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4951 commits

Author SHA1 Message Date
Chris Robinson
96bab88da6 Add physics methods to queue and apply movements 2013-08-17 07:48:45 -07:00
Chris Robinson
0481e64b02 Fix tracing down 2013-08-17 05:09:34 -07:00
Chris Robinson
8bcce0fb55 Clean up the trace struct 2013-08-17 05:09:33 -07:00
Chris Robinson
62c7b3698d Get rid of the old newtrace method 2013-08-17 05:09:33 -07:00
Chris Robinson
65ce3c6ba5 Use a better method to do actor physics traces 2013-08-17 05:09:32 -07:00
Chris Robinson
d82f54c771 Improve actor movement collision handling 2013-08-17 05:09:30 -07:00
Chris Robinson
21121d5ba5 Store the object class in the LiveCellRef 2013-08-16 04:18:48 -07:00
Chris Robinson
08d1d486a4 Merge remote-tracking branch 'zini/master' into ptr-improvements 2013-08-15 17:42:16 -07:00
Marc Zinnschlag
d122699b2f and another fix for the same issue :( 2013-08-15 18:29:09 +02:00
Chris Robinson
58481ec7c3 Merge remote-tracking branch 'zini/master' into ptr-improvements 2013-08-15 07:11:38 -07:00
Marc Zinnschlag
7b4d8afde7 fix to previous commit 2013-08-15 15:53:50 +02:00
Chris Robinson
fdbf09ed40 Merge remote-tracking branch 'zini/master' into ptr-improvements
Conflicts:
	apps/openmw/mwworld/containerstore.cpp
2013-08-15 05:56:24 -07:00
Marc Zinnschlag
e94fcce622 accessing references via their ID now also works for references in containers in active cells 2013-08-15 14:45:13 +02:00
Chris Robinson
2853b56ed5 Throw an exception when trying to get an empty Ptr's type 2013-08-15 04:52:01 -07:00
Chris Robinson
0f2b2ff1ce Small header cleanup 2013-08-15 01:21:43 -07:00
Chris Robinson
86f2cd5848 Use dynamic_cast to get the LiveCellRef 2013-08-14 20:26:50 -07:00
Chris Robinson
48c07fbd98 Remove some unnecessary fields from Ptr 2013-08-14 17:05:42 -07:00
Chris Robinson
74f855e948 Move common LiveCellRef fields to the base class 2013-08-14 01:55:51 -07:00
Chris Robinson
11166a1a17 Don't store the type name string in the Ptr
This should get rid of all heap allocations caused by constructing or copying
Ptr objects.
2013-08-14 00:45:28 -07:00
Chris Robinson
b6d2888c48 Avoid using boost::any in MWWorld::Ptr
Reduces dependency on Boost, and should improve performance a bit when
copying or constructing Ptr objects.
2013-08-14 00:45:27 -07:00
Marc Zinnschlag
aee0336780 Merge remote-tracking branch 'kcat/script-functions' 2013-08-14 09:05:40 +02:00
Chris Robinson
73437dfdca GetEffect can accept an effect ID string as well 2013-08-13 19:18:21 -07:00
Chris Robinson
c1dfa980bf Combine ShowVarsImplicit and ShowVarsExplicit
Also removes an unnecessary else statement
2013-08-13 17:31:15 -07:00
Marc Zinnschlag
e2e76147c8 Merge remote-tracking branch 'potatoesmaster/magic' 2013-08-13 15:36:43 +02:00
Chris Robinson
30973352e8 Implement ShowVars (SV) console function 2013-08-13 04:54:41 -07:00
Chris Robinson
2353ac1739 Properly implement SetWerewolfAcrobatics 2013-08-13 04:54:41 -07:00
Emanuel Guevel
ad3646cb15 Fix spell icons displayed when effect ended 2013-08-13 04:57:45 +02:00
Emanuel Guevel
a47c76001c Apply trap magic effects 2013-08-13 04:56:15 +02:00
Emanuel Guevel
37ea0f3fb9 Display refusal message when weapon/magic icons are clicked as werewolf 2013-08-12 15:36:16 +02:00
Emanuel Guevel
997f37700d Display HUD icons for hidden windows 2013-08-12 15:06:09 +02:00
Emanuel Guevel
c27c33f542 Fix pinned windows hiding
They were always displayed in console mode and in game (even if they
were force hidden).
2013-08-12 15:04:41 +02:00
Chris Robinson
6fd4cdb5fb Play randomized werewolf sounds 2013-08-11 00:53:17 -07:00
Chris Robinson
00d6690b4d Ignore encumbrance in werewolf form
According to UESP, inventory weight is ignored. Not sure if this
includes feather and burden effects.
