Chris Robinson
|
4ad28ed369
|
Don't play a weapon-down sound when unreadying a spell
|
2013-07-25 00:46:20 -07:00 |
|
Chris Robinson
|
0db02af807
|
Set up the weapon state in the CharacterController constructor
|
2013-07-24 21:08:16 -07:00 |
|
Chris Robinson
|
705498ec24
|
Play a swish sound when attacking
|
2013-07-24 10:34:53 -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
|
11b094559f
|
Play the appropriate casting animation sound
|
2013-07-23 11:12:19 -07:00 |
|
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
|
d5d832846e
|
Rename the follow-up upper character state enum
|
2013-07-23 04:56:49 -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 |
|
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
|
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 |
|
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
|
d6324d71bf
|
Ensure mechanics actors/objects are cleared before adding them
|
2013-07-17 21:39:21 -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 |
|
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
|
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 |
|
gus
|
f7f23ac5d8
|
improvement of the chop animation. Still some jittering.
|
2013-07-15 17:18:16 +01:00 |
|
gus
|
076f98cbba
|
change way animations keys are handled (thanks KittyCat!)
|
2013-07-15 16:37:25 +01:00 |
|
gus
|
3947f44aa3
|
Porting old work
|
2013-07-13 22:24:52 +01:00 |
|
Chris Robinson
|
7883087586
|
Store a pointer to the character controller in the map
|
2013-07-12 22:31:50 -07:00 |
|
Vincent Heuken
|
b095c24854
|
resize actor collision boxes on death
|
2013-06-27 14:11:20 -07:00 |
|
Glorf
|
88f8637145
|
Bugfix #795
|
2013-06-26 22:20:24 +02:00 |
|
Marc Zinnschlag
|
f586eef604
|
Merge remote-tracking branch 'torben/pathfindingoverhaul'
|
2013-06-01 10:44:23 +02:00 |
|
Torben Carrington
|
09beafd044
|
Pathfinding Overhaul - Master cleanup! Cleaned pathfinding entirely, all AI packages that are implemented as well, Increased buffer! This makes the intro guard no longer walk into you or go to far into the room (not tested against vanilla distances but it seems accurate enough until the next itteration of pathfinding fixes).
|
2013-05-31 17:49:52 -07:00 |
|
Torben Carrington
|
a4caec56cf
|
Pathfinding Overhaul - Fixed selecting cells that are inaccessable from AIWander and pathfinding in general (sadly requires minor effort on the AI Packages implementation but it is the quickest way I can see), minor cleanup again (there is a lot to cleanup, this will prolly be in every commit).
|
2013-05-31 17:01:42 -07:00 |
|
scrawl
|
8bd712cc95
|
Fix being able to move slowly when over encumbered
|
2013-05-31 04:08:44 +02:00 |
|
Torben Carrington
|
73a9671742
|
Pathfinding Overhaul - Changed the name of checkIfNextPointReached to a more intuitive name considering what it does (checkPathCompleted) and fixed a minor bug in it, modified buildPath() to take one final parameter, a bool which dictates whether or not to always use pathfinding (like AIWander should be doing) or to allow for "shortcuts", modified all ai packages to work with these two changes.
|
2013-05-29 20:05:17 -07:00 |
|
Torben Carrington
|
c080785235
|
Pathfinding Overhaul - Finished cleaning, removed unnecessary parameter in one function, fixed use of the function in ai packages and added use of clearPath() function in aiwander, fixed algorithms and got rid of excess subtractions in getDistance functions (thanks to Chris!).
|
2013-05-29 19:26:45 -07:00 |
|
Torben Carrington
|
7b465ae4f1
|
Pathfinding Overhaul - Even more cleanup and spacing corrections, small renaming (more to come), removed a few unnecessary actions that wasted CPU time and tmp RAM.
|
2013-05-29 17:33:33 -07:00 |
|
Torben Carrington
|
96fdaf7410
|
Pathfinding Overhaul - More cleanup.
