dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
2015-08-21 21:12:39 +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
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
Marc Zinnschlag
d29862eac3
Merge remote-tracking branch 'emperorarthur/anim_fail'
2015-08-08 10:47:46 +02:00
scrawl
7644a46ded
Creatures with no movement should not attempt to start combat ( Fixes #2786 )
2015-07-31 01:26:26 +02:00
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
scrawl
7f66339790
Remove a redundant function
2015-07-24 20:23:27 +02:00
Marc Zinnschlag
9b3d5c958f
Merge remote-tracking branch 'scrawl/music'
2015-07-19 11:49:00 +02:00
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
Alexander "Ace" Olofsson
b1cc74dd9a
Explicity instantiate MWMechanics::Stat
2015-07-09 14:41:37 +02:00
Alexander "Ace" Olofsson
3655ef16af
Explicitly instantiate ESM::StatState
2015-07-07 19:19:37 +02:00
scrawl
a1432b0255
Move attackingOrSpell flag to the CharacterController
2015-07-02 19:14:28 +02:00
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
2015-06-26 17:47:04 +02:00
scrawl
7bacb9418d
Various math code ported to osg
2015-06-03 19:41:19 +02:00
scrawl
de8e5f0db1
Restore projectiles
2015-06-01 21:41:13 +02:00
scrawl
71bafcb52b
Restore head tracking
2015-05-31 18:04:14 +02:00
scrawl
83c6ba97c0
Disable skinning updates for actors beyond the AI processing distance
2015-04-30 00:10:24 +02:00
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
dteviot
1d7f3474fa
Fixed more MSVC 2013 warnings.
2015-03-15 08:49:03 +13:00
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
scrawl
cced508916
Remove unintended 1.5 factor for damage/restore magic effects
2015-03-04 01:49:00 +01:00
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
scrawl
c883a73d30
Several warning fixes
2015-01-23 15:34:47 +01:00
scrawl
2ac4a74a34
Fix running AI for dead actors
2015-01-13 18:13:02 +01:00
scrawl
de23ad5c8d
Change dynamic_cast to static_cast to make coverity happy
2015-01-12 23:29:58 +01:00
scrawl
c3f3f8b3d0
Use only Cell records for saving progress bar ( Fixes #2259 )
2015-01-11 18:01:06 +01:00
dteviot
458b82c308
Centralized "fish can't attack non-swimmer" logic.
2015-01-11 14:25:46 +13:00
dteviot
7fe2f86d06
Slaughter fish attacks when player only knee deep in water ( Fixes #2076 )
2015-01-09 21:40:53 +13:00
scrawl
f267497c03
Allow separate summoned creature instances for each spell ID ( Fixes #2194 )
2015-01-06 16:11:05 +01:00
scrawl
559ddbb480
Quick fix for Ai fast-forward crash in exteriors ( Fixes #2241 )
2015-01-01 18:18:46 +01:00
scrawl
dc1c52bda7
Add some todo comments
2015-01-01 03:38:54 +01:00
scrawl
a8ae0dec52
Implement AiWander fast-forward (Feature #1125 )
2014-12-31 18:41:57 +01:00
scrawl
edc128572d
Add MWMechanics::Actor class for temporary actor state, move AiState there
2014-12-24 15:45:14 +01:00
scrawl
0081a68376
Use fMagicStartIconBlink for spell effect indicator fading
2014-12-24 15:45:13 +01:00
scrawl
105f0f8716
Head tracking: don't look at dead actors
2014-12-24 15:45:12 +01:00
scrawl
d962f0918d
Implement NPC head tracking ( Fixes #1720 )
2014-12-16 20:47:45 +01:00
scrawl
2b78e9795d
Implement Calm effect removing combat packages ( Fixes #1985 )
2014-12-14 19:35:34 +01:00
scrawl
60aa209144
Implement drowning when knocked out underwater ( Fixes #1228 )
2014-12-12 17:42:56 +01:00
scrawl
d034a079e6
Allow equipping twohanded weapon and shield at the same time ( Fixes #1785 )
...
The shield can be equipped, meaning armor rating and item enchantments apply, but can not be blocked with.
2014-12-12 16:49:22 +01:00
scrawl
5f00a3d5c3
Reset lastHitObject when it is retrieved rather than every frame
...
