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450 Commits

Author SHA1 Message Date
florent.teppe
1ef1de974d script blacklist => RefId
Applies changes from review

Fixed clang format

Clang format + review.
2022-12-27 19:16:21 +01:00
florent.teppe
42e45723b7 Fixes issue in MW script compilation that would silently produce the wrong bytecode
Fixes issue when fetching MyGui values that were stored as RefId but fetched as String

Removed some uncessary copies, fixed issues with lowercase and uneeded changes
2022-12-27 19:15:57 +01:00
florent.teppe
65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00
fteppe
7da38113be Changed more hardcoded RefId to be static to avoid multiple runtime creations
adresses multiple review comments
2022-12-27 19:15:56 +01:00
fteppe
62d8fe3fc2 changed a few hardcoded refIds used in mutliple places to be defined only once in a variable 2022-12-27 19:15:55 +01:00
fteppe
c8bb733360 removed clear() function, the only way to change the Id from the outside is from the assignment operator
replaced ciEqual with == operator
2022-12-27 19:15:55 +01:00
fteppe
125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
florent.teppe
0dd529ab1d With the records include removed from store.hpp, need to include the relevant files accross the codebase.Lots of touched files, but very little done 2022-09-06 13:26:13 +02:00
florent.teppe
1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00
florent.teppe
3a62ef3a99 Store added storespecialization to cmakelist, and removed the captial first letter 2022-09-05 17:34:40 +02:00
florent.teppe
0d85e7db7d Store: moved all the template specialization to its own heaper file, included where it's needed
in the esm store a function is defined in the cpp file to not rely on the knowledge of store.hpp in the header file
2022-09-05 17:34:22 +02:00
Evil Eye
19bd2f3c3d Use more string_view and const string& 2022-08-27 13:07:59 +02:00
Evil Eye
42e59878c5 Use string_view in more animation code 2022-08-23 18:25:25 +02:00
elsid
e1bed86d7e
Do single navigator update per frame
Primarily for crossing cell border case. Each Navigator::update call has a cost.
Doing it multiple times per frame increased frame duration on cell loading.

Call Navigator::wait only when cell has changed but do not use
Scene::hasCellChanged because it doesn't always indicates it.
2022-08-20 19:15:55 +02:00
Evil Eye
685906afdf Make getScript return string_view 2022-08-11 22:51:55 +02:00
Evil Eye
de51525c76 Allow string_view lookups in MWWorld::Store and get some use out of that 2022-08-09 20:43:14 +02:00
Alexei Kotov
fede5c7c02 Fix invisibility handling in awareness checks 2022-07-29 18:54:14 +03:00
ζeh Matt
841fd9618f
Rename DrawState_ to DrawState and use enum class 2022-07-17 20:50:26 +03:00
elsid
49f8445f87
Move AiSetting out of MWMechanics::CreatureStats
To replace creaturestats.hpp include in mwworld/class.hpp with forward
declaration reducing total size of preprocessed code.
2022-07-16 16:43:33 +02:00
Evil Eye
e42d63f4a4 Don't try to start combat with oneself and don't tell the player what to do 2022-07-06 19:12:36 +02:00
Evil Eye
cc081c3d2d Don't add additional targets to allies that are already in combat 2022-06-22 16:36:58 +02:00
elsid
e2c44d13f3
Use std::list to store mechanics actors
To make the order of elements deterministic. Using memory address based objects
as map key makes order of elements there nondeterministic. Later it can be
replaced with vector when there are no indirect munipulations with container
inside iteration loops.

Change map key to const MWWorld::LiveCellRefBase* to avoid erasing and inserting
elements on MWWorld::Ptr update.
2022-05-20 22:55:55 +02:00
ζeh Matt
08fae7be6e
Pass the prng from world where appropriate 2022-03-21 17:49:42 +02:00
ζeh Matt
eca405e5c7
Use std::vector instead of std::list 2022-02-25 04:02:21 +02:00
Petr Mikheev
d8127fdad2 Merge branch 'refactor/aisequence-2' into 'master'
#6091: Optimize isInCombat

See merge request OpenMW/openmw!1636
2022-02-12 23:50:42 +00:00
Matt
367bdcf0cc #6091: Optimize isInCombat 2022-02-12 23:50:41 +00:00
Evil Eye
6b203892fc Fix mod not increasing fortified values 2022-02-10 20:46:20 +01:00
Evil Eye
dc495a685a Remove a member variable that doesn't get saved and remove fortify maximum health code 2022-02-10 20:32:59 +01:00
Bret Curtis
d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
2022-01-23 17:04:48 +01:00
Evil Eye
debdcf2953 Don't touch base stats when turning into a werewolf 2021-12-27 00:47:33 +01:00
Evil Eye
a204b4da96 Change the legalities of opening unlocked objects 2021-12-14 21:06:40 +01:00
elsid
c9b8ba7b46
Read navmesh tile data from database
When tile is not found in memory cache try to find it in the database.
2021-12-11 00:22:04 +01:00
Evil Eye
99bfe024ef Cap temp disposition change properly 2021-12-05 18:36:35 +01:00
psi29a
7f2c0df3fd Merge branch 'follow_the_path_of_peace' into 'master'
Remove allies from combat when stopping combat

Closes #1930

See merge request OpenMW/openmw!1441
2021-11-30 15:59:06 +00:00
kuyondo
01a9eaf4a8 fix#6451 2021-11-29 19:04:34 +08:00
Evil Eye
d6f06fbf9a Remove allies from combat when stopping combat 2021-11-25 22:00:52 +01:00
Alexei Dobrohotov
7a0c13fcf8 Make better use of std::clamp 2021-11-06 08:47:32 +03:00
Evil Eye
289e1544d2 Don't wait a frame to recalculate magicka 2021-10-25 16:54:50 +02:00
Bo Svensson
ef906cbfa8
improves MWClass mapping (#3166)
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Evil Eye
ec735529da Remove active effects from the player when transforming 2021-10-08 17:32:41 +02:00
Evil Eye
caafd0c667 Remove CE enchantments before saving stats when turning into a werewolf 2021-10-07 21:09:43 +02:00
Evil Eye
b8e4f18751 Clear temporary effects before unloading actors to prevent absorb effects becoming permanent 2021-09-29 19:25:11 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
Evil Eye
1196e0cfe6 Change disposition to work like vanilla 2021-07-06 17:03:56 +02:00
Evil Eye
2be27da791 Merge branch 'const_refs' into 'master'
Add a ton of const refs

See merge request OpenMW/openmw!954
2021-06-24 18:57:41 +00:00
jvoisin
cf11870b1c Sprinkle some references where it makes sense 2021-06-24 00:28:09 +02:00
jvoisin
1123dc46ee Add a ton of const refs 2021-06-23 23:13:59 +02:00
Alexey Yaryshev
2577047b59 Fixed an issue #6101 (https://gitlab.com/OpenMW/openmw/-/issues/6101) 2021-06-22 14:51:49 +00:00
Jonas Tobias Hopusch
799cf16f31
Attempt to fix #5942
Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
2021-04-09 18:16:05 +02:00