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1076 commits

Author SHA1 Message Date
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.
2014-05-16 12:11:34 +02:00
scrawl
0bc33fa86a Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
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
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
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
scrawl
7697ab37e0 Fixes #1129: Change summoned creatures to use ActorId
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
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.
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)
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
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
scrawl
6cc691115b Savegame: store most of CreatureStats 2014-05-12 21:37:36 +02:00
Thomas
645d174a96 Merge remote-tracking branch 'upstream/master'
Conflicts:
	apps/openmw/mwmechanics/aisequence.hpp
2014-05-12 14:49:08 -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.
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
cc9cii
cf23721f1b Windows debug build crash fix. 2014-05-09 20:43:24 +10:00
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