diff --git a/AUTHORS.md b/AUTHORS.md index 155d017f3..f6cc51181 100644 --- a/AUTHORS.md +++ b/AUTHORS.md @@ -41,6 +41,7 @@ Programmers Cory F. Cohen (cfcohen) Cris Mihalache (Mirceam) crussell187 + DanielVukelich darkf devnexen Dieho diff --git a/CI/before_script.msvc.sh b/CI/before_script.msvc.sh index ee48c1f68..a0cf06919 100644 --- a/CI/before_script.msvc.sh +++ b/CI/before_script.msvc.sh @@ -303,25 +303,25 @@ if [ -z $SKIP_DOWNLOAD ]; then # Boost if [ -z $APPVEYOR ]; then download "Boost 1.61.0" \ - "http://sourceforge.net/projects/boost/files/boost-binaries/1.61.0/boost_1_61_0-msvc-${MSVC_VER}.0-${BITS}.exe" \ + "https://sourceforge.net/projects/boost/files/boost-binaries/1.61.0/boost_1_61_0-msvc-${MSVC_VER}.0-${BITS}.exe" \ "boost-1.61.0-msvc${MSVC_YEAR}-win${BITS}.exe" fi # Bullet download "Bullet 2.86" \ - "http://www.lysator.liu.se/~ace/OpenMW/deps/Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z" \ + "https://www.lysator.liu.se/~ace/OpenMW/deps/Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z" \ "Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z" # FFmpeg download "FFmpeg 3.2.4" \ - "http://ffmpeg.zeranoe.com/builds/win${BITS}/shared/ffmpeg-3.2.4-win${BITS}-shared.zip" \ + "https://ffmpeg.zeranoe.com/builds/win${BITS}/shared/ffmpeg-3.2.4-win${BITS}-shared.zip" \ "ffmpeg-3.2.4-win${BITS}.zip" \ - "http://ffmpeg.zeranoe.com/builds/win${BITS}/dev/ffmpeg-3.2.4-win${BITS}-dev.zip" \ + "https://ffmpeg.zeranoe.com/builds/win${BITS}/dev/ffmpeg-3.2.4-win${BITS}-dev.zip" \ "ffmpeg-3.2.4-dev-win${BITS}.zip" # MyGUI download "MyGUI 3.2.2" \ - "http://www.lysator.liu.se/~ace/OpenMW/deps/MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z" \ + "https://www.lysator.liu.se/~ace/OpenMW/deps/MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z" \ "MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z" # OpenAL @@ -331,7 +331,7 @@ if [ -z $SKIP_DOWNLOAD ]; then # OSG download "OpenSceneGraph 3.4.1-scrawl" \ - "http://www.lysator.liu.se/~ace/OpenMW/deps/OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z" \ + "https://www.lysator.liu.se/~ace/OpenMW/deps/OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z" \ "OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z" # Qt @@ -343,9 +343,9 @@ if [ -z $SKIP_DOWNLOAD ]; then fi download "Qt 5.7.2" \ - "http://download.qt.io/official_releases/qt/5.7/5.7.0/qt-opensource-windows-x86-msvc${MSVC_YEAR}${QT_SUFFIX}-5.7.0.exe" \ + "https://download.qt.io/official_releases/qt/5.7/5.7.0/qt-opensource-windows-x86-msvc${MSVC_YEAR}${QT_SUFFIX}-5.7.0.exe" \ "qt-5.7.0-msvc${MSVC_YEAR}-win${BITS}.exe" \ - "http://www.lysator.liu.se/~ace/OpenMW/deps/qt-5-install.qs" \ + "https://www.lysator.liu.se/~ace/OpenMW/deps/qt-5-install.qs" \ "qt-5-install.qs" fi @@ -613,8 +613,7 @@ fi SUFFIX="" fi - add_runtime_dlls "$(pwd)/bin/lib"{EGL,GLESv2}${SUFFIX}.dll \ - "$(pwd)/bin/Qt5"{Core,Gui,Network,OpenGL,Widgets}${SUFFIX}.dll + add_runtime_dlls "$(pwd)/bin/Qt5"{Core,Gui,Network,OpenGL,Widgets}${SUFFIX}.dll add_qt_platform_dlls "$(pwd)/plugins/platforms/qwindows${SUFFIX}.dll" echo Done. diff --git a/CMakeLists.txt b/CMakeLists.txt index 2923612fb..1f97323e2 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -135,6 +135,8 @@ if (WIN32) endif() # Dependencies +find_package(OpenGL REQUIRED) + if (USE_QT) message(STATUS "Using Qt${DESIRED_QT_VERSION}") @@ -182,12 +184,6 @@ if (NOT WIN32 AND BUILD_WIZARD) # windows users can just run the morrowind insta set(OPENMW_USE_UNSHIELD TRUE) endif() -option(OPENGL_ES "enable opengl es support" FALSE ) - -if (OPENGL_ES) - add_definitions(-DOPENGL_ES) -endif(OPENGL_ES) - # Fix for not visible pthreads functions for linker with glibc 2.15 if (UNIX AND NOT APPLE) find_package (Threads) @@ -505,8 +501,8 @@ if(WIN32) SET(CPACK_PACKAGE_DESCRIPTION_FILE "${OpenMW_SOURCE_DIR}/README.md") SET(CPACK_NSIS_EXECUTABLES_DIRECTORY ".") SET(CPACK_NSIS_DISPLAY_NAME "OpenMW ${OPENMW_VERSION}") - SET(CPACK_NSIS_HELP_LINK "http:\\\\\\\\www.openmw.org") - SET(CPACK_NSIS_URL_INFO_ABOUT "http:\\\\\\\\www.openmw.org") + SET(CPACK_NSIS_HELP_LINK "https:\\\\\\\\www.openmw.org") + SET(CPACK_NSIS_URL_INFO_ABOUT "https:\\\\\\\\www.openmw.org") SET(CPACK_NSIS_INSTALLED_ICON_NAME "openmw-launcher.exe") SET(CPACK_NSIS_MUI_FINISHPAGE_RUN "openmw-launcher.exe") SET(CPACK_NSIS_MUI_ICON "${OpenMW_SOURCE_DIR}/files/windows/openmw.ico") diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 6c82d1dfd..b5543d11e 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -3,7 +3,7 @@ How to contribute to OpenMW Not sure what to do with all your free time? Pick out a task from here: -http://bugs.openmw.org/ +https://bugs.openmw.org/ Currently, we are focused on completing the MW game experience and general polishing. Features out of this scope may be approved in some cases, but you should probably start a discussion first. diff --git a/LICENSE b/LICENSE index 9cecc1d46..9d742475f 100644 --- a/LICENSE +++ b/LICENSE @@ -1,7 +1,7 @@ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 - Copyright (C) 2007 Free Software Foundation, Inc. + Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. @@ -645,7 +645,7 @@ the "copyright" line and a pointer to where the full notice is found. GNU General Public License for more details. You should have received a copy of the GNU General Public License - along with this program. If not, see . + along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. @@ -664,11 +664,11 @@ might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see -. +. The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read -. +. diff --git a/README.md b/README.md index 0b5f63f93..368609332 100644 --- a/README.md +++ b/README.md @@ -9,7 +9,7 @@ OpenMW also comes with OpenMW-CS, a replacement for Morrowind's TES Construction * Version: 0.43.0 * License: GPLv3 (see [LICENSE](https://github.com/OpenMW/openmw/blob/master/LICENSE) for more information) -* Website: http://www.openmw.org +* Website: https://www.openmw.org * IRC: #openmw on irc.freenode.net Font Licenses: @@ -30,8 +30,8 @@ Getting Started * [Build from source](https://wiki.openmw.org/index.php?title=Development_Environment_Setup) * [Testing the game](https://wiki.openmw.org/index.php?title=Testing) * [How to contribute](https://wiki.openmw.org/index.php?title=Contribution_Wanted) -* [Report a bug](http://bugs.openmw.org/projects/openmw) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug! -* [Known issues](http://bugs.openmw.org/projects/openmw/issues?utf8=%E2%9C%93&set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=%3D&v%5Bstatus_id%5D%5B%5D=7&f%5B%5D=tracker_id&op%5Btracker_id%5D=%3D&v%5Btracker_id%5D%5B%5D=1&f%5B%5D=&c%5B%5D=project&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=assigned_to&c%5B%5D=updated_on&group_by=tracker) +* [Report a bug](https://bugs.openmw.org/projects/openmw) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug! +* [Known issues](https://bugs.openmw.org/projects/openmw/issues?utf8=%E2%9C%93&set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=%3D&v%5Bstatus_id%5D%5B%5D=7&f%5B%5D=tracker_id&op%5Btracker_id%5D=%3D&v%5Btracker_id%5D%5B%5D=1&f%5B%5D=&c%5B%5D=project&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=assigned_to&c%5B%5D=updated_on&group_by=tracker) The data path ------------- diff --git a/apps/launcher/advancedpage.cpp b/apps/launcher/advancedpage.cpp index 779556df7..9b6e5fa8c 100644 --- a/apps/launcher/advancedpage.cpp +++ b/apps/launcher/advancedpage.cpp @@ -20,7 +20,7 @@ bool Launcher::AdvancedPage::loadSettings() loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game"); loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game"); loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game"); - loadSettingBool(showMeleeInfoCheckBox, "show enchant chance", "Game"); + loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game"); loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game"); loadSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game"); @@ -35,9 +35,11 @@ bool Launcher::AdvancedPage::loadSettings() loadSettingBool(grabCursorCheckBox, "grab cursor", "Input"); loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input"); - // Other Settings + // Saves Settings loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves"); + maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves")); + // Other Settings QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper(); if (screenshotFormatComboBox->findText(screenshotFormatString) == -1) screenshotFormatComboBox->addItem(screenshotFormatString); @@ -56,7 +58,7 @@ void Launcher::AdvancedPage::saveSettings() saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game"); saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game"); saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game"); - saveSettingBool(showMeleeInfoCheckBox, "show enchant chance", "Game"); + saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game"); saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game"); saveSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game"); @@ -69,9 +71,14 @@ void Launcher::AdvancedPage::saveSettings() saveSettingBool(grabCursorCheckBox, "grab cursor", "Input"); saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input"); - // Other Settings + // 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 std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString(); if (screenshotFormatString != mEngineSettings.getString("screenshot format", "General")) mEngineSettings.setString("screenshot format", "General", screenshotFormatString); diff --git a/apps/opencs/view/doc/startup.cpp b/apps/opencs/view/doc/startup.cpp index 67ff50dab..78f18b3a1 100644 --- a/apps/opencs/view/doc/startup.cpp +++ b/apps/opencs/view/doc/startup.cpp @@ -106,7 +106,7 @@ CSVDoc::StartupDialogue::StartupDialogue() : mWidth (0), mColumn (2) /// \todo remove this label once we are feature complete and convinced that this thing is /// working properly. - QLabel *warning = new QLabel ("WARNING: OpenMW-CS is in alpha stage.

The editor is not feature complete and not sufficiently tested.
In theory your data should be safe. But we strongly advice to make backups regularly if you are working with live data.
"); + QLabel *warning = new QLabel ("WARNING: OpenMW-CS is in alpha stage.

The editor is not feature complete and not sufficiently tested.
In theory your data should be safe. But we strongly advise to make backups regularly if you are working with live data.
"); QFont font; font.setPointSize (12); diff --git a/apps/openmw/CMakeLists.txt b/apps/openmw/CMakeLists.txt index e869e2915..e64998077 100644 --- a/apps/openmw/CMakeLists.txt +++ b/apps/openmw/CMakeLists.txt @@ -89,7 +89,7 @@ add_openmw_dir (mwmechanics ) add_openmw_dir (mwstate - statemanagerimp charactermanager character + statemanagerimp charactermanager character quicksavemanager ) add_openmw_dir (mwbase @@ -222,4 +222,3 @@ endif (MSVC) if (WIN32) INSTALL(TARGETS openmw RUNTIME DESTINATION ".") endif (WIN32) - diff --git a/apps/openmw/android_main.c b/apps/openmw/android_main.c index 3f28afa1b..d234a369d 100644 --- a/apps/openmw/android_main.c +++ b/apps/openmw/android_main.c @@ -35,28 +35,11 @@ int Java_org_libsdl_app_SDLActivity_isMouseShown(JNIEnv *env, jclass cls, jobjec return SDL_ShowCursor(SDL_QUERY); } - -int Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, - jobject obj) { - +int Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj) { setenv("OPENMW_DECOMPRESS_TEXTURES", "1", 1); - SDL_Android_Init(env, cls); - - SDL_SetMainReady(); - // On Android, we use a virtual controller with guid="Virtual" SDL_GameControllerAddMapping("5669727475616c000000000000000000,Virtual,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4"); - /* Run the application code! */ - - int status; - - status = main(argcData+1, argvData); - releaseArgv(); - /* Do not issue an exit or the whole application will terminate instead of just the SDL thread */ - /* exit(status); */ - - return status; + return 0; } - diff --git a/apps/openmw/mwbase/dialoguemanager.hpp b/apps/openmw/mwbase/dialoguemanager.hpp index a9afae786..7bace3790 100644 --- a/apps/openmw/mwbase/dialoguemanager.hpp +++ b/apps/openmw/mwbase/dialoguemanager.hpp @@ -39,6 +39,7 @@ namespace MWBase class ResponseCallback { public: + virtual ~ResponseCallback() = default; virtual void addResponse(const std::string& title, const std::string& text) = 0; }; diff --git a/apps/openmw/mwbase/windowmanager.hpp b/apps/openmw/mwbase/windowmanager.hpp index d454067c8..8a9eb2ea6 100644 --- a/apps/openmw/mwbase/windowmanager.hpp +++ b/apps/openmw/mwbase/windowmanager.hpp @@ -337,7 +337,7 @@ namespace MWBase /// Cycle to next or previous weapon virtual void cycleWeapon(bool next) = 0; - virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0; + virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f) = 0; // In WindowManager for now since there isn't a VFS singleton virtual std::string correctIconPath(const std::string& path) = 0; diff --git a/apps/openmw/mwbase/world.hpp b/apps/openmw/mwbase/world.hpp index 038535939..47502fd71 100644 --- a/apps/openmw/mwbase/world.hpp +++ b/apps/openmw/mwbase/world.hpp @@ -491,12 +491,14 @@ namespace MWBase virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0; + virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) = 0; + virtual const std::vector& getContentFiles() const = 0; virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0; - // Are we in an exterior or pseudo-exterior cell and it's night? - virtual bool isDark() const = 0; + // Allow NPCs to use torches? + virtual bool useTorches() const = 0; virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0; diff --git a/apps/openmw/mwclass/light.cpp b/apps/openmw/mwclass/light.cpp index f9056b75d..aeeb89a72 100644 --- a/apps/openmw/mwclass/light.cpp +++ b/apps/openmw/mwclass/light.cpp @@ -233,24 +233,6 @@ namespace MWClass if (!(ref->mBase->mData.mFlags & ESM::Light::Carry)) return std::make_pair(0,""); - const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc); - MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); - - if(weapon == invStore.end()) - return std::make_pair(1,""); - - /// \todo the 2h check is repeated many times; put it in a function - if(weapon->getTypeName() == typeid(ESM::Weapon).name() && - (weapon->get()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand || - weapon->get()->mBase->mData.mType == ESM::Weapon::BluntTwoClose || - weapon->get()->mBase->mData.mType == ESM::Weapon::BluntTwoWide || - weapon->get()->mBase->mData.mType == ESM::Weapon::SpearTwoWide || - weapon->get()->mBase->mData.mType == ESM::Weapon::AxeTwoHand || - weapon->get()->mBase->mData.mType == ESM::Weapon::MarksmanBow || - weapon->get()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)) - { - return std::make_pair(3,""); - } return std::make_pair(1,""); } diff --git a/apps/openmw/mwclass/misc.cpp b/apps/openmw/mwclass/misc.cpp index a68176226..5a933d535 100644 --- a/apps/openmw/mwclass/misc.cpp +++ b/apps/openmw/mwclass/misc.cpp @@ -83,8 +83,9 @@ namespace MWClass if (ptr.getCellRef().getSoul() != "") { - const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get().find(ref->mRef.getSoul()); - value *= creature->mData.mSoul; + const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get().search(ref->mRef.getSoul()); + if (creature) + value *= creature->mData.mSoul; } return value; @@ -148,8 +149,9 @@ namespace MWClass if (ref->mRef.getSoul() != "") { - const ESM::Creature *creature = store.get().find(ref->mRef.getSoul()); - info.caption += " (" + creature->mName + ")"; + const ESM::Creature *creature = store.get().search(ref->mRef.getSoul()); + if (creature) + info.caption += " (" + creature->mName + ")"; } std::string text; @@ -210,7 +212,7 @@ namespace MWClass std::shared_ptr Miscellaneous::use (const MWWorld::Ptr& ptr) const { - if (ptr.getCellRef().getSoul().empty()) + if (ptr.getCellRef().getSoul().empty() || !MWBase::Environment::get().getWorld()->getStore().get().search(ptr.getCellRef().getSoul())) return std::shared_ptr(new MWWorld::NullAction()); else return std::shared_ptr(new MWWorld::ActionSoulgem(ptr)); diff --git a/apps/openmw/mwclass/npc.cpp b/apps/openmw/mwclass/npc.cpp index 134bbf943..974a08c11 100644 --- a/apps/openmw/mwclass/npc.cpp +++ b/apps/openmw/mwclass/npc.cpp @@ -406,7 +406,7 @@ namespace MWClass // store ptr.getRefData().setCustomData (data.release()); - getInventoryStore(ptr).autoEquip(ptr); + getInventoryStore(ptr).autoEquip(ptr); } } diff --git a/apps/openmw/mwdialogue/journalimp.cpp b/apps/openmw/mwdialogue/journalimp.cpp index b56db1ebd..b21951618 100644 --- a/apps/openmw/mwdialogue/journalimp.cpp +++ b/apps/openmw/mwdialogue/journalimp.cpp @@ -83,8 +83,10 @@ namespace MWDialogue if (i->mTopic == id && i->mInfoId == infoId) { if (getJournalIndex(id) < index) + { setJournalIndex(id, index); - MWBase::Environment::get().getWindowManager()->messageBox ("#{sJournalEntry}"); + MWBase::Environment::get().getWindowManager()->messageBox ("#{sJournalEntry}"); + } return; } diff --git a/apps/openmw/mwgui/bookpage.cpp b/apps/openmw/mwgui/bookpage.cpp index 5a9237cea..6f16cf076 100644 --- a/apps/openmw/mwgui/bookpage.cpp +++ b/apps/openmw/mwgui/bookpage.cpp @@ -892,7 +892,7 @@ protected: public: typedef TypesetBookImpl::StyleImpl Style; - typedef std::map ActiveTextFormats; + typedef std::map > ActiveTextFormats; int mViewTop; int mViewBottom; @@ -1048,7 +1048,7 @@ public: { if (mNode != NULL) i->second->destroyDrawItem (mNode); - delete i->second; + i->second.reset(); } mActiveTextFormats.clear (); @@ -1115,11 +1115,11 @@ public: if (j == this_->mActiveTextFormats.end ()) { - TextFormat * textFormat = new TextFormat (Font, this_); + std::unique_ptr textFormat(new TextFormat (Font, this_)); textFormat->mTexture = Font->getTextureFont (); - j = this_->mActiveTextFormats.insert (std::make_pair (Font, textFormat)).first; + j = this_->mActiveTextFormats.insert (std::make_pair (Font, std::move(textFormat))).first; } j->second->mCountVertex += run.mPrintableChars * 6; diff --git a/apps/openmw/mwgui/bookwindow.cpp b/apps/openmw/mwgui/bookwindow.cpp index c18548dad..cb902cadf 100644 --- a/apps/openmw/mwgui/bookwindow.cpp +++ b/apps/openmw/mwgui/bookwindow.cpp @@ -200,7 +200,7 @@ namespace MWGui { if ((mCurrentPage+1)*2 < mPages.size()) { - MWBase::Environment::get().getWindowManager()->playSound("book page2"); + MWBase::Environment::get().getWindowManager()->playSound("book page2", true); ++mCurrentPage; @@ -211,7 +211,7 @@ namespace MWGui { if (mCurrentPage > 0) { - MWBase::Environment::get().getWindowManager()->playSound("book page"); + MWBase::Environment::get().getWindowManager()->playSound("book page", true); --mCurrentPage; diff --git a/apps/openmw/mwgui/companionwindow.cpp b/apps/openmw/mwgui/companionwindow.cpp index ad71be7df..c6ef2890d 100644 --- a/apps/openmw/mwgui/companionwindow.cpp +++ b/apps/openmw/mwgui/companionwindow.cpp @@ -1,5 +1,7 @@ #include "companionwindow.hpp" +#include + #include #include "../mwbase/environment.hpp" @@ -129,7 +131,7 @@ void CompanionWindow::updateEncumbranceBar() return; float capacity = mPtr.getClass().getCapacity(mPtr); float encumbrance = mPtr.getClass().getEncumbrance(mPtr); - mEncumbranceBar->setValue(static_cast(encumbrance), static_cast(capacity)); + mEncumbranceBar->setValue(std::ceil(encumbrance), static_cast(capacity)); if (mModel && mModel->hasProfit(mPtr)) { diff --git a/apps/openmw/mwgui/inventorywindow.cpp b/apps/openmw/mwgui/inventorywindow.cpp index aacc1314b..7bf8ad025 100644 --- a/apps/openmw/mwgui/inventorywindow.cpp +++ b/apps/openmw/mwgui/inventorywindow.cpp @@ -1,5 +1,6 @@ #include "inventorywindow.hpp" +#include #include #include @@ -598,7 +599,7 @@ namespace MWGui float capacity = player.getClass().getCapacity(player); float encumbrance = player.getClass().getEncumbrance(player); mTradeModel->adjustEncumbrance(encumbrance); - mEncumbranceBar->setValue(static_cast(encumbrance), static_cast(capacity)); + mEncumbranceBar->setValue(std::ceil(encumbrance), static_cast(capacity)); } void InventoryWindow::onFrame(float dt) diff --git a/apps/openmw/mwgui/itemwidget.cpp