David Cernat
571f3e8ee7
[Client] Use correct stacking value when sending SpellsActive packets
3 years ago
David Cernat
f2d95dc84d
[Client] Make ActiveSpells::removeSpellByTimestamp() return a boolean
...
Add logging to LocalPlayer::removeSpellsActive() to track when a player's active spell hasn't been removed due to an invalid timestamp.
3 years ago
David Cernat
63c956e1d2
[Client] Fix active spell sync using actor IDs tracked in ActiveSpells
3 years ago
David Cernat
c027862609
[Client] Track actor IDs in ActiveSpells
3 years ago
David Cernat
3f3fe66fde
[General] Track casters of spells in SpellsActive packets
...
Also simplify sending of SpellsActive packets slightly.
4 years ago
David Cernat
a4b180f65a
[Client] Don't send SpellsActive packets for spells received from server
4 years ago
David Cernat
294f64d12d
[General] Track timestamps for spells in SpellsActive packets
...
This makes it possible to remove a specific effect in effect stacks by checking its timestamp.
4 years ago
David Cernat
767287ae51
[General] Track stacking spells in SpellsActive packets
4 years ago
David Cernat
bf0a42fdad
[General] Implement ActorSpellsActive packet, part 1
...
The packet can now set the active spells of DedicatedActors.
4 years ago
David Cernat
6766206a76
[Client] Add check for local player when sending active spell removal
4 years ago
David Cernat
0eedf8fd9f
Add OpenMW commits up to 30 Sep 2020
...
# Conflicts:
# apps/openmw/mwmechanics/aicombat.cpp
# apps/openmw/mwmechanics/character.cpp
# apps/openmw/mwmechanics/summoning.cpp
# components/CMakeLists.txt
4 years ago
Andrei Kortunov
924f634bda
Support for multiple summons with same ID in the single spell
4 years ago
David Cernat
c56cd7c221
[General] Implement PlayerSpellsActive packet, part 1
...
Additions and removals of the local player's active spells can now be saved to and loaded from the server.
5 years ago
David Cernat
e5b1843089
Add OpenMW commits up to 11 Jun 2020
...
# Conflicts:
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwgui/jailscreen.cpp
# apps/openmw/mwmechanics/activespells.cpp
# apps/openmw/mwmechanics/aiactivate.cpp
# apps/openmw/mwmechanics/aiactivate.hpp
# apps/openmw/mwmechanics/creaturestats.cpp
# apps/openmw/mwscript/aiextensions.cpp
# apps/openmw/mwscript/statsextensions.cpp
# apps/openmw/mwworld/worldimp.cpp
# apps/openmw/mwworld/worldimp.hpp
5 years ago
David Cernat
36a2308acd
Add OpenMW commits up to 30 May 2020
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/mwbase/windowmanager.hpp
# apps/openmw/mwgui/windowmanagerimp.hpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/actors.hpp
# apps/openmw/mwscript/interpretercontext.cpp
5 years ago
Andrei Kortunov
3dce225f28
Implement vanilla-style corprus handling (bug #3714 , bug #4623 )
5 years ago
Andrei Kortunov
b5833f3c59
Use real time to update spell effects instead of game timestamps (bug #5165 )
5 years ago
David Cernat
889bcec7f8
Add OpenMW commits up to 1 Sep 2018
...
# Conflicts:
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwclass/creature.cpp
# apps/openmw/mwclass/npc.cpp
# apps/openmw/mwgui/jailscreen.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/difficultyscaling.cpp
# apps/openmw/mwscript/transformationextensions.cpp
# apps/openmw/mwworld/worldimp.hpp
5 years ago
David Cernat
abc4090a0f
[Client] Fix loop in ActiveSpells::getEffectDuration()
6 years ago
uramer
2531378d0b
make getEffectDuration to look for a specific effect
6 years ago
Capostrophic
ed1f8f7be7
Remove effects from all active spells with the same ID
6 years ago
Capostrophic
6c47f95677
Make RemoveSpellEffects affect permanent spells (bug #3920 )
...
Also make it remove the effects but not the spells themselves
6 years ago
Koncord
53346e2663
[Client] Return 0 if effect not found
7 years ago
David Cernat
958b220835
[General] Send summon duration to server in ObjectSpawn packets
7 years ago
David Cernat
047ad40b96
[Client] Clear FortifyAttribute effects when server sets modifier to 0
7 years ago
Andrei Kortunov
1e983604db
Dispel only effects from spells (bug #3995 )
7 years ago
Allofich
b1be3596dc
Cleanup of #include statements
9 years ago
scrawl
c34314ae26
When an actor dies purge all spell effects cast by that actor ( Fixes #3175 )
9 years ago
scrawl
07b064f616
Rename to lowerCaseInPlace
9 years ago
scrawl
8c810e3620
Move rng to components
10 years ago
dteviot
3f28634d1f
consolidate random number logic
...
Note, I suspect Rng::rollClosedProbability() is not needed. The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
10 years ago
dteviot
ca8c8c6aa4
fixing MSVC 2013 warning C4244: & C4305
...
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
10 years ago
dteviot
80fe24207c
correction from Scrawl.
...
Now correctly handles skills/attributes.
Also, document what ContentSelectorView::ContentSelector::slotAddonTableItemActivated() is doing.
10 years ago
dteviot
cdee6f41fc
fix: multi effect spell with different ranges ( Fixes #2285 )
...
Applies all effects for a spell with multiple effects, where not all effects have the same range.
10 years ago
scrawl
f267497c03
Allow separate summoned creature instances for each spell ID ( Fixes #2194 )
10 years ago
scrawl
0081a68376
Use fMagicStartIconBlink for spell effect indicator fading
10 years ago
MiroslavR
238325455d
Erase effects that have expired ( Fixes #2134 )
10 years ago
scrawl
9052cc4a57
Savegame: store ActiveSpells
11 years ago
scrawl
dfacf8c044
Change ActiveSpells to use ActorId
11 years ago
Thoronador
1b8c975d5b
minor performance improvements in apps/openmw
...
Checking for emptiness using size() might be inefficient, because
it can take linear time, while empty() is guaranteed to take only
constant time.
For non-primitive types, postfix ++ operators are inefficient
compared to prefix ++ operators, because post-increment usually
involves keeping a copy of the previous value around.
11 years ago
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
11 years ago
scrawl
f78b846f9e
Handle CasterLinked magic effect flag
11 years ago
scrawl
7d8ca91286
Implement RemoveSpellEffects instruction
11 years ago
scrawl
299690631f
Implement SoulTrap magic effect
11 years ago
scrawl
596e0c8a49
Correct Dispel effect (use magnitude as chance)
11 years ago
scrawl
94d2ec8e4e
Add missing spells update
11 years ago
scrawl
0dc2e829dd
Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
11 years ago
scrawl
bb43ec9b35
Implement damage tick effects
11 years ago
scrawl
b1a29eb27e
Implement Resist & Weakness effects
11 years ago
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
11 years ago