Commit graph

2092 commits

Author SHA1 Message Date
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
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
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
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
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
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
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.
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
- 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
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
Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c #58 - Sneak Skill: functional sneaking
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
It wasn’t needed.
2014-05-03 13:16:07 -04:00
Jeffrey Haines
05e326bdc3 Added update sneak to actors
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
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
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
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
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
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'
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.
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
Torben Carrington
fd96d47fe4 AIWander Completed. Replicates vanilla as best possible, pathfinding needs fixing before this looks correct but once the pathfinding files are edited this will behave pretty much exactly as vanilla. Major credit to Hrnchamd for major research. 2013-05-26 11:30:42 -07:00
Torben Carrington
96daad7a22 AIWander - shortened some if statements and made super minor optimizations to others, now using proper GMST to load proper idlechance instead of hacky set value." 2013-05-26 09:31:56 -07:00
Torben Carrington
e37324b967 AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm. 2013-05-26 08:49:44 -07:00
Marc Zinnschlag
5fac75845c Merge remote-tracking branch 'torben/aiescortclean' 2013-05-25 15:35:56 +02:00
Torben Carrington
ddf28ca201 AIEscort Cleanup - Fixed spacing, removed unnecessary includes, fixed branch itself. The other pull requests were fine, it was just this one with the problem. 2013-05-25 04:36:21 -07:00
Marc Zinnschlag
94474e8952 Merge remote-tracking branch 'torben/checkidlecomplete' 2013-05-25 12:35:34 +02:00
Torben Carrington
c8c1ddd927 Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander. 2013-05-24 20:10:07 -07:00
Torben Carrington
56b1384c90 AITravel Cleanup - Removed unnecessary includes and other varius cleanups. 2013-05-24 18:16:35 -07:00
Torben Carrington
1cfe037d6b AIWander - Added support for the Repeat parameter to mimic vanilla. 2013-05-24 04:49:20 -07:00
scrawl
d9dd02c610 Security fixes 2013-05-20 12:42:11 +02:00
scrawl
2715520d6f Cleanup Security class 2013-05-19 23:19:48 +02:00
scrawl
5173779f4b Add sounds for security skill 2013-05-19 19:48:51 +02:00
scrawl
7a2d1cd8ce Security skill 2013-05-19 18:40:37 +02:00
Chris Robinson
e8bbb755c3 Play the left-arm torch animation when it's equipped 2013-05-17 06:21:59 -07:00
Chris Robinson
4b9a888d74 Use the PickProbe animation group as appropriate 2013-05-17 01:46:51 -07:00
Chris Robinson
6201cb0093 Add a method to clear the animation queue 2013-05-16 06:59:41 -07:00
Chris Robinson
6c6200efef Merge remote-tracking branch 'zini/master' into animations 2013-05-15 16:34:51 -07:00
scrawl
c41f119ba6 Added new game button 2013-05-15 17:54:18 +02:00
Chris Robinson
e069215583 Don't clear the last queued animation when it stops 2013-05-15 06:32:20 -07:00
Chris Robinson
66f55b3178 Play the item up/down sound when readying/unreadying weapons 2013-05-15 01:45:47 -07:00
Chris Robinson
b459a010b0 Fix vec.z being applied while not in the air 2013-05-14 23:03:28 -07:00
Chris Robinson
e8661794fe Avoid trying to find a state for non-actors.
They're only ever play idles, unless PlayGroup is called.
2013-05-14 07:29:07 -07:00
Chris Robinson
8ec722ac92 Use std::find_if instead of ugly for loops 2013-05-13 04:08:36 -07:00
Chris Robinson
f83ee5d316 Play ready/unready animations on the upper body 2013-05-13 03:32:00 -07:00
Chris Robinson
70dc2f77ad Move the priority enum to MWMechanics 2013-05-13 00:54:44 -07:00
Chris Robinson
7ba2508556 add a priority for death animations, and store it in the state list 2013-05-12 19:19:21 -07:00
Chris Robinson
4e389b5a8f Store whether a given animation loops in the state table 2013-05-12 05:59:39 -07:00
Chris Robinson
bbb38c61cc Fix queued animations 2013-05-12 05:08:01 -07:00
Chris Robinson
2c556e4036 Be smarter about handling non-moving animations
Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
2013-05-12 04:29:42 -07:00
Chris Robinson
6b8a687a79 Add methods to disable an animation
And rename WeaponState to WeaponType
2013-05-10 22:22:39 -07:00
Chris Robinson
abc676eedd Allow specifying which bone groups to play an animation on 2013-05-10 20:05:09 -07:00
Chris Robinson
7c3b014193 Figure out which animations to play based on priority
Bone group will also be taken into account later.