2013-08-10 20:25:18 -07:00
Chris Robinson
180f0d0fe9 Restart from the loop point if replaying the same animation 2013-08-09 21:25:28 -07:00
Chris Robinson
5968165de0 Merge remote-tracking branch 'zini/master' into werewolf
Conflicts:
	apps/openmw/mwgui/windowmanagerimp.cpp
2013-08-09 07:00:00 -07:00
Chris Robinson
a28c36de17 Don't count as running if not actually moving along (local) X/Y 2013-08-09 06:53:07 -07:00
Chris Robinson
c2d8eb377f Play some appropriate sounds in werewolf form 2013-08-09 06:40:16 -07:00
Chris Robinson
db1036e5e5 Handle SetWerewolfAcrobatics 2013-08-09 05:37:56 -07:00
Chris Robinson
ae183cb3e4 Handle werewolf stats 2013-08-09 05:14:58 -07:00
Chris Robinson
72a399054f Don't assume only players activate doors 2013-08-09 01:35:29 -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
Marc Zinnschlag
fb0b57efaa Merge remote-tracking branch 'vorenon/bug876' 2013-08-09 09:38:10 +02:00
Chris Robinson
75b6515915 Inherit NpcStats from CreatureStats 2013-08-08 23:28:02 -07:00
Chris Robinson
89c7f5bc70 Handle object activation as a werewolf 2013-08-08 22:34:53 -07:00
Chris Robinson
6110a0ee3b Don't allow resting as a werewolf 2013-08-08 18:30:47 -07:00
Chris Robinson
75131e6a48 Rebuild the actor after switching between werewolf forms 2013-08-08 17:16:24 -07:00
Chris Robinson
5fbfce6d1e Don't show WerewolfRobe objects in the inventory
Pretty ugly hard-coding, but this is likely what vanilla does since it
has no option to mark clothes or armor as unplayable like Oblivion does.
2013-08-08 16:05:26 -07:00
Chris Robinson
d77d60cbc2 Remove an unneeded forceUpdate method 2013-08-08 15:37:08 -07:00
vorenon
a718a62ef5 Fix for bug 876 2013-08-09 00:06:34 +02:00
PLkolek
86020ad94d Added underwater and drowning sounds. 2013-08-08 20:57:15 +02:00
Chris Robinson
e3d5a1b38d Dialog function 72 is not player-specific
It's used to force any NPC in werewolf form to play the appropriate
growls for combat.
2013-08-08 06:02:16 -07:00
Chris Robinson
960ea3d96c Add/remove a WerewolfRobe when werewolf form is toggled 2013-08-08 04:40:31 -07:00
Chris Robinson
3cff7b1e42 Don't assume icons have a period in their filename 2013-08-08 04:40:31 -07:00
Chris Robinson
1f6055d54b Don't try to apply body skins for werewolves
They instead use a hidden WerewolfRobe object for their body
2013-08-08 04:40:31 -07:00
Chris Robinson
946ca7f931 Return the appropriate name for werewolf NPCs 2013-08-08 04:40:31 -07:00
Chris Robinson
dfdd2dc308 Handle swimleft and swimright soundgen keys 2013-08-08 04:40:31 -07:00
Chris Robinson
109df46590 Fix werewolf claw damage multiplier 2013-08-08 04:40:31 -07:00
Chris Robinson
9694b18d1b Update part skeletons immediately when added 2013-08-08 04:40:30 -07:00
Chris Robinson
f73578a832 Remove unnecessary mBodyPrefix field 2013-08-08 04:40:30 -07:00
Chris Robinson
5051544144 Remove some duplicate code 2013-08-08 04:40:30 -07:00
Chris Robinson
ceed2e30b8 Handle NPCs being a werewolf in NpcAnimation
Note that the body mesh comes from having a WerewolfRobe force-equipped.
2013-08-08 04:40:30 -07:00
Chris Robinson
5ac82a50b7 Remove unused function 2013-08-08 04:40:30 -07:00
Marc Zinnschlag
e9521dc8f1 Merge remote-tracking branch 'potatoesmaster/pinning' 2013-08-08 13:06:58 +02:00
Emanuel Guevel
1cbfcc3910 Fix HUD weapon icon when turning from werewolf to normal
The werewolf hand icon remained until the inventory menu was opened.
2013-08-08 10:56:44 +02:00
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
Chris Robinson
4985e17865 Fix werewolf claw damage multiplier 2013-08-07 19:15:36 -07:00
Chris Robinson
4641737fc4 Update part skeletons immediately when added 2013-08-07 19:15:36 -07:00
Chris Robinson
dc0360b1f6 Remove unnecessary mBodyPrefix field 2013-08-07 19:15:36 -07:00
Chris Robinson
0f52ed9a9b Remove some duplicate code 2013-08-07 19:15:36 -07:00
Chris Robinson
deee14ccfd Handle NPCs being a werewolf in NpcAnimation
Note that the body mesh comes from having a WerewolfRobe force-equipped.
