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add a priority for death animations, and store it in the state list
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@ -40,55 +40,56 @@ namespace MWMechanics
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static const struct {
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CharacterState state;
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const char groupname[32];
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MWRender::Animation::Priority priority;
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bool loops;
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} sStateList[] = {
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{ CharState_Idle, "idle", true },
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{ CharState_Idle2, "idle2", true },
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{ CharState_Idle3, "idle3", true },
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{ CharState_Idle4, "idle4", true },
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{ CharState_Idle5, "idle5", true },
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{ CharState_Idle6, "idle6", true },
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{ CharState_Idle7, "idle7", true },
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{ CharState_Idle8, "idle8", true },
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{ CharState_Idle9, "idle9", true },
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{ CharState_IdleSwim, "idleswim", true },
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{ CharState_IdleSneak, "idlesneak", true },
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{ CharState_Idle, "idle", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle2, "idle2", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle3, "idle3", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle4, "idle4", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle5, "idle5", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle6, "idle6", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle7, "idle7", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle8, "idle8", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle9, "idle9", MWRender::Animation::Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", MWRender::Animation::Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkForward, "walkforward", true },
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{ CharState_WalkBack, "walkback", true },
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{ CharState_WalkLeft, "walkleft", true },
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{ CharState_WalkRight, "walkright", true },
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{ CharState_WalkForward, "walkforward", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkBack, "walkback", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkRight, "walkright", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkForward, "swimwalkforward", true },
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{ CharState_SwimWalkBack, "swimwalkback", true },
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{ CharState_SwimWalkLeft, "swimwalkleft", true },
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{ CharState_SwimWalkRight, "swimwalkright", true },
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{ CharState_SwimWalkForward, "swimwalkforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", MWRender::Animation::Priority_Default, true },
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{ CharState_RunForward, "runforward", true },
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{ CharState_RunBack, "runback", true },
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{ CharState_RunLeft, "runleft", true },
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{ CharState_RunRight, "runright", true },
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{ CharState_RunForward, "runforward", MWRender::Animation::Priority_Default, true },
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{ CharState_RunBack, "runback", MWRender::Animation::Priority_Default, true },
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{ CharState_RunLeft, "runleft", MWRender::Animation::Priority_Default, true },
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{ CharState_RunRight, "runright", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", true },
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{ CharState_SwimRunBack, "swimrunback", true },
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{ CharState_SwimRunLeft, "swimrunleft", true },
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{ CharState_SwimRunRight, "swimrunright", true },
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{ CharState_SwimRunForward, "swimrunforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", true },
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{ CharState_SneakBack, "sneakback", true },
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{ CharState_SneakLeft, "sneakleft", true },
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{ CharState_SneakRight, "sneakright", true },
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{ CharState_SneakForward, "sneakforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakBack, "sneakback", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakRight, "sneakright", MWRender::Animation::Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", true },
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{ CharState_TurnRight, "turnright", true },
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{ CharState_TurnLeft, "turnleft", MWRender::Animation::Priority_Default, true },
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{ CharState_TurnRight, "turnright", MWRender::Animation::Priority_Default, true },
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{ CharState_Jump, "jump", true },
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{ CharState_Jump, "jump", MWRender::Animation::Priority_Default, true },
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{ CharState_Death1, "death1", false },
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{ CharState_Death2, "death2", false },
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{ CharState_Death3, "death3", false },
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{ CharState_Death4, "death4", false },
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{ CharState_Death5, "death5", false },
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{ CharState_Death1, "death1", MWRender::Animation::Priority_Death, false },
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{ CharState_Death2, "death2", MWRender::Animation::Priority_Death, false },
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{ CharState_Death3, "death3", MWRender::Animation::Priority_Death, false },
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{ CharState_Death4, "death4", MWRender::Animation::Priority_Death, false },
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{ CharState_Death5, "death5", MWRender::Animation::Priority_Death, false },
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};
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static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]);
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@ -110,7 +111,7 @@ static const struct {
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static const size_t sWeaponTypeListSize = sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0]);
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void CharacterController::getCurrentGroup(std::string &group, bool &loops) const
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void CharacterController::getCurrentGroup(std::string &group, MWRender::Animation::Priority &priority, bool &loops) const
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{
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std::string name;
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for(size_t i = 0;i < sStateListSize;i++)
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@ -118,6 +119,7 @@ void CharacterController::getCurrentGroup(std::string &group, bool &loops) const
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if(sStateList[i].state == mCharState)
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{
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name = sStateList[i].groupname;
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priority = sStateList[i].priority;
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loops = sStateList[i].loops;
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break;
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}
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@ -170,10 +172,10 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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}
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std::string group;
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MWRender::Animation::Priority prio;
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bool loops;
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getCurrentGroup(group, loops);
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mAnimation->play(group, MWRender::Animation::Priority_Default,
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MWRender::Animation::Group_All, false,
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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"start", "stop", 1.0f, loops ? (~(size_t)0) : 0);
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}
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@ -431,10 +433,10 @@ void CharacterController::forceStateUpdate()
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mAnimQueue.clear();
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std::string group;
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MWRender::Animation::Priority prio;
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bool loops;
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getCurrentGroup(group, loops);
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mAnimation->play(group, MWRender::Animation::Priority_Default,
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MWRender::Animation::Group_All, false,
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, loops ? (~(size_t)0) : 0);
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mAnimation->showWeapons(mWeaponType != WeapType_None && mWeaponType != WeapType_HandToHand &&
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@ -4,6 +4,7 @@
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#include <OgreVector3.h>
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#include "../mwworld/ptr.hpp"
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#include "../mwrender/animation.hpp"
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namespace MWRender
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{
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@ -98,7 +99,7 @@ class CharacterController
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float mSecondsOfRunning;
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// Gets an animation group name from the current character state, and whether it should loop.
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void getCurrentGroup(std::string &group, bool &loops) const;
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void getCurrentGroup(std::string &group, MWRender::Animation::Priority &prio, bool &loops) const;
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public:
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state);
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@ -19,6 +19,8 @@ public:
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Priority_Nil = -1, /* Do not use */
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Priority_Default,
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Priority_Death,
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Num_Priorities
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};
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