2013-05-10 18:37:44 -07:00
Chris Robinson
ccff364b52 Use a map of active layers instead of an array
A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.

In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
2013-05-10 03:08:07 -07:00
Chris Robinson
74ed1f73b4 Merge remote-tracking branch 'zini/master' into animations 2013-05-09 13:53:38 -07:00
Torben Carrington
4928c9d079 Removed sqrt function call (minor optimization thanks to Chris) 2013-05-08 20:47:31 -07:00
Torben Carrington
d20178dd56 Removed unnecessary std::cout messages 2013-05-08 20:05:45 -07:00
Torben Carrington
133964f0e4 AIEscort complete 2013-05-08 20:02:24 -07:00
Torben Carrington
c03dca47f5 AIEscort implemented and working - only touchups are needed. 2013-05-08 17:19:47 -07:00
Torben Carrington
10840765d9 Framework - duration and pathing implemented, no waiting for follower yet. 2013-05-08 15:27:20 -07:00
Marc Zinnschlag
51067698a8 minor cleanup 2013-05-08 21:26:39 +02:00
Chris Robinson
90e29c83c0 Merge remote-tracking branch 'zini/master' into animations
Conflicts:
	apps/openmw/mwmechanics/character.cpp
2013-05-06 19:17:39 -07:00
gus
006f25d1c0 First try to improve AI. Does not work yet due to strange bug in physicsystem 2013-05-06 00:46:50 +01:00
gus
7fe7111c19 Fargoth quest almost works. There is still a sall problem as the path taken is not exactly the same. I need to copy the exact way morrowind do pathfinding... 2013-05-03 17:09:09 +01:00
kpp
dcccfd9f22 Initialize values 2013-05-02 22:43:21 +04:00
Chris Robinson
a120653c38 Implement handling weapon states 2013-05-01 10:19:16 -07:00
Marc Zinnschlag
95eeea2a27 Revert "Merge remote-tracking branch 'glorf/acrobatics'"
This reverts commit 089ef7a2a0, reversing
changes made to 67422c397c.
2013-05-01 16:56:16 +02:00
Glorf
b8630239d7 Code cleanup 2013-05-01 12:25:02 +02:00
Glorf
236ec3409f Finished acrobatics 2013-05-01 12:21:59 +02:00
Chris Robinson
4b15da076b Move getStateInfo into the character controller 2013-04-30 19:26:41 -07:00
Glorf
d30e43784a Fatigue decrease when jumping, live decrease when falling 2013-04-30 23:39:56 +02:00
Glorf
5a8c1661be Jump acrobatics working, started falling acrobatics implementation 2013-04-30 20:44:17 +02:00
Glorf
add3cd6456 Advance acrobatics on jump 2013-04-30 18:22:59 +02:00
Chris Robinson
05060e57ec Add a weapon state to the character controller 2013-04-29 13:07:49 -07:00
scrawl
78596cad83 Fix enchantment points value 2013-04-29 10:19:09 +02:00
scrawl
07891fa213 Athletics skill increase 2013-04-28 07:53:04 +02:00
Chris Robinson
274f3c7b77 Force character state to update after switching view modes 2013-04-25 07:08:11 -07:00
Chris Robinson
e4eb4b7e30 Keep track of the character looping state 2013-04-25 06:29:17 -07:00
Chris Robinson
9da2c9153e Don't store the animation group string in the character controller 2013-04-25 06:12:37 -07:00
Chris Robinson
24f1eba902 Keep track of whether an animation supplies movement
Also handle it when it doesn't.
2013-04-24 22:45:43 -07:00
Chris Robinson
0817d59f23 Allow specifying where to start in an animation 2013-04-24 19:09:36 -07:00
Chris Robinson
333354fe62 Remove the character controller from the Animation class 2013-04-24 07:10:41 -07:00
Chris Robinson
b80891099e Don't use the character controller to handle text keys
The Animation class has the Ptr and can call to whatever subsystem is needed.
2013-04-24 06:48:34 -07:00
Chris Robinson
e8cabc9434 Pass the loop count from loopgroup to the play method
Instead of queueing each iteration separately.
