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587 commits

Author SHA1 Message Date
scrawl
cc59493cb2 Don't restart the jump animation when equipping a different weapon (Fixes #2286) 2015-07-16 20:03:16 +02:00
scrawl
b5c79738f1 Fix enchantments casting more than once per button press, broken by a1432b0255 2015-07-16 19:56:09 +02:00
scrawl
17ada63fcb Don't play turning animations on the upperbody when in first person mode (Fixes #2287) 2015-07-15 16:43:11 +02:00
scrawl
83cceeee72 Use the extended animation priority for Block animations, allow starting attacks during a block animation (Fixes #2761) 2015-07-15 16:43:11 +02:00
scrawl
cf14d1748c Use the extended animation priority for Hit animations 2015-07-15 16:33:10 +02:00
scrawl
50db6ed396 Use the extended animation priority for weapon animations 2015-07-15 14:40:36 +02:00
scrawl
335ef97cf5 Rename Animation::Group to Animation::BlendMask
The old naming is problematic, because the term group was being used for another feature (text key groups) already.
2015-07-15 13:49:16 +02:00
scrawl
a7bd050928 Accurate attack timings in AiCombat 2015-07-03 05:58:12 +02:00
scrawl
741e5db862 Fix for non-bipedal creatures that use weapons, e.g. rieklings 2015-07-03 05:37:18 +02:00
scrawl
d07b176b36 Take into account hit recovery, knockdown and other animations for AiCombat attack timing 2015-07-03 02:18:35 +02:00
scrawl
a1432b0255 Move attackingOrSpell flag to the CharacterController 2015-07-02 19:14:28 +02:00
scrawl
882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
beb1086260 Fix attackStrength being unset for creatures with no weapons 2015-06-26 04:21:10 +02:00
scrawl
6e5f3339ad Make sure to play IdleSwim when the character is swimming (Bug #2696) 2015-06-17 20:49:01 +02:00
scrawl
f017fd6860 Reduce includes in animation.hpp 2015-06-14 23:13:26 +02:00
scrawl
4c09ecef72 Normalize fixes 2015-06-05 03:41:10 +02:00
scrawl
4bb3cbf0fb Remove last remains of Ogre 2015-06-03 23:04:35 +02:00
scrawl
b70383d127 Remove last remains of Ogre math 2015-06-03 21:37:21 +02:00
scrawl
2eec0caca0 Remove dependency on Ogre::StringConverter 2015-06-03 19:59:54 +02:00
scrawl
7bacb9418d Various math code ported to osg 2015-06-03 19:41:19 +02:00
scrawl
ccd95419e5 Restore various raycasting 2015-06-01 01:57:15 +02:00
scrawl
71bafcb52b Restore head tracking 2015-05-31 18:04:14 +02:00
scrawl
a066b24303 Restore WeaponAnimation 2015-05-31 01:07:43 +02:00
scrawl
988a9cad58 getHitContact Head exception fix 2015-05-30 01:41:38 +02:00
scrawl
fd50be0fb8 Restore various gameplay 2015-05-30 01:00:24 +02:00
scrawl
af2f26d04d Particle fixes 2015-05-29 20:45:27 +02:00
scrawl
f4ee805e3b Object animation fix 2015-05-28 15:44:58 +02:00
scrawl
22f01b1232 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/launcher/graphicspage.cpp
	apps/opencs/editor.cpp
	apps/opencs/model/doc/document.cpp
	apps/opencs/view/render/cell.cpp
	apps/opencs/view/render/mousestate.cpp
	apps/opencs/view/render/textoverlay.cpp
	apps/opencs/view/render/worldspacewidget.cpp
	apps/openmw/mwclass/creature.cpp
	apps/openmw/mwclass/npc.cpp
	apps/openmw/mwgui/inventorywindow.cpp
	apps/openmw/mwgui/loadingscreen.cpp
	apps/openmw/mwgui/mapwindow.cpp
	apps/openmw/mwgui/pickpocketitemmodel.cpp
	apps/openmw/mwgui/waitdialog.cpp
	apps/openmw/mwmechanics/combat.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwrender/globalmap.cpp