This seems to be how vanilla MW does it.
2014-12-11 22:00:31 +01:00
scrawl
109a3f78a1
Adjust AiFollow distance for groups of multiple followers ( Fixes #1637 )
2014-12-09 16:06:04 +01:00
scrawl
0a466ad643
Make recalculation of magicka less aggressive ( Fixes #2155 )
2014-11-28 14:45:35 +01:00
MiroslavR
b8d5a9486a
Make Restore/Damage Attribute/Skill effects continuous
2014-11-08 00:57:03 +01:00
Marc Zinnschlag
6beee95151
Merge remote-tracking branch 'terrorfisch/aistate'
2014-10-13 19:14:15 +02:00
Thoronador
4d62541b62
fix usage of numeric_limits static functions min() and max()
...
Functions min() and max() of std::numeric_limits<T> are static
and can therefore be accessed via class name and :: operator.
2014-10-12 23:28:16 +02:00
MiroslavR
ad253059b1
Hit indicator for absorb/damage health effect
2014-10-12 01:15:40 +02:00
MiroslavR
0ae604990e
Implement continuous damage indication ( Fixes #1970 )
2014-10-11 22:21:48 +02:00
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
...
Example for a few values shown in AiWander.
2014-10-08 10:58:52 +02:00
scrawl
5c3bc6563b
Fix divisions by zero in normalizedEncumbrance
2014-10-05 15:50:01 +02:00
scrawl
8dd410fe96
Teleport indirect followers as well when using a door ( Fixes #1974 )
2014-10-05 15:18:32 +02:00
scrawl
1c51694aa9
Don't update physics and animation for actors outside the AI processing distance
2014-10-02 00:27:04 +02:00
scrawl
7f18f85a1d
Forgot const
2014-09-29 12:04:19 +02:00
scrawl
ea956b537c
Don't search for fFatigueReturnBase and fFatigueReturnMult every frame
2014-09-27 22:37:53 +02:00
scrawl
e868a48a63
Don't trigger OnPcHitMe for friendly hits ( Fixes #1950 )
...
Don't consider actors as followers if they are also in combat with the follow target
2014-09-26 22:08:07 +02:00
scrawl
7252cb63a6
Fix cppcheck issues
2014-09-26 17:48:14 +02:00
scrawl
f56711f443
Fix crash caused by teleportation spells ( Fixes #1904 )
2014-09-25 18:14:04 +02:00
Marc Zinnschlag
175d4f3d44
Merge remote-tracking branch 'ragora/playdeathlevelupmusic'
2014-09-23 13:30:50 +02:00
Ragora
06e683d378
Added code to play music on level up and on death
2014-09-23 04:58:19 -04:00
scrawl
023d7072f9
Don't play battle music for enemies out of AI processing range
2014-09-20 13:55:57 +02:00
scrawl
b39fe85a51
Implement fPCbaseMagickaMult and fNPCbaseMagickaMult
2014-09-18 14:56:43 +02:00
scrawl
a42e60970b
Revert "delete death events on adding an actor to the scene"
...
If we go to a different cell in the exact frame of an actor's death, the death event would be lost permanently.
This reverts commit fd2c07a6f4
.
