scrawl
c0645d4978
Increase death count immediately on death (Bug #1588 )
...
This is required for scripts using getDeadCount as reaction to onDeath that rely on the increased value.
2014-07-21 20:37:14 +02:00
scrawl
804f1a5e59
Adjust combat mechanics
...
- Projectiles can not trigger critical hits
- Critical hits are only possible if the target is not in combat (Fixes #1669 )
- Hand-to-hand deals damage to health during entire duration of knockdown animation (including standing up)
2014-07-20 23:17:55 +02:00
scrawl
90a96cd7d8
Fix bug where actors in combat with multiple other actors where not regarded as in combat with a specific actor
2014-07-20 22:34:20 +02:00
scrawl
6d794dac69
Add missing messagebox for spell lock and unlock success
2014-07-20 17:09:55 +02:00
scrawl
9897f14c3c
Don't block when actor is paralyzed
2014-07-20 16:52:57 +02:00
scrawl
28a0899d2b
Implement difficulty scaling ( Fixes #1505 )
2014-07-20 16:38:20 +02:00
scrawl
08ce6ed7fb
Attempt to restack item after repair or recharge ( Fixes #1656 )
2014-07-17 16:16:06 +02:00
scrawl
20a0040bdb
Apply elemental shield magnitude to element resistance ( Closes #1121 )
2014-07-16 10:58:28 +02:00
scrawl
123157b216
Implement elemental shield damage to attacker (Feature #1121 )
2014-07-16 10:58:28 +02:00
scrawl
f43a10b7b9
Adjust disease contraction according to Hrnchamd's research
2014-07-16 10:58:21 +02:00
scrawl
c9150c9680
Initialize character skeleton to a suitable pose ( Fixes #1473 )
2014-07-13 10:40:48 +02:00
scrawl
d63dd88113
Apply autocalc corrections to player starting spells
2014-07-12 18:53:16 +02:00
scrawl
83819b2894
Traverse spells in record order from content files. bronrod_the_roarer is perfect now. Other NPCs have some differences.
2014-07-12 18:53:15 +02:00
scrawl
479f248c1d
Use spell effect range type, not base effect (applied to spellcasting code)
2014-07-12 18:53:15 +02:00
scrawl
b4f8edc186
Use spell effect range type, not base effect
2014-07-12 18:53:15 +02:00
scrawl
1c41ce9b9d
Implement Hrnchamd's player and NPC autocalc spells (Some unclarities remaining, XXX)
2014-07-12 18:53:15 +02:00
scrawl
742d008765
Fix initializing CharacterController with fists or spell equipped
2014-07-08 10:30:46 +02:00
scrawl
ee81698089
Always control movement by animation except for first person or in-air
2014-07-08 10:30:45 +02:00
scrawl
10ef0a34d9
Update effects even when main animation is paused ( Fixes #1585 )
2014-06-28 17:54:14 +02:00
scrawl
92f5898b32
AiWander: Make sure we have 8 idle values ( Fixes #1583 )
...
The AiWander instruction may specify more (or less) than 8.
2014-06-28 14:22:27 +02:00
scrawl
523c2715e3
AiCombat: Handle Start to Min and Min to Max durations of 0 (found in Riekling animation)
2014-06-28 01:31:34 +02:00
scrawl
911bd0e340
Use walk animation as fallback if there's no run animation ( Fixes #1578 )
2014-06-28 00:07:13 +02:00
scrawl
07d0f4458d
Rotate clouds/particles to come from red mountain ( Fixes #245 )
2014-06-27 03:22:00 +02:00
scrawl
9eb8addc70
Make flying creatures fall when paralyzed ( Fixes #1494 )
2014-06-27 03:21:50 +02:00
scrawl
3d9bdad8ba
Correct run speed for creatures (by Hrnchamd - Fixes #1136 )
2014-06-25 00:51:02 +02:00
scrawl
7f1d0fc2a2
Fix disposition for npcs in same faction, by Hrnchamd
2014-06-25 00:12:51 +02:00
scrawl
693a097b21
Implement idlestorm animation (Feature #41 )
2014-06-24 18:37:38 +02:00
scrawl
320ab1b2c1
Don't say voice when using startcombat for a dead actor ( Fixes #1542 )
2014-06-23 22:00:17 +02:00
scrawl
cbec0ffaee
Exception fix
2014-06-22 22:30:29 +02:00
scrawl
11b05c352f
Fix exception when casting Bound Gloves spell
2014-06-19 16:00:27 +02:00
scrawl
9a6737073f
Fix broken swimdeath in first person
2014-06-18 16:57:54 +02:00
scrawl
e95483c40f
Fix crash for on target spells cast by non-actors ( Fixes #1529 )
2014-06-18 16:57:53 +02:00
scrawl
fe1e6a2719
Make Weakness effects apply to all subsequent effects within the same spell ( Fixes #1150 )
2014-06-18 16:57:53 +02:00
scrawl
a3ea7cb956
Ignore distance when considering aggression due to crime (seems to work better, all balmora mages guild members now come to help when one is attacked)
2014-06-18 16:57:53 +02:00
scrawl
1dc9e151cb
Count werewolf kills ( Fixes #1525 )
2014-06-18 16:56:36 +02:00
scrawl
4f9ebd148c
Fix broken AI movement on Z axis
2014-06-17 15:25:54 +02:00
scrawl
2477456f99
Implement Murder crimes and OnMurder instruction ( Fixes #1315 )
2014-06-17 04:05:27 +02:00
scrawl
3801dfb4ba
Add delay to sneak icon update and skill progress ( Fixes #1321 )
2014-06-17 04:05:27 +02:00
scrawl
ffb6f5d555
Use fFight<Crime> GMSTs to control attacks in response to crimes
2014-06-17 04:05:27 +02:00
scrawl
28feb260eb
Implement disposition/distance based aggression ( Fixes #1520 )
2014-06-16 20:05:53 +02:00
scrawl
f935cfc6c9
Fix crash when stealing items with the owner not around ( Fixes #1512 )
2014-06-16 04:03:53 +02:00
scrawl
345ba99c17
Fix WeaponAnimationTime not working after restoring draw state (when loading save or re-entering a cell - Fixes #1497 )
2014-06-16 02:52:25 +02:00
scrawl
9ea071c1e8
Fix weapon incorrectly showing when saving and loading with spell equipped
2014-06-16 02:52:25 +02:00
scrawl
d5b97005ab
Make ESM::Faction skills optional ( Fixes #1508 )
...
