Commit Graph

74 Commits (openmw-39)

Author SHA1 Message Date
scrawl 14e1911820 Fix memory leaks 9 years ago
scrawl c4d38bb42d Fix clang analyzer warnings 9 years ago
scrawl 48ac0bef3e Repair save games affected by bug #3080 (Fixes #3160) 9 years ago
scrawl d3b76b7006 Don't stack Ai packages (Fixes #3101, Fixes #3080, Fixes #2697) 9 years ago
scrawl 14b143231c Don't crash OpGetTarget when the target disappeared (Fixes #3048) 9 years ago
dteviot 77a1d947cc extracted MWMechanics::getPlayer() 10 years ago
scrawl 278076e609 Include cleanup 10 years ago
scrawl 531bca1273 Add a threshold for changing aicombat targets (Fixes #2755) 10 years ago
scrawl 59db9664ba Pass the CharacterController to AiPackage::execute 10 years ago
scrawl 7bacb9418d Various math code ported to osg 10 years ago
dteviot f2ac939e61 reverted mShouldRepeat back to unsigned char.
As recommended by Scrawl.
10 years ago
scrawl 2ac4a74a34 Fix running AI for dead actors 10 years ago
scrawl de23ad5c8d Change dynamic_cast to static_cast to make coverity happy 10 years ago
scrawl c343a5c803 stopCombat fix 10 years ago
scrawl a8ae0dec52 Implement AiWander fast-forward (Feature #1125) 10 years ago
scrawl 2b78e9795d Implement Calm effect removing combat packages (Fixes #1985) 10 years ago
terrorfisch 0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
10 years ago
scrawl 6fc53e73ad Don't run AI for knocked-out actors (Fixes #1854) 10 years ago
scrawl ee8b85aa2c Fix priority bug in AiSequence::stack (Fixes #1959) 10 years ago
scrawl 7252cb63a6 Fix cppcheck issues 10 years ago
scrawl 22d7d8a466 Implement Command creature/humanoid magic effects (Fixes #1120) 11 years ago
scrawl 1fc424ce30 Make sure player doesn't get any AI packages (Bug #1749) 11 years ago
scrawl d81e9cfefd Implement actors fighting for the actor they are following (Fixes #1141) 11 years ago
scrawl 90a96cd7d8 Fix bug where actors in combat with multiple other actors where not regarded as in combat with a specific actor 11 years ago
scrawl ffb6f5d555 Use fFight<Crime> GMSTs to control attacks in response to crimes 11 years ago
scrawl 395f98e476 Fix triggering changed flag for all references when cell is visited
The InsertFunctor for cells was calling localRotateObject() for all references which set the mChanged flag in RefData to true.

Also clean up RefData interface slightly.
11 years ago
scrawl b20f8cc04f Don't clear AiSequence if there are no saved packages (eg for old savegames) 11 years ago
scrawl a54ac579a5 Savegame: Store AiSequence 11 years ago
mrcheko 559c772906 Merge remote-tracking branch 'upstream/master' 11 years ago
mrcheko 56881cb7c9 fix bugs in aisequence::execute 11 years ago
Marc Zinnschlag 58afa58549 Merge remote-tracking branch 'mrcheko/master' 11 years ago
mrcheko 638df221a6 memory leak fix 11 years ago
Marc Zinnschlag 37f1a49352 Merge remote-tracking branch 'mrcheko/master' 11 years ago
mrcheko fa14df62b7 fix crash on disappeared target 11 years ago
Marc Zinnschlag 56c4367c1a Merge remote-tracking branch 'mrcheko/master' 11 years ago
mrcheko e1249f6a31 actor handle and id confusing fix 11 years ago
mrcheko 66307dd889 travis fix #3 :( 11 years ago
mrcheko 74697f8116 travis fix #2 11 years ago
mrcheko 69c1eb28c5 travis compile fix 11 years ago
mrcheko aa5647b45e merge master, resolve conflicts 11 years ago
scrawl 36d9ae17cc Revert "Change all AI packages (except AiActivate) to use ActorIds"
Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)

This reverts commit 2e9985c1a3.
11 years ago
mrcheko 5be37f04ef Feature 1314: make npc fight creatures 11 years ago
scrawl 2e9985c1a3 Change all AI packages (except AiActivate) to use ActorIds
More robust in case the target changes cell or there are multiple targets with the same RefId
11 years ago
mrcheko 725f6cac5e AiPursue infinite package updating bug resolved 11 years ago
scrawl 7bddfc0025 Fix some spelling mistakes. 11 years ago
scrawl 122e606e30 Crime: improvement to arrest on sight for large bounties
iCrimeThreshold controls the needed bounty to have guards run to the player and force dialogue. In vanilla, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or present a death sentence and attack (>= 5000 bounty).
11 years ago
scrawl 1fd7a07b5e Merge branch 'master' of https://github.com/OpenMW/openmw into return
Conflicts:
	apps/openmw/mwmechanics/aisequence.cpp
	apps/openmw/mwmechanics/aiwander.cpp
11 years ago
scrawl 9b36a13821 Feature #1289: NPCs return to default position
Make stationary NPCs return to their previous position once combat/crime AI finishes.
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
Jeffrey Haines 7c0b51fb7e Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
11 years ago