	apps/openmw/mwworld/physicssystem.cpp
	apps/openmw/mwworld/refdata.cpp
	apps/openmw/mwworld/scene.cpp
	apps/openmw/mwworld/worldimp.cpp
	components/sdlutil/sdlinputwrapper.cpp
	extern/shiny/Main/Factory.cpp
	extern/shiny/Main/MaterialInstance.cpp
	extern/shiny/Main/Platform.cpp
	extern/shiny/Main/ShaderSet.cpp
2015-05-23 20:33:44 +02:00
Rohit Nirmal
396fba7fa9 Silence -Wreorder warnings, and remove -Wno-reorder. 2015-05-21 22:46:44 -05:00
scrawl
2235d2978b Restore animation text key handling 2015-05-22 04:36:33 +02:00
scrawl
47758c11cd Readded collision objects and movement physics 2015-05-12 03:02:15 +02:00
scrawl
83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 2015-04-30 00:10:24 +02:00
scrawl
0ff7b2ff11 MechanicsManager, frame update 2015-04-25 15:19:17 +02:00
scrawl
a3417a9c49 CharacterController compiles 2015-04-25 01:20:07 +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
scrawl
3879ce6ac1 Get rid of "player" string checks (Fixes #2216) 2015-03-11 23:07:39 +01:00
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
scrawl
0c6e2170db Include cleanup 2015-02-05 04:18:42 +01:00
scrawl
bdcc3a4036 Add missing swish sound for thrown weapons 2015-01-31 22:40:40 +01:00
scrawl
f35c9b7a69 Clang warning fixes (thanks hemite) 2015-01-27 23:12:20 +01:00
scrawl
fafc14d5a0 Add proper air movement mechanics (Fixes #2077) 2015-01-13 05:37:43 +01:00
scrawl
5e7e40aac9 Fix being able to switch weapons while knocked out 2015-01-04 19:54:49 +01:00
scrawl
d56906acf7 Fix the creature position glitch 2015-01-03 19:10:15 +01:00
scrawl
70d3bfc6ed Fix idle animation not restarting immediately for creatures 2015-01-01 03:38:54 +01:00
scrawl
d26d5f6c26 Fix outdated bone locations when camera view is changed while paralyzed 2014-12-31 17:25:06 +01:00
scrawl
d1a29300f0 Handle bipedal creatures not using weapons (Fixes #2238) 2014-12-31 16:59:21 +01:00
scrawl
6c9875969a Stop idle animations for non-biped creatures when attacking/moving
The idle animation wouldn't be visible anyway, since these creatures don't have animation layers. However sounds tagged in the animation would still play.
2014-12-28 15:34:47 +01:00
scrawl
1bd3ab8a2d Fix torch animation playing when torch is hidden (Fixes #2236) 2014-12-28 14:17:53 +01:00
scrawl
8bc7eb5530 PlayGroup: Don't loop animations with no loop keys (Fixes #2223) 2014-12-24 15:45:13 +01:00
scrawl
f931ba2efc Fix some static analysis issues (coverity) 2014-12-24 15:45:12 +01:00
scrawl
d962f0918d Implement NPC head tracking (Fixes #1720) 2014-12-16 20:47:45 +01:00
scrawl
60aa209144 Implement drowning when knocked out underwater (Fixes #1228) 2014-12-12 17:42:56 +01:00
scrawl
d034a079e6 Allow equipping twohanded weapon and shield at the same time (Fixes #1785)
The shield can be equipped, meaning armor rating and item enchantments apply, but can not be blocked with.
2014-12-12 16:49:22 +01:00
scrawl
bc85bb32c2 Fix vampirism magic effect not applying immediately (Fixes #1984) 2014-12-12 02:39:59 +01:00
scrawl
3c747195ae Add fall damage for creatures (Fixes #2201) 2014-12-10 17:21:34 +01:00
scrawl
416d549568 Fix animation glitch caused by knockdown
If the player was knocked down while having no weapon, spell nor fists ready, the animation state would incorrectly shift to "weapon equipped" even though no weapon is equipped.
