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
Emanuel Guevel
dcfff79460
Regenerate fatigue over time
2013-10-13 00:40:27 +02:00
mckibbenta
073f64c8bb
stop weapon condition degredation (for the player) with tgm on
2013-10-02 13:46:33 -04:00
mckibbenta
6bb6ba6372
added god mode comment
2013-09-15 16:12:59 -04:00
mckibbenta
89b7d6121d
Initial toggleGodMod/tgm instruction. Currently only affects player health.
2013-09-12 08:30:00 -04:00
mckibbenta
f65172bdca
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
2013-08-29 20:26:36 -04:00
mckibbenta
eef9df504a
fiddlings
2013-08-29 20:25:36 -04:00
Chris Robinson
92082dae66
Modify the current magicka and fatigue when the base changes
2013-08-27 22:44:52 -07:00
Chris Robinson
305b5fec0f
Avoid needlessly copying the MagicEffects
2013-08-27 21:40:31 -07:00
Chris Robinson
189541aa72
Apply drowning damage based on the update duration
...
1 damage every 0.33 seconds is 3 damage a second. Applying it this way avoid
having to track another stat.
2013-08-27 17:08:23 -07:00
Chris Robinson
9d56e2d86d
Apply movement by queueing it to do later
2013-08-17 22:34:38 -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
2bac4566c0
Merge remote-tracking branch 'PotatoesMaster/werewolf' into werewolf
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/statsextensions.cpp
2013-08-08 00:09:29 -07:00
PLkolek
8f4506f5b6
Implemented drowning.
...
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
2013-08-07 16:46:46 +02:00
Emanuel Guevel
e0d0cdd18a
Do not auto-equip items continuously
...
This was called every couple of frames.
2013-08-07 14:30:13 +02:00
Chris Robinson
3298eb1b37
Implement HitOnMe script function
2013-07-26 10:50:23 -07:00
Emanuel Guevel
7837dcdc19
Calculate NPC health on loading instead of updating it continually
...
Only NPC with auto-calculated stats are concerned.
2013-07-20 22:14:10 +02:00
Chris Robinson
d6324d71bf
Ensure mechanics actors/objects are cleared before adding them
2013-07-17 21:39:21 -07:00
Chris Robinson
06e631f213
Track death separately in the character controller
2013-07-15 23:43:33 -07:00
Chris Robinson
7883087586
Store a pointer to the character controller in the map
2013-07-12 22:31:50 -07:00
Torben Carrington
3b43ee751e
AI Execute Fix - May as well not create the object either to save extra time.
2013-05-26 19:54:59 -07:00
Torben Carrington
feb180724c
AI Execution Fix - Preiovusly AiExecute was being called even when in a menu, this was not correct behavior.
2013-05-26 19:33:45 -07:00
Torben Carrington
c8c1ddd927
Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
2013-05-24 20:10:07 -07:00
Chris Robinson
4e389b5a8f
Store whether a given animation loops in the state table
2013-05-12 05:59:39 -07:00
Chris Robinson
274f3c7b77
Force character state to update after switching view modes
2013-04-25 07:08:11 -07:00
gus
6934b20abd
actors are now updates every frame. This should not be the case, but this is a quickfix for AI.
