Jordan Ayers
c82d9a1e87
Adjust ContainerStore / InventoryStore to allow partial unequip of items.
9 years ago
scrawl
f35ab12979
Accept a ConstPtr in InventoryStore::isEquipped
9 years ago
scrawl
edde5bd065
Accept a ConstPtr in ContainerStore::stacks
9 years ago
scrawl
ed3486e816
Improve const-correctness in writeAdditionalState
9 years ago
scrawl
3f3c3d0ad3
Remove an already resolved todo comment
10 years ago
scrawl
b33fe8fb62
Fix the inventory listener bug
10 years ago
dteviot
0a5de33a1a
fireEquipmentChangedEvent() updates the InventoryWindow. ( Fixes #2424 )
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
4d5adfb5dd
Fix being able to use enchantments of items that failed to equip ( Fixes #2215 )
10 years ago
scrawl
04614651fa
Fix recharging items not being updated for actor's initial inventory
10 years ago
scrawl
0fe9612afb
Implement basic spellcasting AI ( Fixes #961 )
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Select a weapon to attack with in AiCombat and equip it (Fixes #1609 , Fixes #1772 )
10 years ago
scrawl
6cc691115b
Savegame: store most of CreatureStats
11 years ago
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
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
589fbbd871
Issue #777 : Create InventoryStore for creatures with weapons/shields
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
0bc3a13c0f
Break invisibility on Use or Activate
11 years ago
scrawl
e8dcd74741
Recharge enchanted items in player's inventory over time
11 years ago
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
11 years ago
scrawl
00af6b5617
Use an inventory store listener for animation parts and VFX update instead of updating them directly. Slightly more flexible, reduces InventoryStore dependencies and solves a crash during character creation due to the preview doll's animation not being registered in World.
11 years ago
scrawl
992a8e9c36
Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore.
11 years ago
scrawl
ff7e4174f9
Fix some leftover code that still calculated random magnitude per spell rather than per effect. Major cleanup of InventoryStore: Magic effects are now updated when needed, rather than cached. Also allows to get rid of 'mutable' hacks and non-const method that should be const. Play sounds and particles when equipping a permanent enchantment item.
11 years ago
scrawl
60bec03987
Rename variables called 'slots' to work around wrong code parsing in QT Creator.
11 years ago
scrawl
3c6a391507
Rename arguments again
11 years ago
scrawl
700d06764c
Order of arguments for ContainerStore::stacks shouldn't matter. Supplying them in the correct order is error prone, and also caused a bug where equipped items would incorrectly stack.
11 years ago
Emanuel Guevel
bbfd7f4c9d
Disable equipped item re-stacking when the item is removed from inventory
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The item was not removed if it was re-stacked.
11 years ago
Emanuel Guevel
467bd91651
Update actor model on inventory change
11 years ago
Emanuel Guevel
37e91a278e
Add InventoryStore::unequipItem()
11 years ago
Emanuel Guevel
12dbbde1e3
InvStore::unequipSlot: return an iterator to the unequipped item
11 years ago
Emanuel Guevel
750f1fd760
Edit ContainerStore::stacks for clarifications and correctness
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Rename arguments and fix some potential errors (add checks).
11 years ago
Emanuel Guevel
2786530430
Edit InventoryStore::equip() to call the new unequipSlot function…
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…to unequip previously equipped item.
11 years ago
Emanuel Guevel
d05baa8c22
Add method InventoryStore::unequipSlot()
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This will permit to do run a treatment when an item is unequipped.
11 years ago
Emanuel Guevel
23b8206bdc
Add remove methods to MWWorld::ContainerStore
11 years ago
Emanuel Guevel
48d2554ac3
Auto-equip when items are added to the inventory
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We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
12 years ago
Emanuel Guevel
47b8a31317
Fixes suggested by KittyCat
12 years ago
Emanuel Guevel
aa563e947e
Implement MWWorld::InventoryStore::unequipAll()
12 years ago
scrawl
0c4a963132
Container UI rewrite
12 years ago
Glorf
48d9885554
Started bugfix #691
12 years ago
Michael Mc Donnell
b373d0ec7b
Correct struct to class in forward declarations
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Fixes http://bugs.openmw.org/issues/362
13 years ago
scrawl
30461438f6
still left: spell success formula
13 years ago
Marc Zinnschlag
124ea77612
Issue #256 : consider equipped items when calculating magic effects
13 years ago
scrawl
82b9f835b1
make sure iterator is not end() before trying to get the equipped item
13 years ago