Add OpenMW commits up to 4 Aug 2020

pull/593/head
David Cernat 4 years ago
commit baa9446cd1

@ -10,7 +10,10 @@ If you feel your name is missing from this list, please notify a developer.
Programmers Programmers
----------- -----------
Marc Zinnschlag (Zini) - Lead Programmer/Project Manager Bret Curtis (psi29a) - Project leader 2019-present
Marc Zinnschlag (Zini) - Project leader 2010-2018
Nicolay Korslund - Project leader 2008-2010
scrawl - Top contributor
Adam Hogan (aurix) Adam Hogan (aurix)
Aesylwinn Aesylwinn
@ -39,7 +42,6 @@ Programmers
Austin Salgat (Salgat) Austin Salgat (Salgat)
Ben Shealy (bentsherman) Ben Shealy (bentsherman)
Berulacks Berulacks
Bret Curtis (psi29a)
Britt Mathis (galdor557) Britt Mathis (galdor557)
Capostrophic Capostrophic
Carl Maxwell Carl Maxwell
@ -146,7 +148,6 @@ Programmers
Nathan Jeffords (blunted2night) Nathan Jeffords (blunted2night)
NeveHanter NeveHanter
Nialsy Nialsy
Nicolay Korslund
Nikolay Kasyanov (corristo) Nikolay Kasyanov (corristo)
nobrakal nobrakal
Nolan Poe (nopoe) Nolan Poe (nopoe)
@ -175,7 +176,6 @@ Programmers
Roman Siromakha (elsid) Roman Siromakha (elsid)
Sandy Carter (bwrsandman) Sandy Carter (bwrsandman)
Scott Howard (maqifrnswa) Scott Howard (maqifrnswa)
scrawl
Sebastian Wick (swick) Sebastian Wick (swick)
Sergey Fukanchik Sergey Fukanchik
Sergey Shambir (sergey-shambir) Sergey Shambir (sergey-shambir)

@ -7,6 +7,7 @@
Bug #3676: NiParticleColorModifier isn't applied properly Bug #3676: NiParticleColorModifier isn't applied properly
Bug #3714: Savegame fails to load due to conflict between SpellState and MagicEffects Bug #3714: Savegame fails to load due to conflict between SpellState and MagicEffects
Bug #4021: Attributes and skills are not stored as floats Bug #4021: Attributes and skills are not stored as floats
Bug #4055: Local scripts don't inherit variables from their base record
Bug #4623: Corprus implementation is incorrect Bug #4623: Corprus implementation is incorrect
Bug #4764: Data race in osg ParticleSystem Bug #4764: Data race in osg ParticleSystem
Bug #4774: Guards are ignorant of an invisible player that tries to attack them Bug #4774: Guards are ignorant of an invisible player that tries to attack them
@ -41,6 +42,7 @@
Bug #5502: Dead zone for analogue stick movement is too small Bug #5502: Dead zone for analogue stick movement is too small
Bug #5507: Sound volume is not clamped on ingame settings update Bug #5507: Sound volume is not clamped on ingame settings update
Bug #5531: Actors flee using current rotation by axis x Bug #5531: Actors flee using current rotation by axis x
Bug #5548: Certain exhausted topics can be highlighted again even though there's no new dialogue
Feature #390: 3rd person look "over the shoulder" Feature #390: 3rd person look "over the shoulder"
Feature #2386: Distant Statics in the form of Object Paging Feature #2386: Distant Statics in the form of Object Paging
Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher
@ -48,8 +50,10 @@
Feature #5445: Handle NiLines Feature #5445: Handle NiLines
Feature #5457: Realistic diagonal movement Feature #5457: Realistic diagonal movement
Feature #5486: Fixes trainers to choose their training skills based on their base skill points Feature #5486: Fixes trainers to choose their training skills based on their base skill points
Feature #5519: Code Patch tab in launcher
Feature #5524: Resume failed script execution after reload Feature #5524: Resume failed script execution after reload
Feature #5525: Search fields tweaks (utf-8) Feature #5525: Search fields tweaks (utf-8)
Feature #5545: Option to allow stealing from an unconscious NPC during combat
Task #5480: Drop Qt4 support Task #5480: Drop Qt4 support
Task #5520: Improve cell name autocompleter implementation Task #5520: Improve cell name autocompleter implementation

@ -258,10 +258,10 @@ download() {
if [ -z $VERBOSE ]; then if [ -z $VERBOSE ]; then
RET=0 RET=0
curl --silent --retry 10 -kLy 5 -o $FILE $URL || RET=$? curl --silent --retry 10 -Ly 5 -o $FILE $URL || RET=$?
else else
RET=0 RET=0
curl --retry 10 -kLy 5 -o $FILE $URL || RET=$? curl --retry 10 -Ly 5 -o $FILE $URL || RET=$?
fi fi
if [ $RET -ne 0 ]; then if [ $RET -ne 0 ]; then

@ -525,9 +525,7 @@ if(WIN32)
INSTALL(FILES "${OpenMW_SOURCE_DIR}/CHANGELOG.md" DESTINATION "." RENAME "CHANGELOG.txt") INSTALL(FILES "${OpenMW_SOURCE_DIR}/CHANGELOG.md" DESTINATION "." RENAME "CHANGELOG.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/README.md" DESTINATION "." RENAME "README.txt") INSTALL(FILES "${OpenMW_SOURCE_DIR}/README.md" DESTINATION "." RENAME "README.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/LICENSE" DESTINATION "." RENAME "LICENSE.txt") INSTALL(FILES "${OpenMW_SOURCE_DIR}/LICENSE" DESTINATION "." RENAME "LICENSE.txt")
INSTALL(FILES INSTALL(FILES "${OpenMW_SOURCE_DIR}/files/mygui/DejaVuFontLicense.txt" DESTINATION ".")
"${OpenMW_SOURCE_DIR}/files/mygui/DejaVu Font License.txt"
DESTINATION ".")
INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/settings-default.cfg" DESTINATION "." CONFIGURATIONS Debug) INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/settings-default.cfg" DESTINATION "." CONFIGURATIONS Debug)
INSTALL(FILES "${OpenMW_BINARY_DIR}/Release/settings-default.cfg" DESTINATION "." CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel) INSTALL(FILES "${OpenMW_BINARY_DIR}/Release/settings-default.cfg" DESTINATION "." CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel)
INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/tes3mp-client-default.cfg" DESTINATION "." CONFIGURATIONS Debug) INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/tes3mp-client-default.cfg" DESTINATION "." CONFIGURATIONS Debug)

@ -13,7 +13,7 @@ TES3MP is a project adding multiplayer functionality to [OpenMW](https://github.
* License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information) * License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information)
Font Licenses: Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVu Font License.txt](https://github.com/TES3MP/openmw-tes3mp/blob/master/files/mygui/DejaVu%20Font%20License.txt) for more information) * DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVuFontLicense.txt](https://github.com/TES3MP/openmw-tes3mp/blob/master/files/mygui/DejaVuFontLicense.txt) for more information)
Project status Project status
-------------- --------------

@ -4,9 +4,43 @@
#include <components/config/launchersettings.hpp> #include <components/config/launchersettings.hpp>
#include <QFileDialog> #include <QFileDialog>
#include <QCompleter> #include <QCompleter>
#include <QProxyStyle>
#include <components/contentselector/view/contentselector.hpp> #include <components/contentselector/view/contentselector.hpp>
#include <components/contentselector/model/esmfile.hpp> #include <components/contentselector/model/esmfile.hpp>
#include <cmath>
class HorizontalTextWestTabStyle : public QProxyStyle
{
public:
QSize sizeFromContents(ContentsType type, const QStyleOption* option, const QSize& size, const QWidget* widget) const
{
QSize s = QProxyStyle::sizeFromContents(type, option, size, widget);
if (type == QStyle::CT_TabBarTab)
{
s.transpose();
s.setHeight(s.height() + 20);
}
return s;
}
void drawControl(ControlElement element, const QStyleOption* option, QPainter* painter, const QWidget* widget) const
{
if (element == CE_TabBarTabLabel)
{
if (const QStyleOptionTab* tab = qstyleoption_cast<const QStyleOptionTab*>(option))
{
QStyleOptionTab opt(*tab);
opt.shape = QTabBar::RoundedNorth;
QProxyStyle::drawControl(element, &opt, painter, widget);
return;
}
}
QProxyStyle::drawControl(element, option, painter, widget);
}
};
Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg, Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
Config::GameSettings &gameSettings, Config::GameSettings &gameSettings,
Settings::Manager &engineSettings, QWidget *parent) Settings::Manager &engineSettings, QWidget *parent)
@ -19,6 +53,7 @@ Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
setupUi(this); setupUi(this);
loadSettings(); loadSettings();
AdvancedTabWidget->tabBar()->setStyle(new HorizontalTextWestTabStyle);
mCellNameCompleter.setModel(&mCellNameCompleterModel); mCellNameCompleter.setModel(&mCellNameCompleterModel);
startDefaultCharacterAtField->setCompleter(&mCellNameCompleter); startDefaultCharacterAtField->setCompleter(&mCellNameCompleter);
} }
@ -55,33 +90,45 @@ void Launcher::AdvancedPage::on_runScriptAfterStartupBrowseButton_clicked()
runScriptAfterStartupField->setText(path); runScriptAfterStartupField->setText(path);
} }
bool Launcher::AdvancedPage::loadSettings() namespace
{ {
// Testing constexpr double CellSizeInUnits = 8192;
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu) { double convertToCells(double unitRadius)
skipMenuCheckBox->setCheckState(Qt::Checked); {
return std::round((unitRadius / 0.93 + 1024) / CellSizeInUnits);
} }
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
startDefaultCharacterAtField->setText(mGameSettings.value("start")); double convertToUnits(double CellGridRadius)
runScriptAfterStartupField->setText(mGameSettings.value("script-run")); {
return (CellSizeInUnits * CellGridRadius - 1024) * 0.93;
}
}
// Game Settings bool Launcher::AdvancedPage::loadSettings()
{
// Game mechanics
{
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game"); loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game"); loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game"); loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game"); loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game"); loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game"); int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2) if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex); unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game"); loadSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
}
// Visuals
{
loadSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game"); loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool))); connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game"); loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
if (animSourcesCheckBox->checkState()) if (animSourcesCheckBox->checkState())
@ -89,18 +136,21 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game"); loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game"); loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
} }
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game"); loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game"); loadSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
// Input Settings const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input"); const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input"); if (distantTerrain && objectPaging) {
distantLandCheckBox->setCheckState(Qt::Checked);
}
// Saves Settings loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves"); viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves")); }
// User Interface Settings // Interface Changes
{
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game"); loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game"); loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game"); loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
@ -110,66 +160,93 @@ bool Launcher::AdvancedPage::loadSettings()
// Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid. // Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid.
if (showOwnedIndex >= 0 && showOwnedIndex <= 3) if (showOwnedIndex >= 0 && showOwnedIndex <= 3)
showOwnedComboBox->setCurrentIndex(showOwnedIndex); showOwnedComboBox->setCurrentIndex(showOwnedIndex);
}
// Bug fixes
{
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
// Other Settings // Other Settings
QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper(); QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1) if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString); screenshotFormatComboBox->addItem(screenshotFormatString);
screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString)); screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString));
return true;
} }
void Launcher::AdvancedPage::saveSettings() // Testing
{ {
// Ensure we only set the new settings if they changed. This is to avoid cluttering the loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
// user settings file (which by definition should only contain settings the user has touched)
// Testing bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked; if (skipMenu)
if (skipMenu != mGameSettings.value("skip-menu").toInt()) {
mGameSettings.setValue("skip-menu", QString::number(skipMenu)); skipMenuCheckBox->setCheckState(Qt::Checked);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
QString startCell = startDefaultCharacterAtField->text(); startDefaultCharacterAtField->setText(mGameSettings.value("start"));
if (startCell != mGameSettings.value("start")) { runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
mGameSettings.setValue("start", startCell); }
return true;
} }
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
// Game Settings void Launcher::AdvancedPage::saveSettings()
{
// Game mechanics
{
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game"); saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game"); saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game"); saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game"); saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game"); saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex(); int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game")) if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex); mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game"); saveSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
}
// Visuals
{
saveSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game"); saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game"); saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game"); saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game"); saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game"); saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game"); saveSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
// Input Settings const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input"); const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input"); const bool wantDistantLand = distantLandCheckBox->checkState();
if (wantDistantLand != (distantTerrain && objectPaging)) {
mEngineSettings.setBool("distant terrain", "Terrain", wantDistantLand);
mEngineSettings.setBool("object paging", "Terrain", wantDistantLand);
}
// Saves Settings saveSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves"); double viewingDistance = viewingDistanceComboBox->value();
int maximumQuicksaves = maximumQuicksavesComboBox->value(); if (viewingDistance != convertToCells(mEngineSettings.getInt("viewing distance", "Camera")))
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves")) { {
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves); mEngineSettings.setInt("viewing distance", "Camera", convertToUnits(viewingDistance));
}
} }
// User Interface Settings // Interface Changes
{
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game"); saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game"); saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game"); saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
@ -178,6 +255,23 @@ void Launcher::AdvancedPage::saveSettings()
int showOwnedCurrentIndex = showOwnedComboBox->currentIndex(); int showOwnedCurrentIndex = showOwnedComboBox->currentIndex();
if (showOwnedCurrentIndex != mEngineSettings.getInt("show owned", "Game")) if (showOwnedCurrentIndex != mEngineSettings.getInt("show owned", "Game"))
mEngineSettings.setInt("show owned", "Game", showOwnedCurrentIndex); mEngineSettings.setInt("show owned", "Game", showOwnedCurrentIndex);
}
// Bug fixes
{
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves"))
{
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
}
// Other Settings // Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString(); std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
@ -185,12 +279,33 @@ void Launcher::AdvancedPage::saveSettings()
mEngineSettings.setString("screenshot format", "General", screenshotFormatString); mEngineSettings.setString("screenshot format", "General", screenshotFormatString);
} }
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) { // Testing
{
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start"))
{
mGameSettings.setValue("start", startCell);
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
}
}
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
if (mEngineSettings.getBool(setting, group)) if (mEngineSettings.getBool(setting, group))
checkbox->setCheckState(Qt::Checked); checkbox->setCheckState(Qt::Checked);
} }
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) { void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
bool cValue = checkbox->checkState(); bool cValue = checkbox->checkState();
if (cValue != mEngineSettings.getBool(setting, group)) if (cValue != mEngineSettings.getBool(setting, group))
mEngineSettings.setBool(setting, group, cValue); mEngineSettings.setBool(setting, group, cValue);