2013-04-11 17:57:58 +01:00
Glorf
48d9885554
Started bugfix #691
2013-04-05 15:42:05 +02:00
scrawl
1a2daa3bc1
Merge branch 'master' of git://github.com/zinnschlag/openmw into companion
2013-03-31 14:50:03 +02:00
Chris Robinson
466c0086b8
Use a full Movement to hand off to the world physics update
2013-03-31 00:13:56 -07:00
Chris Robinson
af65ecd841
Pass the movement vector in as a parameter to CharacterController::update
2013-03-30 18:37:40 -07:00
scrawl
e7af718b55
Remove unnecessary WindowManager::messageBox arguments
2013-03-30 12:56:37 +01:00
Marc Zinnschlag
fd2c07a6f4
delete death events on adding an actor to the scene
2013-03-18 10:54:47 +01:00
scrawl
dd57eabc3e
Better use an enum for magic effect IDs
2013-03-16 23:28:26 +01:00
Chris Robinson
48271e49ec
Properly update the Ptr object in the mechanics manager when moving across cells
2013-02-25 09:57:34 -08:00
Chris Robinson
2c39760bd5
Move the movement solver code to mwworld's physics system
2013-02-05 12:45:10 -08:00
Chris Robinson
1c604445ba
Store movement vectors as they get returned
2013-02-05 06:59:01 -08:00
Chris Robinson
5ee298cdc1
Make sure the player updates last
2013-02-04 14:08:38 -08:00
Chris Robinson
51d5efeeb2
Work out the state in the character controller update method
2013-02-03 07:15:34 -08:00
Chris Robinson
7fe877d8ea
Add a couple more character states
2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de
Handle most state changes in the character controller when setting the movement vector
2013-02-02 23:39:43 -08:00
Chris Robinson
fdabef65a1
Use a method to update an object's cell in the mechanics manager
...
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
2013-01-29 00:19:24 -08:00
Chris Robinson
8d98f3649c
Use a separate class to handle activator mechanics
2013-01-28 23:39:11 -08:00
Chris Robinson
68779375b2
Implement WalkLeft and WalkRight character states
2013-01-19 16:19:47 -08:00
Chris Robinson
a7b07ee5cf
Don't reset the animation when setting the same state
...
Unless looping is being toggled on.
2013-01-19 15:46:22 -08:00
Chris Robinson
de2d084e61
Add a looping property to handle if an animation should loop
2013-01-19 14:22:15 -08:00
Chris Robinson
aecfc0829a
Implement WalkForward and WalkBack character states
2013-01-18 18:04:00 -08:00
Chris Robinson
9235fba770
Store the movement vector in the character controller
2013-01-18 16:00:51 -08:00
Chris Robinson
5cafc24ee2
Rename CharState_Alive back to CharState_Idle
2013-01-18 13:43:45 -08:00
Chris Robinson
9d7ccfda1f
Rename CharState_Idle to CharState_Alive
2013-01-17 21:07:36 -08:00
Chris Robinson
685f219560
Return a movement vector from the character controller update
2013-01-16 18:56:13 -08:00
Chris Robinson
daad8d9859
Don't update the character controller while paused
2013-01-16 18:03:39 -08:00
Chris Robinson
d2f5a886c7
Handle playgroup and skipanim through mwmechanics
2013-01-16 17:53:18 -08:00
Chris Robinson
46fc61a4c1
Run animations from the character controller
2013-01-16 16:31:09 -08:00
Chris Robinson
94b93227d3
Treat activators as actors for rendering and mechanics
...
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
2013-01-16 14:37:32 -08:00
Chris Robinson
3c487e6019
Play an animation when changing states
2013-01-16 10:45:18 -08:00
Chris Robinson
b378bc92a0
Store an animation object in the character controller
2013-01-16 10:16:37 -08:00
Chris Robinson
3c02e1ccc9
Run physics right after updating the actors
2013-01-16 08:22:38 -08:00
Chris Robinson
94b24f07e1
Keep track of the state in the character controller, and don't remove dead actors from the map
2013-01-12 10:10:27 -08:00
Chris Robinson
4890d901a2
Store an MWWorld::Ptr in the character controller