2013-08-07 19:15:36 -07:00
Chris Robinson
ab44cd63a1 Remove unused function 2013-08-07 19:15:35 -07:00
Emanuel Guevel
b2e5e8dd0d Saner inventory window pinning/hiding
Hide inventory window pin button in container, companion and barter mode.
Restore the pinned inventory window position when exiting these modes.
Allow toggling windows visibility in inventory mode only.
2013-08-07 23:30:08 +02:00
Alex
b9579e085f cleanup 2013-08-07 15:40:57 -04:00
Alex
a0931b01fe Merge branch 'master' of https://github.com/zinnschlag/openmw into compiler-reorg 2013-08-07 13:19:23 -04:00
Alex
c3ca5b7c32 mild cleanup 2013-08-07 13:16:20 -04:00
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
48d2554ac3 Auto-equip when items are added to the inventory
We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
2013-08-07 15:17:55 +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
076e7d8e16 Make insertBegin internal 2013-08-07 03:56:07 -07:00
Chris Robinson
2b2101958d Destroy the scene node we create 2013-08-07 03:56:07 -07:00
Chris Robinson
0458fd5531 Remove unused/unneeded parameters 2013-08-07 03:56:06 -07:00
Emanuel Guevel
fd0a159a64 MWScript: update first unused opcode number 2013-08-07 12:05:53 +02:00
Emanuel Guevel
47b8a31317 Fixes suggested by KittyCat 2013-08-07 12:05:53 +02:00
Marc Zinnschlag
932fffd1a7 Merge remote-tracking branch 'kcat/light-objects' 2013-08-07 11:21:01 +02:00
Chris Robinson
b4b095ca72 Don't try to get the center of a null bounding box 2013-08-07 01:32:36 -07:00
Chris Robinson
80d271aeb1 Remove unused stuff 2013-08-07 01:31:01 -07:00
Chris Robinson
3555476dfd Use Animation-derived objects for generic objects 2013-08-06 19:49:07 -07:00
Chris Robinson
a9dca21d05 Create the Animation SceneNode in the constructor 2013-08-06 19:49:05 -07:00
Chris Robinson
48784c7e2f Use for_each and functors to avoid some for loops 2013-08-06 19:49:05 -07:00
Chris Robinson
de95926e9f Use controllers to animate lights in ObjectLists 2013-08-06 19:49:04 -07:00
Chris Robinson
8984d8f8ee Use a map to simplify NPC part referencing 2013-08-06 19:49:02 -07:00
Chris Robinson
e976bb16c5 Add a light for torches 2013-08-06 19:49:02 -07:00
Chris Robinson
57fb065a86 Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
2013-08-06 19:49:01 -07:00
Chris Robinson
a9cc3a2844 Ensure a valid CellStore for Ptr::isInCell 2013-08-06 19:49:01 -07:00
Chris Robinson
1f436f9886 Render torches 2013-08-06 19:49:01 -07:00
Chris Robinson
8f69c51b24 Avoid some unnecessary references 2013-08-06 19:49:00 -07:00
Chris Robinson
2c03fec4bb Use the fatigue term for jumping 2013-08-06 19:49:00 -07:00
Chris Robinson
eab4e09566 Handle the pick/probe in the character controller 2013-08-06 19:48:59 -07:00
scrawl
3f7daa4884 Forgot to change initTerrainTextures 2013-08-07 02:58:03 +02:00
Alex
de1f423bd7 initial move of script opcodes and registerExtensions functions to components/compiler 2013-08-06 20:38:41 -04:00
scrawl
76e538c22a Unused variable fix 2013-08-07 02:03:23 +02:00
scrawl
726c93c365 Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10 2013-08-07 01:34:17 +02:00
Marc Zinnschlag
03af7175dd Merge remote-tracking branch 'potatoesmaster/bug-839' 2013-08-06 17:39:29 +02:00
Emanuel Guevel
c59ad62c57 Fix UndoWerewolf script instruction 2013-08-06 14:30:01 +02:00
Emanuel Guevel
5188a1c2cd Implement script instructions Become/UndoWerewolf 2013-08-06 12:34:35 +02:00
Emanuel Guevel
20d40c4368 Implement MWWorld::World::setWerewolf() 2013-08-06 12:34:35 +02:00
Emanuel Guevel
aa563e947e Implement MWWorld::InventoryStore::unequipAll() 2013-08-06 12:34:35 +02:00
Emanuel Guevel
ddc92d1fbd Set appropriate weapon icon when player is a werewolf 2013-08-06 12:34:35 +02:00
Emanuel Guevel
d054366460 Permit to force hiding GUI windows 2013-08-06 12:34:35 +02:00
scrawl
4caac0d859 Fix idle animations repeating 2013-08-05 02:06:23 +02:00
vorenon
76a1abe9fa Don't allow the use of the "jump" key while sneaking - Update 2013-08-04 20:10:33 +02:00
vorenon
56cb36caf1 Don't allow the use of the "jump" key while sneaking 2013-08-04 19:45:41 +02:00
Emanuel Guevel
71da2f0a12 Do not allow magic/combat stance unless magic/inventory window are accessible 2013-08-04 00:21:27 +02:00
Marc Zinnschlag
41b2fa985b silenced some warnings 2013-08-03 15:26:53 +02:00
Marc Zinnschlag
9123afa863 Merge remote-tracking branch 'gus/MeleeCombat2' 2013-08-03 15:23:36 +02:00
gus
a23e7fac93 clean up 2013-08-03 13:58:16 +02:00
scrawl
982f743ddd Fix wrong idle animations played 2013-08-03 13:13:33 +02:00
gus
c8bb32c40d small maths correction 2013-08-03 12:29:18 +02:00
gus
a25ee360dc use angles and GMST. not sure this work as it should 2013-08-03 12:16:51 +02:00
gus
830762722d first attempt: hit detection with a sphere (not finished) 2013-08-03 11:26:36 +02:00
Emanuel Guevel
a9483dbdf1 Show sneak indicator when sneaking
Temporary solution, as the indicator should be shown only when the
player is not detected by any other actor.
