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feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
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59 changed files with 3903 additions and 483 deletions
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@ -131,6 +131,35 @@ private:
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std::vector<std::string> introTracks_;
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bool loginMusicVolumeAdjusted_ = false;
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int savedMusicVolume_ = 30;
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// ----- Login-screen graphics settings popup -----
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bool showLoginSettings_ = false;
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// Local copies of the settings keys we expose in the login popup.
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// Loaded on first open; saved on Apply.
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struct LoginGraphicsState {
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int preset = 2; // 0=Custom 1=Low 2=Medium 3=High 4=Ultra
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bool shadows = true;
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float shadowDistance = 300.0f;
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int antiAliasing = 0; // 0=Off 1=2x 2=4x 3=8x
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bool fxaa = false;
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bool normalMapping = true;
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bool pom = true;
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int pomQuality = 1; // 0=Low 1=Medium 2=High
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int upscalingMode = 0; // 0=Off 1=FSR1 2=FSR3
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bool waterRefraction = true;
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int groundClutter = 100; // 0-150
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int brightness = 50; // 0-100
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bool vsync = false;
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bool fullscreen = false;
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};
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LoginGraphicsState loginGfx_;
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bool loginGfxLoaded_ = false;
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void renderLoginSettingsWindow();
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void loadLoginGraphicsState();
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void saveLoginGraphicsState();
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static void applyPresetToState(LoginGraphicsState& s, int preset);
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};
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}} // namespace wowee::ui
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