Conflicts:
apps/openmw/mwmechanics/actors.cpp
2014-09-13 20:57:25 +02:00
Marc Zinnschlag
b5d5eadf79
Merge remote-tracking branch 'scrawl/master'
2014-09-11 09:01:21 +02:00
MiroslavR
21eb25706c
Don't pursue the player for their crimes when they are a werewolf
2014-09-09 04:15:54 +02:00
scrawl
d2ef0d362c
Implement vanilla distance threshold for AI processing (Bug #1876 )
2014-09-09 01:52:48 +02:00
scrawl
282c93ccc5
Handle death in actor update rather than instantly ( Fixes #1866 )
2014-09-05 17:17:45 +02:00
Marc Zinnschlag
4894699eba
Merge remote-tracking branch 'scrawl/master'
2014-09-02 09:04:19 +02:00
MiroslavR
7dfba0ae30
Followers with high fight should not engage in combat with the player
2014-09-01 03:43:53 +02:00
scrawl
9d6ca9066f
Fix summoned creatures not following for non-player summoners
2014-08-30 18:48:28 +02:00
scrawl
180a831e96
Fix typo in combat distance
2014-08-30 18:38:24 +02:00
scrawl
f91d639782
Add missing soul trap sound ( Fixes #1855 )
2014-08-28 16:30:42 +02:00
scrawl
253036abee
Play VFX_Soul_Trap on successful soul trap
2014-08-28 02:55:36 +02:00
scrawl
854491ac15
Don't treat actors as following if another non-combat AiPackage precedes ( Fixes #1843 )
2014-08-26 02:09:23 +02:00
MiroslavR
2cbe17ca0a
Make Spells::mCorprusSpells private
2014-08-20 12:40:38 +02:00
MiroslavR
96e7ff666d
Implement saving/loading of corprus stats, remove redundant code
2014-08-19 03:17:31 +02:00
MiroslavR
3722c7adc3
Initial work on implementing corprus worsening effect
2014-08-18 15:33:12 +02:00
scrawl
bcc79919a7
Fix fortified skill not immediately updating on changing equipment
2014-08-17 05:42:52 +02:00
scrawl
2db50da8dd
Implement magic effect script instructions (Feature #1489 )
2014-08-17 05:09:14 +02:00
scrawl
d8943aef2f
Encapsulate magic effect magnitude (Feature #1489 )
2014-08-17 03:58:04 +02:00
scrawl
084cc857d4
Update magic effects when changing equipment ( Fixes #1646 )
2014-08-15 01:13:38 +02:00
scrawl
f8010c09fe
Adjust combat engagement of following actors ( Fixes #1810 )
2014-08-14 02:13:55 +02:00
scrawl
8866b5f860
Fix maximum magicka calculation ( Fixes #1795 )
2014-08-11 19:07:14 +02:00
scrawl
fcd2a9e4d5
Don't set magic effects for dead actors ( Fixes #1783 )
2014-08-10 23:52:32 +02:00
scrawl
a731ec3587
Remove summoned creature and its effect when it is killed ( Fixes #1341 )
2014-08-08 15:46:32 +02:00
scrawl
22d7d8a466
Implement Command creature/humanoid magic effects ( Fixes #1120 )
2014-08-07 17:21:07 +02:00
scrawl
a9a7a7ec73
Use Modified attribute values to derive magicka and fatigue ( Fixes #1760 )
2014-08-06 20:13:58 +02:00
Digmaster
a32ab842ae
Added ForceJump/ForceMoveJump commands
2014-08-02 22:42:40 -07:00
scrawl
d956df83e4
Don't make guards fight non-aggressive creatures that are in combat
...
Ex. summoned creature that is helping in a fight.
2014-07-28 17:19:20 +02:00
scrawl
4773d754c6
Remove redundant isHostile flag ( Fixes #1652 )
2014-07-28 16:41:12 +02:00
scrawl
6262d6c964
Don't leave stale player CharacterController in Actors when loading game ( Fixes #1713 )
2014-07-27 23:10:58 +02:00
scrawl
d81e9cfefd
Implement actors fighting for the actor they are following ( Fixes #1141 )
2014-07-27 20:33:45 +02:00
scrawl
7ae9bbb1a5
Implement iCrimeThresholdMultiplier
2014-07-24 02:17:44 +02:00
scrawl
fc618cb3ea
Use separate function for fatigue restoration during resting/waiting
2014-07-24 02:17:44 +02:00
scrawl
c0645d4978
Increase death count immediately on death (Bug #1588 )
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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
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
11b05c352f
Fix exception when casting Bound Gloves spell
2014-06-19 16:00:27 +02:00
scrawl
1dc9e151cb
Count werewolf kills ( Fixes #1525 )
2014-06-18 16:56:36 +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
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
fe5bbfce3c
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-06-13 19:31:33 +02:00
scrawl
e458cf1df2
Savegame: Store death counter ( Fixes #1477 )
2014-06-13 02:26:53 +02:00
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
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
f53e86cad9
Fix AiCombat being incorrectly added to player ( Fixes #1356 )
2014-06-05 21:51:57 +02:00
scrawl
d2ad2e0f31
Re-enable collision when an actor is resurrected
2014-06-02 20:45:25 +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
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
...
