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513 commits

Author SHA1 Message Date
scrawl
d9d6f37619 Use iVoiceHitOdds 2014-01-10 22:44:40 +01:00
Marc Zinnschlag
85707b5e3e Merge remote-tracking branch 'scrawl/master' 2014-01-09 09:35:54 +01:00
scrawl
baf55df7a1 Gold fixes (when did this break?) 2014-01-09 01:34:10 +01:00
scrawl
0f5dc59176 Remove useless dependencies on InventoryWindow for getting player gold. Don't use string literals for gold_001 id, just to be sure. 2014-01-08 23:37:46 +01:00
Marc Zinnschlag
a7be755db0 Merge remote-tracking branch 'mrcheko/master' 2014-01-08 20:13:31 +01:00
scrawl
098f9712f1 Add getPlayerPtr() utility method. Reduces dependencies a lot. 2014-01-08 18:39:44 +01:00
mrcheko
46519062d3 hit recoils/knockdowns feature 2014-01-08 16:05:14 +02:00
scrawl
0285d18fc2 Respect items belonging to a faction 2014-01-07 20:24:01 +01:00
scrawl
ea3ee4407f oops, didn't mean to commit this 2014-01-07 02:48:44 +01:00
scrawl
dde2cd5d5a Fix some code that still used setCount directly instead of using the ContainerStore interface. Also fix a related annoyance with the interface. 2014-01-05 20:53:45 +01:00
scrawl
ce013315ba Nothing to see here, move along.
Fine... it's flying cliff racers. But did you really want to know?
2014-01-05 16:09:06 +01:00
scrawl
14b70a3ce6 Implement AI related magic effects (calm, frenzy, rally, demoralize, turn undead) 2014-01-05 01:34:35 +01:00
mrcheko
7002412760 resolve conflict in character.cpp 2014-01-04 17:55:09 +02:00
scrawl
be2ebc5cac Closes #1081: Implement disease contraction 2014-01-03 23:33:14 +01:00
scrawl
b22dd40b41 Implement Paralyze magic effect 2014-01-03 17:06:05 +01:00
scrawl
b42240be6d Implement Damage/restore skill/attribute effects. Use dedicated classes for skill and attribute values (instead of Stat<T>) since there are some important differences. 2014-01-03 03:48:43 +01:00
scrawl
623cdef69f Code cleanup 2014-01-02 21:49:12 +01:00
scrawl
12de351feb Check if levitation is enabled before levitating 2014-01-02 16:38:23 +01:00
scrawl
e6c0e187bc Closes #1073: Check for all gold types in canSell. For containers, only gold_001 is relevant, but items in the world can be sold as well. 2014-01-02 15:44:58 +01:00
scrawl
590c8cb4a0 Implement Disintegrate effects. When an armor/weapon breaks, unequip it and do not allow equipping it again. 2014-01-02 01:03:44 +01:00
scrawl
5729672262 Show marked position on map. Implement Detect X magic effects. 2014-01-01 22:37:52 +01:00
mrcheko
d6345bce91 added npc hit reactions 2013-12-31 13:24:20 +02:00
scrawl
b8ac37347c Code cleanup for Class::canBeEquipped 2013-12-30 19:04:35 +01:00
scrawl
2a8ab932ef Bug #951: Only recalculate derived stats when attributes change 2013-12-28 17:19:35 +01:00
scrawl
19e5978a01 Merge branch 'master' of https://github.com/zinnschlag/openmw
Conflicts:
	apps/openmw/main.cpp
2013-12-16 13:35:31 +01:00
scrawl
cd756a8a39 Fix incorrect value for partially used items (missing float casts). Make sure the correct value is displayed in tooltips. 2013-12-16 13:22:27 +01:00
Marc Zinnschlag
0890fa66b0 Merge remote-tracking branch 'mrcheko/master' 2013-12-13 18:47:11 +01:00
mrcheko
8b3a393a6b bug fix at http://bugs.openmw.org/issues/985 2013-12-13 19:33:01 +02:00
Emanuel Guevel
fc8bd1aacb Allow fatigue stat to become negative when fatigue damages are taken 2013-12-09 21:53:04 +01:00
Lukasz Gromanowski
594cc693b2 Fixes #1006: Many NPCs have 0 skill
Added calculation of skill values for NPC with mNpdtType
set to NPC_WITH_AUTOCALCULATED_STATS (their NPDT is 12).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-08 21:47:43 +01:00
scrawl
14c9a4e1d3 Cap enchantment casting cost to 1 as displayed in enchanting window. Display current enchantment charge in spell window. 2013-11-23 23:12:54 +01:00
