
scrawl
395f98e476
Fix triggering changed flag for all references when cell is visited
...
The InsertFunctor for cells was calling localRotateObject() for all references which set the mChanged flag in RefData to true.
Also clean up RefData interface slightly.
2014-06-15 14:18:16 +02:00
scrawl
b20f8cc04f
Don't clear AiSequence if there are no saved packages (eg for old savegames)
2014-06-15 14:18:16 +02:00
Marc Zinnschlag
01c90a3434
Merge remote-tracking branch 'mrcheko/master'
2014-06-15 14:12:38 +02:00
mrcheko
a6ee4272aa
fix bug when you were able to kill somebody from large distance without
...
being spotted
2014-06-15 00:14:18 +04:00
mrcheko
6da061fd96
fix http://bugs.openmw.org/issues/1340
...
Did I understand right that guards trigger combat after refusing pay
gold/go to jail via script?
2014-06-14 23:36:57 +04:00
scrawl
832f1a4857
Fix merge mistake
2014-06-14 02:31:01 +02:00
mrcheko
9d40f2e196
Merge remote-tracking branch 'origin/master'
2014-06-13 23:23:25 +04:00
mrcheko
c4e5872620
fix bug http://bugs.openmw.org/issues/1470
2014-06-13 23:22:00 +04:00
scrawl
fe5bbfce3c
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-06-13 19:31:33 +02:00
mrcheko
fc6366fb27
Merge remote-tracking branch 'upstream/master'
...
Equipping_Weapon check isn't needed cause there won't be WeapType_None in
that case
Conflicts:
apps/openmw/mwmechanics/character.cpp
2014-06-13 14:12:41 +04:00
scrawl
e458cf1df2
Savegame: Store death counter ( Fixes #1477 )
2014-06-13 02:26:53 +02:00
scrawl
797134aa51
Handle activation scripts in AiActivate ( Fixes #1478 )
2014-06-13 02:26:52 +02:00
scrawl
a54ac579a5
Savegame: Store AiSequence
2014-06-13 02:26:52 +02:00
mrcheko
df7213185f
warning fixes
2014-06-12 23:42:33 +04:00
mrcheko
d6d9df6cec
split getStartTime
2014-06-11 00:20:46 +04:00
mrcheko
979128b2c5
Combat music; some minor combat fixes
2014-06-10 14:20:29 +04:00
mrcheko
698cbba6ef
old bug + comment fix
2014-06-09 23:02:06 +04:00
mrcheko
08e8dab067
merge openmw master
2014-06-09 22:37:49 +04:00
scrawl
1bab74a98d
Fix punishment for stealing 0 value items ( Fixes #1435 )
2014-06-09 03:42:29 +02:00
mrcheko
67abc60264
aiming to moving target in ranged combat ai
...
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
scrawl
69855097ca
Fix an always true condition (Bug #1355 )
2014-06-08 11:22:37 +02:00
scrawl
927ae00454
Fix code that stopped animation immediately after starting it, due to thinking it has completed ( Fixes #1370 )
2014-06-08 11:22:37 +02:00
Marc Zinnschlag
0668019c86
Merge remote-tracking branch 'scrawl/master'
2014-06-06 19:09:24 +02:00
Hallfaer Tuilinn
01283f531e
Fix for Bug #1409
2014-06-06 15:13:25 +02:00
scrawl
f3cece8dec
Fix alchemy allowing same item ID in different slots ( Fixes #1407 )
2014-06-06 14:12:50 +02:00
scrawl
3d103f3785
Don't block hits when in hand-to-hand combat (shield not visible)
2014-06-05 22:27:46 +02:00
scrawl
f53e86cad9
Fix AiCombat being incorrectly added to player ( Fixes #1356 )
2014-06-05 21:51:57 +02:00
scrawl
d2e98c4de1
Fix forced switch to third person on death not always working
...
For instance, when dying from fall damage
2014-06-05 17:21:02 +02:00
scrawl
d2ad2e0f31
Re-enable collision when an actor is resurrected
2014-06-02 20:45:25 +02:00
scrawl
56ff399f30
Say attack voiced dialogue *after* the target is set up
...
Required for the CreatureTargetted filter to function properly
2014-05-28 13:59:31 +02:00
scrawl
e266c39c5d
Implement modFactionReaction instruction ( Closes #1347 )
2014-05-27 14:54:29 +02:00
Marc Zinnschlag
9e21da9636
Merge remote-tracking branch 'scrawl/master'
2014-05-27 08:34:54 +02:00
scrawl
0966755a0c
Store death animation index in CreatureStats
2014-05-26 20:52:32 +02:00
Marc Zinnschlag
3937cfcd8b
Merge remote-tracking branch 'scrawl/master'
2014-05-26 19:02:13 +02:00
scrawl
bfd91c0681
Fix potential NpcStats overwriting issue
2014-05-26 12:31:08 +02:00
Marc Zinnschlag
4aab4bae65
minor cleanup and silenced a warning
2014-05-26 10:14:24 +02:00
Marc Zinnschlag
f0d0a31a19
Merge remote-tracking branch 'mrcheko/master'
2014-05-26 10:08:40 +02:00
mrcheko
8fa7fcdbee
fix bug http://bugs.openmw.org/issues/1335 (1304 as well)
...
though fish detects if actor is swimming, but in MW it attacks even if
the player is knee-deep in water
2014-05-25 21:03:37 +04:00
scrawl
039398c8ae
Basic RefData and CellRef change tracking
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Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
mrcheko
c62187bd55
fix bug at http://bugs.openmw.org/issues/1155
...
Though it still can happen sometimes but not in such stupid manner.
2014-05-25 13:31:46 +04:00
mrcheko
559c772906
Merge remote-tracking branch 'upstream/master'
2014-05-25 10:21:54 +04:00
mrcheko
56881cb7c9
fix bugs in aisequence::execute
2014-05-24 23:05:30 +04:00
scrawl
a05c8fd3ce
Make applyEnchantment return the record ID instead of modifying Ptr
2014-05-24 14:58:48 +02:00
scrawl
f09c8ddc9e
Remove a pointless assert
2014-05-23 16:44:51 +02:00
scrawl
b47b2b84f3
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwdialogue/filter.cpp
apps/openmw/mwgui/waitdialog.cpp
2014-05-23 08:39:48 +02:00
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
...
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
scrawl
4b5f02f644
Remove useless throwing of exception
2014-05-22 15:29:36 +02:00
scrawl
3380e1e1c5
Fix ShouldAttack filter
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This makes NPCs exit dialogue properly when they should attack as a result of taunting actions.
2014-05-22 12:20:25 +02:00
Marc Zinnschlag
58afa58549
Merge remote-tracking branch 'mrcheko/master'
2014-05-19 22:07:32 +02:00
mrcheko
638df221a6
memory leak fix
2014-05-19 23:29:35 +04:00
Marc Zinnschlag
37f1a49352
Merge remote-tracking branch 'mrcheko/master'
2014-05-18 22:36:40 +02:00
mrcheko
fa14df62b7
fix crash on disappeared target
2014-05-18 23:15:22 +04:00
Marc Zinnschlag
56c4367c1a
Merge remote-tracking branch 'mrcheko/master'
2014-05-18 18:42:23 +02:00
mrcheko
e1249f6a31
actor handle and id confusing fix
2014-05-18 20:13:46 +04:00
mrcheko
66307dd889
travis fix #3 :(
2014-05-18 16:10:14 +04:00
mrcheko
74697f8116
travis fix #2
2014-05-18 15:41:15 +04:00
scrawl
5b76c0893a
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
components/esm/inventorystate.hpp
2014-05-18 12:55:43 +02:00
mrcheko
69c1eb28c5
travis compile fix
2014-05-18 14:39:04 +04:00
mrcheko
aa5647b45e
merge master, resolve conflicts
2014-05-17 19:20:57 +04:00
scrawl
b4ed828e21
Feature #1323 : Implement restocking items (does not handle levelled lists yet)
2014-05-17 14:30:31 +02:00
Marc Zinnschlag
f7c89015f9
Merge remote-tracking branch 'scrawl/master'
2014-05-17 11:50:31 +02:00
scrawl
92c5bb56e0
Un-reverted actorId for AiPursue
2014-05-17 05:34:54 +02:00
scrawl
e266aff561
Savegame: store projectiles
2014-05-17 05:24:32 +02:00
scrawl
e5a21aca53
Refactor projectiles to no longer use MW-objects
2014-05-16 13:33:30 +02:00
scrawl
18852c09d0
Manually re-added AiCombat portion of actorid changes. This is the only one that really matters, and will not suffer from the infinite recursion because it's not included in AiSequence::fill.
2014-05-16 12:28:23 +02:00
scrawl
36d9ae17cc
Revert "Change all AI packages (except AiActivate) to use ActorIds"
...
Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)
This reverts commit 2e9985c1a3
.
2014-05-16 12:11:34 +02:00
mrcheko
5be37f04ef
Feature 1314: make npc fight creatures
2014-05-16 00:03:48 +04:00
Marc Zinnschlag
3b2ba4f6cd
Merge remote-tracking branch 'scrawl/master'
2014-05-15 14:25:36 +02:00
scrawl
0bc33fa86a
Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
...
Apparently not working for AiCombat due to its higher getPriority(). What should we do here?
This reverts commit a6e1d7ffd6
.
2014-05-15 10:14:47 +02:00
scrawl
b16d444f0f
Fix never clearing graveyard. Oops
2014-05-15 10:05:35 +02:00
scrawl
b6a7aee42e
Fix player not being allowed to use his own items
2014-05-15 09:54:10 +02:00
scrawl
a6e1d7ffd6
AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)
2014-05-15 09:54:10 +02:00
scrawl
2e9985c1a3
Change all AI packages (except AiActivate) to use ActorIds
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More robust in case the target changes cell or there are multiple targets with the same RefId
2014-05-15 09:54:10 +02:00
scrawl
2f13a17a39
Add some more safety checks to spellcasting
2014-05-15 09:54:10 +02:00
scrawl
a609dc5674
Fix exception when getting hit by a trap
2014-05-15 09:54:10 +02:00
scrawl
a76e391ad0
Savegame: store door movement state ( Closes #747 )
2014-05-15 09:54:10 +02:00
scrawl
37b9d2fb0c
Fix a wrong use of reference that causes potential crash
2014-05-15 09:54:10 +02:00
Marc Zinnschlag
d08869a25d
Merge remote-tracking branch 'slothlife/msvc_warning_cleanup'
...
Conflicts:
apps/openmw/mwrender/localmap.cpp
2014-05-15 08:13:15 +02:00
slothlife
f33559fead
Fixes for MSVC warnings, less overall changes
...
Kept some fixes from the first round of review. Found out that several
targets weren't being built with the same basic warnings disabled.
Disabled a few warnings for external libraries specifically, rather than
applying them to all targets.
2014-05-14 20:12:52 -05:00
scrawl
9b67fcc4d7
Merge branch 'master' of https://github.com/OpenMW/openmw
2014-05-14 23:54:25 +02:00
scrawl
9052cc4a57
Savegame: store ActiveSpells
2014-05-14 23:54:15 +02:00
Thomas
d2aada95b4
Fixed AiPursue by fixing underlying issue is Pathto()
2014-05-14 14:11:34 -04:00
Thomas
2425d2c2ab
Added stuck mitigation for AiAvoidDoor
2014-05-14 13:38:10 -04:00
Thomas
993ef1be43
Actor avoiding door asks all surrounding actors to do the same.
2014-05-14 04:05:18 -04:00
scrawl
61187c2fef
Savegame: store actorIds
2014-05-14 09:47:49 +02:00
Thomas
cbcf0f6039
Changed AiEScort to use new PathTo function
2014-05-14 01:44:11 -04:00
scrawl
dfacf8c044
Change ActiveSpells to use ActorId
2014-05-14 07:14:08 +02:00
slothlife
c160a04ede
Revert "Fixes for warnings when building with MSVC"
...
This reverts commit 46eb20b98c
.
2014-05-14 00:03:30 -05:00
scrawl
7697ab37e0
Fixes #1129 : Change summoned creatures to use ActorId
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Gracefully handles summoned creatures that are left behind in inactive cells.