@ -82,7 +82,7 @@ add_openmw_dir (mwclass
) )
add_openmw_dir (mwmechanics add_openmw_dir (mwmechanics
mechanicsmanagerimp stat creaturestats magiceffects movement actorutil mechanicsmanagerimp stat creaturestats magiceffects movement actorutil spelllist
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning

@ -537,6 +537,7 @@ namespace MWBase
virtual void togglePOV(bool force = false) = 0; virtual void togglePOV(bool force = false) = 0;
virtual bool isFirstPerson() const = 0; virtual bool isFirstPerson() const = 0;
virtual bool isPreviewModeEnabled() const = 0;
virtual void togglePreviewMode(bool enable) = 0; virtual void togglePreviewMode(bool enable) = 0;
virtual bool toggleVanityMode(bool enable) = 0; virtual bool toggleVanityMode(bool enable) = 0;
virtual void allowVanityMode(bool allow) = 0; virtual void allowVanityMode(bool allow) = 0;

@ -158,14 +158,9 @@ namespace MWClass
data->mCreatureStats.setDeathAnimationFinished(isPersistent(ptr)); data->mCreatureStats.setDeathAnimationFinished(isPersistent(ptr));
// spells // spells
for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin()); bool spellsInitialised = data->mCreatureStats.getSpells().setSpells(ref->mBase->mId);
iter!=ref->mBase->mSpells.mList.end(); ++iter) if (!spellsInitialised)
{ data->mCreatureStats.getSpells().addAllToInstance(ref->mBase->mSpells.mList);
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mCreatureStats.getSpells().add (spell);
else /// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << *iter << "' on creature '" << ref->mBase->mId << "'";
}
// inventory // inventory
bool hasInventory = hasInventoryStore(ptr); bool hasInventory = hasInventoryStore(ptr);
@ -969,6 +964,9 @@ namespace MWClass
CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData(); CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
const ESM::CreatureState& creatureState = state.asCreatureState(); const ESM::CreatureState& creatureState = state.asCreatureState();
customData.mContainerStore->readState (creatureState.mInventory); customData.mContainerStore->readState (creatureState.mInventory);
bool spellsInitialised = customData.mCreatureStats.getSpells().setSpells(ptr.get<ESM::Creature>()->mBase->mId);
if(spellsInitialised)
customData.mCreatureStats.getSpells().clear();
customData.mCreatureStats.readState (creatureState.mCreatureStats); customData.mCreatureStats.readState (creatureState.mCreatureStats);
} }
@ -1062,6 +1060,11 @@ namespace MWClass
MWMechanics::setBaseAISetting<ESM::Creature>(id, setting, value); MWMechanics::setBaseAISetting<ESM::Creature>(id, setting, value);
} }
void Creature::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
MWMechanics::modifyBaseInventory<ESM::Creature>(actorId, itemId, amount);
}
float Creature::getWalkSpeed(const MWWorld::Ptr& ptr) const float Creature::getWalkSpeed(const MWWorld::Ptr& ptr) const
{ {
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr); const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);

@ -142,6 +142,8 @@ namespace MWClass
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const; virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
float getWalkSpeed(const MWWorld::Ptr& ptr) const final; float getWalkSpeed(const MWWorld::Ptr& ptr) const final;
float getRunSpeed(const MWWorld::Ptr& ptr) const final; float getRunSpeed(const MWWorld::Ptr& ptr) const final;

@ -175,7 +175,7 @@ namespace
* *
* and by adding class, race, specialization bonus. * and by adding class, race, specialization bonus.
*/ */
void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr) void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr, bool spellsInitialised)
{ {
const ESM::Class *class_ = const ESM::Class *class_ =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass); MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);
@ -252,9 +252,11 @@ namespace
for (int i=0; i<ESM::Attribute::Length; ++i) for (int i=0; i<ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase(); attributes[i] = npcStats.getAttribute(i).getBase();
if (!spellsInitialised)
{
std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race); std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race);
for (std::vector<std::string>::iterator it = spells.begin(); it != spells.end(); ++it) npcStats.getSpells().addAllToInstance(spells);
npcStats.getSpells().add(*it); }
} }
} }
@ -328,6 +330,8 @@ namespace MWClass
MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>(); MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
bool spellsInitialised = data->mNpcStats.getSpells().setSpells(ref->mBase->mId);
// creature stats // creature stats
int gold=0; int gold=0;
if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
@ -368,7 +372,7 @@ namespace MWClass
data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation); data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
autoCalculateAttributes(ref->mBase, data->mNpcStats); autoCalculateAttributes(ref->mBase, data->mNpcStats);
autoCalculateSkills(ref->mBase, data->mNpcStats, ptr); autoCalculateSkills(ref->mBase, data->mNpcStats, ptr, spellsInitialised);
data->mNpcStats.setNeedRecalcDynamicStats(true); data->mNpcStats.setNeedRecalcDynamicStats(true);
} }
@ -379,14 +383,7 @@ namespace MWClass
// race powers // race powers
const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace); const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin()); data->mNpcStats.getSpells().addAllToInstance(race->mPowers.mList);
iter!=race->mPowers.mList.end(); ++iter)
{
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mNpcStats.getSpells().add (spell);
else
Log(Debug::Warning) << "Warning: ignoring nonexistent race power '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
}
if (!ref->mBase->mFaction.empty()) if (!ref->mBase->mFaction.empty())
{ {
@ -407,17 +404,8 @@ namespace MWClass
data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm); data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
// spells // spells
for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin()); if (!spellsInitialised)
iter!=ref->mBase->mSpells.mList.end(); ++iter) data->mNpcStats.getSpells().addAllToInstance(ref->mBase->mSpells.mList);
{
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mNpcStats.getSpells().add (spell);
else
{
/// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
}
}
// inventory // inventory
// setting ownership is used to make the NPC auto-equip his initial equipment only, and not bartered items // setting ownership is used to make the NPC auto-equip his initial equipment only, and not bartered items
@ -1127,13 +1115,19 @@ namespace MWClass
} }
else if (!stats.getAiSequence().isInCombat()) else if (!stats.getAiSequence().isInCombat())
{ {
if(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak) || stats.getKnockedDown()) if (stats.getKnockedDown() || MWBase::Environment::get().getMechanicsManager()->isSneaking(actor))
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing
// Can't talk to werewolves // Can't talk to werewolves
if (!getNpcStats(ptr).isWerewolf()) if (!getNpcStats(ptr).isWerewolf())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr)); return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
} }
else // In combat
{
const bool stealingInCombat = Settings::Manager::getBool ("always allow stealing from knocked out actors", "Game");
if (stealingInCombat && stats.getKnockedDown())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing
}
// Tribunal and some mod companions oddly enough must use open action as fallback // Tribunal and some mod companions oddly enough must use open action as fallback
if (!getScript(ptr).empty() && ptr.getRefData().getLocals().getIntVar(getScript(ptr), "companion")) if (!getScript(ptr).empty() && ptr.getRefData().getLocals().getIntVar(getScript(ptr), "companion"))
@ -1285,7 +1279,14 @@ namespace MWClass
if (customData.mNpcStats.isDead() && customData.mNpcStats.isDeathAnimationFinished()) if (customData.mNpcStats.isDead() && customData.mNpcStats.isDeathAnimationFinished())
return true; return true;
return !customData.mNpcStats.getAiSequence().isInCombat(); if (!customData.mNpcStats.getAiSequence().isInCombat())
return true;
const bool stealingInCombat = Settings::Manager::getBool ("always allow stealing from knocked out actors", "Game");
if (stealingInCombat && customData.mNpcStats.getKnockedDown())
return true;
return false;
} }
MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
@ -1536,6 +1537,9 @@ namespace MWClass
const ESM::NpcState& npcState = state.asNpcState(); const ESM::NpcState& npcState = state.asNpcState();
customData.mInventoryStore.readState (npcState.mInventory); customData.mInventoryStore.readState (npcState.mInventory);
customData.mNpcStats.readState (npcState.mNpcStats); customData.mNpcStats.readState (npcState.mNpcStats);
bool spellsInitialised = customData.mNpcStats.getSpells().setSpells(ptr.get<ESM::NPC>()->mBase->mId);
if(spellsInitialised)
customData.mNpcStats.getSpells().clear();
customData.mNpcStats.readState (npcState.mCreatureStats); customData.mNpcStats.readState (npcState.mCreatureStats);
} }
@ -1670,6 +1674,11 @@ namespace MWClass
MWMechanics::setBaseAISetting<ESM::NPC>(id, setting, value); MWMechanics::setBaseAISetting<ESM::NPC>(id, setting, value);
} }
void Npc::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
MWMechanics::modifyBaseInventory<ESM::NPC>(actorId, itemId, amount);
}
float Npc::getWalkSpeed(const MWWorld::Ptr& ptr) const float Npc::getWalkSpeed(const MWWorld::Ptr& ptr) const
{ {
const GMST& gmst = getGmst(); const GMST& gmst = getGmst();

@ -177,6 +177,8 @@ namespace MWClass
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const; virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
float getWalkSpeed(const MWWorld::Ptr& ptr) const final; float getWalkSpeed(const MWWorld::Ptr& ptr) const final;
float getRunSpeed(const MWWorld::Ptr& ptr) const final; float getRunSpeed(const MWWorld::Ptr& ptr) const final;

@ -158,6 +158,7 @@ namespace MWDialogue
mTalkedTo = creatureStats.hasTalkedToPlayer(); mTalkedTo = creatureStats.hasTalkedToPlayer();
mActorKnownTopics.clear(); mActorKnownTopics.clear();
mActorKnownTopicsFlag.clear();
//greeting //greeting
const MWWorld::Store<ESM::Dialogue> &dialogs = const MWWorld::Store<ESM::Dialogue> &dialogs =
@ -350,11 +351,11 @@ namespace MWDialogue
} }
} }
mLastTopic = topic;
executeScript (info->mResultScript, mActor); executeScript (info->mResultScript, mActor);
parseText (info->mResponse); parseText (info->mResponse);
mLastTopic = topic;
} }
} }
@ -373,6 +374,7 @@ namespace MWDialogue
updateGlobals(); updateGlobals();
mActorKnownTopics.clear(); mActorKnownTopics.clear();
mActorKnownTopicsFlag.clear();
const auto& dialogs = MWBase::Environment::get().getWorld()->getStore().get<ESM::Dialogue>(); const auto& dialogs = MWBase::Environment::get().getWorld()->getStore().get<ESM::Dialogue>();

@ -706,7 +706,6 @@ namespace MWGui
{ {
mHistoryContents.push_back(new Response(text, title, needMargin)); mHistoryContents.push_back(new Response(text, title, needMargin));
updateHistory(); updateHistory();
updateTopics();
} }
void DialogueWindow::addMessageBox(const std::string& text) void DialogueWindow::addMessageBox(const std::string& text)

@ -179,6 +179,11 @@ namespace MWInput
mAttemptJump = false; mAttemptJump = false;
} }
bool ActionManager::isPreviewModeEnabled()
{
return MWBase::Environment::get().getWorld()->isPreviewModeEnabled();
}
void ActionManager::resetIdleTime() void ActionManager::resetIdleTime()
{ {
if (mTimeIdle < 0) if (mTimeIdle < 0)

@ -54,7 +54,7 @@ namespace MWInput
void setAttemptJump(bool enabled) { mAttemptJump = enabled; } void setAttemptJump(bool enabled) { mAttemptJump = enabled; }
float getPreviewDelay() const { return mPreviewPOVDelay; }; bool isPreviewModeEnabled();
private: private:
void handleGuiArrowKey(int action); void handleGuiArrowKey(int action);

@ -89,7 +89,7 @@ namespace MWInput
bool ControllerManager::update(float dt) bool ControllerManager::update(float dt)
{ {
mGamepadPreviewMode = mActionManager->getPreviewDelay() == 1.f; mGamepadPreviewMode = mActionManager->isPreviewModeEnabled();
if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled)) if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled))
{ {
@ -287,7 +287,7 @@ namespace MWInput
} }
else else
{ {
if (mGamepadPreviewMode && arg.value) // Preview Mode Gamepad Zooming if (mGamepadPreviewMode) // Preview Mode Gamepad Zooming
{ {
if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
{ {

@ -2167,10 +2167,6 @@ namespace MWMechanics
// One case where we need this is to make sure bound items are removed upon death // One case where we need this is to make sure bound items are removed upon death
stats.modifyMagicEffects(MWMechanics::MagicEffects()); stats.modifyMagicEffects(MWMechanics::MagicEffects());
stats.getActiveSpells().clear(); stats.getActiveSpells().clear();
if (!isPlayer)
stats.getSpells().clear();
// Make sure spell effects are removed // Make sure spell effects are removed
purgeSpellEffects(stats.getActorId()); purgeSpellEffects(stats.getActorId());