b/apps/openmw/mwgui/itemwidget.cpp index a31eb9c76..6b5be0314 100644 --- a/apps/openmw/mwgui/itemwidget.cpp +++ b/apps/openmw/mwgui/itemwidget.cpp @@ -16,8 +16,13 @@ namespace { if (count == 1) return ""; - if (count > 9999) - return MyGUI::utility::toString(int(count/1000.f)) + "k"; + + if (count > 999999999) + return MyGUI::utility::toString(count/1000000000) + "b"; + else if (count > 999999) + return MyGUI::utility::toString(count/1000000) + "m"; + else if (count > 9999) + return MyGUI::utility::toString(count/1000) + "k"; else return MyGUI::utility::toString(count); } diff --git a/apps/openmw/mwgui/journalwindow.cpp b/apps/openmw/mwgui/journalwindow.cpp index 4b7a789e8..0776706d8 100644 --- a/apps/openmw/mwgui/journalwindow.cpp +++ b/apps/openmw/mwgui/journalwindow.cpp @@ -616,7 +616,7 @@ namespace if (page+2 < book->pageCount()) { - MWBase::Environment::get().getWindowManager()->playSound("book page"); + MWBase::Environment::get().getWindowManager()->playSound("book page", true); page += 2; updateShowingPages (); @@ -634,7 +634,7 @@ namespace if(page >= 2) { - MWBase::Environment::get().getWindowManager()->playSound("book page"); + MWBase::Environment::get().getWindowManager()->playSound("book page", true); page -= 2; updateShowingPages (); diff --git a/apps/openmw/mwgui/keyboardnavigation.cpp b/apps/openmw/mwgui/keyboardnavigation.cpp index d27185204..1374ef93d 100644 --- a/apps/openmw/mwgui/keyboardnavigation.cpp +++ b/apps/openmw/mwgui/keyboardnavigation.cpp @@ -39,6 +39,7 @@ void getKeyFocusWidgets(MyGUI::Widget* parent, std::vector& resu KeyboardNavigation::KeyboardNavigation() : mCurrentFocus(nullptr) , mModalWindow(nullptr) + , mEnabled(true) { MyGUI::WidgetManager::getInstance().registerUnlinker(this); } @@ -101,6 +102,9 @@ bool isRootParent(MyGUI::Widget* widget, MyGUI::Widget* root) void KeyboardNavigation::onFrame() { + if (!mEnabled) + return; + MyGUI::Widget* focus = MyGUI::InputManager::getInstance().getKeyFocusWidget(); if (focus == mCurrentFocus) @@ -150,6 +154,11 @@ void KeyboardNavigation::setModalWindow(MyGUI::Widget *window) mModalWindow = window; } +void KeyboardNavigation::setEnabled(bool enabled) +{ + mEnabled = enabled; +} + enum Direction { D_Left, @@ -162,6 +171,9 @@ enum Direction bool KeyboardNavigation::injectKeyPress(MyGUI::KeyCode key, unsigned int text) { + if (!mEnabled) + return false; + switch (key.getValue()) { case MyGUI::KeyCode::ArrowLeft: diff --git a/apps/openmw/mwgui/keyboardnavigation.hpp b/apps/openmw/mwgui/keyboardnavigation.hpp index 728f16a3d..7caf25690 100644 --- a/apps/openmw/mwgui/keyboardnavigation.hpp +++ b/apps/openmw/mwgui/keyboardnavigation.hpp @@ -28,6 +28,8 @@ namespace MWGui void setModalWindow(MyGUI::Widget* window); + void setEnabled(bool enabled); + private: bool switchFocus(int direction, bool wrap); @@ -40,6 +42,8 @@ namespace MWGui MyGUI::Widget* mCurrentFocus; MyGUI::Widget* mModalWindow; + + bool mEnabled; }; } diff --git a/apps/openmw/mwgui/sortfilteritemmodel.cpp b/apps/openmw/mwgui/sortfilteritemmodel.cpp index 1ee3cf631..097412b5d 100644 --- a/apps/openmw/mwgui/sortfilteritemmodel.cpp +++ b/apps/openmw/mwgui/sortfilteritemmodel.cpp @@ -208,7 +208,7 @@ namespace MWGui if ((mFilter & Filter_OnlyEnchanted) && !(item.mFlags & ItemStack::Flag_Enchanted)) return false; if ((mFilter & Filter_OnlyChargedSoulstones) && (base.getTypeName() != typeid(ESM::Miscellaneous).name() - || base.getCellRef().getSoul() == "")) + || base.getCellRef().getSoul() == "" || !MWBase::Environment::get().getWorld()->getStore().get().search(base.getCellRef().getSoul()))) return false; if ((mFilter & Filter_OnlyRepairTools) && (base.getTypeName() != typeid(ESM::Repair).name())) return false; diff --git a/apps/openmw/mwgui/travelwindow.cpp b/apps/openmw/mwgui/travelwindow.cpp index 7586bb66a..7b65eb771 100644 --- a/apps/openmw/mwgui/travelwindow.cpp +++ b/apps/openmw/mwgui/travelwindow.cpp @@ -4,6 +4,8 @@ #include #include +#include + #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" @@ -72,7 +74,10 @@ namespace MWGui MWWorld::ActionTeleport::getFollowersToTeleport(player, followers); // Apply followers cost, in vanilla one follower travels for free - price *= std::max(1, static_cast(followers.size())); + if (Settings::Manager::getBool("charge for every follower travelling", "Game")) + price *= 1 + static_cast(followers.size()); + else + price *= std::max(1, static_cast(followers.size())); MyGUI::Button* toAdd = mDestinationsView->createWidget("SandTextButton", 0, mCurrentY, 200, sLineHeight, MyGUI::Align::Default); toAdd->setEnabled(price <= playerGold); diff --git a/apps/openmw/mwgui/windowmanagerimp.cpp b/apps/openmw/mwgui/windowmanagerimp.cpp index 300f8e39f..c103f60ad 100644 --- a/apps/openmw/mwgui/windowmanagerimp.cpp +++ b/apps/openmw/mwgui/windowmanagerimp.cpp @@ -237,7 +237,10 @@ namespace MWGui MyGUI::FactoryManager::getInstance().registerFactory("Resource", "ResourceImageSetPointer"); MyGUI::ResourceManager::getInstance().load("core.xml"); + bool keyboardNav = Settings::Manager::getBool("keyboard navigation", "GUI"); mKeyboardNavigation.reset(new KeyboardNavigation()); + mKeyboardNavigation->setEnabled(keyboardNav); + Gui::ImageButton::setDefaultNeedKeyFocus(keyboardNav); mLoadingScreen = new LoadingScreen(mResourceSystem->getVFS(), mViewer); mWindows.push_back(mLoadingScreen); @@ -1916,11 +1919,16 @@ namespace MWGui mInventoryWindow->cycle(next); } - void WindowManager::playSound(const std::string& soundId, float volume, float pitch) + void WindowManager::playSound(const std::string& soundId, bool preventOverlapping, float volume, float pitch) { if (soundId.empty()) return; - MWBase::Environment::get().getSoundManager()->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv); + + MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager(); + if (preventOverlapping && sndmgr->getSoundPlaying(MWWorld::Ptr(), soundId)) + return; + + sndmgr->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv); } void WindowManager::updateSpellWindow() diff --git a/apps/openmw/mwgui/windowmanagerimp.hpp b/apps/openmw/mwgui/windowmanagerimp.hpp index 1d250f6d4..56ccea33b 100644 --- a/apps/openmw/mwgui/windowmanagerimp.hpp +++ b/apps/openmw/mwgui/windowmanagerimp.hpp @@ -366,7 +366,7 @@ namespace MWGui /// Cycle to next or previous weapon virtual void cycleWeapon(bool next); - virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f); + virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f); // In WindowManager for now since there isn't a VFS singleton virtual std::string correctIconPath(const std::string& path); diff --git a/apps/openmw/mwinput/inputmanagerimp.cpp b/apps/openmw/mwinput/inputmanagerimp.cpp index 3b4ff25a0..507e97a6a 100644 --- a/apps/openmw/mwinput/inputmanagerimp.cpp +++ b/apps/openmw/mwinput/inputmanagerimp.cpp @@ -524,30 +524,29 @@ namespace MWInput isRunning = xAxis > .75 || xAxis < .25 || yAxis > .75 || yAxis < .25; if(triedToMove) resetIdleTime(); - if (actionIsActive(A_MoveLeft)) + if (actionIsActive(A_MoveLeft) && !actionIsActive(A_MoveRight)) { triedToMove = true; mPlayer->setLeftRight (-1); } - else if (actionIsActive(A_MoveRight)) + else if (actionIsActive(A_MoveRight) && !actionIsActive(A_MoveLeft)) { triedToMove = true; mPlayer->setLeftRight (1); } - if (actionIsActive(A_MoveForward)) + if (actionIsActive(A_MoveForward) && !actionIsActive(A_MoveBackward)) { triedToMove = true; mPlayer->setAutoMove (false); mPlayer->setForwardBackward (1); } - else if (actionIsActive(A_MoveBackward)) + else if (actionIsActive(A_MoveBackward) && !actionIsActive(A_MoveForward)) { triedToMove = true; mPlayer->setAutoMove (false); mPlayer->setForwardBackward (-1); } - else if(mPlayer->getAutoMove()) { triedToMove = true; diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 7a1e7270d..2f32a6570 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -391,7 +391,7 @@ namespace MWMechanics { // Player followers and escorters with high fight should not initiate combat with the player or with // other player followers or escorters - if (std::find(playerAllies.begin(), playerAllies.end(), actor1) == playerAllies.end()) + if (!isPlayerFollowerOrEscorter) aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); } } @@ -900,7 +900,7 @@ namespace MWMechanics stats.setTimeToStartDrowning(fHoldBreathTime); } - void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration) + void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip) { bool isPlayer = (ptr == getPlayer()); @@ -922,7 +922,7 @@ namespace MWMechanics } } - if (MWBase::Environment::get().getWorld()->isDark()) + if (mayEquip) { if (torch != inventoryStore.end()) { @@ -931,16 +931,11 @@ namespace MWMechanics // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light. if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name()) inventoryStore.unequipItem(*heldIter, ptr); - - // Also unequip twohanded weapons which conflict with anything in CarriedLeft - if (torch->getClass().canBeEquipped(*torch, ptr).first == 3) - inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr); } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); - // If we have a torch and can equip it (left slot free, no - // twohanded weapon in right slot), then equip it now. + // If we have a torch and can equip it, then equip it now. if (heldIter == inventoryStore.end() && torch->getClass().canBeEquipped(*torch, ptr).first == 1) { @@ -997,7 +992,7 @@ namespace MWMechanics } } - void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration) + void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) { MWWorld::Ptr player = getPlayer(); if (ptr != player && ptr.getClass().isNpc()) @@ -1204,6 +1199,9 @@ namespace MWMechanics if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0; + // show torches only when there are darkness and no precipitations + bool showTorches = MWBase::Environment::get().getWorld()->useTorches(); + MWWorld::Ptr player = getPlayer(); /// \todo move update logic to Actor class where appropriate @@ -1287,7 +1285,7 @@ namespace MWMechanics } if (iter->first.getClass().isNpc() && iter->first != player) - updateCrimePersuit(iter->first, duration); + updateCrimePursuit(iter->first, duration); if (iter->first != player) { @@ -1302,7 +1300,7 @@ namespace MWMechanics updateNpc(iter->first, duration); if (timerUpdateEquippedLight == 0) - updateEquippedLight(iter->first, updateEquippedLightInterval); + updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches); } } } diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 13641abf4..15f2d3dc8 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -39,9 +39,9 @@ namespace MWMechanics void updateDrowning (const MWWorld::Ptr& ptr, float duration); - void updateEquippedLight (const MWWorld::Ptr& ptr, float duration); + void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip); - void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration); + void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration); void killDeadActors (); diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index 398e84448..38f641b94 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -189,7 +189,7 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); MWWorld::Ptr door = getNearbyDoor(actor, distance); - if (door != MWWorld::Ptr()) + if (door != MWWorld::Ptr() && actor.getClass().isBipedal(actor)) { // note: AiWander currently does not open doors if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0) @@ -224,7 +224,7 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur MWBase::Environment::get().getWorld()->activate(door, actor); } } - else // any other obstacle (NPC, crate, etc.) + else { mObstacleCheck.takeEvasiveAction(movement); } diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 676f01922..f88b20a10 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -14,7 +14,7 @@ * * You should have received a copy of the GNU General Public License * version 3 along with this program. If not, see - * http://www.gnu.org/licenses/ . + * https://www.gnu.org/licenses/ . */ #include "character.hpp" diff --git a/apps/openmw/mwmechanics/combat.cpp b/apps/openmw/mwmechanics/combat.cpp index 13cd4232d..ac34c658b 100644 --- a/apps/openmw/mwmechanics/combat.cpp +++ b/apps/openmw/mwmechanics/combat.cpp @@ -1,6 +1,7 @@ #include "combat.hpp" #include +#include #include @@ -155,7 +156,11 @@ namespace MWMechanics if (!(weapon.get()->mBase->mData.mFlags & ESM::Weapon::Silver || weapon.get()->mBase->mData.mFlags & ESM::Weapon::Magical)) - damage *= multiplier; + { + if (weapon.getClass().getEnchantment(weapon).empty() + || !Settings::Manager::getBool("enchanted weapons are magical", "Game")) + damage *= multiplier; + } if ((weapon.get()->mBase->mData.mFlags & ESM::Weapon::Silver) && actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) diff --git a/apps/openmw/mwmechanics/enchanting.cpp b/apps/openmw/mwmechanics/enchanting.cpp index a658c379a..08f30aba1 100644 --- a/apps/openmw/mwmechanics/enchanting.cpp +++ b/apps/openmw/mwmechanics/enchanting.cpp @@ -242,8 +242,11 @@ namespace MWMechanics return 0; if(mSoulGemPtr.getCellRef().getSoul()=="") return 0; - const ESM::Creature* soul = store.get().find(mSoulGemPtr.getCellRef().getSoul()); - return soul->mData.mSoul; + const ESM::Creature* soul = store.get().search(mSoulGemPtr.getCellRef().getSoul()); + if(soul) + return soul->mData.mSoul; + else + return 0; } int Enchanting::getMaxEnchantValue() const diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp index bd5fa1b11..1de608a1f 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp @@ -1118,8 +1118,11 @@ namespace MWMechanics Misc::StringUtils::lowerCaseInPlace(owner.first); if (!Misc::StringUtils::ciEqual(item.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId)) - mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count; - + { + const MWWorld::Ptr victimRef = MWBase::Environment::get().getWorld()->searchPtr(ownerCellRef->getOwner(), true); + if (victimRef.isEmpty() || !victimRef.getClass().getCreatureStats(victimRef).isDead()) + mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count; + } if (alarm) commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count); } @@ -1442,7 +1445,20 @@ namespace MWMechanics // Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // Note: accidental or collateral damage attacks are ignored. if (!target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue)) - startCombat(target, attacker); + { + // If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player, + // he will attack the player only if we will force him (e.g. via StartCombat console command) + bool peaceful = false; + std::string script = target.getClass().getScript(target); + if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == getPlayer()) + { + int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified()); + peaceful = (fight == 0); + } + + if (!peaceful) + startCombat(target, attacker); + } } return true; @@ -1719,11 +1735,11 @@ namespace MWMechanics { if (werewolf) { - player->saveSkillsAttributes(); - player->setWerewolfSkillsAttributes(); + player->saveStats(); + player->setWerewolfStats(); } else - player->restoreSkillsAttributes(); + player->restoreStats(); } // Werewolfs can not cast spells, so we need to unset the prepared spell if there is one. diff --git a/apps/openmw/mwmechanics/npcstats.cpp b/apps/openmw/mwmechanics/npcstats.cpp index f0fc7fb6e..f15152759 100644 --- a/apps/openmw/mwmechanics/npcstats.cpp +++ b/apps/openmw/mwmechanics/npcstats.cpp @@ -214,7 +214,7 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, } } -void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress) +void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress, bool readBook) { int base = getSkill (skillIndex).getBase(); @@ -256,9 +256,14 @@ void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &clas MWBase::Environment::get().getWindowManager()->playSound("skillraise"); std::stringstream message; + + if (readBook) + message << std::string("#{sBookSkillMessage}\n"); + message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", "")) % std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}") % static_cast (base); + MWBase::Environment::get().getWindowManager ()->messageBox(message.str(), MWGui::ShowInDialogueMode_Never); if (mLevelProgress >= gmst.find("iLevelUpTotal")->getInt()) diff --git a/apps/openmw/mwmechanics/npcstats.hpp b/apps/openmw/mwmechanics/npcstats.hpp index 9ded47c07..d2e42e994 100644 --- a/apps/openmw/mwmechanics/npcstats.hpp +++ b/apps/openmw/mwmechanics/npcstats.hpp @@ -81,7 +81,7 @@ namespace MWMechanics void useSkill (int skillIndex, const ESM::Class& class_, int usageType = -1, float extraFactor=1.f); ///< Increase skill by usage. - void increaseSkill (int skillIndex, const ESM::Class& class_, bool preserveProgress); + void increaseSkill (int skillIndex, const ESM::Class& class_, bool preserveProgress, bool readBook = false); int getLevelProgress() const; diff --git a/apps/openmw/mwmechanics/pathgrid.cpp b/apps/openmw/mwmechanics/pathgrid.cpp index c0122a861..ea4c973b7 100644 --- a/apps/openmw/mwmechanics/pathgrid.cpp +++ b/apps/openmw/mwmechanics/pathgrid.cpp @@ -8,7 +8,7 @@ namespace { - // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html + // See https://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html // // One of the smallest cost in Seyda Neen is between points 77 & 78: // pt x y diff --git a/apps/openmw/mwmechanics/spellcasting.cpp b/apps/openmw/mwmechanics/spellcasting.cpp index 48ff64829..1f78e296f 100644 --- a/apps/openmw/mwmechanics/spellcasting.cpp +++ b/apps/openmw/mwmechanics/spellcasting.cpp @@ -7,6 +7,7 @@ #include #include +#include #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" @@ -24,7 +25,6 @@ #include "../mwrender/animation.hpp" -#include "magiceffects.hpp" #include "npcstats.hpp" #include "actorutil.hpp" #include "aifollow.hpp" @@ -489,6 +489,9 @@ namespace MWMechanics MWBase::Environment::get().getWindowManager()->setEnemy(target); } + if (target == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()) + magnitudeMult = 0; + // Notify the target actor they've been hit if (target != caster && !caster.isEmpty() && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful) target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true); @@ -563,9 +566,12 @@ namespace MWMechanics ActiveSpells::ActiveEffect effect_ = effect; effect_.mMagnitude *= -1; absorbEffects.push_back(effect_); - // Also make sure to set casterActorId = target, so that the effect on the caster gets purged when the target dies - caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true, - absorbEffects, mSourceName, target.getClass().getCreatureStats(target).getActorId()); + if (reflected && Settings::Manager::getBool("classic reflect absorb attribute behavior", "Game")) + target.getClass().getCreatureStats(target).getActiveSpells().addSpell("", true, + absorbEffects, mSourceName, caster.getClass().getCreatureStats(caster).getActorId()); + else + caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true, + absorbEffects, mSourceName, target.getClass().getCreatureStats(target).getActorId()); } } } @@ -605,7 +611,6 @@ namespace MWMechanics std::string texture = magicEffect->mParticle; - // TODO: VFX are no longer active after saving/reloading the game bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0; // Note: in case of non actor, a free effect should be fine as well MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(target); @@ -873,20 +878,18 @@ namespace MWMechanics const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster); float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult); - fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); + fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); + stats.setFatigue(fatigue); bool fail = false; // Check success - if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())) + float successChance = getSpellSuccessChance(spell, mCaster); + if (Misc::Rng::roll0to99() >= successChance) { - float successChance = getSpellSuccessChance(spell, mCaster); - if (Misc::Rng::roll0to99() >= successChance) - { - if (mCaster == getPlayer()) - MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}"); - fail = true; - } + if (mCaster == getPlayer()) + MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}"); + fail = true; } if (fail) @@ -1107,8 +1110,6 @@ namespace MWMechanics bool receivedMagicDamage = false; - bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); - switch (effectKey.mId) { case ESM::MagicEffect::DamageAttribute: @@ -1131,40 +1132,25 @@ namespace MWMechanics adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude); break; case ESM::MagicEffect::DamageHealth: - if (!godmode) - { - receivedMagicDamage = true; - adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); - } - + receivedMagicDamage = true; + adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); break; case ESM::MagicEffect::DamageMagicka: case ESM::MagicEffect::DamageFatigue: - if (!godmode) - { - adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); - } - + adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); break; case ESM::MagicEffect::AbsorbHealth: - if (!godmode) - { - if (magnitude > 0.f) - receivedMagicDamage = true; - adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); - } + if (magnitude > 0.f) + receivedMagicDamage = true; + adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); break; case ESM::MagicEffect::AbsorbMagicka: case ESM::MagicEffect::AbsorbFatigue: - if (!godmode) - { - adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); - } - + adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); break; case ESM::MagicEffect::DisintegrateArmor: @@ -1187,6 +1173,7 @@ namespace MWMechanics if (disintegrateSlot(actor, priorities[i], magnitude)) break; } + break; } case ESM::MagicEffect::DisintegrateWeapon: @@ -1209,12 +1196,9 @@ namespace MWMechanics if (weather > 1) damageScale *= fMagicSunBlockedMult; - if (!godmode) - { - adjustDynamicStat(creatureStats, 0, -magnitude * damageScale); - if (magnitude * damageScale > 0.f) - receivedMagicDamage = true; - } + adjustDynamicStat(creatureStats, 0, -magnitude * damageScale); + if (magnitude * damageScale > 0.f) + receivedMagicDamage = true; break; } @@ -1224,12 +1208,8 @@ namespace MWMechanics case ESM::MagicEffect::FrostDamage: case ESM::MagicEffect::Poison: { - if (!godmode) - { - adjustDynamicStat(creatureStats, 0, -magnitude); - receivedMagicDamage = true; - } - + adjustDynamicStat(creatureStats, 0, -magnitude); + receivedMagicDamage = true; break; } @@ -1310,4 +1290,24 @@ namespace MWMechanics return MWBase::Environment::get().getWorld()->getStore().get().find(it->second)->getString(); } + void ApplyLoopingParticlesVisitor::visit (MWMechanics::EffectKey key, + const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/, + float /*magnitude*/, float /*remainingTime*/, float /*totalTime*/) + { + const ESM::MagicEffect *magicEffect = + MWBase::Environment::get().getWorld()->getStore().get().find(key.mId); + + const ESM::Static* castStatic; + if (!magicEffect->mHit.empty()) + castStatic = MWBase::Environment::get().getWorld()->getStore().get().find (magicEffect->mHit); + else + castStatic = MWBase::Environment::get().getWorld()->getStore().get().find ("VFX_DefaultHit"); + + std::string texture = magicEffect->mParticle; + + bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0; + MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mActor); + if (anim && loop) + anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", texture); + } } diff --git a/apps/openmw/mwmechanics/spellcasting.hpp b/apps/openmw/mwmechanics/spellcasting.hpp index 1f5ef45bd..07c5b8477 100644 --- a/apps/openmw/mwmechanics/spellcasting.hpp +++ b/apps/openmw/mwmechanics/spellcasting.hpp @@ -6,6 +6,8 @@ #include "../mwworld/ptr.hpp" +#include "magiceffects.hpp" + namespace ESM { struct Spell; @@ -119,6 +121,21 @@ namespace MWMechanics bool applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude); }; + class ApplyLoopingParticlesVisitor : public EffectSourceVisitor + { + private: + MWWorld::Ptr mActor; + + public: + ApplyLoopingParticlesVisitor(const MWWorld::Ptr& actor) + : mActor(actor) + { + } + + virtual void visit (MWMechanics::EffectKey key, + const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/, + float /*magnitude*/, float /*remainingTime*/ = -1, float /*totalTime*/ = -1); + }; } #endif diff --git a/apps/openmw/mwphysics/physicssystem.cpp b/apps/openmw/mwphysics/physicssystem.cpp index 174560e6b..f3c34bc4e 100644 --- a/apps/openmw/mwphysics/physicssystem.cpp +++ b/apps/openmw/mwphysics/physicssystem.cpp @@ -13,7 +13,6 @@ #include #include #include -#include #include #include diff --git a/apps/openmw/mwrender/localmap.cpp b/apps/openmw/mwrender/localmap.cpp index b78c4dcd2..0b65a6b13 100644 --- a/apps/openmw/mwrender/localmap.cpp +++ b/apps/openmw/mwrender/localmap.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include @@ -174,6 +175,7 @@ osg::ref_ptr LocalMap::createOrthographicCamera(float x, float y, f camera->setNodeMask(Mask_RenderToTexture); osg::ref_ptr stateset = new osg::StateSet; + stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL), osg::StateAttribute::OVERRIDE); // assign large value to effectively turn off fog // shaders don't respect glDisable(GL_FOG) diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 3281a787b..6f0ddba3a 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -51,6 +51,16 @@ #include "terrainstorage.hpp" #include "util.hpp" +namespace +{ + float DLLandFogStart; + float DLLandFogEnd; + float DLUnderwaterFogStart; + float DLUnderwaterFogEnd; + float DLInteriorFogStart; + float DLInteriorFogEnd; +} + namespace MWRender { @@ -173,14 +183,18 @@ namespace MWRender , mResourceSystem(resourceSystem) , mWorkQueue(workQueue) , mUnrefQueue(new SceneUtil::UnrefQueue) - , mFogDepth(0.f) + , mLandFogStart(0.f) + , mLandFogEnd(std::numeric_limits::max()) + , mUnderwaterFogStart(0.f) + , mUnderwaterFogEnd(std::numeric_limits::max()) , mUnderwaterColor(fallback->getFallbackColour("Water_UnderwaterColor")) , mUnderwaterWeight(fallback->getFallbackFloat("Water_UnderwaterColorWeight")) - , mUnderwaterFog(0.f) , mUnderwaterIndoorFog(fallback->getFallbackFloat("Water_UnderwaterIndoorFog")) , mNightEyeFactor(0.f) - , mFieldOfViewOverride(0.f) + , mDistantFog(false) + , mDistantTerrain(false) , mFieldOfViewOverridden(false) + , mFieldOfViewOverride(0.f) { resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem); resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders"); @@ -216,12 +230,20 @@ namespace MWRender mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath)); - const bool distantTerrain = Settings::Manager::getBool("distant terrain", "Terrain"); + DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog"); + DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog"); + DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog"); + DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog"); + DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog"); + DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog"); + + mDistantFog = Settings::Manager::getBool("use distant fog", "Fog"); + mDistantTerrain = Settings::Manager::getBool("distant terrain", "Terrain"); mTerrainStorage = new TerrainStorage(mResourceSystem, Settings::Manager::getString("normal map pattern", "Shaders"), Settings::Manager::getString("normal height map pattern", "Shaders"), - Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"), + Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"), Settings::Manager::getBool("auto use terrain specular maps", "Shaders")); - if (distantTerrain) + if (mDistantTerrain) mTerrain.reset(new Terrain::QuadTreeWorld(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile)); else mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile)); @@ -479,14 +501,44 @@ namespace MWRender { osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog); - configureFog (cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, color); + if(mDistantFog) + { + float density = std::max(0.2f, cell->mAmbi.mFogDensity); + mLandFogStart = (DLInteriorFogEnd*(1.0f-density) + DLInteriorFogStart*density); + mLandFogEnd = DLInteriorFogEnd; + mUnderwaterFogStart = DLUnderwaterFogStart; + mUnderwaterFogEnd = DLUnderwaterFogEnd; + mFogColor = color; + } + else + configureFog(cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color); } - void RenderingManager::configureFog(float fogDepth, float underwaterFog, const osg::Vec4f &color) + void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color) { - mFogDepth = fogDepth; + if(mDistantFog) + { + mLandFogStart = dlFactor * (DLLandFogStart - dlOffset*DLLandFogEnd); + mLandFogEnd = dlFactor * (1.0f-dlOffset) * DLLandFogEnd; + mUnderwaterFogStart = DLUnderwaterFogStart; + mUnderwaterFogEnd = DLUnderwaterFogEnd; + } + else + { + if(fogDepth == 0.0) + { + mLandFogStart = 0.0f; + mLandFogEnd = std::numeric_limits::max(); + } + else + { + mLandFogStart = mViewDistance * (1 - fogDepth); + mLandFogEnd = mViewDistance; + } + mUnderwaterFogStart = mViewDistance * (1 - underwaterFog); + mUnderwaterFogEnd = mViewDistance; + } mFogColor = color; - mUnderwaterFog = underwaterFog; } SkyManager* RenderingManager::getSkyManager() @@ -517,23 +569,15 @@ namespace MWRender float viewDistance = mViewDistance; viewDistance = std::min(viewDistance, 6666.f); setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight)); - mStateUpdater->setFogStart(viewDistance * (1 - mUnderwaterFog)); - mStateUpdater->setFogEnd(viewDistance); + mStateUpdater->setFogStart(mUnderwaterFogStart); + mStateUpdater->setFogEnd(mUnderwaterFogEnd); } else { setFogColor(mFogColor); - if (mFogDepth == 0.f) - { - mStateUpdater->setFogStart(0.f); - mStateUpdater->setFogEnd(std::numeric_limits::max()); - } - else - { - mStateUpdater->setFogStart(mViewDistance * (1 - mFogDepth)); - mStateUpdater->setFogEnd(mViewDistance); - } + mStateUpdater->setFogStart(mLandFogStart); + mStateUpdater->setFogEnd(mLandFogEnd); } } @@ -960,7 +1004,8 @@ namespace MWRender else if (it->first == "Camera" && it->second == "viewing distance") { mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera"); - mStateUpdater->setFogEnd(mViewDistance); + if(!mDistantFog) + mStateUpdater->setFogEnd(mViewDistance); updateProjectionMatrix(); } else if (it->first == "General" && (it->second == "texture filter" || diff --git a/apps/openmw/mwrender/renderingmanager.hpp b/apps/openmw/mwrender/renderingmanager.hpp index f0087e43d..1c689d29f 100644 --- a/apps/openmw/mwrender/renderingmanager.hpp +++ b/apps/openmw/mwrender/renderingmanager.hpp @@ -106,7 +106,7 @@ namespace MWRender void configureAmbient(const ESM::Cell* cell); void configureFog(const ESM::Cell* cell); - void configureFog(float fogDepth, float underwaterFog, const osg::Vec4f& colour); + void configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f& colour); void addCell(const MWWorld::CellStore* store); void removeCell(const MWWorld::CellStore* store); @@ -241,10 +241,12 @@ namespace MWRender osg::ref_ptr mStateUpdater; - float mFogDepth; + float mLandFogStart; + float mLandFogEnd; + float mUnderwaterFogStart; + float mUnderwaterFogEnd; osg::Vec4f mUnderwaterColor; float mUnderwaterWeight; - float mUnderwaterFog; float mUnderwaterIndoorFog; osg::Vec4f mFogColor; @@ -253,8 +255,10 @@ namespace MWRender float mNearClip; float mViewDistance; + bool mDistantFog : 1; + bool mDistantTerrain : 1; + bool mFieldOfViewOverridden : 1; float mFieldOfViewOverride; - bool mFieldOfViewOverridden; float mFieldOfView; float mFirstPersonFieldOfView; diff --git a/apps/openmw/mwrender/sky.hpp b/apps/openmw/mwrender/sky.hpp index 4357d468c..a9345cdb4 100644 --- a/apps/openmw/mwrender/sky.hpp +++ b/apps/openmw/mwrender/sky.hpp @@ -65,6 +65,9 @@ namespace MWRender float mFogDepth; + float mDLFogFactor; + float mDLFogOffset; + float mWindSpeed; float mCloudSpeed; diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index dbfee05df..6e1fef716 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -503,13 +503,11 @@ void Water::createSimpleWaterStateSet(osg::Node* node, float alpha) // use a shader to render the simple water, ensuring that fog is applied per pixel as required. // this could be removed if a more detailed water mesh, using some sort of paging solution, is implemented. -#if !defined(OPENGL_ES) && !defined(ANDROID) Resource::SceneManager* sceneManager = mResourceSystem->getSceneManager(); bool oldValue = sceneManager->getForceShaders(); sceneManager->setForceShaders(true); sceneManager->recreateShaders(node); sceneManager->setForceShaders(oldValue); -#endif } void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction) diff --git a/apps/openmw/mwscript/miscextensions.cpp b/apps/openmw/mwscript/miscextensions.cpp index 1067b5536..59f2cc9c6 100644 --- a/apps/openmw/mwscript/miscextensions.cpp +++ b/apps/openmw/mwscript/miscextensions.cpp @@ -454,7 +454,13 @@ namespace MWScript store.get().find(creature); // This line throws an exception if it can't find the creature MWWorld::Ptr item = *ptr.getClass().getContainerStore(ptr).add(gem, 1, ptr); + + // Set the soul on just one of the gems, not the whole stack + item.getContainerStore()->unstack(item, ptr); item.getCellRef().setSoul(creature); + + // Restack the gem with other gems with the same soul + item.getContainerStore()->restack(item); } }; diff --git a/apps/openmw/mwsound/alext.h b/apps/openmw/mwsound/alext.h index 4b9a15537..7162fa955 100644 --- a/apps/openmw/mwsound/alext.h +++ b/apps/openmw/mwsound/alext.h @@ -15,7 +15,7 @@ * License along with this library; if not, write to the * Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. - * Or go to http://www.gnu.org/copyleft/lgpl.html + * Or go to https://www.gnu.org/copyleft/lgpl.html */ #ifndef AL_ALEXT_H diff --git a/apps/openmw/mwsound/ffmpeg_decoder.hpp b/apps/openmw/mwsound/ffmpeg_decoder.hpp index e06a68d64..2b76e0d7d 100644 --- a/apps/openmw/mwsound/ffmpeg_decoder.hpp +++ b/apps/openmw/mwsound/ffmpeg_decoder.hpp @@ -21,7 +21,7 @@ extern "C" // From version 54.56 binkaudio encoding format changed from S16 to FLTP. See: // https://gitorious.org/ffmpeg/ffmpeg/commit/7bfd1766d1c18f07b0a2dd042418a874d49ea60d -// http://ffmpeg.zeranoe.com/forum/viewtopic.php?f=15&t=872 +// https://ffmpeg.zeranoe.com/forum/viewtopic.php?f=15&t=872 #include } diff --git a/apps/openmw/mwstate/quicksavemanager.cpp b/apps/openmw/mwstate/quicksavemanager.cpp new file mode 100644 index 000000000..4bae9e674 --- /dev/null +++ b/apps/openmw/mwstate/quicksavemanager.cpp @@ -0,0 +1,38 @@ +#include "quicksavemanager.hpp" + +MWState::QuickSaveManager::QuickSaveManager(std::string &saveName, unsigned int maxSaves) +{ + this->mSaveName = saveName; + this->mMaxSaves = maxSaves; + this->mOldestSlotVisited = NULL; + this->mSlotsVisited = 0; +} + +void MWState::QuickSaveManager::visitSave(const Slot *saveSlot) +{ + if(mSaveName == saveSlot->mProfile.mDescription) + { + ++mSlotsVisited; + if(isOldestSave(saveSlot)) + mOldestSlotVisited = saveSlot; + } +} + +bool MWState::QuickSaveManager::isOldestSave(const Slot *compare) +{ + if(mOldestSlotVisited == NULL) + return true; + return (compare->mTimeStamp <= mOldestSlotVisited->mTimeStamp); +} + +bool MWState::QuickSaveManager::shouldCreateNewSlot() +{ + return (mSlotsVisited < mMaxSaves); +} + +const MWState::Slot *MWState::QuickSaveManager::getNextQuickSaveSlot() +{ + if(shouldCreateNewSlot()) + return NULL; + return mOldestSlotVisited; +} diff --git a/apps/openmw/mwstate/quicksavemanager.hpp b/apps/openmw/mwstate/quicksavemanager.hpp new file mode 100644 index 000000000..e52cd609f --- /dev/null +++ b/apps/openmw/mwstate/quicksavemanager.hpp @@ -0,0 +1,35 @@ +#ifndef GAME_STATE_QUICKSAVEMANAGER_H +#define GAME_STATE_QUICKSAVEMANAGER_H + +#include + +#include "character.hpp" +#include "../mwbase/statemanager.hpp" + +namespace MWState{ + class QuickSaveManager{ + std::string mSaveName; + unsigned int mMaxSaves; + unsigned int mSlotsVisited; + const Slot *mOldestSlotVisited; + private: + bool shouldCreateNewSlot(); + bool isOldestSave(const Slot *compare); + public: + QuickSaveManager(std::string &saveName, unsigned int maxSaves); + ///< A utility class to manage multiple quicksave slots + /// + /// \param saveName The name of the save ("QuickSave", "AutoSave", etc) + /// \param maxSaves The maximum number of save slots to create before recycling old ones + + void visitSave(const Slot *saveSlot); + ///< Visits the given \a slot \a + + const Slot *getNextQuickSaveSlot(); + ///< Get the slot that the next quicksave should use. + /// + ///\return Either the oldest quicksave slot visited, or NULL if a new slot can be made + }; +} + +#endif diff --git a/apps/openmw/mwstate/statemanagerimp.cpp b/apps/openmw/mwstate/statemanagerimp.cpp index 14ee5adee..c1bb589e8 100644 --- a/apps/openmw/mwstate/statemanagerimp.cpp +++ b/apps/openmw/mwstate/statemanagerimp.cpp @@ -37,6 +37,8 @@ #include "../mwscript/globalscripts.hpp" +#include "quicksavemanager.hpp" + void MWState::StateManager::cleanup (bool force) { if (mState!=State_NoGame || force) @@ -324,20 +326,25 @@ void MWState::StateManager::quickSave (std::string name) return; } - const Slot* slot = NULL; - Character* currentCharacter = getCurrentCharacter(); //Get current character + int maxSaves = Settings::Manager::getInt("max quicksaves", "Saves"); + if(maxSaves < 1) + maxSaves = 1; + + Character* currentCharacter = getCurrentCharacter(); //Get current character + QuickSaveManager saveFinder = QuickSaveManager(name, maxSaves); - //Find quicksave slot if (currentCharacter) { for (Character::SlotIterator it = currentCharacter->begin(); it != currentCharacter->end(); ++it) { - if (it->mProfile.mDescription == name) - slot = &*it; + //Visiting slots allows the quicksave finder to find the oldest quicksave + saveFinder.visitSave(&*it); } } - saveGame(name, slot); + //Once all the saves have been visited, the save finder can tell us which + //one to replace (or create) + saveGame(name, saveFinder.getNextQuickSaveSlot()); } void MWState::StateManager::loadGame(const std::string& filepath) diff --git a/apps/openmw/mwworld/actionread.cpp b/apps/openmw/mwworld/actionread.cpp index d2dc972fc..58611f0af 100644 --- a/apps/openmw/mwworld/actionread.cpp +++ b/apps/openmw/mwworld/actionread.cpp @@ -52,7 +52,7 @@ namespace MWWorld playerRef->mBase->mClass ); - npcStats.increaseSkill (ref->mBase->mData.mSkillId, *class_, true); + npcStats.increaseSkill (ref->mBase->mData.mSkillId, *class_, true, true); npcStats.flagAsUsed (ref->mBase->mId); } diff --git a/apps/openmw/mwworld/containerstore.cpp b/apps/openmw/mwworld/containerstore.cpp index 981f63e34..dd5d7a853 100644 --- a/apps/openmw/mwworld/containerstore.cpp +++ b/apps/openmw/mwworld/containerstore.cpp @@ -256,11 +256,7 @@ bool MWWorld::ContainerStore::stacks(const ConstPtr& ptr1, const ConstPtr& ptr2) MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add(const std::string &id, int count, const Ptr &actorPtr) { MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), id, count); - // a bit pointless to set owner for the player - if (actorPtr != MWMechanics::getPlayer()) - return add(ref.getPtr(), count, actorPtr, true); - else - return add(ref.getPtr(), count, actorPtr, false); + return add(ref.getPtr(), count, actorPtr, true); } MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner) diff --git a/apps/openmw/mwworld/livecellref.cpp b/apps/openmw/mwworld/livecellref.cpp index 294734f46..b8178f774 100644 --- a/apps/openmw/mwworld/livecellref.cpp +++ b/apps/openmw/mwworld/livecellref.cpp @@ -48,6 +48,12 @@ void MWWorld::LiveCellRefBase::loadImp (const ESM::ObjectState& state) } mClass->readAdditionalState (ptr, state); + + if (!mRef.getSoul().empty() && !MWBase::Environment::get().getWorld()->getStore().get().search(mRef.getSoul())) + { + std::cerr << "Soul '" << mRef.getSoul() << "' not found, removing the soul from soul gem" << std::endl; + mRef.setSoul(std::string()); + } } void MWWorld::LiveCellRefBase::saveImp (ESM::ObjectState& state) const diff --git a/apps/openmw/mwworld/player.cpp b/apps/openmw/mwworld/player.cpp index 19bf7f55e..34c5f713d 100644 --- a/apps/openmw/mwworld/player.cpp +++ b/apps/openmw/mwworld/player.cpp @@ -47,37 +47,45 @@ namespace MWWorld mPlayer.mData.setPosition(playerPos); } - void Player::saveSkillsAttributes() + void Player::saveStats() { MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer()); + for (int i=0; i& gmst = MWBase::Environment::get().getWorld()->getStore().get(); - MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer()); + MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer()); + MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer()); + MWMechanics::DynamicStat health = creatureStats.getDynamic(0); + creatureStats.setHealth(int(health.getBase() / gmst.find("fWereWolfHealth")->getFloat())); + for (int i=0; i& gmst = MWBase::Environment::get().getWorld()->getStore().get(); + MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer()); + MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer()); + MWMechanics::DynamicStat health = creatureStats.getDynamic(0); + creatureStats.setHealth(int(health.getBase() * gmst.find("fWereWolfHealth")->getFloat())); for(size_t i = 0;i < ESM::Attribute::Length;++i) { // Oh, Bethesda. It's "Intelligence". std::string name = "fWerewolf"+((i==ESM::Attribute::Intelligence) ? std::string("Intellegence") : ESM::Attribute::sAttributeNames[i]); - MWMechanics::AttributeValue value = stats.getAttribute(i); + MWMechanics::AttributeValue value = npcStats.getAttribute(i); value.setBase(int(gmst.find(name)->getFloat())); - stats.setAttribute(i, value); + npcStats.setAttribute(i, value); } for(size_t i = 0;i < ESM::Skill::Length;i++) @@ -90,9 +98,9 @@ namespace MWWorld std::string name = "fWerewolf"+((i==ESM::Skill::Mercantile) ? std::string("Merchantile") : ESM::Skill::sSkillNames[i]); - MWMechanics::SkillValue value = stats.getSkill(i); + MWMechanics::SkillValue value = npcStats.getSkill(i); value.setBase(int(gmst.find(name)->getFloat())); - stats.setSkill(i, value); + npcStats.setSkill(i, value); } } @@ -366,8 +374,8 @@ namespace MWWorld if (player.mObject.mNpcStats.mWerewolfDeprecatedData && player.mObject.mNpcStats.mIsWerewolf) { - saveSkillsAttributes(); - setWerewolfSkillsAttributes(); + saveStats(); + setWerewolfStats(); } getPlayer().getClass().getCreatureStats(getPlayer()).getAiSequence().clear(); diff --git a/apps/openmw/mwworld/player.hpp b/apps/openmw/mwworld/player.hpp index 4ba66e37e..aabbe7015 100644 --- a/apps/openmw/mwworld/player.hpp +++ b/apps/openmw/mwworld/player.hpp @@ -46,7 +46,7 @@ namespace MWWorld int mCurrentCrimeId; // the id assigned witnesses int mPaidCrimeId; // the last id paid off (0 bounty) - // Saved skills and attributes prior to becoming a werewolf + // Saved stats prior to becoming a werewolf MWMechanics::SkillValue mSaveSkills[ESM::Skill::Length]; MWMechanics::AttributeValue mSaveAttributes[ESM::Attribute::Length]; @@ -56,9 +56,9 @@ namespace MWWorld Player(const ESM::NPC *player); - void saveSkillsAttributes(); - void restoreSkillsAttributes(); - void setWerewolfSkillsAttributes(); + void saveStats(); + void restoreStats(); + void setWerewolfStats(); // For mark/recall magic effects void markPosition (CellStore* markedCell, const ESM::Position& markedPosition); diff --git a/apps/openmw/mwworld/scene.cpp b/apps/openmw/mwworld/scene.cpp index 0a27cf257..4b844f464 100644 --- a/apps/openmw/mwworld/scene.cpp +++ b/apps/openmw/mwworld/scene.cpp @@ -79,6 +79,9 @@ namespace if (ptr.getClass().isActor()) rendering.addWaterRippleEmitter(ptr); + + // Restore effect particles + MWBase::Environment::get().getWorld()->applyLoopingParticles(ptr); } void updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics, diff --git a/apps/openmw/mwworld/store.cpp b/apps/openmw/mwworld/store.cpp index 9279e3fe7..158d3f771 100644 --- a/apps/openmw/mwworld/store.cpp +++ b/apps/openmw/mwworld/store.cpp @@ -592,7 +592,7 @@ namespace MWWorld const ESM::Cell *ptr = search(id); if (ptr == 0) { std::ostringstream msg; - msg << "Interior cell '" << id << "' not found"; + msg << "Cell '" << id << "' not found"; throw std::runtime_error(msg.str()); } return ptr; diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 2f0a2f8cf..c958572ca 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -9,7 +9,6 @@ #include #include "../mwbase/environment.hpp" -#include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwmechanics/actorutil.hpp" @@ -103,6 +102,8 @@ Weather::Weather(const std::string& name, const Fallback::Map& fallback, float stormWindSpeed, float rainSpeed, + float dlFactor, + float dlOffset, const std::string& particleEffect) : mCloudTexture(fallback.getFallbackString("Weather_" + name + "_Cloud_Texture")) , mSkyColor(fallback.getFallbackColour("Weather_" + name +"_Sky_Sunrise_Color"), @@ -142,6 +143,8 @@ Weather::Weather(const std::string& name, , mFlashDecrement(fallback.getFallbackFloat("Weather_" + name + "_Flash_Decrement")) , mFlashBrightness(0.0f) { + mDL.FogFactor = dlFactor; + mDL.FogOffset = dlOffset; mThunderSoundID[0] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_0"); mThunderSoundID[1] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_1"); mThunderSoundID[2] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_2"); @@ -520,6 +523,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall , mSecunda("Secunda", fallback) , mWindSpeed(0.f) , mIsStorm(false) + , mPrecipitation(false) , mStormDirection(0,1,0) , mCurrentRegion() , mTimePassed(0) @@ -541,16 +545,18 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall mTimeSettings.mSunriseTime = mSunriseTime; mWeatherSettings.reserve(10); - addWeather("Clear", fallback); // 0 - addWeather("Cloudy", fallback); // 1 - addWeather("Foggy", fallback); // 2 - addWeather("Overcast", fallback); // 3 - addWeather("Rain", fallback); // 4 - addWeather("Thunderstorm", fallback); // 5 - addWeather("Ashstorm", fallback, "meshes\\ashcloud.nif"); // 6 - addWeather("Blight", fallback, "meshes\\blightcloud.nif"); // 7 - addWeather("Snow", fallback, "meshes\\snow.nif"); // 8 - addWeather("Blizzard", fallback, "meshes\\blizzard.nif"); // 9 + // These distant land fog factor and offset values are the defaults MGE XE provides. Should be + // provided by settings somewhere? + addWeather("Clear", fallback, 1.0f, 0.0f); // 0 + addWeather("Cloudy", fallback, 0.9f, 0.0f); // 1 + addWeather("Foggy", fallback, 0.2f, 30.0f); // 2 + addWeather("Overcast", fallback, 0.7f, 0.0f); // 3 + addWeather("Rain", fallback, 0.5f, 10.0f); // 4 + addWeather("Thunderstorm", fallback, 0.5f, 20.0f); // 5 + addWeather("Ashstorm", fallback, 0.2f, 50.0f, "meshes\\ashcloud.nif"); // 6 + addWeather("Blight", fallback, 0.2f, 60.0f, "meshes\\blightcloud.nif"); // 7 + addWeather("Snow", fallback, 0.5f, 40.0f, "meshes\\snow.nif"); // 8 + addWeather("Blizzard", fallback, 0.16f, 70.0f, "meshes\\blizzard.nif"); // 9 Store::iterator it = store.get().begin(); for(; it != store.get().end(); ++it) @@ -608,14 +614,11 @@ void WeatherManager::modRegion(const std::string& regionID, const std::vectorisCellExterior() || world->isCellQuasiExterior()) { - std::string playerRegion = Misc::StringUtils::lowerCase(world->getPlayerPtr().getCell()->getCell()->mRegion); std::map::iterator it = mRegions.find(playerRegion); if(it != mRegions.end() && playerRegion != mCurrentRegion) { @@ -625,11 +628,9 @@ void WeatherManager::playerTeleported() } } -void WeatherManager::update(float duration, bool paused) +void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior) { MWWorld::ConstPtr player = MWMechanics::getPlayer(); - MWBase::World& world = *MWBase::Environment::get().getWorld(); - TimeStamp time = world.getTimeStamp(); if(!paused || mFastForward) { @@ -647,8 +648,7 @@ void WeatherManager::update(float duration, bool paused) updateWeatherTransitions(duration); } - const bool exterior = (world.isCellExterior() || world.isCellQuasiExterior()); - if(!exterior) + if(!isExterior) { mRendering.setSkyEnabled(false); stopSounds(); @@ -660,6 +660,10 @@ void WeatherManager::update(float duration, bool paused) mWindSpeed = mResult.mWindSpeed; mIsStorm = mResult.mIsStorm; + // For some reason Ash Storm is not considered as a precipitation weather in game + mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty()) + && mResult.mParticleEffect != "meshes\\ashcloud.nif"; + if (mIsStorm) { osg::Vec3f playerPos (player.getRefData().getPosition().asVec3()); @@ -720,7 +724,8 @@ void WeatherManager::update(float duration, bool paused) mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time)); mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time)); - mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mFogColor); + mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor, + mResult.mDLFogOffset/100.0f, mResult.mFogColor); mRendering.setAmbientColour(mResult.mAmbientColor); mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView); @@ -777,12 +782,11 @@ unsigned int WeatherManager::getWeatherID() const return mCurrentWeather; } -bool WeatherManager::isDark() const +bool WeatherManager::useTorches(float hour) const { - TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp(); - bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() - || MWBase::Environment::get().getWorld()->isCellQuasiExterior()); - return exterior && (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1); + bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1; + + return isDark && !mPrecipitation; } void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress) @@ -866,11 +870,12 @@ void WeatherManager::clear() inline void WeatherManager::addWeather(const std::string& name, const Fallback::Map& fallback, + float dlFactor, float dlOffset, const std::string& particleEffect) { static const float fStromWindSpeed = mStore.get().find("fStromWindSpeed")->getFloat(); - Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, particleEffect); + Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, dlFactor, dlOffset, particleEffect); mWeatherSettings.push_back(weather); } @@ -1058,6 +1063,8 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1); mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings); + mResult.mDLFogFactor = current.mDL.FogFactor; + mResult.mDLFogOffset = current.mDL.FogOffset; mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings); mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings); mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings); @@ -1113,6 +1120,8 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor); mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor); mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor); + mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor); + mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, factor); mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor); mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor); mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor); diff --git a/apps/openmw/mwworld/weather.hpp b/apps/openmw/mwworld/weather.hpp index 84a6c5105..4be0d3e20 100644 --- a/apps/openmw/mwworld/weather.hpp +++ b/apps/openmw/mwworld/weather.hpp @@ -73,6 +73,8 @@ namespace MWWorld const Fallback::Map& fallback, float stormWindSpeed, float rainSpeed, + float dlFactor, + float dlOffset, const std::string& particleEffect); std::string mCloudTexture; @@ -102,6 +104,12 @@ namespace MWWorld // Also appears to modify how visible the sun, moons, and stars are for various weather effects. float mGlareView; + // Fog factor and offset used with distant land rendering. + struct { + float FogFactor; + float FogOffset; + } mDL; + // Sound effect // This is used for Blight, Ashstorm and Blizzard (Bloodmoon) std::string mAmbientLoopSoundID; @@ -218,14 +226,14 @@ namespace MWWorld */ void changeWeather(const std::string& regionID, const unsigned int weatherID); void modRegion(const std::string& regionID, const std::vector& chances); - void playerTeleported(); + void playerTeleported(const std::string& playerRegion, bool isExterior); /** * Per-frame update * @param duration * @param paused */ - void update(float duration, bool paused = false); + void update(float duration, bool paused, const TimeStamp& time, bool isExterior); void stopSounds(); @@ -240,8 +248,7 @@ namespace MWWorld unsigned int getWeatherID() const; - /// @see World::isDark - bool isDark() const; + bool useTorches(float hour) const; void write(ESM::ESMWriter& writer, Loading::Listener& progress); @@ -275,6 +282,7 @@ namespace MWWorld float mWindSpeed; bool mIsStorm; + bool mPrecipitation; osg::Vec3f mStormDirection; std::string mCurrentRegion; @@ -293,6 +301,7 @@ namespace MWWorld void addWeather(const std::string& name, const Fallback::Map& fallback, + float dlFactor, float dlOffset, const std::string& particleEffect = ""); void importRegions(); diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index 7786b6823..99eedf73d 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -2244,6 +2244,8 @@ namespace MWWorld model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS()); mPhysics->remove(getPlayerPtr()); mPhysics->addActor(getPlayerPtr(), model); + + applyLoopingParticles(player); } int World::canRest () @@ -2831,6 +2833,19 @@ namespace MWWorld mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection); } + void World::applyLoopingParticles(const MWWorld::Ptr& ptr) + { + const MWWorld::Class &cls = ptr.getClass(); + if (cls.isActor()) + { + MWMechanics::ApplyLoopingParticlesVisitor visitor(ptr); + cls.getCreatureStats(ptr).getActiveSpells().visitEffectSources(visitor); + cls.getCreatureStats(ptr).getSpells().visitEffectSources(visitor); + if (cls.hasInventoryStore(ptr)) + cls.getInventoryStore(ptr).visitEffectSources(visitor); + } + } + const std::vector& World::getContentFiles() const { return mContentFiles; @@ -2847,11 +2862,17 @@ namespace MWWorld MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } - bool World::isDark() const + bool World::useTorches() const { + // If we are in exterior, check the weather manager. + // In interiors there are no precipitations and sun, so check the ambient + // Looks like pseudo-exteriors considered as interiors in this case MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) - return mWeatherManager->isDark(); + { + float hour = getTimeStamp().getHour(); + return mWeatherManager->useTorches(hour); + } else { uint32_t ambient = cell->getCell()->mAmbi.mAmbient; @@ -3012,13 +3033,17 @@ namespace MWWorld void World::updateWeather(float duration, bool paused) { + bool isExterior = isCellExterior() || isCellQuasiExterior(); if (mPlayer->wasTeleported()) { mPlayer->setTeleported(false); - mWeatherManager->playerTeleported(); + + const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion); + mWeatherManager->playerTeleported(playerRegion, isExterior); } - mWeatherManager->update(duration, paused); + const TimeStamp time = getTimeStamp(); + mWeatherManager->update(duration, paused, time, isExterior); } struct AddDetectedReferenceVisitor diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 02b3756d5..40a22af5d 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -604,12 +604,13 @@ namespace MWWorld void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override; + void applyLoopingParticles(const MWWorld::Ptr& ptr); const std::vector& getContentFiles() const override; - void breakInvisibility (const MWWorld::Ptr& actor) override; - // Are we in an exterior or pseudo-exterior cell and it's night? - bool isDark() const override; + + // Allow NPCs to use torches? + bool useTorches() const override; bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override; diff --git a/apps/openmw_test_suite/CMakeLists.txt b/apps/openmw_test_suite/CMakeLists.txt index 9b09bc41f..48c8be4d8 100644 --- a/apps/openmw_test_suite/CMakeLists.txt +++ b/apps/openmw_test_suite/CMakeLists.txt @@ -1,7 +1,7 @@ find_package(GTest REQUIRED) if (GTEST_FOUND) - include_directories(${GTEST_INCLUDE_DIRS}) + include_directories(SYSTEM ${GTEST_INCLUDE_DIRS}) file(GLOB UNITTEST_SRC_FILES ../openmw/mwworld/store.cpp diff --git a/apps/wizard/mainwizard.cpp b/apps/wizard/mainwizard.cpp index b99f151aa..0f8fb0c49 100644 --- a/apps/wizard/mainwizard.cpp +++ b/apps/wizard/mainwizard.cpp @@ -62,10 +62,11 @@ Wizard::MainWizard::MainWizard(QWidget *parent) : setupInstallations(); setupPages(); - const boost::filesystem::path& installedPath = mCfgMgr.getInstallPath(); - if (!installedPath.empty()) + const boost::filesystem::path& installationPath = mCfgMgr.getInstallPath(); + if (!installationPath.empty()) { - addInstallation(toQString(installedPath)); + const boost::filesystem::path& dataPath = installationPath / "Data Files"; + addInstallation(toQString(dataPath)); } } diff --git a/cmake/FindFreetype.cmake b/cmake/FindFreetype.cmake index 3d28613ae..3b7586835 100644 --- a/cmake/FindFreetype.cmake +++ b/cmake/FindFreetype.cmake @@ -1,7 +1,7 @@ #------------------------------------------------------------------- # This file is part of the CMake build system for OGRE # (Object-oriented Graphics Rendering Engine) -# For the latest info, see http://www.ogre3d.org/ +# For the latest info, see https://www.ogre3d.org/ # # The contents of this file are placed in the public domain. Feel # free to make use of it in any way you like. diff --git a/cmake/FindLIBUNSHIELD.cmake b/cmake/FindLIBUNSHIELD.cmake index 285740b63..ee6414646 100644 --- a/cmake/FindLIBUNSHIELD.cmake +++ b/cmake/FindLIBUNSHIELD.cmake @@ -4,7 +4,7 @@ # LIBUNSHIELD_FOUND, if false, do not try to link to LibUnshield # LIBUNSHIELD_INCLUDE_DIRS, where to find the headers # -# Created by Tom Mason (wheybags) for OpenMW (http://openmw.org), based on FindMPG123.cmake +# Created by Tom Mason (wheybags) for OpenMW (https://openmw.org), based on FindMPG123.cmake # # Ripped off from other sources. In fact, this file is so generic (I # just did a search and replace on another file) that I wonder why the diff --git a/cmake/FindOpenGLES.cmake b/cmake/FindOpenGLES.cmake deleted file mode 100644 index 7ee2c07f1..000000000 --- a/cmake/FindOpenGLES.cmake +++ /dev/null @@ -1,94 +0,0 @@ -#------------------------------------------------------------------- -# This file is part of the CMake build system for OGRE -# (Object-oriented Graphics Rendering Engine) -# For the latest info, see http://www.ogre3d.org/ -# -# The contents of this file are placed in the public domain. Feel -# free to make use of it in any way you like. -#------------------------------------------------------------------- - -# - Try to find OpenGLES -# Once done this will define -# -# OPENGLES_FOUND - system has OpenGLES -# OPENGLES_INCLUDE_DIR - the GL include directory -# OPENGLES_LIBRARIES - Link these to use OpenGLES - -IF (WIN32) - IF (CYGWIN) - - FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h ) - - FIND_LIBRARY(OPENGLES_gl_LIBRARY libgles_cm ) - - ELSE (CYGWIN) - - IF(BORLAND) - SET (OPENGLES_gl_LIBRARY import32 CACHE STRING "OpenGL ES 1.x library for win32") - ELSE(BORLAND) - #MS compiler - todo - fix the following line: - SET (OPENGLES_gl_LIBRARY ${OGRE_SOURCE_DIR}/Dependencies/lib/release/libgles_cm.lib CACHE STRING "OpenGL ES 1.x library for win32") - ENDIF(BORLAND) - - ENDIF (CYGWIN) - -ELSE (WIN32) - - IF (APPLE) - - #create_search_paths(/Developer/Platforms) - #findpkg_framework(OpenGLES) - #set(OPENGLES_gl_LIBRARY "-framework OpenGLES") - - ELSE(APPLE) - - FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h - /opt/vc/include - /opt/graphics/OpenGL/include - /usr/openwin/share/include - /usr/X11R6/include - /usr/include - ) - - FIND_LIBRARY(OPENGLES_gl_LIBRARY - NAMES GLES_CM GLESv1_CM - PATHS /opt/vc/lib - /opt/graphics/OpenGL/lib - /usr/openwin/lib - /usr/shlib /usr/X11R6/lib - /usr/lib - ) - - # On Unix OpenGL most certainly always requires X11. - # Feel free to tighten up these conditions if you don't - # think this is always true. - - #IF (OPENGLES_gl_LIBRARY) - # IF(NOT X11_FOUND) - # INCLUDE(FindX11) - # ENDIF(NOT X11_FOUND) - # IF (X11_FOUND) - # SET (OPENGLES_LIBRARIES ${X11_LIBRARIES}) - # ENDIF (X11_FOUND) - #ENDIF (OPENGLES_gl_LIBRARY) - - ENDIF(APPLE) -ENDIF (WIN32) - -SET( OPENGLES_FOUND "NO" ) -IF(OPENGLES_gl_LIBRARY) - - SET( OPENGLES_LIBRARIES ${OPENGLES_gl_LIBRARY} ${OPENGLES_LIBRARIES}) - - SET( OPENGLES_FOUND "YES" ) - -ENDIF(OPENGLES_gl_LIBRARY) - -MARK_AS_ADVANCED( - OPENGLES_INCLUDE_DIR - OPENGLES_gl_LIBRARY -) - -INCLUDE(FindPackageHandleStandardArgs) - -FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES REQUIRED_VARS OPENGLES_LIBRARIES OPENGLES_INCLUDE_DIR) diff --git a/components/CMakeLists.txt b/components/CMakeLists.txt index a0b426a16..8256f1443 100644 --- a/components/CMakeLists.txt +++ b/components/CMakeLists.txt @@ -26,12 +26,6 @@ else (GIT_CHECKOUT) configure_resource_file(${VERSION_IN_FILE} ${VERSION_FILE_PATH_BASE} ${VERSION_FILE_PATH_RELATIVE}) endif (GIT_CHECKOUT) -if (OPENGL_ES) - find_package(OpenGLES REQUIRED) -else() - find_package(OpenGL REQUIRED) -endif() - # source files add_component_dir (settings @@ -191,12 +185,6 @@ include_directories(${Bullet_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR}) add_library(components STATIC ${COMPONENT_FILES} ${MOC_SRCS} ${ESM_UI_HDR}) -if (OPENGL_ES) - set(GL_LIB ${OPENGLES_gl_LIBRARY}) -else() - set(GL_LIB ${OPENGL_gl_LIBRARY}) -endif() - target_link_libraries(components ${Boost_SYSTEM_LIBRARY} ${Boost_FILESYSTEM_LIBRARY} @@ -213,8 +201,7 @@ target_link_libraries(components ${OSGANIMATION_LIBRARIES} ${Bullet_LIBRARIES} ${SDL2_LIBRARIES} - # For MyGUI platform - ${GL_LIB} + ${OPENGL_gl_LIBRARY} ${MyGUI_LIBRARIES} ) diff --git a/components/bsa/bsa_file.cpp b/components/bsa/bsa_file.cpp index c4be428b3..8905a86a1 100644 --- a/components/bsa/bsa_file.cpp +++ b/components/bsa/bsa_file.cpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (bsa_file.cpp) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/bsa/bsa_file.hpp b/components/bsa/bsa_file.hpp index 5ff86ef65..196dc30fb 100644 --- a/components/bsa/bsa_file.hpp +++ b/components/bsa/bsa_file.