Commit Graph

21614 Commits (743933134d30bca4e693349a7cb844b9c34531e8)
 

Author SHA1 Message Date
David Cernat 743933134d [Client] Simplify sending of ActorAI packets for uninitialized actors 7 years ago
David Cernat 5f4ec1331f [Client] Send ActorAI packet when combat is started via a client script 7 years ago
David Cernat cc9e294cc0 [Client] Send ActorAI packet for new cell after being followed to it 7 years ago
David Cernat 528bd26a3b [General] Allow followers to follow non-authority players through cells 7 years ago
David Cernat ab5fd0aef8 [Server] Clean up descriptions for Object script functions 7 years ago
David Cernat 6c1173d598 [Client] Rename searchPtrViaRefIndex into searchPtrViaUniqueIndex 7 years ago
David Cernat 09da24f1ea [General] Rename all instances of refNumIndex into refNum
This creates symmetry with mpNum and should cause less confusion in the future.
7 years ago
David Cernat 20296859ee [Server] Clarify functions used for getting data in Networking 7 years ago
David Cernat 04dd59e638 [Server] Use clearer names for functions used to get last received data
Additionally, rename GetObjectChangesSize() into the less confusing GetObjectListSize()
7 years ago
David Cernat aeb2e57444 [Server] Bring Actor functions in line with Object functions, part 2
The ActorPacket-sending functions now have sendToOtherVisitors and skipAttachedPlayer arguments, except for the ones for ActorList and ActorAuthority (because such arguments don't make sense for those).
7 years ago
David Cernat 837c5369c0 [Server] Add OnActorAI event and remove autosync for ActorAI packets 7 years ago
David Cernat 8f745df055 [Server] Bring Actor functions in line with Object functions, part 1
The last received ActorList can now be copied into the write-only ActorList that can be sent in packets. Changing the pid of the write-only ActorList can now be done separately from clearing its contents.
7 years ago
David Cernat f0d4f1bbe5 [Client] Send ActorAI packets when followed by an NPC
The packet is sent regardless of whether we are the cell authority or not, so the server can decide what it wants to do with it.
7 years ago
David Cernat 6316f1e590 [Client] Add ActorList methods for sending ActorAI packets
Additionally, use consistent capitalization for AI-related methods.
7 years ago
David Cernat 0fd8f7660b [Client] Replace LocalActor arg with BaseActor in ActorList functions 7 years ago
David Cernat bdf2f03c4f [General] Remove unnecessary MapChanges struct from BaseWorldstate 7 years ago
David Cernat 59a56ca35e [Client] Disallow clients from scaling their associated players
Additionally, display messages when trying to scale players.
7 years ago
David Cernat 8ca29dbaac [Client] Fix remaining mistakes in debug for received ActorAI packets 7 years ago
David Cernat 5bb442bbd3 [Server] Add sendToOtherVisitors boolean to SendActorAI()
Additionally, avoid repetition in functions that send Actor packets.
7 years ago
David Cernat 25f7a55495 [Client] Improve debug for received ActorAI packets 7 years ago
David Cernat ceea65f666 [General] Change pre-rewrite's version to 0.7.0-alpha 7 years ago
David Cernat 7a646494ee [General] Point to serverCore.lua instead of server.lua in server config 7 years ago
David Cernat bff6e9e235 [General] Implement ActorAI packet, part 5
Allow repetition for AiWander package to be turned on and off.
7 years ago
David Cernat 2e31c212c0 [Client] Make any ActorAI packet override an actor's desire to fight 7 years ago
David Cernat 79ee976c95 [Client] Implement ACTIVATE action in DedicatedActor::setAI()
Additionally, clean up usage of CreatureStats in DedicatedActor.
7 years ago
David Cernat 0f30e21312 [Client] Add searchPtrViaRefIndex method to World to easily find objects 7 years ago
David Cernat c984fc0881 [Client] Allow AiActivate to be used with specific Ptrs, not just refIds 7 years ago
David Cernat 00c13ae96c [General] Implement ActorAI packet, part 4
The server can now make actors activate players and objects, at least in theory. In practice, OpenMW''s AiActivate package needs to be worked so it allows specific objects as targets instead of just refIds.
