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Store death animation index in CreatureStats

This commit is contained in:
scrawl 2014-05-26 19:56:32 +02:00
parent 3cd835e61a
commit 0966755a0c
6 changed files with 66 additions and 19 deletions

View file

@ -407,29 +407,25 @@ MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::I
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
} }
void CharacterController::playRandomDeath(float startpoint) void CharacterController::playDeath(float startpoint, CharacterState death)
{ {
if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath")) switch (death)
{ {
mDeathState = CharState_SwimDeath; case CharState_SwimDeath:
mCurrentDeath = "swimdeath"; mCurrentDeath = "swimdeath";
} break;
else if (mHitState == CharState_KnockDown) case CharState_DeathKnockDown:
{
mDeathState = CharState_DeathKnockDown;
mCurrentDeath = "deathknockdown"; mCurrentDeath = "deathknockdown";
} break;
else if (mHitState == CharState_KnockOut) case CharState_DeathKnockOut:
{
mDeathState = CharState_DeathKnockOut;
mCurrentDeath = "deathknockout"; mCurrentDeath = "deathknockout";
break;
default:
mCurrentDeath = "death" + Ogre::StringConverter::toString(death - CharState_Death1 + 1);
} }
else mDeathState = death;
{
int selected=0; mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
mCurrentDeath = chooseRandomGroup("death", &selected);
mDeathState = static_cast<CharacterState>(CharState_Death1 + (selected-1));
}
// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually. // For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
mMovementState = CharState_None; mMovementState = CharState_None;
@ -440,6 +436,29 @@ void CharacterController::playRandomDeath(float startpoint)
false, 1.0f, "start", "stop", startpoint, 0); false, 1.0f, "start", "stop", startpoint, 0);
} }
void CharacterController::playRandomDeath(float startpoint)
{
if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
{
mDeathState = CharState_SwimDeath;
}
else if (mHitState == CharState_KnockDown)
{
mDeathState = CharState_DeathKnockDown;
}
else if (mHitState == CharState_KnockOut)
{
mDeathState = CharState_DeathKnockOut;
}
else
{
int selected=0;
chooseRandomGroup("death", &selected);
mDeathState = static_cast<CharacterState>(CharState_Death1 + (selected-1));
}
playDeath(startpoint, mDeathState);
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim) CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr) : mPtr(ptr)
, mAnimation(anim) , mAnimation(anim)
@ -497,7 +516,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
if(mDeathState != CharState_None) if(mDeathState != CharState_None)
{ {
playRandomDeath(1.0f); int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
} }
else else
refreshCurrentAnims(mIdleState, mMovementState, true); refreshCurrentAnims(mIdleState, mMovementState, true);

View file

@ -181,6 +181,7 @@ class CharacterController
void updateVisibility(); void updateVisibility();
void playDeath(float startpoint, CharacterState death);
void playRandomDeath(float startpoint = 0.0f); void playRandomDeath(float startpoint = 0.0f);
/// choose a random animation group with \a prefix and numeric suffix /// choose a random animation group with \a prefix and numeric suffix

View file

@ -22,7 +22,8 @@ namespace MWMechanics
mFallHeight(0), mRecalcDynamicStats(false), mKnockdown(false), mKnockdownOneFrame(false), mFallHeight(0), mRecalcDynamicStats(false), mKnockdown(false), mKnockdownOneFrame(false),
mKnockdownOverOneFrame(false), mHitRecovery(false), mBlock(false), mKnockdownOverOneFrame(false), mHitRecovery(false), mBlock(false),
mMovementFlags(0), mDrawState (DrawState_Nothing), mAttackStrength(0.f), mMovementFlags(0), mDrawState (DrawState_Nothing), mAttackStrength(0.f),
mLastRestock(0,0), mGoldPool(0), mActorId(-1) mLastRestock(0,0), mGoldPool(0), mActorId(-1),
mDeathAnimation(0)
{ {
for (int i=0; i<4; ++i) for (int i=0; i<4; ++i)
mAiSettings[i] = 0; mAiSettings[i] = 0;
@ -498,6 +499,7 @@ namespace MWMechanics
state.mDrawState = mDrawState; state.mDrawState = mDrawState;
state.mLevel = mLevel; state.mLevel = mLevel;
state.mActorId = mActorId; state.mActorId = mActorId;
state.mDeathAnimation = mDeathAnimation;
mSpells.writeState(state.mSpells); mSpells.writeState(state.mSpells);
mActiveSpells.writeState(state.mActiveSpells); mActiveSpells.writeState(state.mActiveSpells);
@ -537,6 +539,7 @@ namespace MWMechanics
mDrawState = DrawState_(state.mDrawState); mDrawState = DrawState_(state.mDrawState);
mLevel = state.mLevel; mLevel = state.mLevel;
mActorId = state.mActorId; mActorId = state.mActorId;
mDeathAnimation = state.mDeathAnimation;
mSpells.readState(state.mSpells); mSpells.readState(state.mSpells);
mActiveSpells.readState(state.mActiveSpells); mActiveSpells.readState(state.mActiveSpells);
@ -590,4 +593,14 @@ namespace MWMechanics
{ {
esm.getHNT(sActorId, "COUN"); esm.getHNT(sActorId, "COUN");
} }
unsigned char CreatureStats::getDeathAnimation() const
{
return mDeathAnimation;
}
void CreatureStats::setDeathAnimation(unsigned char index)
{
mDeathAnimation = index;
}
} }

View file

@ -64,6 +64,9 @@ namespace MWMechanics
int mActorId; int mActorId;
// The index of the death animation that was played
unsigned char mDeathAnimation;
protected: protected:
// These two are only set by NpcStats, but they are declared in CreatureStats to prevent using virtual methods. // These two are only set by NpcStats, but they are declared in CreatureStats to prevent using virtual methods.
bool mIsWerewolf; bool mIsWerewolf;
@ -250,6 +253,9 @@ namespace MWMechanics
void setGoldPool(int pool); void setGoldPool(int pool);
int getGoldPool() const; int getGoldPool() const;
unsigned char getDeathAnimation() const;
void setDeathAnimation(unsigned char index);
int getActorId(); int getActorId();
///< Will generate an actor ID, if the actor does not have one yet. ///< Will generate an actor ID, if the actor does not have one yet.

View file

@ -74,6 +74,9 @@ void ESM::CreatureStats::load (ESMReader &esm)
mActorId = -1; mActorId = -1;
esm.getHNOT (mActorId, "ACID"); esm.getHNOT (mActorId, "ACID");
mDeathAnimation = 0;
esm.getHNOT (mDeathAnimation, "DANM");
mSpells.load(esm); mSpells.load(esm);
mActiveSpells.load(esm); mActiveSpells.load(esm);
} }
@ -152,6 +155,9 @@ void ESM::CreatureStats::save (ESMWriter &esm) const
if (mActorId != -1) if (mActorId != -1)
esm.writeHNT ("ACID", mActorId); esm.writeHNT ("ACID", mActorId);
if (mDeathAnimation)
esm.writeHNT ("DANM", mDeathAnimation);
mSpells.save(esm); mSpells.save(esm);
mActiveSpells.save(esm); mActiveSpells.save(esm);
} }

View file

@ -46,6 +46,7 @@ namespace ESM
std::string mLastHitObject; std::string mLastHitObject;
bool mRecalcDynamicStats; bool mRecalcDynamicStats;
int mDrawState; int mDrawState;
unsigned char mDeathAnimation;
int mLevel; int mLevel;