2014-12-05 22:02:18 +01:00
scrawl
14ae6d28b0 Fix being able to jump when overencumbered 2014-12-03 18:28:35 +01:00
scrawl
5f5fcc2fef Make PlayGroup use an indefinite number of loops (Fixes #2156) 2014-11-28 17:15:31 +01:00
scrawl
f117a75747 Force walk animation when flying (Fixes #2015) 2014-10-17 19:11:06 +02:00
scrawl
5c3bc6563b Fix divisions by zero in normalizedEncumbrance 2014-10-05 15:50:01 +02:00
scrawl
e9ed0211c9 Attempt to fix Clang warnings 2014-09-28 12:44:47 +02:00
Marc Zinnschlag
175d4f3d44 Merge remote-tracking branch 'ragora/playdeathlevelupmusic' 2014-09-23 13:30:50 +02:00
Ragora
06e683d378 Added code to play music on level up and on death 2014-09-23 04:58:19 -04:00
scrawl
447e93bdb4 Use SpellCast animation for creatures that have it (flame atronach) 2014-09-18 03:24:47 +02:00
scrawl
3ce3f31452 Adjust turning animation speed multiplier based on turning speed 2014-09-17 07:02:19 +02:00
scrawl
6debd21ec6 Make sure the Jump control is always handled by the PhysicsSystem even if game runs faster than the minimum physics timestep 2014-09-17 07:02:19 +02:00
scrawl
269c200c8f Fix jump velocity mechanics (Fixes #1708) 2014-09-17 07:02:19 +02:00
scrawl
b6a89c7845 Fix idlestorm animation conflict with torch animation 2014-09-17 07:02:19 +02:00
scrawl
4c285151a3 Fix incorrect movement animation for some creatures (Fixes #1924) 2014-09-17 07:02:10 +02:00
scrawl
157c53bed4 Handle spellcasting for creatures with no casting animation (Fixes #1856) 2014-09-15 10:42:44 +02:00
scrawl
dd5f4947d7 Add a TODO comment 2014-09-09 05:05:20 +02:00
scrawl
a9847c9453 Fix creature attacking flag not being reset after the attack starts (Fixes #1889) 2014-09-09 00:27:25 +02:00
scrawl
adbc50366b Use random attack strength for creatures (Bug #1876)
Determining the attack strength from the time the wind-up animation was held will not work properly, as most creatures don't have this animation.

This fixes another balancing issue with Rieklings (they were previously using an attack strength of 1 every time).
2014-09-07 18:55:59 +02:00
MiroslavR
931e778b4d Initialize mHasMovedInXY in CharacterController 2014-09-06 21:31:48 +02:00
MiroslavR
b1a449a0b9 Fix wolfrun sound playing all the time when running is default 2014-09-06 05:52:47 +02:00
scrawl
84a0d064cd Fall back to regular death animation if deathknockdown/deathknockout don't exist (Fixes #1870) 2014-09-02 15:14:23 +02:00
scrawl
feeb740497 Fix bone not found exception for golden saint spellcasting 2014-08-28 17:02:11 +02:00
scrawl
fc7ed05da8 Knock out actors when fatigue base is 0 (Fixes #1847) 2014-08-26 03:02:06 +02:00
scrawl
c5c822ecba Use Chop attack when walking diagonally (Fixes #1729) 2014-08-24 02:38:00 +02:00
scrawl
e0e4cbbb41 Implement Light magic effect (Fixes #1122) 2014-08-24 02:37:59 +02:00
scrawl
d8943aef2f Encapsulate magic effect magnitude (Feature #1489) 2014-08-17 03:58:04 +02:00
scrawl
8ae6796b2f Play creature movement animation without scaling if a fallback is used (Fixes #1797) 2014-08-13 01:53:56 +02:00
scrawl
34847baa54 Disable head animations for dead actors (Fixes #1781) 2014-08-11 05:00:13 +02:00
Marc Zinnschlag
dbf5613d8c cleanup 2014-08-03 09:28:44 +02:00
Digmaster
a32ab842ae Added ForceJump/ForceMoveJump commands 2014-08-02 22:42:40 -07:00
scrawl
8455ed6279 Cancel upper body animations when knocked down 2014-07-28 19:51:29 +02:00
scrawl
c9150c9680 Initialize character skeleton to a suitable pose (Fixes #1473) 2014-07-13 10:40:48 +02:00
scrawl