2013-08-03 03:03:29 +02:00
Emanuel Guevel
8f8362d2c4 Expose sneak indicator widget through WindowManager 2013-08-03 03:03:29 +02:00
Emanuel Guevel
9757694060 Update sneaking indicator position with other widgets 2013-08-03 02:43:56 +02:00
vorenon
aa45127895 Adjusted swish sounds
Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes.
2013-08-02 16:33:39 +02:00
Chris Robinson
f57c829cba Play the appropriate swish sound and follow-up animation 2013-08-02 00:21:02 -07:00
Chris Robinson
b70975a74d Move getEvasion to CreatureStats 2013-08-02 00:21:01 -07:00
Chris Robinson
9e7d670745 Inline Class::get(const Ptr& ptr) 2013-08-02 00:20:59 -07:00
Marc Zinnschlag
ca94d1a2fb Merge remote-tracking branch 'swick/inventorypos'
Conflicts:
	apps/openmw/mwgui/inventorywindow.cpp
2013-07-31 22:16:56 +02:00
Marc Zinnschlag
24273f338b Merge remote-tracking branch 'scrawl/master' 2013-07-31 22:12:07 +02:00
Sebastian Wick
7ed763262f GUI mode dependent position 2013-07-31 21:40:29 +02:00
scrawl
fe51a00112 Fix the initial player inventory being added twice when starting a new game 2013-07-31 21:00:58 +02:00
scrawl
f1f6336a4a Fixed screenshot keybinding, and make it bindable 2013-07-31 20:24:44 +02:00
Marc Zinnschlag
5cafe65cd7 Merge remote-tracking branch 'scrawl/cppcheck' 2013-07-31 20:00:35 +02:00
scrawl
d106ed3b08 Fixed alchemy 2013-07-31 19:03:51 +02:00
Marc Zinnschlag
4dfd5282ab Merge remote-tracking branch 'kolek/enchantingwindow' 2013-07-31 19:01:49 +02:00
Marc Zinnschlag
25917b00ec Merge remote-tracking branch 'scrawl/master' 2013-07-31 19:00:24 +02:00
scrawl
7dc30a01cd Some changes suggested by cppcheck 2013-07-31 18:46:32 +02:00
scrawl
43e0df479e Make NPCs auto-equip after their inventory is loaded, this fixes NPCs that start as dead not auto-equipping 2013-07-31 16:30:22 +02:00
PLkolek
f297c21e4d Old door sound fades out on door open/close. Door sound is synchronised to angle on action. 2013-07-31 15:46:23 +02:00
PLkolek
8bc8c38f2d Spell cost is updatedon every change in enchanting and spellmaking. 2013-07-31 13:33:30 +02:00
PLkolek
7fd7621458 Fixed area slider in self enchantments. 2013-07-31 12:26:34 +02:00
Marc Zinnschlag
6ce2b962e1 Merge remote-tracking branch 'scrawl/inventory' 2013-07-31 09:15:22 +02:00
Marc Zinnschlag
eedced729f Merge remote-tracking branch 'scrawl/master' 2013-07-31 09:14:12 +02:00
Marc Zinnschlag
7639506e49 Merge remote-tracking branch 'scrawl/ai' 2013-07-31 09:07:46 +02:00
scrawl
16cacb338a Initialize MWMechanics::AiSequence from ESM::AiPackageList 2013-07-31 00:55:08 +02:00
scrawl
45006ea193 Fix inventory/container content loading so that it's done for dynamically spawned objects as well 2013-07-31 00:02:24 +02:00
scrawl
90a5d8b6f5 Fix uninitialized AL listener position/orientation when the game is paused during the first frame 2013-07-30 23:24:18 +02:00
Marc Zinnschlag
958b0c4915 Merge remote-tracking branch 'scrawl/untilhealed' 2013-07-30 22:41:05 +02:00
scrawl
da01ec4f52 Only show the "Rest until healed" button when stats are not full 2013-07-30 22:07:27 +02:00
scrawl
04b90b7d14 Other actors no longer collide with an actor that has collision disabled 2013-07-30 22:00:48 +02:00