2014-05-14 06:37:31 +02:00
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
2014-05-13 23:46:00 -04:00
scrawl
99b4bc721b
Don't attempt to inflict spells on dead actors
2014-05-14 05:37:53 +02:00
scrawl
6c7b3074f5
Fix self-defense for creatures when attacked with a spell
2014-05-14 05:31:19 +02:00
Thomas
58bf7624be
Made code a bit more efficient
2014-05-13 21:52:05 -04:00
scrawl
3cdbcf3c28
Merge branch 'actorid' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwmechanics/creaturestats.cpp
2014-05-14 02:35:05 +02:00
Thomas
203ef580cf
Fixed moving activatable object being incorrectly activated.
2014-05-13 20:32:29 -04:00
scrawl
365ca6c7e1
Fixes #1331 : Manually disable movement state for dead actors.
...
For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
2014-05-13 21:47:45 +02:00
Thomas
6d540c4e07
Removed merging error
2014-05-13 14:24:48 -04:00
Thomas
680890c846
Clarification on some documentation points
2014-05-13 14:21:59 -04:00
Thomas
d6d4d9f75d
Removed destructor documentation
2014-05-13 14:08:08 -04:00
Thomas
ee36ace00b
Undid some code clean up changes, and changed how some includes work
2014-05-13 13:43:50 -04:00
Thomas
598221a8e7
Forgot some files
2014-05-13 13:07:27 -04:00
scrawl
e591d23880
Fixes #894 : Make sure the player's CharacterController is updated when the player is rebuilt. Necessary if the race is changed while we are still in a GUI (e.g. in the review dialog), and an update normally wouldn't occur.
2014-05-13 19:01:02 +02:00
Thomas
9dbe53c722
Merge remote-tracking branch 'upstream/master'
2014-05-13 04:11:07 -04:00
Thomas
2db3c89a9e
Ensures destination is far enough to care about getting stuck
2014-05-13 04:09:21 -04:00
Thomas
cbfa282f8d
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
...
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
- Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
2014-05-13 03:58:32 -04:00
Thomas
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
2014-05-12 21:05:32 -04:00
scrawl
386604bc9d
Fixes #869 : Added methods to control external and internal collision modes separately
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When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.
Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
2014-05-13 01:43:52 +02:00
mrcheko
725f6cac5e
AiPursue infinite package updating bug resolved
2014-05-13 00:05:30 +04:00
scrawl
6cc691115b
Savegame: store most of CreatureStats
2014-05-12 21:37:36 +02:00
Thomas
645d174a96
Merge remote-tracking branch 'upstream/master'
...
Conflicts:
apps/openmw/mwmechanics/aisequence.hpp
2014-05-12 14:49:08 -04:00
mrcheko
e4fe78937a
Merge remote-tracking branch 'upstream/master'
2014-05-12 22:06:26 +04:00
scrawl
b0fbea9d57
Removed a wrong assertion. Max drowning time is defined by GMST.
2014-05-11 21:03:27 +02:00
Marc Zinnschlag
2009cf9ad7
Merge remote-tracking branch 'scrawl/master' into openmw-30
2014-05-10 10:48:40 +02:00
scrawl
1444cd9051
Fix AiCombat exception when actor has a lockpick/probe equipped.
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Don't make NPCs autoEquip lockpicks/probes, since they can't use them.
2014-05-10 00:37:36 +02:00
scrawl
731bc9c275
Fix broken isClass check and renamed variable for clarity
2014-05-09 18:45:49 +02:00
slothlife
46eb20b98c
Fixes for warnings when building with MSVC
...
Most warnings are innocuous (wrong type-specifier for forward
declarations, conversion of literals into unsigned integers, warnings
about methods optimized out), but I believe actual bugs were revealed in
vartypedelegate.cpp and combat.cpp.
2014-05-09 08:32:52 -05:00
cc9cii
cf23721f1b
Windows debug build crash fix.
2014-05-09 20:43:24 +10:00
mrcheko
01810f24b0
A* misses 1st closest node fix
2014-05-06 23:29:39 +04:00
Marc Zinnschlag
729e079b0b
Merge remote-tracking branch 'scrawl/master'
2014-05-06 20:18:19 +02:00
scrawl
1c8c26072d
Crime and self defense fixes
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- NPCs should still shout messages such as "thief" even if they did not report the crime
- Fixed self defense for NPCs (they no longer attack the player when they were attacked by a non-player actor)
- Fixed self defense for creatures (Fixes #1203 )
2014-05-06 19:15:43 +02:00
scrawl
d2beb814e7
Remove superfluous attack phrases (already done by startCombat)
2014-05-06 18:05:53 +02:00
scrawl
dd9117809d
Say an attack phrase when combat starts
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Move combat start to a helper method
Added some todo comments
2014-05-06 00:13:31 +02:00
Jeffrey Haines
d4812c3af9
fixed placement of else statement
2014-05-04 17:54:33 -04:00
Jeffrey Haines
78f76842a6
Added else statement
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Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c
#58 - Sneak Skill: functional sneaking
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Removed sneak checking from individual actor update.
Added sneak checking to Actors::update()
2014-05-04 16:20:09 -04:00
Jeffrey Haines
a65e8393bb
Merged files
2014-05-04 11:33:27 -04:00
mrcheko
f596b698d9
fixes to slow-down at jump startup and infinite air intertia growth
2014-05-04 18:15:07 +04:00
Jeffrey Haines
a469444e53
Player can't detect self
2014-05-04 08:05:32 -04:00
Thomas
dbf06d8c8b
Merge remote-tracking branch 'upstream/master'
...
Conflicts:
apps/openmw/mwmechanics/aipursue.hpp
apps/openmw/mwmechanics/aisequence.hpp
2014-05-04 02:06:43 -04:00
Jeffrey Haines
e1e23447f2
Removed initial check form setSneak
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It wasn’t needed.
2014-05-03 13:16:07 -04:00
Jeffrey Haines
05e326bdc3
Added update sneak to actors
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Intends to check the state of a players sneak by asking the question if
each npc can see the player.
2014-05-03 12:48:07 -04:00
scrawl
658c37a299
AiPursue: If we reached the path end, that does not mean we reached the target. Rebuild the path if the target has moved in the meantime.
...
Fixes guards in pursuit activating the dialogue too early.
Also tweaked the activation distance.
2014-05-03 17:17:00 +02:00
scrawl
7bddfc0025
Fix some spelling mistakes.
2014-05-03 12:23:22 +02:00
scrawl
122e606e30
Crime: improvement to arrest on sight for large bounties
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iCrimeThreshold controls the needed bounty to have guards run to the player and force dialogue. In vanilla, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or present a death sentence and attack (>= 5000 bounty).
2014-05-03 12:17:44 +02:00
scrawl
fc7e79027a
Fixes #1144 : Don't refreshCurrentAnims when adding already dead actors
2014-05-01 16:55:16 +02:00
mrcheko
9e79fb5b87
fix to broken aiwander logic
2014-05-01 11:41:25 +04:00
mrcheko
e8f7d12c01
uninit bool and invalid iterator bugs fixes
2014-04-30 23:57:19 +04:00
Jeffrey Haines
14ebd8b110
Fixed logic in commit crime
2014-04-30 07:44:29 -04:00
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
2014-04-29 23:40:59 -04:00
Marc Zinnschlag
0c2843b0f7
some missing cleanup
2014-04-29 19:56:33 +02:00
Marc Zinnschlag
f6a876bc3d
added actor ID
2014-04-29 15:27:49 +02:00
Marc Zinnschlag
4eeed4e2c7
Merge remote-tracking branch 'scrawl/return'
2014-04-29 12:27:27 +02:00
scrawl
28ef236f0e
Don't allow setting a new return position if there already is one and we haven't reached it yet
2014-04-29 11:17:07 +02:00
Marc Zinnschlag
8fea2cfa2a
Merge remote-tracking branch 'mrcheko/master'
2014-04-29 10:03:29 +02:00
scrawl
1fd7a07b5e
Merge branch 'master' of https://github.com/OpenMW/openmw into return
...
Conflicts:
apps/openmw/mwmechanics/aisequence.cpp
apps/openmw/mwmechanics/aiwander.cpp
2014-04-29 09:14:13 +02:00
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
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Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
Thomas
885228ec02
Merge remote-tracking branch 'upstream/master'
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
2014-04-28 12:27:57 -04:00
Marc Zinnschlag
421679b319
Merge remote-tracking branch 'scrawl/master'
2014-04-28 15:13:09 +02:00
mrcheko
35c1724d39
unblock vertical aiming for combatants
2014-04-28 16:34:49 +04:00
scrawl
0796815da0
Ignore dead actors in getActorsFollowing/Fighting
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Prevents dead enemies from disallowing resting near them
2014-04-28 11:44:56 +02:00
Marc Zinnschlag
0b2371a05d
Merge remote-tracking branch 'thoronador/fix-minor-stuff'
2014-04-28 10:59:34 +02:00
Marc Zinnschlag
af322a9f77
Merge remote-tracking branch 'scrawl/master'
2014-04-28 10:48:57 +02:00
scrawl
1da99d9fc7
Remove unused variable
2014-04-28 10:26:24 +02:00
Thomas
dc54bd5a5f
Merge remote-tracking branch 'upstream/master'
2014-04-27 20:56:45 -04:00
Thomas
c2127845af
Added onKnockdown command
2014-04-27 20:54:22 -04:00
mrcheko
22cdb166f2
warning fix, vars renaming
2014-04-27 22:38:04 +04:00
Thoronador
1b8c975d5b
minor performance improvements in apps/openmw
...
Checking for emptiness using size() might be inefficient, because
it can take linear time, while empty() is guaranteed to take only
constant time.
For non-primitive types, postfix ++ operators are inefficient
compared to prefix ++ operators, because post-increment usually
involves keeping a copy of the previous value around.
2014-04-27 19:10:23 +02:00
Marc Zinnschlag
ca097e146b
Merge remote-tracking branch 'jeffreyhaines/master'
2014-04-27 17:35:10 +02:00
Jeffrey Haines
edbc319c42
fixed logic. ||
2014-04-27 10:05:34 -04:00
Jeffrey Haines
52bb7c3f69
fixed logic. !
2014-04-27 09:55:38 -04:00
Jeffrey Haines
7599b26d30
Fixed: creatures won't witness crimes
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and potential crash.
2014-04-27 09:37:43 -04:00
Jeffrey Haines
0409e18a0e
revert
2014-04-27 09:35:49 -04:00
Jeffrey Haines
b9bd4bc126
broken
2014-04-27 09:34:59 -04:00
Jeffrey Haines
ce106d3bec
Revert "NPCs detect crime exclusively"
...
This reverts commit 54d9615d85ae856ad4fdd2c130ac9cb0cd847c72.
Conflicts:
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
2014-04-27 09:34:33 -04:00
mrcheko
82121e0401
some checks reworked
2014-04-27 16:59:21 +04:00
scrawl
e42855d522
Minor fix for spell icon
2014-04-27 12:54:18 +02:00
mrcheko
6a3dddfb9a
merge master
2014-04-27 13:49:31 +04:00
scrawl
3eb1e4e117
Fixes #1241 : Removed disposition-based combat conditions
...
The information for this code came from UESP, which in turn cites a (extremely vague) section from the TES-CS help text, so no surprise that it wasn't accurate.
The guard on the boat has a fight rating of 70, so with the old code it would attack on sight if the disposition is low enough. BTB-Character.esp includes something (not sure what) that drops his disposition to 35 when playing as a Khajiit, making him attack.
Testing in Vanilla it appears that disposition has no effect on combat engagement at all. Even with disposition 0 and fight 70 the NPCs don't attack.
Setting an NPCs fight rating to 70 or less still has a meaning, because the higher it is, the easier it becomes to raise the fight rating to 80 (by taunting, for example).
2014-04-27 09:43:54 +02:00
scrawl
e8210c92c6
Fixes #1240 : Don't hardcode drowning time
2014-04-27 04:27:26 +02:00
cc9cii
1fb2c8d87b
NPC turning is less hacky but still not perfect. NPC's should walk away after a period of non-action by the player (vanilla behaviour) - not yet implemented.