2013-04-24 06:32:11 -07:00
Chris Robinson
c58dfbe921 Specify the loop count to Animation::play 2013-04-24 04:56:39 -07:00
Chris Robinson
8782ae6976 Separate some Animation fields into a separate AnimLayer class 2013-04-22 23:52:28 -07:00
Chris Robinson
bb64efc18e Improve looping behavior 2013-04-22 05:08:52 -07:00
Chris Robinson
6c85d6763a Pass "loop stop" to the character controller 2013-04-21 18:38:25 -07:00
Marc Zinnschlag
1b764e5d3c Merge remote-tracking branch 'gus/AI' 2013-04-18 22:17:49 +02:00
Glorf
f9deb593d1 Bugfix #578 2013-04-18 21:37:58 +02:00
gus
c753eb4c28 another way to do pathfinding. Slightly less powerfull algorithme in theory, but morrowind pathgrids are so simple it shouldn't be a problem. Hope it solves the bug for KittyCat 2013-04-18 18:35:01 +01:00
scrawl
2693b78536 Add initial player inventory when new game is started 2013-04-15 02:56:23 +02:00
scrawl
a57fbbb168 Fix wrong detection of diseases 2013-04-14 17:51:17 +02:00
gus
905cff2a94 anonymous namespace 2013-04-11 18:02:12 +01:00
gus
0a187e56aa bugfix 2013-04-11 17:58:11 +01:00
gus
6934b20abd actors are now updates every frame. This should not be the case, but this is a quickfix for AI. 2013-04-11 17:57:58 +01:00
gus
b5b0e7a656 Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AI 2013-04-11 16:15:32 +01:00
Marc Zinnschlag
beb1858a57 Merge remote-tracking branch 'glorf/bugfix' 2013-04-10 17:39:19 +02:00
Glorf
194ca2584d Small azura's star fix 2013-04-08 17:53:41 +02:00
Chris Robinson
3768e04a0c Merge remote-tracking branch 'zini/master' into nifogre 2013-04-07 17:24:47 -07:00
scrawl
8bbfba3f43 Fix fatigue not being set to its maximum value when player is rebuilt 2013-04-07 16:18:40 +02:00
Chris Robinson
41e410347e Merge remote-tracking branch 'zini/master' into nifogre 2013-04-06 10:35:01 -07:00
Chris Robinson
1d934e3112 Reduce some stdout spam 2013-04-06 04:46:28 -07:00
Glorf
48d9885554 Started bugfix #691 2013-04-05 15:42:05 +02:00
Marc Zinnschlag
18e046e628 cleaned up race record struct 2013-04-04 13:50:36 +02:00
Glorf
08e9bb0236 Another small enchanting fix 2013-04-03 18:25:40 +02:00
Glorf
ae3e4ecf8b Finished enchanting 2013-04-03 18:02:30 +02:00
Glorf
7b7d3353a6 Exception for enchanting with Azura Star 2013-04-02 22:23:38 +02:00
Glorf
369cf0b4ca Enchanting price mechanics 2013-04-02 20:46:48 +02:00
Marc Zinnschlag
df658d29f0 Merge branch 'faction' 2013-04-02 14:21:51 +02:00
Marc Zinnschlag
f9f520df34 adjusted faction record to increase consistency with other records 2013-04-02 13:59:45 +02:00
gus
6a33170ca2 More bugfix, but I don't like this one. 2013-04-01 17:44:06 +00:00
gus
20af7d89a2 post master-merge fixes. Looks a little odd. 2013-04-01 17:30:40 +00:00
gus
2be9405c96 the sgn function is no longer in the global namespace 2013-04-01 15:44:08 +00:00
Marc Zinnschlag
751c679255 Merge remote-tracking branch 'glorf/enchanting' 2013-04-01 17:35:04 +02:00
Marc Zinnschlag
9dbd024076 another minor fix 2013-04-01 17:30:54 +02:00
Glorf
1bff6ed872 Enchaning values import, fixed constness 2013-04-01 17:12:47 +02:00
gus
1eb3d3e10e Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AI
Conflicts:
	apps/openmw/CMakeLists.txt
2013-04-01 14:10:19 +00:00
gus
47cc945ef4 more refactoring 2013-04-01 12:38:13 +00:00
Marc Zinnschlag
26db983599 minor fix 2013-04-01 10:46:08 +02:00
Chris Robinson
d0703efd69 Another place to check the class' isActor method 2013-03-31 17:32:39 -07:00