scrawl
472a381263 Fix health meter (again) 2013-07-30 16:09:12 +02:00
Marc Zinnschlag
3642562959 Merge remote-tracking branch 'scrawl/master' 2013-07-30 08:11:40 +02:00
scrawl
426e3ec6c6 Fix enemy health meter for creatures 2013-07-30 06:17:21 +02:00
scrawl
3961c276b8 Added enemy health meter 2013-07-30 06:00:20 +02:00
Marc Zinnschlag
e27ba55541 Merge remote-tracking branch 'swick/countdialog' 2013-07-29 21:38:04 +02:00
Sebastian Wick
40d3efc671 use cancel methid 2013-07-29 18:35:23 +02:00
Sebastian Wick
7b40e57ba1 Allow the 'Activate' key to close the countdialog window; cleanups 2013-07-29 18:27:00 +02:00
Marc Zinnschlag
90ab7b2bf5 Merge remote-tracking branch 'swick/viewmodetransission' 2013-07-29 17:08:49 +02:00
Sebastian Wick
7c24c0a64e fix uninitialized variables 2013-07-29 16:45:35 +02:00
Sebastian Wick
d2b7cb5bb2 First/Third person transitions with mouse wheel 2013-07-29 16:43:16 +02:00
Sebastian Wick
1b310c5c5b use SDL resolutions in the ingame settings 2013-07-29 13:34:56 +02:00
Marc Zinnschlag
3fa4a194a7 Merge remote-tracking branch 'scrawl/master' 2013-07-29 09:59:23 +02:00
scrawl
6164e5bae6 Restored window resizing 2013-07-29 02:32:08 +02:00
Chris Robinson
3744850545 Fix hand-to-hand health damage reduction 2013-07-28 16:07:09 -07:00
Chris Robinson
39507e3f0f Decrease armor condition on successful hits 2013-07-28 15:51:17 -07:00
Chris Robinson
1af48ab6e0 Decrease weapon condition on successful hits 2013-07-28 15:17:01 -07:00
Chris Robinson
465f4d2063 Properly handle starting an animation at the end 2013-07-28 09:56:03 -07:00
Chris Robinson
54f91d4b3a Implement hand-to-hand attacks 2013-07-28 06:48:25 -07:00
Chris Robinson
a34f0de3e1 Play the correct medium armor foot sounds 2013-07-28 04:17:36 -07:00
Chris Robinson
db4f34b332 Play hit sounds when hitting creatures and NPCs 2013-07-27 11:20:39 -07:00
Chris Robinson
1a40d01afa Fix NPC armor rating calculation and reduce redundant lookups 2013-07-27 09:31:16 -07:00
Chris Robinson
f73008546f Keep a sound updated with its object's position 2013-07-27 07:24:18 -07:00
Chris Robinson
c94653dc49 Implement the ModRegion script function 2013-07-27 07:10:18 -07:00
Chris Robinson
1174b85ac8 Implement Disable/EnableTeleporting script functions 2013-07-27 00:14:55 -07:00
Chris Robinson
3298eb1b37 Implement HitOnMe script function 2013-07-26 10:50:23 -07:00
Chris Robinson
5379e607cb Handle the OnPCHitMe script variable 2013-07-26 10:50:23 -07:00
Chris Robinson
f215d2cc30 Only raise weapon skills for the player 2013-07-26 10:50:23 -07:00
Chris Robinson
bec420c69b Add Class::onHit for creatures 2013-07-26 10:50:23 -07:00
Chris Robinson
dd6edd21f8 Add a separate on-hit method to handle objects being hit 2013-07-26 10:50:23 -07:00
Marc Zinnschlag
3fbbbdc64b Merge remote-tracking branch 'scrawl/master' 2013-07-26 08:06:53 +02:00
Chris Robinson
a569ae367e Fix hit chance calculation 2013-07-25 13:09:26 -07:00
Chris Robinson
6195062d72 Try to figure out what gets hit
This isn't the greatest. The distance multiplier is a guess, and a sphere cast
may be better.