742d008765 Fix initializing CharacterController with fists or spell equipped 2014-07-08 10:30:46 +02:00
scrawl
ee81698089 Always control movement by animation except for first person or in-air 2014-07-08 10:30:45 +02:00
scrawl
10ef0a34d9 Update effects even when main animation is paused (Fixes #1585) 2014-06-28 17:54:14 +02:00
scrawl
911bd0e340 Use walk animation as fallback if there's no run animation (Fixes #1578) 2014-06-28 00:07:13 +02:00
scrawl
07d0f4458d Rotate clouds/particles to come from red mountain (Fixes #245) 2014-06-27 03:22:00 +02:00
scrawl
9eb8addc70 Make flying creatures fall when paralyzed (Fixes #1494) 2014-06-27 03:21:50 +02:00
scrawl
3d9bdad8ba Correct run speed for creatures (by Hrnchamd - Fixes #1136) 2014-06-25 00:51:02 +02:00
scrawl
693a097b21 Implement idlestorm animation (Feature #41) 2014-06-24 18:37:38 +02:00
scrawl
9a6737073f Fix broken swimdeath in first person 2014-06-18 16:57:54 +02:00
scrawl
345ba99c17 Fix WeaponAnimationTime not working after restoring draw state (when loading save or re-entering a cell - Fixes #1497) 2014-06-16 02:52:25 +02:00
scrawl
9ea071c1e8 Fix weapon incorrectly showing when saving and loading with spell equipped 2014-06-16 02:52:25 +02:00
scrawl
e288437885 Disable all other animations on death (Fixes #1483) 2014-06-15 14:18:16 +02:00
mrcheko
fc6366fb27 Merge remote-tracking branch 'upstream/master'
Equipping_Weapon check isn't needed cause there won't be WeapType_None in
that case

Conflicts:
	apps/openmw/mwmechanics/character.cpp
2014-06-13 14:12:41 +04:00
mrcheko
698cbba6ef old bug + comment fix 2014-06-09 23:02:06 +04:00
scrawl
69855097ca Fix an always true condition (Bug #1355) 2014-06-08 11:22:37 +02:00
scrawl
927ae00454 Fix code that stopped animation immediately after starting it, due to thinking it has completed (Fixes #1370) 2014-06-08 11:22:37 +02:00
scrawl
d2e98c4de1 Fix forced switch to third person on death not always working
For instance, when dying from fall damage
2014-06-05 17:21:02 +02:00
scrawl
0966755a0c Store death animation index in CreatureStats 2014-05-26 20:52:32 +02:00
Emanuel Guevel
1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
mrcheko
aa5647b45e merge master, resolve conflicts 2014-05-17 19:20:57 +04:00
scrawl
dfacf8c044 Change ActiveSpells to use ActorId 2014-05-14 07:14:08 +02:00
scrawl
365ca6c7e1 Fixes #1331: Manually disable movement state for dead actors.
For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
2014-05-13 21:47:45 +02:00
mrcheko
e4fe78937a Merge remote-tracking branch 'upstream/master' 2014-05-12 22:06:26 +04:00
mrcheko
f596b698d9 fixes to slow-down at jump startup and infinite air intertia growth 2014-05-04 18:15:07 +04:00
scrawl
fc7e79027a Fixes #1144: Don't refreshCurrentAnims when adding already dead actors 2014-05-01 16:55:16 +02:00
mrcheko
6a3dddfb9a merge master 2014-04-27 13:49:31 +04:00
scrawl
04964595ef Fixes #1270, Fixes #1201: Update active weapon/spell icons every frame 2014-04-26 16:44:20 +02:00
mrcheko
f3626adc86 remake of z-moving in combat for flying/swimming enemies 2014-04-26 00:20:55 +04:00
mrcheko
fbd0ffe86f enable z-moving for flying/water combatants 2014-04-22 22:59:39 +04:00
scrawl
688415ce54 Play deathknockout/deathknockdown animations when appropriate 2014-03-26 18:55:16 +01:00
scrawl
394284d0f8 Fixes #1209: Tarhiel never falls
There are a few pitfalls with this code:
 - Gravity is only considered when applying queued movement. Therefore, make sure to queue some movement every frame. (Could be refactored in the future?)