Also increased size of mSkills array to 7. Some factions with 7 skills can be found in the vanilla CS. The previously "mUnknown" int appears to be the 7th element of the skills array.
2014-06-16 02:52:16 +02:00
scrawl
ee2b81763e
Savegame: Store AiSettings and summoned creatures
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CreatureStats state is now completely stored (Closes #1174 )
Also play VFX_Summon_Start and VFX_Summon_End visual effects.
2014-06-15 21:19:37 +02:00
scrawl
a0f9a6718f
Disable fProjectileThrownStoreChance when shooting at player ( Fixes #1490 )
2014-06-15 16:11:22 +02:00
scrawl
e288437885
Disable all other animations on death ( Fixes #1483 )
2014-06-15 14:18:16 +02:00
scrawl
8d8015ce18
Remove a squareroot in pathfinding
2014-06-15 14:18:16 +02:00
scrawl
afbd5162ee
Move AiWander arrival check to time-critical section
2014-06-15 14:18:16 +02:00
scrawl
395f98e476
Fix triggering changed flag for all references when cell is visited
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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.
2014-06-15 14:18:16 +02:00
scrawl
b20f8cc04f
Don't clear AiSequence if there are no saved packages (eg for old savegames)
2014-06-15 14:18:16 +02:00
Marc Zinnschlag
01c90a3434
Merge remote-tracking branch 'mrcheko/master'
2014-06-15 14:12:38 +02:00
mrcheko
a6ee4272aa
fix bug when you were able to kill somebody from large distance without
...
being spotted
2014-06-15 00:14:18 +04:00
mrcheko
6da061fd96
fix http://bugs.openmw.org/issues/1340
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Did I understand right that guards trigger combat after refusing pay
gold/go to jail via script?
2014-06-14 23:36:57 +04:00
scrawl
832f1a4857
Fix merge mistake
2014-06-14 02:31:01 +02:00
mrcheko
9d40f2e196
Merge remote-tracking branch 'origin/master'
2014-06-13 23:23:25 +04:00
mrcheko
c4e5872620
fix bug http://bugs.openmw.org/issues/1470
2014-06-13 23:22:00 +04:00
scrawl
fe5bbfce3c
Merge branch 'master' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-06-13 19:31:33 +02:00
mrcheko
fc6366fb27
Merge remote-tracking branch 'upstream/master'
...
Equipping_Weapon check isn't needed cause there won't be WeapType_None in
that case
Conflicts:
apps/openmw/mwmechanics/character.cpp
2014-06-13 14:12:41 +04:00
scrawl
e458cf1df2
Savegame: Store death counter ( Fixes #1477 )
2014-06-13 02:26:53 +02:00
scrawl
797134aa51
Handle activation scripts in AiActivate ( Fixes #1478 )
2014-06-13 02:26:52 +02:00
scrawl
a54ac579a5
Savegame: Store AiSequence
2014-06-13 02:26:52 +02:00
mrcheko
df7213185f
warning fixes
2014-06-12 23:42:33 +04:00
mrcheko
d6d9df6cec
split getStartTime
2014-06-11 00:20:46 +04:00
mrcheko
979128b2c5
Combat music; some minor combat fixes
2014-06-10 14:20:29 +04:00
mrcheko
698cbba6ef
old bug + comment fix
2014-06-09 23:02:06 +04:00
mrcheko
08e8dab067
merge openmw master
2014-06-09 22:37:49 +04:00
scrawl
1bab74a98d
Fix punishment for stealing 0 value items ( Fixes #1435 )
2014-06-09 03:42:29 +02:00
mrcheko
67abc60264
aiming to moving target in ranged combat ai
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1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
scrawl
69855097ca
Fix an always true condition (Bug #1355 )
2014-06-08 11:22:37 +02:00
scrawl
927ae00454
Fix code that stopped animation immediately after starting it, due to thinking it has completed ( Fixes #1370 )
2014-06-08 11:22:37 +02:00
Marc Zinnschlag
0668019c86
Merge remote-tracking branch 'scrawl/master'
2014-06-06 19:09:24 +02:00
Hallfaer Tuilinn
01283f531e
Fix for Bug #1409
2014-06-06 15:13:25 +02:00
scrawl
f3cece8dec
Fix alchemy allowing same item ID in different slots ( Fixes #1407 )
2014-06-06 14:12:50 +02:00
scrawl
3d103f3785
Don't block hits when in hand-to-hand combat (shield not visible)
2014-06-05 22:27:46 +02:00
scrawl
f53e86cad9
Fix AiCombat being incorrectly added to player ( Fixes #1356 )
2014-06-05 21:51:57 +02:00
scrawl
d2e98c4de1
Fix forced switch to third person on death not always working
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For instance, when dying from fall damage
2014-06-05 17:21:02 +02:00
scrawl
d2ad2e0f31
Re-enable collision when an actor is resurrected
2014-06-02 20:45:25 +02:00
scrawl
56ff399f30
Say attack voiced dialogue *after* the target is set up
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Required for the CreatureTargetted filter to function properly
2014-05-28 13:59:31 +02:00
scrawl
e266c39c5d
Implement modFactionReaction instruction ( Closes #1347 )
2014-05-27 14:54:29 +02:00
Marc Zinnschlag
9e21da9636
Merge remote-tracking branch 'scrawl/master'
2014-05-27 08:34:54 +02:00
scrawl
0966755a0c
Store death animation index in CreatureStats
2014-05-26 20:52:32 +02:00
Marc Zinnschlag
3937cfcd8b
Merge remote-tracking branch 'scrawl/master'
2014-05-26 19:02:13 +02:00
scrawl
bfd91c0681
Fix potential NpcStats overwriting issue
2014-05-26 12:31:08 +02:00
Marc Zinnschlag
4aab4bae65
minor cleanup and silenced a warning
2014-05-26 10:14:24 +02:00
Marc Zinnschlag
f0d0a31a19
Merge remote-tracking branch 'mrcheko/master'
2014-05-26 10:08:40 +02:00
mrcheko
8fa7fcdbee
fix bug http://bugs.openmw.org/issues/1335 (1304 as well)
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though fish detects if actor is swimming, but in MW it attacks even if
the player is knee-deep in water
2014-05-25 21:03:37 +04:00
scrawl
039398c8ae
Basic RefData and CellRef change tracking
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Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
mrcheko
c62187bd55
fix bug at http://bugs.openmw.org/issues/1155
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Though it still can happen sometimes but not in such stupid manner.
