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71 Commits

Author SHA1 Message Date
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
unknown
f68e7ce0b5 Keep showing NPC health while dealing damage 2022-09-03 19:49:59 +02:00
Evil Eye
42e59878c5 Use string_view in more animation code 2022-08-23 18:25:25 +02:00
Evil Eye
150d1840d6 Use more string_view and const string& 2022-08-22 16:55:53 +02:00
Evil Eye
afcbb3cb5e Clear the magic queue when unloading actors 2022-08-21 13:33:21 +02:00
elsid
f99ed6f1db
Split components/misc/stringops.hpp into multiple headers
Replace all ciEqual overloads with one having std::string_view as argument.
2022-08-03 22:06:24 +02:00
Evil Eye
6196e777da Break invisibility before applying CE enchantments 2022-07-31 09:48:01 +02:00
elsid
ce263af393
Use existing functions and objects to call correctMeshPath etc
Remove WindowManager wrappers.

It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00
uramer
fd7965d77f Use correctMeshPath instead of string constants 2022-06-12 11:30:29 +02:00
Evil Eye
c6ca0e78c9 Make getStringLiteral return a string_view 2022-05-21 01:21:55 +02:00
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
dc946d0a47 Fix Dagoth Ur's Fire Shield not being visible 2021-12-27 22:30:25 +01:00
Evil Eye
55b066d2bd Preserve the original caster if classic reflected absorb spells behaviour is on 2021-12-21 10:50:28 +01:00
Evil Eye
4ec927829f Give each reflect and spell absorption effect a chance to apply 2021-10-26 16:50:40 +02:00
Evil Eye
3d5950f790 Remove active effects from spells that no longer exist 2021-10-09 12:27:17 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
jvoisin
1123dc46ee Add a ton of const refs 2021-06-23 23:13:59 +02:00
Andrei Kortunov
924f634bda Support for multiple summons with same ID in the single spell 2020-08-28 21:14:54 +04:00
Andrei Kortunov
3dce225f28 Implement vanilla-style corprus handling (bug #3714, bug #4623) 2020-06-03 12:58:17 +04:00
Andrei Kortunov
b5833f3c59 Use real time to update spell effects instead of game timestamps (bug #5165) 2020-05-16 11:00:28 +04:00
Capostrophic
ed1f8f7be7 Remove effects from all active spells with the same ID 2018-08-29 13:52:03 +03:00
Capostrophic
6c47f95677 Make RemoveSpellEffects affect permanent spells (bug #3920)
Also make it remove the effects but not the spells themselves
2018-08-29 13:52:03 +03:00
Andrei Kortunov
1e983604db Dispel only effects from spells (bug #3995) 2017-08-15 09:35:29 +04:00
Allofich
b1be3596dc Cleanup of #include statements 2016-06-18 10:56:28 +09:00
scrawl
c34314ae26 When an actor dies purge all spell effects cast by that actor (Fixes #3175) 2016-02-01 22:52:28 +01:00
scrawl
07b064f616 Rename to lowerCaseInPlace 2015-12-07 22:49:15 +01:00
scrawl
8c810e3620 Move rng to components 2015-04-22 17:58:55 +02:00
dteviot
3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +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
dteviot
80fe24207c correction from Scrawl.
Now correctly handles skills/attributes.
Also, document what ContentSelectorView::ContentSelector::slotAddonTableItemActivated() is doing.
2015-03-05 20:21:22 +13:00
dteviot
cdee6f41fc fix: multi effect spell with different ranges (Fixes #2285)
Applies all effects for a spell with multiple effects, where not all effects have the same range.
2015-03-01 15:34:18 +13:00
scrawl
f267497c03 Allow separate summoned creature instances for each spell ID (Fixes #2194) 2015-01-06 16:11:05 +01:00
scrawl
0081a68376 Use fMagicStartIconBlink for spell effect indicator fading 2014-12-24 15:45:13 +01:00
MiroslavR
238325455d Erase effects that have expired (Fixes #2134) 2014-11-25 10:33:03 +01:00
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
Thoronador
1b8c975d5b minor performance improvements in apps/openmw
Checking for emptiness using size() might be inefficient, because
it can take linear time, while empty() is guaranteed to take only
constant time.

For non-primitive types, postfix ++ operators are inefficient
compared to prefix ++ operators, because post-increment usually
involves keeping a copy of the previous value around.
2014-04-27 19:10:23 +02:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
scrawl
f78b846f9e Handle CasterLinked magic effect flag 2014-01-12 10:21:49 +01:00
scrawl
7d8ca91286 Implement RemoveSpellEffects instruction 2014-01-03 05:18:44 +01:00
scrawl
299690631f Implement SoulTrap magic effect 2014-01-02 21:21:28 +01:00
scrawl
596e0c8a49 Correct Dispel effect (use magnitude as chance) 2014-01-02 20:15:07 +01:00
scrawl
94d2ec8e4e Add missing spells update 2014-01-02 20:02:28 +01:00
scrawl
0dc2e829dd Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX. 2013-11-17 23:31:08 +01:00
scrawl
bb43ec9b35 Implement damage tick effects 2013-11-16 03:16:21 +01:00
scrawl
b1a29eb27e Implement Resist & Weakness effects 2013-11-16 02:34:43 +01:00