 - The character controller never detects being in free fall (!World::isOnGround) unless movement has been applied.
2014-03-22 02:08:04 +01:00
scrawl
12de0afb03 Feature #50: Spawn projectiles
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
mrcheko
a6be72673c improves animation-controlled velocity check 2014-02-08 16:59:15 +02:00
scrawl
6ce499f0e6 Fixes #848: Use hardcoded animation velocity for first person movement 2014-02-06 04:05:22 +01:00
scrawl
ffe19e7a52 Feature #50: Handle attach & release of projectiles 2014-02-05 05:18:11 +01:00
scrawl
8b8fb931a0 Feature #50: Don't allow ranged weapon attack when ammunition is empty 2014-02-05 05:18:10 +01:00
scrawl
a07eaa0c0d Feature #50: Allow body pitch in third person for ranged weapon aiming 2014-02-05 05:18:10 +01:00
scrawl
5ee105c812 Fix typo 2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5 Feature #50: Handle weapon controllers (i.e. bowstring animations, etc) 2014-02-05 05:18:10 +01:00
scrawl
df78357e05 Handle knockout separately (Closes #1151) 2014-02-05 05:18:09 +01:00
mrcheko
688f359a33 discard creatures speed and negative fatique changes 2014-02-03 23:09:26 +02:00
mrcheko
761f13d3ce activate whole-body attack animations 2014-02-02 16:29:51 +02:00
mrcheko
b85a4dd35e pos accum without conformity with animation bug/creature speed 2014-02-02 15:01:49 +02:00
scrawl
49e26415be Don't call loadGame() from within the MWMechanics::Actors update sequence 2014-02-01 18:42:00 +01:00
Marc Zinnschlag
1b5301eec0 Merge branch 'savedgame'
Conflicts:
	apps/openmw/mwbase/mechanicsmanager.hpp
	apps/openmw/mwbase/soundmanager.hpp
	apps/openmw/mwgui/mapwindow.hpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwsound/soundmanagerimp.hpp
	components/esm/loadcell.cpp
2014-02-01 18:16:32 +01:00
scrawl
067c2bc2ec Disable combat movements for creatures without weapons 2014-01-31 04:43:35 +01:00
scrawl
7820ea5806 "Always best attack" should only affect the player 2014-01-31 04:43:35 +01:00
scrawl
39d86a9468 Improvements to smooth NPC steering 2014-01-31 04:43:29 +01:00
mrcheko
80d8aa4030 bug with sequence of knockouts; giving sense to some hit state code 2014-01-30 23:54:26 +02:00
mrcheko
e50e94af0b remove CreatureStats::mAttackType, set/getAttackType() 2014-01-27 23:05:17 +02:00
mrcheko
fe0268062d merge with master 2014-01-27 22:38:01 +02:00
mrcheko
45b3aa3d93 corrected things connected to determining attack type 2014-01-26 23:32:57 +02:00
scrawl
b1066de81d Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit 4e360136b1, reversing
changes made to 047bbe43b2.