2014-04-27 07:38:31 +10:00
Thomas
c2b692e124
getActorsFollowing/Fighting no longer returns dead actors
2014-04-26 17:21:53 -04:00
mrcheko
dbe1307de0
code refining + minor fixes
2014-04-26 22:21:20 +04:00
scrawl
04964595ef
Fixes #1270 , Fixes #1201 : Update active weapon/spell icons every frame
2014-04-26 16:44:20 +02:00
scrawl
ef39b0f6ab
Fixes #1291 : Faction rank saving issue
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A value of 0 is the first rank, -1 means not a member
2014-04-26 11:41:44 +02:00
scrawl
91e50585ff
AiWander: make sure to walk, not run
2014-04-26 05:01:26 +02:00
mrcheko
f3626adc86
remake of z-moving in combat for flying/swimming enemies
2014-04-26 00:20:55 +04:00
Marc Zinnschlag
c63d6437c0
Merge remote-tracking branch 'jeffreyhaines/master'
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Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
2014-04-25 15:29:23 +02:00
Thomas
f3272c941f
Fix for bug #1080 , can't read/repair/make potions/use soul gems/rest/sleep while in combat.
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The radius for being in combat with the player is fAlarmDistance, which looked like the only pertinent thing.
2014-04-24 22:47:45 -04:00
Jeffrey Haines
42b879a9a5
Reworked the accusation of actors
2014-04-24 22:41:05 -04:00
Jeffrey Haines
c3e08916da
Sneak: Added support for state checking
...
I need advice one what I should do in order to pass mActors over to the
player. Particularly line 139 in player.cpp
2014-04-24 20:40:17 -04:00
Thomas
f6deca7c80
Fixed various issues caused by late-night coding. Also added "unlock" message to unlocked doors
2014-04-23 13:02:51 -04:00
Thomas
61341d4206
Removed mLocked, kept it as "Negative lock level means unlocked"
2014-04-23 10:00:18 -04:00
Thomas
cac8e52154
Seperated locked and lock level, to allow for relocking doors to previous lock level.
...
The data is stored in the esm as -lockLevel if unlocked; lockLevel if locked. While not tested, it should not present any problems.
2014-04-23 05:12:07 -04:00
Thomas
e71a119c23
Made aifollowers run when long distances (800 or 10000, depending) from what they're following.
2014-04-23 02:57:48 -04:00
mrcheko
fbd0ffe86f
enable z-moving for flying/water combatants
2014-04-22 22:59:39 +04:00
mrcheko
f811abb752
pathgrid shortcutting extended
2014-04-20 20:35:07 +04:00
Marc Zinnschlag
a91b386381
Merge remote-tracking branch 'jeffreyhaines/master'
2014-04-20 13:34:58 +02:00
cc9cii
6a1435c49e
Remove rotation check that was freezing NPC's.
2014-04-20 17:59:08 +10:00
cc9cii
e17fab891d
Suppress travis warning and one more tweak.
2014-04-20 16:49:57 +10:00
cc9cii
2b544d550b
Fixed the rotation animation glitch.
2014-04-20 14:27:18 +10:00
cc9cii
000afa48b7
An attempt at making turning animation smoother. Copied some code from AiCombat for rotation.
2014-04-20 11:59:47 +10:00
cc9cii
3d26702f5e
Make idle actors face the player. Turning animation is not smooth.
2014-04-20 10:36:01 +10:00
cc9cii
9bd31b6236
Added reaction time and moved game setting variables init to the constructor.
2014-04-20 10:06:03 +10:00
Jeffrey Haines
3484df0743
Fixed garage value found in beta's static analysis
...
Source: https://forum.openmw.org/viewtopic.php?f=6&t=2059#p23844
2014-04-19 19:42:49 -04:00
Jeffrey Haines
6733a1541e
Fixes to Crime System
...
Victimless crimes were removed because victims may not exist in the
case of stealing items.
Is class now uses case insensitive comparison.
Fixed issue with confiscation of stolen items.
2014-04-19 19:03:31 -04:00
cc9cii
3dfd08cf2d
Cleanup and little tweaking.
2014-04-20 08:31:02 +10:00
cc9cii
479a94b35d
Backing off closed doors working, needs cleanup and tweaking.
2014-04-20 08:14:54 +10:00
Marc Zinnschlag
7eb6a2e52d
Merge remote-tracking branch 'scrawl/alarm'
2014-04-18 16:19:28 +02:00
Marc Zinnschlag
34092f9f5d
Merge remote-tracking branch 'scrawl/master'
2014-04-18 15:08:30 +02:00
scrawl
b3916e7744
Crime: mark witnesses as alarmed.
...
Fixes guard dialogue to properly detect if the player turned himself in.
2014-04-18 13:44:09 +02:00
scrawl
4625adfb7f
Fix typo in a condition.
2014-04-18 11:43:37 +02:00
cc9cii
7437647f70
Forgot to add a guard :-(
2014-04-18 16:45:31 +10:00
cc9cii
a0fc514df7
Suppress compiler warning.
2014-04-18 15:45:39 +10:00
cc9cii
c652cb1568
More cleaning up.
2014-04-18 15:19:22 +10:00
cc9cii
2447f0f4aa
Cleaned up logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
aad13d315c
Fixed issue where allowed nodes were being erased. PathFinder was returning an empty path if the closest pathgrid point to the start was also the closest pathgrid point to the goal. Still need to clean up and remove logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
d3be725ee7
Actors are moved on if idling near a closed interior door. Unreachable pathgrid points due to a closed door are removed from the allowed set of points.
2014-04-18 14:41:43 +10:00
cc9cii
1ceeeb4a22
Fix movement glitches for actors with low speeds (e.g. a rat). Was caused by false detection of being stuck.
2014-04-18 14:41:43 +10:00
Marc Zinnschlag
86e65944b8
Merge remote-tracking branch 'jeffreyhaines/master'
...
Conflicts:
apps/openmw/CMakeLists.txt
2014-04-15 11:31:48 +02:00
Jeffrey Haines
e2fab228f9
Save state is handled correctly now.
2014-04-14 18:11:04 -04:00
Marc Zinnschlag
03b3487f1b
minor cleanup
2014-04-07 09:56:36 +02:00
Marc Zinnschlag
fafb7501e3
Merge remote-tracking branch 'cc9cii/PathFinder-split'
2014-04-07 09:48:15 +02:00
Marc Zinnschlag
c7f2cfeca0
Merge remote-tracking branch 'gus/AIFix2'
2014-04-06 15:13:30 +02:00
Jeffrey Haines
a274b48f2f
States are saved. Crime is reacted to.
...
Issues where some crime is ignored. Needs a lot more work
2014-04-05 22:45:40 -04:00
Jeffrey Haines
940c88d2ec
Cleaned up code, implemented crime ids
...
There is a problem with my game freezing. ToggleAi stops my character
2014-04-05 10:26:14 -04:00
Jeffrey Haines
df5cbe5dec
Minor changes
2014-04-04 08:10:35 -04:00
cc9cii
28f7c42fb7
One more comment fix.
2014-04-04 18:17:42 +11:00
cc9cii
f59226265a
Remove redundant parameter from aStarSearch. Also update some comments.
2014-04-04 18:10:06 +11:00
Jeffrey Haines
70919ba60a
Removed witnesses and minor changes
2014-04-03 16:13:14 -04:00
cc9cii
5cf8e7e933
Remove logging.
2014-04-04 06:16:26 +11:00
cc9cii
040d4f8fc4
Move PathgridGraph into separate files.
2014-04-04 06:13:47 +11:00
Jeffrey Haines
0c957a3cde
Added witnesses to the mix
2014-04-03 14:53:31 -04:00
cc9cii
a8b2eb1fe9
Make Travis happy.
2014-04-03 22:49:22 +11:00
cc9cii
325d0616bb
Cleanup debug statements.
2014-04-03 22:17:45 +11:00
cc9cii
98f77714ce
Per-cell pathgrid data and calculation moved off PathFinder. Now the edge cost calculations and strongly connected component searches are done only once per cell. Per-actor data and methods still remain with PathFinder.
...
This version still has debugging statements and needs cleaning up.
2014-04-03 21:43:44 +11:00
Jeffrey Haines
b1abef7a38
Cleaned up code
2014-04-03 01:07:56 -04:00
Jeffrey Haines
58b135a2be
Crime is now checked every frame call
2014-04-03 00:50:09 -04:00
cc9cii
f597d3e88b
Use duration rather than frame counts. Stops false detection of being "stuck" with high frame rates (e.g. indoors).
2014-04-03 07:46:26 +11:00
Jeffrey Haines
6f1211dd8d
Moved mWitnesses into Player. resetCrime for paying fine.
2014-04-02 12:23:38 -04:00
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
...
Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
Jeffrey Haines
50dac98a2b
Feature 1154 & 73: Crime and NPC reactions
2014-04-01 20:24:25 -04:00
Jeffrey Haines
4037f3705e
Feature 1154 & 73: NPCs react to crime
2014-04-01 14:15:55 -04:00
megaton
50af9bc0d3
General perfomance optimizations.
2014-03-30 19:45:27 +04:00
Jeffrey Haines
8ce938c6f1
Revert 6b28c06..98fd381
...
This rolls back to commit 6b28c06b2c
.
2014-03-29 22:26:53 -04:00
Jeffrey Haines
98fd381564
Feature #1154 Not all NPCs get aggressive when one is attacked
...
Compiling fix
2014-03-29 21:25:20 -04:00
Jeffrey Haines
6c866deb1b
Feature #1154 Not all NPCs get aggressive when one is attacked
...
Partially implemented
2014-03-29 21:23:34 -04:00
gus
d9ea7107b7
compile fix.
2014-03-29 18:36:32 +01:00
gus
bee057346b
Merge branch 'master' of https://github.com/OpenMW/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-03-29 18:05:56 +01:00
Marc Zinnschlag
c7b969821f
silenced a warning
2014-03-29 11:11:43 +01:00
cc9cii
ebb1813b9b
Minor comment clarification.
2014-03-29 20:17:04 +11:00
cc9cii
07fd801d94
My previous analysis of the pathfinding issue was incorrect. It was in fact caused due to some of the pathgrid points being unreachable. Instead of returning an empty path in such a scenario, incorrect path + requested destination were being returned. There was also a defect where past cost was being used for selecting open points.
...
There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily. The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
2014-03-29 19:35:52 +11:00
cc9cii
267855c44e
Prevent NPC suicides off silt the strider platform in Seyda Neen. Added some comments as well. There may be opportunities for some optimization but left that out for now.
2014-03-29 19:35:52 +11:00
cc9cii
90a813ad2c
Allow interrupting a walking NPC to trigger a greeting.
2014-03-29 19:35:52 +11:00
Marc Zinnschlag
2c2106205d
Merge remote-tracking branch 'scrawl/master'
2014-03-28 09:56:35 +01:00
Jeffrey Haines
2a8bf46607
Trader Gold Reset Delay
...
Implemented traded gold reset delay.
Note:
Traders gold pool is still in inventory.
2014-03-27 01:23:56 -04:00
scrawl
793649c854
ToggleAI: Report current status on toggle
2014-03-26 19:55:52 +01:00
scrawl
688415ce54
Play deathknockout/deathknockdown animations when appropriate
2014-03-26 18:55:16 +01:00
scrawl
394284d0f8
Fixes #1209 : Tarhiel never falls
...
There are a few pitfalls with this code:
- Gravity is only considered when applying queued movement. Therefore, make sure to queue some movement every frame. (Could be refactored in the future?)
- The character controller never detects being in free fall (!World::isOnGround) unless movement has been applied.
2014-03-22 02:08:04 +01:00
scrawl
c8c0e5de38
Fixed code issues found with unity build. Missing include guards, duplicated functions, ...
2014-03-16 23:49:06 +01:00
cc9cii
e6977d00e8
Oops. Fix typo picked up by Zini.
2014-03-15 08:16:35 +11:00
cc9cii
b2e3fa70c2
Fix spelling errors in comments.
2014-03-14 07:04:39 +11:00
cc9cii
d54ae58ec9
Bug #900 fix - minor update to comments
2014-03-14 00:09:03 +11:00
cc9cii
d92740efc9
Bug #900 fix - only fixed AiWonder, AiCombat, AiTravel and others may need a different strategy to this.
2014-03-13 23:44:52 +11:00
scrawl
072dc6d438
Feature #50 : Implement marksman mechanics.
