elsid
f6fce5ee15
Cleanup includes
2023-07-08 11:28:56 +02:00
Petr Mikheev
866f67ed19
Change MWScript Lua bindings ( #7142 )
2023-06-30 22:26:17 +02:00
Evil Eye
abcebd49d2
Allow for more than 8 attributes
2023-06-19 20:41:54 +02:00
psi29a
d5f0f44afb
Merge branch 'raise_lower_rank_refactor' into 'master'
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Refactor raiserank and lowerrank
See merge request OpenMW/openmw!3135
2023-06-15 07:03:26 +00:00
psi29a
807893eb45
Merge branch 'clickbait' into 'master'
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Mostly dehardcode skills
See merge request OpenMW/openmw!3112
2023-06-15 07:03:13 +00:00
Kindi
dccf6a2b8c
Refactor raiserank and lowerrank
2023-06-14 21:42:02 +08:00
Evil Eye
24c1909d52
Don't unlock unlocked objects now that unlock is no longer idempotent
2023-06-11 09:43:42 +02:00
Evil Eye
da4e04522b
More closely replicate Morrowind.exe's locks
2023-06-08 20:10:32 +02:00
Evil Eye
65b22975c9
Remove SkillEnum
2023-06-08 18:35:50 +02:00
Evil Eye
47c1569961
Use RefId key for NPC skills
2023-06-08 18:35:48 +02:00
elsid
a91f376892
Do not rely on exceptions to handle absent cell
2023-06-02 13:18:09 +02:00
elsid
9012207e32
Make WorldModel a front-end for PtrRegistry
2023-05-31 21:44:27 +02:00
florent.teppe
93e7b0d946
Terrain has a mandatory worldspace in constructor
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getTerrainHeightAt takes a worldspace.
Doesn't change anything for now => Therrain is created with the default ESM3 worldspace, and is never changed.
2023-05-29 11:31:36 +02:00
psi29a
c368c188f2
Merge branch 'fix_position_cell_crash' into 'master'
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Use sDefaultWorldspaceId as fallback worldspace for PositionCell command
See merge request OpenMW/openmw!3073
2023-05-28 17:42:16 +00:00
elsid
06af4cb56a
Use sDefaultWorldspaceId as fallback worldspace for PositionCell command
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store is nullptr at this point because there was no cell found.
2023-05-28 14:25:53 +02:00
elsid
ce91784085
Move Ptr registry into a separate type
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There is no dependency on the rest of the WorldModel state.
2023-05-28 13:04:17 +02:00
elsid
235eb65c97
Rename positionToCellIndex to match return type
2023-05-27 15:49:36 +02:00
Mads Buvik Sandvei
410e8b100a
Elsid comments
2023-05-23 19:30:29 +02:00
Mads Buvik Sandvei
9a59330561
refactor effect names in loadmgef. Added a map from effect index to non-gmst effect name for use in lua scripts.
2023-05-23 18:11:59 +02:00
Petr Mikheev
e53f907a53
Set CharacterController::mSmoothedSpeed to zero after teleporting.
2023-05-13 15:26:39 +02:00
florent.teppe
a3bd6e7e47
ESM::ExteriorCellIndex => ESM::ExteriorCellLocation
2023-05-12 22:05:55 +02:00
florent.teppe
393357abc0
ESM::Cell::positionToCellIndex returns a ESM::ExteriorCellIndex
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and takes a worldspace id as input
ESM::getCellSize takes a wordspace as input.
removed useless static in static inline funcs
2023-05-12 22:05:55 +02:00
florent.teppe
3d06cabf6a
indexToPosition moved from world -> esm/util.hpp
2023-05-12 22:05:55 +02:00
florent.teppe
1cf0cd5628
moved mwworld/cellutils.hpp -> esm/util.hpp
2023-05-12 22:05:54 +02:00
florent.teppe
f261f59809
World::indexToPosition is modified to be less error prone.
2023-05-12 22:05:54 +02:00
florent.teppe
141878f30d
int x, int y , ESM::RefId worldspace => ESM::ExteriorCellIndex
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also removed the changeToExteriorCell that only took a position as input, didn't work with esm4.
2023-05-12 22:05:53 +02:00
florent.teppe
a62e75fd19
Initial attempt at loading esm4 exteriors
2023-05-12 22:05:52 +02:00
elsid
0601d7213e
Remove ESM::RefId::sEmpty
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This variable is only required to return empty RefId as const reference. There
is no point in doing so for a type cheap to copy.