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
Marc Zinnschlag
56c4367c1a
Merge remote-tracking branch 'mrcheko/master'
2014-05-18 18:42:23 +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
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
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
scrawl
b16d444f0f
Fix never clearing graveyard. Oops
2014-05-15 10:05:35 +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
9052cc4a57
Savegame: store ActiveSpells
2014-05-14 23:54:15 +02:00
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
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Gracefully handles summoned creatures that are left behind in inactive cells.
2014-05-14 06:37:31 +02:00
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
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
Marc Zinnschlag
729e079b0b
Merge remote-tracking branch 'scrawl/master'
2014-05-06 20:18:19 +02:00
scrawl
1c8c26072d
Crime and self defense fixes
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- 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
dd9117809d
Say an attack phrase when combat starts
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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
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Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c
#58 - Sneak Skill: functional sneaking
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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
Jeffrey Haines
a469444e53
Player can't detect self
2014-05-04 08:05:32 -04:00
Jeffrey Haines
e1e23447f2
Removed initial check form setSneak
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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
7bddfc0025
Fix some spelling mistakes.
2014-05-03 12:23:22 +02:00
scrawl
122e606e30
Crime: improvement to arrest on sight for large bounties
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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
1fd7a07b5e
Merge branch 'master' of https://github.com/OpenMW/openmw into return
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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
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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
scrawl
0796815da0
Ignore dead actors in getActorsFollowing/Fighting
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Prevents dead enemies from disallowing resting near them
2014-04-28 11:44:56 +02:00
scrawl
1da99d9fc7
Remove unused variable
2014-04-28 10:26:24 +02:00
Thomas
c2127845af
Added onKnockdown command
2014-04-27 20:54:22 -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
Thomas
c2b692e124
getActorsFollowing/Fighting no longer returns dead actors
2014-04-26 17:21:53 -04:00
Thomas
f3272c941f
Fix for bug #1080 , can't read/repair/make potions/use soul gems/rest/sleep while in combat.
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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
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
Marc Zinnschlag
86e65944b8
Merge remote-tracking branch 'jeffreyhaines/master'
...
Conflicts:
apps/openmw/CMakeLists.txt
2014-04-15 11:31:48 +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
...
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
Jeffrey Haines
70919ba60a
Removed witnesses and minor changes
2014-04-03 16:13:14 -04:00
Jeffrey Haines
0c957a3cde
Added witnesses to the mix
2014-04-03 14:53:31 -04:00
Jeffrey Haines
58b135a2be
Crime is now checked every frame call
2014-04-03 00:50:09 -04:00
megaton
50af9bc0d3
General perfomance optimizations.
2014-03-30 19:45:27 +04:00
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
scrawl
12de0afb03
Feature #50 : Spawn projectiles
...
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
gus
f4879dacd5
add AIfollow to summoned creatures
2014-03-05 11:24:39 +01:00
scrawl
677fc84223
Refactor actors update
2014-02-05 09:50:21 +01:00
Marc Zinnschlag
1b5301eec0
Merge branch 'savedgame'
...
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
mrcheko
3a5da7e6e8
merged with master
2014-01-29 00:03:00 +02:00
Marc Zinnschlag
fd5486864a
Merge remote-tracking branch 'gus/AIFix2'
...
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/actors.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2014-01-28 12:33:31 +01:00
mrcheko
fe0268062d
merge with master
2014-01-27 22:38:01 +02:00
gus
846276f747
clean up
2014-01-27 15:14:24 +01:00
scrawl
b1066de81d
Revert "Merge remote-tracking branch 'mrcheko/master'"
...
This reverts commit 4e360136b1
, reversing
changes made to 047bbe43b2
.
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-01-26 00:31:44 +01:00
scrawl
28185e2017
Death/godmode fixes: Revive player *after* character update, since there might be fall damage.
2014-01-25 15:54:24 +01:00
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
scrawl
03cf383be7
Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
...