2013-07-25 12:58:43 -07:00
Chris Robinson
b3a057d679 Handle hit chance and damage calculation
Math is based on what the UESP describes, with some tweaks (using
fatigue term, and the fCombatCriticalStrikeMult GMST):
http://www.uesp.net/wiki/Morrowind:Combat
2013-07-25 08:15:42 -07:00
Chris Robinson
1dcc893703 Merge remote-tracking branch 'zini/master' into combat 2013-07-25 01:16:49 -07:00
Chris Robinson
4ad28ed369 Don't play a weapon-down sound when unreadying a spell 2013-07-25 00:46:20 -07:00
Chris Robinson
92cc566fdc Rename the Class::attack method to Class::hit 2013-07-25 00:30:01 -07:00
Chris Robinson
0db02af807 Set up the weapon state in the CharacterController constructor 2013-07-24 21:08:16 -07:00
Chris Robinson
d9a9c3d6bd Handle the "land" soundgen type 2013-07-24 10:36:04 -07:00
Chris Robinson
705498ec24 Play a swish sound when attacking 2013-07-24 10:34:53 -07:00
Chris Robinson
d8ec813939 Say something from the "hit" dialog topic when losing health 2013-07-24 10:02:50 -07:00
Chris Robinson
59f1bc7542 Use time values for the aniamtion's start, stop, and loop points
This seems to be closer to the expected behavior. This more cleanly handles 0-
length animations, especially where the start marker comes after the stop
marker while still being on the same time key.
2013-07-24 08:38:36 -07:00
Chris Robinson
bf1d907d07 Don't play casting animations for enchantments 2013-07-24 05:39:15 -07:00
Chris Robinson
cc8e8c1272 Use the attack strength as determined by how long the attack was held 2013-07-24 03:18:53 -07:00
Chris Robinson
0c8d4d9be2 Add beginnings of melee hits 2013-07-24 02:51:42 -07:00
Chris Robinson
45302f9e25 Handle controllers in the NPC's bound object parts 2013-07-23 22:05:03 -07:00
Chris Robinson
11b094559f Play the appropriate casting animation sound 2013-07-23 11:12:19 -07:00
Emanuel Guevel
70a5a83419 Change the formula used to calculate initial NPC health 2013-07-23 16:48:54 +02:00
Chris Robinson
17282c69b1 Handle spell-casting animation sequences 2013-07-23 07:30:54 -07:00
Chris Robinson
4d157cb19a Handle marksmen weapon attack sequences 2013-07-23 06:13:08 -07:00
Chris Robinson
fecb8c1cc4 Fix the completion amount for 0-length anims 2013-07-23 05:30:37 -07:00
Chris Robinson
d5d832846e Rename the follow-up upper character state enum 2013-07-23 04:56:49 -07:00
Chris Robinson
537d5c4934 Avoid trying to play animations without any animation sources 2013-07-23 04:36:25 -07:00
Chris Robinson
ad6d663e09 Remove some unnecessary debug messages 2013-07-23 03:44:52 -07:00
Chris Robinson
24567294ff Move NPC state update handling into a separate method 2013-07-23 03:26:24 -07:00
Chris Robinson
22e07968af Store the current weapon group name 2013-07-23 02:50:52 -07:00
Chris Robinson
0240efa6cf Improve weapon attack logic to better handle picks, probes, and h2h 2013-07-23 02:28:58 -07:00
Chris Robinson
ef17fdeb15 Remove some unused methods 2013-07-23 01:37:41 -07:00
Marc Zinnschlag
ec575200e3 Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
	apps/openmw/mwrender/animation.cpp
2013-07-23 09:12:23 +02:00
Emanuel Guevel
48f0e64ec3 Fix health calculation at character creation 2013-07-21 11:02:03 +02:00
Emanuel Guevel
1c330fc899 Use the correct formula for NPC health initialization 2013-07-21 10:13:46 +02:00
Emanuel Guevel
2356e6218e Complete health increase on level up 2013-07-20 22:14:10 +02:00
Emanuel Guevel
2a0644a7c3 Move some levelup logic from mwgui to mwmechanics 2013-07-20 22:14:10 +02:00
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
Emanuel Guevel
074e241c32 MWMechanics::DynamicStat: fix members initialization 2013-07-20 22:14:09 +02:00
Marc Zinnschlag
a8168c58c2 Merge remote-tracking branch 'kolek/thirdpersonzoom' 2013-07-20 18:29:59 +02:00
Kolzi
d12bac2d9e Third person zoom - fixed code review issues. 2013-07-20 16:55:35 +02:00
Kolzi
1b7966ca27 Can zoom in and out in third person view. 2013-07-19 16:12:01 +02:00
Chris Robinson
0cb7d186e7 Use Play_TypeFoot for 'left' and 'right' soundgen keys 2013-07-18 21:50:11 -07:00
Chris Robinson
14e0c182f3 Allow specifying the sound type to playSound and playSound3D 2013-07-18 21:50:11 -07:00
Chris Robinson
ac4dfd3b39 Play the appropriate foot sound based on footwear 2013-07-18 21:50:11 -07:00
scrawl
bf332b633e Make VideoPlayer::playVideo block until the video finishes 2013-07-18 14:14:10 +02:00
Marc Zinnschlag
fdd47e5b73 silenced a warning 2013-07-18 13:50:12 +02:00
Chris Robinson
9c13568bb7 Remove idles from the state list and rename it 2013-07-18 01:49:53 -07:00
Chris Robinson
e803cdbe7f Handle swimdeath and missing death animations 2013-07-18 01:13:53 -07:00
Chris Robinson
f01b0b48cc Don't start with an idle state if dead 2013-07-18 00:35:03 -07:00
Chris Robinson
e78bdd2a5d Clear 'swim' from the animation name as a backup instead of 'sneak' 2013-07-18 00:22:40 -07:00
Chris Robinson
9ea6b22a83 Handle soundgen animation keys 2013-07-17 23:58:21 -07:00
Chris Robinson
d6324d71bf Ensure mechanics actors/objects are cleared before adding them 2013-07-17 21:39:21 -07:00
Chris Robinson
c7692acb79 Update the player's Ptr in mwrender when changing cells 2013-07-17 19:11:03 -07:00
Chris Robinson
0cd4df3edf Stop playing idles on death 2013-07-17 02:19:22 -07:00
Chris Robinson
e2e278d06d Fix some animations not playing properly
Default movement animation speed multiplier should be 1, not 0. Only
randomize death1...death5 for NPCs.
