Vsevolod Kremianskii
2a95fbfb3f
Ignore case when extracting BIF files
2021-04-12 13:42:14 +07:00
Vsevolod Kremianskii
66d2a68c45
Load all UTD fields
2021-04-12 13:42:06 +07:00
Vsevolod Kremianskii
75927cca92
Load all UTW fields
2021-04-12 11:45:55 +07:00
Vsevolod Kremianskii
0823cc1d5c
Load all UTT fields
2021-04-12 11:20:07 +07:00
Vsevolod Kremianskii
44b96010bb
Remove _facing from SpatialObject
...
It already has _orientation, which could be used to retrieve facing.
2021-04-12 10:15:17 +07:00
Vsevolod Kremianskii
99dc0a494b
Load all UTS fields
2021-04-12 08:43:30 +07:00
Vsevolod Kremianskii
6df8c67403
Replace getInt with getEnum where applicable
2021-04-12 07:59:35 +07:00
Vsevolod Kremianskii
d5c9c6fdf8
Implement loading Encounter from GIT and UTE
...
Also:
- Add getEnum method to GffStruct
- Rename _heartbeat to _onHeartbeat
2021-04-12 07:55:03 +07:00
Vsevolod Kremianskii
1c6e3e05cc
Revert to reading individual fields in MdlReader
...
This is to account for endianess.
2021-04-11 12:20:37 +07:00
Vsevolod Kremianskii
c95d00b1a3
Fix CI compilation with Boost::Endian
2021-04-11 07:27:50 +07:00
Vsevolod Kremianskii
5c9f7f6c21
Revert to writing individual fields in TlkWriter
...
This is slower, but takes endianess into account.
2021-04-11 06:52:23 +07:00
Vsevolod Kremianskii
e21f3c66bf
Use Boost::Endian for byte order conversion
...
Less code to maintain and faster due to intristics.
2021-04-11 06:39:03 +07:00
Vsevolod Kremianskii
b00bb7bb00
Add tool to "unwrap" audio files
2021-04-10 16:49:12 +07:00
Vsevolod Kremianskii
6905d35e1f
Implement JSON to TLK tool
...
While at it, make TLK to JSON tool output SoundResRef.
2021-04-10 15:13:52 +07:00
Vsevolod Kremianskii
ddb680c120
Separate TalkTable and TlkReader classes
2021-04-10 12:15:46 +07:00
Vsevolod Kremianskii
7b1847e324
Use high-precision clock in Stopwatch
2021-04-08 14:55:12 +07:00
Vsevolod Kremianskii
1830e87b87
Display damage ranges on equipment screen
2021-04-07 21:43:20 +07:00
Vsevolod Kremianskii
9c75b29493
Display hit points, attack and defense bonuses on equipment screen
2021-04-07 18:13:55 +07:00
Vsevolod Kremianskii
25dd7e3a4b
Show defense and saving throws on the character screen
2021-04-07 17:27:50 +07:00
Vsevolod Kremianskii
e641da973e
Display 3D model on character screen
2021-04-07 16:44:32 +07:00
Vsevolod Kremianskii
2e125d889c
Rename RenderWindow to Window
2021-04-07 14:09:44 +07:00
Vsevolod Kremianskii
fa94998898
Fix CTD if movie file is not found
2021-04-07 14:04:03 +07:00
Vsevolod Kremianskii
bddee04453
Rename Game init/deinit to initSubsystems/deinitSubsytems
2021-04-07 14:01:30 +07:00
Vsevolod Kremianskii
4b0cd35fe4
Rename Program members
2021-04-07 13:51:38 +07:00
Vsevolod Kremianskii
2a6bb68088
Remove adding hard-coded follow action to followers
...
It is already assigned by the AI script.
2021-04-07 13:05:43 +07:00
Vsevolod Kremianskii
b789c1c9de
Replace ModelSceneNode::Classification with ModelUsage
2021-04-07 12:26:17 +07:00
Vsevolod Kremianskii
1aa8e1f50d
Load portraits by PortraitId first, Appearance_Type second
2021-04-07 11:51:44 +07:00
Vsevolod Kremianskii
1c91fc707f
Replace portraitutil with Portraits class
2021-04-07 11:20:57 +07:00
Vsevolod Kremianskii
cf9667451f
Fix distance check on perception
2021-04-07 09:10:53 +07:00
Vsevolod Kremianskii
970ea065f8
Add map-based getFromLookup* overloads
2021-04-07 09:04:45 +07:00
Vsevolod Kremianskii
b71284cd1f
Explicitly mark swapBytes as inline
2021-04-07 08:44:20 +07:00
Vsevolod Kremianskii
9a8fe2ecaf
Fix infinite loop on combat round deletion
2021-04-07 08:34:09 +07:00
Vsevolod Kremianskii
6014bfdb1e
Store local variables in ScriptObject instead of Game
2021-04-06 23:51:34 +07:00
Vsevolod Kremianskii
2360a99e4b
Store RunScriptVar in ExecutionContext instead of Game
2021-04-06 23:39:39 +07:00
Vsevolod Kremianskii
8b2613b717
Refactor blueprints
...
Blueprint loading is once again part of respective object classes. This
is because blueprints are not stateful and thus there is no need to
cache them separately.
2021-04-06 23:33:55 +07:00
Vsevolod Kremianskii
a9b840a264
Refactor combat so as to make it driven by the AI script
2021-04-06 12:01:49 +07:00
Vsevolod Kremianskii
097af6e93f
Set "user action" flag on attack action added by player
2021-04-05 18:54:48 +07:00
Vsevolod Kremianskii
62ac46376f
Reset selected and hilighted object hostility
2021-04-05 18:51:14 +07:00
Vsevolod Kremianskii
db3ee5fcb8
Run onUsed placeable scripts on click
2021-04-05 18:30:11 +07:00
Vsevolod Kremianskii
f006d0ea1a
Enable loading modules from MOD files
2021-04-05 16:10:17 +07:00
Vsevolod Kremianskii
b72ab32248
Fix writing ERF/MOD files
2021-04-05 15:43:47 +07:00
Vsevolod Kremianskii
20501ba4ab
Remove unused CombatState enum
2021-04-04 08:21:08 +07:00
Vsevolod Kremianskii
b6b66fdeec
Add binary PTH to ASCII PTH tool
2021-03-31 15:24:00 +07:00
Vsevolod Kremianskii
9f955664fb
Add tool to convert ASCII PTH to PTH
...
This is inteded to be used alongside KotorBlender.
2021-03-31 13:55:15 +07:00
Vsevolod Kremianskii
2730abb00b
Fix refreshing the combat action queue, deactivate with delay
2021-03-29 20:03:43 +07:00
Vsevolod Kremianskii
c94432e1ae
Fix color glitches in selection overlay
2021-03-29 14:37:00 +07:00
Vsevolod Kremianskii
fb876e216f
Make animation resolving and model building part of Creature
2021-03-28 09:39:15 +07:00
Vsevolod Kremianskii
272fb6b0d4
Run end of combat round script for creatures
2021-03-27 19:14:49 +07:00
Vsevolod Kremianskii
a52e914b1b
Ensure all scripting messages are written to script debug channel
2021-03-27 19:05:30 +07:00
Vsevolod Kremianskii
40e48cc02c
Refactor combat to take advantage of k_ai_master
...
Still doesn't work properly.
2021-03-27 18:49:33 +07:00