2014-03-08 06:03:45 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
...
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
gus
d84319300a
fix
2014-03-05 11:27:16 +01:00
gus
f4879dacd5
add AIfollow to summoned creatures
2014-03-05 11:24:39 +01:00
Marc Zinnschlag
f9d2fde783
Merge branch 'openmw-29'
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-03-04 09:34:38 +01:00
cc9cii
5b48ca114f
aicombat pathfinding fix - check the correct list
2014-02-25 08:31:14 +01:00
cc9cii
85c467f00f
Minor cleanup for aicombat pathfinding workaround.
2014-02-25 08:30:52 +01:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
gus
95ff869163
Merge branch 'openmw-29' of https://github.com/zinnschlag/openmw.git into AIFix2
2014-02-23 17:07:49 +01:00
cc9cii
1bd2664cb0
aicombat pathfinding workaround
2014-02-23 11:47:25 +01:00
Marc Zinnschlag
7693f712bc
started making CellStore into a proper class; encapsulated mCell member
2014-02-21 11:35:46 +01:00
scrawl
d25b3ad9cb
Fix AiCombat for creatures with weapons
2014-02-19 11:23:03 +01:00
gus
d8f24ac499
bug fix
2014-02-17 15:49:49 +01:00
Marc Zinnschlag
ea16f79d77
Merge remote-tracking branch 'gus/AIFix2'
2014-02-17 10:54:07 +01:00
gus
84959eea28
woops, thanks scrawl
2014-02-17 10:50:10 +01:00
gus
6e1425321b
remove cout spam
2014-02-17 10:43:09 +01:00
Marc Zinnschlag
c18c3e51ee
handle IDs that don't exist anymore after loading
2014-02-16 16:23:05 +01:00
Marc Zinnschlag
9788bbcab9
partially store creature state in saved game files (only attributes and dynamics for now)
2014-02-16 15:56:36 +01:00
Marc Zinnschlag
b0532e0c85
store NPC state in saved game files
2014-02-16 15:51:45 +01:00
gus
a315d5cc2b
aiactivate works. Bug when you try to use it on a reference that doesn't exist. Need to clran up door.cpp
2014-02-14 12:55:14 +01:00
gus
7c6e27e4f9
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aitravel.cpp
2014-02-13 12:59:04 +01:00
Emanuel Guevel
8824af30b4
Allow to display message box outside of dialogue window
2014-02-11 18:26:57 +01:00
Marc Zinnschlag
ffd1783690
Merge remote-tracking branch 'mrcheko/master'
2014-02-11 17:03:50 +01:00
Emanuel Guevel
6a4820c0f7
Show a message when the player attempts to cast a disabled spell
2014-02-11 14:52:58 +01:00
mrcheko
a6be72673c
improves animation-controlled velocity check
2014-02-08 16:59:15 +02:00
scrawl
6ce499f0e6
Fixes #848 : Use hardcoded animation velocity for first person movement
2014-02-06 04:05:22 +01:00
gus
632834ce10
WIP
2014-02-05 16:12:50 +01:00
scrawl
677fc84223
Refactor actors update
2014-02-05 09:50:21 +01:00
scrawl
7907181c0c
Fix uninitialized member
2014-02-05 05:18:11 +01:00
scrawl
ffe19e7a52
Feature #50 : Handle attach & release of projectiles
2014-02-05 05:18:11 +01:00
scrawl
8b8fb931a0
Feature #50 : Don't allow ranged weapon attack when ammunition is empty
2014-02-05 05:18:10 +01:00
scrawl
a07eaa0c0d
Feature #50 : Allow body pitch in third person for ranged weapon aiming
2014-02-05 05:18:10 +01:00
scrawl
5ee105c812
Fix typo
2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5
Feature #50 : Handle weapon controllers (i.e. bowstring animations, etc)
2014-02-05 05:18:10 +01:00
scrawl
df78357e05
Handle knockout separately ( Closes #1151 )
2014-02-05 05:18:09 +01:00
mrcheko
688f359a33
discard creatures speed and negative fatique changes
2014-02-03 23:09:26 +02:00
mrcheko
761f13d3ce
activate whole-body attack animations
2014-02-02 16:29:51 +02:00
mrcheko
b85a4dd35e
pos accum without conformity with animation bug/creature speed
2014-02-02 15:01:49 +02:00
scrawl
49e26415be
Don't call loadGame() from within the MWMechanics::Actors update sequence
2014-02-01 18:42:00 +01:00
Marc Zinnschlag
1b5301eec0
Merge branch 'savedgame'
...
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwbase/soundmanager.hpp
apps/openmw/mwgui/mapwindow.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwsound/soundmanagerimp.hpp
components/esm/loadcell.cpp
2014-02-01 18:16:32 +01:00
scrawl
da34f8bda1
Fix LastHitObject
2014-01-31 04:43:35 +01:00
scrawl
067c2bc2ec
Disable combat movements for creatures without weapons
2014-01-31 04:43:35 +01:00
scrawl
7820ea5806
"Always best attack" should only affect the player
2014-01-31 04:43:35 +01:00
scrawl
52f89e9a17
Don't play "idle" voice entries for NPCs with Hello 0
...
Not entirely sure if this is correct, but it prevents the NPCs in the starting boat from incorrectly playing them.
2014-01-31 04:43:35 +01:00
scrawl
39d86a9468
Improvements to smooth NPC steering
2014-01-31 04:43:29 +01:00
mrcheko
80d8aa4030
bug with sequence of knockouts; giving sense to some hit state code
2014-01-30 23:54:26 +02:00
scrawl
e717694b36
Reset Run stance in AiWander
2014-01-29 15:37:27 +01:00
scrawl
23ffb8a4dc
Fixes #1143 : Make getCurrentAiPackage return the package that was run last, not the package that will be run in the next frame.
...
This makes the Mehra Milo script work properly.
2014-01-29 15:37:27 +01:00
scrawl
190512156d
Use some more GMSTs for enchanting
2014-01-29 15:37:26 +01:00
scrawl
ea7e0abdc2
Move WhenStrikes skill success to a more appropriate place
2014-01-29 15:37:26 +01:00
scrawl
82146e7f8d
Use GMSTs for levelup
2014-01-29 15:37:26 +01:00
scrawl
cc40cec395
Move levelup to NpcStats
...
The code came from back in the days where NpcStats did not derive from CreatureStats.
2014-01-29 15:37:26 +01:00
mrcheko
3a5da7e6e8
merged with master
2014-01-29 00:03:00 +02:00
Marc Zinnschlag
a473c3f619
some cleanup
2014-01-28 12:36:10 +01:00
Marc Zinnschlag
fd5486864a
Merge remote-tracking branch 'gus/AIFix2'
...
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/actors.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2014-01-28 12:33:31 +01:00
mrcheko
e50e94af0b
remove CreatureStats::mAttackType, set/getAttackType()
2014-01-27 23:05:17 +02:00
mrcheko
fe0268062d
merge with master
2014-01-27 22:38:01 +02:00
gus
846276f747
clean up
2014-01-27 15:14:24 +01:00
mrcheko
45b3aa3d93
corrected things connected to determining attack type
2014-01-26 23:32:57 +02:00
gus
f5d589388c
bug fix
2014-01-26 22:06:54 +01:00
gus
764011dd1b
clean up
2014-01-26 21:53:55 +01:00
gus
7cb47aa635
new implementation of pathfinding. Works, but need clean up
2014-01-26 21:26:19 +01:00
scrawl
b1066de81d
Revert "Merge remote-tracking branch 'mrcheko/master'"
...
This reverts commit 4e360136b1
, reversing
changes made to 047bbe43b2
.
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-01-26 00:31:44 +01:00
scrawl
a1fbd1fcc8
Revert "Merge remote-tracking branch 'mrcheko/master'"
...
This reverts commit df7c139e2f
, reversing
changes made to fec26342cd
.
2014-01-26 00:14:49 +01:00
scrawl
28185e2017
Death/godmode fixes: Revive player *after* character update, since there might be fall damage.
2014-01-25 15:54:24 +01:00
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
gus
5ca5946760
WIP
2014-01-24 19:13:23 +01:00
scrawl
03cf383be7
Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
...
Conflicts:
apps/openmw/mwgui/referenceinterface.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwscript/cellextensions.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.cpp
apps/openmw/mwworld/worldimp.cpp
2014-01-24 18:28:35 +01:00
mrcheko
87e83a92f8
refactoring of setting an attack type
2014-01-23 23:14:20 +02:00
scrawl
ea21d8fec3
Fix CreatureTargetted function
2014-01-22 13:30:45 +01:00
scrawl
f27701cbe8
Detect selling stolen items or enchanting with stolen items
2014-01-22 13:04:55 +01:00
scrawl
264226dfe3
Handle iWereWolfBounty
2014-01-22 12:33:47 +01:00
scrawl
194413c955
Feature #1119 : Implement Resistance/Weakness to normal weapons magic effect. Handle fWereWolfSilverWeaponDamageMult.
2014-01-22 12:26:53 +01:00
scrawl
16f5f5862d
Feature #956 : Implement blocking melee attacks
2014-01-21 23:25:24 +01:00
scrawl
851a7d5014
Feature #957 : Handle area effects for "on touch" range
2014-01-21 12:30:15 +01:00
scrawl
c8a9e9f7fa
Stop AiCombat when the target is dead
2014-01-20 13:54:10 +01:00
scrawl
205e8aa4e9
Feature #957 : Implement area magic
2014-01-20 13:11:29 +01:00
scrawl
df7c139e2f
Merge remote-tracking branch 'mrcheko/master'
2014-01-19 21:23:04 +01:00
scrawl
fec26342cd
Query the number of animation groups for death/hit animations, since they can vary a lot (argonian/khajiit, creatures, first person..)
2014-01-19 21:11:48 +01:00
mrcheko
339399f8b1
bug fix/logic fix/future suggestion
2014-01-19 22:09:51 +02:00
scrawl
05e75e1214
Closes #1127 : Fix for subtitles for idle dialogue appearing outside of hearing range
2014-01-19 20:54:05 +01:00
scrawl
bea161331c
Play 'hello' voiced dialogue entries in AIWander
2014-01-19 20:53:58 +01:00
scrawl
9723263730
Bug #1126 : Tweak creature attack distance a bit (still no idea where this should come from)
2014-01-19 14:47:58 +01:00
scrawl
4e360136b1
Merge remote-tracking branch 'mrcheko/master'
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
2014-01-19 14:01:39 +01:00
scrawl
047bbe43b2
Don't complain about missing jump animations
2014-01-19 13:46:40 +01:00
scrawl
13646a651b
Issue #777 : Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
2014-01-19 13:32:58 +01:00
scrawl
589fbbd871
Issue #777 : Create InventoryStore for creatures with weapons/shields
2014-01-19 11:43:23 +01:00
scrawl
69ca03c308
Issue #777 : Move DrawState to CreatureStats. All creatures can cast spells, and some creatures have weapons.
2014-01-19 09:43:41 +01:00
scrawl
525ce2f042
Some cleanup - move definitions to implementation file
2014-01-18 10:52:16 +01:00
scrawl
9653355cf1
Feature #701 : Spawn levelled creatures in cells
2014-01-18 07:26:27 +01:00
mrcheko
df4df5b094
fixed weapRange for creatures/startcombat script(?)
2014-01-17 23:30:28 +02:00
scrawl
5049f3b134
Fix the group for creature attack animations
2014-01-17 20:18:35 +01:00
mrcheko
a11a6b616b
Merge remote-tracking branch 'upstream/master'
2014-01-17 21:00:55 +02:00
mrcheko
435bbdd530
one more mismatch fixed
2014-01-17 20:55:21 +02:00
mrcheko
46a4790cb1
final warnings removal
2014-01-17 20:33:49 +02:00
mrcheko
7df8273d71
fix for everybody
2014-01-17 20:01:15 +02:00
scrawl
3dcb292bc1
Do not soul trap creatures without a soul (which apparently exist)
2014-01-17 18:43:45 +01:00
mrcheko
5357f569e6
fix for scrawl
2014-01-17 19:36:22 +02:00
scrawl
9b32b1403b
Feature #960 : Implement Creature::hit
2014-01-17 17:19:08 +01:00
scrawl
228254c890
Handle creature attack animations in character controller
2014-01-17 16:31:27 +01:00
scrawl
c548dcee13
Quick keys menu: make sure selected spell still exists
2014-01-17 15:20:22 +01:00
scrawl
e410eb5273
Play 'Idle' voiced dialogue entries in AIWander. Tweak voice max distance.