7 years ago
David Cernat 0e13207afe [General] Implement ActorAI packet, part 3
The server can now cancel actor AI, make actors travel to a location, make actors wander, and make actors get escorted by a player or another actor.
7 years ago
David Cernat 5baef09f79 [General] Implement ActorAI packet, part 2
The server can now make actors start combat with players or other actors.
7 years ago
David Cernat 5628f3b977 [Client] Fix debug for DedicatedActor::setAI() 7 years ago
David Cernat b86155dc11 [Client] Allow AiFollow package to have infinite distance when desired 7 years ago
David Cernat 864c66d1d4 [Client] Make sure hasAiTarget is set correctly for DedicatedActors 7 years ago
David Cernat 26ac29e8b1 [Client] Add disclaimer to save dialog about singleplayer-only saves 7 years ago
David Cernat 4d4bced929 [Client] Allow singleplayer-only saves in main menu during multiplayer 7 years ago
David Cernat 6ff7fa525e [Client] Disable autosaving when waiting 7 years ago
David Cernat 04ba324290 [Client] Disable clientside disabling and enabling of objects 7 years ago
David Cernat 5043fb4246 [Client] Disable clientside disarming of traps 7 years ago
David Cernat cbb9817913 [Server] Add missing descriptions for PlayAnimation() and PlaySpeech() 7 years ago
David Cernat 6ba9b1742b [Server] Remove unused default parameters for script functions 7 years ago
David Cernat acdaf1a282 [Client] Disable clientside deletion of objects through console/scripts
Unfortunately, disabling clientside deletion of summons and items that can be picked up requires extra work on actors and inventories respectively, to avoid buggy situations.
7 years ago
David Cernat 8d9fde810e [Client] Disable clientside scaling of objects 7 years ago
David Cernat f3892d697b [Client] Disable clientside locking and unlocking of objects 7 years ago
David Cernat 563269d359 [Server] Bring comments up-to-date for packet-sending script functions 7 years ago
David Cernat 2f1ef049d2 [Server] Turn sendToAttachedPlayer into skipAttachedPlayer
Unfortunately, default values set in the C++ code for our script function parameters don't actually seem to work, and they always default to false because they receive a nil value from Lua. As a result, to not break compatibility with previous scripts, I've decided to use a skipAttachedPlayer argument instead so it can default to false while still providing the same benefits that sendToAttachedPlayer provided.
7 years ago
David Cernat 141e404ed9 [Server] Move server administration functions to ServerFunctions class 7 years ago
David Cernat c0fde5ae97 [General] Add explanation about 0.0.0.0 to server config file 7 years ago
David Cernat 6041425122 [Server] Move Chat functions to new ChatFunctions class 7 years ago
David Cernat 6a3fbf4e98 [Server] Use consistent arguments for script functions that send packets
Previously, there was a confusing separation between script functions that had a "broadcast" argument and script functions that had a "toOthers" argument.

Those with broadcast sent the packet to all players on the server when broadcast was true. Those with toOthers sent the packet to all players other than the packet's attached player.

The former was based on the pattern of the original SendMessage() script function. The latter more closely resembled RakNet's own broadcast argument as seen here:

https://github.com/TES3MP/CrabNet/blob/master/include/raknet/RakPeer.h#L219

This commit makes it so all sending functions have a sendToOtherPlayers argument that is false by default and a sendToAttachedPlayer that is true by default. This should simultaneously allow sending to be more intuitive, while not breaking previous existing scripts to a significant degree.

Additionally, this commit also reduces some code repetition for all instances of packet-fetching in script functions.
7 years ago
David Cernat 14e4f64296 [Server] Add GetVideoFilename() and SendVideoPlay() script functions 7 years ago