2014-05-25 13:31:46 +04:00
mrcheko
559c772906
Merge remote-tracking branch 'upstream/master'
2014-05-25 10:21:54 +04:00
mrcheko
56881cb7c9
fix bugs in aisequence::execute
2014-05-24 23:05:30 +04:00
scrawl
a05c8fd3ce
Make applyEnchantment return the record ID instead of modifying Ptr
2014-05-24 14:58:48 +02:00
scrawl
f09c8ddc9e
Remove a pointless assert
2014-05-23 16:44:51 +02:00
scrawl
b47b2b84f3
Merge branch 'master' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwdialogue/filter.cpp
apps/openmw/mwgui/waitdialog.cpp
2014-05-23 08:39:48 +02:00
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. :)
2014-05-22 20:50:00 +02:00
scrawl
4b5f02f644
Remove useless throwing of exception
2014-05-22 15:29:36 +02:00
scrawl
3380e1e1c5
Fix ShouldAttack filter
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This makes NPCs exit dialogue properly when they should attack as a result of taunting actions.
2014-05-22 12:20:25 +02:00
Marc Zinnschlag
58afa58549
Merge remote-tracking branch 'mrcheko/master'
2014-05-19 22:07:32 +02:00
mrcheko
638df221a6
memory leak fix
2014-05-19 23:29:35 +04:00
Marc Zinnschlag
37f1a49352
Merge remote-tracking branch 'mrcheko/master'
2014-05-18 22:36:40 +02:00
mrcheko
fa14df62b7
fix crash on disappeared target
2014-05-18 23:15:22 +04:00
Marc Zinnschlag
56c4367c1a
Merge remote-tracking branch 'mrcheko/master'
2014-05-18 18:42:23 +02:00
mrcheko
e1249f6a31
actor handle and id confusing fix
2014-05-18 20:13:46 +04:00
mrcheko
66307dd889
travis fix #3 :(
2014-05-18 16:10:14 +04:00
mrcheko
74697f8116
travis fix #2
2014-05-18 15:41:15 +04:00
scrawl
5b76c0893a
Merge branch 'master' of https://github.com/OpenMW/openmw
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Conflicts:
components/esm/inventorystate.hpp
2014-05-18 12:55:43 +02:00
mrcheko
69c1eb28c5
travis compile fix
2014-05-18 14:39:04 +04:00
mrcheko
aa5647b45e
merge master, resolve conflicts
2014-05-17 19:20:57 +04:00
scrawl
b4ed828e21
Feature #1323 : Implement restocking items (does not handle levelled lists yet)
2014-05-17 14:30:31 +02:00
Marc Zinnschlag
f7c89015f9
Merge remote-tracking branch 'scrawl/master'
2014-05-17 11:50:31 +02:00
scrawl
92c5bb56e0
Un-reverted actorId for AiPursue
2014-05-17 05:34:54 +02:00
scrawl
e266aff561
Savegame: store projectiles
2014-05-17 05:24:32 +02:00
scrawl
e5a21aca53
Refactor projectiles to no longer use MW-objects
2014-05-16 13:33:30 +02:00
scrawl
18852c09d0
Manually re-added AiCombat portion of actorid changes. This is the only one that really matters, and will not suffer from the infinite recursion because it's not included in AiSequence::fill.
2014-05-16 12:28:23 +02:00
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
.
2014-05-16 12:11:34 +02:00
mrcheko
5be37f04ef
Feature 1314: make npc fight creatures
2014-05-16 00:03:48 +04:00
Marc Zinnschlag
3b2ba4f6cd
Merge remote-tracking branch 'scrawl/master'
2014-05-15 14:25:36 +02:00
scrawl
0bc33fa86a
Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
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Apparently not working for AiCombat due to its higher getPriority(). What should we do here?
This reverts commit a6e1d7ffd6
.
2014-05-15 10:14:47 +02:00
scrawl
b16d444f0f
Fix never clearing graveyard. Oops
2014-05-15 10:05:35 +02:00
scrawl
b6a7aee42e
Fix player not being allowed to use his own items
2014-05-15 09:54:10 +02:00
scrawl
a6e1d7ffd6
AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)
2014-05-15 09:54:10 +02:00
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
2014-05-15 09:54:10 +02:00
scrawl
2f13a17a39
Add some more safety checks to spellcasting
2014-05-15 09:54:10 +02:00
scrawl
a609dc5674
Fix exception when getting hit by a trap
2014-05-15 09:54:10 +02:00
scrawl
a76e391ad0
Savegame: store door movement state ( Closes #747 )
2014-05-15 09:54:10 +02:00
scrawl
37b9d2fb0c
Fix a wrong use of reference that causes potential crash
2014-05-15 09:54:10 +02:00
Marc Zinnschlag
d08869a25d
Merge remote-tracking branch 'slothlife/msvc_warning_cleanup'
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Conflicts:
apps/openmw/mwrender/localmap.cpp
2014-05-15 08:13:15 +02:00
slothlife
f33559fead
Fixes for MSVC warnings, less overall changes
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Kept some fixes from the first round of review. Found out that several
targets weren't being built with the same basic warnings disabled.
Disabled a few warnings for external libraries specifically, rather than
applying them to all targets.