2014-01-17 10:55:46 +01:00
scrawl
fe66012bcd
Closes #1115 : Fix a bug causing number of AI packages to grow exponentially when adding an AI package. Not sure if adding the same package twice should even be allowed.
2014-01-17 10:55:46 +01:00
mrcheko
f2ad1c18f2
fix merging problem/some logic fixes
2014-01-16 22:24:05 +02:00
mrcheko
d5f794d4fb
update to combat ai behaviour
2014-01-15 22:56:55 +02:00
scrawl
d544551f61
Added getSkill to Class interface, since creatures also have skills (which are provided by generalized Combat, Magic and Stealth attributes which substitute for the specific skills, in the same way as specialization)
...
Information provided by Hrnchamd.
2014-01-15 15:50:45 +01:00
scrawl
7534fc968d
Minor acrobatics fixes
2014-01-15 14:53:30 +01:00
scrawl
28a2585106
Unsheath weapon in AiWander
2014-01-15 14:53:29 +01:00
scrawl
da3295d69c
Closes #1106 : Move stance to CreatureStats, since creatures also have separate run/walk animations.
2014-01-15 14:53:29 +01:00
scrawl
d0500e8124
Some unneeded includes cleanup
2014-01-15 14:53:28 +01:00
scrawl
de64c57179
Fix some typos and accidental commit
2014-01-15 14:53:28 +01:00
greye
61707694e8
fix memory leak in AISequence
2014-01-14 16:22:50 +04:00
greye
15d946415e
minor cleanup
...
Removed case folding via std::transform, excessive lowerCase()
replaced with ciEqual().
2014-01-14 12:46:53 +04:00
scrawl
52b9ebff9d
Closes #1092 : Implement sleep interruption. Fix levelled list flags for creatures. Change World::copyObjectToCell to search for the correct cell.
2014-01-14 07:42:03 +01:00
scrawl
69381c49c7
Added a todo comment
2014-01-14 07:39:44 +01:00
scrawl
90b92a8f41
Move levelled list code out of ContainerStore
2014-01-14 05:37:06 +01:00
scrawl
95651857f3
Fix code duplication
2014-01-14 02:52:34 +01:00
scrawl
0d0005c433
Fix fatigue not restoring when waiting
2014-01-14 02:20:13 +01:00
scrawl
73268a8606
Fix skill progress not working
2014-01-13 10:18:03 +01:00
scrawl
cd06b2177d
Automatically knock down when fatigue goes below zero
2014-01-13 10:18:03 +01:00
scrawl
413bf127de
Allow drain fatigue effect to reduce below zero
2014-01-13 10:18:02 +01:00
scrawl
83872f6bf5
Knockdown / hit recovery improvements. Use formula and GMSTs from research wiki for knockdown determination. Hand-to-hand automatically knocks out when fatigue empty.
2014-01-13 10:18:02 +01:00
Marc Zinnschlag
3e58eb34e4
Merge remote-tracking branch 'sergeyshambir/startcombat'
...
Conflicts:
apps/openmw/mwscript/docs/vmformat.txt
2014-01-13 10:17:10 +01:00
gus
5d4e148063
some clean up
2014-01-12 22:47:22 +01:00
gus
5d038423ec
attempt to solve Bug #1009 by not building graph every frame
2014-01-12 18:42:31 +01:00
gus
1ae62665d6
get all actors following a given actor
2014-01-12 14:02:40 +01:00
gus
dd870e35db
get all actors following a given actor
2014-01-12 14:02:15 +01:00
gus
2446abe076
Allow getting current active package
2014-01-12 14:01:54 +01:00
gus
7e96a391da
FollowCell duration = 0 -> infinite time
2014-01-12 11:39:42 +01:00
gus
7066844e52
Follow you until a certain cell is reached
2014-01-12 11:38:58 +01:00
scrawl
f78b846f9e
Handle CasterLinked magic effect flag
2014-01-12 10:21:49 +01:00
scrawl
767c72e619
Fix diagonal movement being faster than forward movement
2014-01-12 10:04:06 +01:00
scrawl
1d19d36bd6
Remove unused magic effect flags and update esmtool output
2014-01-12 01:25:00 +01:00
scrawl
921ef6cd9c
Closes #1093 : Show weapon when initializing the character controller with a weapon equipped
2014-01-12 00:42:27 +01:00
scrawl
44b2380874
Closes #947 : Decrease fatigue when running, swimming and attacking
2014-01-11 22:28:50 +01:00
scrawl
dddc0979a2
Fix another fatigue cap issue
2014-01-11 22:28:50 +01:00
gus
051d7141be
check position to stop AIFollow
2014-01-11 20:32:38 +01:00
Marc Zinnschlag
b1ffb64a1f
Merge remote-tracking branch 'gus/AIFix2'
2014-01-11 14:33:27 +01:00
gus
ccf07f9406
Bugfix
2014-01-11 12:07:10 +01:00
gus
2d66b2c4fa
AiFollow. Npc get stuck often (no stuck dtection yet)
2014-01-11 12:06:36 +01:00
gus
f41f08c352
Wrong logic... should improve performances
2014-01-11 12:04:32 +01:00
gus
0609b71df9
fix pathfinding
2014-01-11 11:57:07 +01:00
Marc Zinnschlag
1b03eec63e
Merge remote-tracking branch 'scrawl/master'
2014-01-11 11:43:12 +01:00
scrawl
3896c88403
Use VFX_DefaultCast / VFX_DefaultHit if the magic effect does not specify any
2014-01-11 05:58:05 +01:00
scrawl
9127839cc1
Add a searchPtr method as required for getting an owner, which may already be dead and disposed of.
2014-01-11 03:33:17 +01:00
scrawl
909494ff35
Implement Assault crimes. In other words, NPCs now fight back!
2014-01-11 03:08:16 +01:00
scrawl
d4a98ffc27
Increase fight rating when being the victim of a crime
2014-01-11 02:27:44 +01:00
scrawl
aba72ffefe
Fix up the merge a bit
2014-01-11 02:12:41 +01:00
scrawl
727aa30347
Dead actors are unaware of everything
2014-01-11 02:06:54 +01:00
scrawl
621e52f09d
Play "attack" voiced dialogue entries randomly based on iVoiceAttackOdds.
2014-01-10 22:48:42 +01:00
scrawl
15e48107f7
Use i1stPersonSneakDelta + some cleanup
2014-01-10 22:39:01 +01:00
scrawl
2744cde40f
Use a few additional GMSTs
2014-01-10 22:27:31 +01:00
scrawl
3bf36515d5
Implement Trespassing crime
2014-01-10 21:26:24 +01:00
Marc Zinnschlag
f62497dfdc
Merge remote-tracking branch 'mrcheko/master'
2014-01-10 19:08:35 +01:00
mrcheko
ffcb7fb280
fix for bug scrawl mentioned
2014-01-10 19:04:07 +02:00
mrcheko
d41f27451b
appropriate camera vanity<>preview mode switch + hit recoils fix
2014-01-09 23:36:40 +02:00
Marc Zinnschlag
85707b5e3e
Merge remote-tracking branch 'scrawl/master'
2014-01-09 09:35:54 +01:00
scrawl
223c1d5a38
Use GMSTs for crime bounty
2014-01-09 02:20:52 +01:00
scrawl
6f9113fe88
Add preliminary implementation of PayFine, PayFineThief and GoToJail instructions
2014-01-09 01:49:58 +01:00
scrawl
0f5dc59176
Remove useless dependencies on InventoryWindow for getting player gold. Don't use string literals for gold_001 id, just to be sure.
2014-01-08 23:37:46 +01:00
Marc Zinnschlag
a7be755db0
Merge remote-tracking branch 'mrcheko/master'
2014-01-08 20:13:31 +01:00
scrawl
9baa1bef78
Expell player from faction when committing a crime against a faction member
2014-01-08 19:26:03 +01:00
scrawl
19d63f392f
Clean up the NpcStats expelled interface. Show message box when expelled.
2014-01-08 18:59:00 +01:00
scrawl
098f9712f1
Add getPlayerPtr() utility method. Reduces dependencies a lot.
2014-01-08 18:39:44 +01:00
scrawl
7b33f6f2ac
Detect crime of sleeping in other NPC's beds. ShowRestMenu needs to support an explicit/implicit reference for this.
2014-01-08 17:19:43 +01:00
scrawl
b99ca92fee
Add missing line of sight check
2014-01-08 17:18:13 +01:00
mrcheko
46519062d3
hit recoils/knockdowns feature
2014-01-08 16:05:14 +02:00
scrawl
2bb21f2f76
Don't copy NpcStats/CreatureStats unnecessarily. Fixes a bug: taunt actions would not correctly increase the target's fight rating.
2014-01-08 02:35:36 +01:00
scrawl
c85c2cff4e
Fix disposition changes from trades not applying properly
2014-01-08 01:46:42 +01:00
scrawl
0285d18fc2
Respect items belonging to a faction
2014-01-07 20:24:01 +01:00
scrawl
3c0080d2c1
Implement theft detection
2014-01-07 19:58:17 +01:00
scrawl
d2d76f4f47
Fix disintegration bug
2014-01-07 19:21:19 +01:00
scrawl
90b55c8d4b
Use Ogre's asin/acos functions which will protect against NaNs
2014-01-07 17:09:08 +01:00
scrawl
780bf5a2cd
Implement pickpocket detection. Play a voiced dialogue entry when detected.
2014-01-07 03:01:33 +01:00
Sergey Shambir
5c7e39a92f
Implemented script commands StartCombat, StopCombat, GetTarget.
...
Also renamed one field of AIWander class because it's not longer
unknown.
2014-01-07 04:43:06 +04:00
scrawl
887db76ed2
Don't consider swimming or in-air characters as sneaking
2014-01-07 01:22:04 +01:00
scrawl
29c823b9d4
Implement awareness check function. Use this for combat AI and GetDetected instruction.
2014-01-07 00:51:09 +01:00
scrawl
4a3d148a48
Fixes #1089 (skill increases)
2014-01-07 00:37:52 +01:00
mrcheko
2591ff2d5a
bug repairing
2014-01-06 22:00:01 +02:00
scrawl
62774fcc4a
Merge branch 'master' into HEAD
...
Conflicts:
apps/openmw/mwbase/world.hpp
apps/openmw/mwinput/inputmanagerimp.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/loadtes3.cpp
2014-01-06 00:23:17 +01:00
scrawl
dde2cd5d5a
Fix some code that still used setCount directly instead of using the ContainerStore interface. Also fix a related annoyance with the interface.
2014-01-05 20:53:45 +01:00
scrawl
44e96fcaaa
Implement Charm magic effect
2014-01-05 01:56:36 +01:00
scrawl
14b70a3ce6
Implement AI related magic effects (calm, frenzy, rally, demoralize, turn undead)
2014-01-05 01:34:35 +01:00
scrawl
f4517c8221
For dialogue filtering, use the Vampirism magic effect instead of the untouched NpcStats::mVampire
2014-01-04 20:50:18 +01:00
mrcheko
7002412760
resolve conflict in character.cpp
2014-01-04 17:55:09 +02:00
scrawl
557652112f
Show the target HP bar also when casting a heal effect (same as MCP)
2014-01-04 04:21:44 +01:00
scrawl
be2ebc5cac
Closes #1081 : Implement disease contraction
2014-01-03 23:33:14 +01:00
scrawl
e9bd43e2da
Use GMSTs for bound items/creatures
2014-01-03 20:54:14 +01:00
scrawl
b22dd40b41
Implement Paralyze magic effect
2014-01-03 17:06:05 +01:00
scrawl
55c5d7cee4
Implement Resurrect instruction
2014-01-03 15:54:23 +01:00
scrawl
b4230f716e
Implement RemoveEffects instruction
2014-01-03 05:19:10 +01:00
scrawl
7d8ca91286
Implement RemoveSpellEffects instruction
2014-01-03 05:18:44 +01:00
scrawl
366801f3d5
Implement explodeSpell instruction (like Cast, with caster = target)
2014-01-03 04:44:50 +01:00
scrawl
b42240be6d
Implement Damage/restore skill/attribute effects. Use dedicated classes for skill and attribute values (instead of Stat<T>) since there are some important differences.