|
2013-05-29 16:10:15 -07:00 |
|
Torben Carrington
|
4838678944
|
Pathfinding Overhaul - Cleanup, removed unnecessary include, fixed spacing, added a function for clearing a path, overall preperation to begin working on fixing pathfinding.
|
2013-05-29 15:59:23 -07:00 |
|
Miroslav Puda
|
dc17fa1636
|
Removal of duplicit enumeration and unnecessary conditions.
|
2013-05-29 00:01:18 +02:00 |
|
Marc Zinnschlag
|
bbec3680c6
|
Merge remote-tracking branch 'pakanek/enchanting-mechanics'
|
2013-05-28 10:02:03 +02:00 |
|
Miroslav Puda
|
7a4a386cbe
|
Removal of tab characters.
|
2013-05-27 20:47:53 +02:00 |
|
Torben Carrington
|
dbbc96f600
|
AIWander Segmentation Fault Fix - Fixes the segmentation fault that used to occur when there was no pathgrid in the cell and a range was passed to AIWander.
|
2013-05-27 11:44:46 -07:00 |
|
Miroslav Puda
|
b40e24c50c
|
Refactorization
|
2013-05-27 20:23:04 +02:00 |
|
Miroslav Puda
|
4e17bc1499
|
Fix for display of cast cost decimal value
|
2013-05-27 20:16:57 +02:00 |
|
Miroslav Puda
|
9a9b075a02
|
Correct cast cost for enchantments.
|
2013-05-27 18:08:12 +02:00 |
|
Torben Carrington
|
ebc1fdd017
|
AIWander Patch - fixed another possibility of a bug occuring, best to fix it now then wait until it happens.
|
2013-05-27 09:05:42 -07:00 |
|
Miroslav Puda
|
1c7b94e94f
|
Switching in nextCastStyle() is now based on enum CastingStyle.
|
2013-05-27 16:08:58 +02:00 |
|
Miroslav Puda
|
252a1d9223
|
Replacement of some magical constants
|
2013-05-27 15:50:47 +02:00 |
|
Miroslav Puda
|
9e1eb8b3b1
|
Merge branch 'master' of https://github.com/zinnschlag/openmw into enchanting-mechanics
|
2013-05-27 14:45:22 +02:00 |
|
Miroslav Puda
|
4788b5e226
|
Better formula for enchantment cost and code refactorization.
|
2013-05-27 14:42:08 +02:00 |
|
Miroslav Puda
|
56edc1b213
|
Correction of getting spell range "Target".
|
2013-05-27 12:26:06 +02:00 |
|
Torben Carrington
|
bd6d54cc8f
|
AIWander Minor Patch - Forgot an else statement and another check on an empty node vector, previously no nodes in range or only one would cause the AIWander to not do anything, now they will play idles correctly still.
|
2013-05-27 03:24:41 -07:00 |
|
Marc Zinnschlag
|
bd8344b387
|
Merge remote-tracking branch 'torben/aiwander'
|
2013-05-27 10:16:37 +02:00 |
|
Torben Carrington
|
3b43ee751e
|
AI Execute Fix - May as well not create the object either to save extra time.
|
2013-05-26 19:54:59 -07:00 |
|
Torben Carrington
|
feb180724c
|
AI Execution Fix - Preiovusly AiExecute was being called even when in a menu, this was not correct behavior.
|
2013-05-26 19:33:45 -07:00 |
|
Torben Carrington
|
fd96d47fe4
|
AIWander Completed. Replicates vanilla as best possible, pathfinding needs fixing before this looks correct but once the pathfinding files are edited this will behave pretty much exactly as vanilla. Major credit to Hrnchamd for major research.
|
2013-05-26 11:30:42 -07:00 |
|
Torben Carrington
|
96daad7a22
|
AIWander - shortened some if statements and made super minor optimizations to others, now using proper GMST to load proper idlechance instead of hacky set value."
|
2013-05-26 09:31:56 -07:00 |
|
Torben Carrington
|
e37324b967
|
AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm.