2013-01-12 08:49:08 -08:00
Chris Robinson
35d17fdaf6
Associate a character controller with each MWWorld::Ptr
2013-01-12 07:12:12 -08:00
greye
86ad7a96f4
applying new interface vol.2, inconsistent
2012-11-05 21:19:22 +04:00
greye
2057f5619e
move ESMStore to MWWorld
2012-11-05 17:18:01 +04:00
Marc Zinnschlag
ed3641b214
Issue #68 : check for essential actors
2012-10-27 13:33:54 +02:00
Marc Zinnschlag
453f347ee8
Issue #68 : added getdeadcount script function
2012-10-27 11:33:18 +02:00
Marc Zinnschlag
f72c35fc17
Issue #68 : tally deaths
2012-10-27 11:15:52 +02:00
Marc Zinnschlag
6b09b3ad61
Issue #68 : Play death animations
2012-10-27 10:36:42 +02:00
Marc Zinnschlag
21c24dedb6
Issue #68 : Stop player from dying (temporary workaround)
2012-10-25 12:28:45 +02:00
Marc Zinnschlag
9172c3ec4d
Issue #68 : stop NPCs from instantly dropping dead
2012-10-23 13:54:36 +02:00
Marc Zinnschlag
0547f11564
Issue #68 : Remove dead actors from actor list
2012-10-20 10:54:51 +02:00
Marc Zinnschlag
f2e25b8a47
Issue #68 : Keep dead actors out of the actor list for the current scene
2012-10-20 10:49:48 +02:00
Marc Zinnschlag
bdca5aff87
Issue #68 : simplified the dynamic stats interface
2012-10-19 13:10:06 +02:00
Marc Zinnschlag
3f833af46a
Issue #407 : Fortyfy attribute effects were ignored for the last 3 attributes
2012-10-19 10:07:27 +02:00
scrawl
b91d74d394
fix normalized encumbrance
2012-09-21 17:56:15 +02:00
scrawl
872fcf3e3d
sleeping restoration of health, magicka, and fatigue
2012-09-21 17:53:16 +02:00
scrawl
76b494100e
finished?
2012-09-15 17:12:42 +02:00
Marc Zinnschlag
ead04e1cc3
Issue #389 : added AI sequence to CreatureStats; execute AI packages during the regular actor update
2012-09-04 13:32:35 +02:00
greye
32b1350b63
CreatureStats class
2012-07-22 18:29:54 +04:00
Marc Zinnschlag
483b125aad
avoid locking up in case actor updates repeatedly throw exceptions
2012-07-17 18:37:20 +02:00
Marc Zinnschlag
beb18282bb
Issue #342 : various fixes
2012-07-17 16:44:55 +02:00
Marc Zinnschlag
76de2f7360
Issue #342 : handle magic effects 79-82 and 17-20
2012-07-17 15:49:37 +02:00
Marc Zinnschlag
a3652f16ce
Issue #342 : factored out dynamic stats calculation into a separate function
2012-07-17 12:18:43 +02:00
Marc Zinnschlag
c85aaafac2
more include cleanup (most removing Ogre.h)
2012-07-03 15:32:38 +02:00
Marc Zinnschlag
c0ee382c72
Issue #176 : made actor deregistration more robust
2012-05-24 13:21:52 +02:00
Marc Zinnschlag
9f1919a230
Issue #256 : added active spell management (completely untested)
2012-05-19 15:01:07 +02:00
Marc Zinnschlag
124ea77612
Issue #256 : consider equipped items when calculating magic effects
2012-05-18 15:48:55 +02:00
Marc Zinnschlag
79055e281d
Issue #256 : Force update after building the player character
2012-05-18 13:54:07 +02:00
Marc Zinnschlag
e56ff9283d
Issue #256 : moved magic effects update from MechanicsManager to Actors
2012-05-17 13:21:49 +02:00
Marc Zinnschlag
1fddbf9a40
Issue #256 : moved dynamic stats update from MechanicsManager to Actors
2012-05-17 13:15:31 +02:00
Marc Zinnschlag
35f478071e
Issue #255 : deleted the old environment class and using the new one instead
2012-04-23 15:27:03 +02:00
Marc Zinnschlag
ab2a1297b0
exclude player from auto equip
2012-04-08 13:01:03 +02:00
Marc Zinnschlag
dcab6737e5
consider skills when auto equipping
2012-04-08 12:26:21 +02:00
Marc Zinnschlag
751e7d2199
basic auto-equipping (picks the first matching item
2012-03-31 17:26:15 +02:00
Marc Zinnschlag
0892df0ad3
framework for gamemechanics-realted actor updated
2012-03-30 17:01:55 +02:00
Marc Zinnschlag
d717b7b9dd
factored out actor related game mechanics code into a separate class
2012-03-30 16:18:58 +02:00