2014-01-03 03:48:43 +01:00
scrawl
32ff3b530c
Change all instances of skill/attribute values to use an appropriate typedef.
2014-01-03 01:59:15 +01:00
scrawl
623cdef69f
Code cleanup
2014-01-02 21:49:12 +01:00
scrawl
299690631f
Implement SoulTrap magic effect
2014-01-02 21:21:28 +01:00
mrcheko
79e972bdb6
resolved accompanying minor problems
2014-01-02 21:54:41 +02:00
scrawl
596e0c8a49
Correct Dispel effect (use magnitude as chance)
2014-01-02 20:15:07 +01:00
scrawl
94d2ec8e4e
Add missing spells update
2014-01-02 20:02:28 +01:00
Marc Zinnschlag
a6e6411686
Merge remote-tracking branch 'scrawl/master'
2014-01-02 12:12:52 +01:00
scrawl
783c501d70
Some checks to prevent bound item abuse
2014-01-02 01:36:08 +01:00
scrawl
590c8cb4a0
Implement Disintegrate effects. When an armor/weapon breaks, unequip it and do not allow equipping it again.
2014-01-02 01:03:44 +01:00
mrcheko
16e10cc702
error fix
2014-01-01 22:46:29 +02:00
scrawl
bfc9fcf2cd
Add starting spells when building player (F_PCStart flag)
2014-01-01 21:34:00 +01:00
mrcheko
09a0a69b04
more improvements
2014-01-01 21:40:31 +02:00
Marc Zinnschlag
e1355be47c
Merge remote-tracking branch 'lgro/valgrind_warnings'
2014-01-01 19:41:52 +01:00
scrawl
8e5cae1081
Implement mark/recall magic effects
2014-01-01 17:06:21 +01:00
scrawl
69ba8a40bf
Fix weird formatting added during the merge
2014-01-01 16:13:20 +01:00
scrawl
b3cd10dbea
Remove redundant setTeleported calls
2014-01-01 15:18:25 +01:00
Marc Zinnschlag
c3482b6f24
Merge remote-tracking branch 'scrawl/master'
...
Conflicts:
apps/openmw/mwmechanics/spellcasting.cpp
2014-01-01 15:05:42 +01:00
Marc Zinnschlag
5fa9aa5d1e
Merge remote-tracking branch 'lgro/issue417_apply_weather_instantly_when_teleporting'
...
Conflicts:
apps/openmw/mwworld/weather.cpp
apps/openmw/mwworld/worldimp.cpp
2014-01-01 14:57:14 +01:00
scrawl
ea3b88951a
Implement divine/almsivi intervention magic effects
2014-01-01 02:22:11 +01:00
Lukasz Gromanowski
e9844e1b37
Fixes #417 : Apply weather instantly when teleporting
...
Changed teleporting detection from "position tracking" to manually
setting "teleportation" flag ( player->setTeleported(true) ).
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-31 20:40:23 +01:00
mrcheko
a8fb1ae51c
improved, added knockdown after falling
2013-12-31 17:55:04 +02:00
mrcheko
d6345bce91
added npc hit reactions
2013-12-31 13:24:20 +02:00
Lukasz Gromanowski
5c5f87445b
Fixes for "Conditional jump or move depends on uninitialised value(s)"
...
and memleaks reported by valgrind.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-30 21:47:06 +01:00
scrawl
79a440e94a
Many additions to 900bc06d2c
:
...
- Fix indentation
- Consider any kind of light, not just torch_infinite_time
- Hostile NPCs should also wear lights, if they have nothing else that could use the slot (or a twohanded weapon)
- Remove redundant code and don't add additional lights to the inventory
- World::isDark returns false for interiors which are unaffected by weather
2013-12-30 17:57:41 +01:00
Marc Zinnschlag
6de39a7329
Merge remote-tracking branch 'lgro/issue845_NPCs_hold_torches_whole_day'
...
Conflicts:
apps/openmw/mwmechanics/character.cpp
2013-12-29 15:00:31 +01:00
scrawl
17ff8165d2
Closes #1065 : Don't apply fall damage when landing in water
2013-12-29 00:36:36 +01:00
scrawl
2a8ab932ef
Bug #951 : Only recalculate derived stats when attributes change
2013-12-28 17:19:35 +01:00
scrawl
85ec80100c
Bug #1005 : Hide torches/shields during spellcasting and hand-to-hand combat
2013-12-27 22:00:16 +01:00
scrawl
7265b427fe
Bug #1013 : Rewrote fall height detection
2013-12-27 21:21:18 +01:00
scrawl
686d9efac3
Bug #1060 : Fix incorrect spell type checks
2013-12-27 18:58:35 +01:00
scrawl
a3017e16d4
Don't allow changing the spell that is being cast mid-animation
2013-12-26 22:32:39 +01:00
scrawl
5054d8e6c1
Bug #1055 : Check power use and mana before starting cast animation
2013-12-26 22:06:13 +01:00
Lukasz Gromanowski
900bc06d2c
Fixes #845 : NPCs hold torches during the day
...
Moved 'equipping torches at night and unequipping at day' code from Character
to Actors class.
Removed unneeded showLights method (introduced in previous commits)
from animation/npcanimation classes.
Since this commit autoEquip() method doesn't automatically equip lights.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 22:38:23 +01:00
Lukasz Gromanowski
abc126e2af
Fixes #845 : NPCs hold torches during the day
...
Added check for Player character so it won't be affected by showing,
or hidding torches.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 01:01:30 +01:00
Lukasz Gromanowski
6eb674e4e5
Fixes #845 : NPCs hold torches during the day
...
Added equipping/unequipping torches.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 00:18:34 +01:00
Lukasz Gromanowski
92072d968b
Fixes #845 : NPCs hold torches during the day
...
Simplified a bit code which shows and hides light.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-19 21:11:07 +01:00
mrcheko
3816a09c6f
bug 428 ask to load recent saved game
2013-12-19 22:08:34 +02:00
mrcheko
f50ff0b1c4
reworked http://bugs.openmw.org/issues/428
2013-12-16 15:40:47 +02:00
mrcheko
fd9f8c34f6
bug fix http://bugs.openmw.org/issues/428
2013-12-15 18:50:25 +02:00
Lukasz Gromanowski
91a4d9a2eb
Fixes #845 : NPCs hold torches during the day
...
Added method in WeatherManger and World which returns true if it is night.
This method is used later in character controller to show torches
(or other sources of light) at night and hide them at day.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-10 23:48:49 +01:00
Emanuel Guevel
fc8bd1aacb
Allow fatigue stat to become negative when fatigue damages are taken
2013-12-09 21:53:04 +01:00
Marc Zinnschlag
77a2179d1e
Merge remote-tracking branch 'scrawl/master'
2013-12-09 18:39:34 +01:00
scrawl
0bc3a13c0f
Break invisibility on Use or Activate
2013-12-08 23:36:37 +01:00
scrawl
37a7ee8fcd
Set alpha value of character animations according to Invisibility / Chameleon effects.
2013-12-08 23:05:21 +01:00
Lukasz Gromanowski
594cc693b2
Fixes #1006 : Many NPCs have 0 skill
...
Added calculation of skill values for NPC with mNpdtType
set to NPC_WITH_AUTOCALCULATED_STATS (their NPDT is 12).
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-08 21:47:43 +01:00
Marc Zinnschlag
1c13a9037a
save and load dynamic records
2013-12-07 13:17:28 +01:00
Marc Zinnschlag
030c733e2d
Merge branch 'master' into savedgame
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
files/settings-default.cfg
2013-12-07 12:27:06 +01:00
Lukasz Gromanowski
bfd79bfbe6
Various fixes for CppCheck warnings.
...
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-06 07:36:16 +01:00
Marc Zinnschlag
e818d43bc3
removed an outdated typedef and some dead code
2013-12-05 13:21:26 +01:00
scrawl
4b4025ed0f
Keep the player's CharacterController when changing cells. Fixes several glitches.
2013-11-30 11:01:45 +01:00
scrawl
0e267b79ec
Don't heal dead actors when resting
2013-11-29 20:21:57 +01:00
scrawl
076cc9230b
First try at handling target magic
2013-11-28 17:31:17 +01:00
scrawl
49ea1aae67
Use GMST for sun damage reduction
2013-11-26 15:01:22 +01:00
scrawl
eba068149d
Fix AIWander crash
2013-11-25 15:38:18 +01:00
scrawl
14c9a4e1d3
Cap enchantment casting cost to 1 as displayed in enchanting window. Display current enchantment charge in spell window.
2013-11-23 23:12:54 +01:00
scrawl
4aa9f3bcef
Don't set the enchanted item in HUD for "WhenStrikes" enchantments
2013-11-23 22:48:56 +01:00
scrawl
d2ed77f3f2
Fix shields being visible during spellcasting
2013-11-23 20:24:52 +01:00
scrawl
320ba98097
Correct getDerivedDisposition according to wiki (check if player expelled)
2013-11-21 17:19:41 +01:00
scrawl
bab657fe2b
Add a utility function to add items to a ContainerStore by RefID
2013-11-21 17:14:30 +01:00
scrawl
800a2845b0
Add Bound & Summon effects (will need some adjustments later)
2013-11-21 17:14:23 +01:00
scrawl
bf153e1c8e
Fix bug applying instant effects
2013-11-21 00:41:52 +01:00
scrawl
4ed4c1e319
Add Vampirism and Sun Damage effects. Some fixes.
2013-11-21 00:41:31 +01:00
scrawl
0b9676aaa3
Fix an issue with the AI code
2013-11-19 18:43:32 +01:00
scrawl
38a82c4b0b
Add a todo comment
2013-11-19 18:43:21 +01:00
scrawl
f3ff2e4260
Handle Unreflectable flag
2013-11-19 17:33:02 +01:00
scrawl
c03c82c78a
Apply disease resistance manually as according to wiki
2013-11-19 17:15:17 +01:00
Marc Zinnschlag
8190fdb16c
Merge remote-tracking branch 'scrawl/master'
2013-11-19 16:56:18 +01:00
scrawl
654b7d9ba5
Apply disease resistance manually as according to wiki
2013-11-19 16:52:26 +01:00
scrawl
e8dcd74741
Recharge enchanted items in player's inventory over time
2013-11-19 16:42:24 +01:00
Marc Zinnschlag
11e254aac8
Merge remote-tracking branch 'gus/AICombat'
...
Conflicts:
apps/openmw/CMakeLists.txt
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2013-11-19 09:10:48 +01:00
scrawl
74e42a2d02
Add missing skill increases for Enchant skill
2013-11-19 07:39:07 +01:00
gus
dff3cf162d
ToggleAI script instruction
2013-11-18 23:03:44 +01:00
Marc Zinnschlag
f45cff8aff
flag game as ended when player dies
2013-11-18 15:38:08 +01:00
gus
4559e932ae
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
2013-11-18 12:33:09 +01:00
scrawl
6902569d03
Implement Absorb effects (AbsorbHealth, etc)
2013-11-18 05:01:36 +01:00
scrawl
a420698237
Don't try to absorb or reflect for self casted spells
2013-11-17 23:41:24 +01:00
scrawl
0dc2e829dd
Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
2013-11-17 23:31:08 +01:00
scrawl
fc268bf302
Initialize mFallHeight
2013-11-17 23:31:08 +01:00
scrawl
47fc3f81f5
Don't update actors while paused
2013-11-17 23:31:08 +01:00
scrawl
2a11618ee7
Make sure the equipped weapon HUD icon is updated properly
2013-11-17 23:31:07 +01:00
scrawl
aa84ce3f0d
Copy paste mistake (oops)
2013-11-16 14:44:31 +01:00
scrawl
7474e87edc
Implement RestoreHealth/Magicka/Fatigue
2013-11-16 05:06:54 +01:00
scrawl
bb43ec9b35
Implement damage tick effects
2013-11-16 03:16:21 +01:00
scrawl
b1a29eb27e
Implement Resist & Weakness effects
2013-11-16 02:34:43 +01:00
scrawl
d49b6f19ff
Don't advance acrobatics skill for NPCs
2013-11-16 02:11:11 +01:00
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
2013-11-15 20:29:47 +01:00
scrawl
da85f3e575
Use the formula from the wiki for spell success.