@ -1,6 +1,8 @@
#ifndef OPENMW_MWMECHANICS_ACTORUTIL_H #ifndef OPENMW_MWMECHANICS_ACTORUTIL_H
#define OPENMW_MWMECHANICS_ACTORUTIL_H #define OPENMW_MWMECHANICS_ACTORUTIL_H
#include <algorithm>
#include <components/esm/loadcrea.hpp> #include <components/esm/loadcrea.hpp>
#include <components/esm/loadnpc.hpp> #include <components/esm/loadnpc.hpp>
@ -53,8 +55,34 @@ namespace MWMechanics
MWBase::Environment::get().getWorld()->createOverrideRecord(copy); MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
} }
template<class T>
void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount)
{
ESM::NPC copy = *MWBase::Environment::get().getWorld()->getStore().get<ESM::NPC>().find(actorId);
for(auto& it : copy.mInventory.mList)
{
if(Misc::StringUtils::ciEqual(it.mItem, itemId))
{
int sign = it.mCount < 1 ? -1 : 1;
it.mCount = sign * std::max(it.mCount * sign + amount, 0);
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
return;
}
}
if(amount > 0)
{
ESM::ContItem cont;
cont.mItem = itemId;
cont.mCount = amount;
copy.mInventory.mList.push_back(cont);
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
}
}
template void setBaseAISetting<ESM::Creature>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value); template void setBaseAISetting<ESM::Creature>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
template void setBaseAISetting<ESM::NPC>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value); template void setBaseAISetting<ESM::NPC>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
template void modifyBaseInventory<ESM::Creature>(const std::string& actorId, const std::string& itemId, int amount);
template void modifyBaseInventory<ESM::NPC>(const std::string& actorId, const std::string& itemId, int amount);
} }
#endif #endif

@ -51,7 +51,7 @@ namespace MWMechanics
continue; continue;
float resist = 0.f; float resist = 0.f;
if (spells.hasCorprusEffect(spell)) if (Spells::hasCorprusEffect(spell))
resist = 1.f - 0.01f * (actorEffects.get(ESM::MagicEffect::ResistCorprusDisease).getMagnitude() resist = 1.f - 0.01f * (actorEffects.get(ESM::MagicEffect::ResistCorprusDisease).getMagnitude()
- actorEffects.get(ESM::MagicEffect::WeaknessToCorprusDisease).getMagnitude()); - actorEffects.get(ESM::MagicEffect::WeaknessToCorprusDisease).getMagnitude());
else if (spell->mData.mType == ESM::Spell::ST_Disease) else if (spell->mData.mType == ESM::Spell::ST_Disease)

@ -97,7 +97,7 @@ namespace MWMechanics
// reset // reset
creatureStats.setLevel(player->mNpdt.mLevel); creatureStats.setLevel(player->mNpdt.mLevel);
creatureStats.getSpells().clear(); creatureStats.getSpells().clear(true);
creatureStats.modifyMagicEffects(MagicEffects()); creatureStats.modifyMagicEffects(MagicEffects());
for (int i=0; i<27; ++i) for (int i=0; i<27; ++i)

@ -0,0 +1,175 @@
#include "spelllist.hpp"
#include <algorithm>
#include <components/esm/loadspel.hpp>
#include <components/misc/rng.hpp>
#include "spells.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
template<class T>
const std::vector<std::string> getSpellList(const std::string& id)
{
return MWBase::Environment::get().getWorld()->getStore().get<T>().find(id)->mSpells.mList;
}
template<class T>
bool withBaseRecord(const std::string& id, const std::function<bool(std::vector<std::string>&)>& function)
{
T copy = *MWBase::Environment::get().getWorld()->getStore().get<T>().find(id);
bool changed = function(copy.mSpells.mList);
if(changed)
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
return changed;
}
}
namespace MWMechanics
{
SpellList::SpellList(const std::string& id, int type) : mId(id), mType(type) {}
bool SpellList::withBaseRecord(const std::function<bool(std::vector<std::string>&)>& function)
{
switch(mType)
{
case ESM::REC_CREA:
return ::withBaseRecord<ESM::Creature>(mId, function);
case ESM::REC_NPC_:
return ::withBaseRecord<ESM::NPC>(mId, function);
default:
throw std::logic_error("failed to update base record for " + mId);
}
}
const std::vector<std::string> SpellList::getSpells() const
{
switch(mType)
{
case ESM::REC_CREA:
return getSpellList<ESM::Creature>(mId);
case ESM::REC_NPC_:
return getSpellList<ESM::NPC>(mId);
default:
throw std::logic_error("failed to get spell list for " + mId);
}
}
const ESM::Spell* SpellList::getSpell(const std::string& id)
{
return MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(id);
}
void SpellList::add (const ESM::Spell* spell)
{
auto& id = spell->mId;
bool changed = withBaseRecord([&] (auto& spells)
{
for(auto it : spells)
{
if(Misc::StringUtils::ciEqual(id, it))
return false;
}
spells.push_back(id);
return true;
});
if(changed)
{
for(auto listener : mListeners)
listener->addSpell(spell);
}
}
void SpellList::remove (const ESM::Spell* spell)
{
auto& id = spell->mId;
bool changed = withBaseRecord([&] (auto& spells)
{
for(auto it = spells.begin(); it != spells.end(); it++)
{
if(Misc::StringUtils::ciEqual(id, *it))
{
spells.erase(it);
return true;
}
}
return false;
});
if(changed)
{
for(auto listener : mListeners)
listener->removeSpell(spell);
}
}
void SpellList::removeAll (const std::vector<std::string>& ids)
{
bool changed = withBaseRecord([&] (auto& spells)
{
const auto it = std::remove_if(spells.begin(), spells.end(), [&] (const auto& spell)
{
const auto isSpell = [&] (const auto& id) { return Misc::StringUtils::ciEqual(spell, id); };
return ids.end() != std::find_if(ids.begin(), ids.end(), isSpell);
});
if (it == spells.end())
return false;
spells.erase(it, spells.end());
return true;
});
if(changed)
{
for(auto listener : mListeners)
{
for(auto& id : ids)
{
const auto spell = getSpell(id);
listener->removeSpell(spell);
}
}
}
}
void SpellList::clear()
{
bool changed = withBaseRecord([] (auto& spells)
{
if(spells.empty())
return false;
spells.clear();
return true;
});
if(changed)
{
for(auto listener : mListeners)
listener->removeAllSpells();
}
}
void SpellList::addListener(Spells* spells)
{
for(const auto ptr : mListeners)
{
if(ptr == spells)
return;
}
mListeners.push_back(spells);
}
void SpellList::removeListener(Spells* spells)
{
for(auto it = mListeners.begin(); it != mListeners.end(); it++)
{
if(*it == spells)
{
mListeners.erase(it);
break;
}
}
}
}

@ -0,0 +1,60 @@
#ifndef GAME_MWMECHANICS_SPELLLIST_H
#define GAME_MWMECHANICS_SPELLLIST_H
#include <functional>
#include <map>
#include <string>
#include <set>
#include <vector>
#include <components/esm/loadspel.hpp>
#include "magiceffects.hpp"
namespace ESM
{
struct SpellState;
}
namespace MWMechanics
{
struct SpellParams
{
std::map<int, float> mEffectRands; // <effect index, normalised random magnitude>
std::set<int> mPurgedEffects; // indices of purged effects
};
class Spells;
class SpellList
{
const std::string mId;
const int mType;
std::vector<Spells*> mListeners;
bool withBaseRecord(const std::function<bool(std::vector<std::string>&)>& function);
public:
SpellList(const std::string& id, int type);
/// Get spell from ID, throws exception if not found
static const ESM::Spell* getSpell(const std::string& id);
void add (const ESM::Spell* spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const ESM::Spell* spell);
void removeAll(const std::vector<std::string>& spells);
void clear();
///< Remove all spells of all types.
void addListener(Spells* spells);
void removeListener(Spells* spells);
const std::vector<std::string> getSpells() const;
};
}
#endif