2014-05-14 20:12:52 -05:00
scrawl
9b67fcc4d7
Merge branch 'master' of https://github.com/OpenMW/openmw
2014-05-14 23:54:25 +02:00
scrawl
9052cc4a57
Savegame: store ActiveSpells
2014-05-14 23:54:15 +02:00
Thomas
d2aada95b4
Fixed AiPursue by fixing underlying issue is Pathto()
2014-05-14 14:11:34 -04:00
Thomas
2425d2c2ab
Added stuck mitigation for AiAvoidDoor
2014-05-14 13:38:10 -04:00
Thomas
993ef1be43
Actor avoiding door asks all surrounding actors to do the same.
2014-05-14 04:05:18 -04:00
scrawl
61187c2fef
Savegame: store actorIds
2014-05-14 09:47:49 +02:00
Thomas
cbcf0f6039
Changed AiEScort to use new PathTo function
2014-05-14 01:44:11 -04:00
scrawl
dfacf8c044
Change ActiveSpells to use ActorId
2014-05-14 07:14:08 +02:00
slothlife
c160a04ede
Revert "Fixes for warnings when building with MSVC"
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This reverts commit 46eb20b98c
.
2014-05-14 00:03:30 -05:00
scrawl
7697ab37e0
Fixes #1129 : Change summoned creatures to use ActorId
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Gracefully handles summoned creatures that are left behind in inactive cells.
2014-05-14 06:37:31 +02:00
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
2014-05-13 23:46:00 -04:00
scrawl
99b4bc721b
Don't attempt to inflict spells on dead actors
2014-05-14 05:37:53 +02:00
scrawl
6c7b3074f5
Fix self-defense for creatures when attacked with a spell
2014-05-14 05:31:19 +02:00
Thomas
58bf7624be
Made code a bit more efficient
2014-05-13 21:52:05 -04:00
scrawl
3cdbcf3c28
Merge branch 'actorid' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwmechanics/creaturestats.cpp
2014-05-14 02:35:05 +02:00
Thomas
203ef580cf
Fixed moving activatable object being incorrectly activated.
2014-05-13 20:32:29 -04:00
scrawl
365ca6c7e1
Fixes #1331 : Manually disable movement state for dead actors.
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For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
2014-05-13 21:47:45 +02:00
Thomas
6d540c4e07
Removed merging error
2014-05-13 14:24:48 -04:00
Thomas
680890c846
Clarification on some documentation points
2014-05-13 14:21:59 -04:00
Thomas
d6d4d9f75d
Removed destructor documentation
2014-05-13 14:08:08 -04:00
Thomas
ee36ace00b
Undid some code clean up changes, and changed how some includes work
2014-05-13 13:43:50 -04:00
Thomas
598221a8e7
Forgot some files
2014-05-13 13:07:27 -04:00
scrawl
e591d23880
Fixes #894 : Make sure the player's CharacterController is updated when the player is rebuilt. Necessary if the race is changed while we are still in a GUI (e.g. in the review dialog), and an update normally wouldn't occur.
2014-05-13 19:01:02 +02:00
Thomas
9dbe53c722
Merge remote-tracking branch 'upstream/master'
2014-05-13 04:11:07 -04:00
Thomas
2db3c89a9e
Ensures destination is far enough to care about getting stuck
2014-05-13 04:09:21 -04:00
Thomas
cbfa282f8d
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
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Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
- Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
2014-05-13 03:58:32 -04:00
Thomas
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
2014-05-12 21:05:32 -04:00
scrawl
386604bc9d
Fixes #869 : Added methods to control external and internal collision modes separately
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When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.
Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
2014-05-13 01:43:52 +02:00
mrcheko
725f6cac5e
AiPursue infinite package updating bug resolved
2014-05-13 00:05:30 +04:00
scrawl
6cc691115b
Savegame: store most of CreatureStats
2014-05-12 21:37:36 +02:00
Thomas
645d174a96
Merge remote-tracking branch 'upstream/master'
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Conflicts:
apps/openmw/mwmechanics/aisequence.hpp
2014-05-12 14:49:08 -04:00
mrcheko
e4fe78937a
Merge remote-tracking branch 'upstream/master'
2014-05-12 22:06:26 +04:00
scrawl
b0fbea9d57
Removed a wrong assertion. Max drowning time is defined by GMST.
2014-05-11 21:03:27 +02:00
Marc Zinnschlag
2009cf9ad7
Merge remote-tracking branch 'scrawl/master' into openmw-30
2014-05-10 10:48:40 +02:00
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.
2014-05-10 00:37:36 +02:00
scrawl
731bc9c275
Fix broken isClass check and renamed variable for clarity
2014-05-09 18:45:49 +02:00
slothlife
46eb20b98c
Fixes for warnings when building with MSVC
...
Most warnings are innocuous (wrong type-specifier for forward
declarations, conversion of literals into unsigned integers, warnings
about methods optimized out), but I believe actual bugs were revealed in
vartypedelegate.cpp and combat.cpp.
2014-05-09 08:32:52 -05:00
cc9cii
cf23721f1b
Windows debug build crash fix.
2014-05-09 20:43:24 +10:00
mrcheko
01810f24b0
A* misses 1st closest node fix
2014-05-06 23:29:39 +04:00
Marc Zinnschlag
729e079b0b
Merge remote-tracking branch 'scrawl/master'
2014-05-06 20:18:19 +02:00
scrawl
1c8c26072d
Crime and self defense fixes
...
- NPCs should still shout messages such as "thief" even if they did not report the crime
- Fixed self defense for NPCs (they no longer attack the player when they were attacked by a non-player actor)
- Fixed self defense for creatures (Fixes #1203 )
2014-05-06 19:15:43 +02:00
scrawl
d2beb814e7
Remove superfluous attack phrases (already done by startCombat)
2014-05-06 18:05:53 +02:00
scrawl
dd9117809d
Say an attack phrase when combat starts
...
Move combat start to a helper method
Added some todo comments
2014-05-06 00:13:31 +02:00
Jeffrey Haines
d4812c3af9
fixed placement of else statement
2014-05-04 17:54:33 -04:00
Jeffrey Haines
78f76842a6
Added else statement
...
Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c
#58 - Sneak Skill: functional sneaking
...
Removed sneak checking from individual actor update.