Conflicts:
apps/openmw/mwgui/referenceinterface.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwscript/cellextensions.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.cpp
apps/openmw/mwworld/worldimp.cpp
2014-01-24 18:28:35 +01:00
scrawl
205e8aa4e9
Feature #957 : Implement area magic
2014-01-20 13:11:29 +01:00
scrawl
4e360136b1
Merge remote-tracking branch 'mrcheko/master'
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
2014-01-19 14:01:39 +01:00
scrawl
589fbbd871
Issue #777 : Create InventoryStore for creatures with weapons/shields
2014-01-19 11:43:23 +01:00
scrawl
3dcb292bc1
Do not soul trap creatures without a soul (which apparently exist)
2014-01-17 18:43:45 +01:00
mrcheko
f2ad1c18f2
fix merging problem/some logic fixes
2014-01-16 22:24:05 +02:00
mrcheko
d5f794d4fb
update to combat ai behaviour
2014-01-15 22:56:55 +02:00
scrawl
52b9ebff9d
Closes #1092 : Implement sleep interruption. Fix levelled list flags for creatures. Change World::copyObjectToCell to search for the correct cell.
2014-01-14 07:42:03 +01:00
scrawl
95651857f3
Fix code duplication
2014-01-14 02:52:34 +01:00
scrawl
0d0005c433
Fix fatigue not restoring when waiting
2014-01-14 02:20:13 +01:00
scrawl
413bf127de
Allow drain fatigue effect to reduce below zero
2014-01-13 10:18:02 +01:00
gus
dd870e35db
get all actors following a given actor
2014-01-12 14:02:15 +01:00
scrawl
f78b846f9e
Handle CasterLinked magic effect flag
2014-01-12 10:21:49 +01:00
scrawl
3896c88403
Use VFX_DefaultCast / VFX_DefaultHit if the magic effect does not specify any
2014-01-11 05:58:05 +01:00
scrawl
aba72ffefe
Fix up the merge a bit
2014-01-11 02:12:41 +01:00
scrawl
2744cde40f
Use a few additional GMSTs
2014-01-10 22:27:31 +01:00
scrawl
098f9712f1
Add getPlayerPtr() utility method. Reduces dependencies a lot.
2014-01-08 18:39:44 +01:00
scrawl
d2d76f4f47
Fix disintegration bug
2014-01-07 19:21:19 +01:00
scrawl
29c823b9d4
Implement awareness check function. Use this for combat AI and GetDetected instruction.
2014-01-07 00:51:09 +01:00
scrawl
62774fcc4a
Merge branch 'master' into HEAD
...
Conflicts:
apps/openmw/mwbase/world.hpp
apps/openmw/mwinput/inputmanagerimp.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/loadtes3.cpp
2014-01-06 00:23:17 +01:00
scrawl
44e96fcaaa
Implement Charm magic effect
2014-01-05 01:56:36 +01:00
scrawl
14b70a3ce6
Implement AI related magic effects (calm, frenzy, rally, demoralize, turn undead)
2014-01-05 01:34:35 +01:00
scrawl
e9bd43e2da
Use GMSTs for bound items/creatures
2014-01-03 20:54:14 +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
32ff3b530c
Change all instances of skill/attribute values to use an appropriate typedef.
2014-01-03 01:59:15 +01:00
scrawl
623cdef69f
Code cleanup
2014-01-02 21:49:12 +01:00
scrawl
299690631f
Implement SoulTrap magic effect
2014-01-02 21:21:28 +01:00
Marc Zinnschlag
a6e6411686
Merge remote-tracking branch 'scrawl/master'
2014-01-02 12:12:52 +01:00
scrawl
783c501d70
Some checks to prevent bound item abuse
2014-01-02 01:36:08 +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
Marc Zinnschlag
e1355be47c
Merge remote-tracking branch 'lgro/valgrind_warnings'
2014-01-01 19:41:52 +01:00
Lukasz Gromanowski
5c5f87445b
Fixes for "Conditional jump or move depends on uninitialised value(s)"
...
and memleaks reported by valgrind.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-30 21:47:06 +01:00
scrawl
79a440e94a
Many additions to 900bc06d2c
:
...
- Fix indentation
- Consider any kind of light, not just torch_infinite_time
- Hostile NPCs should also wear lights, if they have nothing else that could use the slot (or a twohanded weapon)
- Remove redundant code and don't add additional lights to the inventory
- World::isDark returns false for interiors which are unaffected by weather
2013-12-30 17:57:41 +01:00
Marc Zinnschlag
6de39a7329
Merge remote-tracking branch 'lgro/issue845_NPCs_hold_torches_whole_day'
...
