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
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
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
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
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
scrawl
8bd712cc95
Fix being able to move slowly when over encumbered
2013-05-31 04:08:44 +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
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
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
Chris Robinson
abc676eedd
Allow specifying which bone groups to play an animation on
2013-05-10 20:05:09 -07:00
Chris Robinson
7c3b014193
Figure out which animations to play based on priority
...
Bone group will also be taken into account later.
2013-05-10 18:37:44 -07:00
Chris Robinson
ccff364b52
Use a map of active layers instead of an array
...
A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.
In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
2013-05-10 03:08:07 -07:00
Chris Robinson
90e29c83c0
Merge remote-tracking branch 'zini/master' into animations
...
Conflicts:
apps/openmw/mwmechanics/character.cpp
2013-05-06 19:17:39 -07:00
kpp
dcccfd9f22
Initialize values
2013-05-02 22:43:21 +04:00
Chris Robinson
a120653c38
Implement handling weapon states
2013-05-01 10:19:16 -07:00
Marc Zinnschlag
95eeea2a27
Revert "Merge remote-tracking branch 'glorf/acrobatics'"
...
This reverts commit 089ef7a2a0
, reversing
changes made to 67422c397c
.
2013-05-01 16:56:16 +02:00
Glorf
b8630239d7
Code cleanup
2013-05-01 12:25:02 +02:00
Glorf
236ec3409f
Finished acrobatics
2013-05-01 12:21:59 +02:00
Chris Robinson
4b15da076b
Move getStateInfo into the character controller
2013-04-30 19:26:41 -07:00
Glorf
d30e43784a
Fatigue decrease when jumping, live decrease when falling
2013-04-30 23:39:56 +02:00
Glorf
5a8c1661be
Jump acrobatics working, started falling acrobatics implementation
2013-04-30 20:44:17 +02:00
Glorf
add3cd6456
Advance acrobatics on jump
2013-04-30 18:22:59 +02:00
Chris Robinson
05060e57ec
Add a weapon state to the character controller
2013-04-29 13:07:49 -07:00
scrawl
07891fa213
Athletics skill increase
2013-04-28 07:53:04 +02:00
Chris Robinson
274f3c7b77
Force character state to update after switching view modes
2013-04-25 07:08:11 -07:00
Chris Robinson
e4eb4b7e30
Keep track of the character looping state
2013-04-25 06:29:17 -07:00
Chris Robinson
9da2c9153e
Don't store the animation group string in the character controller
2013-04-25 06:12:37 -07:00
Chris Robinson
24f1eba902
Keep track of whether an animation supplies movement
...
Also handle it when it doesn't.
2013-04-24 22:45:43 -07:00
Chris Robinson
0817d59f23
Allow specifying where to start in an animation
2013-04-24 19:09:36 -07:00
Chris Robinson
333354fe62
Remove the character controller from the Animation class
2013-04-24 07:10:41 -07:00
Chris Robinson
b80891099e
Don't use the character controller to handle text keys
...
The Animation class has the Ptr and can call to whatever subsystem is needed.
2013-04-24 06:48:34 -07:00
Chris Robinson
e8cabc9434
Pass the loop count from loopgroup to the play method
...
Instead of queueing each iteration separately.
2013-04-24 06:32:11 -07:00
Chris Robinson
c58dfbe921
Specify the loop count to Animation::play
2013-04-24 04:56:39 -07:00
Chris Robinson
8782ae6976
Separate some Animation fields into a separate AnimLayer class
2013-04-22 23:52:28 -07:00
Chris Robinson
bb64efc18e
Improve looping behavior
2013-04-22 05:08:52 -07:00
Chris Robinson
6c85d6763a
Pass "loop stop" to the character controller
2013-04-21 18:38:25 -07:00
Chris Robinson
d0703efd69
Another place to check the class' isActor method
2013-03-31 17:32:39 -07:00
Chris Robinson
4836ba16f7
Implement turning states
2013-03-31 03:50:20 -07:00
Chris Robinson
7b02ec411b
Apply the rotation when updating the character controller
2013-03-31 01:29:24 -07:00
Chris Robinson
466c0086b8
Use a full Movement to hand off to the world physics update
2013-03-31 00:13:56 -07:00
Chris Robinson
0ce188b7cc
Store the position and rotation in MWMechanics::Movement
2013-03-30 19:00:46 -07:00
Chris Robinson
af65ecd841
Pass the movement vector in as a parameter to CharacterController::update
2013-03-30 18:37:40 -07:00
scrawl
268bb23590
Implemented sneaking animation
2013-03-06 16:58:56 +01:00
Chris Robinson
48271e49ec
Properly update the Ptr object in the mechanics manager when moving across cells
2013-02-25 09:57:34 -08:00
Chris Robinson
89d4c245e9
Better calculate jump velocity
...
The fatigue term isn't currently used correctly
2013-02-24 03:30:33 -08:00
Chris Robinson
d77d035d3a
Handle the "sound" events in runAnimation
2013-02-23 14:15:11 -08:00