Added sneak checking to Actors::update()
2014-05-04 16:20:09 -04:00
Jeffrey Haines
a65e8393bb
Merged files
2014-05-04 11:33:27 -04:00
mrcheko
f596b698d9
fixes to slow-down at jump startup and infinite air intertia growth
2014-05-04 18:15:07 +04:00
Jeffrey Haines
a469444e53
Player can't detect self
2014-05-04 08:05:32 -04:00
Thomas
dbf06d8c8b
Merge remote-tracking branch 'upstream/master'
...
Conflicts:
apps/openmw/mwmechanics/aipursue.hpp
apps/openmw/mwmechanics/aisequence.hpp
2014-05-04 02:06:43 -04:00
Jeffrey Haines
e1e23447f2
Removed initial check form setSneak
...
It wasn’t needed.
2014-05-03 13:16:07 -04:00
Jeffrey Haines
05e326bdc3
Added update sneak to actors
...
Intends to check the state of a players sneak by asking the question if
each npc can see the player.
2014-05-03 12:48:07 -04:00
scrawl
658c37a299
AiPursue: If we reached the path end, that does not mean we reached the target. Rebuild the path if the target has moved in the meantime.
...
Fixes guards in pursuit activating the dialogue too early.
Also tweaked the activation distance.
2014-05-03 17:17:00 +02:00
scrawl
7bddfc0025
Fix some spelling mistakes.
2014-05-03 12:23:22 +02:00
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).
2014-05-03 12:17:44 +02:00
scrawl
fc7e79027a
Fixes #1144 : Don't refreshCurrentAnims when adding already dead actors
2014-05-01 16:55:16 +02:00
mrcheko
9e79fb5b87
fix to broken aiwander logic
2014-05-01 11:41:25 +04:00
mrcheko
e8f7d12c01
uninit bool and invalid iterator bugs fixes
2014-04-30 23:57:19 +04:00
Jeffrey Haines
14ebd8b110
Fixed logic in commit crime
2014-04-30 07:44:29 -04:00
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
2014-04-29 23:40:59 -04:00
Marc Zinnschlag
0c2843b0f7
some missing cleanup
2014-04-29 19:56:33 +02:00
Marc Zinnschlag
f6a876bc3d
added actor ID
2014-04-29 15:27:49 +02:00
Marc Zinnschlag
4eeed4e2c7
Merge remote-tracking branch 'scrawl/return'
2014-04-29 12:27:27 +02:00
scrawl
28ef236f0e
Don't allow setting a new return position if there already is one and we haven't reached it yet
2014-04-29 11:17:07 +02:00
Marc Zinnschlag
8fea2cfa2a
Merge remote-tracking branch 'mrcheko/master'
2014-04-29 10:03:29 +02:00
scrawl
1fd7a07b5e
Merge branch 'master' of https://github.com/OpenMW/openmw into return
...
Conflicts:
apps/openmw/mwmechanics/aisequence.cpp
apps/openmw/mwmechanics/aiwander.cpp
2014-04-29 09:14:13 +02:00
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
...
Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
Thomas
885228ec02
Merge remote-tracking branch 'upstream/master'
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
2014-04-28 12:27:57 -04:00
Marc Zinnschlag
421679b319
Merge remote-tracking branch 'scrawl/master'
2014-04-28 15:13:09 +02:00
mrcheko
35c1724d39
unblock vertical aiming for combatants
2014-04-28 16:34:49 +04:00
scrawl
0796815da0
Ignore dead actors in getActorsFollowing/Fighting
...
Prevents dead enemies from disallowing resting near them
2014-04-28 11:44:56 +02:00
Marc Zinnschlag
0b2371a05d
Merge remote-tracking branch 'thoronador/fix-minor-stuff'
2014-04-28 10:59:34 +02:00
Marc Zinnschlag
af322a9f77
Merge remote-tracking branch 'scrawl/master'
2014-04-28 10:48:57 +02:00
scrawl
1da99d9fc7
Remove unused variable
2014-04-28 10:26:24 +02:00
Thomas
dc54bd5a5f
Merge remote-tracking branch 'upstream/master'
2014-04-27 20:56:45 -04:00
Thomas
c2127845af
Added onKnockdown command
2014-04-27 20:54:22 -04:00
mrcheko
22cdb166f2
warning fix, vars renaming
2014-04-27 22:38:04 +04:00
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.
2014-04-27 19:10:23 +02:00
Marc Zinnschlag
ca097e146b
Merge remote-tracking branch 'jeffreyhaines/master'
2014-04-27 17:35:10 +02:00
Jeffrey Haines
edbc319c42
fixed logic. ||
2014-04-27 10:05:34 -04:00
Jeffrey Haines
52bb7c3f69
fixed logic. !
2014-04-27 09:55:38 -04:00
Jeffrey Haines
7599b26d30
Fixed: creatures won't witness crimes
...
and potential crash.
2014-04-27 09:37:43 -04:00
Jeffrey Haines
0409e18a0e
revert
2014-04-27 09:35:49 -04:00
Jeffrey Haines
b9bd4bc126
broken
2014-04-27 09:34:59 -04:00
Jeffrey Haines
ce106d3bec
Revert "NPCs detect crime exclusively"
...
This reverts commit 54d9615d85ae856ad4fdd2c130ac9cb0cd847c72.
Conflicts:
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
2014-04-27 09:34:33 -04:00
mrcheko
82121e0401
some checks reworked
2014-04-27 16:59:21 +04:00
scrawl
e42855d522
Minor fix for spell icon
2014-04-27 12:54:18 +02:00
mrcheko
6a3dddfb9a
merge master
2014-04-27 13:49:31 +04:00
scrawl
3eb1e4e117
Fixes #1241 : Removed disposition-based combat conditions
...
The information for this code came from UESP, which in turn cites a (extremely vague) section from the TES-CS help text, so no surprise that it wasn't accurate.
The guard on the boat has a fight rating of 70, so with the old code it would attack on sight if the disposition is low enough. BTB-Character.esp includes something (not sure what) that drops his disposition to 35 when playing as a Khajiit, making him attack.
Testing in Vanilla it appears that disposition has no effect on combat engagement at all. Even with disposition 0 and fight 70 the NPCs don't attack.
