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.
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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"
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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
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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
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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
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Conflicts:
apps/openmw/mwmechanics/aisequence.cpp
apps/openmw/mwmechanics/aiwander.cpp
11 years ago
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
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Make stationary NPCs return to their previous position once combat/crime AI finishes.
11 years ago
Thoronador
1b8c975d5b
minor performance improvements in apps/openmw
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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
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Should extend AiActivate in the future
11 years ago