@ -1,8 +1,10 @@
#include "spells.hpp" #include "spells.hpp"
#include <components/debug/debuglog.hpp>
#include <components/esm/loadspel.hpp> #include <components/esm/loadspel.hpp>
#include <components/esm/spellstate.hpp> #include <components/esm/spellstate.hpp>
#include <components/misc/rng.hpp> #include <components/misc/rng.hpp>
#include <components/misc/stringops.hpp>
/* /*
Start of tes3mp addition Start of tes3mp addition
@ -33,46 +35,41 @@ namespace MWMechanics
{ {
} }
Spells::TIterator Spells::begin() const std::map<const ESM::Spell*, SpellParams>::const_iterator Spells::begin() const
{ {
return mSpells.begin(); return mSpells.begin();
} }
Spells::TIterator Spells::end() const std::map<const ESM::Spell*, SpellParams>::const_iterator Spells::end() const
{ {
return mSpells.end(); return mSpells.end();
} }
const ESM::Spell* Spells::getSpell(const std::string& id) const
{
return MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(id);
}
void Spells::rebuildEffects() const void Spells::rebuildEffects() const
{ {
mEffects = MagicEffects(); mEffects = MagicEffects();
mSourcedEffects.clear(); mSourcedEffects.clear();
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter) for (const auto& iter : mSpells)
{ {
const ESM::Spell *spell = iter->first; const ESM::Spell *spell = iter.first;
if (spell->mData.mType==ESM::Spell::ST_Ability || spell->mData.mType==ESM::Spell::ST_Blight || if (spell->mData.mType==ESM::Spell::ST_Ability || spell->mData.mType==ESM::Spell::ST_Blight ||
spell->mData.mType==ESM::Spell::ST_Disease || spell->mData.mType==ESM::Spell::ST_Curse) spell->mData.mType==ESM::Spell::ST_Disease || spell->mData.mType==ESM::Spell::ST_Curse)
{ {
int i=0; int i=0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it) for (const auto& effect : spell->mEffects.mList)
{ {
if (iter->second.mPurgedEffects.find(i) != iter->second.mPurgedEffects.end()) if (iter.second.mPurgedEffects.find(i) != iter.second.mPurgedEffects.end())
continue; // effect was purged continue; // effect was purged
float random = 1.f; float random = 1.f;
if (iter->second.mEffectRands.find(i) != iter->second.mEffectRands.end()) if (iter.second.mEffectRands.find(i) != iter.second.mEffectRands.end())
random = iter->second.mEffectRands.at(i); random = iter.second.mEffectRands.at(i);
float magnitude = it->mMagnMin + (it->mMagnMax - it->mMagnMin) * random; float magnitude = effect.mMagnMin + (effect.mMagnMax - effect.mMagnMin) * random;
mEffects.add (*it, magnitude); mEffects.add (effect, magnitude);
mSourcedEffects[spell].add(MWMechanics::EffectKey(*it), magnitude); mSourcedEffects[spell].add(MWMechanics::EffectKey(effect), magnitude);
++i; ++i;
} }
@ -82,7 +79,7 @@ namespace MWMechanics
bool Spells::hasSpell(const std::string &spell) const bool Spells::hasSpell(const std::string &spell) const
{ {
return hasSpell(getSpell(spell)); return hasSpell(SpellList::getSpell(spell));
} }
bool Spells::hasSpell(const ESM::Spell *spell) const bool Spells::hasSpell(const ESM::Spell *spell) const
@ -91,6 +88,16 @@ namespace MWMechanics
} }
void Spells::add (const ESM::Spell* spell) void Spells::add (const ESM::Spell* spell)
{
mSpellList->add(spell);
}
void Spells::add (const std::string& spellId)
{
add(SpellList::getSpell(spellId));
}
void Spells::addSpell(const ESM::Spell* spell)
{ {
if (mSpells.find (spell)==mSpells.end()) if (mSpells.find (spell)==mSpells.end())
{ {
@ -117,24 +124,24 @@ namespace MWMechanics
} }
} }
void Spells::add (const std::string& spellId) void Spells::remove (const std::string& spellId)
{ {
add(getSpell(spellId)); const auto spell = SpellList::getSpell(spellId);
removeSpell(spell);
mSpellList->remove(spell);
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
} }
void Spells::remove (const std::string& spellId) void Spells::removeSpell(const ESM::Spell* spell)
{ {
const ESM::Spell* spell = getSpell(spellId); const auto it = mSpells.find(spell);
TContainer::iterator iter = mSpells.find (spell); if(it != mSpells.end())
if (iter!=mSpells.end())
{ {
mSpells.erase (iter); mSpells.erase(it);
mSpellsChanged = true; mSpellsChanged = true;
} }
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
} }
MagicEffects Spells::getMagicEffects() const MagicEffects Spells::getMagicEffects() const
@ -146,12 +153,19 @@ namespace MWMechanics
return mEffects; return mEffects;
} }
void Spells::clear() void Spells::removeAllSpells()
{ {
mSpells.clear(); mSpells.clear();
mSpellsChanged = true; mSpellsChanged = true;
} }
void Spells::clear(bool modifyBase)
{
removeAllSpells();
if(modifyBase)
mSpellList->clear();
}
void Spells::setSelectedSpell (const std::string& spellId) void Spells::setSelectedSpell (const std::string& spellId)
{ {
mSelectedSpell = spellId; mSelectedSpell = spellId;
@ -177,41 +191,40 @@ namespace MWMechanics
return false; return false;
} }
bool Spells::hasCommonDisease() const bool Spells::hasDisease(const ESM::Spell::SpellType type) const
{ {
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter) for (const auto& iter : mSpells)
{ {
const ESM::Spell *spell = iter->first; const ESM::Spell *spell = iter.first;
if (spell->mData.mType == ESM::Spell::ST_Disease) if (spell->mData.mType == type)
return true; return true;
} }
return false; return false;
} }
bool Spells::hasBlightDisease() const bool Spells::hasCommonDisease() const
{
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
{ {
const ESM::Spell *spell = iter->first; return hasDisease(ESM::Spell::ST_Disease);
if (spell->mData.mType == ESM::Spell::ST_Blight)
return true;
} }
return false; bool Spells::hasBlightDisease() const
{
return hasDisease(ESM::Spell::ST_Blight);
} }
void Spells::purgeCommonDisease() void Spells::purge(const SpellFilter& filter)
{ {
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();) std::vector<std::string> purged;
for (auto iter = mSpells.begin(); iter!=mSpells.end();)
{ {
const ESM::Spell *spell = iter->first; const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Disease) if (filter(spell))
{ {
/* /*
Start of tes3mp addition Start of tes3mp addition
Send an ID_PLAYER_SPELLBOOK packet every time a player's common disease is removed Send an ID_PLAYER_SPELLBOOK packet every time a spell is purged here
*/ */
mwmp::Main::get().getLocalPlayer()->sendSpellChange(spell->mId, mwmp::SpellbookChanges::REMOVE); mwmp::Main::get().getLocalPlayer()->sendSpellChange(spell->mId, mwmp::SpellbookChanges::REMOVE);
/* /*
@ -219,99 +232,47 @@ namespace MWMechanics
*/ */
mSpells.erase(iter++); mSpells.erase(iter++);
purged.push_back(spell->mId);
mSpellsChanged = true; mSpellsChanged = true;
} }
else else
++iter; ++iter;
} }
if(!purged.empty())
mSpellList->removeAll(purged);
} }
void Spells::purgeBlightDisease() void Spells::purgeCommonDisease()
{
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Blight && !hasCorprusEffect(spell))
{ {
/* purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Disease; });
Start of tes3mp addition
Send an ID_PLAYER_SPELLBOOK packet every time a player's blight disease is removed
*/
mwmp::Main::get().getLocalPlayer()->sendSpellChange(spell->mId, mwmp::SpellbookChanges::REMOVE);
/*
End of tes3mp addition
*/
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
} }
void Spells::purgeBlightDisease()
{
purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Blight && !hasCorprusEffect(spell); });
} }
void Spells::purgeCorprusDisease() void Spells::purgeCorprusDisease()
{ {
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();) purge(&hasCorprusEffect);
{
const ESM::Spell *spell = iter->first;
if (hasCorprusEffect(spell))
{
/*
Start of tes3mp addition
Send an ID_PLAYER_SPELLBOOK packet every time a player's corprus disease is removed
*/
mwmp::Main::get().getLocalPlayer()->sendSpellChange(spell->mId, mwmp::SpellbookChanges::REMOVE);
/*
End of tes3mp addition
*/
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
}
} }
void Spells::purgeCurses() void Spells::purgeCurses()
{ {
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();) purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Curse; });
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Curse)
{
/*
Start of tes3mp addition
Send an ID_PLAYER_SPELLBOOK packet every time a player's curse is removed
*/
mwmp::Main::get().getLocalPlayer()->sendSpellChange(spell->mId, mwmp::SpellbookChanges::REMOVE);
/*
End of tes3mp addition
*/
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
}
} }
void Spells::removeEffects(const std::string &id) void Spells::removeEffects(const std::string &id)
{ {
if (isSpellActive(id)) if (isSpellActive(id))
{ {
for (TContainer::iterator spell = mSpells.begin(); spell != mSpells.end(); ++spell) for (auto& spell : mSpells)
{ {
if (spell->first == getSpell(id)) if (spell.first == SpellList::getSpell(id))
{ {
for (long unsigned int i = 0; i != spell->first->mEffects.mList.size(); i++) for (long unsigned int i = 0; i != spell.first->mEffects.mList.size(); i++)
{ {
spell->second.mPurgedEffects.insert(i); spell.second.mPurgedEffects.insert(i);
} }
} }
} }
@ -327,23 +288,21 @@ namespace MWMechanics
mSpellsChanged = false; mSpellsChanged = false;
} }
for (std::map<SpellKey, MagicEffects>::const_iterator it = mSourcedEffects.begin(); for (const auto& it : mSourcedEffects)
it != mSourcedEffects.end(); ++it)
{ {
const ESM::Spell * spell = it->first; const ESM::Spell * spell = it.first;
for (MagicEffects::Collection::const_iterator effectIt = it->second.begin(); for (const auto& effectIt : it.second)
effectIt != it->second.end(); ++effectIt)
{ {
visitor.visit(effectIt->first, spell->mName, spell->mId, -1, effectIt->second.getMagnitude()); visitor.visit(effectIt.first, spell->mName, spell->mId, -1, effectIt.second.getMagnitude());
} }
} }
} }
bool Spells::hasCorprusEffect(const ESM::Spell *spell) bool Spells::hasCorprusEffect(const ESM::Spell *spell)
{ {
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt) for (const auto& effectIt : spell->mEffects.mList)
{ {
if (effectIt->mEffectID == ESM::MagicEffect::Corprus) if (effectIt.mEffectID == ESM::MagicEffect::Corprus)
{ {
return true; return true;
} }
@ -353,14 +312,14 @@ namespace MWMechanics
void Spells::purgeEffect(int effectId) void Spells::purgeEffect(int effectId)
{ {
for (TContainer::iterator spellIt = mSpells.begin(); spellIt != mSpells.end(); ++spellIt) for (auto& spellIt : mSpells)
{ {
int i = 0; int i = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spellIt->first->mEffects.mList.begin(); effectIt != spellIt->first->mEffects.mList.end(); ++effectIt) for (auto& effectIt : spellIt.first->mEffects.mList)
{ {
if (effectIt->mEffectID == effectId) if (effectIt.mEffectID == effectId)
{ {
spellIt->second.mPurgedEffects.insert(i); spellIt.second.mPurgedEffects.insert(i);
mSpellsChanged = true; mSpellsChanged = true;
} }
++i; ++i;
@ -370,15 +329,15 @@ namespace MWMechanics
void Spells::purgeEffect(int effectId, const std::string & sourceId) void Spells::purgeEffect(int effectId, const std::string & sourceId)
{ {
const ESM::Spell * spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(sourceId); const ESM::Spell * spell = SpellList::getSpell(sourceId);
TContainer::iterator spellIt = mSpells.find(spell); auto spellIt = mSpells.find(spell);
if (spellIt == mSpells.end()) if (spellIt == mSpells.end())
return; return;
int i = 0; int i = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spellIt->first->mEffects.mList.begin(); effectIt != spellIt->first->mEffects.mList.end(); ++effectIt) for (auto& effectIt : spellIt->first->mEffects.mList)
{ {
if (effectIt->mEffectID == effectId) if (effectIt.mEffectID == effectId)
{ {
spellIt->second.mPurgedEffects.insert(i); spellIt->second.mPurgedEffects.insert(i);
mSpellsChanged = true; mSpellsChanged = true;
@ -389,11 +348,8 @@ namespace MWMechanics
bool Spells::canUsePower(const ESM::Spell* spell) const bool Spells::canUsePower(const ESM::Spell* spell) const
{ {
std::map<SpellKey, MWWorld::TimeStamp>::const_iterator it = mUsedPowers.find(spell); const auto it = mUsedPowers.find(spell);
if (it == mUsedPowers.end() || it->second + 24 <= MWBase::Environment::get().getWorld()->getTimeStamp()) return it == mUsedPowers.end() || it->second + 24 <= MWBase::Environment::get().getWorld()->getTimeStamp();
return true;
else
return false;
} }
void Spells::usePower(const ESM::Spell* spell) void Spells::usePower(const ESM::Spell* spell)
@ -403,6 +359,8 @@ namespace MWMechanics
void Spells::readState(const ESM::SpellState &state, CreatureStats* creatureStats) void Spells::readState(const ESM::SpellState &state, CreatureStats* creatureStats)
{ {
const auto& baseSpells = mSpellList->getSpells();
for (ESM::SpellState::TContainer::const_iterator it = state.mSpells.begin(); it != state.mSpells.end(); ++it) for (ESM::SpellState::TContainer::const_iterator it = state.mSpells.begin(); it != state.mSpells.end(); ++it)
{ {
// Discard spells that are no longer available due to changed content files // Discard spells that are no longer available due to changed content files
@ -416,6 +374,13 @@ namespace MWMechanics
mSelectedSpell = it->first; mSelectedSpell = it->first;
} }
} }
// Add spells from the base record
for(const std::string& id : baseSpells)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(id);
if(spell)
addSpell(spell);
}
for (std::map<std::string, ESM::TimeStamp>::const_iterator it = state.mUsedPowers.begin(); it != state.mUsedPowers.end(); ++it) for (std::map<std::string, ESM::TimeStamp>::const_iterator it = state.mUsedPowers.begin(); it != state.mUsedPowers.end(); ++it)
{ {
@ -487,17 +452,50 @@ namespace MWMechanics
void Spells::writeState(ESM::SpellState &state) const void Spells::writeState(ESM::SpellState &state) const
{ {
for (TContainer::const_iterator it = mSpells.begin(); it != mSpells.end(); ++it) const auto& baseSpells = mSpellList->getSpells();
for (const auto& it : mSpells)
{
//Don't save spells stored in the base record
if(std::find(baseSpells.begin(), baseSpells.end(), it.first->mId) == baseSpells.end())
{ {
ESM::SpellState::SpellParams params; ESM::SpellState::SpellParams params;
params.mEffectRands = it->second.mEffectRands; params.mEffectRands = it.second.mEffectRands;
params.mPurgedEffects = it->second.mPurgedEffects; params.mPurgedEffects = it.second.mPurgedEffects;
state.mSpells.insert(std::make_pair(it->first->mId, params)); state.mSpells.insert(std::make_pair(it.first->mId, params));
}
} }
state.mSelectedSpell = mSelectedSpell; state.mSelectedSpell = mSelectedSpell;
for (std::map<SpellKey, MWWorld::TimeStamp>::const_iterator it = mUsedPowers.begin(); it != mUsedPowers.end(); ++it) for (const auto& it : mUsedPowers)
state.mUsedPowers[it->first->mId] = it->second.toEsm(); state.mUsedPowers[it.first->mId] = it.second.toEsm();
}
bool Spells::setSpells(const std::string& actorId)
{
bool result;
std::tie(mSpellList, result) = MWBase::Environment::get().getWorld()->getStore().getSpellList(actorId);
mSpellList->addListener(this);
for(const auto& id : mSpellList->getSpells())
addSpell(SpellList::getSpell(id));
return result;
}
void Spells::addAllToInstance(const std::vector<std::string>& spells)
{
for(const std::string& id : spells)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(id);
if(spell)
addSpell(spell);
else
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << id << "'";
}
}
Spells::~Spells()
{
if(mSpellList)
mSpellList->removeListener(this);
} }
} }

@ -1,22 +1,19 @@
#ifndef GAME_MWMECHANICS_SPELLS_H #ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H #define GAME_MWMECHANICS_SPELLS_H
#include <memory>
#include <map> #include <map>
#include <string> #include <string>
#include <set> #include <set>
#include <vector>
#include <components/misc/stringops.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/timestamp.hpp" #include "../mwworld/timestamp.hpp"
#include "magiceffects.hpp" #include "magiceffects.hpp"
#include "spelllist.hpp"
namespace ESM namespace ESM
{ {
struct Spell;
struct SpellState; struct SpellState;
} }
@ -32,37 +29,36 @@ namespace MWMechanics
/// diseases. It also keeps track of used powers (which can only be used every 24h). /// diseases. It also keeps track of used powers (which can only be used every 24h).
class Spells class Spells
{ {
public: std::shared_ptr<SpellList> mSpellList;
std::map<const ESM::Spell*, SpellParams> mSpells;
typedef const ESM::Spell* SpellKey;
struct SpellParams
{
std::map<int, float> mEffectRands; // <effect index, normalised random magnitude>
std::set<int> mPurgedEffects; // indices of purged effects
};
typedef std::map<SpellKey, SpellParams> TContainer;
typedef TContainer::const_iterator TIterator;
private:
TContainer mSpells;
// Note: this is the spell that's about to be cast, *not* the spell selected in the GUI (which may be different) // Note: this is the spell that's about to be cast, *not* the spell selected in the GUI (which may be different)
std::string mSelectedSpell; std::string mSelectedSpell;
std::map<SpellKey, MWWorld::TimeStamp> mUsedPowers; std::map<const ESM::Spell*, MWWorld::TimeStamp> mUsedPowers;
mutable bool mSpellsChanged; mutable bool mSpellsChanged;
mutable MagicEffects mEffects; mutable MagicEffects mEffects;
mutable std::map<SpellKey, MagicEffects> mSourcedEffects; mutable std::map<const ESM::Spell*, MagicEffects> mSourcedEffects;
void rebuildEffects() const; void rebuildEffects() const;
/// Get spell from ID, throws exception if not found bool hasDisease(const ESM::Spell::SpellType type) const;
const ESM::Spell* getSpell(const std::string& id) const;
using SpellFilter = bool (*)(const ESM::Spell*);
void purge(const SpellFilter& filter);
void addSpell(const ESM::Spell* spell);
void removeSpell(const ESM::Spell* spell);
void removeAllSpells();
friend class SpellList;
public: public:
using TIterator = std::map<const ESM::Spell*, SpellParams>::const_iterator;
Spells(); Spells();
~Spells();
static bool hasCorprusEffect(const ESM::Spell *spell); static bool hasCorprusEffect(const ESM::Spell *spell);
void purgeEffect(int effectId); void purgeEffect(int effectId);
@ -96,7 +92,7 @@ namespace MWMechanics
MagicEffects getMagicEffects() const; MagicEffects getMagicEffects() const;
///< Return sum of magic effects resulting from abilities, blights, deseases and curses. ///< Return sum of magic effects resulting from abilities, blights, deseases and curses.
void clear(); void clear(bool modifyBase = false);
///< Remove all spells of al types. ///< Remove all spells of al types.
void setSelectedSpell (const std::string& spellId); void setSelectedSpell (const std::string& spellId);
@ -118,6 +114,10 @@ namespace MWMechanics
void readState (const ESM::SpellState& state, CreatureStats* creatureStats); void readState (const ESM::SpellState& state, CreatureStats* creatureStats);
void writeState (ESM::SpellState& state) const; void writeState (ESM::SpellState& state) const;
bool setSpells(const std::string& id);
void addAllToInstance(const std::vector<std::string>& spells);
}; };
} }