2013-07-17 02:06:31 -07:00
scrawl
dfe912dcab Enum renaming 2013-07-16 23:38:55 +02:00
scrawl
91e95e1404 Use the correct slash, chop or thrust animation 2013-07-16 23:32:41 +02:00
gugus
9043fe427f Merge pull request #4 from scrawl/melee
Fixes weapon input to use A_Use instead of hardcoding to mouse button
2013-07-16 07:35:21 -07:00
scrawl
9536b5050b Fixes weapon input to use A_Use instead of hardcoding to mouse button 2013-07-16 16:25:41 +02:00
gus
66e3eacace fix bows 2013-07-16 15:14:34 +01:00
gus
701ff94887 bugfix for lockpick 2013-07-16 14:46:44 +01:00
gus
20341ae8b7 simplification + taking into account weapon speed. Seems too fast, but i'm not sure 2013-07-16 14:10:14 +01:00
gus
8fc6e73649 post-merge fix 2013-07-16 11:51:18 +01:00
gus
ee47e99dad Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
	apps/openmw/mwmechanics/character.cpp
	apps/openmw/mwmechanics/character.hpp
2013-07-16 11:40:19 +01:00
gus
f6e3445414 Jittering gone + bugfix: chop animation works!
TODO: fix this unequip stuff
2013-07-16 09:50:59 +01:00
Chris Robinson
e5e9c83ed5 Merge remote-tracking branch 'zini/master' into animation-state 2013-07-16 01:33:46 -07:00
Chris Robinson
a932a89e02 Specify the velocity-based animation speed multiplier when playing it 2013-07-16 01:30:03 -07:00
Chris Robinson
f296d13c20 Add a speed multiplier to the animation state 2013-07-16 00:43:31 -07:00
Chris Robinson
3a1facefdf Store a pointer to the character controller for non-actor objects 2013-07-15 23:47:04 -07:00
Chris Robinson
06e631f213 Track death separately in the character controller 2013-07-15 23:43:33 -07:00
Chris Robinson
4ae65c20e6 Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
2013-07-15 22:56:23 -07:00
scrawl
94d45e1518 Fix twohanded weapons not unequipping when equipping a torch 2013-07-15 23:21:01 +02:00
scrawl
daf9dca121 Fix exception when starting a new game 2013-07-15 20:37:36 +02:00
gus
f7f23ac5d8 improvement of the chop animation. Still some jittering. 2013-07-15 17:18:16 +01:00
gus
f7b711aabe bugfix 2013-07-15 16:37:32 +01:00
gus
076f98cbba change way animations keys are handled (thanks KittyCat!) 2013-07-15 16:37:25 +01:00
Marc Zinnschlag
fd9cc1c282 Merge remote-tracking branch 'vorenon/container' 2013-07-15 09:33:16 +02:00
Marc Zinnschlag
a0022e711b Merge remote-tracking branch 'scrawl/raycast' 2013-07-15 09:20:16 +02:00
vorenon
66eb82b363 oops again 2013-07-15 02:26:22 +02:00
vorenon
33779ae23c oops 2013-07-15 02:23:18 +02:00
vorenon
d4739a451a added ability to close container windows with the activation key 2013-07-15 02:18:24 +02:00
scrawl
c81b852071 Fixes inaccurate ray casts; rely on getCameraToViewportRay 2013-07-15 00:39:37 +02:00
scrawl
8407e2b3aa Fixes the console sometimes receiving text after it was closed 2013-07-14 23:54:28 +02:00
scrawl
fa5198d7b2 Fix an assertion 2013-07-14 14:59:24 +02:00
scrawl
61661c8653 Fix first person meshes casting shadows 2013-07-14 14:55:07 +02:00
scrawl
a049638e7f Fixes character previews getting shadowed randomly 2013-07-14 14:54:40 +02:00
Chris Robinson
3771e5839e Allow some more third person fallbacks in first person 2013-07-13 17:03:10 -07:00
Chris Robinson
5ee889e8b6 Attach the camera to the Head node in first-person 2013-07-13 16:12:38 -07:00
gus
3947f44aa3 Porting old work 2013-07-13 22:24:52 +01:00
Chris Robinson
2d7620e774 Rotate the neck when looking up and down in first-person 2013-07-13 12:39:06 -07:00
Chris Robinson
4df1f198a7 Avoid a map lookup for every skin body part when updating 2013-07-12 22:32:09 -07:00
Chris Robinson
6de56615aa Avoid casting shadows in first-person view 2013-07-12 22:32:05 -07:00
Chris Robinson
025fa4e0d5 Use a multimap for the bodypart map 2013-07-12 22:32:04 -07:00
Chris Robinson
a5e4faaed2 Show arms and body parts in first person
This isn't yet fully correct. The arms need to rotate up and down with
the camera, and the mesh's bounding box is causing them to blink out at
certain angles since they don't fit the animation.