scrawl
07408a4652 Don't allow selling gold (again - when did this get broken?) 2013-11-23 22:52:20 +01:00
scrawl
61ab6e1739 Use fWortChanceValue for making ingredient/potion effects visible 2013-11-21 17:19:41 +01:00
scrawl
6451b687d9 Adjust value for several item types as according to wiki 2013-11-21 17:19:41 +01:00
scrawl
b6c22ad5d9 Add starting gold for NPCs and creatures. Refactor gold removal in some gui windows (use containerstore method instead of a dependency on TradeWindow). Use real gold amount in trade window, not refill amount. 2013-11-21 17:19:30 +01:00
scrawl
6641fd4635 Fix bug when enchanting: only the mBase pointer was updated, not the CellRef mRefID, which is used for container stacking. The new (enchanted) item was stacking with the old item when it was added, so the enchantment completely disappears. 2013-11-21 17:14:30 +01:00
scrawl
74e42a2d02 Add missing skill increases for Enchant skill 2013-11-19 07:39:07 +01:00
scrawl
0dc2e829dd Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX. 2013-11-17 23:31:08 +01:00
scrawl
b1a29eb27e Implement Resist & Weakness effects 2013-11-16 02:34:43 +01:00
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. 2013-11-14 14:41:10 +01:00
scrawl
9b0e82a37f Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends) 2013-11-13 14:02:15 +01:00
scrawl
60bec03987 Rename variables called 'slots' to work around wrong code parsing in QT Creator. 2013-11-12 23:23:19 +01:00
scrawl
0dab7031c0 Make sure effects are destroyed with the animation 2013-11-12 02:22:44 +01:00
scrawl
eccb8f38ba Apply "cast when strikes" enchantments when hitting with a weapon 2013-11-12 02:07:51 +01:00
Emanuel Guevel
aefa54d72d Pass item count to ManualRef constructor
This remove the need to call setCount in multiple places.
2013-11-10 02:45:16 +01:00
Emanuel Guevel
10abb9d297 Call ContainerStore::remove() to remove items from inventory
Make placeObject() and dropObjectOnGround() in MWWorld to copy objects
(and indicate it clearly).

Enchanting an item now unequips it.
2013-11-10 02:45:16 +01:00
Marc Zinnschlag
8c139783b7 silenced a warning 2013-10-16 21:33:11 +02:00
Marc Zinnschlag
19bd0f90b9 Merge remote-tracking branch 'rainChu/torches' 2013-10-16 21:24:45 +02:00
Alex "rainChu" Haddad
e11da5c0a3 Added a constructor to Light CustomData 2013-10-16 15:13:36 -04:00
Alex "rainChu" Haddad
2643214ca6 Lights extinguish underwater 2013-10-15 21:50:32 -04:00
Alex "rainChu" Haddad
30ee3c5cf6 Equipped torches and lights run out of fuel 2013-10-15 21:50:14 -04:00
Marc Zinnschlag
458c752425 Merge remote-tracking branch 'mckibbenta/tgm' 2013-10-12 13:38:10 +02:00
Emanuel Guevel
4860514865 Acrobatics: cosmetic changes 2013-10-02 23:34:24 +02:00
mckibbenta
073f64c8bb stop weapon condition degredation (for the player) with tgm on 2013-10-02 13:46:33 -04:00
Emanuel Guevel
b8c60dabb3 Reintroduce Acrobatics changes made by Glorf
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
2013-10-01 23:35:34 +02:00
Chris Robinson
e589d0ec91 Werewolves can't activate activators 2013-08-28 11:36:22 -07:00
Chris Robinson
f5d03a16c1 Rename getFacedObject and getFacedHandle for melee hits 2013-08-23 12:27:39 -07:00
scrawl
22d5598082 Fix bad_cast exception when hitting creatures 2013-08-22 12:17:12 +02:00
Chris Robinson
dca599b8c5 Add NPC landing sounds for soundgen keys 2013-08-19 08:58:50 -07:00
Emanuel Guevel
a47c76001c Apply trap magic effects 2013-08-13 04:56:15 +02:00
Chris Robinson
6fd4cdb5fb Play randomized werewolf sounds 2013-08-11 00:53:17 -07:00
Chris Robinson
00d6690b4d Ignore encumbrance in werewolf form
According to UESP, inventory weight is ignored. Not sure if this
includes feather and burden effects.