Conflicts:

	apps/openmw/mwmechanics/aicombat.cpp
2014-01-26 00:31:44 +01:00
scrawl
28185e2017 Death/godmode fixes: Revive player *after* character update, since there might be fall damage. 2014-01-25 15:54:24 +01:00
scrawl
03cf383be7 Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
Conflicts:
	apps/openmw/mwgui/referenceinterface.cpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwscript/cellextensions.cpp
	apps/openmw/mwworld/cells.cpp
	apps/openmw/mwworld/cells.hpp
	apps/openmw/mwworld/cellstore.cpp
	apps/openmw/mwworld/store.cpp
	apps/openmw/mwworld/worldimp.cpp
2014-01-24 18:28:35 +01:00
mrcheko
87e83a92f8 refactoring of setting an attack type 2014-01-23 23:14:20 +02:00
scrawl
16f5f5862d Feature #956: Implement blocking melee attacks 2014-01-21 23:25:24 +01:00
scrawl
fec26342cd Query the number of animation groups for death/hit animations, since they can vary a lot (argonian/khajiit, creatures, first person..) 2014-01-19 21:11:48 +01:00
mrcheko
339399f8b1 bug fix/logic fix/future suggestion 2014-01-19 22:09:51 +02:00
scrawl
4e360136b1 Merge remote-tracking branch 'mrcheko/master'
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/character.cpp
	apps/openmw/mwmechanics/character.hpp
2014-01-19 14:01:39 +01:00
scrawl
047bbe43b2 Don't complain about missing jump animations 2014-01-19 13:46:40 +01:00
scrawl
13646a651b Issue #777: Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats. 2014-01-19 13:32:58 +01:00
scrawl
5049f3b134 Fix the group for creature attack animations 2014-01-17 20:18:35 +01:00
mrcheko
a11a6b616b Merge remote-tracking branch 'upstream/master' 2014-01-17 21:00:55 +02:00
scrawl
9b32b1403b Feature #960: Implement Creature::hit 2014-01-17 17:19:08 +01:00
scrawl
228254c890 Handle creature attack animations in character controller 2014-01-17 16:31:27 +01:00
scrawl
c548dcee13 Quick keys menu: make sure selected spell still exists 2014-01-17 15:20:22 +01:00
mrcheko
f2ad1c18f2 fix merging problem/some logic fixes 2014-01-16 22:24:05 +02:00
mrcheko
d5f794d4fb update to combat ai behaviour 2014-01-15 22:56:55 +02:00
scrawl
d544551f61 Added getSkill to Class interface, since creatures also have skills (which are provided by generalized Combat, Magic and Stealth attributes which substitute for the specific skills, in the same way as specialization)
Information provided by Hrnchamd.
2014-01-15 15:50:45 +01:00
scrawl
7534fc968d Minor acrobatics fixes 2014-01-15 14:53:30 +01:00
scrawl
da3295d69c Closes #1106: Move stance to CreatureStats, since creatures also have separate run/walk animations. 2014-01-15 14:53:29 +01:00
scrawl
de64c57179 Fix some typos and accidental commit 2014-01-15 14:53:28 +01:00
scrawl
52b9ebff9d Closes #1092: Implement sleep interruption. Fix levelled list flags for creatures. Change World::copyObjectToCell to search for the correct cell. 2014-01-14 07:42:03 +01:00
scrawl
83872f6bf5 Knockdown / hit recovery improvements. Use formula and GMSTs from research wiki for knockdown determination. Hand-to-hand automatically knocks out when fatigue empty. 2014-01-13 10:18:02 +01:00
scrawl
767c72e619 Fix diagonal movement being faster than forward movement 2014-01-12 10:04:06 +01:00
scrawl
921ef6cd9c Closes #1093: Show weapon when initializing the character controller with a weapon equipped 2014-01-12 00:42:27 +01:00
scrawl
44b2380874 Closes #947: Decrease fatigue when running, swimming and attacking 2014-01-11 22:28:50 +01:00
Marc Zinnschlag
1b03eec63e Merge remote-tracking branch 'scrawl/master' 2014-01-11 11:43:12 +01:00
scrawl
3896c88403 Use VFX_DefaultCast / VFX_DefaultHit if the magic effect does not specify any 2014-01-11 05:58:05 +01:00
Marc Zinnschlag
f62497dfdc Merge remote-tracking branch 'mrcheko/master' 2014-01-10 19:08:35 +01:00
mrcheko
ffcb7fb280 fix for bug scrawl mentioned 2014-01-10 19:04:07 +02:00
mrcheko