Setting an NPCs fight rating to 70 or less still has a meaning, because the higher it is, the easier it becomes to raise the fight rating to 80 (by taunting, for example).
2014-04-27 09:43:54 +02:00
scrawl
e8210c92c6
Fixes #1240 : Don't hardcode drowning time
2014-04-27 04:27:26 +02:00
cc9cii
1fb2c8d87b
NPC turning is less hacky but still not perfect. NPC's should walk away after a period of non-action by the player (vanilla behaviour) - not yet implemented.
2014-04-27 07:38:31 +10:00
Thomas
c2b692e124
getActorsFollowing/Fighting no longer returns dead actors
2014-04-26 17:21:53 -04:00
mrcheko
dbe1307de0
code refining + minor fixes
2014-04-26 22:21:20 +04:00
scrawl
04964595ef
Fixes #1270 , Fixes #1201 : Update active weapon/spell icons every frame
2014-04-26 16:44:20 +02:00
scrawl
ef39b0f6ab
Fixes #1291 : Faction rank saving issue
...
A value of 0 is the first rank, -1 means not a member
2014-04-26 11:41:44 +02:00
scrawl
91e50585ff
AiWander: make sure to walk, not run
2014-04-26 05:01:26 +02:00
mrcheko
f3626adc86
remake of z-moving in combat for flying/swimming enemies
2014-04-26 00:20:55 +04:00
Marc Zinnschlag
c63d6437c0
Merge remote-tracking branch 'jeffreyhaines/master'
...
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
2014-04-25 15:29:23 +02:00
Thomas
f3272c941f
Fix for bug #1080 , can't read/repair/make potions/use soul gems/rest/sleep while in combat.
...
The radius for being in combat with the player is fAlarmDistance, which looked like the only pertinent thing.
2014-04-24 22:47:45 -04:00
Jeffrey Haines
42b879a9a5
Reworked the accusation of actors
2014-04-24 22:41:05 -04:00
Jeffrey Haines
c3e08916da
Sneak: Added support for state checking
...
I need advice one what I should do in order to pass mActors over to the
player. Particularly line 139 in player.cpp
2014-04-24 20:40:17 -04:00
Thomas
f6deca7c80
Fixed various issues caused by late-night coding. Also added "unlock" message to unlocked doors
2014-04-23 13:02:51 -04:00
Thomas
61341d4206
Removed mLocked, kept it as "Negative lock level means unlocked"
2014-04-23 10:00:18 -04:00
Thomas
cac8e52154
Seperated locked and lock level, to allow for relocking doors to previous lock level.
...
The data is stored in the esm as -lockLevel if unlocked; lockLevel if locked. While not tested, it should not present any problems.
2014-04-23 05:12:07 -04:00
Thomas
e71a119c23
Made aifollowers run when long distances (800 or 10000, depending) from what they're following.
2014-04-23 02:57:48 -04:00
mrcheko
fbd0ffe86f
enable z-moving for flying/water combatants
2014-04-22 22:59:39 +04:00
mrcheko
f811abb752
pathgrid shortcutting extended
2014-04-20 20:35:07 +04:00
Marc Zinnschlag
a91b386381
Merge remote-tracking branch 'jeffreyhaines/master'
2014-04-20 13:34:58 +02:00
cc9cii
6a1435c49e
Remove rotation check that was freezing NPC's.
2014-04-20 17:59:08 +10:00
cc9cii
e17fab891d
Suppress travis warning and one more tweak.
2014-04-20 16:49:57 +10:00
cc9cii
2b544d550b
Fixed the rotation animation glitch.
2014-04-20 14:27:18 +10:00
cc9cii
000afa48b7
An attempt at making turning animation smoother. Copied some code from AiCombat for rotation.
2014-04-20 11:59:47 +10:00
cc9cii
3d26702f5e
Make idle actors face the player. Turning animation is not smooth.
2014-04-20 10:36:01 +10:00
cc9cii
9bd31b6236
Added reaction time and moved game setting variables init to the constructor.
2014-04-20 10:06:03 +10:00
Jeffrey Haines
3484df0743
Fixed garage value found in beta's static analysis
...
Source: https://forum.openmw.org/viewtopic.php?f=6&t=2059#p23844
2014-04-19 19:42:49 -04:00
Jeffrey Haines
6733a1541e
Fixes to Crime System
...
Victimless crimes were removed because victims may not exist in the
case of stealing items.
Is class now uses case insensitive comparison.
Fixed issue with confiscation of stolen items.
2014-04-19 19:03:31 -04:00
cc9cii
3dfd08cf2d
Cleanup and little tweaking.
2014-04-20 08:31:02 +10:00
cc9cii
479a94b35d
Backing off closed doors working, needs cleanup and tweaking.
2014-04-20 08:14:54 +10:00
Marc Zinnschlag
7eb6a2e52d
Merge remote-tracking branch 'scrawl/alarm'
2014-04-18 16:19:28 +02:00
Marc Zinnschlag
34092f9f5d
Merge remote-tracking branch 'scrawl/master'
2014-04-18 15:08:30 +02:00
scrawl
b3916e7744
Crime: mark witnesses as alarmed.
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Fixes guard dialogue to properly detect if the player turned himself in.
2014-04-18 13:44:09 +02:00
scrawl
4625adfb7f
Fix typo in a condition.
2014-04-18 11:43:37 +02:00
cc9cii
7437647f70
Forgot to add a guard :-(
2014-04-18 16:45:31 +10:00
cc9cii
a0fc514df7
Suppress compiler warning.
2014-04-18 15:45:39 +10:00
cc9cii
c652cb1568
More cleaning up.
2014-04-18 15:19:22 +10:00
cc9cii
2447f0f4aa
Cleaned up logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
aad13d315c
Fixed issue where allowed nodes were being erased. PathFinder was returning an empty path if the closest pathgrid point to the start was also the closest pathgrid point to the goal. Still need to clean up and remove logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
d3be725ee7
Actors are moved on if idling near a closed interior door. Unreachable pathgrid points due to a closed door are removed from the allowed set of points.
2014-04-18 14:41:43 +10:00
cc9cii
1ceeeb4a22
Fix movement glitches for actors with low speeds (e.g. a rat). Was caused by false detection of being stuck.