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (bsa_file.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/config/gamesettings.cpp b/components/config/gamesettings.cpp index b35612ee4..29dbe0391 100644 --- a/components/config/gamesettings.cpp +++ b/components/config/gamesettings.cpp @@ -493,8 +493,10 @@ bool Config::GameSettings::hasMaster() { bool result = false; QStringList content = mSettings.values(QString(Config::GameSettings::sContentKey)); - for (int i = 0; i < content.count(); ++i) { - if (content.at(i).contains(".omwgame") || content.at(i).contains(".esm")) { + for (int i = 0; i < content.count(); ++i) + { + if (content.at(i).endsWith(QLatin1String(".omwgame"), Qt::CaseInsensitive) || content.at(i).endsWith(QLatin1String(".esm"), Qt::CaseInsensitive)) + { result = true; break; } diff --git a/components/fallback/fallback.cpp b/components/fallback/fallback.cpp index 11a577a45..ce6cba313 100644 --- a/components/fallback/fallback.cpp +++ b/components/fallback/fallback.cpp @@ -1,5 +1,7 @@ #include "fallback.hpp" +#include + #include @@ -17,6 +19,7 @@ namespace Fallback std::map::const_iterator it; if((it = mFallbackMap.find(fall)) == mFallbackMap.end()) { + std::cerr << "Warning: fallback value " << fall << " not found." << std::endl; return ""; } return it->second; @@ -25,7 +28,7 @@ namespace Fallback float Map::getFallbackFloat(const std::string& fall) const { std::string fallback=getFallbackString(fall); - if(fallback.empty()) + if (fallback.empty()) return 0; else return boost::lexical_cast(fallback); @@ -34,7 +37,7 @@ namespace Fallback int Map::getFallbackInt(const std::string& fall) const { std::string fallback=getFallbackString(fall); - if(fallback.empty()) + if (fallback.empty()) return 0; else return std::stoi(fallback); @@ -43,7 +46,7 @@ namespace Fallback bool Map::getFallbackBool(const std::string& fall) const { std::string fallback=getFallbackString(fall); - if(fallback.empty()) + if (fallback.empty()) return false; else return stob(fallback); @@ -52,8 +55,8 @@ namespace Fallback osg::Vec4f Map::getFallbackColour(const std::string& fall) const { std::string sum=getFallbackString(fall); - if(sum.empty()) - return osg::Vec4f(0.f,0.f,0.f,1.f); + if (sum.empty()) + return osg::Vec4f(0.5f,0.5f,0.5f,1.f); else { std::string ret[3]; diff --git a/components/fontloader/fontloader.cpp b/components/fontloader/fontloader.cpp index aa92a01c6..d2c97953c 100644 --- a/components/fontloader/fontloader.cpp +++ b/components/fontloader/fontloader.cpp @@ -339,52 +339,76 @@ namespace Gui + MyGUI::utility::toString((fontSize-data[i].ascent))); code->addAttribute("size", MyGUI::IntSize(static_cast(data[i].width), static_cast(data[i].height))); - // More hacks! The french game uses several win1252 characters that are not included - // in the cp437 encoding of the font. Fall back to similar available characters. - if (mEncoding == ToUTF8::CP437) + // Fall back from unavailable Windows-1252 encoding symbols to similar characters available in the game fonts + std::multimap additional; // fallback glyph index, unicode + additional.insert(std::make_pair(156, 0x00A2)); // cent sign + additional.insert(std::make_pair(89, 0x00A5)); // yen sign + additional.insert(std::make_pair(221, 0x00A6)); // broken bar + additional.insert(std::make_pair(99, 0x00A9)); // copyright sign + additional.insert(std::make_pair(97, 0x00AA)); // prima ordinal indicator + additional.insert(std::make_pair(60, 0x00AB)); // double left-pointing angle quotation mark + additional.insert(std::make_pair(45, 0x00AD)); // soft hyphen + additional.insert(std::make_pair(114, 0x00AE)); // registered trademark symbol + additional.insert(std::make_pair(45, 0x00AF)); // macron + additional.insert(std::make_pair(241, 0x00B1)); // plus-minus sign + additional.insert(std::make_pair(50, 0x00B2)); // superscript two + additional.insert(std::make_pair(51, 0x00B3)); // superscript three + additional.insert(std::make_pair(44, 0x00B8)); // cedilla + additional.insert(std::make_pair(49, 0x00B9)); // superscript one + additional.insert(std::make_pair(111, 0x00BA)); // primo ordinal indicator + additional.insert(std::make_pair(62, 0x00BB)); // double right-pointing angle quotation mark + additional.insert(std::make_pair(63, 0x00BF)); // inverted question mark + additional.insert(std::make_pair(65, 0x00C6)); // latin capital ae ligature + additional.insert(std::make_pair(79, 0x00D8)); // latin capital o with stroke + additional.insert(std::make_pair(97, 0x00E6)); // latin small ae ligature + additional.insert(std::make_pair(111, 0x00F8)); // latin small o with stroke + additional.insert(std::make_pair(79, 0x0152)); // latin capital oe ligature + additional.insert(std::make_pair(111, 0x0153)); // latin small oe ligature + additional.insert(std::make_pair(83, 0x015A)); // latin capital s with caron + additional.insert(std::make_pair(115, 0x015B)); // latin small s with caron + additional.insert(std::make_pair(89, 0x0178)); // latin capital y with diaresis + additional.insert(std::make_pair(90, 0x017D)); // latin capital z with caron + additional.insert(std::make_pair(122, 0x017E)); // latin small z with caron + additional.insert(std::make_pair(102, 0x0192)); // latin small f with hook + additional.insert(std::make_pair(94, 0x02C6)); // circumflex modifier + additional.insert(std::make_pair(126, 0x02DC)); // small tilde + additional.insert(std::make_pair(69, 0x0401)); // cyrillic capital io (no diaeresis latin e is available) + additional.insert(std::make_pair(137, 0x0451)); // cyrillic small io + additional.insert(std::make_pair(45, 0x2012)); // figure dash + additional.insert(std::make_pair(45, 0x2013)); // en dash + additional.insert(std::make_pair(45, 0x2014)); // em dash + additional.insert(std::make_pair(39, 0x2018)); // left single quotation mark + additional.insert(std::make_pair(39, 0x2019)); // right single quotation mark + additional.insert(std::make_pair(44, 0x201A)); // single low quotation mark + additional.insert(std::make_pair(39, 0x201B)); // single high quotation mark (reversed) + additional.insert(std::make_pair(34, 0x201C)); // left double quotation mark + additional.insert(std::make_pair(34, 0x201D)); // right double quotation mark + additional.insert(std::make_pair(44, 0x201E)); // double low quotation mark + additional.insert(std::make_pair(34, 0x201F)); // double high quotation mark (reversed) + additional.insert(std::make_pair(43, 0x2020)); // dagger + additional.insert(std::make_pair(216, 0x2021)); // double dagger (note: this glyph is not available) + additional.insert(std::make_pair(46, 0x2026)); // ellipsis + additional.insert(std::make_pair(37, 0x2030)); // per mille sign + additional.insert(std::make_pair(60, 0x2039)); // single left-pointing angle quotation mark + additional.insert(std::make_pair(62, 0x203A)); // single right-pointing angle quotation mark + additional.insert(std::make_pair(101, 0x20AC)); // euro sign + additional.insert(std::make_pair(84, 0x2122)); // trademark sign + additional.insert(std::make_pair(45, 0x2212)); // minus sign + + for (std::multimap::iterator it = additional.begin(); it != additional.end(); ++it) { - std::multimap additional; // - additional.insert(std::make_pair(39, 0x2019)); // apostrophe - additional.insert(std::make_pair(45, 0x2013)); // dash - additional.insert(std::make_pair(45, 0x2014)); // dash - additional.insert(std::make_pair(34, 0x201D)); // right double quotation mark - additional.insert(std::make_pair(34, 0x201C)); // left double quotation mark - additional.insert(std::make_pair(44, 0x201A)); - additional.insert(std::make_pair(44, 0x201E)); - additional.insert(std::make_pair(43, 0x2020)); - additional.insert(std::make_pair(94, 0x02C6)); - additional.insert(std::make_pair(37, 0x2030)); - additional.insert(std::make_pair(83, 0x0160)); - additional.insert(std::make_pair(60, 0x2039)); - additional.insert(std::make_pair(79, 0x0152)); - additional.insert(std::make_pair(90, 0x017D)); - additional.insert(std::make_pair(39, 0x2019)); - additional.insert(std::make_pair(126, 0x02DC)); - additional.insert(std::make_pair(84, 0x2122)); - additional.insert(std::make_pair(83, 0x0161)); - additional.insert(std::make_pair(62, 0x203A)); - additional.insert(std::make_pair(111, 0x0153)); - additional.insert(std::make_pair(122, 0x017E)); - additional.insert(std::make_pair(89, 0x0178)); - additional.insert(std::make_pair(156, 0x00A2)); - additional.insert(std::make_pair(46, 0x2026)); - - for (std::multimap::iterator it = additional.begin(); it != additional.end(); ++it) - { - if (it->first != i) - continue; - - code = codes->createChild("Code"); - code->addAttribute("index", it->second); - code->addAttribute("coord", MyGUI::utility::toString(x1) + " " - + MyGUI::utility::toString(y1) + " " - + MyGUI::utility::toString(w) + " " - + MyGUI::utility::toString(h)); - code->addAttribute("advance", data[i].width); - code->addAttribute("bearing", MyGUI::utility::toString(data[i].kerning) + " " - + MyGUI::utility::toString((fontSize-data[i].ascent))); - code->addAttribute("size", MyGUI::IntSize(static_cast(data[i].width), static_cast(data[i].height))); - } + if (it->first != i) + continue; + code = codes->createChild("Code"); + code->addAttribute("index", it->second); + code->addAttribute("coord", MyGUI::utility::toString(x1) + " " + + MyGUI::utility::toString(y1) + " " + + MyGUI::utility::toString(w) + " " + + MyGUI::utility::toString(h)); + code->addAttribute("advance", data[i].width); + code->addAttribute("bearing", MyGUI::utility::toString(data[i].kerning) + " " + + MyGUI::utility::toString((fontSize-data[i].ascent))); + code->addAttribute("size", MyGUI::IntSize(static_cast(data[i].width), static_cast(data[i].height))); } // ASCII vertical bar, use this as text input cursor diff --git a/components/nif/controlled.hpp b/components/nif/controlled.hpp index 5601474ac..be48e912e 100644 --- a/components/nif/controlled.hpp +++ b/components/nif/controlled.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (controlled.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/controller.hpp b/components/nif/controller.hpp index 0861dfa6b..527bb74af 100644 --- a/components/nif/controller.hpp +++ b/components/nif/controller.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (controller.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/data.hpp b/components/nif/data.hpp index 9b4a3a67c..6b7aa579b 100644 --- a/components/nif/data.hpp +++ b/components/nif/data.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (data.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/effect.hpp b/components/nif/effect.hpp index 015809a68..453e4b04c 100644 --- a/components/nif/effect.hpp +++ b/components/nif/effect.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (effect.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/extra.hpp b/components/nif/extra.hpp index 1e5a8616d..d935add55 100644 --- a/components/nif/extra.hpp +++ b/components/nif/extra.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (extra.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/niftypes.hpp b/components/nif/niftypes.hpp index 5827448fd..778625717 100644 --- a/components/nif/niftypes.hpp +++ b/components/nif/niftypes.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (nif_types.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/property.hpp b/components/nif/property.hpp index 96156c6d8..f46f8ef27 100644 --- a/components/nif/property.hpp +++ b/components/nif/property.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (property.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/nif/record.hpp b/components/nif/record.hpp index 605c4d76e..b8597f7d1 100644 --- a/components/nif/record.hpp +++ b/components/nif/record.hpp @@ -2,7 +2,7 @@ OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008-2010 Nicolay Korslund Email: < korslund@gmail.com > - WWW: http://openmw.sourceforge.net/ + WWW: https://openmw.org/ This file (record.h) is part of the OpenMW package. @@ -17,7 +17,7 @@ You should have received a copy of the GNU General Public License version 3 along with this program. If not, see - http://www.gnu.org/licenses/ . + https://www.gnu.org/licenses/ . */ diff --git a/components/sceneutil/controller.hpp b/components/sceneutil/controller.hpp index 775cb23b0..d02b65cf1 100644 --- a/components/sceneutil/controller.hpp +++ b/components/sceneutil/controller.hpp @@ -25,6 +25,8 @@ namespace SceneUtil class ControllerFunction { public: + virtual ~ControllerFunction() = default; + virtual float calculate(float input) const = 0; /// Get the "stop time" of the controller function, typically the maximum of the calculate() function. diff --git a/components/sdlutil/sdlgraphicswindow.cpp b/components/sdlutil/sdlgraphicswindow.cpp index de82ca850..f9767238f 100644 --- a/components/sdlutil/sdlgraphicswindow.cpp +++ b/components/sdlutil/sdlgraphicswindow.cpp @@ -91,7 +91,7 @@ void GraphicsWindowSDL2::init() SDL_Window *oldWin = SDL_GL_GetCurrentWindow(); SDL_GLContext oldCtx = SDL_GL_GetCurrentContext(); -#if defined(OPENGL_ES) || defined(ANDROID) +#if defined(ANDROID) int major = 1; int minor = 1; char *ver = getenv("OPENMW_GLES_VERSION"); diff --git a/components/settings/settings.cpp b/components/settings/settings.cpp index 2e7b5a8ae..15a222d31 100644 --- a/components/settings/settings.cpp +++ b/components/settings/settings.cpp @@ -292,7 +292,7 @@ public: ostream << "# to its default, simply remove it from this file. For available" << std::endl; ostream << "# settings, see the file 'settings-default.cfg' or the documentation at:" << std::endl; ostream << "#" << std::endl; - ostream << "# http://openmw.readthedocs.io/en/master/reference/modding/settings/index.html" << std::endl; + ostream << "# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html" << std::endl; } // We still have one more thing to do before we're completely done writing the file. diff --git a/components/widgets/imagebutton.cpp b/components/widgets/imagebutton.cpp index ab0739c2c..a3b0ae28a 100644 --- a/components/widgets/imagebutton.cpp +++ b/components/widgets/imagebutton.cpp @@ -5,13 +5,20 @@ namespace Gui { + bool ImageButton::sDefaultNeedKeyFocus = true; + ImageButton::ImageButton() : Base() , mMouseFocus(false) , mMousePress(false) , mKeyFocus(false) { - setNeedKeyFocus(true); + setNeedKeyFocus(sDefaultNeedKeyFocus); + } + + void ImageButton::setDefaultNeedKeyFocus(bool enabled) + { + sDefaultNeedKeyFocus = enabled; } void ImageButton::setPropertyOverride(const std::string &_key, const std::string &_value) diff --git a/components/widgets/imagebutton.hpp b/components/widgets/imagebutton.hpp index 509b1c8c2..bfcff7997 100644 --- a/components/widgets/imagebutton.hpp +++ b/components/widgets/imagebutton.hpp @@ -18,12 +18,16 @@ namespace Gui ImageButton(); + static void setDefaultNeedKeyFocus(bool enabled); + /// Set mImageNormal, mImageHighlighted and mImagePushed based on file convention (image_idle.ext, image_over.ext and image_pressed.ext) void setImage(const std::string& image); private: void updateImage(); + static bool sDefaultNeedKeyFocus; + protected: virtual void setPropertyOverride(const std::string& _key, const std::string& _value); virtual void onMouseLostFocus(MyGUI::Widget* _new); diff --git a/docs/Doxyfile.cmake b/docs/Doxyfile.cmake index 38ad84165..71ce32069 100644 --- a/docs/Doxyfile.cmake +++ b/docs/Doxyfile.cmake @@ -20,7 +20,7 @@ # This tag specifies the encoding used for all characters in the config file # that follow. The default is UTF-8 which is also the encoding used for all text # before the first occurrence of this tag. Doxygen uses libiconv (or the iconv -# built into libc) for the transcoding. See http://www.gnu.org/software/libiconv +# built into libc) for the transcoding. See https://www.gnu.org/software/libiconv # for the list of possible encodings. # The default value is: UTF-8. @@ -295,7 +295,7 @@ EXTENSION_MAPPING = # If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments # according to the Markdown format, which allows for more readable -# documentation. See http://daringfireball.net/projects/markdown/ for details. +# documentation. See https://daringfireball.net/projects/markdown/ for details. # The output of markdown processing is further processed by doxygen, so you can # mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in # case of backward compatibilities issues. @@ -328,7 +328,7 @@ BUILTIN_STL_SUPPORT = YES CPP_CLI_SUPPORT = NO # Set the SIP_SUPPORT tag to YES if your project consists of sip (see: -# http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen +# https://riverbankcomputing.com/software/sip/intro) sources only. Doxygen # will parse them like normal C++ but will assume all classes use public instead # of private inheritance when no explicit protection keyword is present. # The default value is: NO. @@ -687,7 +687,7 @@ LAYOUT_FILE = # The CITE_BIB_FILES tag can be used to specify one or more bib files containing # the reference definitions. This must be a list of .bib files. The .bib # extension is automatically appended if omitted. This requires the bibtex tool -# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info. +# to be installed. See also https://en.wikipedia.org/wiki/BibTeX for more info. # For LaTeX the style of the bibliography can be controlled using # LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the # search path. Do not use file names with spaces, bibtex cannot handle them. See @@ -772,7 +772,7 @@ INPUT = @OpenMW_SOURCE_DIR@/apps \ # This tag can be used to specify the character encoding of the source files # that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses # libiconv (or the iconv built into libc) for the transcoding. See the libiconv -# documentation (see: http://www.gnu.org/software/libiconv) for the list of +# documentation (see: https://www.gnu.org/software/libiconv) for the list of # possible encodings. # The default value is: UTF-8. @@ -993,7 +993,7 @@ SOURCE_TOOLTIPS = YES # If the USE_HTAGS tag is set to YES then the references to source code will # point to the HTML generated by the htags(1) tool instead of doxygen built-in # source browser. The htags tool is part of GNU's global source tagging system -# (see http://www.gnu.org/software/global/global.html). You will need version +# (see https://www.gnu.org/software/global/global.html). You will need version # 4.8.6 or higher. # # To use it do the following: @@ -1136,7 +1136,7 @@ HTML_EXTRA_FILES = # The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen # will adjust the colors in the stylesheet and background images according to # this color. Hue is specified as an angle on a colorwheel, see -# http://en.wikipedia.org/wiki/Hue for more information. For instance the value +# https://en.wikipedia.org/wiki/Hue for more information. For instance the value # 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300 # purple, and 360 is red again. # Minimum value: 0, maximum value: 359, default value: 220. @@ -1194,7 +1194,7 @@ HTML_INDEX_NUM_ENTRIES = 100 # If the GENERATE_DOCSET tag is set to YES, additional index files will be # generated that can be used as input for Apple's Xcode 3 integrated development -# environment (see: http://developer.apple.com/tools/xcode/), introduced with +# environment (see: https://developer.apple.com/xcode/), introduced with # OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a # Makefile in the HTML output directory. Running make will produce the docset in # that directory and running make install will install the docset in @@ -1239,7 +1239,7 @@ DOCSET_PUBLISHER_NAME = OpenMW # If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three # additional HTML index files: index.hhp, index.hhc, and index.hhk. The # index.hhp is a project file that can be read by Microsoft's HTML Help Workshop -# (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on +# (see: https://www.microsoft.com/en-us/download/details.aspx?id=21138) on # Windows. # # The HTML Help Workshop contains a compiler that can convert all HTML output @@ -1315,7 +1315,7 @@ QCH_FILE = # The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help # Project output. For more information please see Qt Help Project / Namespace -# (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace). +# (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace). # The default value is: org.doxygen.Project. # This tag requires that the tag GENERATE_QHP is set to YES. @@ -1323,8 +1323,7 @@ QHP_NAMESPACE = org.openmw # The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt # Help Project output. For more information please see Qt Help Project / Virtual -# Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual- -# folders). +# Folders (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual-folders). # The default value is: doc. # This tag requires that the tag GENERATE_QHP is set to YES. @@ -1332,23 +1331,21 @@ QHP_VIRTUAL_FOLDER = doc # If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom # filter to add. For more information please see Qt Help Project / Custom -# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- -# filters). +# Filters (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_CUST_FILTER_NAME = # The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the # custom filter to add. For more information please see Qt Help Project / Custom -# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- -# filters). +# Filters (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_CUST_FILTER_ATTRS = # The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this # project's filter section matches. Qt Help Project / Filter Attributes (see: -# http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes). +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#filter-attributes). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_SECT_FILTER_ATTRS = @@ -1453,7 +1450,7 @@ FORMULA_FONTSIZE = 10 FORMULA_TRANSPARENT = YES # Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see -# http://www.mathjax.org) which uses client side Javascript for the rendering +# https://www.mathjax.org) which uses client side Javascript for the rendering # instead of using prerendered bitmaps. Use this if you do not have LaTeX # installed or if you want to formulas look prettier in the HTML output. When # enabled you may also need to install MathJax separately and configure the path @@ -1465,7 +1462,7 @@ USE_MATHJAX = YES # When MathJax is enabled you can set the default output format to be used for # the MathJax output. See the MathJax site (see: -# http://docs.mathjax.org/en/latest/output.html) for more details. +# https://docs.mathjax.org/en/latest/output.html) for more details. # Possible values are: HTML-CSS (which is slower, but has the best # compatibility), NativeMML (i.e. MathML) and SVG. # The default value is: HTML-CSS. @@ -1480,11 +1477,11 @@ MATHJAX_FORMAT = HTML-CSS # MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax # Content Delivery Network so you can quickly see the result without installing # MathJax. However, it is strongly recommended to install a local copy of -# MathJax from http://www.mathjax.org before deployment. -# The default value is: http://cdn.mathjax.org/mathjax/latest. +# MathJax from https://www.mathjax.org before deployment. +# The default value is: https://cdn.mathjax.org/mathjax/latest. # This tag requires that the tag USE_MATHJAX is set to YES. -MATHJAX_RELPATH = http://cdn.mathjax.org/mathjax/latest +MATHJAX_RELPATH = https://cdn.mathjax.org/mathjax/latest # The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax # extension names that should be enabled during MathJax rendering. For example @@ -1495,7 +1492,7 @@ MATHJAX_EXTENSIONS = # The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces # of code that will be used on startup of the MathJax code. See the MathJax site -# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an +# (see: https://docs.mathjax.org/en/latest/output.html) for more details. For an # example see the documentation. # This tag requires that the tag USE_MATHJAX is set to YES. @@ -1542,7 +1539,7 @@ SERVER_BASED_SEARCH = NO # # Doxygen ships with an example indexer ( doxyindexer) and search engine # (doxysearch.cgi) which are based on the open source search engine library -# Xapian (see: http://xapian.org/). +# Xapian (see: https://xapian.org/). # # See the section "External Indexing and Searching" for details. # The default value is: NO. @@ -1555,7 +1552,7 @@ EXTERNAL_SEARCH = NO # # Doxygen ships with an example indexer ( doxyindexer) and search engine # (doxysearch.cgi) which are based on the open source search engine library -# Xapian (see: http://xapian.org/). See the section "External Indexing and +# Xapian (see: https://xapian.org/). See the section "External Indexing and # Searching" for details. # This tag requires that the tag SEARCHENGINE is set to YES. @@ -1726,7 +1723,7 @@ LATEX_SOURCE_CODE = NO # The LATEX_BIB_STYLE tag can be used to specify the style to use for the # bibliography, e.g. plainnat, or ieeetr. See -# http://en.wikipedia.org/wiki/BibTeX and \cite for more info. +# https://en.wikipedia.org/wiki/BibTeX and \cite for more info. # The default value is: plain. # This tag requires that the tag GENERATE_LATEX is set to YES. @@ -1882,7 +1879,7 @@ DOCBOOK_OUTPUT = docbook #--------------------------------------------------------------------------- # If the GENERATE_AUTOGEN_DEF tag is set to YES doxygen will generate an AutoGen -# Definitions (see http://autogen.sf.net) file that captures the structure of +# Definitions (see http://autogen.sourceforge.net) file that captures the structure of # the code including all documentation. Note that this feature is still # experimental and incomplete at the moment. # The default value is: NO. @@ -2093,7 +2090,7 @@ HIDE_UNDOC_RELATIONS = NO # If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is # available from the path. This tool is part of Graphviz (see: -# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent +# https://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent # Bell Labs. The other options in this section have no effect if this option is # set to NO # The default value is: YES. diff --git a/docs/DoxyfilePages.cmake b/docs/DoxyfilePages.cmake index d50a043d6..f3454c9d0 100644 --- a/docs/DoxyfilePages.cmake +++ b/docs/DoxyfilePages.cmake @@ -18,7 +18,7 @@ # that follow. The default is UTF-8 which is also the encoding used for all # text before the first occurrence of this tag. Doxygen uses libiconv (or the # iconv built into libc) for the transcoding. See -# http://www.gnu.org/software/libiconv for the list of possible encodings. +# https://www.gnu.org/software/libiconv for the list of possible encodings. DOXYFILE_ENCODING = UTF-8 @@ -581,7 +581,7 @@ INPUT = @OpenMW_SOURCE_DIR@/apps \ # This tag can be used to specify the character encoding of the source files # that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is # also the default input encoding. Doxygen uses libiconv (or the iconv built -# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for +# into libc) for the transcoding. See https://www.gnu.org/software/libiconv for # the list of possible encodings. INPUT_ENCODING = UTF-8 @@ -753,7 +753,7 @@ REFERENCES_LINK_SOURCE = YES # If the USE_HTAGS tag is set to YES then the references to source code # will point to the HTML generated by the htags(1) tool instead of doxygen # built-in source browser. The htags tool is part of GNU's global source -# tagging system (see http://www.gnu.org/software/global/global.html). You +# tagging system (see https://www.gnu.org/software/global/global.html). You # will need version 4.8.6 or higher. USE_HTAGS = NO @@ -928,30 +928,30 @@ QCH_FILE = # The QHP_NAMESPACE tag specifies the namespace to use when generating # Qt Help Project output. For more information please see -# http://doc.trolltech.com/qthelpproject.html#namespace +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace QHP_NAMESPACE = # The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating # Qt Help Project output. For more information please see -# http://doc.trolltech.com/qthelpproject.html#virtual-folders +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual-folders QHP_VIRTUAL_FOLDER = doc # If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to add. # For more information please see -# http://doc.trolltech.com/qthelpproject.html#custom-filters +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters QHP_CUST_FILTER_NAME = # The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the custom filter to add.For more information please see -# Qt Help Project / Custom Filters. +# Qt Help Project / Custom Filters. QHP_CUST_FILTER_ATTRS = # The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this project's # filter section matches. -# Qt Help Project / Filter Attributes. +# Qt Help Project / Filter Attributes. QHP_SECT_FILTER_ATTRS = diff --git a/docs/source/conf.py b/docs/source/conf.py index b18b40c50..0ba8567c0 100644 --- a/docs/source/conf.py +++ b/docs/source/conf.py @@ -60,16 +60,32 @@ copyright = u'2017, OpenMW Team' # The short X.Y version. # The full version, including alpha/beta/rc tags. +release = version = "UNRELEASED" + + +def get_openmw_version(haystack): + needle = 'OPENMW_VERSION_MAJOR' + line_counter = 0 + for hay in haystack: + if needle in str(hay): + break + line_counter += 1 + + version = '.'.join([haystack[line_counter][1][1].contents, + haystack[line_counter+1][1][1].contents, + haystack[line_counter+2][1][1].contents]) + return version + + try: from parse_cmake import parsing cmake_raw = open(project_root+'/CMakeLists.txt', 'r').read() cmake_data = parsing.parse(cmake_raw) - release = version = '.'.join([cmake_data[24][1][1].contents, - cmake_data[25][1][1].contents, - cmake_data[26][1][1].contents]) -except ImportError: - release = "UNRELEASED" - print("WARNING: Unable to import parse_cmake, version will be set to: {0}.".format(release)) + release = version = get_openmw_version(cmake_data) + +except Exception as ex: + print("WARNING: Version will be set to '{0}' because: '{1}'.".format(release, str(ex))) + import traceback; traceback.print_exc() # The language for content autogenerated by Sphinx. Refer to documentation # for a list of supported languages. diff --git a/docs/source/manuals/openmw-cs/files-and-directories.rst b/docs/source/manuals/openmw-cs/files-and-directories.rst index 77593dece..ae39082d7 100644 --- a/docs/source/manuals/openmw-cs/files-and-directories.rst +++ b/docs/source/manuals/openmw-cs/files-and-directories.rst @@ -145,7 +145,7 @@ and a place where OpenMW CS looks for already existing files. Resource files ============== -.. TODO This paragraph sounds weird +.. TODO This paragraph sounds weird Unless we are talking about a fully text based game, like Zork or Rogue, one would expect that a video game is using some media files: 3D models with @@ -219,6 +219,6 @@ files for textures. .. Hyperlink targets for the entire document -.. _FFmpeg: http://ffmpeg.org +.. _FFmpeg: https://ffmpeg.org .. _Vorbis: http://www.vorbis.com -.. _Theora: http://www.theora.org +.. _Theora: https://www.theora.org diff --git a/docs/source/manuals/openmw-cs/tour.rst b/docs/source/manuals/openmw-cs/tour.rst index 645c18453..83b7aae27 100644 --- a/docs/source/manuals/openmw-cs/tour.rst +++ b/docs/source/manuals/openmw-cs/tour.rst @@ -3,7 +3,7 @@ A Tour through OpenMW CS: making a magic ring In this first chapter we will create a mod that adds a new ring with a simple enchantment to the game. The ring will give its wearer a permanent Night Vision -effect while being worn. You do not need previous Morrowind modding experience, +effect while being worn. You do not need previous Morrowind modding experience, but you should be familiar with the game itself. There will be no scripting necessary, we can achieve everything using just what the base game offers out of the box. Before continuing make sure that OpenMW is properly @@ -133,7 +133,7 @@ the filter directly into the filter field rather than the name of an existing filter. To signify that we are using an instant filter the have to use `!` as the first character. Type the following into the field: -.. code:: +.. code:: !string("id", ".*ring.*") @@ -217,20 +217,20 @@ actually modify the contents of the game. Adding to an NPC ================ -The simplest way is probably to add it to the inventory of a shopkeeper. +The simplest way is probably to add it to the inventory of a shopkeeper. An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game and he's easy to find in the CS as his name comes early alphabetically. .. figure:: _static/images/chapter-1/Ring_to_Arrille.png :alt: Putting the ring into Arrille's inventory - -Open the CS and open the *Objects* table (*World* → *Objects*). + +Open the CS and open the *Objects* table (*World* → *Objects*). Scroll down to Arrille, or use a filter like !string("ID","arrille"). -Open another pane to edit him - either right click and select edit or use the +Open another pane to edit him - either right click and select edit or use the shortcut (default is shift double-click). Scroll down to the inventory section -and right click to add a new row. Type in the id of the ring (or find it in the -object pane, and drag and drop). Set the number of rings for him to stock - with +and right click to add a new row. Type in the id of the ring (or find it in the +object pane, and drag and drop). Set the number of rings for him to stock - with a negative number indicating that he will restock again to maintain that level. However, it's an attractive item, so he will probably wear it rather than sell it. @@ -241,7 +241,7 @@ Fargoth to give it to the player in exchange for his healing ring. .. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png :alt: Editing Fargoth to give ring to player - + Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter !string(Topic,ring) and select the row with a response starting with "You found it!". Edit the record, firstly by adding a bit more to the response, then by adding a line to the script @@ -297,7 +297,7 @@ Placing in plain sight ===================== Let's hide the Ring of Night vision in the cabin of the [Ancient Shipwreck] -(http://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel +(https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel southeast of Dagon Fel. Open the list of Cells (*World* → *Cells*) and find "Ancient Shipwreck, Cabin". @@ -333,8 +333,8 @@ This is probably a suitable place to start talking about how navigation differs in vanilla Morrowind. There is advice in Scripting for Dummies, the definitive manual for Morrowind Scripting: -"If you give your scripts a common tag, that will make it easier to jump between the -different scripts of your project, e.g. start every script name with AA_Scriptname +"If you give your scripts a common tag, that will make it easier to jump between the +different scripts of your project, e.g. start every script name with AA_Scriptname this will put them right at the beginning of the list and keep them neatly together." This is valid for the rather poorer navigation facilities there, but it's not sensible for @@ -359,12 +359,12 @@ the base game. "Modified" status will cover items from the base game which have been modified in this addon. -Click on the top of the column to toggle between ascending and descending order - thus between "Added" -and "Modified" at the top. Or put your desired modified status into a filter then sort alpabetically +Click on the top of the column to toggle between ascending and descending order - thus between "Added" +and "Modified" at the top. Or put your desired modified status into a filter then sort alpabetically on a different column. - + Checking your new addon ======================= @@ -372,4 +372,4 @@ Launch OpenMW and in the launcher under *Data Files* check your addon, if it's n already checked. Load a game and make your way to Seyda Neen - or start a new game. Check whether Arrille has one (or more) for sale, and whether Fargoth give you one -when you return his healing ring. \ No newline at end of file +when you return his healing ring. diff --git a/docs/source/reference/modding/convert_bump_mapped_mods.rst b/docs/source/reference/modding/convert_bump_mapped_mods.rst index 71ac29468..1891b5c4d 100644 --- a/docs/source/reference/modding/convert_bump_mapped_mods.rst +++ b/docs/source/reference/modding/convert_bump_mapped_mods.rst @@ -20,7 +20,7 @@ General introduction to normal map conversion :Authors: Joakim (Lysol) Berg :Updated: 2016-11-11 -This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW. +This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW. *Note:* The conversion made in the `Converting Apel's Various Things - Sacks`_-part of this tutorial require the use of the application NifSkope. There are binaries available for Windows, but not for Mac or Linux. Reports say that NifSkope versions 1.X will compile on Linux as long as you have Qt packages installed, while the later 2.X versions will not compile. @@ -179,24 +179,24 @@ The sacks included in Apel's `Various Things - Sacks`_ come in two versions – #. Remove all these tags by selecting them one at a time and press right click>Block>Remove Branch. (Ctrl-Del) #. Repeat this on all the affected models. #. If you launch OpenMW now, you'll `no longer have shiny models`_. But one thing is missing. Can you see it? It's actually hard to spot on still pictures, but we have no normal maps here. -#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question. +#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question. #. OpenMW detects normal maps if they have the same name as the base diffuse texture, but with a *_n.dds* suffix. In this mod, the normal maps has a suffix of *_nm.dds*. Change all the files that ends with *_nm.dds* to instead end with *_n.dds*. #. Finally, `we are done`_! Since these models have one or two textures applied to them, the fix was not that time-consuming. It gets worse when you have to fix a model that uses loads of textures. The principle is the same, it just requires more manual work which is annoying and takes time. -.. _`Netch Bump mapped`: http://www.nexusmods.com/morrowind/mods/42851/? -.. _`Hlaalu Bump mapped`: http://www.nexusmods.com/morrowind/mods/42396/? +.. _`Netch Bump mapped`: https://www.nexusmods.com/morrowind/mods/42851/? +.. _`Hlaalu Bump mapped`: https://www.nexusmods.com/morrowind/mods/42396/? .. _`On the Rocks`: http://mw.modhistory.com/download-44-14107 .. _`texture modding`: https://wiki.openmw.org/index.php?title=TextureModding -.. _`MGE XE`: http://www.nexusmods.com/morrowind/mods/26348/? -.. _PeterBitt: http://www.nexusmods.com/morrowind/users/4381248/? -.. _`PBR Scamp Replacer`: http://www.nexusmods.com/morrowind/mods/44314/? +.. _`MGE XE`: https://www.nexusmods.com/morrowind/mods/26348/? +.. _PeterBitt: https://www.nexusmods.com/morrowind/users/4381248/? +.. _`PBR Scamp Replacer`: https://www.nexusmods.com/morrowind/mods/44314/? .. _settings.cfg: https://wiki.openmw.org/index.php?title=Settings .. _`Multiple data folders`: https://wiki.openmw.org/index.php?title=Mod_installation -.. _`Various Things - Sacks`: http://www.nexusmods.com/morrowind/mods/42558/? -.. _Lead: http://imgur.com/bwpcYlc +.. _`Various Things - Sacks`: https://www.nexusmods.com/morrowind/mods/42558/? +.. _Lead: https://imgur.com/bwpcYlc .. _NifSkope: http://niftools.sourceforge.net/wiki/NifSkope -.. _Blocks: http://imgur.com/VmQC0WG -.. _`no longer have shiny models`: http://imgur.com/vu1k7n1 -.. _`we are done`: http://imgur.com/yyZxlTw +.. _Blocks: https://imgur.com/VmQC0WG +.. _`no longer have shiny models`: https://imgur.com/vu1k7n1 +.. _`we are done`: https://imgur.com/yyZxlTw diff --git a/docs/source/reference/modding/font.rst b/docs/source/reference/modding/font.rst index 5f01b12d9..80d01c27f 100644 --- a/docs/source/reference/modding/font.rst +++ b/docs/source/reference/modding/font.rst @@ -15,7 +15,7 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th - To replace the primary "Magic Cards" font: - #. Download `Pelagiad `_ by Isak Larborn (aka Isaskar). + #. Download `Pelagiad `_ by Isak Larborn (aka Isaskar). #. Install the ``openmw_font.xml`` file into ``resources/mygui/openmw_font.xml`` in your OpenMW installation. #. Copy ``Pelagiad.ttf`` into ``resources/mygui/`` as well. #. If desired, you can now delete the original ``Magic_Cards.