@ -372,6 +372,7 @@ namespace MWRender
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip)); mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance)); mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near"); mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far"); mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");

@ -76,6 +76,13 @@ namespace MWScript
|| ::Misc::StringUtils::ciEqual(item, "gold_100")) || ::Misc::StringUtils::ciEqual(item, "gold_100"))
item = "gold_001"; item = "gold_001";
// Explicit calls to non-unique actors affect the base record
if(!R::implicit && ptr.getClass().isActor() && MWBase::Environment::get().getWorld()->getStore().getRefCount(ptr.getCellRef().getRefId()) > 1)
{
ptr.getClass().modifyBaseInventory(ptr.getCellRef().getRefId(), item, count);
return;
}
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr);
/* /*
@ -207,6 +214,13 @@ namespace MWScript
|| ::Misc::StringUtils::ciEqual(item, "gold_100")) || ::Misc::StringUtils::ciEqual(item, "gold_100"))
item = "gold_001"; item = "gold_001";
// Explicit calls to non-unique actors affect the base record
if(!R::implicit && ptr.getClass().isActor() && MWBase::Environment::get().getWorld()->getStore().getRefCount(ptr.getCellRef().getRefId()) > 1)
{
ptr.getClass().modifyBaseInventory(ptr.getCellRef().getRefId(), item, -count);
return;
}
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore (ptr); MWWorld::ContainerStore& store = ptr.getClass().getContainerStore (ptr);
std::string itemName; std::string itemName;

@ -314,6 +314,15 @@ namespace MWScript
return iter->second->mLocals; return iter->second->mLocals;
} }
const Locals* GlobalScripts::getLocalsIfPresent (const std::string& name) const
{
std::string name2 = ::Misc::StringUtils::lowerCase (name);
auto iter = mScripts.find (name2);
if (iter==mScripts.end())
return nullptr;
return &iter->second->mLocals;
}
void GlobalScripts::updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated) void GlobalScripts::updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated)
{ {
MatchPtrVisitor visitor(base); MatchPtrVisitor visitor(base);

@ -82,6 +82,8 @@ namespace MWScript
///< If the script \a name has not been added as a global script yet, it is added ///< If the script \a name has not been added as a global script yet, it is added
/// automatically, but is not set to running state. /// automatically, but is not set to running state.
const Locals* getLocalsIfPresent (const std::string& name) const;
void updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated); void updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated);
///< Update the Ptrs stored in mTarget. Should be called after the reference has been moved to a new cell. ///< Update the Ptrs stored in mTarget. Should be called after the reference has been moved to a new cell.
}; };

@ -442,15 +442,13 @@ namespace MWScript
std::vector<std::string> InterpreterContext::getGlobals() const std::vector<std::string> InterpreterContext::getGlobals() const
{ {
std::vector<std::string> ids;
const MWWorld::Store<ESM::Global>& globals = const MWWorld::Store<ESM::Global>& globals =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Global>(); MWBase::Environment::get().getWorld()->getStore().get<ESM::Global>();
for (MWWorld::Store<ESM::Global>::iterator iter = globals.begin(); iter!=globals.end(); std::vector<std::string> ids;
++iter) for (auto& globalVariable : globals)
{ {
ids.push_back (iter->mId); ids.emplace_back(globalVariable.mId);
} }
return ids; return ids;
@ -462,22 +460,22 @@ namespace MWScript
return world->getGlobalVariableType(name); return world->getGlobalVariableType(name);
} }
std::string InterpreterContext::getActionBinding(const std::string& action) const std::string InterpreterContext::getActionBinding(const std::string& targetAction) const
{ {
MWBase::InputManager* input = MWBase::Environment::get().getInputManager(); MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
std::vector<int> actions = input->getActionKeySorting (); std::vector<int> actions = input->getActionKeySorting ();
for (std::vector<int>::const_iterator it = actions.begin(); it != actions.end(); ++it) for (const int action : actions)
{ {
std::string desc = input->getActionDescription (*it); std::string desc = input->getActionDescription (action);
if(desc == "") if(desc == "")
continue; continue;
if(desc == action) if(desc == targetAction)
{ {
if(input->joystickLastUsed()) if(input->joystickLastUsed())
return input->getActionControllerBindingName(*it); return input->getActionControllerBindingName(action);
else else
return input->getActionKeyBindingName (*it); return input->getActionKeyBindingName(action);
} }
} }

@ -1,4 +1,5 @@
#include "locals.hpp" #include "locals.hpp"
#include "globalscripts.hpp"
#include <components/esm/loadscpt.hpp> #include <components/esm/loadscpt.hpp>
#include <components/esm/variant.hpp> #include <components/esm/variant.hpp>
@ -33,6 +34,15 @@ namespace MWScript
if (mInitialised) if (mInitialised)
return false; return false;
const Locals* global = MWBase::Environment::get().getScriptManager()->getGlobalScripts().getLocalsIfPresent(script.mId);
if(global)
{
mShorts = global->mShorts;
mLongs = global->mLongs;
mFloats = global->mFloats;
}
else
{
const Compiler::Locals& locals = const Compiler::Locals& locals =
MWBase::Environment::get().getScriptManager()->getLocals (script.mId); MWBase::Environment::get().getScriptManager()->getLocals (script.mId);
@ -42,6 +52,7 @@ namespace MWScript
mLongs.resize (locals.get ('l').size(), 0); mLongs.resize (locals.get ('l').size(), 0);
mFloats.clear(); mFloats.clear();
mFloats.resize (locals.get ('f').size(), 0); mFloats.resize (locals.get ('f').size(), 0);
}
mInitialised = true; mInitialised = true;
return true; return true;

@ -59,9 +59,9 @@ namespace
void addToLevList(ESM::LevelledListBase* list, const std::string& itemId, int level) void addToLevList(ESM::LevelledListBase* list, const std::string& itemId, int level)
{ {
for (std::vector<ESM::LevelledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end(); ++it) for (auto& levelItem : list->mList)
{ {
if (it->mLevel == level && itemId == it->mId) if (levelItem.mLevel == level && itemId == levelItem.mId)
return; return;
} }
@ -735,9 +735,9 @@ namespace MWScript
effects += store.getMagicEffects(); effects += store.getMagicEffects();
} }
for (MWMechanics::MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it) for (const auto& effect : effects)
{ {
if (it->first.mId == key && it->second.getModifier() > 0) if (effect.first.mId == key && effect.second.getModifier() > 0)
{ {
runtime.push(1); runtime.push(1);
return; return;

@ -151,16 +151,17 @@ namespace MWScript
const MWWorld::Store<ESM::Script>& scripts = mStore.get<ESM::Script>(); const MWWorld::Store<ESM::Script>& scripts = mStore.get<ESM::Script>();
for (MWWorld::Store<ESM::Script>::iterator iter = scripts.begin(); for (auto& script : mStore.get<ESM::Script>())
iter != scripts.end(); ++iter) {
if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(), if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(),
Misc::StringUtils::lowerCase (iter->mId))) Misc::StringUtils::lowerCase(script.mId)))
{ {
++count; ++count;
if (compile (iter->mId)) if (compile(script.mId))
++success; ++success;
} }
}
return std::make_pair (count, success); return std::make_pair (count, success);
} }
@ -195,7 +196,7 @@ namespace MWScript
scanner.scan (parser); scanner.scan (parser);
std::map<std::string, Compiler::Locals>::iterator iter = std::map<std::string, Compiler::Locals>::iterator iter =
mOtherLocals.insert (std::make_pair (name2, locals)).first; mOtherLocals.emplace(name2, locals).first;
return iter->second; return iter->second;
} }

@ -535,6 +535,11 @@ namespace MWWorld
throw std::runtime_error ("class does not have creature stats"); throw std::runtime_error ("class does not have creature stats");
} }
void Class::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
throw std::runtime_error ("class does not have an inventory store");
}
float Class::getWalkSpeed(const Ptr& /*ptr*/) const float Class::getWalkSpeed(const Ptr& /*ptr*/) const
{ {
return 0; return 0;

@ -374,6 +374,8 @@ namespace MWWorld
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const; virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
virtual float getWalkSpeed(const Ptr& ptr) const; virtual float getWalkSpeed(const Ptr& ptr) const;
virtual float getRunSpeed(const Ptr& ptr) const; virtual float getRunSpeed(const Ptr& ptr) const;

@ -9,6 +9,47 @@
#include <components/esm/esmreader.hpp> #include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp> #include <components/esm/esmwriter.hpp>
#include "../mwmechanics/spelllist.hpp"
namespace
{
void readRefs(const ESM::Cell& cell, std::map<ESM::RefNum, std::string>& refs, std::vector<ESM::ESMReader>& readers)
{
for (size_t i = 0; i < cell.mContextList.size(); i++)
{
size_t index = cell.mContextList[i].index;
if (readers.size() <= index)
readers.resize(index + 1);
cell.restore(readers[index], i);
ESM::CellRef ref;
ref.mRefNum.mContentFile = ESM::RefNum::RefNum_NoContentFile;
bool deleted = false;
while(cell.getNextRef(readers[index], ref, deleted))
{
if(deleted)
refs.erase(ref.mRefNum);
else if (std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), ref.mRefNum) == cell.mMovedRefs.end())
{
Misc::StringUtils::lowerCaseInPlace(ref.mRefID);
refs[ref.mRefNum] = ref.mRefID;
}
}
}
for(const auto& it : cell.mLeasedRefs)
{
bool deleted = it.second;
if(deleted)
refs.erase(it.first.mRefNum);
else
{
ESM::CellRef ref = it.first;
Misc::StringUtils::lowerCaseInPlace(ref.mRefID);
refs[ref.mRefNum] = ref.mRefID;
}
}
}
}
namespace MWWorld namespace MWWorld
{ {
@ -146,7 +187,33 @@ void ESMStore::setUp(bool validateRecords)
mDialogs.setUp(); mDialogs.setUp();
if (validateRecords) if (validateRecords)
{
validate(); validate();
countRecords();
}
}
void ESMStore::countRecords()
{
if(!mRefCount.empty())
return;
std::map<ESM::RefNum, std::string> refs;
std::vector<ESM::ESMReader> readers;
for(auto it = mCells.intBegin(); it != mCells.intEnd(); it++)
readRefs(*it, refs, readers);
for(auto it = mCells.extBegin(); it != mCells.extEnd(); it++)
readRefs(*it, refs, readers);
for(const auto& pair : refs)
mRefCount[pair.second]++;
}
int ESMStore::getRefCount(const std::string& id) const
{
const std::string lowerId = Misc::StringUtils::lowerCase(id);
auto it = mRefCount.find(lowerId);
if(it == mRefCount.end())
return 0;
return it->second;
} }
void ESMStore::validate() void ESMStore::validate()
@ -344,4 +411,23 @@ void ESMStore::validate()
throw std::runtime_error ("Invalid player record (race or class unavailable"); throw std::runtime_error ("Invalid player record (race or class unavailable");
} }
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> ESMStore::getSpellList(const std::string& originalId) const
{
const std::string id = Misc::StringUtils::lowerCase(originalId);
auto result = mSpellListCache.find(id);
std::shared_ptr<MWMechanics::SpellList> ptr;
if (result != mSpellListCache.end())
ptr = result->second.lock();
if (!ptr)
{
int type = find(id);
ptr = std::make_shared<MWMechanics::SpellList>(id, type);
if (result != mSpellListCache.end())
result->second = ptr;
else
mSpellListCache.insert({id, ptr});
return {ptr, false};
}
return {ptr, true};
}
} // end namespace } // end namespace

@ -1,6 +1,7 @@
#ifndef OPENMW_MWWORLD_ESMSTORE_H #ifndef OPENMW_MWWORLD_ESMSTORE_H
#define OPENMW_MWWORLD_ESMSTORE_H #define OPENMW_MWWORLD_ESMSTORE_H
#include <memory>
#include <sstream> #include <sstream>
#include <stdexcept> #include <stdexcept>
@ -12,6 +13,11 @@ namespace Loading
class Listener; class Listener;
} }
namespace MWMechanics
{
class SpellList;
}
namespace MWWorld namespace MWWorld
{ {
class ESMStore class ESMStore
@ -70,15 +76,20 @@ namespace MWWorld
std::map<std::string, int> mIds; std::map<std::string, int> mIds;
std::map<std::string, int> mStaticIds; std::map<std::string, int> mStaticIds;
std::map<std::string, int> mRefCount;
std::map<int, StoreBase *> mStores; std::map<int, StoreBase *> mStores;
ESM::NPC mPlayerTemplate; ESM::NPC mPlayerTemplate;
unsigned int mDynamicCount; unsigned int mDynamicCount;
mutable std::map<std::string, std::weak_ptr<MWMechanics::SpellList> > mSpellListCache;
/// Validate entries in store after setup /// Validate entries in store after setup
void validate(); void validate();
void countRecords();
public: public:
/// \todo replace with SharedIterator<StoreBase> /// \todo replace with SharedIterator<StoreBase>
typedef std::map<int, StoreBase *>::const_iterator iterator; typedef std::map<int, StoreBase *>::const_iterator iterator;
@ -252,6 +263,10 @@ namespace MWWorld
// To be called when we are done with dynamic record loading // To be called when we are done with dynamic record loading
void checkPlayer(); void checkPlayer();
int getRefCount(const std::string& id) const;
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const std::string& id) const;
}; };
/* /*