2014-04-18 14:41:43 +10:00
Marc Zinnschlag
86e65944b8
Merge remote-tracking branch 'jeffreyhaines/master'
...
Conflicts:
apps/openmw/CMakeLists.txt
2014-04-15 11:31:48 +02:00
Jeffrey Haines
e2fab228f9
Save state is handled correctly now.
2014-04-14 18:11:04 -04:00
Marc Zinnschlag
03b3487f1b
minor cleanup
2014-04-07 09:56:36 +02:00
Marc Zinnschlag
fafb7501e3
Merge remote-tracking branch 'cc9cii/PathFinder-split'
2014-04-07 09:48:15 +02:00
Marc Zinnschlag
c7f2cfeca0
Merge remote-tracking branch 'gus/AIFix2'
2014-04-06 15:13:30 +02:00
Jeffrey Haines
a274b48f2f
States are saved. Crime is reacted to.
...
Issues where some crime is ignored. Needs a lot more work
2014-04-05 22:45:40 -04:00
Jeffrey Haines
940c88d2ec
Cleaned up code, implemented crime ids
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There is a problem with my game freezing. ToggleAi stops my character
2014-04-05 10:26:14 -04:00
Jeffrey Haines
df5cbe5dec
Minor changes
2014-04-04 08:10:35 -04:00
cc9cii
28f7c42fb7
One more comment fix.
2014-04-04 18:17:42 +11:00
cc9cii
f59226265a
Remove redundant parameter from aStarSearch. Also update some comments.
2014-04-04 18:10:06 +11:00
Jeffrey Haines
70919ba60a
Removed witnesses and minor changes
2014-04-03 16:13:14 -04:00
cc9cii
5cf8e7e933
Remove logging.
2014-04-04 06:16:26 +11:00
cc9cii
040d4f8fc4
Move PathgridGraph into separate files.
2014-04-04 06:13:47 +11:00
Jeffrey Haines
0c957a3cde
Added witnesses to the mix
2014-04-03 14:53:31 -04:00
cc9cii
a8b2eb1fe9
Make Travis happy.
2014-04-03 22:49:22 +11:00
cc9cii
325d0616bb
Cleanup debug statements.
2014-04-03 22:17:45 +11:00
cc9cii
98f77714ce
Per-cell pathgrid data and calculation moved off PathFinder. Now the edge cost calculations and strongly connected component searches are done only once per cell. Per-actor data and methods still remain with PathFinder.
...
This version still has debugging statements and needs cleaning up.
2014-04-03 21:43:44 +11:00
Jeffrey Haines
b1abef7a38
Cleaned up code
2014-04-03 01:07:56 -04:00
Jeffrey Haines
58b135a2be
Crime is now checked every frame call
2014-04-03 00:50:09 -04:00
cc9cii
f597d3e88b
Use duration rather than frame counts. Stops false detection of being "stuck" with high frame rates (e.g. indoors).
2014-04-03 07:46:26 +11:00
Jeffrey Haines
6f1211dd8d
Moved mWitnesses into Player. resetCrime for paying fine.
2014-04-02 12:23:38 -04:00
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
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Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
Jeffrey Haines
50dac98a2b
Feature 1154 & 73: Crime and NPC reactions
2014-04-01 20:24:25 -04:00
Jeffrey Haines
4037f3705e
Feature 1154 & 73: NPCs react to crime
2014-04-01 14:15:55 -04:00
megaton
50af9bc0d3
General perfomance optimizations.
2014-03-30 19:45:27 +04:00
Jeffrey Haines
8ce938c6f1
Revert 6b28c06..98fd381
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This rolls back to commit 6b28c06b2c
.
2014-03-29 22:26:53 -04:00
Jeffrey Haines
98fd381564
Feature #1154 Not all NPCs get aggressive when one is attacked
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Compiling fix
2014-03-29 21:25:20 -04:00
Jeffrey Haines
6c866deb1b
Feature #1154 Not all NPCs get aggressive when one is attacked
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Partially implemented
2014-03-29 21:23:34 -04:00
gus
d9ea7107b7
compile fix.
2014-03-29 18:36:32 +01:00
gus
bee057346b
Merge branch 'master' of https://github.com/OpenMW/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-03-29 18:05:56 +01:00
Marc Zinnschlag
c7b969821f
silenced a warning
2014-03-29 11:11:43 +01:00
cc9cii
ebb1813b9b
Minor comment clarification.
2014-03-29 20:17:04 +11:00
cc9cii
07fd801d94
My previous analysis of the pathfinding issue was incorrect. It was in fact caused due to some of the pathgrid points being unreachable. Instead of returning an empty path in such a scenario, incorrect path + requested destination were being returned. There was also a defect where past cost was being used for selecting open points.
...
There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily. The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
2014-03-29 19:35:52 +11:00
cc9cii
267855c44e
Prevent NPC suicides off silt the strider platform in Seyda Neen. Added some comments as well. There may be opportunities for some optimization but left that out for now.
2014-03-29 19:35:52 +11:00
cc9cii
90a813ad2c
Allow interrupting a walking NPC to trigger a greeting.
2014-03-29 19:35:52 +11:00
Marc Zinnschlag
2c2106205d
Merge remote-tracking branch 'scrawl/master'
2014-03-28 09:56:35 +01:00
Jeffrey Haines
2a8bf46607
Trader Gold Reset Delay
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Implemented traded gold reset delay.
Note:
Traders gold pool is still in inventory.
2014-03-27 01:23:56 -04:00
scrawl
793649c854
ToggleAI: Report current status on toggle
2014-03-26 19:55:52 +01:00
scrawl
688415ce54
Play deathknockout/deathknockdown animations when appropriate
2014-03-26 18:55:16 +01:00
scrawl
394284d0f8
Fixes #1209 : Tarhiel never falls
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There are a few pitfalls with this code:
- Gravity is only considered when applying queued movement. Therefore, make sure to queue some movement every frame. (Could be refactored in the future?)
- The character controller never detects being in free fall (!World::isOnGround) unless movement has been applied.
2014-03-22 02:08:04 +01:00
scrawl
c8c0e5de38
Fixed code issues found with unity build. Missing include guards, duplicated functions, ...