2013-11-14 19:19:32 +01:00
scrawl
9c5847e2f4
Fix VFX not getting removed when an actor dies
2013-11-14 14:52:30 +01:00
scrawl
992a8e9c36
Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore.
2013-11-14 14:41:10 +01:00
scrawl
0b5f5351b5
Fix continuous FX getting removed instantly
2013-11-14 13:30:48 +01:00
scrawl
ff7e4174f9
Fix some leftover code that still calculated random magnitude per spell rather than per effect. Major cleanup of InventoryStore: Magic effects are now updated when needed, rather than cached. Also allows to get rid of 'mutable' hacks and non-const method that should be const. Play sounds and particles when equipping a permanent enchantment item.
2013-11-13 18:51:28 +01:00
scrawl
a6e2f43b75
Stop continuous VFX when the effect is no longer active.
2013-11-13 15:44:43 +01:00
scrawl
9b0e82a37f
Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends)
2013-11-13 14:02:15 +01:00
scrawl
0627e23d3c
Fix wrong skill level for spell success formula.
2013-11-13 01:26:25 +01:00
scrawl
eccb8f38ba
Apply "cast when strikes" enchantments when hitting with a weapon
2013-11-12 02:07:51 +01:00
scrawl
ffdb91bb21
Add particles for Cast + Hit. Not looking quite right yet.
2013-11-11 23:43:28 +01:00
scrawl
6f3d737498
Missing const, thanks to jeaye
2013-11-10 23:27:11 +01:00
scrawl
1773c70455
Merge branch 'master' of https://github.com/zinnschlag/openmw into magic
2013-11-10 22:03:17 +01:00
Marc Zinnschlag
ef8360f346
silenced a warning
2013-11-10 21:45:27 +01:00
scrawl
6cd373c5c6
Only allow using powers once every 24 h. Apply on touch effects.
2013-11-10 15:40:31 +01:00
scrawl
71828351e6
Code cleanup: use enum instead of integer
2013-11-10 15:28:26 +01:00
Emanuel Guevel
aefa54d72d
Pass item count to ManualRef constructor
...
This remove the need to call setCount in multiple places.
2013-11-10 02:45:16 +01:00
Emanuel Guevel
2786530430
Edit InventoryStore::equip() to call the new unequipSlot function…
...
…to unequip previously equipped item.
2013-11-10 02:45:16 +01:00
Emanuel Guevel
10abb9d297
Call ContainerStore::remove() to remove items from inventory
...
Make placeObject() and dropObjectOnGround() in MWWorld to copy objects
(and indicate it clearly).
Enchanting an item now unequips it.
2013-11-10 02:45:16 +01:00
scrawl
3e58655a90
Implemented Fortify/Drain skill magic effects. Scroll of icarian flight works!
2013-11-09 10:49:00 +01:00
scrawl
cbe96a2170
Refactor ActiveSpells to track range type. Added basic self range magic.
2013-11-09 07:51:46 +01:00
gus
683b8d77dd
build fix (thanks travis)
2013-10-31 11:02:26 +01:00
gus
d587f3c946
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AICombat
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/docs/vmformat.txt
2013-10-31 09:51:17 +01:00
gus
02ded18fc5
Linux backslash fix
2013-10-31 09:43:12 +01:00
gus
2a927f65d3
perfomances optimisations (pathfinding is computed less often, max 4 times per sec)
2013-10-30 20:52:23 +01:00
gus
650a112e2e
better timer
2013-10-30 20:42:50 +01:00
gus
a6e7c6c104
disable AI combat for creatures
2013-10-28 23:04:46 +01:00
gus
0e86209224
linux fix :p
2013-10-28 18:33:10 +01:00
gus
b7a9243173
fighting should stop when the target is dead
2013-10-28 18:22:36 +01:00
gus
12d8b4e0f8
bugfix
2013-10-28 18:13:07 +01:00
gus
2d84f7d33d
NPC run
2013-10-28 18:10:00 +01:00
gus
d7584f9df7
getLineOfSight, no script instruction yet
2013-10-28 18:01:40 +01:00
gus
2515a1239e
improved combat conditions
2013-10-27 14:22:51 +01:00
gus
968968502e
NPC always face you when fighting
2013-10-27 14:03:58 +01:00
gus
a0edb55f60
only NPC with fight over 80 will attack you now
2013-10-27 13:50:29 +01:00
gus
882b136b35
bugfix of bugfix ^^
2013-10-27 13:21:16 +01:00
Marc Zinnschlag
19bd0f90b9
Merge remote-tracking branch 'rainChu/torches'
2013-10-16 21:24:45 +02:00
Alex "rainChu" Haddad
2643214ca6
Lights extinguish underwater
2013-10-15 21:50:32 -04:00
Alex "rainChu" Haddad
30ee3c5cf6
Equipped torches and lights run out of fuel
2013-10-15 21:50:14 -04:00
Emanuel Guevel
dcfff79460
Regenerate fatigue over time
2013-10-13 00:40:27 +02:00
Marc Zinnschlag
458c752425
Merge remote-tracking branch 'mckibbenta/tgm'
2013-10-12 13:38:10 +02:00
gus
94069e3a7e
bugfix
2013-10-07 20:30:12 +02:00
gus
1ac3d99c78
pathfinding now works in AICombat.
2013-10-07 10:20:02 +02:00
Emanuel Guevel
2abe5c1c9a
Acrobatics: do not apply fall damages when slowfalling spell effect is active
...
If spell effect ends up in mid-air, calculate fall height from then.
2013-10-02 23:34:25 +02:00
Emanuel Guevel
6e09a5fb4a
Acrobatics: reinit fall height at current height rather than zero
...
To prevent problems.
2013-10-02 23:34:25 +02:00
Emanuel Guevel
2b992ef3b5
Acrobatics: use calculated fatigueTerm
2013-10-02 23:34:24 +02:00
Emanuel Guevel
4c151e59a2
Acrobatics: do not touch modified stats
2013-10-02 23:34:24 +02:00
Emanuel Guevel
4860514865
Acrobatics: cosmetic changes
2013-10-02 23:34:24 +02:00
mckibbenta
857deb3723
Merge branch 'master' into tgm
2013-10-02 13:54:03 -04:00
mckibbenta
073f64c8bb
stop weapon condition degredation (for the player) with tgm on
2013-10-02 13:46:33 -04:00
Emanuel Guevel
b8c60dabb3
Reintroduce Acrobatics changes made by Glorf
...
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
2013-10-01 23:35:34 +02:00
gus
83a375b55d
AI now continue to hit you.
...
TODO: change the way time is handled
2013-09-28 21:17:06 +02:00
gus
2537384c50
bug fix
2013-09-28 12:25:37 +02:00
gus
9353f4d14f
WIP AI combat
2013-09-25 18:01:36 +02:00
Marc Zinnschlag
94bb97e766
replacing tabs with spaces
2013-09-21 08:40:00 +02:00
Marc Zinnschlag
96b181bb54
Merge remote-tracking branch 'xethik/master'
2013-09-21 08:07:00 +02:00
Xethik
094e4d93b7
Generally speaking, you should never compare iterators from two different compilers
...
http://stackoverflow.com/questions/4657513/comparing-iterators-from-different-containers
It seems like this was just an overlook that happened to work on most systems. I was not able to thoroughly test this change, but it fixed an issue I was having in VC10.
It's possible the prev.end() was a copy paste error that was meant to be new.end() anyways.
2013-09-20 21:38:10 -04:00
mckibbenta
6bb6ba6372
added god mode comment
2013-09-15 16:12:59 -04:00
mckibbenta
89b7d6121d
Initial toggleGodMod/tgm instruction. Currently only affects player health.
2013-09-12 08:30:00 -04:00
gus
f9bfbc8764
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AICombat
2013-09-10 16:18:39 +02:00
gus
46a734852b
adding script instruction getLOS + some test about AI
2013-09-10 16:16:13 +02:00
mckibbenta
e545f49807
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
2013-09-02 18:40:37 -04:00
Chris Robinson
82a09a988b
Minor pathfinding cleanup
2013-08-29 19:17:27 -07:00
Chris Robinson
9499ac4fd5
Increase the distance for reaching a path node
2013-08-29 17:41:20 -07:00
Chris Robinson
f9dbce685a
Avoid killing AIWander and AITravel when far away
...
This fixes the problem of certain NPCs not wandering because they
happened to spawn near a cell border away from the player, which
immediately "completed" the wander package.
AIWander can't cause NPCs to cross cell boundaries, so there's no risk
of them walking into an unloaded to. AITravel will now simply stop
moving, and resume later when the cell is loaded.
2013-08-29 17:41:20 -07:00
mckibbenta
f65172bdca
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
2013-08-29 20:26:36 -04:00
mckibbenta
eef9df504a
fiddlings
2013-08-29 20:25:36 -04:00
Chris Robinson
84d259ab8e
Avoid reconstructing strings for updating the dynamic stats
...
Attributes still do this, but they change infrequently enough that it doesn't
matter.
2013-08-28 10:50:29 -07:00
Chris Robinson
92082dae66
Modify the current magicka and fatigue when the base changes
2013-08-27 22:44:52 -07:00
Chris Robinson
305b5fec0f
Avoid needlessly copying the MagicEffects
2013-08-27 21:40:31 -07:00
Chris Robinson
281fdbd81b
Cleanup some redundancy
2013-08-27 17:56:47 -07:00
Chris Robinson
33c173a23a
Update the watched Ptr when changing it
2013-08-27 17:22:07 -07:00
Chris Robinson
39af9a13fa
Remove some unused functions
2013-08-27 17:13:49 -07:00
Chris Robinson
189541aa72
Apply drowning damage based on the update duration
...
1 damage every 0.33 seconds is 3 damage a second. Applying it this way avoid
having to track another stat.
2013-08-27 17:08:23 -07:00
Chris Robinson
cf6e3ab933
Fix a potential divide-by-zero
2013-08-19 09:36:51 -07:00
Chris Robinson
2ec39f3622
Don't start the jump animation until after the actor is airborn
...
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
2013-08-19 08:24:47 -07:00
Chris Robinson
ac3d3df9fc
Implement jumping animations
2013-08-19 08:10:18 -07:00
Chris Robinson
6e9f15793d
Implement a jumping state
2013-08-18 23:42:56 -07:00
Chris Robinson
b0f8045c72
Improve mid-air control
2013-08-18 05:59:06 -07:00
Chris Robinson
9d56e2d86d
Apply movement by queueing it to do later
2013-08-17 22:34:38 -07:00
Chris Robinson
2353ac1739
Properly implement SetWerewolfAcrobatics
2013-08-13 04:54:41 -07:00
Chris Robinson
6fd4cdb5fb
Play randomized werewolf sounds
2013-08-11 00:53:17 -07:00
Chris Robinson
180f0d0fe9
Restart from the loop point if replaying the same animation
2013-08-09 21:25:28 -07:00
Chris Robinson
5968165de0
Merge remote-tracking branch 'zini/master' into werewolf
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
2013-08-09 07:00:00 -07:00
Chris Robinson
a28c36de17
Don't count as running if not actually moving along (local) X/Y
2013-08-09 06:53:07 -07:00
Chris Robinson
c2d8eb377f
Play some appropriate sounds in werewolf form
2013-08-09 06:40:16 -07:00
Chris Robinson
ae183cb3e4
Handle werewolf stats
2013-08-09 05:14:58 -07:00
Chris Robinson
46bc7bd9c8
Some cleanup since NpcStats is now also CreatureStats
...
This isn't a thorough cleaning, so keep an eye out for more
2013-08-09 01:14:08 -07:00
Chris Robinson
75b6515915
Inherit NpcStats from CreatureStats
2013-08-08 23:28:02 -07:00
PLkolek
86020ad94d
Added underwater and drowning sounds.
2013-08-08 20:57:15 +02:00
Chris Robinson
2bac4566c0
Merge remote-tracking branch 'PotatoesMaster/werewolf' into werewolf
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/statsextensions.cpp
2013-08-08 00:09:29 -07:00
PLkolek
8f4506f5b6
Implemented drowning.