@ -2650,6 +2650,11 @@ namespace MWWorld
return mRendering->getCamera()->isFirstPerson(); return mRendering->getCamera()->isFirstPerson();
} }
bool World::isPreviewModeEnabled() const
{
return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview;
}
void World::togglePreviewMode(bool enable) void World::togglePreviewMode(bool enable)
{ {
mRendering->togglePreviewMode(enable); mRendering->togglePreviewMode(enable);

@ -634,6 +634,7 @@ namespace MWWorld
void togglePOV(bool force = false) override; void togglePOV(bool force = false) override;
bool isFirstPerson() const override; bool isFirstPerson() const override;
bool isPreviewModeEnabled() const override;
void togglePreviewMode(bool enable) override; void togglePreviewMode(bool enable) override;

@ -8,6 +8,12 @@
#include <components/loadinglistener/loadinglistener.hpp> #include <components/loadinglistener/loadinglistener.hpp>
#include "apps/openmw/mwworld/esmstore.hpp" #include "apps/openmw/mwworld/esmstore.hpp"
#include "apps/openmw/mwmechanics/spelllist.hpp"
namespace MWMechanics
{
SpellList::SpellList(const std::string& id, int type) : mId(id), mType(type) {}
}
static Loading::Listener dummyListener; static Loading::Listener dummyListener;

@ -60,7 +60,7 @@ add_component_dir (nif
) )
add_component_dir (nifosg add_component_dir (nifosg
nifloader controller particle userdata nifloader controller particle matrixtransform
) )
add_component_dir (nifbullet add_component_dir (nifbullet

@ -4,7 +4,7 @@
#include "esmwriter.hpp" #include "esmwriter.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE; unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 12; int ESM::SavedGame::sCurrentFormat = 13;
void ESM::SavedGame::load (ESMReader &esm) void ESM::SavedGame::load (ESMReader &esm)
{ {

@ -4,14 +4,13 @@
#include <osg/TexMat> #include <osg/TexMat>
#include <osg/Material> #include <osg/Material>
#include <osg/Texture2D> #include <osg/Texture2D>
#include <osg/UserDataContainer>
#include <osgParticle/Emitter> #include <osgParticle/Emitter>
#include <components/nif/data.hpp> #include <components/nif/data.hpp>
#include <components/sceneutil/morphgeometry.hpp> #include <components/sceneutil/morphgeometry.hpp>
#include "userdata.hpp" #include "matrixtransform.hpp"
namespace NifOsg namespace NifOsg
{ {
@ -119,13 +118,12 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
{ {
if (hasInput()) if (hasInput())
{ {
osg::MatrixTransform* trans = static_cast<osg::MatrixTransform*>(node); NifOsg::MatrixTransform* trans = static_cast<NifOsg::MatrixTransform*>(node);
osg::Matrix mat = trans->getMatrix(); osg::Matrix mat = trans->getMatrix();
float time = getInputValue(nv); float time = getInputValue(nv);
NodeUserData* userdata = static_cast<NodeUserData*>(trans->getUserDataContainer()->getUserObject(0)); Nif::Matrix3& rot = trans->mRotationScale;
Nif::Matrix3& rot = userdata->mRotationScale;
bool setRot = false; bool setRot = false;
if(!mRotations.empty()) if(!mRotations.empty())
@ -140,18 +138,18 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
} }
else else
{ {
// no rotation specified, use the previous value from the UserData // no rotation specified, use the previous value
for (int i=0;i<3;++i) for (int i=0;i<3;++i)
for (int j=0;j<3;++j) for (int j=0;j<3;++j)
mat(j,i) = rot.mValues[i][j]; // NB column/row major difference mat(j,i) = rot.mValues[i][j]; // NB column/row major difference
} }
if (setRot) // copy the new values back to the UserData if (setRot) // copy the new values back
for (int i=0;i<3;++i) for (int i=0;i<3;++i)
for (int j=0;j<3;++j) for (int j=0;j<3;++j)
rot.mValues[i][j] = mat(j,i); // NB column/row major difference rot.mValues[i][j] = mat(j,i); // NB column/row major difference
float& scale = userdata->mScale; float& scale = trans->mScale;
if(!mScales.empty()) if(!mScales.empty())
scale = mScales.interpKey(time); scale = mScales.interpKey(time);

@ -9,11 +9,9 @@
#include <components/sceneutil/controller.hpp> #include <components/sceneutil/controller.hpp>
#include <components/sceneutil/statesetupdater.hpp> #include <components/sceneutil/statesetupdater.hpp>
#include <set> //UVController #include <set>
// FlipController
#include <osg/Texture2D> #include <osg/Texture2D>
#include <osg/ref_ptr>
#include <osg/StateSet> #include <osg/StateSet>
#include <osg/NodeCallback> #include <osg/NodeCallback>
@ -22,8 +20,6 @@
namespace osg namespace osg
{ {
class Node;
class StateSet;
class Material; class Material;
} }

@ -0,0 +1,23 @@
#include "matrixtransform.hpp"
namespace NifOsg
{
MatrixTransform::MatrixTransform()
: osg::MatrixTransform()
{
}
MatrixTransform::MatrixTransform(const Nif::Transformation &trafo)
: osg::MatrixTransform(trafo.toMatrix())
, mScale(trafo.scale)
, mRotationScale(trafo.rotation)
{
}
MatrixTransform::MatrixTransform(const MatrixTransform &copy, const osg::CopyOp &copyop)
: osg::MatrixTransform(copy, copyop)
, mScale(copy.mScale)
, mRotationScale(copy.mRotationScale)
{
}
}

@ -0,0 +1,31 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
#define OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
#include <components/nif/niftypes.hpp>
#include <osg/MatrixTransform>
namespace NifOsg
{
class MatrixTransform : public osg::MatrixTransform
{
public:
MatrixTransform();
MatrixTransform(const Nif::Transformation &trafo);
MatrixTransform(const MatrixTransform &copy, const osg::CopyOp &copyop);
META_Node(NifOsg, MatrixTransform)
// Hack: account for Transform differences between OSG and NIFs.
// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
// Decomposing the original components from the 4x4 matrix isn't possible, which causes
// problems when a KeyframeController wants to change only one of these components. So
// we store the scale and rotation components separately here.
float mScale{0.f};
Nif::Matrix3 mRotationScale;
};
}
#endif

@ -3,7 +3,6 @@
#include <mutex> #include <mutex>
#include <osg/Matrixf> #include <osg/Matrixf>
#include <osg/MatrixTransform>
#include <osg/Geometry> #include <osg/Geometry>
#include <osg/Array> #include <osg/Array>
#include <osg/LOD> #include <osg/LOD>
@ -43,8 +42,9 @@
#include <components/sceneutil/riggeometry.hpp> #include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp> #include <components/sceneutil/morphgeometry.hpp>
#include "matrixtransform.hpp"
#include "nodeindexholder.hpp"
#include "particle.hpp" #include "particle.hpp"
#include "userdata.hpp"
namespace namespace
{ {
@ -170,31 +170,6 @@ namespace
namespace NifOsg namespace NifOsg
{ {
class CollisionSwitch : public osg::MatrixTransform
{
public:
CollisionSwitch() : osg::MatrixTransform()
{
}
CollisionSwitch(const CollisionSwitch& copy, const osg::CopyOp& copyop)
: osg::MatrixTransform(copy, copyop)
{
}
META_Node(NifOsg, CollisionSwitch)
CollisionSwitch(const osg::Matrixf& transformations, bool enabled) : osg::MatrixTransform(transformations)
{
setEnabled(enabled);
}
void setEnabled(bool enabled)
{
setNodeMask(enabled ? ~0 : Loader::getIntersectionDisabledNodeMask());
}
};
bool Loader::sShowMarkers = false; bool Loader::sShowMarkers = false;
void Loader::setShowMarkers(bool show) void Loader::setShowMarkers(bool show)
@ -501,14 +476,6 @@ namespace NifOsg
case Nif::RC_NiBillboardNode: case Nif::RC_NiBillboardNode:
dataVariance = osg::Object::DYNAMIC; dataVariance = osg::Object::DYNAMIC;
break; break;
case Nif::RC_NiCollisionSwitch:
{
bool enabled = nifNode->flags & Nif::NiNode::Flag_ActiveCollision;
node = new CollisionSwitch(nifNode->trafo.toMatrix(), enabled);
// This matrix transform must not be combined with another matrix transform.
dataVariance = osg::Object::DYNAMIC;
break;
}
default: default:
// The Root node can be created as a Group if no transformation is required. // The Root node can be created as a Group if no transformation is required.
// This takes advantage of the fact root nodes can't have additional controllers // This takes advantage of the fact root nodes can't have additional controllers
@ -521,7 +488,14 @@ namespace NifOsg
break; break;
} }
if (!node) if (!node)
node = new osg::MatrixTransform(nifNode->trafo.toMatrix()); node = new NifOsg::MatrixTransform(nifNode->trafo);
if (nifNode->recType == Nif::RC_NiCollisionSwitch && !(nifNode->flags & Nif::NiNode::Flag_ActiveCollision))
{
node->setNodeMask(Loader::getIntersectionDisabledNodeMask());
// This node must not be combined with another node.
dataVariance = osg::Object::DYNAMIC;
}
node->setDataVariance(dataVariance); node->setDataVariance(dataVariance);
@ -549,14 +523,11 @@ namespace NifOsg
if (!rootNode) if (!rootNode)
rootNode = node; rootNode = node;
// UserData used for a variety of features: // The original NIF record index is used for a variety of features:
// - finding the correct emitter node for a particle system // - finding the correct emitter node for a particle system
// - establishing connections to the animated collision shapes, which are handled in a separate loader // - establishing connections to the animated collision shapes, which are handled in a separate loader
// - finding a random child NiNode in NiBspArrayController // - finding a random child NiNode in NiBspArrayController
// - storing the previous 3x3 rotation and scale values for when a KeyframeController wants to node->getOrCreateUserDataContainer()->addUserObject(new NodeIndexHolder(nifNode->recIndex));
// change only certain elements of the 4x4 transform
node->getOrCreateUserDataContainer()->addUserObject(
new NodeUserData(nifNode->recIndex, nifNode->trafo.scale, nifNode->trafo.rotation));
for (Nif::ExtraPtr e = nifNode->extra; !e.empty(); e = e->next) for (Nif::ExtraPtr e = nifNode->extra; !e.empty(); e = e->next)
{ {

@ -0,0 +1,35 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_NODEINDEXHOLDER_H
#define OPENMW_COMPONENTS_NIFOSG_NODEINDEXHOLDER_H
#include <osg/Object>
namespace NifOsg
{
class NodeIndexHolder : public osg::Object
{
public:
NodeIndexHolder() = default;
NodeIndexHolder(int index)
: mIndex(index)
{
}
NodeIndexHolder(const NodeIndexHolder& copy, const osg::CopyOp& copyop)
: Object(copy, copyop)
, mIndex(copy.mIndex)
{
}
META_Object(NifOsg, NodeIndexHolder)
int getIndex() const { return mIndex; }
private:
// NIF record index
int mIndex{0};
};
}
#endif

@ -11,7 +11,7 @@
#include <components/nif/controlled.hpp> #include <components/nif/controlled.hpp>
#include <components/nif/data.hpp> #include <components/nif/data.hpp>
#include "userdata.hpp" #include "nodeindexholder.hpp"
namespace NifOsg namespace NifOsg
{ {
@ -383,8 +383,8 @@ void FindGroupByRecIndex::applyNode(osg::Node &searchNode)
{ {
if (searchNode.getUserDataContainer() && searchNode.getUserDataContainer()->getNumUserObjects()) if (searchNode.getUserDataContainer() && searchNode.getUserDataContainer()->getNumUserObjects())
{ {
NodeUserData* holder = dynamic_cast<NodeUserData*>(searchNode.getUserDataContainer()->getUserObject(0)); NodeIndexHolder* holder = dynamic_cast<NodeIndexHolder*>(searchNode.getUserDataContainer()->getUserObject(0));
if (holder && holder->mIndex == mRecIndex) if (holder && holder->getIndex() == mRecIndex)
{ {
osg::Group* group = searchNode.asGroup(); osg::Group* group = searchNode.asGroup();
if (!group) if (!group)

@ -1,48 +0,0 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_USERDATA_H
#define OPENMW_COMPONENTS_NIFOSG_USERDATA_H
#include <components/nif/niftypes.hpp>
#include <osg/Object>
namespace NifOsg
{
// Note if you are copying a scene graph with this user data you should use the DEEP_COPY_USERDATA copyop.
class NodeUserData : public osg::Object
{
public:
NodeUserData(int index, float scale, const Nif::Matrix3& rotationScale)
: mIndex(index), mScale(scale), mRotationScale(rotationScale)
{
}
NodeUserData()
: mIndex(0), mScale(0)
{
}
NodeUserData(const NodeUserData& copy, const osg::CopyOp& copyop)
: Object(copy, copyop)
, mIndex(copy.mIndex)
, mScale(copy.mScale)
, mRotationScale(copy.mRotationScale)
{
}
META_Object(NifOsg, NodeUserData)
// NIF record index
int mIndex;
// Hack: account for Transform differences between OSG and NIFs.
// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
// Decomposing the original components from the 4x4 matrix isn't possible, which causes
// problems when a KeyframeController wants to change only one of these components. So
// we store the scale and rotation components separately here.
// Note for a cleaner solution it would be possible to write a custom Transform node
float mScale;
Nif::Matrix3 mRotationScale;
};
}
#endif