2013-08-10 20:25:18 -07:00
Chris Robinson
c2d8eb377f Play some appropriate sounds in werewolf form 2013-08-09 06:40:16 -07:00
Chris Robinson
72a399054f Don't assume only players activate doors 2013-08-09 01:35:29 -07:00
Chris Robinson
46bc7bd9c8 Some cleanup since NpcStats is now also CreatureStats
This isn't a thorough cleaning, so keep an eye out for more
2013-08-09 01:14:08 -07:00
Chris Robinson
75b6515915 Inherit NpcStats from CreatureStats 2013-08-08 23:28:02 -07:00
Chris Robinson
89c7f5bc70 Handle object activation as a werewolf 2013-08-08 22:34:53 -07:00
Chris Robinson
946ca7f931 Return the appropriate name for werewolf NPCs 2013-08-08 04:40:31 -07:00
Chris Robinson
dfdd2dc308 Handle swimleft and swimright soundgen keys 2013-08-08 04:40:31 -07:00
Chris Robinson
109df46590 Fix werewolf claw damage multiplier 2013-08-08 04:40:31 -07:00
Chris Robinson
076e7d8e16 Make insertBegin internal 2013-08-07 03:56:07 -07:00
Chris Robinson
0458fd5531 Remove unused/unneeded parameters 2013-08-07 03:56:06 -07:00
Chris Robinson
3555476dfd Use Animation-derived objects for generic objects 2013-08-06 19:49:07 -07:00
Chris Robinson
2c03fec4bb Use the fatigue term for jumping 2013-08-06 19:49:00 -07:00
Chris Robinson
b70975a74d Move getEvasion to CreatureStats 2013-08-02 00:21:01 -07:00
Marc Zinnschlag
5cafe65cd7 Merge remote-tracking branch 'scrawl/cppcheck' 2013-07-31 20:00:35 +02:00
Marc Zinnschlag
25917b00ec Merge remote-tracking branch 'scrawl/master' 2013-07-31 19:00:24 +02:00
scrawl
7dc30a01cd Some changes suggested by cppcheck 2013-07-31 18:46:32 +02:00
scrawl
43e0df479e Make NPCs auto-equip after their inventory is loaded, this fixes NPCs that start as dead not auto-equipping 2013-07-31 16:30:22 +02:00
PLkolek
f297c21e4d Old door sound fades out on door open/close. Door sound is synchronised to angle on action. 2013-07-31 15:46:23 +02:00
Marc Zinnschlag
6ce2b962e1 Merge remote-tracking branch 'scrawl/inventory' 2013-07-31 09:15:22 +02:00
scrawl
16cacb338a Initialize MWMechanics::AiSequence from ESM::AiPackageList 2013-07-31 00:55:08 +02:00
scrawl
45006ea193 Fix inventory/container content loading so that it's done for dynamically spawned objects as well 2013-07-31 00:02:24 +02:00
scrawl
472a381263 Fix health meter (again) 2013-07-30 16:09:12 +02:00
scrawl
426e3ec6c6 Fix enemy health meter for creatures 2013-07-30 06:17:21 +02:00
scrawl
3961c276b8 Added enemy health meter 2013-07-30 06:00:20 +02:00
Chris Robinson
3744850545 Fix hand-to-hand health damage reduction 2013-07-28 16:07:09 -07:00
Chris Robinson
39507e3f0f Decrease armor condition on successful hits 2013-07-28 15:51:17 -07:00
Chris Robinson
1af48ab6e0 Decrease weapon condition on successful hits 2013-07-28 15:17:01 -07:00
Chris Robinson
54f91d4b3a Implement hand-to-hand attacks 2013-07-28 06:48:25 -07:00
Chris Robinson
a34f0de3e1 Play the correct medium armor foot sounds 2013-07-28 04:17:36 -07:00
Chris Robinson
db4f34b332 Play hit sounds when hitting creatures and NPCs 2013-07-27 11:20:39 -07:00
Chris Robinson
1a40d01afa Fix NPC armor rating calculation and reduce redundant lookups 2013-07-27 09:31:16 -07:00
Chris Robinson
3298eb1b37 Implement HitOnMe script function 2013-07-26 10:50:23 -07:00
Chris Robinson
5379e607cb Handle the OnPCHitMe script variable 2013-07-26 10:50:23 -07:00
Chris Robinson
f215d2cc30 Only raise weapon skills for the player 2013-07-26 10:50:23 -07:00
Chris Robinson
bec420c69b Add Class::onHit for creatures 2013-07-26 10:50:23 -07:00
Chris Robinson
dd6edd21f8 Add a separate on-hit method to handle objects being hit 2013-07-26 10:50:23 -07:00
Chris Robinson
a569ae367e Fix hit chance calculation 2013-07-25 13:09:26 -07:00
Chris Robinson
6195062d72 Try to figure out what gets hit
This isn't the greatest. The distance multiplier is a guess, and a sphere cast
may be better.
2013-07-25 12:58:43 -07:00