Commit Graph

111 Commits (openmw-36)

Author SHA1 Message Date
dteviot 0a5de33a1a fireEquipmentChangedEvent() updates the InventoryWindow. (Fixes #2424) 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
scrawl 3879ce6ac1 Get rid of "player" string checks (Fixes #2216) 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
scrawl 8087a7d920 Add possibility to dress up corpses (Fixes #2221) 10 years ago
scrawl 79d2eebe54 Store selected enchant item in savegame (Fixes #1702) 10 years ago
scrawl d13335ba40 Ensure the item can be equipped in the given slot when loading inventory 10 years ago
scrawl c65f9cb3c0 Revert "Change save format to store relative equipment index"
This reverts commit 89d9649b50.
10 years ago
scrawl 89d9649b50 Change save format to store relative equipment index
Store the index for the allowedSlots vector instead of the absolute slot index. This will more gracefully handle edge cases like the available slots for an item having changed when loading the game, or the "allows stacking" property having changed. However the main reason this was done is to ease work on the essimporter.
10 years ago
scrawl f267497c03 Allow separate summoned creature instances for each spell ID (Fixes #2194) 10 years ago
scrawl e2346d7c37 Store permanent magic effects in savegame (Fixes #1648) 10 years ago
scrawl 25954a80f5 Fix recharging of items in player inventory 10 years ago
scrawl 4d5adfb5dd Fix being able to use enchantments of items that failed to equip (Fixes #2215) 10 years ago
scrawl d034a079e6 Allow equipping twohanded weapon and shield at the same time (Fixes #1785)
The shield can be equipped, meaning armor rating and item enchantments apply, but can not be blocked with.
10 years ago
Marc Zinnschlag aefe8cd4ae Merge remote-tracking branch 'lgro/issue1887_equipped_items_doesnt_emit_sound'
Conflicts:
	apps/openmw/mwworld/class.cpp
10 years ago
Lukasz Gromanowski fa65c8981a Issue #1887: Equipped items do not emit sounds
Played sound items are based on parts not inserted items.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
10 years ago
scrawl 04614651fa Fix recharging items not being updated for actor's initial inventory 10 years ago
Lukasz Gromanowski bcb38c3eba Issue #1887: Equipped items do not emit sounds
Added handling of autoEquip and unequipAll cases.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
10 years ago
Lukasz Gromanowski e566e4abf2 Issue #1887: Equipped items do not emit sounds
Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
10 years ago
scrawl 7252cb63a6 Fix cppcheck issues 10 years ago
Rohit Nirmal b5eb16b663 Silence some scan-build warnings. 11 years ago
scrawl 1c222a0154 Fix mSelectedEnchantItem cleanup not working for non-player actors 11 years ago
scrawl f1d72419de Don't equip weapons in autoEquip, AiCombat does that now (Fixes #1451) 11 years ago
scrawl 2db50da8dd Implement magic effect script instructions (Feature #1489) 11 years ago
scrawl d8943aef2f Encapsulate magic effect magnitude (Feature #1489) 11 years ago
scrawl 08ce6ed7fb Attempt to restack item after repair or recharge (Fixes #1656) 11 years ago
scrawl 039398c8ae Basic RefData and CellRef change tracking
Wrapped item charge handling in getItemHealth function
11 years ago
Emanuel Guevel 1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
11 years ago
scrawl dfacf8c044 Change ActiveSpells to use ActorId 11 years ago
scrawl 1444cd9051 Fix AiCombat exception when actor has a lockpick/probe equipped.
Don't make NPCs autoEquip lockpicks/probes, since they can't use them.
11 years ago
scrawl 04964595ef Fixes #1270, Fixes #1201: Update active weapon/spell icons every frame 11 years ago
scrawl ffe19e7a52 Feature #50: Handle attach & release of projectiles 11 years ago
Marc Zinnschlag 1b5301eec0 Merge branch 'savedgame'
Conflicts:
	apps/openmw/mwbase/mechanicsmanager.hpp
	apps/openmw/mwbase/soundmanager.hpp
	apps/openmw/mwgui/mapwindow.hpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwsound/soundmanagerimp.hpp
	components/esm/loadcell.cpp
11 years ago
Marc Zinnschlag d2ec3ffdc8 handle equipped items when serialising inventory state 11 years ago
scrawl ba67bf45f8 Fix an issue with InventoryStore copy constructor. Don't copy the iterator directly - mContainer will be wrong and comparisons against end() will always fail.
This caused an exception when looting a creature that had moved cells.
11 years ago
scrawl 589fbbd871 Issue #777: Create InventoryStore for creatures with weapons/shields 11 years ago
scrawl d544551f61 Added getSkill to Class interface, since creatures also have skills (which are provided by generalized Combat, Magic and Stealth attributes which substitute for the specific skills, in the same way as specialization)
Information provided by Hrnchamd.
11 years ago
scrawl 6aa56354c0 Revert "Bug #991: Don't autoequip items with harmful permanent enchantments"
This is no longer needed, since merchants no longer equip items sold to them (2f35e5a04e). Also, items with harmful enchantments that are initially in the NPCs inventory *must* be equipped (e.g. slave bracers)

This reverts commit 71d9755ef1.
11 years ago
scrawl 12944f2459 Fix an auto equipping bug that allowed twohanded weapon and shield at the same time 11 years ago
scrawl 3bf36515d5 Implement Trespassing crime 11 years ago
scrawl 68b87714bb Addition to 2f35e5a04ef828d: companions should still auto equip 11 years ago
scrawl 2f35e5a04e Stop merchants from autoequipping items sold to them 11 years ago
scrawl dde2cd5d5a Fix some code that still used setCount directly instead of using the ContainerStore interface. Also fix a related annoyance with the interface. 11 years ago
scrawl c4e4a8fb57 Closes #1083: Fix werewolf change handling 11 years ago
scrawl 299690631f Implement SoulTrap magic effect 11 years ago
scrawl 79a440e94a Many additions to 900bc06d2c236b:
- Fix indentation
 - Consider any kind of light, not just torch_infinite_time
 - Hostile NPCs should also wear lights, if they have nothing else that could use the slot (or a twohanded weapon)
 - Remove redundant code and don't add additional lights to the inventory
 - World::isDark returns false for interiors which are unaffected by weather
11 years ago
Marc Zinnschlag 6de39a7329 Merge remote-tracking branch 'lgro/issue845_NPCs_hold_torches_whole_day'
Conflicts:
	apps/openmw/mwmechanics/character.cpp
11 years ago
scrawl 71d9755ef1 Bug #991: Don't autoequip items with harmful permanent enchantments 11 years ago
Lukasz Gromanowski 900bc06d2c Fixes #845: NPCs hold torches during the day
Moved 'equipping torches at night and unequipping at day' code from Character
to Actors class.

Removed unneeded showLights method (introduced in previous commits)
from animation/npcanimation classes.

Since this commit autoEquip() method doesn't automatically equip lights.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
11 years ago
scrawl 0bc3a13c0f Break invisibility on Use or Activate 11 years ago