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
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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"
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This reverts commit 89d9649b50
.
10 years ago
scrawl
89d9649b50
Change save format to store relative equipment index
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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 )
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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'
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Conflicts:
apps/openmw/mwworld/class.cpp
10 years ago
Lukasz Gromanowski
fa65c8981a
Issue #1887 : Equipped items do not emit sounds
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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
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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
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Wrapped item charge handling in getItemHealth function
11 years ago
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
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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.
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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'
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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.
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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)
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Information provided by Hrnchamd.
11 years ago
scrawl
6aa56354c0
Revert "Bug #991 : Don't autoequip items with harmful permanent enchantments"
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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:
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- 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'
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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
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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