@ -64,7 +64,7 @@ namespace SceneUtil
for (const osg::ref_ptr<osg::Node>& node : mToCopy) for (const osg::ref_ptr<osg::Node>& node : mToCopy)
{ {
if (node->getNumParents() > 1) if (node->getNumParents() > 1)
Log(Debug::Error) << "Error CopyRigVisitor: node has multiple parents"; Log(Debug::Error) << "Error CopyRigVisitor: node has " << node->getNumParents() << " parents";
while (node->getNumParents()) while (node->getNumParents())
node->getParent(0)->removeChild(node); node->getParent(0)->removeChild(node);

@ -6,8 +6,6 @@
#include <osgParticle/ParticleSystemUpdater> #include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/Emitter> #include <osgParticle/Emitter>
#include <components/nifosg/userdata.hpp>
#include <components/sceneutil/morphgeometry.hpp> #include <components/sceneutil/morphgeometry.hpp>
#include <components/sceneutil/riggeometry.hpp> #include <components/sceneutil/riggeometry.hpp>
@ -22,15 +20,6 @@ namespace SceneUtil
| osg::CopyOp::DEEP_COPY_USERDATA); | osg::CopyOp::DEEP_COPY_USERDATA);
} }
osg::Object* CopyOp::operator ()(const osg::Object* node) const
{
// We should copy node transformations when we copy node
if (dynamic_cast<const NifOsg::NodeUserData*>(node))
return static_cast<NifOsg::NodeUserData*>(node->clone(*this));
return osg::CopyOp::operator()(node);
}
osg::Node* CopyOp::operator ()(const osg::Node* node) const osg::Node* CopyOp::operator ()(const osg::Node* node) const
{ {
if (const osgParticle::ParticleProcessor* processor = dynamic_cast<const osgParticle::ParticleProcessor*>(node)) if (const osgParticle::ParticleProcessor* processor = dynamic_cast<const osgParticle::ParticleProcessor*>(node))

@ -30,8 +30,6 @@ namespace SceneUtil
virtual osg::Node* operator() (const osg::Node* node) const; virtual osg::Node* operator() (const osg::Node* node) const;
virtual osg::Drawable* operator() (const osg::Drawable* drawable) const; virtual osg::Drawable* operator() (const osg::Drawable* drawable) const;
virtual osg::Object* operator ()(const osg::Object* node) const;
private: private:
// maps new pointers to their old pointers // maps new pointers to their old pointers
// a little messy, but I think this should be the most efficient way // a little messy, but I think this should be the most efficient way

@ -3,6 +3,8 @@
#include <osgDB/ObjectWrapper> #include <osgDB/ObjectWrapper>
#include <osgDB/Registry> #include <osgDB/Registry>
#include <components/nifosg/matrixtransform.hpp>
#include <components/sceneutil/positionattitudetransform.hpp> #include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/skeleton.hpp> #include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/riggeometry.hpp> #include <components/sceneutil/riggeometry.hpp>
@ -74,6 +76,15 @@ public:
} }
}; };
class MatrixTransformSerializer : public osgDB::ObjectWrapper
{
public:
MatrixTransformSerializer()
: osgDB::ObjectWrapper(createInstanceFunc<NifOsg::MatrixTransform>, "NifOsg::MatrixTransform", "osg::Object osg::Node osg::Transform osg::MatrixTransform NifOsg::MatrixTransform")
{
}
};
osgDB::ObjectWrapper* makeDummySerializer(const std::string& classname) osgDB::ObjectWrapper* makeDummySerializer(const std::string& classname)
{ {
return new osgDB::ObjectWrapper(createInstanceFunc<osg::DummyObject>, classname, "osg::Object"); return new osgDB::ObjectWrapper(createInstanceFunc<osg::DummyObject>, classname, "osg::Object");
@ -100,6 +111,7 @@ void registerSerializers()
mgr->addWrapper(new MorphGeometrySerializer); mgr->addWrapper(new MorphGeometrySerializer);
mgr->addWrapper(new LightManagerSerializer); mgr->addWrapper(new LightManagerSerializer);
mgr->addWrapper(new CameraRelativeTransformSerializer); mgr->addWrapper(new CameraRelativeTransformSerializer);
mgr->addWrapper(new MatrixTransformSerializer);
// Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read. // Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read.
mgr->removeWrapper(mgr->findWrapper("osg::Geometry")); mgr->removeWrapper(mgr->findWrapper("osg::Geometry"));
@ -118,7 +130,6 @@ void registerSerializers()
"SceneUtil::StateSetUpdater", "SceneUtil::StateSetUpdater",
"SceneUtil::DisableLight", "SceneUtil::DisableLight",
"SceneUtil::MWShadowTechnique", "SceneUtil::MWShadowTechnique",
"NifOsg::NodeUserData",
"NifOsg::FlipController", "NifOsg::FlipController",
"NifOsg::KeyframeController", "NifOsg::KeyframeController",
"NifOsg::TextKeyMapHolder", "NifOsg::TextKeyMapHolder",
@ -131,7 +142,8 @@ void registerSerializers()
"NifOsg::StaticBoundingBoxCallback", "NifOsg::StaticBoundingBoxCallback",
"NifOsg::GeomMorpherController", "NifOsg::GeomMorpherController",
"NifOsg::UpdateMorphGeometry", "NifOsg::UpdateMorphGeometry",
"NifOsg::CollisionSwitch", "NifOsg::UVController",
"NifOsg::NodeIndexHolder",
"osgMyGUI::Drawable", "osgMyGUI::Drawable",
"osg::DrawCallback", "osg::DrawCallback",
"osgOQ::ClearQueriesCallback", "osgOQ::ClearQueriesCallback",

@ -34,6 +34,9 @@ namespace Shader
foundPos = source.find_first_of("\n\r", foundPos); foundPos = source.find_first_of("\n\r", foundPos);
foundPos = source.find_first_not_of("\n\r", foundPos); foundPos = source.find_first_not_of("\n\r", foundPos);
if (foundPos == std::string::npos)
break;
size_t lineDirectivePosition = source.rfind("#line", foundPos); size_t lineDirectivePosition = source.rfind("#line", foundPos);
int lineNumber; int lineNumber;
if (lineDirectivePosition != std::string::npos) if (lineDirectivePosition != std::string::npos)

@ -148,7 +148,8 @@ color topic enable
:Range: True/False :Range: True/False
:Default: False :Default: False
Control wether additionnal formatting will be applied to dialogs topic. See 'color topic specific' and 'color topic exhausted' for details. This setting controls whether the topics available in the dialogue topic list are coloured according to their state.
See 'color topic specific' and 'color topic exhausted' for details.
color topic specific color topic specific
-------------------- --------------------
@ -157,11 +158,11 @@ color topic specific
:Range: 0.0 to 1.0 :Range: 0.0 to 1.0
:Default: empty :Default: empty
This setting overrides the color of keywords in the dialogue topic window. This setting overrides the colour of dialogue topics that have a response unique to the actors speaking.
The value is composed of four floating point values representing the red, green, blue and alpha channels. The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored. The alpha value is currently ignored.
The color is overriden if the actor is about to give an answer that is unique to him (that is, dialogue with their object ID in the Actor field) that wasn't seen yet. A topic response is considered unique if its Actor filter field contains the speaking actor's object ID and hasn't yet been read.
color topic exhausted color topic exhausted
--------------------- ---------------------
@ -170,8 +171,8 @@ color topic exhausted
:Range: 0.0 to 1.0 :Range: 0.0 to 1.0
:Default: empty :Default: empty
This setting overrides the color of keywords in the dialogue topic window. This setting overrides the colour of dialogue topics which have been "exhausted" by the player.
The value is composed of four floating point values representing the red, green, blue and alpha channels. The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored. The alpha value is currently ignored.
The color is overridden if the next actor responses to the topic keyword has already been seen by the player. A topic is considered "exhausted" if the response the player is about to see has already been seen.

@ -136,7 +136,7 @@ This setting controls third person view mode.
False: View is centered on the character's head. Crosshair is hidden. False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well. True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
This setting can only be configured by editing the settings configuration file. This setting can be controlled in Advanced tab of the launcher.
view over shoulder offset view over shoulder offset
------------------------- -------------------------

@ -0,0 +1,115 @@
Fog Settings
############
use distant fog
---------------
:Type: boolean
:Range: True/False
:Default: False
This setting overhauls the behavior of fog calculations.
Normally the fog start and end distance are proportional to the viewing distance
and use the fog depth set in the fallback settings.
Enabling this setting separates the fog distance from the viewing distance and fallback settings and makes fog distance
and apparent density dependent on the weather and the current location according to the settings below.
Unfortunately specific weather-dependent fog factor and offset parameters are currently hard-coded.
They are based off the default settings of MGE XE.
+--------------+------------+--------+
| Weather Type | Fog Factor | Offset |
+==============+============+========+
| Clear | 1.0 | 0.0 |
+--------------+------------+--------+
| Cloudy | 0.9 | 0.0 |
+--------------+------------+--------+
| Foggy | 0.2 | 0.3 |
+--------------+------------+--------+
| Overcast | 0.7 | 0.0 |
+--------------+------------+--------+
| Rain | 0.5 | 0.1 |
+--------------+------------+--------+
| Thunderstorm | 0.5 | 0.2 |
+--------------+------------+--------+
| Ashstorm | 0.2 | 0.5 |
+--------------+------------+--------+
| Blight | 0.2 | 0.6 |
+--------------+------------+--------+
| Snow | 0.5 | 0.4 |
+--------------+------------+--------+
| Blizzard | 0.16 | 0.7 |
+--------------+------------+--------+
Non-underwater fog start and end distance are calculated like this according to these parameters::
fog start distance = fog factor * (base fog start distance - fog offset * base fog end distance)
fog end distance = fog factor * (1.0 - fog offset) * base fog end distance
Underwater fog distance is used as-is.
A negative fog start distance means that the fog starts behind the camera
so the entirety of the scene will be at least partially fogged.
A negative fog end distance means that the fog ends behind the camera
so the entirety of the scene will be completely submerged in the fog.
Fog end distance should be larger than the fog start distance.
This setting and all further settings can only be configured by editing the settings configuration file.
distant land fog start
----------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 16384 (2 cells)
This is the base fog start distance used for distant fog calculations in exterior locations.
distant land fog end
--------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 40960 (5 cells)
This is the base fog end distance used for distant fog calculations in exterior locations.
distant underwater fog start
----------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: -4096
This is the base fog start distance used for distant fog calculations in underwater locations.
distant underwater fog end
--------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 2457.6
This is the base fog end distance used for distant fog calculations in underwater locations.
distant interior fog start
--------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 0
This is the base fog start distance used for distant fog calculations in interior locations.
distant interior fog end
------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 16384 (2 cells)
This is the base fog end distance used for distant fog calculations in interior locations.

@ -329,7 +329,7 @@ If disabled then the whole character's body is pointed to the direction of view.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement. If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
This setting can only be configured by editing the settings configuration file. This setting can be controlled in Advanced tab of the launcher.
swim upward coef swim upward coef
---------------- ----------------
@ -356,3 +356,17 @@ If disabled then the 3 best skills of trainers and the training limits take into
If enabled then the 3 best skills of trainers and the training limits are based on the trainer base skills. If enabled then the 3 best skills of trainers and the training limits are based on the trainer base skills.
This setting can be controlled in Advanced tab of the launcher. This setting can be controlled in Advanced tab of the launcher.
always allow stealing from knocked out actors
---------------------------------------------
:Type: boolean
:Range: True/False
:Default: False
By Bethesda's design, in the latest released version of Morrowind pickpocketing is impossible during combat,
even if the fighting NPC is knocked out.
This setting allows the player to steal items from fighting NPCs that were knocked out if enabled.
This setting can be controlled in Advanced tab of the launcher.

@ -29,7 +29,7 @@ Specify the format for screen shots taken by pressing the screen shot key (bound
This setting should be the file extension commonly associated with the desired format. This setting should be the file extension commonly associated with the desired format.
The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed. The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed.
This setting can only be configured by editing the settings configuration file. This setting can be configured in Advanced tab of the launcher.
texture mag filter texture mag filter
------------------ ------------------

@ -41,6 +41,7 @@ The ranges included with each setting are the physically possible ranges, not re
camera camera
cells cells
fog
map map
GUI GUI
HUD HUD

@ -5,8 +5,8 @@ Copyright 2020 Bret Curtis <psi29a@gmail.com>
--> -->
<component type="desktop"> <component type="desktop">
<id>org.openmw.launcher.desktop</id> <id>org.openmw.launcher.desktop</id>
<metadata_license>CC0-1.0</metadata_license> <metadata_license>GPL-3+</metadata_license>
<project_license>GPL-3.0 and MIT</project_license> <project_license>GPL-3+</project_license>
<name>OpenMW</name> <name>OpenMW</name>
<summary>Unofficial open source engine re-implementation of the game Morrowind</summary> <summary>Unofficial open source engine re-implementation of the game Morrowind</summary>
<description> <description>

@ -331,6 +331,9 @@ swim upward coef = 0.0
# Make the training skills proposed by a trainer based on its base attribute instead of its modified ones # Make the training skills proposed by a trainer based on its base attribute instead of its modified ones
trainers training skills based on base skill = false trainers training skills based on base skill = false
# Make stealing items from NPCs that were knocked down possible during combat.
always allow stealing from knocked out actors = false
[General] [General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16). # Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).