d41f27451b appropriate camera vanity<>preview mode switch + hit recoils fix 2014-01-09 23:36:40 +02:00
Marc Zinnschlag
85707b5e3e Merge remote-tracking branch 'scrawl/master' 2014-01-09 09:35:54 +01:00
scrawl
098f9712f1 Add getPlayerPtr() utility method. Reduces dependencies a lot. 2014-01-08 18:39:44 +01:00
mrcheko
46519062d3 hit recoils/knockdowns feature 2014-01-08 16:05:14 +02:00
mrcheko
2591ff2d5a bug repairing 2014-01-06 22:00:01 +02:00
scrawl
62774fcc4a Merge branch 'master' into HEAD
Conflicts:
	apps/openmw/mwbase/world.hpp
	apps/openmw/mwinput/inputmanagerimp.cpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwworld/worldimp.cpp
	apps/openmw/mwworld/worldimp.hpp
	components/esm/loadtes3.cpp
2014-01-06 00:23:17 +01:00
mrcheko
7002412760 resolve conflict in character.cpp 2014-01-04 17:55:09 +02:00
scrawl
b22dd40b41 Implement Paralyze magic effect 2014-01-03 17:06:05 +01:00
mrcheko
79e972bdb6 resolved accompanying minor problems 2014-01-02 21:54:41 +02:00
mrcheko
16e10cc702 error fix 2014-01-01 22:46:29 +02:00
mrcheko
09a0a69b04 more improvements 2014-01-01 21:40:31 +02:00
mrcheko
a8fb1ae51c improved, added knockdown after falling 2013-12-31 17:55:04 +02:00
mrcheko
d6345bce91 added npc hit reactions 2013-12-31 13:24:20 +02:00
scrawl
79a440e94a Many additions to 900bc06d2c:
- Fix indentation
 - Consider any kind of light, not just torch_infinite_time
 - Hostile NPCs should also wear lights, if they have nothing else that could use the slot (or a twohanded weapon)
 - Remove redundant code and don't add additional lights to the inventory
 - World::isDark returns false for interiors which are unaffected by weather
2013-12-30 17:57:41 +01:00
Marc Zinnschlag
6de39a7329 Merge remote-tracking branch 'lgro/issue845_NPCs_hold_torches_whole_day'
Conflicts:
	apps/openmw/mwmechanics/character.cpp
2013-12-29 15:00:31 +01:00
scrawl
17ff8165d2 Closes #1065: Don't apply fall damage when landing in water 2013-12-29 00:36:36 +01:00
scrawl
85ec80100c Bug #1005: Hide torches/shields during spellcasting and hand-to-hand combat 2013-12-27 22:00:16 +01:00
scrawl
7265b427fe Bug #1013: Rewrote fall height detection 2013-12-27 21:21:18 +01:00
scrawl
a3017e16d4 Don't allow changing the spell that is being cast mid-animation 2013-12-26 22:32:39 +01:00
scrawl
5054d8e6c1 Bug #1055: Check power use and mana before starting cast animation 2013-12-26 22:06:13 +01:00
Lukasz Gromanowski
900bc06d2c Fixes #845: NPCs hold torches during the day
Moved 'equipping torches at night and unequipping at day' code from Character
to Actors class.

Removed unneeded showLights method (introduced in previous commits)
from animation/npcanimation classes.

Since this commit autoEquip() method doesn't automatically equip lights.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 22:38:23 +01:00
Lukasz Gromanowski
abc126e2af Fixes #845: NPCs hold torches during the day
Added check for Player character so it won't be affected by showing,
or hidding torches.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 01:01:30 +01:00
Lukasz Gromanowski
6eb674e4e5 Fixes #845: NPCs hold torches during the day
Added equipping/unequipping torches.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 00:18:34 +01:00
Lukasz Gromanowski
92072d968b Fixes #845: NPCs hold torches during the day
Simplified a bit code which shows and hides light.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-19 21:11:07 +01:00
mrcheko
3816a09c6f bug 428 ask to load recent saved game 2013-12-19 22:08:34 +02:00
mrcheko
f50ff0b1c4 reworked http://bugs.openmw.org/issues/428 2013-12-16 15:40:47 +02:00
mrcheko
fd9f8c34f6 bug fix http://bugs.openmw.org/issues/428 2013-12-15 18:50:25 +02:00
Lukasz Gromanowski
91a4d9a2eb Fixes #845: NPCs hold torches during the day
Added method in WeatherManger and World which returns true if it is night.