...
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
2013-08-07 16:46:46 +02:00
Emanuel Guevel
48d2554ac3
Auto-equip when items are added to the inventory
...
We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
2013-08-07 15:17:55 +02:00
Emanuel Guevel
e0d0cdd18a
Do not auto-equip items continuously
...
This was called every couple of frames.
2013-08-07 14:30:13 +02:00
Chris Robinson
8f69c51b24
Avoid some unnecessary references
2013-08-06 19:49:00 -07:00
Chris Robinson
eab4e09566
Handle the pick/probe in the character controller
2013-08-06 19:48:59 -07:00
Emanuel Guevel
20d40c4368
Implement MWWorld::World::setWerewolf()
2013-08-06 12:34:35 +02:00
scrawl
4caac0d859
Fix idle animations repeating
2013-08-05 02:06:23 +02:00
vorenon
76a1abe9fa
Don't allow the use of the "jump" key while sneaking - Update
2013-08-04 20:10:33 +02:00
scrawl
982f743ddd
Fix wrong idle animations played
2013-08-03 13:13:33 +02:00
vorenon
aa45127895
Adjusted swish sounds
...
Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes.
2013-08-02 16:33:39 +02:00
Chris Robinson
f57c829cba
Play the appropriate swish sound and follow-up animation
2013-08-02 00:21:02 -07:00
Chris Robinson
b70975a74d
Move getEvasion to CreatureStats
2013-08-02 00:21:01 -07:00
scrawl
7dc30a01cd
Some changes suggested by cppcheck
2013-07-31 18:46:32 +02:00
scrawl
16cacb338a
Initialize MWMechanics::AiSequence from ESM::AiPackageList
2013-07-31 00:55:08 +02:00
Chris Robinson
3298eb1b37
Implement HitOnMe script function
2013-07-26 10:50:23 -07:00
Chris Robinson
4ad28ed369
Don't play a weapon-down sound when unreadying a spell
2013-07-25 00:46:20 -07:00
Chris Robinson
0db02af807
Set up the weapon state in the CharacterController constructor
2013-07-24 21:08:16 -07:00
Chris Robinson
705498ec24
Play a swish sound when attacking
2013-07-24 10:34:53 -07:00
Chris Robinson
bf1d907d07
Don't play casting animations for enchantments
2013-07-24 05:39:15 -07:00
Chris Robinson
cc8e8c1272
Use the attack strength as determined by how long the attack was held
2013-07-24 03:18:53 -07:00
Chris Robinson
11b094559f
Play the appropriate casting animation sound
2013-07-23 11:12:19 -07:00
Chris Robinson
17282c69b1
Handle spell-casting animation sequences
2013-07-23 07:30:54 -07:00
Chris Robinson
4d157cb19a
Handle marksmen weapon attack sequences
2013-07-23 06:13:08 -07:00
Chris Robinson
d5d832846e
Rename the follow-up upper character state enum
2013-07-23 04:56:49 -07:00
Chris Robinson
24567294ff
Move NPC state update handling into a separate method
2013-07-23 03:26:24 -07:00
Chris Robinson
22e07968af
Store the current weapon group name
2013-07-23 02:50:52 -07:00
Chris Robinson
0240efa6cf
Improve weapon attack logic to better handle picks, probes, and h2h
2013-07-23 02:28:58 -07:00
Marc Zinnschlag
ec575200e3
Merge remote-tracking branch 'gus/MeleeCombat2'
...
Conflicts:
apps/openmw/mwrender/animation.cpp
2013-07-23 09:12:23 +02:00
Emanuel Guevel
48f0e64ec3
Fix health calculation at character creation
2013-07-21 11:02:03 +02:00
Emanuel Guevel
2356e6218e
Complete health increase on level up
2013-07-20 22:14:10 +02:00
Emanuel Guevel
2a0644a7c3
Move some levelup logic from mwgui to mwmechanics
2013-07-20 22:14:10 +02:00
Emanuel Guevel
7837dcdc19
Calculate NPC health on loading instead of updating it continually
...
Only NPC with auto-calculated stats are concerned.
2013-07-20 22:14:10 +02:00
Emanuel Guevel
074e241c32
MWMechanics::DynamicStat: fix members initialization
2013-07-20 22:14:09 +02:00
Chris Robinson
9c13568bb7
Remove idles from the state list and rename it
2013-07-18 01:49:53 -07:00
Chris Robinson
e803cdbe7f
Handle swimdeath and missing death animations
2013-07-18 01:13:53 -07:00
Chris Robinson
f01b0b48cc
Don't start with an idle state if dead
2013-07-18 00:35:03 -07:00
Chris Robinson
e78bdd2a5d
Clear 'swim' from the animation name as a backup instead of 'sneak'
2013-07-18 00:22:40 -07:00
Chris Robinson
d6324d71bf
Ensure mechanics actors/objects are cleared before adding them
2013-07-17 21:39:21 -07:00
Chris Robinson
0cd4df3edf
Stop playing idles on death
2013-07-17 02:19:22 -07:00
Chris Robinson
e2e278d06d
Fix some animations not playing properly
...
Default movement animation speed multiplier should be 1, not 0. Only
randomize death1...death5 for NPCs.
2013-07-17 02:06:31 -07:00
scrawl
dfe912dcab
Enum renaming
2013-07-16 23:38:55 +02:00
scrawl
91e95e1404
Use the correct slash, chop or thrust animation
2013-07-16 23:32:41 +02:00
gus
66e3eacace
fix bows
2013-07-16 15:14:34 +01:00
gus
701ff94887
bugfix for lockpick
2013-07-16 14:46:44 +01:00
gus
20341ae8b7
simplification + taking into account weapon speed. Seems too fast, but i'm not sure
2013-07-16 14:10:14 +01:00
gus
8fc6e73649
post-merge fix
2013-07-16 11:51:18 +01:00
gus
ee47e99dad
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
...
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
2013-07-16 11:40:19 +01:00
gus
f6e3445414
Jittering gone + bugfix: chop animation works!
...
TODO: fix this unequip stuff
2013-07-16 09:50:59 +01:00
Chris Robinson
a932a89e02
Specify the velocity-based animation speed multiplier when playing it
2013-07-16 01:30:03 -07:00
Chris Robinson
f296d13c20
Add a speed multiplier to the animation state
2013-07-16 00:43:31 -07:00
Chris Robinson
3a1facefdf
Store a pointer to the character controller for non-actor objects
2013-07-15 23:47:04 -07:00
Chris Robinson
06e631f213
Track death separately in the character controller
2013-07-15 23:43:33 -07:00
Chris Robinson
4ae65c20e6
Separate movement and idle states
...
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
2013-07-15 22:56:23 -07:00
gus
f7f23ac5d8
improvement of the chop animation. Still some jittering.
2013-07-15 17:18:16 +01:00
gus
076f98cbba
change way animations keys are handled (thanks KittyCat!)
2013-07-15 16:37:25 +01:00
gus
3947f44aa3
Porting old work
2013-07-13 22:24:52 +01:00
Chris Robinson
7883087586
Store a pointer to the character controller in the map
2013-07-12 22:31:50 -07:00
Vincent Heuken
b095c24854
resize actor collision boxes on death
2013-06-27 14:11:20 -07:00
Glorf
88f8637145
Bugfix #795
2013-06-26 22:20:24 +02:00
Marc Zinnschlag
f586eef604
Merge remote-tracking branch 'torben/pathfindingoverhaul'
2013-06-01 10:44:23 +02:00
Torben Carrington
09beafd044
Pathfinding Overhaul - Master cleanup! Cleaned pathfinding entirely, all AI packages that are implemented as well, Increased buffer! This makes the intro guard no longer walk into you or go to far into the room (not tested against vanilla distances but it seems accurate enough until the next itteration of pathfinding fixes).
2013-05-31 17:49:52 -07:00
Torben Carrington
a4caec56cf
Pathfinding Overhaul - Fixed selecting cells that are inaccessable from AIWander and pathfinding in general (sadly requires minor effort on the AI Packages implementation but it is the quickest way I can see), minor cleanup again (there is a lot to cleanup, this will prolly be in every commit).
2013-05-31 17:01:42 -07:00
scrawl
8bd712cc95
Fix being able to move slowly when over encumbered
2013-05-31 04:08:44 +02:00
Torben Carrington
73a9671742
Pathfinding Overhaul - Changed the name of checkIfNextPointReached to a more intuitive name considering what it does (checkPathCompleted) and fixed a minor bug in it, modified buildPath() to take one final parameter, a bool which dictates whether or not to always use pathfinding (like AIWander should be doing) or to allow for "shortcuts", modified all ai packages to work with these two changes.
2013-05-29 20:05:17 -07:00
Torben Carrington
c080785235
Pathfinding Overhaul - Finished cleaning, removed unnecessary parameter in one function, fixed use of the function in ai packages and added use of clearPath() function in aiwander, fixed algorithms and got rid of excess subtractions in getDistance functions (thanks to Chris!).
2013-05-29 19:26:45 -07:00
Torben Carrington
7b465ae4f1
Pathfinding Overhaul - Even more cleanup and spacing corrections, small renaming (more to come), removed a few unnecessary actions that wasted CPU time and tmp RAM.
2013-05-29 17:33:33 -07:00
Torben Carrington
96fdaf7410
Pathfinding Overhaul - More cleanup.
2013-05-29 16:10:15 -07:00
Torben Carrington
4838678944
Pathfinding Overhaul - Cleanup, removed unnecessary include, fixed spacing, added a function for clearing a path, overall preperation to begin working on fixing pathfinding.
2013-05-29 15:59:23 -07:00
Miroslav Puda
dc17fa1636
Removal of duplicit enumeration and unnecessary conditions.
2013-05-29 00:01:18 +02:00
Marc Zinnschlag
bbec3680c6
Merge remote-tracking branch 'pakanek/enchanting-mechanics'
2013-05-28 10:02:03 +02:00
Miroslav Puda
7a4a386cbe
Removal of tab characters.
2013-05-27 20:47:53 +02:00
Torben Carrington
dbbc96f600
AIWander Segmentation Fault Fix - Fixes the segmentation fault that used to occur when there was no pathgrid in the cell and a range was passed to AIWander.
2013-05-27 11:44:46 -07:00
Miroslav Puda
b40e24c50c
Refactorization
2013-05-27 20:23:04 +02:00
Miroslav Puda
4e17bc1499
Fix for display of cast cost decimal value
2013-05-27 20:16:57 +02:00
Miroslav Puda
9a9b075a02
Correct cast cost for enchantments.
2013-05-27 18:08:12 +02:00
Torben Carrington
ebc1fdd017
AIWander Patch - fixed another possibility of a bug occuring, best to fix it now then wait until it happens.
2013-05-27 09:05:42 -07:00
Miroslav Puda
1c7b94e94f
Switching in nextCastStyle() is now based on enum CastingStyle.
2013-05-27 16:08:58 +02:00
Miroslav Puda
252a1d9223
Replacement of some magical constants
2013-05-27 15:50:47 +02:00
Miroslav Puda
9e1eb8b3b1
Merge branch 'master' of https://github.com/zinnschlag/openmw into enchanting-mechanics
2013-05-27 14:45:22 +02:00
Miroslav Puda
4788b5e226
Better formula for enchantment cost and code refactorization.
2013-05-27 14:42:08 +02:00
Miroslav Puda
56edc1b213
Correction of getting spell range "Target".
2013-05-27 12:26:06 +02:00
Torben Carrington
bd6d54cc8f
AIWander Minor Patch - Forgot an else statement and another check on an empty node vector, previously no nodes in range or only one would cause the AIWander to not do anything, now they will play idles correctly still.
2013-05-27 03:24:41 -07:00
Marc Zinnschlag
bd8344b387
Merge remote-tracking branch 'torben/aiwander'
2013-05-27 10:16:37 +02:00
Torben Carrington
3b43ee751e
AI Execute Fix - May as well not create the object either to save extra time.
2013-05-26 19:54:59 -07:00
Torben Carrington
feb180724c
AI Execution Fix - Preiovusly AiExecute was being called even when in a menu, this was not correct behavior.
2013-05-26 19:33:45 -07:00