2014-03-16 23:49:06 +01:00
cc9cii
e6977d00e8
Oops. Fix typo picked up by Zini.
2014-03-15 08:16:35 +11:00
cc9cii
b2e3fa70c2
Fix spelling errors in comments.
2014-03-14 07:04:39 +11:00
cc9cii
d54ae58ec9
Bug #900 fix - minor update to comments
2014-03-14 00:09:03 +11:00
cc9cii
d92740efc9
Bug #900 fix - only fixed AiWonder, AiCombat, AiTravel and others may need a different strategy to this.
2014-03-13 23:44:52 +11:00
scrawl
072dc6d438
Feature #50 : Implement marksman mechanics.
2014-03-08 06:03:45 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
...
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
gus
d84319300a
fix
2014-03-05 11:27:16 +01:00
gus
f4879dacd5
add AIfollow to summoned creatures
2014-03-05 11:24:39 +01:00
Marc Zinnschlag
f9d2fde783
Merge branch 'openmw-29'
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-03-04 09:34:38 +01:00
cc9cii
5b48ca114f
aicombat pathfinding fix - check the correct list
2014-02-25 08:31:14 +01:00
cc9cii
85c467f00f
Minor cleanup for aicombat pathfinding workaround.
2014-02-25 08:30:52 +01:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
gus
95ff869163
Merge branch 'openmw-29' of https://github.com/zinnschlag/openmw.git into AIFix2
2014-02-23 17:07:49 +01:00
cc9cii
1bd2664cb0
aicombat pathfinding workaround
2014-02-23 11:47:25 +01:00
Marc Zinnschlag
7693f712bc
started making CellStore into a proper class; encapsulated mCell member
2014-02-21 11:35:46 +01:00
scrawl
d25b3ad9cb
Fix AiCombat for creatures with weapons
2014-02-19 11:23:03 +01:00
gus
d8f24ac499
bug fix
2014-02-17 15:49:49 +01:00
Marc Zinnschlag
ea16f79d77
Merge remote-tracking branch 'gus/AIFix2'
2014-02-17 10:54:07 +01:00
gus
84959eea28
woops, thanks scrawl
2014-02-17 10:50:10 +01:00
gus
6e1425321b
remove cout spam
2014-02-17 10:43:09 +01:00
Marc Zinnschlag
c18c3e51ee
handle IDs that don't exist anymore after loading
2014-02-16 16:23:05 +01:00
Marc Zinnschlag
9788bbcab9
partially store creature state in saved game files (only attributes and dynamics for now)
2014-02-16 15:56:36 +01:00
Marc Zinnschlag
b0532e0c85
store NPC state in saved game files
2014-02-16 15:51:45 +01:00
gus
a315d5cc2b
aiactivate works. Bug when you try to use it on a reference that doesn't exist. Need to clran up door.cpp
2014-02-14 12:55:14 +01:00
gus
7c6e27e4f9
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aitravel.cpp
2014-02-13 12:59:04 +01:00
Emanuel Guevel
8824af30b4
Allow to display message box outside of dialogue window
2014-02-11 18:26:57 +01:00
Marc Zinnschlag
ffd1783690
Merge remote-tracking branch 'mrcheko/master'
2014-02-11 17:03:50 +01:00
Emanuel Guevel
6a4820c0f7
Show a message when the player attempts to cast a disabled spell
2014-02-11 14:52:58 +01:00
mrcheko
a6be72673c
improves animation-controlled velocity check
2014-02-08 16:59:15 +02:00
scrawl
6ce499f0e6
Fixes #848 : Use hardcoded animation velocity for first person movement
2014-02-06 04:05:22 +01:00
gus
632834ce10
WIP
2014-02-05 16:12:50 +01:00
scrawl
677fc84223
Refactor actors update
2014-02-05 09:50:21 +01:00
scrawl
7907181c0c
Fix uninitialized member
2014-02-05 05:18:11 +01:00
scrawl
ffe19e7a52
Feature #50 : Handle attach & release of projectiles
2014-02-05 05:18:11 +01:00
scrawl
8b8fb931a0
Feature #50 : Don't allow ranged weapon attack when ammunition is empty
2014-02-05 05:18:10 +01:00
scrawl
a07eaa0c0d
Feature #50 : Allow body pitch in third person for ranged weapon aiming
2014-02-05 05:18:10 +01:00
scrawl
5ee105c812
Fix typo
2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5
Feature #50 : Handle weapon controllers (i.e. bowstring animations, etc)
2014-02-05 05:18:10 +01:00
scrawl
df78357e05
Handle knockout separately ( Closes #1151 )
2014-02-05 05:18:09 +01:00
mrcheko
688f359a33
discard creatures speed and negative fatique changes
2014-02-03 23:09:26 +02:00
mrcheko
761f13d3ce
activate whole-body attack animations
2014-02-02 16:29:51 +02:00
mrcheko
b85a4dd35e
pos accum without conformity with animation bug/creature speed
2014-02-02 15:01:49 +02:00
scrawl
49e26415be
Don't call loadGame() from within the MWMechanics::Actors update sequence
2014-02-01 18:42:00 +01:00
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
2014-02-01 18:16:32 +01:00
scrawl
da34f8bda1
Fix LastHitObject
2014-01-31 04:43:35 +01:00
scrawl
067c2bc2ec
Disable combat movements for creatures without weapons
2014-01-31 04:43:35 +01:00
scrawl
7820ea5806
"Always best attack" should only affect the player
2014-01-31 04:43:35 +01:00
scrawl
52f89e9a17
Don't play "idle" voice entries for NPCs with Hello 0
...
Not entirely sure if this is correct, but it prevents the NPCs in the starting boat from incorrectly playing them.
2014-01-31 04:43:35 +01:00
scrawl
39d86a9468
Improvements to smooth NPC steering
2014-01-31 04:43:29 +01:00
mrcheko
80d8aa4030
bug with sequence of knockouts; giving sense to some hit state code
2014-01-30 23:54:26 +02:00
scrawl
e717694b36
Reset Run stance in AiWander
2014-01-29 15:37:27 +01:00