|
2013-05-26 08:49:44 -07:00 |
|
Marc Zinnschlag
|
5fac75845c
|
Merge remote-tracking branch 'torben/aiescortclean'
|
2013-05-25 15:35:56 +02:00 |
|
Torben Carrington
|
ddf28ca201
|
AIEscort Cleanup - Fixed spacing, removed unnecessary includes, fixed branch itself. The other pull requests were fine, it was just this one with the problem.
|
2013-05-25 04:36:21 -07:00 |
|
Marc Zinnschlag
|
94474e8952
|
Merge remote-tracking branch 'torben/checkidlecomplete'
|
2013-05-25 12:35:34 +02:00 |
|
Torben Carrington
|
c8c1ddd927
|
Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
|
2013-05-24 20:10:07 -07:00 |
|
Torben Carrington
|
56b1384c90
|
AITravel Cleanup - Removed unnecessary includes and other varius cleanups.
|
2013-05-24 18:16:35 -07:00 |
|
Torben Carrington
|
1cfe037d6b
|
AIWander - Added support for the Repeat parameter to mimic vanilla.
|
2013-05-24 04:49:20 -07:00 |
|
scrawl
|
d9dd02c610
|
Security fixes
|
2013-05-20 12:42:11 +02:00 |
|
scrawl
|
2715520d6f
|
Cleanup Security class
|
2013-05-19 23:19:48 +02:00 |
|
scrawl
|
5173779f4b
|
Add sounds for security skill
|
2013-05-19 19:48:51 +02:00 |
|
scrawl
|
7a2d1cd8ce
|
Security skill
|
2013-05-19 18:40:37 +02:00 |
|
Chris Robinson
|
e8bbb755c3
|
Play the left-arm torch animation when it's equipped
|
2013-05-17 06:21:59 -07:00 |
|
Chris Robinson
|
4b9a888d74
|
Use the PickProbe animation group as appropriate
|
2013-05-17 01:46:51 -07:00 |
|
Chris Robinson
|
6201cb0093
|
Add a method to clear the animation queue
|
2013-05-16 06:59:41 -07:00 |
|
Chris Robinson
|
6c6200efef
|
Merge remote-tracking branch 'zini/master' into animations
|
2013-05-15 16:34:51 -07:00 |
|
scrawl
|
c41f119ba6
|
Added new game button
|
2013-05-15 17:54:18 +02:00 |
|
Chris Robinson
|
e069215583
|
Don't clear the last queued animation when it stops
|
2013-05-15 06:32:20 -07:00 |
|
Chris Robinson
|
66f55b3178
|
Play the item up/down sound when readying/unreadying weapons
|
2013-05-15 01:45:47 -07:00 |
|
Chris Robinson
|
b459a010b0
|
Fix vec.z being applied while not in the air
|
2013-05-14 23:03:28 -07:00 |
|
Chris Robinson
|
e8661794fe
|
Avoid trying to find a state for non-actors.
They're only ever play idles, unless PlayGroup is called.
|
2013-05-14 07:29:07 -07:00 |
|
Chris Robinson
|
8ec722ac92
|
Use std::find_if instead of ugly for loops
|
2013-05-13 04:08:36 -07:00 |
|
Chris Robinson
|
f83ee5d316
|
Play ready/unready animations on the upper body
|
2013-05-13 03:32:00 -07:00 |
|
Chris Robinson
|
70dc2f77ad
|
Move the priority enum to MWMechanics
|
2013-05-13 00:54:44 -07:00 |
|
Chris Robinson
|
7ba2508556
|
add a priority for death animations, and store it in the state list
|
2013-05-12 19:19:21 -07:00 |
|
Chris Robinson
|
4e389b5a8f
|
Store whether a given animation loops in the state table
|
2013-05-12 05:59:39 -07:00 |
|
Chris Robinson
|
bbb38c61cc
|
Fix queued animations
|
2013-05-12 05:08:01 -07:00 |
|
Chris Robinson
|
2c556e4036
|
Be smarter about handling non-moving animations
Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
|
2013-05-12 04:29:42 -07:00 |
|
Chris Robinson
|
6b8a687a79
|
Add methods to disable an animation
And rename WeaponState to WeaponType
|
2013-05-10 22:22:39 -07:00 |
|