*`` files from your Data Files/Fonts directory. @@ -74,4 +74,4 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th Bitmap fonts ------------ -Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font. \ No newline at end of file +Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font. diff --git a/docs/source/reference/modding/settings/GUI.rst b/docs/source/reference/modding/settings/GUI.rst index ad3514ffa..3040fc48b 100644 --- a/docs/source/reference/modding/settings/GUI.rst +++ b/docs/source/reference/modding/settings/GUI.rst @@ -9,11 +9,7 @@ scaling factor :Default: 1.0 This setting scales the GUI interface windows. -The value must be greater than 0.0. A value of 1.0 results in the normal scale. -Values much larger than 2.0 may result in user interface components being inaccessible. -Until a gamepad interface is created, -increasing this setting is helpful for simulating the larger interface used in console games. - +A value of 1.0 results in the normal scale. Larger values are useful to increase the scale of the GUI for high resolution displays. This setting can only be configured by editing the settings configuration file. menu transparency @@ -24,7 +20,6 @@ menu transparency :Default: 0.84 This setting controls the transparency of the GUI windows. -The value should be between 0.0 (transparent) and 1.0 (opaque). This setting can be adjusted in game with the Menu Transparency slider in the Prefs panel of the Options menu. tooltip delay @@ -36,7 +31,6 @@ tooltip delay This value determines the number of seconds between when you begin hovering over an item and when its tooltip appears. This setting only affects the tooltip delay for objects under the crosshair in GUI mode windows. -There does not appear to be a setting to control the tool tip delay in outside of GUI mode. The tooltip displays context sensitive information on the selected GUI element, such as weight, value, damage, armor rating, magical effects, and detailed description. @@ -82,7 +76,7 @@ This setting enables or disables the "red flash" overlay that provides a visual If this setting is disabled, the player will "bleed" like NPCs do. -The default value is true. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. werewolf overlay ---------------- @@ -91,16 +85,16 @@ werewolf overlay :Range: True/False :Default: True -Enable or disable the werewolf overlay. +Enable or disable the werewolf visual effect in first-person mode. -The default value is true. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. color background owned ---------------------- :Type: RGBA floating point :Range: 0.0 to 1.0 -:Default: 0.15 0.0 0.0 1.0 +:Default: 0.15 0.0 0.0 1.0 (dark red) The following two settings determine the background color of the tool tip and the crosshair when hovering over an item owned by an NPC. @@ -108,7 +102,6 @@ The color definitions are composed of four floating point values between 0.0 and representing the red, green, blue and alpha channels. The alpha value is currently ignored. The crosshair color will have no effect if the crosshair setting in the HUD section is disabled. -The default value is "0.15 0.0 0.0 1.0", which is a dark red color. This setting can only be configured by editing the settings configuration file. This setting has no effect if the show owned setting in the Game Settings Section is false. @@ -117,13 +110,12 @@ color crosshair owned :Type: RGBA floating point :Range: 0.0 to 1.0 -:Default: 1.0 0.15 0.15 1.0 +:Default: 1.0 0.15 0.15 1.0 (bright red) This setting sets the color of the crosshair when hovering over an item owned by an NPC. The value is composed of four floating point values representing the red, green, blue and alpha channels. The alpha value is currently ignored. -The default value is "1.0 0.15 0.15 1.0" which is a bright red color. This setting can only be configured by editing the settings configuration file. This setting has no effect if the crosshair setting in the HUD Settings Section is false. This setting has no effect if the show owned setting in the Game Settings Section is false. diff --git a/docs/source/reference/modding/settings/HUD.rst b/docs/source/reference/modding/settings/HUD.rst index 920c4460e..83811420f 100644 --- a/docs/source/reference/modding/settings/HUD.rst +++ b/docs/source/reference/modding/settings/HUD.rst @@ -8,9 +8,10 @@ crosshair :Range: True/False :Default: True -This setting determines whether the crosshair or reticle is displayed. +This setting determines whether the crosshair or reticle is displayed. Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions. Some players perceive that disabling the crosshair provides a more immersive experience. Another common use is to disable the crosshair for screen shots. -Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions. + +As an alternative to this setting, the complete GUI, including the crosshair, may be toggled at runtime with the F11 key. This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu. diff --git a/docs/source/reference/modding/settings/camera.rst b/docs/source/reference/modding/settings/camera.rst index 222391fa8..aed68658f 100644 --- a/docs/source/reference/modding/settings/camera.rst +++ b/docs/source/reference/modding/settings/camera.rst @@ -13,8 +13,7 @@ Values greater than approximately 18.0 will occasionally clip objects in the wor Values greater than approximately 8.0 will clip the character's hands in first person view and/or the back of their head in third person view. -The default value is 1.0. This setting can only be configured by editing the settings configuration file. -The value must be greater than 0.0, but it's unclear if the engine enforces this limitation. +This setting can only be configured by editing the settings configuration file. small feature culling --------------------- @@ -28,7 +27,7 @@ It generally improves performance to enable this feature, and by definition the culled objects will be very small on screen. The size in pixels for an object to be considered 'small' is controlled by a separate setting. -The default value is true. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. small feature culling pixel size -------------------------------- @@ -88,7 +87,6 @@ Enabling the distant terrain setting is an alternative to increasing exterior ce Note that the distant land setting does not include rendering of distant static objects, so the resulting visual effect is not the same. -The default value is 6666.0. This setting can be adjusted in game from the ridiculously low value of 2000.0 to a maximum of 6666.0 using the View Distance slider in the Detail tab of the Video panel of the Options menu. @@ -105,8 +103,7 @@ while large values cause distortion at the edges of the screen. The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios (e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor. -The default value is 55.0. This setting can be changed in game using the Field of View slider -from the Video tab of the Video panel of the Options menu. +This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu. first person field of view -------------------------- @@ -120,4 +117,4 @@ It is not recommended to change this value from its default value because the Bethesda provided Morrowind assets do not adapt well to large values, while small values can result in the hands not being visible. -The default value is 55.0. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. diff --git a/docs/source/reference/modding/settings/cells.rst b/docs/source/reference/modding/settings/cells.rst index aa5d43231..171ddb7c8 100644 --- a/docs/source/reference/modding/settings/cells.rst +++ b/docs/source/reference/modding/settings/cells.rst @@ -9,8 +9,9 @@ exterior cell load distance :Default: 1 This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering. -Values greater than 1 may significantly affect loading times when exiting interior spaces -or loading additional exterior cells. Caution is advised when increasing this setting. + +.. Warning:: + Values greater than 1 will significantly affect the frame rate and loading times. This setting is mainly intended for making screenshots of scenic vistas and not for real-time gameplay. Loading more cells can break certain scripts or quests in the game that expect cells to not be loaded until the player is there. These limitations will be addressed in a future version with a separate technique for rendering distant cells. This setting interacts with viewing distance and field of view settings. @@ -193,4 +194,4 @@ pointers cache size :Range: >0 :Default: 40 -The count of object pointers, that will be saved for a faster search by object ID. +The count of object pointers that will be saved for a faster search by object ID. This is a temporary setting that can be used to mitigate scripting performance issues with certain game files. If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting. diff --git a/docs/source/reference/modding/settings/game.rst b/docs/source/reference/modding/settings/game.rst index e1d5d75f6..7a9b89295 100644 --- a/docs/source/reference/modding/settings/game.rst +++ b/docs/source/reference/modding/settings/game.rst @@ -16,7 +16,7 @@ If the setting is 2, the crosshair is the color of the color crosshair owned set If the setting is 3, both the tool tip background and the crosshair are colored. The crosshair is not visible if crosshair is false. -The default value is 0 (no clues). This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. show projectile damage ---------------------- @@ -25,9 +25,9 @@ show projectile damage :Range: True/False :Default: False -If this setting is true, damage bonus of arrows and bolts will be showed on item tooltip. +If this setting is true, the damage bonus of arrows and bolts will show on their tooltip. -The default value is false. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. show melee info --------------- @@ -36,9 +36,9 @@ show melee info :Range: True/False :Default: False -If this setting is true, melee weapons reach and speed will be showed on item tooltip. +If this setting is true, the reach and speed of melee weapons will show on their tooltip. -The default value is false. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. show enchant chance ------------------- @@ -49,7 +49,7 @@ show enchant chance Whether or not the chance of success will be displayed in the enchanting menu. -The default value is false. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. best attack ----------- @@ -62,7 +62,6 @@ If this setting is true, the player character will always use the most powerful (chop, slash or thrust). If this setting is false, the type of attack is determined by the direction that the character is moving at the time the attack begins. -The default value is false. This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu. can loot during death animation @@ -79,7 +78,7 @@ This is how original Morrowind behaves. If this setting is false, player has to wait until end of death animation in all cases. This case is more safe, but makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. -The default value is true. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. difficulty ---------- @@ -91,12 +90,26 @@ difficulty This setting adjusts the difficulty of the game and is intended to be in the range -100 to 100 inclusive. Given the default game setting for fDifficultyMult of 5.0, a value of -100 results in the player taking 80% of the usual damage, doing 6 times the normal damage. -A value of 100 results in the player taking 6 times as much damage, but inflicting only 80% of the usual damage. -Values less than -500 will result in the player receiving no damage, -and values greater than 500 will result in the player inflicting no damage. +A value of 100 results in the player taking 6 times as much damage, while inflicting only 80% of the usual damage. +Values below -500 will result in the player receiving no damage, +and values above 500 will result in the player inflicting no damage. This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu. +classic reflect absorb attribute behavior +----------------------------------------- + +:Type: boolean +:Range: True/False +:Default: True + +If this setting is true, "Absorb Attribute" spells which were reflected by the target are not "mirrored", +and the caster will absorb their own attribute resulting in no effect on both the caster and the target. +This makes the gameplay as a mage easier, but these spells become imbalanced. +This is how the original Morrowind behaves. + +This setting can only be configured by editing the settings configuration file. + show effect duration -------------------- @@ -107,7 +120,19 @@ show effect duration Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. -The default value is false. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. + +enchanted weapons are magical +----------------------------- + +:Type: boolean +:Range: True/False +:Default: True + +Makes enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have. +This is how original Morrowind behaves. + +This setting can only be configured by editing the settings configuration file. prevent merchant equipping -------------------------- @@ -118,6 +143,8 @@ prevent merchant equipping Prevents merchants from equipping items that are sold to them. +This setting can only be configured by editing the settings configuration file. + followers attack on sight ------------------------- @@ -127,3 +154,6 @@ followers attack on sight Makes 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. +Please note this setting has not been extensively tested and could have side effects with certain quests. + +This setting can only be configured by editing the settings configuration file. diff --git a/docs/source/reference/modding/settings/input.rst b/docs/source/reference/modding/settings/input.rst index 042dba119..36c8fa41a 100644 --- a/docs/source/reference/modding/settings/input.rst +++ b/docs/source/reference/modding/settings/input.rst @@ -75,7 +75,7 @@ camera sensitivity This setting controls the overall camera/mouse sensitivity when not in GUI mode. The default sensitivity is 1.0, with smaller values requiring more mouse movement, -and larger values requiring less. This setting is multiplicative in magnitude. +and larger values requiring less. This setting does not affect mouse speed in GUI mode, which is instead controlled by your operating system mouse speed setting. diff --git a/docs/source/reference/modding/settings/map.rst b/docs/source/reference/modding/settings/map.rst index e2dc71824..c973c26e5 100644 --- a/docs/source/reference/modding/settings/map.rst +++ b/docs/source/reference/modding/settings/map.rst @@ -8,9 +8,7 @@ global :Range: True/False :Default: False -If this setting is true, a world map on a map window will be displayed, otherwise a local map will be displayed. - -This setting can be toggled with the local/world map switch button on the map window. +If this value is true, the map window will display the world map, otherwise the local map. The setting updates automatically when pressing the local/world map switch button on the map window. global map cell size -------------------- @@ -112,5 +110,4 @@ local map cell distance :Range: >= 1 :Default: 1 -Similar to "[Cells] exterior cell load distance", controls how many cells are rendered on the local map. -Values higher than the default may result in longer loading times. \ No newline at end of file +Similar to "exterior cell load distance" in the Cells section, controls how many cells are rendered on the local map. Values higher than the default may result in longer loading times. Please note that only loaded cells can be rendered, so this setting must be lower or equal to "exterior cell load distance" to work properly. diff --git a/docs/source/reference/modding/settings/saves.rst b/docs/source/reference/modding/settings/saves.rst index 90bd56ca5..fdb25fb79 100644 --- a/docs/source/reference/modding/settings/saves.rst +++ b/docs/source/reference/modding/settings/saves.rst @@ -5,13 +5,10 @@ character --------- :Type: string -:Range: +:Range: :Default: "" -This setting contains the default character name for loading saved games. - -The default value is the empty string, which results in no character being selected by default. -This setting is automatically updated from the Load menu when a different character is selected. +This contains the default character for the Load Game menu and is automatically updated when a different character is selected. autosave -------- @@ -32,6 +29,17 @@ timeplayed :Default: False 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. +for each saved game in the Load menu. Currently, the counter includes time spent in menus, including the pause menu, but does not include time spent with the game window minimized. + +This setting can only be configured by editing the settings configuration file. + +max quicksaves +---------- + +:Type: integer +:Range: >0 +:Default: 1 + +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. This setting can only be configured by editing the settings configuration file. diff --git a/docs/source/reference/modding/settings/shaders.rst b/docs/source/reference/modding/settings/shaders.rst index 3794c7d9a..17d092917 100644 --- a/docs/source/reference/modding/settings/shaders.rst +++ b/docs/source/reference/modding/settings/shaders.rst @@ -12,6 +12,8 @@ Force rendering with shaders. By default, only bump-mapped objects will use shad Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false. Otherwise, there should not be a visual difference. +Please note enabling shaders has a significant performance impact on most systems. + force per pixel lighting ------------------------ @@ -21,7 +23,7 @@ force per pixel lighting Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting. Has no effect if the 'force shaders' option is false. -Enabling per-pixel lighting can result in visual differences to the original MW engine. +Enabling per-pixel lighting results in visual differences to the original MW engine. It is not recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind rely on vertex lighting to look as intended. @@ -34,9 +36,10 @@ clamp lighting Restrict the amount of lighting that an object can receive to a maximum of (1,1,1). Only affects objects that render with shaders (see 'force shaders' option). -Always affects terrain. Setting this option to 'true' results in fixed-function compatible lighting, -but the lighting may appear 'dull' and there might be color shifts. -Setting this option to 'false' results in more realistic lighting. +Always affects terrain. + +Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method, +but the lighting may appear dull and there might be color shifts. Setting this option to 'false' results in more dynamic lighting. auto use object normal maps --------------------------- @@ -119,4 +122,4 @@ terrain specular map pattern :Range: :Default: _diffusespec -The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps') \ No newline at end of file +The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps') diff --git a/docs/source/reference/modding/settings/sound.rst b/docs/source/reference/modding/settings/sound.rst index 33185ed66..b9587a5c4 100644 --- a/docs/source/reference/modding/settings/sound.rst +++ b/docs/source/reference/modding/settings/sound.rst @@ -13,67 +13,62 @@ which should usually be sufficient, but if you need to explicitly specify a devi The names of detected devices can be found in the openmw.log file in your configuration directory. -The default value is the empty string. This setting can only be configured by editing the settings configuration file. +This setting can only be configured by editing the settings configuration file. master volume ------------- :Type: floating point -:Range: 0.0 to 1.0 +:Range: 0.0 (silent) to 1.0 (maximum volume) :Default: 1.0 This setting controls the overall volume. -The master volume is multiplied with all other volume settings to determine the final volume. +The master volume is multiplied with specific volume settings to determine the final volume. -The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Master slider from the Audio panel of the Options menu. footsteps volume ---------------- :Type: floating point -:Range: 0.0 to 1.0 +:Range: 0.0 (silent) to 1.0 (maximum volume) :Default: 0.2 This setting controls the volume of footsteps from the character and other actors. -Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu. music volume ------------ :Type: floating point -:Range: 0.0 to 1.0 +:Range: 0.0 (silent) to 1.0 (maximum volume) :Default: 0.5 This setting controls the volume for music tracks. -The default value is 0.5. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Music slider from the Audio panel of the Options menu. sfx volume ---------- :Type: floating point -:Range: 0.0 to 1.0 +:Range: 0.0 (silent) to 1.0 (maximum volume) :Default: 1.0 This setting controls the volume for special sound effects such as combat noises. -Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Effects slider from the Audio panel of the Options menu. voice volume ------------ :Type: floating point -:Range: 0.0 to 1.0 +:Range: 0.0 (silent) to 1.0 (maximum volume) :Default: 0.8 This setting controls the volume for spoken dialog from NPCs. -Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Voice slider from the Audio panel of the Options menu. buffer cache min @@ -129,5 +124,5 @@ This setting specifies which HRTF profile to use when HRTF is enabled. Blank mea This setting has no effect if HRTF is not enabled based on the hrtf enable setting. Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed. -The default value is the empty string, which uses the default profile. +The default value is empty, which uses the default profile. This setting can only be configured by editing the settings configuration file. diff --git a/docs/source/reference/modding/settings/terrain.rst b/docs/source/reference/modding/settings/terrain.rst index 6bb87629a..7f641888a 100644 --- a/docs/source/reference/modding/settings/terrain.rst +++ b/docs/source/reference/modding/settings/terrain.rst @@ -8,9 +8,11 @@ distant terrain :Range: True/False :Default: False -Controls whether the engine will use paging and LOD algorithms to render the terrain of the entire world at all times. -Otherwise, only the terrain of the loaded cells is displayed. -This setting is best used together with the 'viewing distance' setting in the camera section. +Controls whether the engine will use paging and LOD algorithms to load the terrain of the entire world at all times. +Otherwise, only the terrain of the surrounding cells is loaded. + +.. note:: + When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so that you can actually see the additional terrain. To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background, regardless of the preloading settings in the 'Cells' section, diff --git a/docs/source/reference/modding/settings/video.rst b/docs/source/reference/modding/settings/video.rst index 3581d7226..3eb7c5128 100644 --- a/docs/source/reference/modding/settings/video.rst +++ b/docs/source/reference/modding/settings/video.rst @@ -10,7 +10,7 @@ resolution x This setting determines the horizontal resolution of the OpenMW game window. Larger values produce more detailed images within the constraints of your graphics hardware, -but also significantly reduce the frame rate. +but may reduce the frame rate. The window resolution can be selected from a menu of common screen sizes in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher. @@ -25,7 +25,7 @@ resolution y This setting determines the vertical resolution of the OpenMW game window. Larger values produce more detailed images within the constraints of your graphics hardware, -but also significantly reduce the frame rate. +but may reduce the frame rate. The window resolution can be selected from a menu of common screen sizes in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher. @@ -128,9 +128,9 @@ vsync This setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor. Enabling this setting can reduce screen tearing, a visual defect caused by updating the image buffer in the middle of a screen draw. -Enabling this option typically implies limiting the framerate to 60 frames per second, +Enabling this option typically implies limiting the framerate to the refresh rate of your monitor, but may also introduce additional delays caused by having to wait until the appropriate time -(the vertical blanking interval) to draw a frame. +(the vertical blanking interval) to draw a frame, and a loss in mouse responsiveness known as 'input lag'. This setting can be adjusted in game using the VSync button in the Video tab of the Video panel in the Options menu. It can also be changed by toggling the Vertical Sync check box in the Graphics tab of the OpenMW Launcher. @@ -170,8 +170,7 @@ contrast This setting controls the contrast correction for all video in the game. -This setting can only be configured by editing the settings configuration file. -This setting does not currently work under Linux. +This setting can only be configured by editing the settings configuration file. It has been reported to not work on some Linux systems. gamma ----- @@ -184,4 +183,4 @@ This setting controls the gamma correction for all video in the game. Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0. This setting can be changed in the Detail tab of the Video panel of the Options menu. -This setting does not currently work under Linux, and the in-game setting in the Options menu has been disabled. +It has been reported to not work on some Linux systems, and therefore the in-game setting in the Options menu has been disabled on Linux systems. diff --git a/docs/source/reference/modding/settings/windows.rst b/docs/source/reference/modding/settings/windows.rst index 170f68381..2fae9c3e3 100644 --- a/docs/source/reference/modding/settings/windows.rst +++ b/docs/source/reference/modding/settings/windows.rst @@ -25,7 +25,7 @@ Hand editing the configuration file might result in some fine tuning for alignme but the settings will be overwritten if a window is moved. .. note:: - To scale the windows, making the widgets proportionally larger, see the scaling factor setting instead. + To scale the windows, making the widgets proportionally larger, see the scaling factor setting in the GUI section instead. :Type: boolean :Range: True/False @@ -40,18 +40,15 @@ For example, to pin only the map window, the actual settings will be:: The pinnable window can be pinned/unpinned by clicking on a button in the right upper corner of the window. -.. note:: - A world/local map switch button on the map window will be shown only in GUI mode. - stats ----- :Default: - x = 0.0 + x = 0.015 - y = 0.0 + y = 0.015 - h = 0.375 + h = 0.45 w = 0.4275 @@ -64,13 +61,13 @@ spells ------ :Default: - x = 0.625 + x = 0.63 - y = 0.5725 + y = 0.39 - h = 0.375 + h = 0.36 - w = 0.4275 + w = 0.51 pin = false @@ -81,13 +78,13 @@ map --- :Default: - x = 0.625 + x = 0.63 - y = 0.0 + y = 0.015 - h = 0.375 + h = 0.36 - w = 0.5725 + w = 0.37 pin = false @@ -98,13 +95,13 @@ inventory --------- :Default: - x = 0.0 + x = 0.015 - y = 0.4275 + y = 0.54 - h = 0.6225 + h = 0.45 - w = 0.5725 + w = 0.38 pin = false @@ -115,14 +112,13 @@ inventory container ------------------- :Default: - x = 0.0 + x = 0.015 - y = 0.4275 + y = 0.54 - h = 0.6225 - - w = 0.5725 + h = 0.45 + w = 0.38 The player's inventory window while searching a container, showing the contents of the character's inventory. Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people. @@ -131,13 +127,13 @@ inventory barter ---------------- :Default: - x = 0.0 + x = 0.015 - y = 0.4275 + y = 0.54 - h = 0.6225 + h = 0.45 - w = 0.5725 + w = 0.38 The player's inventory window while bartering. It displays goods owned by the character while bartering. Activated by clicking on the Barter choice in the dialog window for an NPC. @@ -146,13 +142,13 @@ inventory companion ------------------- :Default: - x = 0.0 + x = 0.015 - y = 0.4275 + y = 0.54 - h = 0.6225 + h = 0.45 - w = 0.5725 + w = 0.38 The player's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine. @@ -161,13 +157,13 @@ container --------- :Default: - x = 0.25 + x = 0.49 - y = 0.0 + y = 0.54 - h = 0.75 + h = 0.39 - w = 0.375 + w = 0.38 The container window, showing the contents of the container. Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people. @@ -176,13 +172,13 @@ barter ------ :Default: - x = 0.25 + x = 0.6 - y = 0.0 + y = 0.27 - h = 0.75 + h = 0.38 - w = 0.375 + w = 0.63 The NPC bartering window, displaying goods owned by the shopkeeper while bartering. Activated by clicking on the Barter choice in the dialog window for an NPC. @@ -191,13 +187,13 @@ companion --------- :Default: - x = 0.25 + x = 0.6 - y = 0.0 + y = 0.27 - h = 0.75 + h = 0.38 - w = 0.375 + w = 0.63 The NPC's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine. @@ -206,13 +202,13 @@ dialogue -------- :Default: - x = 0.095 + x = 0.15 - y = 0.095 + y = 0.5 - h = 0.810 + h = 0.7 - w = 0.810 + w = 0.45 The dialog window, for talking with NPCs. Activated by clicking on a NPC. @@ -237,9 +233,9 @@ console ------- :Default: - x = 0.0 + x = 0.015 - y = 0.0 + y = 0.015 h = 1.0 diff --git a/extern/oics/tinyxmlparser.cpp b/extern/oics/tinyxmlparser.cpp index 253cd93ff..d5bda8fee 100644 --- a/extern/oics/tinyxmlparser.cpp +++ b/extern/oics/tinyxmlparser.cpp @@ -2,23 +2,23 @@ www.sourceforge.net/projects/tinyxml Original code (2.0 and earlier )copyright (c) 2000-2002 Lee Thomason (www.grinninglizard.com) -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages arising from the use of this software. -Permission is granted to anyone to use this software for any -purpose, including commercial applications, and to alter it and +Permission is granted to anyone to use this software for any +purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: -1. The origin of this software must not be misrepresented; you must +1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. -2. Altered source versions must be plainly marked as such, and +2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. -3. This notice may not be removed or altered from any source +3. This notice may not be removed or altered from any source distribution. */ @@ -39,8 +39,8 @@ distribution. // Note tha "PutString" hardcodes the same list. This // is less flexible than it appears. Changing the entries -// or order will break putstring. -TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] = +// or order will break putstring. +TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] = { { "&", 5, '&' }, { "<", 4, '<' }, @@ -50,20 +50,20 @@ TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] = }; // Bunch of unicode info at: -// http://www.unicode.org/faq/utf_bom.html +// https://www.unicode.org/faq/utf_bom.html // Including the basic of this table, which determines the #bytes in the // sequence from the lead byte. 1 placed for invalid sequences -- // although the result will be junk, pass it through as much as possible. -// Beware of the non-characters in UTF-8: +// Beware of the non-characters in UTF-8: // ef bb bf (Microsoft "lead bytes") // ef bf be -// ef bf bf +// ef bf bf const unsigned char TIXML_UTF_LEAD_0 = 0xefU; const unsigned char TIXML_UTF_LEAD_1 = 0xbbU; const unsigned char TIXML_UTF_LEAD_2 = 0xbfU; -const int TiXmlBase::utf8ByteTable[256] = +const int TiXmlBase::utf8ByteTable[256] = { // 0 1 2 3 4 5 6 7 8 9 a b c d e f 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x00 @@ -75,9 +75,9 @@ const int TiXmlBase::utf8ByteTable[256] = 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x60 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x70 End of ASCII range 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x80 0x80 to 0xc1 invalid - 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x90 - 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xa0 - 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xb0 + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x90 + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xa0 + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xb0 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 0xc0 0xc2 to 0xdf 2 byte 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 0xd0 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, // 0xe0 0xe0 to 0xef 3 byte @@ -91,7 +91,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng const unsigned long BYTE_MARK = 0x80; const unsigned long FIRST_BYTE_MARK[7] = { 0x00, 0x00, 0xC0, 0xE0, 0xF0, 0xF8, 0xFC }; - if (input < 0x80) + if (input < 0x80) *length = 1; else if ( input < 0x800 ) *length = 2; @@ -105,22 +105,22 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng output += *length; // Scary scary fall throughs. - switch (*length) + switch (*length) { case 4: - --output; - *output = (char)((input | BYTE_MARK) & BYTE_MASK); + --output; + *output = (char)((input | BYTE_MARK) & BYTE_MASK); input >>= 6; case 3: - --output; - *output = (char)((input | BYTE_MARK) & BYTE_MASK); + --output; + *output = (char)((input | BYTE_MARK) & BYTE_MASK); input >>= 6; case 2: - --output; - *output = (char)((input | BYTE_MARK) & BYTE_MASK); + --output; + *output = (char)((input | BYTE_MARK) & BYTE_MASK); input >>= 6; case 1: - --output; + --output; *output = (char)(input | FIRST_BYTE_MARK[*length]); } } @@ -130,7 +130,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng { // This will only work for low-ascii, everything else is assumed to be a valid // letter. I'm not sure this is the best approach, but it is quite tricky trying - // to figure out alhabetical vs. not across encoding. So take a very + // to figure out alhabetical vs. not across encoding. So take a very // conservative approach. // if ( encoding == TIXML_ENCODING_UTF8 ) @@ -151,7 +151,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng { // This will only work for low-ascii, everything else is assumed to be a valid // letter. I'm not sure this is the best approach, but it is quite tricky trying - // to figure out alhabetical vs. not across encoding. So take a very + // to figure out alhabetical vs. not across encoding. So take a very // conservative approach. // if ( encoding == TIXML_ENCODING_UTF8 ) @@ -224,7 +224,7 @@ void TiXmlParsingData::Stamp( const char* now, TiXmlEncoding encoding ) case '\r': // bump down to the next line ++row; - col = 0; + col = 0; // Eat the character ++p; @@ -266,11 +266,11 @@ void TiXmlParsingData::Stamp( const char* now, TiXmlEncoding encoding ) // In these cases, don't advance the column. These are // 0-width spaces. if ( *(pU+1)==TIXML_UTF_LEAD_1 && *(pU+2)==TIXML_UTF_LEAD_2 ) - p += 3; + p += 3; else if ( *(pU+1)==0xbfU && *(pU+2)==0xbeU ) - p += 3; + p += 3; else if ( *(pU+1)==0xbfU && *(pU+2)==0xbfU ) - p += 3; + p += 3; else { p +=3; ++col; } // A normal character. } @@ -322,10 +322,10 @@ const char* TiXmlBase::SkipWhiteSpace( const char* p, TiXmlEncoding encoding ) while ( *p ) { const unsigned char* pU = (const unsigned char*)p; - + // Skip the stupid Microsoft UTF-8 Byte order marks if ( *(pU+0)==TIXML_UTF_LEAD_0 - && *(pU+1)==TIXML_UTF_LEAD_1 + && *(pU+1)==TIXML_UTF_LEAD_1 && *(pU+2)==TIXML_UTF_LEAD_2 ) { p += 3; @@ -413,12 +413,12 @@ const char* TiXmlBase::ReadName( const char* p, TIXML_STRING * name, TiXmlEncodi // After that, they can be letters, underscores, numbers, // hyphens, or colons. (Colons are valid ony for namespaces, // but tinyxml can't tell namespaces from names.) - if ( p && *p + if ( p && *p && ( IsAlpha( (unsigned char) *p, encoding ) || *p == '_' ) ) { const char* start = p; while( p && *p - && ( IsAlphaNum( (unsigned char ) *p, encoding ) + && ( IsAlphaNum( (unsigned char ) *p, encoding ) || *p == '_' || *p == '-' || *p == '.' @@ -469,7 +469,7 @@ const char* TiXmlBase::GetEntity( const char* p, char* value, int* length, TiXml ucs += mult * (*q - 'a' + 10); else if ( *q >= 'A' && *q <= 'F' ) ucs += mult * (*q - 'A' + 10 ); - else + else return 0; mult *= 16; --q; @@ -492,7 +492,7 @@ const char* TiXmlBase::GetEntity( const char* p, char* value, int* length, TiXml { if ( *q >= '0' && *q <= '9' ) ucs += mult * (*q - '0'); - else + else return 0; mult *= 10; --q; @@ -571,10 +571,10 @@ bool TiXmlBase::StringEqual( const char* p, return false; } -const char* TiXmlBase::ReadText( const char* p, - TIXML_STRING * text, - bool trimWhiteSpace, - const char* endTag, +const char* TiXmlBase::ReadText( const char* p, + TIXML_STRING * text, + bool trimWhiteSpace, + const char* endTag, bool caseInsensitive, TiXmlEncoding encoding ) { @@ -631,7 +631,7 @@ const char* TiXmlBase::ReadText( const char* p, } } } - if ( p ) + if ( p ) p += strlen( endTag ); return p; } @@ -647,7 +647,7 @@ void TiXmlDocument::StreamIn( std::istream * in, TIXML_STRING * tag ) // This "pre-streaming" will never read the closing ">" so the // sub-tag can orient itself. - if ( !StreamTo( in, '<', tag ) ) + if ( !StreamTo( in, '<', tag ) ) { SetError( TIXML_ERROR_PARSING_EMPTY, 0, 0, TIXML_ENCODING_UNKNOWN ); return; @@ -669,7 +669,7 @@ void TiXmlDocument::StreamIn( std::istream * in, TIXML_STRING * tag ) if ( in->good() ) { - // We now have something we presume to be a node of + // We now have something we presume to be a node of // some sort. Identify it, and call the node to // continue streaming. TiXmlNode* node = Identify( tag->c_str() + tagIndex, TIXML_DEFAULT_ENCODING ); @@ -778,7 +778,7 @@ const char* TiXmlDocument::Parse( const char* p, TiXmlParsingData* prevData, TiX encoding = TIXML_ENCODING_UTF8; else if ( StringEqual( enc, "UTF8", true, TIXML_ENCODING_UNKNOWN ) ) encoding = TIXML_ENCODING_UTF8; // incorrect, but be nice - else + else encoding = TIXML_ENCODING_LEGACY; } @@ -796,7 +796,7 @@ const char* TiXmlDocument::Parse( const char* p, TiXmlParsingData* prevData, TiX } void TiXmlDocument::SetError( int err, const char* pError, TiXmlParsingData* data, TiXmlEncoding encoding ) -{ +{ // The first error in a chain is more accurate - don't set again! if ( error ) return; @@ -833,7 +833,7 @@ TiXmlNode* TiXmlNode::Identify( const char* p, TiXmlEncoding encoding ) return 0; } - // What is this thing? + // What is this thing? // - Elements start with a letter or underscore, but xml is reserved. // - Comments: