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2074 commits

Author SHA1 Message Date
scrawl
50ed061154 AiWander: reset mAllowedNodes on cell change (Fixes #3176, Fixes #3130) 2016-02-02 00:41:40 +01:00
scrawl
dda4273349 Actors that start the game as dead do not float to the surface (Fixes #3177)
This has a minor bug (can you spot it?) that affects the vanilla engine as well, unfortunately not so simple to fix.
2016-02-01 23:18:18 +01:00
scrawl
832eaae27b Do not apply effects with CasterLinked flag when there is no valid caster 2016-02-01 22:57:08 +01:00
scrawl
c34314ae26 When an actor dies purge all spell effects cast by that actor (Fixes #3175) 2016-02-01 22:52:28 +01:00
Tobias Kortkamp
0659687bfb Some fixes for building on FreeBSD 2016-01-25 14:13:16 +01:00
scrawl
b0431833a1 Fix some defects reported by Coverity CI 2016-01-21 16:08:04 +01:00
mrcheko
b304e98568 implement ActionWeapon::getCombatRange (move logic from AiCombat) 2016-01-15 21:49:27 +03:00
scrawl
4e6a60672d When a spell explodes on an actor do not apply it to that actor twice (Fixes #3142) 2016-01-12 00:40:09 +01:00
scrawl
daa94cc50e Fix cppcheck warnings 2016-01-03 20:19:38 +01:00
mrcheko
bcb1f4ed05 refactor AiCombat: remove all pathfinding code, adopt new version of
AiPackage::pathTo;
fix couple of warnings;
2016-01-03 15:33:52 +03:00
Poncho
b1020dcd42 Use correct direction multipliers during awareness check 2016-01-02 12:24:39 -06:00
mrcheko
b960b0af93 rewrite pathTo for clearer logic; reapply Scrawl's aifollow threshold 2016-01-01 16:41:45 +03:00
mrcheko
d7d5cc6689 Merge remote-tracking branch 'upstream/master' into pathfinding
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/aifollow.cpp
	apps/openmw/mwmechanics/aipackage.cpp
	apps/openmw/mwmechanics/aipackage.hpp
	apps/openmw/mwmechanics/aiwander.cpp
	apps/openmw/mwmechanics/pathfinding.hpp

Ogre::Vector3->osg::Vec3f; REACTION_INTERVAL->AI_REACTION_TIME; MakeOgreVec3->MakeOsgVec3
2015-12-29 19:15:40 +03:00
scrawl
63b9b075aa Do not allow soul trapping the same creature more than once (Fixes #3102) 2015-12-26 18:47:22 +01:00
scrawl
0bec6e5fbe Fix 'failed to find animation' warnings when a spell was equipped before the werewolf transformation 2015-12-26 18:45:09 +01:00
scrawl
6b67911658 Unset DrawState_Spell when becoming a werewolf 2015-12-26 18:26:55 +01:00
scrawl
f052c05018 Move werewolf functions from World to MechanicsManager 2015-12-26 18:23:13 +01:00
scrawl
29d0f448b4 Add const version of World::getAnimation 2015-12-19 16:15:45 +01:00
scrawl
51c77c5045 Accept a ConstPtr in getDoorState 2015-12-19 16:15:45 +01:00
scrawl
53f4b92426 AiEscort do not follow target through doors
Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
2015-12-19 15:15:44 +01:00
scrawl
04f7a8f8eb Remove redundant getId function 2015-12-18 16:58:38 +01:00
scrawl
b2add6470b Missing include fix 2015-12-18 02:58:38 +01:00
scrawl
1c8244276d Exception handling improvements (Bug #3090) 2015-12-18 02:36:34 +01:00
scrawl
689dea4cb3 Add instant spell effects to the actor's magic effect list
Via http://forum.openmw.org/viewtopic.php?f=2&t=3212&start=20#p36208
2015-12-17 19:49:37 +01:00
scrawl
375caf037d Don't applyInstantEffect when magnitude is zero 2015-12-15 20:46:05 +01:00
scrawl
4af376133b Don't tick effects when duration is zero 2015-12-15 20:41:00 +01:00
scrawl
572786bff2 Instant effects that were added by a permanent ability are applied every frame
Via http://forum.openmw.org/viewtopic.php?f=2&t=3212&p=36120#p36121
2015-12-14 03:27:49 +01:00
scrawl
a7e0562e1c Fix improper handling of multiple AiFollow packages with the same target (Fixes #3077) 2015-12-13 17:42:11 +01:00
scrawl
f1f82af64e Fix improper swimming animations in first person mode 2015-12-11 01:24:42 +01:00
scrawl
bdae572264 Merge pull request #840 from scrawl/movedrefs
Object movement between cells
2015-12-09 14:10:57 +01:00
scrawl
6f98982bc2 Make sure that health is >= 1 when resurrecting the player (Fixes #2972) 2015-12-09 01:52:20 +01:00
scrawl
34f48d63f3 Apply spell absorption once per effect (Fixes #2942) 2015-12-09 00:35:54 +01:00
scrawl
07b064f616 Rename to lowerCaseInPlace 2015-12-07 22:49:15 +01:00
scrawl
1875aa4a18 Restore getNearbyDoor 2015-12-07 03:53:46 +01:00
scrawl
1f543b4d79 Apply the AiTravel maxRange to AiEscort as well (Fixes #2697) 2015-12-07 00:26:17 +01:00
scrawl
965bea45c0 AiEscort makes the actor side with target in fights (Bug #2697)
Also will follow the player through teleport doors.
2015-12-06 23:38:51 +01:00
scrawl
4e678ce6b3 Handle mCellId in AiEscort 2015-12-06 23:38:51 +01:00
scrawl
0975f60d59 Stub out CellStore::get<T> accessors in preparation of reference movement between cells 2015-12-04 18:29:41 +01:00
scrawl
14b143231c Don't crash OpGetTarget when the target disappeared (Fixes #3048) 2015-11-30 15:26:43 +01:00
Marc Zinnschlag
ff5582e318 Merge remote-tracking branch 'scrawl/ltex' 2015-11-28 09:51:57 +01:00
scrawl
5b8fd79b4b Fix crash when exception is thrown in startNewGame() 2015-11-27 21:38:57 +01:00
Chris Robinson
5f8a09df97 Play player sounds (except footsteps) local to the listener 2015-11-27 02:01:18 -08:00
Marc Zinnschlag
7cc950ed64 Merge remote-tracking branch 'origin/master' 2015-11-27 10:34:22 +01:00
scrawl
44dd62067e Remove some unnecessary per-frame store searches 2015-11-27 02:13:56 +01:00
scrawl
783594033a Optimize MWMechanics::Spells
Use pointers as map keys instead of string IDs. Resolves a nasty performance bottleneck on functions like hasCommonDisease() that previously had to look up all contained spells from the ESM store on every call. hasCommonDisease() is called hundreds of times per frame by the AI target update since it's used to calculate target disposition.

The total cost of hasCommonDisease() was 2.7% of the frame loop, now it's negligible.
2015-11-27 01:07:15 +01:00
Chris Robinson
73448c72f6 Replace Play_NoTrack with playManualSound3D, and rename the latter 2015-11-25 04:24:26 -08:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
3453353091 AiCombat distance check takes into account collision box (Fixes #1699) 2015-11-18 19:00:43 +01:00
scrawl
666fbba1e0 Rotations: World::rotateObject takes radians instead of degrees
Cuts down on the amount of redundant degree<->radians conversions in the codebase.
2015-11-12 01:09:39 +01:00
scrawl
6405049add Rotations: move doors via Rotation rather than LocalRotation
Now LocalRotation is unneeded, will remove in next commit.
2015-11-12 00:58:29 +01:00
scrawl
637cd3a628 Adjust the FirstPersonNeckController to follow the camera with a reduced factor (Fixes #1784) 2015-11-10 01:01:41 +01:00
scrawl
3c338b9da9 ObstacleCheck: tweak the stuck detection parameters
The netch_betty wander animation starts up so slowly that the creature thought it was stuck, even though it's not.
2015-11-09 20:35:31 +01:00
scrawl
d233bc483d ObstacleCheck: fix evasion issue
The check if (samePosition... would not work as intended because actors do not move in every frame when the framerate is higher than the physics framerate. In that case the actor would change its evasion direction almost every frame.
2015-11-09 20:35:31 +01:00
scrawl
caa523a959 ObstacleCheck: fix the framerate not being taken into account 2015-11-09 20:35:31 +01:00
scrawl
801dc8eee3 ObstacleCheck: fix weird distance calculation 2015-11-09 20:17:21 +01:00
scrawl
c996702b56 Fix some uninitialised variables found by static analysis 2015-11-04 20:34:50 +01:00
scrawl
46e07e4b19 Head tracking: fall back to target collision box center if the target has no head node 2015-11-03 18:27:15 +01:00
scrawl
b72d5c5190 Don't play idlestorm animation when swimming 2015-11-03 17:48:35 +01:00
scrawl
8459a79a2c Fix AI being able to open locked doors (Fixes #2948) 2015-10-13 19:05:17 +02:00
Marc Zinnschlag
7e7215b3b3 Merge remote-tracking branch 'scrawl/master' 2015-10-07 08:09:27 +02:00
scrawl
7b6fe149f2 getSpellSuccessChance return 0 for used powers (Fixes #2944) 2015-10-05 15:41:43 +02:00
scrawl
77cb438714 Fix potential case smashing issue 2015-10-05 15:41:07 +02:00
artemutin@yandex.ru
ec4fff588d uncomment updateActor call in buildPlayer for magicka recalc 2015-10-05 23:07:13 +10:00
scrawl
387624e158 Add a threshold to AiFollow distance
Idle animations can move the actor around slightly, which sometimes causes AiFollow to constantly toggle between "arrived" and "following" state even when the player isn't moving. Could be observed by summoning a bonelord.
2015-09-26 02:02:50 +02:00
Alexander "Ace" Olofsson
7d4125d97f Fixes for building with unity build 2015-09-24 15:21:42 +02:00
dteviot
60d0ad9283 When stuck, try moving backwards as well as to side. 2015-09-19 16:14:00 +12:00
dteviot
5369d20682 Moved pathfinding logic from AiCombat to Pathfinding. 2015-09-19 15:34:02 +12:00
Marc Zinnschlag
b58a63e14e Merge remote-tracking branch 'scrawl/deathanim' 2015-09-17 14:54:29 +02:00
Marc Zinnschlag
96880b4dfe Merge remote-tracking branch 'scrawl/tabs' 2015-09-17 09:30:31 +02:00
Marc Zinnschlag
c35ce88ee7 Merge remote-tracking branch 'scrawl/aiming' 2015-09-17 09:25:33 +02:00
scrawl
a7f898057b Don't activate the initial death animation when skipAnim is set (Fixes #2513) 2015-09-17 04:38:42 +02:00
scrawl
c4b5a41ac3 Improve combat AI vertical aiming (Fixes #1366, Fixes #1330) 2015-09-17 03:41:15 +02:00
scrawl
a47617c21f Fix tab indentations in apps/ and components/ 2015-09-16 20:45:37 +02:00
scrawl
126960261f Keep playing IdleSneak on the lower body when casting spells / using weapons 2015-09-16 16:14:17 +02:00
scrawl
5692ef1eae Add convenience operator [] to AnimPriority 2015-09-16 15:43:42 +02:00
scrawl
84747fbdd7 Use the actual sneak state to determine visibility of indicator (Fixes #2915) 2015-09-16 15:37:36 +02:00
dteviot
0feae19140 AiCombat use evadeObstacles() from AiPackage. 2015-09-14 19:57:22 +12:00
dteviot
8e2fe1985d Fixed errors pointed out by Zini.
1. Removed "Actor" from name of function  isActorNearInactiveCell().
2. Corrected case of CoordinateConverter member function names.
2015-09-12 14:17:46 +12:00
dteviot
10eabc9d51 actorutil.hpp includes mwworld/ptr.hpp
As pointed out by Scrawl, fixes compiler error if getPlayer() is called before MWWorld::Ptr is defined, because getPlayer() returns a Ptr by value.
2015-09-11 18:43:06 +12:00
dteviot
6f97187bb6 Fix travis warning about no newline at end of file. 2015-09-10 22:26:33 +12:00
dteviot
573a14993a Moved isActorNearInactiveCell() logic to own function.
Also, triggers when actor is near edge of cell, not when less than 1/2 way to edge.
2015-09-10 21:53:31 +12:00
dteviot
e9c796166a Added MWMechanics::isPlayerInCombat() 2015-09-10 18:48:34 +12:00
dteviot
96e3933ee9 Fixed bug in smoothTurn()
Now correctly handles changing direction from 178 to -178 degrees.
2015-09-06 17:39:48 +12:00
dteviot
1dfe438a5d reduce "reset if stuck" AiWander timeout.
Now is about 14 seconds, instead of 300.
2015-08-30 16:43:35 +12:00
dteviot
39c2ba8efe Pathfinding bugfix.
Observed at Ebonheart (coe 1, -13).  Especially at the western tower. Guards try to walk though tower door.
Cause: buildPath() adds destination (even when unreachable) when only using single node from pathgrid.
2015-08-30 16:12:51 +12:00
dteviot
f2c9b9351f Try going right and left to "unstick" actor. 2015-08-30 10:06:09 +12:00
dteviot
31d82b6b0c Unifiy evadeObstacles() logic between AiWander and AiPackage
Can't use same code, but logic is now same.
2015-08-30 08:32:47 +12:00
dteviot
f59e918a3b removed useless code.
zTurn ignores turns < 0.0087 radians.
2015-08-29 17:34:33 +12:00
dteviot
0677799839 movement logic in AiPackage uses ObstacleCheck. 2015-08-29 17:21:18 +12:00
Marc Zinnschlag
a52b947efe Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3' 2015-08-23 12:11:30 +02:00
Marc Zinnschlag
50ec8b10f5 Merge remote-tracking branch 'dteviot/Bug2871' 2015-08-22 10:37:43 +02:00
dteviot
5dd0ad6841 Fixed rest of travis errors. 2015-08-21 22:41:31 +12:00
dteviot
77a1d947cc extracted MWMechanics::getPlayer() 2015-08-21 21:12:39 +12:00
dteviot
85bc41dedb replaced FLT_MAX with numeric_limits. 2015-08-21 19:34:28 +12:00
dteviot
3b231b85bb removed incorrect optimization.
Now it fixes #2871
2015-08-21 06:55:54 +12:00
Marc Zinnschlag
08325d14ca Merge remote-tracking branch 'dteviot/Bug2871' 2015-08-20 20:42:35 +02:00
Marc Zinnschlag
5cb0353b5c Merge remote-tracking branch 'jeffreyhaines/npcsdontscream' 2015-08-20 20:28:36 +02:00
dteviot
c0d3804b4f Correctly handle disjoint pathgrid (Fixes #2871)
Bugfix:
When
1. Cell has multiple subgrids  (i.e. path grid is disjoint)
2. Distance between destination and pathgrid point 0 is less than distance to points of subgrid closest to start point
Then getClosestReachablePoint() returns pathgrid point 0 as the end point.
This is invalid, this end point cannot be reached from the start point.
2015-08-20 21:50:58 +12:00
dteviot
0ee7407101 extracted common sub-expressions. 2015-08-20 18:17:02 +12:00
dteviot
ff5ef7055e extracted function CreatureStats::isParalyzed() 2015-08-20 18:12:37 +12:00
Marc Zinnschlag
9918b57341 Merge remote-tracking branch 'origin/master' 2015-08-19 16:03:01 +02:00
Jeffrey Haines
e1baf1ea48 NPCs scream when they die 2015-08-19 09:51:04 -04:00
scrawl
232dfdc07e Make an error message slightly more helpful 2015-08-19 01:24:54 +02:00
scrawl
67bd6cd708 Remove empty line at the beginning of files
git ls-files -z | xargs -0 sed -i '1{/^$/d}'
2015-08-18 23:06:12 +02:00
scrawl
dca08b0b42 Remove a firing assert (Fixes #2871) 2015-08-18 14:51:32 +02:00
Marc Zinnschlag
3992125b61 Merge remote-tracking branch 'scrawl/master' 2015-08-17 14:05:51 +02:00
Marc Zinnschlag
dc72b24f4e Merge remote-tracking branch 'dteviot/PathfindingRefactorDraft' 2015-08-17 14:04:56 +02:00
Jordan Ayers
be7bd9529d Classes shouldn't use MWBase::Environment to access their own members. 2015-08-16 16:56:44 -05:00
dteviot
4d9d8a060d Pathing bugfix.
When path contains one one point from path grid, point is no longer being discarded.
2015-08-16 18:56:28 +12:00
dteviot
942a987d52 centralize the world/cell coordinate conversion logic. 2015-08-16 18:55:02 +12:00
dteviot
5049c9ab6a removed unnecessary tests. 2015-08-16 17:41:33 +12:00
scrawl
8241976368 Don't attempt to play non-existing hit animations (Fixes #2856) 2015-08-15 23:27:37 +02:00
scrawl
d76fb2d266 Apply disintegrate only to weapons and armor (Fixes #2853) 2015-08-14 13:38:39 +02:00
Marc Zinnschlag
5aeabe22f0 Merge remote-tracking branch 'dteviot/PathfindingRefactor' 2015-08-14 10:13:04 +02:00
scrawl
1e18a73b1c Don't play magic effect sounds & visual effects for unsuitable targets (Fixes #2811) 2015-08-13 17:08:21 +02:00
scrawl
211deeb63e Don't attempt to lock or unlock unsuitable objects (Fixes #2826) 2015-08-13 17:08:21 +02:00
dteviot
55e3aaaa35 made variable const. 2015-08-10 20:30:43 +12:00
dteviot
e42a2478dc Removed tests that are not necessary. 2015-08-09 17:58:40 +12:00
dteviot
2b9e22f593 extracted function stopAttack(). 2015-08-09 14:29:38 +12:00
dteviot
0884a3796f extracted function isTargetMagicallyHidden(). 2015-08-09 14:20:55 +12:00
dteviot
038851420d Removed unneeded temp variables.
Corrected case of function names.
2015-08-09 14:18:55 +12:00
dteviot
50ddcd1953 more attack logic moved into AiCombatStorage. 2015-08-09 14:10:08 +12:00
dteviot
0735e3e06e move start attack logic to AiCombatStorage.
Basically, copied from mrchenko's 1d4be08f6e4c2dbd89cc0c3408a8231ee4497277
2015-08-09 14:08:42 +12:00
dteviot
1676bf917e CombatMove logic moved into AiCombatStorage.
Basically, copied from mrcheko's 1d4be08f6e4c2dbd89cc0c3408a8231ee4497277
2015-08-09 14:06:52 +12:00
Marc Zinnschlag
d29862eac3 Merge remote-tracking branch 'emperorarthur/anim_fail' 2015-08-08 10:47:46 +02:00
dteviot
58f732ebc9 Update path following checks each frame in AiCombat. 2015-08-04 18:20:05 +12:00
dteviot
ad9bab0b68 Removed redundant if. 2015-08-04 18:17:08 +12:00
dteviot
4256e151b1 Fixed error in deciding type of attack 2015-08-04 18:15:58 +12:00
dteviot
21e249cb92 pass parameters as const & 2015-08-04 18:14:36 +12:00
Arthur Moore
08d5aaf0fc Remove more comments 2015-07-31 18:23:07 -04:00
Arthur Moore
6fce49bfb5 Don't warn twice when unable to play an idle animation 2015-07-31 18:01:02 -04:00
Arthur Moore
61c3835637 Don't try to play animations we know are bad
Prevents log spam
2015-07-31 18:01:02 -04:00
scrawl
7644a46ded Creatures with no movement should not attempt to start combat (Fixes #2786) 2015-07-31 01:26:26 +02:00
scrawl
f326b8e5d2 Fix weapon animations playing on the lowerbody when swimming 2015-07-31 00:52:34 +02:00
scrawl
e8cbdcfb1e Play swimming animation fallback on the upper body when possible 2015-07-31 00:35:41 +02:00
Arthur Moore
5ea596f38d Refactor onChooseActionStatePerFrameActions
This prevents playIdle errors from tyring to play idleAnimation 0
2015-07-30 08:15:45 -04:00
Arthur Moore
f69de1f263 Alert the user if trying to play a non-idle animation
Continue to propagate success/failure up the call stack.
2015-07-30 08:08:58 -04:00
Arthur Moore
5e6fcc2aef Alert the user if attempting to play an animation fails
This is mostly propogating the error up the stack so the game can do something about it.
Working on avoiding log spam from calling an animation that doesn't exist every frame.
2015-07-30 08:00:26 -04:00
Marc Zinnschlag
26ea3aa1ad Merge remote-tracking branch 'dteviot/refactoringAiWander' 2015-07-30 10:26:40 +02:00
dteviot
04aee1fe20 extracted function reactionTimeActions(). 2015-07-26 17:32:29 +12:00
dteviot
c7aacaee70 extracted function returnToStartLocation(). 2015-07-26 17:29:32 +12:00
dteviot
5e519ef550 extract function isPackageFinished(). 2015-07-26 17:29:01 +12:00
dteviot
ad0d807103 extracted function reactionTimeActions(). 2015-07-26 17:28:32 +12:00
dteviot
9c0e3d6c28 extracted functions doPerFrameActionsForState() and onChooseActionStatePerFrameActions(). 2015-07-26 17:25:44 +12:00
dteviot
76f95eafe7 extract function onWalkingStatePerFrameActions(). 2015-07-26 17:25:00 +12:00
dteviot
5ec310dfba extract function onIdleStatePerFrameActions(). 2015-07-26 17:24:33 +12:00
dteviot
b3d5b47fea extracted function UpdateActorsMovement(). 2015-07-26 17:23:45 +12:00
scrawl
dff84adf7e Fix weapon animation priority 2015-07-26 01:35:36 +02:00
dteviot
aba7225817 Removed some duplicated operations. 2015-07-26 11:15:21 +12:00
scrawl
41996b0aad Don't play turning animations in first person mode 2015-07-25 18:59:16 +02:00
scrawl
e0ee2fc01b Adjust the movement animation speed every frame (Fixes #1921) 2015-07-25 18:22:48 +02:00
scrawl
278076e609 Include cleanup 2015-07-25 04:14:22 +02:00
scrawl
b3f5ac5dbb Include cleanup 2015-07-25 02:11:49 +02:00
scrawl
e6b28d84f0 Outdated comment fix 2015-07-25 00:28:47 +02:00
scrawl
7f66339790 Remove a redundant function 2015-07-24 20:23:27 +02:00
scrawl
8286dc6c5a Player followers don't report crimes (Fixes #2457) 2015-07-23 02:29:09 +02:00
Marc Zinnschlag
f3d3cbc58b Merge remote-tracking branch 'dteviot/refactoringAiWander' 2015-07-20 09:57:46 +02:00
dteviot
2a4d35b98c fixed "comma at end of enumerator list" warning. 2015-07-20 18:20:57 +12:00
Marc Zinnschlag
9b3d5c958f Merge remote-tracking branch 'scrawl/music' 2015-07-19 11:49:00 +02:00
dteviot
00eef585af renamed mPlayedIdle to mIdleAnimation. 2015-07-19 18:04:42 +12:00
dteviot
22f49128cc replaced multiple booleans with single state variable. 2015-07-19 18:02:13 +12:00
dteviot
1ed6e95c07 Got rid of some radians to degrees to radians conversions. 2015-07-19 18:01:25 +12:00
dteviot
3ebe9fb34f renamed mRotate to mTurnActorGivingGreetingToFacePlayer 2015-07-19 18:00:49 +12:00
scrawl
b01abe4d19 Stop title music when the game starts (Fixes #2468) 2015-07-19 02:08:24 +02:00
scrawl
278a078e9d Unify magic effect tick functions
- Removes duplicated code
- Handle some zero-duration instant effects that were not handled before (disintegrate, sun damage, elemental damage)
2015-07-18 20:39:45 +02:00
scrawl
77f1387da8 Include cleanup 2015-07-18 20:36:28 +02:00
scrawl
111cf5462b Merge pull request #666 from scrawl/animation
Animation refactoring & fixes
2015-07-18 13:33:41 +02:00
Jiří Kuneš
72728b9c01 disable cusor when item/container is owned 2015-07-17 16:32:35 +02:00
scrawl
660e7f5d89 Don't update animation states in skipAnim mode (Fixes #2782) 2015-07-17 03:28:17 +02:00
scrawl
cc59493cb2 Don't restart the jump animation when equipping a different weapon (Fixes #2286) 2015-07-16 20:03:16 +02:00
scrawl
b5c79738f1 Fix enchantments casting more than once per button press, broken by a1432b0255 2015-07-16 19:56:09 +02:00
scrawl
17ada63fcb Don't play turning animations on the upperbody when in first person mode (Fixes #2287) 2015-07-15 16:43:11 +02:00
scrawl
83cceeee72 Use the extended animation priority for Block animations, allow starting attacks during a block animation (Fixes #2761) 2015-07-15 16:43:11 +02:00
scrawl
cf14d1748c Use the extended animation priority for Hit animations 2015-07-15 16:33:10 +02:00
scrawl
50db6ed396 Use the extended animation priority for weapon animations 2015-07-15 14:40:36 +02:00
scrawl
335ef97cf5 Rename Animation::Group to Animation::BlendMask
The old naming is problematic, because the term group was being used for another feature (text key groups) already.
2015-07-15 13:49:16 +02:00
dteviot
e294cd95cd extracted function playIdleDialogueRandomly() 2015-07-12 17:15:14 +12:00
dteviot
22059d68f6 Remove duplicated code. 2015-07-12 17:14:48 +12:00
dteviot
0b089a5564 extracted function evadeObstacles() 2015-07-12 16:38:36 +12:00
dteviot
1ef78b1e56 extracted playGreetingIfPlayerGetsTooClose() 2015-07-12 16:37:31 +12:00
dteviot
df421fce92 extracted function setPathToAnAllowedNode() 2015-07-12 16:35:15 +12:00
dteviot
b508846a64 Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
Don't call getAllowedNodes() needlessly.
2015-07-12 16:32:48 +12:00
Marc Zinnschlag
08d2b196bd Merge remote-tracking branch 'ace/explicit-instantiation' 2015-07-10 08:58:53 +02:00
Alexander "Ace" Olofsson
b3b55a5842 Explicitly instantiate MWWorld::Store 2015-07-09 19:22:04 +02:00
Alexander "Ace" Olofsson
b1cc74dd9a Explicity instantiate MWMechanics::Stat 2015-07-09 14:41:37 +02:00
dteviot
f1774ee7c3 Fixed compile failing on OSX and Linux. 2015-07-08 19:34:33 +12:00
dteviot
52cf8541f5 End point tolerance restored to 64 units.
Corrected problem pointed out by Scrawl.
Destination needs tolerance of 64 to avoid overcrowding.
2015-07-08 18:41:03 +12:00
Alexander "Ace" Olofsson
3655ef16af Explicitly instantiate ESM::StatState 2015-07-07 19:19:37 +02:00
dteviot
40a925ad37 Merge branch 'Bug1317MakeExtraWaypoints' into Bug2726 2015-07-07 18:16:15 +12:00
Marc Zinnschlag
88f1220a77 Merge remote-tracking branch 'dteviot/Bug2726' 2015-07-06 13:07:40 +02:00
scrawl
531bca1273 Add a threshold for changing aicombat targets (Fixes #2755) 2015-07-05 18:09:13 +02:00
dteviot
1239667cb4 AiWander uses points between PathGrid points (Fixes #1317)
When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
2015-07-05 18:21:35 +12:00
dteviot
eb2aa965b9 Extracted function SetCurrentNodeToClosestAllowedNode() 2015-07-05 18:17:18 +12:00
dteviot
0095737c40 Use correct type of variable. Remove unnecessary casts. 2015-07-05 18:09:14 +12:00
dteviot
f942db2b27 Simplified code. 2015-07-05 18:08:09 +12:00
dteviot
9a02a85a24 Pulled duplicate code into function. 2015-07-05 18:07:14 +12:00
mrcheko
c773ed9f9a move checkWayIsClear to pathfinding; move shortcut logic to separate func (AiPackage::shortcutPath); rework AiPackage::pathTo 2015-07-04 18:00:16 +03:00
dteviot
fae93e3d82 Bugfix: was not resetting mStuckCount. 2015-07-04 19:00:27 +12:00
dteviot
46a654286b Remove fix for #1317
Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
2015-07-04 18:57:56 +12:00
dteviot
164994f3d3 Made PathFinder::buildPath() private.
Now all paths are built by calling PathFinder::buildSyncedPath().
Also removed useless comment.
2015-07-04 18:47:26 +12:00
scrawl
6bcea21e14 Use fCombatDelayCreature, fCombatDelayNpc for random delays between aicombat attacks (Bug #1876) 2015-07-04 05:19:05 +02:00
scrawl
a7bd050928 Accurate attack timings in AiCombat 2015-07-03 05:58:12 +02:00
scrawl
741e5db862 Fix for non-bipedal creatures that use weapons, e.g. rieklings 2015-07-03 05:37:18 +02:00
scrawl
82740c1645 Remove completely broken code 2015-07-03 02:29:42 +02:00
scrawl
d07b176b36 Take into account hit recovery, knockdown and other animations for AiCombat attack timing 2015-07-03 02:18:35 +02:00
scrawl
520a832a9a Remove an already resolved todo comment 2015-07-02 22:24:23 +02:00
scrawl
a1432b0255 Move attackingOrSpell flag to the CharacterController 2015-07-02 19:14:28 +02:00
scrawl
1956e2c988 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/opencs/CMakeLists.txt
2015-06-28 00:38:39 +02:00
scrawl
59db9664ba Pass the CharacterController to AiPackage::execute 2015-06-26 17:47:04 +02:00
scrawl
882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
beb1086260 Fix attackStrength being unset for creatures with no weapons 2015-06-26 04:21:10 +02:00
scrawl
5bc6513e2d Fix projectile hit bug where the incorrect attackStrength would be used if a new attack has been performed in the meantime 2015-06-26 02:32:41 +02:00
scrawl
6f34a0501a Attempting to make a potion with no effects removes the ingredients (Fixes #2722) 2015-06-24 05:17:45 +02:00
scrawl
33a3dabc31 An alchemy effect listed more than once in the same ingredient should not automatically create a potion of that effect (Bug #2722) 2015-06-24 05:17:45 +02:00
scrawl
a5670b5133 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/opencs/CMakeLists.txt
	apps/opencs/main.cpp
	apps/openmw/mwworld/player.hpp
2015-06-22 20:09:02 +02:00
Marc Zinnschlag
83961e9109 Merge remote-tracking branch 'dteviot/FixRunningInCircles' 2015-06-22 15:20:58 +02:00
scrawl
2ce269c0fc Werewolf stats compatibility with old save files 2015-06-21 18:45:49 +02:00
scrawl
44582fe3b3 Don't use separate werewolf skills/attributes for non-player werewolves
Still need to deal with save files.
2015-06-21 17:28:18 +02:00
dteviot
c65e7a31e7 Aquatic creatures no longer try to get onto land.
AiWander for aquatic creatures no longer uses path grid points as they're usually on land.
2015-06-21 16:23:40 +12:00
scrawl
c719b7038e Merge branch 'master' of https://github.com/OpenMW/openmw into osg 2015-06-18 15:00:21 +02:00
scrawl
6e5f3339ad Make sure to play IdleSwim when the character is swimming (Bug #2696) 2015-06-17 20:49:01 +02:00
Marc Zinnschlag
5a5c2bb5bc Merge remote-tracking branch 'dteviot/FixRunningInCircles' 2015-06-17 15:56:01 +02:00
scrawl
3663511cdb Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/opencs/CMakeLists.txt
	extern/ogre-ffmpeg-videoplayer/CMakeLists.txt
2015-06-16 19:53:41 +02:00
scrawl
5347d407d8 Disallow AiWander fast-forward for water creatures
Pathgrid nodes are usually above the water level, so appearing at a random node would have the creature break out of the water level it's supposed to be constrained to.
2015-06-15 20:13:59 +02:00
scrawl
98a77f68a3 Fix AiWander::fastForward using incorrect pathgrid coordinates when actor recently moved to a new cell 2015-06-15 20:04:36 +02:00
scrawl
f017fd6860 Reduce includes in animation.hpp 2015-06-14 23:13:26 +02:00
scrawl
cad18969e3 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/aitravel.cpp
2015-06-14 16:32:13 +02:00
dteviot
520fbd63c4 simplified pathfinding code.
remove mIsPathConstructed.  Instead call !mPath.empty().
2015-06-14 15:14:02 +12:00
dteviot
bfff84ba8f replaced #include with forward class declaration, as suggested by slaugherfish. 2015-06-14 10:30:55 +12:00
scrawl
d4c45efb2b Remove useless #undef's for windows now that we have NOMINMAX flag 2015-06-12 04:39:44 +02:00
dteviot
cb8ca2f03a Moved logic for building a Sync'ed path from AiCombat to PathFinding.
Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
2015-06-11 18:31:35 +12:00
dteviot
6d7e6cd30c AiTravel logic merged into AiPackage. 2015-06-11 18:28:31 +12:00
scrawl
4c09ecef72 Normalize fixes 2015-06-05 03:41:10 +02:00
scrawl
a0b0ae9bd1 Remove an unused variable 2015-06-04 21:51:24 +02:00
scrawl
78ac37b52a Remove BOOST_STATIC_ASSERT to fix clang warnings 2015-06-04 20:11:40 +02:00
scrawl
4bb3cbf0fb Remove last remains of Ogre 2015-06-03 23:04:35 +02:00
scrawl
b70383d127 Remove last remains of Ogre math 2015-06-03 21:37:21 +02:00
scrawl
2eec0caca0 Remove dependency on Ogre::StringConverter 2015-06-03 19:59:54 +02:00
scrawl
7bacb9418d Various math code ported to osg 2015-06-03 19:41:19 +02:00
scrawl
974fda5bde Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	extern/sdl4ogre/sdlwindowhelper.cpp
2015-06-03 03:18:29 +02:00
scrawl
58ebf57154 Apply a comment that got lost in the endless depths of my git stash 2015-06-02 17:13:30 +02:00
scrawl
de8e5f0db1 Restore projectiles 2015-06-01 21:41:13 +02:00
scrawl
ccd95419e5 Restore various raycasting 2015-06-01 01:57:15 +02:00
scrawl
71bafcb52b Restore head tracking 2015-05-31 18:04:14 +02:00
Marc Zinnschlag
9f0ccdc37a Merge remote-tracking branch 'scrawl/master' 2015-05-31 11:05:43 +02:00
scrawl
a066b24303 Restore WeaponAnimation 2015-05-31 01:07:43 +02:00
scrawl
988a9cad58 getHitContact Head exception fix 2015-05-30 01:41:38 +02:00
scrawl
fd50be0fb8 Restore various gameplay 2015-05-30 01:00:24 +02:00
scrawl
af2f26d04d Particle fixes 2015-05-29 20:45:27 +02:00
scrawl
f4ee805e3b Object animation fix 2015-05-28 15:44:58 +02:00
scrawl
22f01b1232 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/launcher/graphicspage.cpp
	apps/opencs/editor.cpp
	apps/opencs/model/doc/document.cpp
	apps/opencs/view/render/cell.cpp
	apps/opencs/view/render/mousestate.cpp
	apps/opencs/view/render/textoverlay.cpp
	apps/opencs/view/render/worldspacewidget.cpp
	apps/openmw/mwclass/creature.cpp
	apps/openmw/mwclass/npc.cpp
	apps/openmw/mwgui/inventorywindow.cpp
	apps/openmw/mwgui/loadingscreen.cpp
	apps/openmw/mwgui/mapwindow.cpp
	apps/openmw/mwgui/pickpocketitemmodel.cpp
	apps/openmw/mwgui/waitdialog.cpp
	apps/openmw/mwmechanics/combat.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwrender/globalmap.cpp
	apps/openmw/mwworld/physicssystem.cpp
	apps/openmw/mwworld/refdata.cpp
	apps/openmw/mwworld/scene.cpp
	apps/openmw/mwworld/worldimp.cpp
	components/sdlutil/sdlinputwrapper.cpp
	extern/shiny/Main/Factory.cpp
	extern/shiny/Main/MaterialInstance.cpp
	extern/shiny/Main/Platform.cpp
	extern/shiny/Main/ShaderSet.cpp
2015-05-23 20:33:44 +02:00
scrawl
d1b6289cad Don't teleport followers when using teleportation spells 2015-05-22 19:57:02 +02:00
Rohit Nirmal
396fba7fa9 Silence -Wreorder warnings, and remove -Wno-reorder. 2015-05-21 22:46:44 -05:00
scrawl
2235d2978b Restore animation text key handling 2015-05-22 04:36:33 +02:00
scrawl
ccab8cc9a1 Register Player in the PhysicsSystem 2015-05-12 17:40:42 +02:00
scrawl
47758c11cd Readded collision objects and movement physics 2015-05-12 03:02:15 +02:00
scrawl
5abeab21ed Various integer/floating point roll adjustments based on wiki 2015-05-11 16:55:09 +02:00
scrawl
9d86e5b028 GetSpellEffects returns true for active abilities (Fixes #2530) 2015-05-11 16:38:16 +02:00
scrawl
e1f4a7f647 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/openmw/engine.cpp
	apps/openmw/mwgui/mainmenu.cpp
	apps/openmw/mwgui/windowmanagerimp.cpp
	apps/openmw/mwinput/inputmanagerimp.cpp
	apps/openmw/mwrender/animation.cpp
	apps/openmw/mwrender/debugging.cpp
	apps/openmw/mwrender/npcanimation.cpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/sky.cpp
	components/nif/nifkey.hpp
	components/nif/nifstream.hpp
	components/nifbullet/bulletnifloader.cpp
	components/nifogre/ogrenifloader.hpp
	libs/openengine/bullet/physic.cpp
	libs/openengine/gui/manager.cpp
2015-05-04 02:41:50 +02:00
Marc Zinnschlag
83a7eea2a9 Merge remote-tracking branch 'scrawl/master' 2015-05-03 09:54:32 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
scrawl
bd8f0248f0 Player rendering 2015-05-01 18:21:50 +02:00
scrawl
83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 2015-04-30 00:10:24 +02:00
Rohit Nirmal
997347b01e Silence -Wreorder warnings. 2015-04-28 18:48:02 -05:00
scrawl
0ff7b2ff11 MechanicsManager, frame update 2015-04-25 15:19:17 +02:00
scrawl
a3417a9c49 CharacterController compiles 2015-04-25 01:20:07 +02:00
scrawl
8c810e3620 Move rng to components 2015-04-22 17:58:55 +02:00
scrawl
e49b8fe690 Fix persuasion mechanics using player stats instead of NPC's (Fixes #2475) 2015-04-22 01:17:34 +02:00
scrawl
68f93294da Port EffectManager 2015-04-19 17:55:56 +02:00
scrawl
1699759d12 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/opencs/view/render/cell.cpp
2015-04-19 02:29:16 +02:00
scrawl
c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
scrawl
4e69e7cc0f OpenMW compiles and runs w/o render window 2015-04-01 17:02:15 +02:00
dteviot
be6ee927b9 AiWander, use closest two points if distance is too small (Fixes #1317)
In AiWander, if wander distance is set too small to get two points, take the closest two points.
2015-03-28 20:05:54 +13:00
dteviot
63ab856024 Removed duplicated code. 2015-03-23 20:57:36 +13:00
dteviot
eb1090a1b6 Waypoint check only considers X & Y distance (Fixes #2423)
When pathfinder checks if actor has reached a waypoint, ignore actor's altitude.
2015-03-23 20:09:46 +13:00
scrawl
5cb61fa01c Don't mark gold as stolen, adjust stolen tooltip (Fixes #2465) 2015-03-22 17:28:27 +01:00
Marc Zinnschlag
86d39cede9 Merge remote-tracking branch 'dteviot/Rng' 2015-03-15 22:04:26 +01:00
dteviot
3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00
dteviot
1d7f3474fa Fixed more MSVC 2013 warnings. 2015-03-15 08:49:03 +13:00
scrawl
767624f518 Combat mechanic fixes 2015-03-12 03:08:58 +01:00
scrawl
a846bb1aa3 Update hit chance according to wiki and implement fCombatInvisoMult 2015-03-12 02:47:16 +01:00
scrawl
3879ce6ac1 Get rid of "player" string checks (Fixes #2216) 2015-03-11 23:07:39 +01:00
scrawl
68de876051 Switch to weapon drawstate when creating a bound weapon (Fixes #2387) 2015-03-11 21:12:08 +01:00
scrawl
36e1b6cc48 Support fatigue below zero for the Drain effect (Fixes #2430) 2015-03-09 03:15:11 +01:00
scrawl
3d5c1d1190 Adjust fix for maximum attribute damage limit 2015-03-09 03:15:11 +01:00
dteviot
36141b0c53 Merge remote-tracking branch 'OpenMW/master' into FixWarnings
Conflicts:
	apps/openmw/mwinput/inputmanagerimp.cpp
	apps/openmw/mwmechanics/actors.cpp
	extern/sdl4ogre/sdlcursormanager.cpp
2015-03-08 18:29:12 +13:00
dteviot
ca8c8c6aa4 fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 17:42:07 +13:00
dteviot
e6cd8484a2 fixing MSVC 2013 warning C4244: & C4305
fixes for mistakes in last commit.
2015-03-08 13:22:56 +13:00
dteviot
e197f5318b fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
Marc Zinnschlag
ba482fa41f Merge remote-tracking branch 'dteviot/FixWarnings' 2015-03-07 18:34:29 +01:00
dteviot
f2ac939e61 reverted mShouldRepeat back to unsigned char.
As recommended by Scrawl.
2015-03-07 11:04:54 +13:00
Marc Zinnschlag
907ac5ef7f Merge remote-tracking branch 'scrawl/master' 2015-03-06 19:24:15 +01:00
dteviot
45b6538820 fixed MSVC 2013 warning C4800
forcing value to bool 'true' or 'false'
2015-03-06 23:19:57 +13:00
dteviot
407cd50890 fixed warning C4099:
type name first seen using 'class' now seen using 'struct'
2015-03-06 21:36:42 +13:00
dteviot
80fe24207c correction from Scrawl.
Now correctly handles skills/attributes.
Also, document what ContentSelectorView::ContentSelector::slotAddonTableItemActivated() is doing.
2015-03-05 20:21:22 +13:00
scrawl
cced508916 Remove unintended 1.5 factor for damage/restore magic effects 2015-03-04 01:49:00 +01:00
Marc Zinnschlag
8b84fa5579 Merge remote-tracking branch 'scrawl/master' 2015-03-02 20:01:31 +01:00
scrawl
a653716e2c Fix for damage/restore effects using the instant apply path when they have a duration 2015-03-01 22:22:20 +01:00
dteviot
cdee6f41fc fix: multi effect spell with different ranges (Fixes #2285)
Applies all effects for a spell with multiple effects, where not all effects have the same range.
2015-03-01 15:34:18 +13:00
dteviot
41e15e0c2d Limit maximum attribute damage (Fixes #2367)
Maximum damage that an attribute can have = base + fortify.
2015-03-01 10:27:51 +13:00