2013-07-12 22:31:59 -07:00
Chris Robinson
908f010c74 Reset the NPC object root when switching POV
When in first person, the skeleton in the .1st.nif file is used. In
particular, these have extra finger bones that are used by the first
person models.
2013-07-12 22:31:57 -07:00
Chris Robinson
7883087586 Store a pointer to the character controller in the map 2013-07-12 22:31:50 -07:00
scrawl
bbb5d2b98a Change tooltip positioning to resemble vanilla 2013-07-10 03:40:13 +02:00
Marc Zinnschlag
71a6955182 Merge remote-tracking branch 'scrawl/master' 2013-07-08 09:46:00 +02:00
scrawl
91f6d87126 Fix an uninitialized variable 2013-07-07 16:57:46 +02:00
Marc Zinnschlag
602e40e19d Merge remote-tracking branch 'greye/coc' 2013-07-07 13:34:28 +02:00
greye
e553f285b8 update player position on engine start 2013-07-07 15:06:05 +04:00
greye
f3d54a7ba4 move finding default cell positions to World 2013-07-07 15:03:06 +04:00
greye
0c303aa285 fix fading on cell transition when cell is loaded 2013-07-07 14:30:11 +04:00
greye
6bb3942288 use Land height data for position in coc 2013-07-07 13:47:58 +04:00
greye
a3094b808e update coc behaviour for interior cells 2013-07-07 13:47:58 +04:00
scrawl
744c5804ed Simplified doors, now they will stop after hitting an obstacle instead of trying to back off. 2013-07-07 03:52:17 +02:00
scrawl
72600a16cf Fix chargen race menu bug, updating a render target from within MyGUI's ControllerManager update is not a good idea 2013-07-06 17:02:40 +02:00
scrawl
58fce74620 Use the already existing mScrollPage as step size for scrollbar button repeats; increased precision of options menu sliders 2013-07-06 16:40:57 +02:00
scrawl
5c8950f91c Merge branch 'master' of git://github.com/zinnschlag/openmw 2013-07-06 16:08:29 +02:00
Marc Zinnschlag
f9d7c7574e Merge remote-tracking branch 'swick/scrollbar' 2013-07-06 13:13:27 +02:00
Marc Zinnschlag
3dc42fb948 Merge remote-tracking branch 'greye/master' 2013-07-06 12:28:01 +02:00
greye
76d95dffb6 special case for loading StartScript records 2013-07-05 23:52:46 +04:00
Sebastian Wick
26bd2a5301 use the new scrollbar; range dependent step size; fix 2013-07-05 20:28:46 +02:00
Sebastian Wick
b43f41c2bd use a mygui controller for scrollbar repeat 2013-07-05 19:17:00 +02:00
Sebastian Wick
e3d8bdbafe autorepeat scrollbar 2013-07-02 17:29:47 +02:00
Marc Zinnschlag
847ec9fa56 Merge remote-tracking branch 'swick/master' 2013-07-01 10:16:39 +02:00
Sebastian Wick
8bdc9ff3ae set position of the window for multiple monitors 2013-07-01 03:56:33 +02:00
Marc Zinnschlag
56637a39a3 Merge remote-tracking branch 'vheuken/master' 2013-06-29 12:27:01 +02:00
Marc Zinnschlag
cd538538b5 fixed weather code 2013-06-28 09:00:21 +02:00
Vincent Heuken
f43b48015e remove actor's collisionbox on death 2013-06-27 19:42:27 -07:00
Vincent Heuken
b095c24854 resize actor collision boxes on death 2013-06-27 14:11:20 -07:00
scrawl
123a60581f Only link to SDL2main on windows 2013-06-27 21:45:32 +02:00
Glorf
88f8637145 Bugfix #795 2013-06-26 22:20:24 +02:00
Miroslav Puda
743b3dec99 Correction of libavutil version 2013-06-26 07:17:29 +02:00