This method is used later in character controller to show torches
(or other sources of light) at night and hide them at day.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-10 23:48:49 +01:00
Marc Zinnschlag
77a2179d1e Merge remote-tracking branch 'scrawl/master' 2013-12-09 18:39:34 +01:00
scrawl
0bc3a13c0f Break invisibility on Use or Activate 2013-12-08 23:36:37 +01:00
scrawl
37a7ee8fcd Set alpha value of character animations according to Invisibility / Chameleon effects. 2013-12-08 23:05:21 +01:00
Lukasz Gromanowski
bfd79bfbe6 Various fixes for CppCheck warnings.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-06 07:36:16 +01:00
scrawl
d2ed77f3f2 Fix shields being visible during spellcasting 2013-11-23 20:24:52 +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
fc268bf302 Initialize mFallHeight 2013-11-17 23:31:08 +01:00
scrawl
2a11618ee7 Make sure the equipped weapon HUD icon is updated properly 2013-11-17 23:31:07 +01:00
scrawl
d49b6f19ff Don't advance acrobatics skill for NPCs 2013-11-16 02:11:11 +01:00
scrawl
9c5847e2f4 Fix VFX not getting removed when an actor dies 2013-11-14 14:52:30 +01:00
scrawl
0b5f5351b5 Fix continuous FX getting removed instantly 2013-11-14 13:30:48 +01:00
scrawl
a6e2f43b75 Stop continuous VFX when the effect is no longer active. 2013-11-13 15:44:43 +01:00
scrawl
9b0e82a37f Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends) 2013-11-13 14:02:15 +01:00
scrawl
ffdb91bb21 Add particles for Cast + Hit. Not looking quite right yet. 2013-11-11 23:43:28 +01:00
scrawl
cbe96a2170 Refactor ActiveSpells to track range type. Added basic self range magic. 2013-11-09 07:51:46 +01:00
Emanuel Guevel
2abe5c1c9a Acrobatics: do not apply fall damages when slowfalling spell effect is active
If spell effect ends up in mid-air, calculate fall height from then.
2013-10-02 23:34:25 +02:00
Emanuel Guevel
6e09a5fb4a Acrobatics: reinit fall height at current height rather than zero
To prevent problems.
2013-10-02 23:34:25 +02:00
Emanuel Guevel
2b992ef3b5 Acrobatics: use calculated fatigueTerm 2013-10-02 23:34:24 +02:00
Emanuel Guevel
4c151e59a2 Acrobatics: do not touch modified stats 2013-10-02 23:34:24 +02:00
Emanuel Guevel
4860514865 Acrobatics: cosmetic changes 2013-10-02 23:34:24 +02:00
Emanuel Guevel
b8c60dabb3 Reintroduce Acrobatics changes made by Glorf
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
2013-10-01 23:35:34 +02:00
Chris Robinson
cf6e3ab933 Fix a potential divide-by-zero 2013-08-19 09:36:51 -07:00
Chris Robinson
2ec39f3622 Don't start the jump animation until after the actor is airborn
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
2013-08-19 08:24:47 -07:00
Chris Robinson
ac3d3df9fc Implement jumping animations 2013-08-19 08:10:18 -07:00
Chris Robinson
6e9f15793d Implement a jumping state 2013-08-18 23:42:56 -07:00
Chris Robinson
b0f8045c72 Improve mid-air control 2013-08-18 05:59:06 -07:00
Chris Robinson
9d56e2d86d Apply movement by queueing it to do later 2013-08-17 22:34:38 -07:00
Chris Robinson
6fd4cdb5fb Play randomized werewolf sounds 2013-08-11 00:53:17 -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
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
eab4e09566 Handle the pick/probe in the character controller 2013-08-06 19:48:59 -07:00
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
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
scrawl
7dc30a01cd Some changes suggested by cppcheck 2013-07-31 18:46:32 +02:00
Chris Robinson
4ad28ed369 Don't play a weapon-down sound when unreadying a spell 2013-07-25 00:46:20 -07:00
Chris Robinson
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
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