@ -4,45 +4,45 @@
<widget class="QWidget" name="AdvancedPage"> <widget class="QWidget" name="AdvancedPage">
<layout class="QVBoxLayout" name="pageVerticalLayout"> <layout class="QVBoxLayout" name="pageVerticalLayout">
<item> <item>
<widget class="QScrollArea" name="scrollArea"> <widget class="QTabWidget" name="AdvancedTabWidget">
<property name="widgetResizable"> <property name="tabPosition">
<bool>true</bool> <enum>QTabWidget::West</enum>
</property> </property>
<widget class="QWidget" name="scrollAreaWidgetContents"> <property name="currentIndex">
<layout class="QVBoxLayout" name="scrollAreaVerticalLayout"> <number>0</number>
<item>
<widget class="QGroupBox" name="gameGroup">
<property name="title">
<string>Game Mechanics</string>
</property> </property>
<layout class="QVBoxLayout" name="gameGroupVerticalLayout"> <widget class="QWidget" name="GameMechanics">
<attribute name="title">
<string>Game mechanics</string>
</attribute>
<layout class="QVBoxLayout">
<item> <item>
<widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox"> <widget class="QCheckBox" name="toggleSneakCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.&lt;/p&gt;&lt;p&gt;If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Can loot during death animation</string> <string>Toggle sneak</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="followersAttackOnSightCheckBox"> <widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.&lt;/p&gt;&lt;p&gt;If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Followers attack on sight</string> <string>Can loot during death animation</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="preventMerchantEquippingCheckBox"> <widget class="QCheckBox" name="followersAttackOnSightCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prevents merchants from equipping items that are sold to them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Prevent merchant equipping</string> <string>Followers defend immediately</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -52,7 +52,7 @@
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make the value of filled soul gems dependent only on soul magnitude.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make the value of filled soul gems dependent only on soul magnitude.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Rebalance soul gem values</string> <string>Soulgem values rebalance</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -72,7 +72,7 @@
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make disposition change of merchants caused by trading permanent.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make disposition change of merchants caused by trading permanent.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Barter disposition change is permanent</string> <string>Permanent barter disposition changes</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -96,27 +96,32 @@
</property> </property>
</widget> </widget>
</item> </item>
<item alignment="Qt::AlignLeft"> <item>
<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true"> <widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
<property name="spacing">
<number>-1</number>
</property> </property>
<property name="leftMargin"> <property name="text">
<number>0</number> <string>Uncapped Damage Fatigue</string>
</property> </property>
<property name="topMargin"> </widget>
<number>0</number> </item>
<item>
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Don't use race weight in NPC movement speed calculations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="rightMargin"> <property name="text">
<number>0</number> <string>Racial variation in speed fix</string>
</property> </property>
<property name="bottomMargin"> </widget>
<number>0</number> </item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="unarmedFactorsStrengthGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
<item alignment="Qt::AlignRight"> <item alignment="Qt::AlignRight">
<widget class="QLabel" name="unarmedFactorsStrengthLabel"> <widget class="QLabel" name="unarmedFactorsStrengthLabel">
<property name="text"> <property name="text">
@ -150,22 +155,49 @@
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="magicItemAnimationsCheckBox"> <widget class="QCheckBox" name="stealingFromKnockedOutCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make stealing items from NPCs that were knocked down possible during combat.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Use magic item animation</string> <string>Always allow stealing from knocked out actors</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox"> <spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Visuals">
<attribute name="title">
<string>Visuals</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Don't use race weight in NPC movement speed calculations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
Affected objects will use shaders.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Normalise race speed</string> <string>Bump/reflect map local lighting</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Use magic item animation</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -180,23 +212,11 @@
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QWidget" name="sheathingGroup" native="true"> <widget class="QWidget" name="sheathingGroup">
<layout class="QVBoxLayout" name="sheathingLayout"> <layout class="QVBoxLayout" name="sheathingLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin"> <property name="leftMargin">
<number>20</number> <number>20</number>
</property> </property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item> <item>
<widget class="QCheckBox" name="weaponSheathingCheckBox"> <widget class="QCheckBox" name="weaponSheathingCheckBox">
<property name="enabled"> <property name="enabled">
@ -227,208 +247,92 @@
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox"> <widget class="QCheckBox" name="viewOverShoulderCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting controls third person view mode.&lt;/p&gt;&lt;p&gt;False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Uncapped Damage Fatigue</string> <string>View over the shoulder</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="trainersTrainingSkillsBasedOnBaseSkillCheckBox"> <widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Affects side and diagonal movement. Enabling this setting makes movement more realistic.&lt;/p&gt;&lt;p&gt;If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.&lt;/p&gt;&lt;p&gt;If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Trainers choose their training skills based on their base skill points</string> <string>Turn to movement direction</string>
</property> </property>
</widget> </widget>
</item> </item>
</layout>
</widget>
</item>
<item> <item>
<widget class="QGroupBox" name="inputGroup"> <widget class="QCheckBox" name="distantLandCheckBox">
<property name="title">
<string>Input</string>
</property>
<layout class="QVBoxLayout" name="inputGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="grabCursorCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OpenMW will capture control of the cursor if this setting is true.&lt;/p&gt;&lt;p&gt;In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.&lt;/p&gt;&lt;p&gt;This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.&lt;/p&gt;&lt;p&gt;Note for developers: its desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Grab cursor</string> <string>Distant land</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QCheckBox" name="toggleSneakCheckBox"> <widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use object paging for active cells grid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<property name="text"> <property name="text">
<string>Toggle sneak</string> <string>Active grid object paging</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="savesGroup">
<property name="title">
<string>Saves</string>
</property>
<layout class="QVBoxLayout" name="savesGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="timePlayedCheckbox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Add &quot;Time Played&quot; to saves</string>
</property> </property>
</widget> </widget>
</item> </item>
<item alignment="Qt::AlignLeft"> <item alignment="Qt::AlignLeft">
<widget class="QWidget" name="maximumQuicksavesGroup" native="true"> <widget class="QWidget" name="viewingDistanceGroup">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This value controls the maximum visible distance (in cell units).
</property> Larger values significantly improve rendering in exterior spaces,
<layout class="QHBoxLayout" name="maximumQuicksavesLayout"> but also increase the amount of rendered geometry and significantly reduce the frame rate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property> </property>
<layout class="QHBoxLayout" name="viewingDistanceLayout">
<item> <item>
<widget class="QLabel" name="maximumQuicksavesLabel"> <widget class="QLabel" name="viewingDistanceLabel">
<property name="text"> <property name="text">
<string>Maximum Quicksaves</string> <string>Viewing distance</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QSpinBox" name="maximumQuicksavesComboBox"> <widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
<property name="minimum"> <property name="minimum">
<number>1</number> <double>0.0</double>
</property> </property>
</widget> <property name="singleStep">
</item> <double>0.5</double>
</layout>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="testingGroup">
<property name="title">
<string>Testing</string>
</property>
<layout class="QVBoxLayout" name="testingGroupVerticalLayout">
<item>
<widget class="QLabel" name="testingLabel">
<property name="text">
<string>These settings are intended for testing mods and will cause issues if used for normal gameplay.</string>
</property> </property>
<property name="wordWrap"> <property name="suffix">
<bool>true</bool> <string> Cells</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> </layout>
<widget class="Line" name="testingLine">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="skipMenuCheckBox">
<property name="text">
<string>Skip menu and generate default character</string>
</property>
</widget> </widget>
</item> </item>
<item> <item>
<layout class="QHBoxLayout" name="startDefaultCharacterAtHorizontalLayout"> <spacer>
<item>
<spacer name="startDefaultCharacterAtHorizontalSpacer">
<property name="orientation"> <property name="orientation">
<enum>Qt::Horizontal</enum> <enum>Qt::Vertical</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>20</height>
</size>
</property> </property>
</spacer> </spacer>
</item> </item>
<item>
<widget class="QLabel" name="startDefaultCharacterAtLabel">
<property name="text">
<string>Start default character at</string>
</property>
</widget>
</item>
<item>
<widget class="QLineEdit" name="startDefaultCharacterAtField">
<property name="placeholderText">
<string>default cell</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Run script after startup:</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="runScriptAfterStartupHorizontalLayout">
<item>
<widget class="QLineEdit" name="runScriptAfterStartupField"/>
</item>
<item>
<widget class="QPushButton" name="runScriptAfterStartupBrowseButton">
<property name="text">
<string>Browse…</string>
</property>
</widget>
</item>
</layout>
</item>
</layout> </layout>
</widget> </widget>
</item> <widget class="QWidget" name="InterfaceChanges">
<item> <attribute name="title">
<widget class="QGroupBox" name="userInterfaceGroup"> <string>Interface changes</string>
<property name="title"> </attribute>
<string>User Interface</string> <layout class="QVBoxLayout">
</property>
<layout class="QVBoxLayout" name="userInterfaceVerticalLayout">
<item> <item>
<widget class="QCheckBox" name="showEffectDurationCheckBox"> <widget class="QCheckBox" name="showEffectDurationCheckBox">
<property name="toolTip"> <property name="toolTip">
@ -480,26 +384,11 @@
</widget> </widget>
</item> </item>
<item alignment="Qt::AlignLeft"> <item alignment="Qt::AlignLeft">
<widget class="QWidget" name="showOwnedGroup" native="true"> <widget class="QWidget" name="showOwnedGroup">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable visual clues for items owned by NPCs when the crosshair is on the object.&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable visual clues for items owned by NPCs when the crosshair is on the object.&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<layout class="QHBoxLayout" name="horizontalLayout"> <layout class="QHBoxLayout" name="horizontalLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item alignment="Qt::AlignRight"> <item alignment="Qt::AlignRight">
<widget class="QLabel" name="showOwnedLabel"> <widget class="QLabel" name="showOwnedLabel">
<property name="text"> <property name="text">
@ -537,6 +426,93 @@
</layout> </layout>
</widget> </widget>
</item> </item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="BugFixes">
<attribute name="title">
<string>Bug fixes</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="preventMerchantEquippingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prevents merchants from equipping items that are sold to them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Merchant equipping fix</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="trainersTrainingSkillsBasedOnBaseSkillCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Trainers choose their training skills based on their base skill points</string>
</property>
</widget>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Miscellaneous">
<attribute name="title">
<string>Miscellaneous</string>
</attribute>
<layout class="QVBoxLayout" name="scrollAreaVerticalLayout">
<item>
<widget class="QGroupBox" name="savesGroup">
<property name="title">
<string>Saves</string>
</property>
<layout class="QVBoxLayout" name="savesGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="timePlayedCheckbox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Add &quot;Time Played&quot; to saves</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="maximumQuicksavesGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
<item>
<widget class="QLabel" name="maximumQuicksavesLabel">
<property name="text">
<string>Maximum Quicksaves</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="maximumQuicksavesComboBox">
<property name="minimum">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout> </layout>
</widget> </widget>
</item> </item>
@ -547,26 +523,11 @@
</property> </property>
<layout class="QVBoxLayout" name="otherGroupVerticalLayout"> <layout class="QVBoxLayout" name="otherGroupVerticalLayout">
<item alignment="Qt::AlignLeft"> <item alignment="Qt::AlignLeft">
<widget class="QWidget" name="screenshotFormatGroup" native="true"> <widget class="QWidget" name="screenshotFormatGroup">
<property name="toolTip"> <property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property> </property>
<layout class="QHBoxLayout" name="screenshotFormatLayout"> <layout class="QHBoxLayout" name="screenshotFormatLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item alignment="Qt::AlignRight"> <item alignment="Qt::AlignRight">
<widget class="QLabel" name="screenshotFormatLabel"> <widget class="QLabel" name="screenshotFormatLabel">
<property name="text"> <property name="text">
@ -599,6 +560,110 @@
</layout> </layout>
</widget> </widget>
</item> </item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Testing">
<attribute name="title">
<string>Testing</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QLabel" name="testingLabel">
<property name="text">
<string>These settings are intended for testing mods and will cause issues if used for normal gameplay.</string>
</property>
<property name="wordWrap">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="Line" name="testingLine">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="grabCursorCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OpenMW will capture control of the cursor if this setting is true.&lt;/p&gt;&lt;p&gt;In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.&lt;/p&gt;&lt;p&gt;This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.&lt;/p&gt;&lt;p&gt;Note for developers: its desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Grab cursor</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="skipMenuCheckBox">
<property name="text">
<string>Skip menu and generate default character</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="startDefaultCharacterAtHorizontalLayout">
<item>
<spacer name="startDefaultCharacterAtHorizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
</spacer>
</item>
<item>
<widget class="QLabel" name="startDefaultCharacterAtLabel">
<property name="text">
<string>Start default character at</string>
</property>
</widget>
</item>
<item>
<widget class="QLineEdit" name="startDefaultCharacterAtField">
<property name="placeholderText">
<string>default cell</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Run script after startup:</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="runScriptAfterStartupHorizontalLayout">
<item>
<widget class="QLineEdit" name="runScriptAfterStartupField"/>
</item>
<item>
<widget class="QPushButton" name="runScriptAfterStartupBrowseButton">
<property name="text">
<string>Browse…</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout> </layout>
</widget> </widget>
</widget> </widget>

@ -11,7 +11,7 @@
</rect> </rect>
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout"> <layout class="QVBoxLayout" name="verticalLayout">
<item> <item alignment="Qt::AlignTop">
<widget class="QTabWidget" name="DisplayTabWidget"> <widget class="QTabWidget" name="DisplayTabWidget">
<property name="currentIndex"> <property name="currentIndex">
<number>0</number> <number>0</number>

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