Conflicts:
apps/openmw/mwmechanics/character.cpp
2013-12-29 15:00:31 +01:00
scrawl
2a8ab932ef
Bug #951 : Only recalculate derived stats when attributes change
2013-12-28 17:19:35 +01:00
Lukasz Gromanowski
900bc06d2c
Fixes #845 : NPCs hold torches during the day
...
Moved 'equipping torches at night and unequipping at day' code from Character
to Actors class.
Removed unneeded showLights method (introduced in previous commits)
from animation/npcanimation classes.
Since this commit autoEquip() method doesn't automatically equip lights.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 22:38:23 +01:00
mrcheko
f50ff0b1c4
reworked http://bugs.openmw.org/issues/428
2013-12-16 15:40:47 +02:00
mrcheko
fd9f8c34f6
bug fix http://bugs.openmw.org/issues/428
2013-12-15 18:50:25 +02:00
Marc Zinnschlag
030c733e2d
Merge branch 'master' into savedgame
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
files/settings-default.cfg
2013-12-07 12:27:06 +01:00
Marc Zinnschlag
e818d43bc3
removed an outdated typedef and some dead code
2013-12-05 13:21:26 +01:00
scrawl
4b4025ed0f
Keep the player's CharacterController when changing cells. Fixes several glitches.
2013-11-30 11:01:45 +01:00
scrawl
0e267b79ec
Don't heal dead actors when resting
2013-11-29 20:21:57 +01:00
scrawl
49ea1aae67
Use GMST for sun damage reduction
2013-11-26 15:01:22 +01:00
scrawl
bab657fe2b
Add a utility function to add items to a ContainerStore by RefID
2013-11-21 17:14:30 +01:00
scrawl
800a2845b0
Add Bound & Summon effects (will need some adjustments later)
2013-11-21 17:14:23 +01:00
scrawl
4ed4c1e319
Add Vampirism and Sun Damage effects. Some fixes.
2013-11-21 00:41:31 +01:00
scrawl
0b9676aaa3
Fix an issue with the AI code
2013-11-19 18:43:32 +01:00
Marc Zinnschlag
8190fdb16c
Merge remote-tracking branch 'scrawl/master'
2013-11-19 16:56:18 +01:00
Marc Zinnschlag
11e254aac8
Merge remote-tracking branch 'gus/AICombat'
...
Conflicts:
apps/openmw/CMakeLists.txt
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2013-11-19 09:10:48 +01:00
gus
dff3cf162d
ToggleAI script instruction
2013-11-18 23:03:44 +01:00
Marc Zinnschlag
f45cff8aff
flag game as ended when player dies
2013-11-18 15:38:08 +01:00
gus
4559e932ae
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
2013-11-18 12:33:09 +01:00
scrawl
6902569d03
Implement Absorb effects (AbsorbHealth, etc)
2013-11-18 05:01:36 +01:00
scrawl
47fc3f81f5
Don't update actors while paused
2013-11-17 23:31:08 +01:00
scrawl
7474e87edc
Implement RestoreHealth/Magicka/Fatigue
2013-11-16 05:06:54 +01:00
scrawl
bb43ec9b35
Implement damage tick effects
2013-11-16 03:16:21 +01:00
scrawl
0b5f5351b5
Fix continuous FX getting removed instantly
2013-11-14 13:30:48 +01:00
scrawl
a6e2f43b75
Stop continuous VFX when the effect is no longer active.
2013-11-13 15:44:43 +01:00
scrawl
1773c70455
Merge branch 'master' of https://github.com/zinnschlag/openmw into magic
2013-11-10 22:03:17 +01:00
scrawl
71828351e6
Code cleanup: use enum instead of integer
2013-11-10 15:28:26 +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
scrawl
3e58655a90
Implemented Fortify/Drain skill magic effects. Scroll of icarian flight works!
2013-11-09 10:49:00 +01:00
gus
d587f3c946
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AICombat
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/docs/vmformat.txt
2013-10-31 09:51:17 +01:00
gus
650a112e2e
better timer
2013-10-30 20:42:50 +01:00
Marc Zinnschlag
19bd0f90b9
Merge remote-tracking branch 'rainChu/torches'
2013-10-16 21:24:45 +02:00
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