2023-04-26 21:15:16 +02:00
Petr Mikheev
f1beaa7b8c
Put ESMStore to Environment
2023-04-20 21:45:49 +02:00
Petr Mikheev
227a993b94
Remove createRecord
functions from World because the only forward the argument to ESMStore that can be used directly.
2023-04-20 21:45:49 +02:00
florent.teppe
53cc9f3614
functions return reference instead of ptr
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because the function can never return an nullptr, we return a reference.
2023-04-20 15:55:40 +02:00
Petr Mikheev
61d207bd78
Allow Lua scripts to extend or override standard activation mechanics
2023-04-16 23:50:27 +02:00
elsid
83e60fef4e
Avoid using findCellPosition for coc command implementation
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It breaks teleport to interior cells and in general is very fragile because
of using exception for common logic path. Remove the function since it's not
used anywhere else.
2023-04-09 13:39:29 +02:00
Petr Mikheev
f09a689a4f
Merge ESM::RefNum and ESM4::FormId
2023-04-09 00:23:32 +02:00
Evil Eye
d4cbef6365
Fix cell refid issues
2023-04-06 12:52:52 +02:00
florent.teppe
6895a452ef
restores the concept of worldspace for MWWorld::Cell
2023-04-03 14:16:04 +02:00
florent.teppe
9f597ecfea
No more Cellid used by ESM4 cells
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and that also means it is no longer used by MWWorld::Cell
fixes tests
2023-04-03 14:16:04 +02:00
florent.teppe
3f678c3b0a
Dest Door and teleport use ESM::RefId
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This changes a lot of files as a consequence.
Still buggy, moving to exterior doesn't bring to the right place yet
coc "seyda neen" doesn't work. SO I broke somehting when fetching a cell from a name
2023-04-03 14:16:03 +02:00
elsid
069d4255b9
Make ESM::RefId to be fixed size cheap to copy
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Use std::variant. Store refId strings in unordered_set and use pointer to an
item there. Inserts to unordered_set do not invalidate pointers to values so the
pointer is always valid. Elements are not removed. Assume there is finite number
of string refIds.
2023-03-19 17:20:43 +01:00
elsid
1258bdf40a
Use operator<< for ESM::RefId
2023-03-18 13:39:50 +01:00
psi29a
d64eea2fc6
Merge branch '7113-move-from-std-atoi-to-std-from_char' into 'master'
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Move from std::atoi to std::from_char
Closes #7113
See merge request OpenMW/openmw!2760
2023-03-18 09:30:48 +00:00
Shi Han
a90e3b8c3b
Move from std::atoi to std::from_char
2023-03-18 09:30:48 +00:00
fredzio
63d4564455
In 0.46, SetPos was setting position of actors before physics simulation, and from this position movement was simulated. This changed with async physics merging, and at the same time problems started, mostly with abot's scenic travel.
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Skipping the simulation, switching off collisions, and other approaches were not correct as they either broke some mods, or some core mechanics of the engine such as teleportation or waterwalking. As it turns out, the way to go is to simply do _nothing_ (modulo some gymnastics to account for the 1 frame difference in case of async).
Scripted movement and the unstucking logic tends to collide. Early out of unstuck in case the actor doesn't attempt to move. This means there is no AI package for NPC, which are the case for some boats and striders, or the player is content with their position.
2023-03-16 22:07:26 +01:00
Petr Mikheev
47b7c71c73
Remove unused functions
2023-02-23 01:57:23 +01:00
elsid
b5ec584be2
Replace ESM::RefId::sEmpty by default constructed RefId where possible
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Static const is only required to provide a reference or a pointer when it is not
possible with default constructed temporary.
2023-02-18 01:07:15 +01:00
elsid
996153f78d
Convert RefId to class
2023-02-15 23:20:44 +01:00
Alexei Kotov
e96448d66f
Use model template as a fallback in BetaComment
2023-02-10 17:24:02 +03:00
Alexei Kotov
192f79841b
Print bound textures in BC (feature #7194 )
2023-02-10 03:05:33 +03:00
Evil Eye
97c6d25d54
Use correct exterior cell when positioning
2023-02-06 16:36:45 +01:00
Petr Mikheev
5983f22290
Remember actor in the actor's InventoryStore instead passing the actor in every call
2023-01-21 23:43:00 +01:00